Arcanum

Arcanum

vivi Dec 9, 2016 @ 4:37am
Can I become a gunslinger mage man?
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Muro Dec 9, 2016 @ 5:21am 
It is possible. Generally magick and technology are antagonistic in Arcanum, but there are some builds that can benefit from both.

Having positive Magickal Aptitude adds a % chance to critical failure when wearing any tech equipment or using tech weapons, the greater the higher your MA is. However, as long as you keep your aptitude at 0 or lower by balancing your magick with enough tech skills/disciplines, you'll manage.

Many spells become the more effective the higher your aptitude. Since your magickal power will be kept at a minimum in this build, it is recommended to focus on spells that have the same effect no matter your MA. Some examples: the whole Conveyance, Divination, Mental and Temporal college; the 1st, 4th and 5th spell from the elemental colleges.
vivi Dec 9, 2016 @ 5:24am 
Originally posted by Muro:
It is possible. Generally magick and technology are antagonistic in Arcanum, but there are some builds that can benefit from both.

Having positive Magickal Aptitude adds a % chance to critical failure when wearing any tech equipment or using tech weapons, the greater the higher your MA is. However, as long as you keep your aptitude at 0 or lower by balancing your magick with enough tech skills/disciplines, you'll manage.

Many spells become the more effective the higher your aptitude. Since your magickal power will be kept at a minimum in this build, it is recommended to focus on spells that have the same effect no matter your MA. Some examples: the whole Conveyance, Divination, Mental and Temporal college; the 1st, 4th and 5th spell from the elemental colleges.
So it's a little complicated? Before I try doing it, is it possible to respec in this game?
Muro Dec 9, 2016 @ 6:52am 
It's complicated in the sense that magick and technology work against each other, so mixing them in a way that in the end profits you requires some planning and know-how.

You can't respec in Arcanum. Not normally, anyway - if someone would really want to do it and wasn't above editing his savegame, there's a character editor that enables that.
vivi Dec 9, 2016 @ 6:57am 
Originally posted by Muro:
It's complicated in the sense that magick and technology work against each other, so mixing them in a way that in the end profits you requires some planning and know-how.

You can't respec in Arcanum. Not normally, anyway - if someone would really want to do it and wasn't above editing his savegame, there's a character editor that enables that.
When the game ends does it end and you have to restart? Just guessing since VTM:B is that way and its the same devs (I think)
Muro Dec 9, 2016 @ 7:17am 
The game is from the same dev indeed, and yes, when the game ends, it ends definitely. It isn't really the type of RPG that's built around the concept of continuing the game after its ending.
vivi Dec 9, 2016 @ 8:13am 
Originally posted by Muro:
The game is from the same dev indeed, and yes, when the game ends, it ends definitely. It isn't really the type of RPG that's built around the concept of continuing the game after its ending.
I don't mind that, thanks for the info. Do you know of any build sites?
Muro Dec 9, 2016 @ 9:26am 
I personally don't, but I'm sure someone either here or on the Terra Arcanum[www.terra-arcanum.com] forums would gladly propose some builds if asked.

I know that if I'd go for a techmage gunsliger, I'd like to invest on the tech side in gunsmithy (for creating) and firearms (for handling) guns, and electricity for some convenience (two charged rings for a +4 dexterity boost) + some cool electroguns later on.
On the magick side, I'd max out Temporal for some great boosts to speed / action points, and Conveyance for the convenience of teleporting around the worldmap. Getting all that would cost 60* out of 64 character points available from a new character to a fully levelled up one.
The remaining 4 points I'd invest either into dexterity to move around faster and have some more action points, or into a the Agity of Fire spell for similar reasons. Maybe a point into Explosives for some convenience, since there is a purchasable schematic for crafting bullets (never too many of those) using the explosives skill. Maybe a point into Herbalism for a cheap way to produce healing items (I considered suggesting the Heal spell for basically free healing, but then I remembered that with this build you'll be so much on the tech side in the end, the spell won't work on you most of the time).

* 60 if it's a human with no special background. Can be less if a advantageous race and/or background is used.
vivi Dec 9, 2016 @ 9:43am 
Originally posted by Muro:
I personally don't, but I'm sure someone either here or on the Terra Arcanum[www.terra-arcanum.com] forums would gladly propose some builds if asked.

I know that if I'd go for a techmage gunsliger, I'd like to invest on the tech side in gunsmithy (for creating) and firearms (for handling) guns, and electricity for some convenience (two charged rings for a +4 dexterity boost) + some cool electroguns later on.
On the magick side, I'd max out Temporal for some great boosts to speed / action points, and Conveyance for the convenience of teleporting around the worldmap. Getting all that would cost 60* out of 64 character points available from a new character to a fully levelled up one.
The remaining 4 points I'd invest either into dexterity to move around faster and have some more action points, or into a the Agity of Fire spell for similar reasons. Maybe a point into Explosives for some convenience, since there is a purchasable schematic for crafting bullets (never too many of those) using the explosives skill. Maybe a point into Herbalism for a cheap way to produce healing items (I considered suggesting the Heal spell for basically free healing, but then I remembered that with this build you'll be so much on the tech side in the end, the spell won't work on you most of the time).

* 60 if it's a human with no special background. Can be less if a advantageous race and/or background is used.
Some of this character creation stuff reminds me of VTM:B so maybe I just need to check it all out.
vivi Dec 9, 2016 @ 10:54am 
Originally posted by Muro:
I personally don't, but I'm sure someone either here or on the Terra Arcanum[www.terra-arcanum.com] forums would gladly propose some builds if asked.

I know that if I'd go for a techmage gunsliger, I'd like to invest on the tech side in gunsmithy (for creating) and firearms (for handling) guns, and electricity for some convenience (two charged rings for a +4 dexterity boost) + some cool electroguns later on.
On the magick side, I'd max out Temporal for some great boosts to speed / action points, and Conveyance for the convenience of teleporting around the worldmap. Getting all that would cost 60* out of 64 character points available from a new character to a fully levelled up one.
The remaining 4 points I'd invest either into dexterity to move around faster and have some more action points, or into a the Agity of Fire spell for similar reasons. Maybe a point into Explosives for some convenience, since there is a purchasable schematic for crafting bullets (never too many of those) using the explosives skill. Maybe a point into Herbalism for a cheap way to produce healing items (I considered suggesting the Heal spell for basically free healing, but then I remembered that with this build you'll be so much on the tech side in the end, the spell won't work on you most of the time).

* 60 if it's a human with no special background. Can be less if a advantageous race and/or background is used.
Also, do you mind if I add you? lmao
Muro Dec 9, 2016 @ 11:51am 
Sure, go right ahead.
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Date Posted: Dec 9, 2016 @ 4:37am
Posts: 10