Thank you.Quilty said:Thanks for this thread. I adore the art direction in Arcanum, and this allows me to browse a hefty part of it without googling around too much (not that there were that many places with good screenshots to google, last time I checked).
Here, have 750 Kool Kodex Kredits for your effort. Spend them wisely on steampunk porn.
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Perhaps in the future, who knows.Derper said:Muro, that complete wiki is just waiting to get done!
Indeed, the Hand Cannon is superior to the Repeater Rifle in most - if not all - aspects.Kz3r0 said:No big deal, I just prefer the hand cannon, that you can obtain quite early in the game if you want.
They do lower the electric resistance of the wearer, yes, but since a generic guard with chain/platemail doesn't have any electric resistance at all, his already non-existent electric resistance cannot be lowered any more, meaning it doesn't really increase received electric damage.Kz3r0 said:Chainmail and Platemail usually indicate the added electrical damage they take in their stats if I remember correctly.
Truth be said, it works on all non-animal non-mechanical NPCs regardless of their aptitude, though it it obviously most useful against mages.Kz3r0 said:Mental Inhibitor
Works only on magical characters
Actually, the effect isn't a fixed number. What the Inhibitor does is halve the opponent's Willpower (an enemy with WP 20 will have it lowered to 10, a foe with WP 8 - to 4, etc).Kz3r0 said:Mental Inhibitor
reduces Will Power of eight points.
Actually there's another interesting gun that can be obtained without any level in Gun Smithy halfway in the game.Muro said:Indeed, the Hand Cannon is superior to the Repeater Rifle in most - if not all - aspects.Kz3r0 said:No big deal, I just prefer the hand cannon, that you can obtain quite early in the game if you want.
Still, obtaining it before the Repeater Rifle requires some metagaming (or distinct inquisitiveness) as well as some moral - how to phrase it - flexibility, so for those players and characters that lack at least one of those attributes, the Repeater Rifle is a decent gun to use utnil they will be able to create their very own Hand Cannon.
A redundant information then, I will eliminate it.Muro said:They do lower the electric resistance of the wearer, yes, but since a generic guard with chain/platemail doesn't have any electric resistance at all, his already non-existent electric resistance cannot be lowered any more, meaning it doesn't really increase received electric damage.Kz3r0 said:Chainmail and Platemail usually indicate the added electrical damage they take in their stats if I remember correctly.
I tested it using Virgil' s debug menu so maybe there's some glitches, however I couldn't use it on Gar or PC or Tarantian guards, only on Dante and Virgil was possible.Muro said:Truth be said, it works on all non-animal non-mechanical NPCs regardless of their aptitude, though it it obviously most useful against mages.Kz3r0 said:Mental Inhibitor
Works only on magical characters
As far as I can tell it lowered the WP of Virgil from fifteen to seven, and Dante's WP from eighteen to ten.Muro said:Actually, the effect isn't a fixed number. What the Inhibitor does is halve the opponent's Willpower (an enemy with WP 20 will have it lowered to 10, a foe with WP 8 - to 4, etc).Kz3r0 said:Mental Inhibitor
reduces Will Power of eight points.
There are quite some of those. Which one do you have in mind, in particular? The Looking Glass Rifle? The Elephant Gun? The Levered Machine Gun?Kz3r0 said:Actually there's another interesting gun that can be obtained without any level in Gun Smithy halfway in the game.
I use Virgil's Debug Menu for my tests as well, yet haven't encountered any such problems. Because of the Mental Inhibitor's harmful effect the player cannot use it on himself, that is true, but I encountered no problems with using it on any other non-animal non-mechanical NPCs. Just tested it for Gar and some Tarantian guards to be sure those NPCs aren't in any way glitched but no, it worked perfectly fine on them.Kz3r0 said:I tested it using Virgil' s debug menu so maybe there's some glitches, however I couldn't use it on Gar or PC or Tarantian guards, only on Dante and Virgil was possible.
That is explainable and a bit of a coincidence, really. Virgil's case is standard, the decrease equals 15/2 = 7,5 which is rounded up to 8.Kz3r0 said:As far as I can tell it lowered the WP of Virgil from fifteen to seven, and Dante's WP from eighteen to ten.
I can't think of any situations where the machine gun would be useful. Maybe the firearms mastery quest where you need to be quick? But I've never had trouble with that with normal guns.Muro said:Guns such as the Levered Machine Gun best it as firearms for those special occasions when one absolutely needs to deal as much damage as possible, ammo consumption be damned, but that's it.
Mostly those battles when you really want to take down the enemies in the first round before they even have a single chance to touch you.baronjohn said:I can't think of any situations where the machine gun would be useful.
It's not that much of a problem when you keep the gun on one follower and all those bullets on another one/several ones until you know that the tool of doom will be needed.baronjohn said:carry around thousands of bullets and a machine gun just in case there's a difficult enemy.
I test it again and now it worked on other NPCs, strange, probably is my system.Muro said:I use Virgil's Debug Menu for my tests as well, yet haven't encountered any such problems. Because of the Mental Inhibitor's harmful effect the player cannot use it on himself, that is true, but I encountered no problems with using it on any other non-animal non-mechanical NPCs. Just tested it for Gar and some Tarantian guards to be sure those NPCs aren't in any way glitched but no, it worked perfectly fine on them.Kz3r0 said:I tested it using Virgil' s debug menu so maybe there's some glitches, however I couldn't use it on Gar or PC or Tarantian guards, only on Dante and Virgil was possible.
As far I can tell it works as you have said on average, but the effects slightly varies from NPC to NPC, so probably other variables are involved.Muro said:That is explainable and a bit of a coincidence, really. Virgil's case is standard, the decrease equals 15/2 = 7,5 which is rounded up to 8.Kz3r0 said:As far as I can tell it lowered the WP of Virgil from fifteen to seven, and Dante's WP from eighteen to ten.
As for Dante, judging from my tests I'd guess he has a +2 Willpower bonus, from a background probably. As I previously said, the Inhibitor ignores bonuses, so in Dante's case Willpower is lowered by (18-2)/2 = 8. If you try to use it on him when he has less or more WP you should notice how the effect varies.
Trying out the Inhibitor on NPCs with significantly low/high WP should prove useful in noticing its true effect.
Are you sure?Coyote said:I'm not certain, but I seem to remember that when I played a small technologist, it was impossible to make armors (healing jacket, feather-weight chainmail, elite platemail) of a small size; you can't just substitute in a small leather armor for a leather armor in a formula - or, presumably, a large - so you can only make medium-sized armors. Unfortunately, I deleted my old saves sometime after that playthrough, so I can't check. But if that is the case, you may want to make note of it in your description for those items.
My bets are on a +2 WP bonus from a background being there.Kz3r0 said:For example the Herbalist in Tarant pass from twelve to seven WP.
The most common mistake with attempting to create a craftable armor requiring a Leather Armor is trying to do so with a Guard Leather Armor. Both armors look the same and have nearly identical stats, but only the first one can be used in the schematics.Coyote said:I'm not certain, but I seem to remember that when I played a small technologist, it was impossible to make armors (healing jacket, feather-weight chainmail, elite platemail) of a small size; you can't just substitute in a small leather armor for a leather armor in a formula - or, presumably, a large - so you can only make medium-sized armors.
General shops don't have charges in their stock.Kz3r0 said:Charges are commonly sold in Inventor' shops and Groceries.
Probably, I will try to address that in the Mental Inhibitor entry.Muro said:My bets are on a +2 WP bonus from a background being there.Kz3r0 said:For example the Herbalist in Tarant pass from twelve to seven WP.
I'll correct that.Muro said:General shops don't have charges in their stock.Kz3r0 said:Charges are commonly sold in Inventor' shops and Groceries.
Muro said:Can be administered to any non-mechanical non-undead character.
Muro said:Can be administered to any character.
While logic dictates that such a thing shouldn't work on mechanical and undead creatures, it actually does.
Muro said:Can be administered to any non-mechanical character. While it can be used on undead creatures, it makes no effect on them.
Should be: Can be administered to any non-mechanical non-undead character.Kz3r0 said:Strong Poison
Can be administered to any non-mechanical character.
Should be: Can be administered to any character.Kz3r0 said:Paralyzer
Can be administered to any non-mechanical character.
Should be: Can be administered to any non-mechanical character. While it can be used on undead creatures, it makes no effect on them.Kz3r0 said:Anaesthisizer
Can be administered to any non-mechanical character.
Done, thanks again for your informations.Muro said:Should be: Can be administered to any non-mechanical non-undead character.Kz3r0 said:Strong Poison
Can be administered to any non-mechanical character.
Should be: Can be administered to any character.Kz3r0 said:Paralyzer
Can be administered to any non-mechanical character.
While logic dictates that such a thing shouldn't work on mechanical and undead creatures, it actually does.
Should be: Can be administered to any non-mechanical character. While it can be used on undead creatures, it makes no effect on them.Kz3r0 said:Anaesthisizer
Can be administered to any non-mechanical character.
Let me know if I have forgot someone.Followers with Discipline Degrees:
Jayna Styles can reach the fourth degree in Herbology and Therapeutics.
Magnus can reach the fourth degree in Mechanical and Smithy.
Sebastian can reach the fourth degree in Electric and Explosives.
Vollinger can reach the fourth degree in Chemistry and Gun Smithy.
Franklin Payne has the first degree in all disciplines.
Fowyr said:Doesn't add any dexterity and raising chance of critical failure.
Sceptic said:I can confirm this from my "on the fence" character which ended up a bit more on the magic side.Jim Cojones said:IIRC it gives +1 dexterity for characters that have only slight magical aptitude.
Requires charges to work properly.Calem Ravenna said:Sebastian in the Boil has (...) a Healing/Regenerative Jacket.
baronjohn said:The tesla rod is actually a firearm, not a melee weapon.
Some notes: as far as I could tell, the tesla rod and the tesla gun have the same to-hit % regardless of distance, effectively giving you the perk of firearms mastery for free.
They can also fire over allies and enemies (unlike firearms), and if they miss an enemy, it's checked again for the next one. It's quite possible to fry your allies this way.
Of course with the awesome power of the tesla gun, you don't really need allies