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Good novice hints 2

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samcu
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Good novice hints 2

Post by samcu »

Having read the first one, I thought it went off topic a bit, so I thought it will be alright to post a newer thread with this one...

The following tip is pretty basic, but I thought I should point them out anyway:

Spellcaster Tips
-Spells users can use level 1 Air spell 'vitality of air' to raise there constitution by 4. This spell stacks and it can increase your mana faster.
-To ensure you can finish the battle as fast as possible, it implies that you need to be fast. Therefore the level 1 Fire spell 'agility of fire' which increase your speed(dexterity) by 4 can help you kill faster. It is also stackable so you can have 20 speed any time you want to kill fast. Since spells take up 4 action points, it is also feasible to just raise your speed to 17 to have the same effect.
-Combine items that contain mana (like mage's dagger) to help slow the effects of fatigue (The item's mana are used up first and it generate itself).
-Using summons (Guardian Orge or Hellgate are good) to take the heat off you in battle. If you want to hog the battle, just create your summons a few pace away from your enemy so that it can't hit the enemy more than once and after the round the creatures will nearly always attack your summon. You can command your summon to back-off and let it take the pain away from you. This trick will not work where you triggered a trap or spell yourself (because the some traps will summon demons to kick your butt)

General tip
-Save before you talk to anyone because you don't know what can happen. Find out what is on them by selecting 'pickpocket' and see what they have got (but don't go through the pickpocketing)
Sorcery and Shadow together as one, the arcane and the dark united. Through our knowledge and skill none can stand against us. We are as one, infallible and invincible. The Shadow Mages.
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cjdevito
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Post by cjdevito »

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).
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