Casual Hero
Prophet
Part of the appeal of the game is that changing the build can completely change the way you complete quests and progress through the story. It really just depends on what your preferred playstyle is.
Yeah, but he asked "What's the best build to experience Arcanum with? Not the most OP and destructive. The best character to experience the most content, quests, dialog, etc." He didn't say the best way to use gimmicks to breeze through the game. He wants to be a real man. You know, experience all - the horror as well as the glory! And for this reason, playing a professional haggler with no combat skills or spells is the best build.As far as killing things though. It's better to specialize in tech or magic. Most of the time you can still get away with using a variety of skills either way without hurting either capability. Haggling and Persuasion do not care if you have tech aptitude or magic aptitude. Same thing with melee and bow. Besides, you'd probably be better off looking for some of the enchanted armor if you're a magic man than power armor and you just use spells to replace the things you had to give up when you when full magic. Not too big of a deal.
Yeah, but he asked "What's the best build to experience Arcanum with? Not the most OP and destructive. The best character to experience the most content, quests, dialog, etc." He didn't say the best way to use gimmicks to breeze through the game. He wants to be a real man. You know, experience all - the horror as well as the glory! And for this reason, playing a professional haggler with no combat skills or spells is the best build.
How would you build such a "max lore experience" build? I don't care about great combat capabilities at all (well, as long as i can progress somehow), but find it hard to find a proper balance. I'd love to play a true renaissance man: do all skill mastery quests, have access to inseresting spells like conjure spirit, tech skills and multiple companions. So far i'm looking at a charlatan protegé half elf.
I don't think anyone hinted at suggesting Harm in a non-spellcaster capacity, because that'd be retarded.Don't listen to harm-cultists, the spell is next to useless outside of a proper magic build.
Max lore? I'd probably start with good combat abilities at the beginning - start the game with 2 points in Melee - take it to 3 eventually, get the promotions or whatever you call them. Then start cranking beauty, persuasion, intelligence. That is, orphaned skills no sane person would crank up with a melee build. So, stopping at about midpoint for melee combat is probably all you need - but won't exactly speed up combat. You can also take an occasional spell or schematic as you see fit, keeping you in balance.How would you build such a "max lore experience" build? I don't care about great combat capabilities at all (well, as long as i can progress somehow), but find it hard to find a proper balance. I'd love to play a true renaissance man: do all skill mastery quests, have access to inseresting spells like conjure spirit, tech skills and multiple companions. So far i'm looking at a charlatan protegé half elf.
I think that was probably from intelligence. I got that conversation with a human and half-elfPlaying an intelligent dwarf got me a long ass conversation tree about stone and shape I didn't get on my next playthrough. Don't think you get it as a low int Dwarf, or if you don't play as a Dwarf - there is that much variation in this game.
I always wondered about that. Well, the thing is tho that you got it from Int - but I didn't have to create a mono-dimensional char to get it. I was a dwarf with ok combat and some random low level spells. Look, I'll be honest: I have no idea what to do to get the most options!I think that was probably from intelligence. I got that conversation with a human and half-elfPlaying an intelligent dwarf got me a long ass conversation tree about stone and shape I didn't get on my next playthrough. Don't think you get it as a low int Dwarf, or if you don't play as a Dwarf - there is that much variation in this game.
It's 100% from intelligence. I cannot say the exact threshold but it's enough to simply buy and drink potion beforehand for a char with base (8) INT. The only problem - you should get to extra dialogue option before the potion expires.I think that was probably from intelligence. I got that conversation with a human and half-elf
It's a wasted opportunity for sure. For a technology expert finding and executing Vendigrothian schems is the most exciting thing ever while a mage just have to hit 15 lvl iirc to be able to learn the most powerful spells in the game.I was thinking of replaying Arcanum just now and was trying to get into the mood by doing a self-insert into the Arcanum world, thinking what I'd do, etc... And the first thing I thought: I'm gonna learn some magic.
And then immediately got my suspension of disbelief crushed: you don't have to find a teacher to learn a new school of magic, there are no "lost & forgotten" magic schools that you can rediscover, or anything mystical about magic at all. You just go into char sheet and level it up. It sucks from the RP point of view.
Making an early rush to Vendigroth is analogous to Navarro rush in Fallout 2. Go there as soon as possible, grab everything necessary to craft Droch's Warbringer, make sure you have the needed skills to do that - and dominate. No need for any other gun.It's a wasted opportunity for sure. For a technology expert finding and executing Vendigrothian schems is the most exciting thing ever while a mage just have to hit 15 lvl iirc to be able to learn the most powerful spells in the game.
Ha, never did that, sounds like fun run for a change. Yeah, Warbringer is the best all-around although I did like to fool around with machine gun and some crazy guns as well.Making an early rush to Vendigroth is analogous to Navarro rush in Fallout 2. Go there as soon as possible, grab everything necessary to craft Droch's Warbringer, make sure you have the needed skills to do that - and dominate. No need for any other gun.
Max lore? I'd probably start with good combat abilities at the beginning - start the game with 2 points in Melee - take it to 3 eventually, get the promotions or whatever you call them. Then start cranking beauty, persuasion, intelligence. That is, orphaned skills no sane person would crank up with a melee build. So, stopping at about midpoint for melee combat is probably all you need - but won't exactly speed up combat. You can also take an occasional spell or schematic as you see fit, keeping you in balance.How would you build such a "max lore experience" build? I don't care about great combat capabilities at all (well, as long as i can progress somehow), but find it hard to find a proper balance. I'd love to play a true renaissance man: do all skill mastery quests, have access to inseresting spells like conjure spirit, tech skills and multiple companions. So far i'm looking at a charlatan protegé half elf.
But there isn't one build at the end of the day that will get you everything. Playing an intelligent dwarf got me a long ass conversation tree about stone and shape I didn't get on my next playthrough. Don't think you get it as a low int Dwarf, or if you don't play as a Dwarf - there is that much variation in this game.
Making Eye Gears is also very profitable so if someone wants to develop mechanic in order to create Arachnides or even Automatons later it's a better option for that.I suggest investing into explosives on tech character. Grenades are okay at murdering stuff, but you can make real killing by selling them, all the money you need after a two weeks of basic stuff and selling homemade explosives in Tarant you’ll have all the cash you ever need. Grenades from found schematics are great, but you have to invest into otherwise quite meh chemistry school.