Arcanum: Of Steamworks And Magick Obscura: Difference between revisions
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* When creating your character, avoid the backgrounds that depend on your location for magic. Miracle Operation is almost overpowered. | |||
* When selecting your items from the shop before you start, get the lockpicks as they have a 10% boost and you can't find them anywhere else I believe. Same thing with the dress at the store. Then get some potions and a cheap dagger. You'll find better stuff soon. | |||
* Magic is incredibly useful. Teleport will eliminate annoying travel, catrip will unlock most doors, harm will kill almost everything, and charm will let you talk to almost anyone in a positive matter. Don't spam it at the beginning of the game though, you'll run out of fatigue, and fall over. | |||
* Even if you're going tech, get teleport. It is so damned useful. | |||
* By this same logic, as a tech don't be afraid to use magic scrolls. Most useful are scrolls of Exiting and Divine Magic. Other scrolls to hang on to include Conjure Spirit, Shrink, Dominate Will and any summons you might find. Techs will still be able to cast them, for some reason. | |||
* The first town sucks, but has lots of good XP. Don't give the guy the camera though. Once you get out of the Shrouded hills, the game really starts to shine. You can skip it almost entirely if you want as well. | |||
* Get Sod Meadmug from the first town. He's one of the few characters that will stay at your side no matter what you do, and he's great for killing things early game. | |||
* You need at least a 9 Charisma to get Sogg to join. | |||
* Make sure you have lots of ammo before going anywhere if you're using a gun. I mean lots, like multiple stacks, and stuff to make more if needed. | |||
* If you find an empty building, with a box in it, feel free to put your stuff in it, it will never go away. | |||
* Oh yeah. For the love of god, get Drog Blacktooths patch for the game. | |||
* If you do decide to go the tech route, then for the love of god invest in grenades and throwing. You can easily fashion grenades out of things you find in trash cans throughout the entire game and they are devastating. However, be aware that your character will have some of severe palsy when throwing at first so quick save before you throw grenades at the beginning of the game because you will, without fail, end up throwing one backwards into a group of guards/children/teammates/etc. | |||
* Turn the battle system on turn based. | |||
* If you're a mage, get Harm. | |||
* Fighting fucking hard enemies? Have Harm ready and turn the battle on to free time and rapid-fire Harm as the enemy runs at you. You'll attack a lot faster and far, far more often than turn based. | |||
* You get more experience in combat if YOU'RE the one hitting the monsters, not your party members. | |||
* Dexterity is probably the most important attribute, since it governs most combat skills, as well as the thief abilities as well. If you want to succeed at melee, you need DX more than you need strength (although that helps, too). | |||
* Beauty is a little useless, since you can excel as an intelligent ugly person, but not as a beautiful idiot. | |||
* Worthless Mutt is the best fighter NPC in the game. If you want him in your party, remember two things: (1) Mutt is so good at fighting that for the first half of the game, having him in your party will make combat very boring (and less lucrative in terms of experience, since Mutt will tear through enemies before you can even reach them). (2) If you want him in your party, you'll have to hoof it to the inn the first time you arrive in Ashbury. If you don't get there in time, the gnome kicking Mutt will kill him. | |||
* In Tarant, you can deliver a note for a shady individual (in the Wellington Gentleman's club), solve the theft of a painting (the Garringsburg heist), and fetch a new crystal ball for a psychic. Be sure to complete the quests in this order, and for the crystal ball quest, side with Toussaud not Besson. | |||
* Speak to Thom Grak (middle of Tarant) to start one of the more interesting quest lines. | |||
* By the time you explore the Black Mountain Clan, you should be at LEAST level 20, your entire party should be wearing metal armor, you’ll need to be able to take some heavy hits, you’ll need to be able to heal yourself a lot, and you’ll need at least apprentice level in repair, OR lots of weapons, OR the ability to teleport out of a dungeon with an Exit scroll to get your equipment fixed by someone else. | |||
* When it’s time to go to Thanatos, you can either pay a lot of money for passage or you can get your own ship. Getting the ship is more complicated, but worth it since you can travel to virtually any city for free from that point on. | |||
* Items to hang onto: shovel, mithril, Molochean Hand amulet, kathorn crystal, heartstone, and, if you're a tech, saltpeter & charcoal (the two components in bullets). | |||
* If you're a tech that's high on the scale (75 or so) healing magic will almost always fail on you. BUT most of the party-joinable NPCs in the game don't fall far enough on the scale in either direction for this to be the case, so you might want to have a healer in your party to look after them, while you take care of your own healing. | |||
* Also avoid any background that gives you a weapon, or increased starting gold. These become useless so quickly that you'll regret taking them by level 2. | |||
* Keep in mind that magically unlocking something will make a noise, and anyone nearby will hear it. This means if you're trying to rob someone or break into someplace, it will be VERY difficult to do without getting caught. Lockpicking, on the other hand, is almost entirely silent, and you can enter Prowl mode (even if you have no points in it) well enough to avoid being caught by sleeping people. | |||
* Guns are awesome, but only at high levels. I usually don't even bother putting points into Firearms/Perception/Gun Smithy until at least level 25 or so. Before that, guns are just heavy and bullets are expensive and you can't shoot worth shit. Just suck it up and go melee for the first half of the game. | |||
* There's a warehouse in Tarant (just E of the Docks subway station) with a halfling outside. Help him clear out the rats in the warehouse, and you can use any of the interior containers for storage. Handy because it's right next to a subway station and the docks (for when you get your own ship). | |||
* Regardless of character type, don't skimp out on intelligence. Your initial reaction modifier has some effect on quests but intelligence actually determines the better dialog options. For combat oriented characters, dexterity is infinitely better than than strength even if you plan on specializing in melee weapons. Finally, magic is extremely overpowered. If you want to breeze through the game then build a mage type character. | |||
== If you're playing a gunfighter/thief: == | == If you're playing a gunfighter/thief: == |