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 PostPosted: Sat Mar 31, 2012 9:13 am Post subject: 
 
The Living One
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Posts: 1647
Location: In a dark place, being everything that's wrong with society.
You can't always advance time if you're in a dungeon though. I've had times playing a weak mage where I've had to wait 15 minutes or so for his fatigue to recover over real time in the middle of such a dungeon.

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 PostPosted: Sat Mar 31, 2012 4:08 pm Post subject: 
 
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Joined: Dec 4, 2011
Posts: 70
I don't think I've ever actually slept at an inn Grossen. You just wait 1 hour and gain 50 FT to heal with.

Herbology/potions are definitely the way to go in dungeons. That's the one place you can't loiter.

I also like to always carry a scroll of exiting, and using that you can heal quickly and run right back in. Scroll of exiting doesn't seem to fail based on TA.

I should note that casting minor healing on yourself never fails due to TA.

Really though Grossen, it kind of seems like you're arguing just for the sake of not admitting the one part you were wrong on. That or you still haven't picked up on my point that my original claim was minor healing is "easier" not "better" and that's because it's just plain easier, amigo. Healing with the spell takes 5 seconds man, there's just nothing anyone can say that will make herbology easier than that. Better in some cases, like you have pointed out and I have agreed, but not easier.

Regardless, it's been kind of ridiculous arguing about it, as I also pointed out before, so maybe once I agreed to put it into the FAQ you could've just stopped arguing?

I'm sure there's something important in my FAQ that is missing and not on my to-do list so I'd much rather talk with someone about an addition beyond herbology vs minor healing. Maybe you have something else to add, Grossen.

Recap:
-------
Minor Healing

Raises MA
Infinite supply anywhere but dungeons.
Buying potions for dungeons costs money
Super fast and easy
Lowers FT in combat
Fails on tech allies in combat

Herbology

Raises TA
Collect ingredients, which aren't hard to find
Takes inventory space
Doesn't lower FT in combat
Works on all allies all the time


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 PostPosted: Sat Mar 31, 2012 4:47 pm Post subject: 
 
Master
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Joined: Dec 21, 2010
Posts: 221
Location: The Throne Room
Mages dabbling in herbology?
No respect for consistency.

Wizards taking hour-long naps between minute-long sessions of spellcasting?
No respect for sense.

Never slept at an inn?
No respect for roleplay.

Filthy, filthy attitudes in this thread. For shame.


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 PostPosted: Sat Mar 31, 2012 5:36 pm Post subject: 
 
Reptilus Rex
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Joined: Feb 21, 2006
Posts: 7398
Location: In Urwaldland, blowing smoke rings in the Hookah Lounge
Leonidus wrote:
...Really though Grossen, it kind of seems like you're arguing just for the sake of not admitting the one part you were wrong on. That or you still haven't picked up on my point that my original claim was minor healing is "easier" not "better" and that's because it's just plain easier, amigo. Healing with the spell takes 5 seconds man, there's just nothing anyone can say that will make herbology easier than that. Better in some cases, like you have pointed out and I have agreed, but not easier.

Regardless, it's been kind of ridiculous arguing about it, as I also pointed out before, so maybe once I agreed to put it into the FAQ you could've just stopped arguing?

I'm sure there's something important in my FAQ that is missing and not on my to-do list so I'd much rather talk with someone about an addition beyond herbology vs minor healing. Maybe you have something else to add, Grossen.


I did admit where I was wrong before in this thread, a few times; as I said before, you're correct in that certain background/race combos can increase their stats above the maximum "allowed" by their background. It is also possible to restore your fatigue by advancing time by an hour where you can't sleep, which I did agree to. It's all on the previous page.

I also know what word you used, but I was arguing against "easy," particularly on the grounds of sleep - as soon as Drog mentioned advancing time for an hour, now that's what you're saying. You still need extra stuff to allow you to advance time within the game if you're crawling through a dungeon. All of these extra things you're mentioning now (that are indeed in your FAQ), seem to complicate using minor healing all the time (scrolls of exiting, potions), making it sound less easy than you say it is. Any way it's sliced, preparations need to be made for entering dungeons - it's not as simple as your character learning a spell or a schematic, you as a player must learn how to use them effectively. It's interesting that you go out of your way to say one method is easy, as well as saying how something else is hard, while neglecting in your FAQ how to prepare for healing while in a dungeon - which will make or break any character created.

Minor healing doesn't fail if you cast it on yourself, but it isn't as effective on higher tech aligned characters, while salves are always the same effectiveness. And, like I've mentioned already, the dwarven double-fatigue penalty is very real and will make it not so easy to cast magick, ever. This alone would make your "all characters have a much easier start" false. Since you don't mention dwarves in your FAQ more than is needed for Harrow and machined gauntlets, it might be worth adding into it that there's a fatigue penalty for using magick while a dwarf.

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 PostPosted: Sun Apr 15, 2012 12:15 am Post subject: 
 
Expert

Joined: Dec 4, 2011
Posts: 70
Updated my faq but I can't paste it to the first post in edit, getting a 500 error each time. Probably too long now for one post.

The faq is found here:

http://www.gamefaqs.com/pc/914155-arcanum-of-steamworks-and-magick-obscura/faqs/63974


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 PostPosted: Wed Apr 18, 2012 5:22 pm Post subject: 
 
Expert

Joined: Dec 4, 2011
Posts: 70
Did some thinking on maximizing the most free CP (stat bonuses only, not worried about skills).

Dwarf gets the mysterious dwarven gauntlets, but misses out on caladon crusading chain. Each give +4 stats, but the gloves of dex also give +2 stats, so it's better to have crusading chain and gloves of dex.

Half Elf gets +1 DEX and +1 BEA but only -1 CON, and can wear caladon crusading chain.

Charlatan's Protege background gives +6 CHA but penalizes only -2 CON and -2 STR and some combat skills.

Frankenstein Monster background gives +4 STR and +4 CON but penalizes only -6 DEX.

Only Child background gives +6 WILL and penalizes only -4 CHA.

Technophobia is +1 STR +1 CON.

All the best +stat items are magic or neutral except charged ring.

Most +1 stat magic items only give the bonus at >50% magic power available.

Helm of Yzar's cost reduces HP, FT and DR but gives PER+4. Goggled helmet has no curse and is PER+3.




Half Elf + Background
---------------------
+3 total



Highest Overall Stat Gain From Items (without Dark Toll Boots)
----------------------------
STR +2
DEX +3
CON +4
BEA +6
INT
WILL
PER +4
CHA +4

Total = 23

Using helm of yzar's cost, caladon crusading chain, gloves of dex, ring of influence, ring of virility, jewel of hebe, axe of strength.

Speed can be increased by 5 using the enchanted warboots.





Vivifier + Final Blessing + Quest Blessings
---------------------

5 Dex
2 Cha
2 Bea
1 Con
1 Str
1 Int
1 Will
1 Per

Total = 14


Grand Total
Half Elf + Background + Items + Blessings + Vivifier
-------------------------------------------------
STR +3
DEX +9
CON +4
BEA +9
INT +1
WILL +1
PER +5
CHA +6

+2 total from background

Grand total = 40





Items With Good Stat Bonuses
--------------
Helm of Yzar's Cost - PER +4 bow bonus also

Goggled Helmet - PER+3

Caladon Crusading Chain - STR + 1 DEX +1 CON +1 BEA +1

Mysterious Dwarven Gauntlets - STR +1 CON +1 DEX +2 (dwarf only)

Gloves of Dexterity - DEX +2

Axe of Strength - STR +1 CON +1

Boots of the Dark Toll - DEX +2 (too cursed to use though)

Enchanted War Boots - Speed +5

Ring of Influence - BEA +3 CHA +3 Persuasion and Haggle +3 also

Ring of Virility - CON +2

Charged Ring - DEX +2

Amulet of N'Tala - STR +1 CON +1

Jewel of Hebe - BEA +2 CHA +1

Finger of Mannox - WILL +1

Beauty amulets (various) - BEA +2


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 PostPosted: Wed Apr 18, 2012 7:48 pm Post subject: 
 
The Living One
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Joined: May 29, 2011
Posts: 1647
Location: In a dark place, being everything that's wrong with society.
For a really thorough look at items that give bonuses I would suggest this thread. Also don't forget the usefulness of using therapeutics to up stats, after using a stat boosting item (such as the energizer and the like) the boost has always remained on my character 'til I've waited, rested or travelled using the world map - making therapeutics a very valid means of saving on character points.

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 PostPosted: Mon May 28, 2012 2:43 am Post subject: 
 
Untrained

Joined: May 27, 2012
Posts: 3
To the OP:

http://www.gamefaqs.com/pc/914155-arcan ... faqs/13910

Problem solved?


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