Arcanum: Of Steamworks And Magick Obscura: Difference between revisions
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Arcanum: Of Steamworks And Magick Obscura (view source)
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* When creating your character, avoid the backgrounds that depend on your location for magic. Miracle Operation is almost overpowered. | * 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 | * When selecting your items from the shop before you start, get the lockpicks, as they have a 10% boost, and the dress (if female), since you won't find either again any time soon. Then get some potions and a cheap dagger. You'll find better stuff shortly. | ||
* 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. | * 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. | ||
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* 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. | * 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 | * Get Sogg 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. | * You need at least a 9 Charisma to get Sogg to join. | ||
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* 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. | * 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 | * Guns are awesome, but only the good ones you'll get later / have to know where to find. 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). | * 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). |