Posted April 30, 2011
Hi, I just installed Arcanum again after playing it the first time when it came out.
I want to minmax my character, so I'm looking at every possible way to get everything I want with as little points as possible.
I ran a few tests to see what happens if you temporarily raise a stat to meet the minimum requirements to rise a skill, learn a tech skill or a spell and then lose the minimum requirement.
Here are the conclusions:
- if you rise a stat to rise a skill which it governs (i.e. I have 15 in Dex, I want to take Dodge to 5, so I temporarily rise Dex to 18 to rise Dodge to 5) and the stat goes back to normal, your skill level reverts to the maximum possible level at your current stat level (in the example above, my Dex goes back to 15 so my Dodge goes back to 4), but if you temporarily rise your stat again, the skill goes back to its proper value (so if I get my Dex of 18 back somehow, my Dodge goes back to 5).
This is important because you can use items or other pieces of equipment that you assume you'll be using fairly often to meet the requirements for certain skill levels without fear that if you unequip that item, the points are lost forever. For example, I might want to put 5 points in spot trap and taking my Perception to just 16 instead of 18 and just equip the Trapmaker Spectacles every time I have to navigate a trapped area.
- if you temporarily rise a stat to learn a new schematic, if your stat goes back to normal you won't be able to build the item anymore, until you bring your stat back to the buffed value, or you use some tech manuals to compensate the loss in expertise. You still know how to make the item, you don't lose points, you don't lose the schematic.
Now comes the question: what happens to spells?
I made a quick character and took him to level 3. I used a potion of intellect to make him take 5 schematics in the Therapeutics tree to get Mind Marvel.
I used the Mind Marvel to learn how to cast Orcish Guardian from the Summoning tree.
As long as I was under the effect of the Mind Marvel, I could cast the spell no problem.
As soon as the effects of Mind Marvel vanished, I couldn't cast the spell anymore.
The message I got was "You lose your concentration", or something like that.
Now my question is, does this apply to Teleport? I'm asking because I want to make a tech-based character and the only spell I'm interested in is Teleport, because... well, duh, it's the best spell in the game by far. I know that Teleport never fails because of high tech aptitude, but does it make this Willpower check as (I assume) all other spells do? Or does it always work regardless? Because if that is the case, getting Teleport would be just 5 points for me, considering my starting race and background (miracle operation gnome), which sounds pretty good.
However, to rise my Willpower to a sufficiently high level to learn the spell, I will be using a Revitalizer, a Mind Marvel, Halcyon's blessing, a Brain Builder and the finger of Mannox (no need for the Vivifier); after I lose Halcyon's blessing and get the Vivifier, I'd still need to equip the finger of Mannox and use a Mind Mirvel and a Revitalizer to use Teleport, if it makes the Willpower check. If it doesn't, I just need to temporarily rise my Willpower to learn it, and then I'm set.
If it doesn't work, shooting a Mind Marvel and a Revitalizer every time just to use teleport is a waste of time and resources, so I'll be going for the Staff of K'an T'au instead, which used to have unlimited charges of Teleport in vanilla Arcanum. However, as I understand, GOG's version is the patched one, so I do not know if the Staff of K'an T'Au has unlimited charges of Teleport or if it has a limited number of uses. I'm asking because I always assumed that the unlimited Teleport thing was a bug.
So, the options are (from best to worst):
A) Spend no character points and use the Staff of K'an T'au, if it has unlimited charges
B) Spend 5 points and learn Teleport, if it works even below the minimum required level of Willpower
C) Spend 9 points to be able to use Teleport at will (which sucks, frankly. 9 points for just one spell is terrible, considering that otherwise Willpower is a dump stat for me).
So, does anybody here know the answer to this complex question? Can anybody test it in any way? I could, but I'd have to start a new character from scratch and get to the end of the Castle of S'nel N'fa, which is HELL, just to test A... and I'd have to take a character to level 15 just to be able to test B.
So, if anybody has the answer, it would be very nice to know without testing. :D
Thanks for your time and attention.
I want to minmax my character, so I'm looking at every possible way to get everything I want with as little points as possible.
I ran a few tests to see what happens if you temporarily raise a stat to meet the minimum requirements to rise a skill, learn a tech skill or a spell and then lose the minimum requirement.
Here are the conclusions:
- if you rise a stat to rise a skill which it governs (i.e. I have 15 in Dex, I want to take Dodge to 5, so I temporarily rise Dex to 18 to rise Dodge to 5) and the stat goes back to normal, your skill level reverts to the maximum possible level at your current stat level (in the example above, my Dex goes back to 15 so my Dodge goes back to 4), but if you temporarily rise your stat again, the skill goes back to its proper value (so if I get my Dex of 18 back somehow, my Dodge goes back to 5).
This is important because you can use items or other pieces of equipment that you assume you'll be using fairly often to meet the requirements for certain skill levels without fear that if you unequip that item, the points are lost forever. For example, I might want to put 5 points in spot trap and taking my Perception to just 16 instead of 18 and just equip the Trapmaker Spectacles every time I have to navigate a trapped area.
- if you temporarily rise a stat to learn a new schematic, if your stat goes back to normal you won't be able to build the item anymore, until you bring your stat back to the buffed value, or you use some tech manuals to compensate the loss in expertise. You still know how to make the item, you don't lose points, you don't lose the schematic.
Now comes the question: what happens to spells?
I made a quick character and took him to level 3. I used a potion of intellect to make him take 5 schematics in the Therapeutics tree to get Mind Marvel.
I used the Mind Marvel to learn how to cast Orcish Guardian from the Summoning tree.
As long as I was under the effect of the Mind Marvel, I could cast the spell no problem.
As soon as the effects of Mind Marvel vanished, I couldn't cast the spell anymore.
The message I got was "You lose your concentration", or something like that.
Now my question is, does this apply to Teleport? I'm asking because I want to make a tech-based character and the only spell I'm interested in is Teleport, because... well, duh, it's the best spell in the game by far. I know that Teleport never fails because of high tech aptitude, but does it make this Willpower check as (I assume) all other spells do? Or does it always work regardless? Because if that is the case, getting Teleport would be just 5 points for me, considering my starting race and background (miracle operation gnome), which sounds pretty good.
However, to rise my Willpower to a sufficiently high level to learn the spell, I will be using a Revitalizer, a Mind Marvel, Halcyon's blessing, a Brain Builder and the finger of Mannox (no need for the Vivifier); after I lose Halcyon's blessing and get the Vivifier, I'd still need to equip the finger of Mannox and use a Mind Mirvel and a Revitalizer to use Teleport, if it makes the Willpower check. If it doesn't, I just need to temporarily rise my Willpower to learn it, and then I'm set.
If it doesn't work, shooting a Mind Marvel and a Revitalizer every time just to use teleport is a waste of time and resources, so I'll be going for the Staff of K'an T'au instead, which used to have unlimited charges of Teleport in vanilla Arcanum. However, as I understand, GOG's version is the patched one, so I do not know if the Staff of K'an T'Au has unlimited charges of Teleport or if it has a limited number of uses. I'm asking because I always assumed that the unlimited Teleport thing was a bug.
So, the options are (from best to worst):
A) Spend no character points and use the Staff of K'an T'au, if it has unlimited charges
B) Spend 5 points and learn Teleport, if it works even below the minimum required level of Willpower
C) Spend 9 points to be able to use Teleport at will (which sucks, frankly. 9 points for just one spell is terrible, considering that otherwise Willpower is a dump stat for me).
So, does anybody here know the answer to this complex question? Can anybody test it in any way? I could, but I'd have to start a new character from scratch and get to the end of the Castle of S'nel N'fa, which is HELL, just to test A... and I'd have to take a character to level 15 just to be able to test B.
So, if anybody has the answer, it would be very nice to know without testing. :D
Thanks for your time and attention.
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