Arcanum

Arcanum

Which technological disciplines to learn?
Would like some opinions on what to spend points on or not. Or how many... All the schematics seem kind of meh, especially because you can find most of the items in the world anyway. But I guess it's more about the additional found/bought schematics and what "expertise" you need to have for them that makes disciplines useful or not. And: can followers also learn these or only the PC?
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Showing 1-10 of 10 comments
SouP Jan 12, 2019 @ 4:45pm 
Only the players can learn new schematics, followers only learn what they’re scripted to, as is reflected in their auto-level schemes. If you’re playing a technologist, depends if you’re doing melee or firearms what you learn.
I was planning to do a bit of both, not knowing how scarce bullets are going to be, so I can save the guns/ammo for harder encounters.
SouP Jan 12, 2019 @ 8:52pm 
You’ll be a bit starved if you try to craft guns then, at least early on. Electrical is a strong discipline for combat, and if you plan on having a high technological aptitude (no magick) then Smithing and Mechanical pay off very well. Therapeutics can provide potent temporary buffs as well as permanent stat changes later on. Every other discipline has used (Pyro for an explosives thrower, for example), and you can’t go wrong- unless you neglect your combat skills. If your melee or firearms skills are low, you will have great difficulty using them in combat- and without dodge, being in melee range will hurt.
Salutations Jan 14, 2019 @ 6:20am 
its best to stick with one, either melee or ranged. bullets can be crafted/bought and do not account for weight, so you can carry as much as the game allows you too. investing into both and to be succesful will mean you wont be able to put alot in the colleges.
megapat2 Jan 14, 2019 @ 11:42am 
playing a gunslinger in current playthrough enjoying it so far. went standard build gun smith and explosives. had bullets recipe at lvl 6, went grabed jania for techno healer and magnus for blacksmith full tech team now. its working so far but once you have the points in INT you can get what you like.
So far I got 12 points in dexterity and charisma, so I can have 3 ranks of melee, dodge and lockpicking, and expert in persuasion for a total of 4 followers. I think it's good to keep focusing on perception, firearms and recipes now. I installed the ME mod and raised the level cap to 100, so I guess there's room for some diversity. Recruited the half-ogre in the first town, getting Magnus and Jayna(?) next and a few more levels. Then I will do some camping at the dimension gate near Blackroot ^^
Bot yuri Jan 15, 2019 @ 11:20am 
Try crafting and mechanic, you can forge power armor and robot army with these two later in game
Mîchā’ēl Jan 31, 2019 @ 1:01pm 
Every technology discipline is powerful, some of them just require previous knowledge of game and chalenges with some strategic thinking
Lord Nanfoodle Jul 17, 2019 @ 4:51pm 
Even if you don't plan to go any further into Therapeutics, it is a VERY sound investment to get Healing Salve right from the start, given how easy it can be to find the base ingredients most of the time. Hell, I'd even go as far as to recommend it for magic characters as well.
The Great Cornholio Jul 20, 2019 @ 10:11pm 
There's so many viable ways to go with technology.

1 point in healing salve and 1 point in the minor heal spell goes a long way for all characters. Even if you're a dwarf and full technology you can heal yourself with the spell after battles and save the salves for during combat.

Full herbology lets you craft an item that restores all health and mana. Obviously useful.

1 point in Molotov Cocktail is great. Use it at point blank range whenever you're surrounded and it knocks all enemies away. Also works on the stupid ore golems so you dont break your weapon.

Magnus can craft Balanced Swords which are very fast - 23 speed and good damage. Good for all non mage characters and companions.

3 points in electrical gets you 3 useful items. A light in your offhand to negate the darkness penalty. A dexterity ring you can craft for all your companions that will get a dwarf from his cap of 19 dex to 20. Then the spectrometer to detect traps.
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Date Posted: Jan 12, 2019 @ 4:04pm
Posts: 10