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sergio1992: kk, thanks everyone for the explanation about pure ore. Another thing: How can I buy gilbert bates mansion?
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Starmaker: Kill him, and a guy will eventually appear in front of the Zoological Society selling it for 50 to 100k.
Thank you. Another question: What is the "arcane" adjective for?? I mean, for example, I've bout an arcane staff.

Inside the staff, in the description it is written (mana:80). What does that mean??

Is there any bonus for getting "arcane" stuff??
Post edited May 23, 2013 by sergio1992
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sergio1992: Another question: What is the "arcane" adjective for?? I mean, for example, I've bout an arcane staff.

Inside the staff, in the description it is written (mana:80). What does that mean??

Is there any bonus for getting "arcane" stuff??
Arcane items are (in general) the most powerful items in the game. Since they have 100% MA, you need to be at or close to 100% MA yourself to unlock their full potential.*

(By way of comparison, Charmed items are 25% MA, Magick are 50%, and Mystic are 75%.)

The 80 mana in the staff is like a bonus to your fatigue: it can be used to cast (and IIRC maintain) whatever spells you'd like, as long as you're holding the staff while you do. And like fatigue, mana will slowly recharge itself back to full. The staff is at the top end, but all arcane melee weapons contain at least some mana.


*Magic items have a MA rating, just like tech items have a TA rating. If your MA is less than the item's, you only get a percentage of its full power; once your rating matches or exceeds it, you get the full bonus. (Conversely, if your TA exceeds the item's MA, you get no bonus!) One advantage of an arcane item is that since its MA is so high, you can be fairly tech and still enjoy at least some of the magical bonus.

And FYI, there are two Arcane items that simply aren't worth it: don't bother with the arcane bow or the arcane shield. There are much better items available; spoilers if you really want to know.
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sergio1992: Another question: What is the "arcane" adjective for?? I mean, for example, I've bout an arcane staff.

Inside the staff, in the description it is written (mana:80). What does that mean??

Is there any bonus for getting "arcane" stuff??
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TwoHandedSword: Arcane items are (in general) the most powerful items in the game. Since they have 100% MA, you need to be at or close to 100% MA yourself to unlock their full potential.*

(By way of comparison, Charmed items are 25% MA, Magick are 50%, and Mystic are 75%.)

The 80 mana in the staff is like a bonus to your fatigue: it can be used to cast (and IIRC maintain) whatever spells you'd like, as long as you're holding the staff while you do. And like fatigue, mana will slowly recharge itself back to full. The staff is at the top end, but all arcane melee weapons contain at least some mana.

*Magic items have a MA rating, just like tech items have a TA rating. If your MA is less than the item's, you only get a percentage of its full power; once your rating matches or exceeds it, you get the full bonus. (Conversely, if your TA exceeds the item's MA, you get no bonus!) One advantage of an arcane item is that since its MA is so high, you can be fairly tech and still enjoy at least some of the magical bonus.

And FYI, there are two Arcane items that simply aren't worth it: don't bother with the arcane bow or the arcane shield. There are much better items available; spoilers if you really want to know.
Thank you.
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sergio1992: Hi everyone. I've got some doubts:

1- How can I improve my magical attitude?

2- How can I improve the tech attitude?

3- Is the bangellian sword "magic"?

4- The tech skill tree. What would you recommend to learn??

5- Am I wrong, or should I use maximum 2 npc together with me, or they are going to suck all my experience?

6- If I improve my strenght above 20, will my character drain the enemy fatigue with every attack?

7- Is there a evil walkthrough in internet with tips ??

Thank you
1- Magical aptitude can be raised by learning spells

2- Technical aptitude can be gained from learning tech recipes, it can also be gained from placing points in the last 4 skills on main character sheet (repair, pick locks, firearms, and disarm traps) Each point in those 4 skills slightly increases tech aptitude. Imho Repair should be given more credit than it normally is, as master rank perk is the ability to completely restore destroyed items. This is particularly useful for half-ogres since there aren't a whole lot of gaurenteed large leather armor locations around if you want to remake crafted armor

3- Idk

4- It really depends upon build, but a universal must have for techies is the healing salve. As your tech apptitude goes up, magic healing spells and potions will heal for less and just flat out stop working at a certain point. Another highly useful item is the charged ring from 2 points into electricity college. If you have at least 10( I think, can't remember exact number) tech aptitude, they will grant +2 dex each and you can equip 2, and capping dex is a must for pretty much every build (tech or otherwise). I personally prefer taking Smithing, as it can allow you to make self crafted armor and weapons far better than pretty much any drop, especially for half-ogres. The balanced sword is completely broken stat wise (great damage for only 2nd rank schematic, and one of if not the fastest attack speed in game), and the armors you can just substitute basic large leather armor for the basic medium leather armor and you will get a large version (This also works for using small leather armor if you want a small version of said crafted armor). Quite useful, as large armors drop less frequently and are usually of poorer quality unless you get really lucky. Makes using a half-ogre character/Chukka/Sogg less frustrating at times. The mechanical tree also has some nice stuff if you are making a tech-thief (like the auto lockpick, or the goggles. The mechanize arachnid is also quite wonderful as a distractor) Take note however, that stats are only allowed an increase of +12 from racial basic - so a half-ogre will be capped at 16 Int unless you get an Int potion from a gypsy, keeping you from learning the last schematic in each tree (so if you go tech ogre, make sure you have the mats and the necessary skill points so you can learn and craft the armor before the potion wears off) Backgrounds only affect your start stats, they do NOT change your racial cap. So a sickly half-ogre may start out with 10 Int, but he will still only be able to get to 16 before it is capped (Int potion grants a +10 for a brief period of time).

5- They do tend to suck up a bit of exp, but depending upon your build they might be worth it. Be sure to grab a heavy fighter even if you are one (I recommend Sogg until you can get Chukka if you have at least 9 Charisma, otherwise Magnus in Tarant is kind of ok, as is Gar. Later on Loghaire and Thorvald along with Chukka will be the top 3 contenders for melee party members if you can meet the unlock requirements) A point of debate is the Dog you get in Ashbury. He levels as you do, doesn't steal a lot of exp, nor does he count towards your party cap- 8 Charisma allows for 2 party members, the Dog would give you a free 3rd. The drawbacks are that once you get, you can't ride trains (boats are still ok) and tbh the Dog is such a melee monster that once he levels a little, it can get boring. You can sit back and let him use fire elementals or worse as chew toys. It should be noted that there is no exact time frame for when the gnome starts kicking the Dog outside the Ashbury inn, so if you want him try to get to Ashbury in under 2 weeks just to get Dog then go back to Tarant or wherever. With the exception of Virgil, who actually does ok with his healing AI (useful for his fellow lackies even if your tech aptitude means he stops healing you) most of the henchmen spellcasters seemed to act like idiots so I would avoid them if possible (ie charging into melee, THEN casting a fireball completely forgetting they will hit themselves...) While useful for the first time through due to decent healing and the most dialogue, I will admit that Virgil gets extremely annoying at many times and his storyline isn't all that impressive so nobody will blame you if your 2nd run through includes you running him through :P

6- Strength perk of 20+ is a substantial boost to melee damage, up to 19 it only grants a percentage bonus while 20+ adds (I think) something along the lines of double per point. If you compare 20 Str and 24 Str, it is vastly noticable compared to the meager difference of 10 Str and 14 Str. Of all the stats, this one is by and far the best to raise above 20 if possible and melee based, most others can be left at 20 if not lower (ie imho Beauty is a dump stat that only affects initial reaction, animosity can be gotten around through conversation choices if character is intelligent. Perception 20 perk is only seeing invisible creatures, not all that important since by the time you would need this skill you can kill anything invisible that sneaks up on you)

7- I'm sure there are some out there, but never been too fond of the evil walk myself. However, there is a trick if you have the lock cantrip and charm animal spell, you can charm an angry animal (ie bear etc) then walk into a crowded building (tavern etc) and once the animal is inside, step back outside leaving the animal within, use locking cantrip on the door/windows, and dispel the charm. The angry animal will then proceed to slaughter everyone within the building it was trapped in while you sit back with some popcorn and soda watching the show *evil grin* (and if done right, you won't deal with the criminal penalty normally associated with murder since dispelling the charm makes it no longer a part of your group, while still being able to loot the corpses after)
Post edited May 26, 2013 by Xyravos
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sergio1992: Hi everyone. I've got some doubts:

1- How can I improve my magical attitude?

2- How can I improve the tech attitude?

3- Is the bangellian sword "magic"?

4- The tech skill tree. What would you recommend to learn??

5- Am I wrong, or should I use maximum 2 npc together with me, or they are going to suck all my experience?

6- If I improve my strenght above 20, will my character drain the enemy fatigue with every attack?

7- Is there a evil walkthrough in internet with tips ??

Thank you
avatar
Xyravos: 1- Magical aptitude can be raised by learning spells

2- Technical aptitude can be gained from learning tech recipes, it can also be gained from placing points in the last 4 skills on main character sheet (repair, pick locks, firearms, and disarm traps) Each point in those 4 skills slightly increases tech aptitude. Imho Repair should be given more credit than it normally is, as master rank perk is the ability to completely restore destroyed items. This is particularly useful for half-ogres since there aren't a whole lot of gaurenteed large leather armor locations around if you want to remake crafted armor

3- Idk

4- It really depends upon build, but a universal must have for techies is the healing salve. As your tech apptitude goes up, magic healing spells and potions will heal for less and just flat out stop working at a certain point. Another highly useful item is the charged ring from 2 points into electricity college. If you have at least 10( I think, can't remember exact number) tech aptitude, they will grant +2 dex each and you can equip 2, and capping dex is a must for pretty much every build (tech or otherwise). I personally prefer taking Smithing, as it can allow you to make self crafted armor and weapons far better than pretty much any drop, especially for half-ogres. The balanced sword is completely broken stat wise (great damage for only 2nd rank schematic, and one of if not the fastest attack speed in game), and the armors you can just substitute basic large leather armor for the basic medium leather armor and you will get a large version (This also works for using small leather armor if you want a small version of said crafted armor). Quite useful, as large armors drop less frequently and are usually of poorer quality unless you get really lucky. Makes using a half-ogre character/Chukka/Sogg less frustrating at times. The mechanical tree also has some nice stuff if you are making a tech-thief (like the auto lockpick, or the goggles. The mechanize arachnid is also quite wonderful as a distractor) Take note however, that stats are only allowed an increase of +12 from racial basic - so a half-ogre will be capped at 16 Int unless you get an Int potion from a gypsy, keeping you from learning the last schematic in each tree (so if you go tech ogre, make sure you have the mats and the necessary skill points so you can learn and craft the armor before the potion wears off) Backgrounds only affect your start stats, they do NOT change your racial cap. So a sickly half-ogre may start out with 10 Int, but he will still only be able to get to 16 before it is capped (Int potion grants a +10 for a brief period of time).

5- They do tend to suck up a bit of exp, but depending upon your build they might be worth it. Be sure to grab a heavy fighter even if you are one (I recommend Sogg until you can get Chukka if you have at least 9 Charisma, otherwise Magnus in Tarant is kind of ok, as is Gar. Later on Loghaire and Thorvald along with Chukka will be the top 3 contenders for melee party members if you can meet the unlock requirements) A point of debate is the Dog you get in Ashbury. He levels as you do, doesn't steal a lot of exp, nor does he count towards your party cap- 8 Charisma allows for 2 party members, the Dog would give you a free 3rd. The drawbacks are that once you get, you can't ride trains (boats are still ok) and tbh the Dog is such a melee monster that once he levels a little, it can get boring. You can sit back and let him use fire elementals or worse as chew toys. It should be noted that there is no exact time frame for when the gnome starts kicking the Dog outside the Ashbury inn, so if you want him try to get to Ashbury in under 2 weeks just to get Dog then go back to Tarant or wherever. With the exception of Virgil, who actually does ok with his healing AI (useful for his fellow lackies even if your tech aptitude means he stops healing you) most of the henchmen spellcasters seemed to act like idiots so I would avoid them if possible (ie charging into melee, THEN casting a fireball completely forgetting they will hit themselves...) While useful for the first time through due to decent healing and the most dialogue, I will admit that Virgil gets extremely annoying at many times and his storyline isn't all that impressive so nobody will blame you if your 2nd run through includes you running him through :P

6- Strength perk of 20+ is a substantial boost to melee damage, up to 19 it only grants a percentage bonus while 20+ adds (I think) something along the lines of double per point. If you compare 20 Str and 24 Str, it is vastly noticable compared to the meager difference of 10 Str and 14 Str. Of all the stats, this one is by and far the best to raise above 20 if possible and melee based, most others can be left at 20 if not lower (ie imho Beauty is a dump stat that only affects initial reaction, animosity can be gotten around through conversation choices if character is intelligent. Perception 20 perk is only seeing invisible creatures, not all that important since by the time you would need this skill you can kill anything invisible that sneaks up on you)

7- I'm sure there are some out there, but never been too fond of the evil walk myself. However, there is a trick if you have the lock cantrip and charm animal spell, you can charm an angry animal (ie bear etc) then walk into a crowded building (tavern etc) and once the animal is inside, step back outside leaving the animal within, use locking cantrip on the door/windows, and dispel the charm. The angry animal will then proceed to slaughter everyone within the building it was trapped in while you sit back with some popcorn and soda watching the show *evil grin* (and if done right, you won't deal with the criminal penalty normally associated with murder since dispelling the charm makes it no longer a part of your group, while still being able to loot the corpses after)
Thank you.