| Some tech tips:
- The single best weapon in the game requires smithy 3 and explosives 1. The pyrotechnic axe, made by combining the featherweight axe (smithy 3, axe handle & dwarven ore... both of which can be found in tarant) with fuel (explosives 1. The schematic can be purchased in tarant, or looted from behind a locked door in the tarant sewers. The axe does a huuuuge amount of fire damage, is fast, and does not become damaged from bashing down doors or fighting things like Ore Golems.
- Guns are underpowered, sadly. Even the best are not nearly comparable to the pyrotechnic axe or the electric sword.
- Electric Discipline looks weak, but has a number of -great- found schematics. It's probably the best stand-alone discipline because of that.
- Explosives are useful cash cows. You can make three fire obstructions for just a handful of gold, then sell them for several hundreds apiece.
- If you're playing a half-ogre technologist (tricky, unless you've made a custom background to compensate for their intelligence penalty) you pretty much have to take smithy if you ever want decent armor. With smithy, you'll eventually be able to make even large sized machined plate.
-The second best tech weapon in the game is the electro sword, a found schematic in the the electric discipline that requires the balanced sword (smithy 2). |