Okay, newbie here, this is my first post here.
I started yesterday and chose the pre-made char Horace. I got to the part with mangus in the dwarven tomb. I couldn't beat the brothers so mangus left and I saved when he did accidentally. I want mangus back, lol. And, my char was insanely weak anyways.
Im making a Human Tech with no background (seems like backgrounds hurt you more than do you good to me)
I want to be a gunner so I will need to invest in the gun smithy skill obviously, right?
And, the electricity skill looks intriguing but my big question is,
Can the staffs created (shocking staff) be used as melee weapons and have the effect everytime they hit? or are they 1 hit items?
Also, Is it possible to be a gun smith and a electrician at the same time?
And lastly, I know I need at least 19 points in int if I want to max out a discipline, and I need some charisma for max chars in my party, which I want to have. And also, I think I need some strength for using guns, and some perspective to use them efficiently.
My last question, will I have enough char points for all of that? and have enough to dabble with pickpocketing and/or lockpicking?
Thanks to whoever reads this and can answer some of my questions, I would be most grateful.
Edit* I just realized I don't need to be a gun smith, I can just buy or steal the guns, but I need points in firearms right? Would it be smart to be a armor smith so I can make myself armor?
Totally Confused About Char Creation
Shocking staff and Tesla rod are ranged weapons, they cannot be used as melee weapons, and they consume charges while firing.shootaz wrote:Okay, newbie here, this is my first post here.
I started yesterday and chose the pre-made char Horace. I got to the part with mangus in the dwarven tomb. I couldn't beat the brothers so mangus left and I saved when he did accidentally. I want mangus back, lol. And, my char was insanely weak anyways.
Im making a Human Tech with no background (seems like backgrounds hurt you more than do you good to me)
I want to be a gunner so I will need to invest in the gun smithy skill obviously, right?
And, the electricity skill looks intriguing but my big question is,
Can the staffs created (shocking staff) be used as melee weapons and have the effect everytime they hit? or are they 1 hit items?
Also, Is it possible to be a gun smith and a electrician at the same time?
And lastly, I know I need at least 19 points in int if I want to max out a discipline, and I need some charisma for max chars in my party, which I want to have. And also, I think I need some strength for using guns, and some perspective to use them efficiently.
My last question, will I have enough char points for all of that? and have enough to dabble with pickpocketing and/or lockpicking?
Thanks to whoever reads this and can answer some of my questions, I would be most grateful.
Edit* I just realized I don't need to be a gun smith, I can just buy or steal the guns, but I need points in firearms right? Would it be smart to be a armor smith so I can make myself armor?
It seems to me that you want a sort of tech/thief character. You can pick bandit as the background for the character (optional). It will provide you with a revolver and an insufficient amount of ammo, but you'll lose 1 charisma.
Nevertheless, put points in firearms, perception ofcourse, and you can add points to dexterity and dodge (can be quite useful to dodge a couple of hits). Also if you want to be able to steal from people, pickpocket, pick locks and prowling.
You don't need to waste points on tech disciplines since you can steal/buy/get as a reward/create every technological weapon in the game. Vollinger is the man you need, he will be able to create guns for you. He will become available to you when you're min 14th level, and you can find him in Dernholm.
As for the armor, if you want to play a thief version, armor is unadvisable since you prowl better with lighter armor (example: suede jacket). I've never played a tech character with high strength so I always have to run from the enemy and shoot (in the early game).
Sorry for my english, it seems to deteriorate rapidly. Must speak(write) more english.
P.S. For every tech discipline, there's an NPC that is proficient in it. So if you concentrate on your perception and firearms, you can have Magnus to make swords for you, etc. And get your charisma as high as possible.
Thanks mate, that clears alot up for me. For shocking staff and the staff tech skill how many charges do you get for 1 use of the spell? So for example if I had a staff and the device needed for the spell and I casted it, how many times can I fire the created weapon.
And on your opinion, If I'm going with a tech gun thief, what would be a good tech disciplinary? I want to go electricity, is that smart?
On a side note, I don't seem to use prowl alot on my lvl 10 horace that I just deleted, is it really that important?
Thanks for your help
And on your opinion, If I'm going with a tech gun thief, what would be a good tech disciplinary? I want to go electricity, is that smart?
On a side note, I don't seem to use prowl alot on my lvl 10 horace that I just deleted, is it really that important?
Thanks for your help
If you really want to be a gunslinger, then gun-smithy is very useful, you can't get the best gun in the game unless you make it yourself, and you need to be a max level gun-smith to do it.
PS For a gunfighter, stealth isn't all that useful IMO, if you concentrate on physical abilities and tech skills you can get three tech schools to maximum, your choice really. Elec is certainly useful, but they all have their advantages eventually. One note of caution, the more tech you get, the less useful Virgil will be, until eventually he becomes useless.
PS For a gunfighter, stealth isn't all that useful IMO, if you concentrate on physical abilities and tech skills you can get three tech schools to maximum, your choice really. Elec is certainly useful, but they all have their advantages eventually. One note of caution, the more tech you get, the less useful Virgil will be, until eventually he becomes useless.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
I don't think I understand what you wanted to ask.shootaz wrote:Thanks mate, that clears alot up for me. For shocking staff and the staff tech skill how many charges do you get for 1 use of the spell? So for example if I had a staff and the device needed for the spell and I casted it, how many times can I fire the created weapon.
And on your opinion, If I'm going with a tech gun thief, what would be a good tech disciplinary? I want to go electricity, is that smart?
On a side note, I don't seem to use prowl alot on my lvl 10 horace that I just deleted, is it really that important?
Thanks for your help
A magical staff (example Mage's Staff) will have 20 charges of a two spells. So it's twenty spells you can cast using the staff, when you use all of them you won't be able to cast spells using the staff anymore though it will still have the 50 mana capacity.
A technological staff (example Tesla Rod) will behave in the same manner as the, again an example, Flintlock Pistol. Only it won't consume bullets. It uses charges (batteries) to fire and to kill.
As for the tech discipline, if you're a gunslinger/gunner/(you name it) gunsmithy is the most useful discipline. About electricity, only two things are good. The Tesla Rod (you can use it to create Tesla Gun (practically the best firearm in the game)), and the Charged Ring which will give you a nice boost in dexterity while worn.
In the mechanical discipline, you can learn up to Eye Gear (which is useful if you use firearms instead of melee) and the Skeleton key and the Trap Springer(if you're a thief), so if you find yourself with a couple of experience points and you don't have anything better in mind, feel free to invest in some of these.
Herbology is great for the early game, but later on it will become useless unless you can learn all the way up to the Cure All. Explosives, well grenades suck if your throwing skill isn't developed. But, if you put at least 2 points in throwing, and get yourself a couple of Stun Grenades.
I find smithy useless if you play this type of character, it's more fitting for a tech melee character. Chemistry is something I never thought as something I should base my character on. As far as the therapeutics go, powerups are nice but I dislike that kind of playing. I like to build characters that rely on themselves not on some kind of strengthening potions.
Prowling is good, since you can pick locks without being heard and you can circumvent the enemies that are impossible for you to deal with. But, if you don't want to put points into this skill, a good thief can be made only with pickpocket.