Discussion in 'Arcanum Discussion' started by Solaris, Dec 4, 2003.
It's ont true. But for a sec I bellived in that
Huh? Didn't I use a rifle and a shield while trying out characters in the Virgil the Pervert mod? onder:
Could I possibly had been drunk?
*downs another glass o' whiskey* could be damn true... :sad2:
You know jankiel, you shouldn't listen all too much on my blithering.
Yeah, I know, I'm a stupid fuckwit...
begins force-feeding himself with cyanide
You shouldn't listen to me eighter I'm a big drunkard :throwup: 0
damn drunks spreading lies... so can or cannot an ogre wield rifles? I *still* haven't figured this out... and I cannot try it out cause I ain't at home.
Oh, ogres can indeed wield rifles. But they can't wield a shield along with it. There's something quite intimidating about a brutish half-ogre carrying a big rifle.
He still can't get the Droch's though.
Thats it exactly. Thats the beauty of it all. Tech and Magic are so vastly different from each other, quite well balanced despite what some may say. Troika really did do a great job with this game.
I think that the characters in Arcanum that are at a disadvantage are the ones that do not have wheels.
Down with technologi :smash:
Half-ogre gunslinger is a pointless idea though. Gunslingers need speed, not strength. Half-ogres are most intimidating with bare hands
Magickers Rock the Kazbah. How incredibly labour and time saving is the ultra-cool Teleportation? The Incredible Death-dealing potential offered by Disintergration is second to no tech item in the game (and By the way, you can use it to close the warp gate by liam's workshop if you cant be bothered with all that magick trap bull).potentialy certain death situations can be swayed with unseen force and dead comrades raised from the dead to carry on fighting when it is unlikely that a techer will have either the Schematics OR the expertise OR the materials to make a reanimator. Seeing a pattern hmm... :/ .
Always choose magic first but strive for an equal balance, for it is a little known fact that if your mag/tech bias is neutral nothing is lost to you.
Character at most disadvantage: solo Halfling Thief with pure pick lock, prowling and pickpocket. I created. I tried. I got my ass kicked.
Yeah, no fighting/negotiation skills would probably lead to a beat down.
a dwarf mage is a disadvantage, because of thedoubled fatigue use for a spell. It costs 100 fatigue just to teleport somewhere!
I found that gunslingers have a rough start-up. Which is why the only gunslinger I've ever gotten past Tarant is my current guy who mastered Electricity and got the Tesla Rod by level 5 or something.
I'm finding it hard to gain levels as I get kicked when I fight anything harder than a brown bear or Ailing wolf! As a Half-elf negotiator with little strength and next to nothing on melee, throwing or bow only lock pick, gamble and haggle I feel at a bit of a loss hve I made a bad choice? I'm trying for magick after making an early metullgary start.
Negotiator types have to rely on followers. I'd reccomend either Summoning or Mechanical. You're choice. If you go Mecahnical, I highly reccomend Smithy as well, for Autos, and Chemistry for Poison Arachnids. Then there's the Electricity/Chemistry combo for the Necromizer.
I've always found(to my great sadness) that the best character in any RPG is a pure fighter. I hate such characters though. Well, they're okay. I've finished the game twice, and the time i did it with a pure fighter i had to do it really quickly so i wouldnt get bored.
Arcanum makes pure fighter fun!
You just have to keep your intelligence low, or it becomes boring.
A nice Half-Ogre with Ran Away with the Circus is great. A starting strength of 18 is fun. Having 20 ST and no IN when you leave the ballon is great, as are the things Virgil says to you under those conditions.
I find that surprisingly, the best solo character is a female Half-Orc. A true killing machine who may use 80% of all weapons/armours found in the game.
Also Half-Orcs make great Hardboiled characters.
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