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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* Be sure to travel to Dernholm and Black Root before heading to Tarant. | * Be sure to travel to Dernholm and Black Root before heading to Tarant. | ||
* 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. | * 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. | * Speak to Thom Grak (middle of Tarant) to start one of the more interesting quest lines. | ||
* 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). | |||
* 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. Get to the east side of the inn (SE part of town) and rescue him from the gnome kicking him to death. If you take too long, Mutt will die. | |||
* 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. | * 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. | ||
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* 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. | * 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. | ||
* You cannot return to the Isle of Despair once you have left. There is an NPC there you need to talk to in order to get the best ending for Dernholm. | * You cannot return to the Isle of Despair once you have left. There is an NPC there you need to talk to in order to get the best ending for Dernholm. | ||
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* 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. | * 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. | ||
* As a gunfighter, hoard the following items: saltpeter/charcoal (for bullets), looking glasses, marksman rifles, mithril, charges, and corrosive acid. Everything else can be found pretty easily. | * As a gunfighter, hoard the following items: saltpeter/charcoal (for bullets), looking glasses, marksman rifles, mithril, charges, and corrosive acid. Everything else can be found pretty easily. | ||
* You'll need three ranks of pick locks and Expert level in it before it'll be feasible to steal from shopkeepers. With a good starting Dexterity, you should be able to achieve this before reaching Tarant (as there's an Expert trainer in Black Root). | * You'll need three ranks of pick locks and Expert level in it before it'll be feasible to steal from shopkeepers. With a good starting Dexterity, you should be able to achieve this before reaching Tarant (as there's an Expert trainer in Black Root). | ||
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* As a thief, don't waste too many points on pickpockets. It's ineffective for largescale theft because you can only pickpocket 100gp from someone at a time, and the level bonuses aren't all that great. I tend to save up my fate points for the like 4 times the game needs me to pick a pocket. | * As a thief, don't waste too many points on pickpockets. It's ineffective for largescale theft because you can only pickpocket 100gp from someone at a time, and the level bonuses aren't all that great. I tend to save up my fate points for the like 4 times the game needs me to pick a pocket. | ||
* As a gunfighter/thief, pump your Dexterity to about 13 or 15 (enough to reach expert level in Pick Locks). Ignore melee, and possibly even dodge. Boost your perception up to a natural 17 so you can advance firearms quickly, as you'll suffer without a decent melee attack. DX is crucial, though, so that you can steal guns, bullets and armor. | * As a gunfighter/thief, pump your Dexterity to about 13 or 15 (enough to reach expert level in Pick Locks). Ignore melee, and possibly even dodge. Boost your perception up to a natural 17 so you can advance firearms quickly, as you'll suffer without a decent melee attack. DX is crucial, though, so that you can steal guns, bullets and armor. |