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View Full Version : Arcanum: Of Steamworks and Magick Obscura (Technologists)



IssacFrost
2016-07-14, 01:59 PM
So I saw a thread here about this game. And this line:

"Guns are horrible weapons in this game. Sure, you can make them work if you really try, but for the most part (especially early in the game) they are a trap." - Valameer

I'm sorry but I owe this game and started playing it and this is just not true. So for all those discovering this game again who want to play a gunslinger, its not just viable, its stupid powerful and fun.

First off this is the build you want for guns:

The Fastest Gun In Arcanum

Race: Gnome

Background: Raised by Orcs

Backstory: When your wealthy monopolist parents were killed in an industrial coup, you barely escaped with your life by fleeing into the wilderness. You were found half-starved and on death’s door by a group of orc savages, who decided you would be more use alive than contributing to the day's the stew pot. Your existence became brutal and bleak, your sense of disentitlement growing more ardent and ugly every day. Longing to reclaim your birthright and become truly exceptional, when the Tarant to Ashbury rail line was being laid close by you did not hesitate to tell the workers that a group of marauding orcs had abducted you and murdered your parents. The workers justice was swift, and you watched it all. It was not long before you were back in the city, taking readily to firearms due to the heightened perceptions you had learnt with the orcs. Unlike most of your foolish technologically inclined contemporaries, you did not shy away from magick – using Temporal to give you an edge in the duels that your embittered self often attracted.

Initial Stats From Background:
ST 10 IN 8
CN 6 WP 10
DX 8 PE 10
BE 8 CH 2

Required Stat, Skill and Aptitude Boosts: Energizer (temporary +2 ST/CN/DX), Mind Marvel (temporary +2 IN, WP, PE), Revitalizer (temporary +2 ST/CN/DX/IN/WP/PE), Vivifier (+1 ST/CN/DX/IN/WP/PE), 2 x Charged Rings (+4 DX), Goggled Helmet (+3 PE), Finger of Mannox (+1 WP), Velorien’s Blessing (+4 DX, +12 Firearms/Dodge).

Character Point Allocation: 5 ST, 7 IN, 2 WP, 8 (2) Dodge, 8 (2) Firearms, Electricity 7, Gunsmithy 7, Chemistry 7, Therapeutics 7, Explosives 6, Smithy 6, Temporal 5 – left over points 1 (I’d go for Herbology or Melee).

Final Boosted Stats:
ST 20 IN 20
CN 11 WP 18
DX 20 PE 18
BE 13 CH 9

Desired Equipment: You can make without tech manuals any gun in the game and all types of ammo so go wild, other than that – Goggled Helmet, 2 x Charged Rings, Finger of Mannox, Metal Boots, Vendigrothian War Gauntlets, Featherweight Chain, Flow Disruptor when applicable.

Capabilities and Notes: You can make any gun in the game, so try to make a complete inventory of all guns (unique ones owned by shopkeepers, etc.) to really give yourself that eclectic collection. You can save more character points by using more therapeutics or Strength of Stone, but I thought using three separate therapeutics before major fights was enough and I didn’t want additional spell upkeep. You’ll need to make your Goggled Helmet with tech manuals using the Eye Gear from the BMC (or I think Sebastian uses a pair, and Magnus can make them too) as you can’t make them yourself, you’ll also need tech manuals for the Vivifier. You’ll also need to use a Potion of Intellect to produce your first Revitalizer, after that you can just use subsequent Revitalizers to access 20 IN; given that the character is comfortable using magick I don't see this as being too cheap. Featherweight chain was favoured to carry as much ammo as possible, as was ST. Use Temporal to become the Fastest Gun in Arcanum.

Credit goes to Jojobobo. His thread Ridocolous Builds is great.

Anyhow. Here is what I did:
I picked as many bullets as I could grab. And 1 Dodge, 2 Firearms and 2 Gun Smithy. Then have Vigil tank the few enemies you meet. Go straight for the cave in the crash site and craft the Handcrafted Flintlock with the materials. Once with that rush to Shrouded Hills and do all the quests that you can do to raise your alignment but do NOT accept the one to get rid of the thieves. Instead pickpocket the key or side with them. Go do the Bank one to get the pistol from the Doc.

Pause. Now this is not a glitch for me since this is done in Fallout Series. Go to Rietze's Import Shop. Go behind him. Save the game. Pickpocket until you get his key. Then get his money every day. Don't touch anything else. This is the same as stealing all your caps back in Fallout. (Specifically in NV) You can wait for a day a distance away from the shop or it won't proc. With this money deck yourself out. Kill the thieves. Get the fate point, go to Tarant. Track Sammie White (A halfling that insults you constantly) use the Fate to get his Hand Cannon. The proceed to Ashbury to grind on zombies or play the game via quests (I do both) My technologist gunslinger is a nightmare at level 15 (Since congeal time is incredibly good.)

Winthur
2016-07-14, 03:28 PM
"Guns are horrible weapons in this game. Sure, you can make them work if you really try, but for the most part (especially early in the game) they are a trap." - Valameer

Your whole post is a wall of text just to convince us, and then it implies that you really need to savescum:


Pause. Now this is not a glitch for me since this is done in Fallout Series. Go to Rietze's Import Shop. Go behind him. Save the game. Pickpocket until you get his key. Then get his money every day. Don't touch anything else. This is the same as stealing all your caps back in Fallout.

To be honest, the only reason guns "suck" is because the alternative is just picking magic, going Harm and instawinning the game. And even then, other ranged options like thrown weapons are still superior. Techie just takes more effort because this game actually has a crafting system worth a damn and techies rely on hoarding absolutely everything; the game, overall, is easy enough without these exploits, and indeed, once you unlock all the good stuff, you get a satisfactory killing speed and a colourful array of tactics, well worth the effort of eschewing Harm-spam.

A techie character as a whole class of its own still has plenty of options, like a self-enhanced techie swordfighter, kinda like Iron Man. Stun grenades are pretty crazy too. If you abuse some virtues of going real-time or turn-based as needed you can really micro tougher battles.

If you diversify your tech and go for all the good stuff, accept a fairly rough beginning and just ransack all the trashcans and other stuff, that's all you need to play a tech. No need to be a Gnome either, even Half-ogre would work. Anything that doesn't natively lower your Dex, preferrably. No need to dump Charisma either, you could get Sogg, and Ch-based builds are also pretty strong, having Persuasion is also good in general.

IssacFrost
2016-07-14, 03:36 PM
Your whole post is a wall of text just to convince us, and then it implies that you really need to savescum:


To be honest, the only reason guns "suck" is because the alternative is just picking magic, going Harm and instawinning the game. And even then, other ranged options like thrown weapons are still superior. Techie just takes more effort because this game actually has a crafting system worth a damn and techies rely on hoarding absolutely everything; the game, overall, is easy enough without these exploits, and indeed, once you unlock all the good stuff, you get a satisfactory killing speed and a colourful array of tactics, well worth the effort of eschewing Harm-spam.

A techie character as a whole class of its own still has plenty of options, like a self-enhanced techie swordfighter, kinda like Iron Man. Stun grenades are pretty crazy too. If you abuse some virtues of going real-time or turn-based as needed you can really micro tougher battles.

If you diversify your tech and go for all the good stuff, accept a fairly rough beginning and just ransack all the trashcans and other stuff, that's all you need to play a tech. No need to be a Gnome either, even Half-ogre would work. Anything that doesn't natively lower your Dex, preferrably. No need to dump Charisma either, you could get Sogg, and Ch-based builds are also pretty strong, having Persuasion is also good in general.

The only reason I posted what I did (aside from my first character who went the longer route) is because I know it can be daunting to get this of the floor. And because honestly I did posted its what I -did-. Not what you have to do. The build by Jojobobo works as it is. I just took shortcuts like I do in Fallout :p because I did play my first one through all the original route and I still never felt guns were bad. Just took time and effort. It's like my Fallout NV EW Specialist. Takes effort and time to match Guns but once you do, they are just as good (better imho)

I totally see your point though.

Edit: The Technomancer build at Gamefaqs was the original route I took minus having more people.

JellyPooga
2016-07-28, 11:19 AM
I've not played in a long time, but does anyone have any advice on playing a melee bruiser with a magickal bent?

I've tried doing a half-ogre with a few magick tricks (avoiding Harm cheese), but between the stat and skill bumps that seem required to get stuck into melee, it doesn't leave a lot of room to improve your magickal aptitude.

Then there's the problem of critters that damage your gear when you hit them; repair is a tech skill (so don't want) and especially during the end-game it's a pain finding someome that can fix your gear.

Finally, it would seem that other magickal alloes would be appropriate, but I kept getting caught by friendly fire; HP are an issue at the best of times in melee, so it doesn't help when your buddies knock a few extra off and half the time help deteriorate your gear while they're at it? I suppose the answer would be to have other melee allies, but then they always seem to prevaricate and generally get in the way. 'Tis a dilemma.

Triaxx
2016-07-28, 12:01 PM
LPArchive has a surprisingly awesome technologist melee LP. Maybe go just far enough Tech to be able to fix your own gear?

JellyPooga
2016-07-28, 12:09 PM
LPArchive has a surprisingly awesome technologist melee LP. Maybe go just far enough Tech to be able to fix your own gear?

The problem is getting far enough back into the magickal side of things to get the most out of your magickal gear. Tech-melee is easy; you can always get the best gear, even if you're large or small, plus you can fix it without too much trouble.

Magickal melee is harder; not only are you (semi-)reliant on random drops for decent gear, but the best smiths in the game are tech (so won't even talk to you if you've maxed out magickal aptitude) and as I said, the build is starved on m.aptitude as it is, without having to compensate for a few points in Repair. Is there an ally with decent Repair, perhaps, that'll tag along with a mage?

Triaxx
2016-07-28, 12:58 PM
Forgot about that. Aren't there a couple of awesome guaranteed Magick Swords? Or are they ones in high level dungeons that I'm thinking of?

JeenLeen
2016-07-28, 03:00 PM
Firearm build sounds cool, but I found having to use potions to boost stats a bit annoying and keeping enough ammunition sounds like it could be a hassle sometimes.
I tried to think of some melee builds back when I was playing Arcanum a lot, but I think it was hard to think of any that really got good at magic. Half-ogre going for the 'time stop'-like spell was I think one of the builds I tried, but I got bored with it a bit into the game. I hadn't realized that Harm was overpowered.

I generally stink at live action games (and this game's turn-based option felt clunky), so I went for a Cha-build and let my allies kill everything. Good Dex and Cha, with Dodge 5 and Melee 1 (to stab quickly with dagger) and thief skills, made my PC viable, and the NPC allies did most of the work. Having a guy who could make those mechanized spiders for extra swarm was helpful, too.
I think I somehow got a bug where I was able to recruit an extra guy, so I had one more than the max number of NPC allies.

BladeofObliviom
2016-07-28, 03:27 PM
Forgot about that. Aren't there a couple of awesome guaranteed Magick Swords? Or are they ones in high level dungeons that I'm thinking of?

The BEST Magick Sword is in the final dungeon, though it really does kick entirely too much butt to be found any earlier. The second best is probably the Bangellian Scourge, which is excellent aside from being literally Soul Edge and making your allies hate you, even the evil ones.

My favorite magick melee weapon available before the final dungeon is actually the Staff of Xorianth, available as a quest reward in Qintarra pretty much as soon as you get there in the story (or earlier if you go through Hardin's Pass early). It doesn't do much base damage, but it does a decent chunk of fatigue damage and has VERY high speed: Base 33, 38 with melee apprentice training. This carried my arcane melee character through the game pretty well. Sure, it didn't do much on an individual hit, but I could attack for 1 ap and apply my strength bonus to damage on every single hit.

Morty
2016-07-28, 04:13 PM
Arcanum was one of those games with good story and concepts that desperately need better rules and engine.

Dorath
2016-07-29, 02:46 AM
Spend the fate point and steal Lianna del Par's sword in Dernholm. It's neutral and useful for most of the game.

JeminiZero
2016-07-31, 09:44 AM
Magickal melee is harder; not only are you (semi-)reliant on random drops for decent gear, but the best smiths in the game are tech (so won't even talk to you if you've maxed out magickal aptitude) and as I said, the build is starved on m.aptitude as it is, without having to compensate for a few points in Repair.
IIRC Magic Melee has the benefit of Shield of Protection, which means you can use not-as-good armor, and still achieve 99% Damage Reduction. I once tried a run with a Human Escaped Lunatic that had Expert Repair, counterbalanced with a few spells (Shield of Protection, but also Minor Healing and a couple of the Air/Earth/Fire/Water buffs) to achieve SLIGHT Magic Aptitude, and could get 99% Damage Reduction just relying on Chain Shirt.

You have to watch your Fatigue though (since Damage Reduction does nothing to reduce Fatigue damage). And even with Expert Repair, constant repairing will eventually reduce Max Item HP to 99 (With expert, Max item HP is reduced 1% round down with each repair attempt, so Max HP reduction stops at 99 HP)

Granted, its not really "Magic" melee, it works more like "Mostly-Neutral" melee, with repair and a few spells.