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So I want to build a dwarf (or MAYBE a Half-Ogre who is a GENIUS) who is both a social mastermind and a technical genius.

I'm basically imagining them walking around in tophat, dapper suit, and with an ELECTROCANE to blast stuff with, maybe with followers to back them up.

Anybody got suggestions on what my starting race/background/initial 5 points should go into? And then what to buy after that?

Med:perception, and maybe medium beauty would be nice bonuses, but are hardly necessary for what I'm going for.
This question / problem has been solved by TwoHandedSwordimage
For Half-Ogre techies, IMO there's really only one background choice: the Rare Half-Ogre Birth helps offset their inherent IN penalty.

Dwarves have a lot more flexibility. The only tech-based background I would stay away from is Magick Allergy: it won't let you pick up anything magical, even to sell them. (Clanless Dwarf is also a waste; you'll quickly be able to find or build a better hammer than the game gives you.)

Good early tech disciplines include Herbology and Explosives. Half-Ogres might eventually consider Smithy, since good large armor is nearly impossible to come by; (Dwarves can always use the lightweight Gnomish chainmail until uncovering the best tech armor late in the game, by following a Dwarven quest to its very end.) Get to at least expert Repair sooner rather than later, since a lot of mid- and late-game encounters are capable of damaging weapons and armor.

Stay away from Perception unless you're planning to use guns; it's a waste otherwise. And remember that firearms aren't nearly as effective as you'd think, especially in the early game. (Also, ham-handed Half-Ogres can only use two-handed rifles, not one-handed guns.) Likewise with Beauty; Charisma, however, increases your potential follower count as well as being a prerequisite for Persuasion.

As a Dwarf, invest early points in Dexterity (for more turns when fighting) and Strength (for more weapon damage). Bear in mind that Dwarves are naturally slower, so you're unlikely to reach a 20 DX and its accompanying speed bonus; any backgrounds that offer a DX bonus (like, say, Troll Offspring or Beat With an Ugly Stick) aren't worth the tradeoff.

Half-Ogres should make use of their Strength bonus; get to 20+ as soon as you can afford to for a huge damage bonus. Also consider getting to 20 DX (with the help of Charged Rings; see below) for a nice speed bonus as well. But these are midgame goals; early on, you'll have other priorities.

When you get to Tarant, a Dwarf could buy a small smoking jacket (+20 to reaction) while a Half-Ogre would have to pickpocket the only large one in the game off of Chukka's back. As a bonus, you'll look the part of a tech-based dandy. Also, get Magnus to build you a balanced sword (and soon after, a featherweight axe); there's a schematic for the awesome Pyrotechnic Axe hidden in the sewers, guarded by a battalion of incredibly tough robo-arachnids.

If you want an electro-cane (or as it's called, a Shocking Staff) you'll need to invest in charges to power it. (Ditto with the Chapeau of Magnetic Inversion, available as a quest item in Black Root.) These can be bought, or made with a small investment in Chemistry. Electrical also gives you Charged Rings, which boost Dexterity and help offset Dwarves' natural slowness. Sebastian could build you Charged Rings (and eventually a Shocking Staff) but if you want a Tesla Rod you'll have to invest your own points into Electrical.

Even with the Rare Birth background, Half-Ogres are limited to a max IN of 18. To reach the top level of any tech college, you'll have to buy some Potions of Intelligence, and use them by a) quaffing one, b) while it's in effect, invest your points in the college of your choice, and c) when ready to manufacture something, quaff another one and build it before the effects wear off.

As you can see, there are a lot more options than points, especially in the early game. Best strategy is to focus on what's necessary. A point in Melee lets you use most weapons. One point in Explosives plus a point in Throwing provides Molotov cocktails. One point in Herbology provides healing salves. Get your DX up to at least nine, to invest a second point into Melee (and possibly Throwing) for greater accuracy and fewer critical misses.

You'll get a point every level, plus an additional point every five levels. That means 64 points by level 50, which will eventually mean you'll have enough to build your character however you like. But it can make for slow going in the early game; tech is definitely a harder road than magic. Good luck.
Post edited July 04, 2013 by TwoHandedSword
Well eventually I want to go about tesla caning stuff like a boss, so I'll probably go with the dwarf build, focus on herbology early on and that point of melee. Thanks for the advice!

I was also wondering if there's science ways to increase beauty? I couldn't see any in the manual, but thought I'd ask because the idea of going around as a dwarf with the most magnificent moustache known to Arcania, so magnificent that the mobs bow before it and let me pass, is rather amusing, but I doubt I can do it -and- do the techy/talky stuff, thus why it was put as a maybe in the question.
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shadowclasper: I was also wondering if there's science ways to increase beauty? I couldn't see any in the manual, but thought I'd ask because the idea of going around as a dwarf with the most magnificent moustache known to Arcania, so magnificent that the mobs bow before it and let me pass, is rather amusing, but I doubt I can do it -and- do the techy/talky stuff, thus why it was put as a maybe in the question.
I'm not sure about increasing beauty later on, but I did want to point out that roleplaying in the way you're sugggesting is very much recommended. There are builds in Arcanum that will be much more effective in terms of combat and such, but the real fun comes from roleplaying different builds, most of which will still work. So if you want high beauty, you should go for it, even if it's not as mechanically important as some other stuff.

If you have a point in melee, and grab a decent melee weapon, you should be OK early on especially if you use your high charmisma to recruit more allies. You may not even need to use guns until later when you can afford to invest in the firearms skill and perception.

If you're worried about not having enough character points for everything, I might suggest skipping gunsmithing. You can usually find / buy the guns that that discipline makes. If you want tesla guns, invest in electrical, which will let you biuld a tesla rod if you get the highest level in it. There may or may not be an even more powerful tesla gun that you can find a schematic for later that requires both electrical and gunsmithing, but you can simply buy some gunsmithing tech manuals to help you build that.

If you have beauty, charisma, basic melee ability, and electrical, you should not have any problems with needing more character points. You can branch out later too.

Most importantly, have fun with the character! Don't be afraid to start over and try a different build if it's not working out.
My idea is a social techy dwarf, preferably with a MAGNIFICENT F***ING MOUSTACHE.

So I might just pour my beginning 3 points into beauty, and spend the remaining two on gambling, and persuasion...
Post edited July 04, 2013 by shadowclasper
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shadowclasper: My idea is a social talky dwarf, preferably with a MAGNIFICENT F***ING MOUSTACHE.

So I might just pour my beginning 3 points into beauty, and spend the remaining two on gambling, and persuasion...
You will want Charisma too, for the talky part. You don't necessarily need to take it at the beginning though.

Also I should have mentioned that, like all other stats, you can increase both Beauty and Charisma with character points as you level up. Think of it as making your moustache even more magnificent as you gain moustache-trimming experience.
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shadowclasper: My idea is a social talky dwarf, preferably with a MAGNIFICENT F***ING MOUSTACHE.

So I might just pour my beginning 3 points into beauty, and spend the remaining two on gambling, and persuasion...
The +20 reaction from the smoking jacket is the equivalent of adding four points of Beauty.

In addition, there are a couple of quests. The first one, which starts in the crash site cave, gives you a similar permanent +5 to reaction; later on in Stillwater, there's an opportunity to help out the local priestess for another Beauty boost (and some, er... ancillary benefits).

Last but not least, there's a gnome in a bar in Tarant with a deceptively plain-looking ring you'll want to pickpocket. (He's actually the Haggle master.)

In the game, the difference between Beauty and Charisma comes down to first reaction vs. the rest of the dialogue. Higher Beauty means lower prices from shopkeepers, but mostly just the very first thing people say to you. High Charisma means more followers, and allows you to spend points on Persuasion.

If you don't put points into Melee, don't fight. Period. You're likely to critically miss and scar yourself, and then your Beauty will drop until you can find and pay for the services of a healer.

Consider either the Lady's Man or Charlatan's Protege backgrounds; it'll be up to you as to whether the benefits outweigh the disadvantages.

And if you want to go all meta, if you're going to play as a city dwarf don't give your PC a last name. When you meet up with Magnus you'll understand why. :)
Post edited July 04, 2013 by TwoHandedSword
I'm not sure if I want to play a city-dwarf, or a dwarf who was TOO DAPPER FOR THE CLAN HOLDS!

Chainmail and spiked helmets? Axes? Bah! Beaver fur top hat! Elegant jacket! Pocketwatch that may or may not double as a bolos!
TwoHandedSword makes some good points about the mechanics of the Beauty stat (i.e., it's not that useful). But I think that much of the fun in Arcanum comes from intentionally creating sub-optimal builds for roleplaying reasons. So again I encourage you to invest in Beauty if that's how you want to play your character.

You will have to do some fighting before you can start using your sweet social skills though, so be sure you have some basic survivability. A point in melee is easiest, but you can also opt for throwing, bows, or guns if you prefer. Just know that early guns are weak and can make for a tough time.
There is also an unique necklace (with neutral aptitude) that raises your beauty (+2) and charisma (+1). It has to be "retrieved" from a closed chest in Tarant.