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Hi all, I've recently got into Arcanum and I am greatly enjoying throwing characters: boomerangs just seem to be the best ranged option in the early game, certainly

My previous character has been somewhat tech focused, dabbling in lock picking and a few crafting disciplines, but I was wondering if for a throwing based character I should stick my course or if magic would be more suitable?

Thanks in advance!
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Squid-Blorg: Hi all, I've recently got into Arcanum and I am greatly enjoying throwing characters: boomerangs just seem to be the best ranged option in the early game, certainly

My previous character has been somewhat tech focused, dabbling in lock picking and a few crafting disciplines, but I was wondering if for a throwing based character I should stick my course or if magic would be more suitable?

Thanks in advance!
Tech is a good way to go! The explosives discipline is really, really useful, from the beginning of the game to (I think) the endgame. Molotov cocktails are easy to make and continue to be useful through midgame, stun grenades always are, and explosive/concussion grenades are really potent. Plus, being able to make dynamite (the doctorate level of explosives, I think) is a great way to steal from chests without having to pick locks and prowl.

I've seen some magic chakrams but never used them.

In the spirit of full disclosure, I haven't played a full run-through myself (and haven't gotten very far in the explosives discipline myself) so you should definitely get some more experienced players in here.
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Squid-Blorg: My previous character has been somewhat tech focused, dabbling in lock picking and a few crafting disciplines, but I was wondering if for a throwing based character I should stick my course or if magic would be more suitable?
The best throwing weapon in the game, whose quest you get from the Throwing master, works best if you're magically inclined.

Chakrams are also magical; boomerangs are neutral or slightly tech. Grenades, which are tech, need at least a little Throwing skill to land where you want them to. The skill itself is neither magic nor tech; it's martial.

I love Throwing, btw:

1) It has all the benefits of a ranged attack, and yet can also be used for melee.

2) You don't have to worry about ammo, or the weight and expense of acquiring it.

3) Most thrown weapons don't get damaged when they hit rock or fire creatures, the way melee weapons do.

4) The "knife tosser" background gives you almost a full point bonus in the skill, allowing you to become an expert (and a master) that much sooner.
Others pretty much summed it up. Tech throwers get to throw grenades, which is pretty cool. Although they have to lug enough of them around with you. Otherwise they'll use boomerangs. Magic throwers will use chakrams and can get the most powerful throwing weapon in the game.

So either way works, depends on which appeals to you most. Remember that magic characters can also use magic as a ranged attack, if they learn the appropriate spells. Tech characters cannot, but grenades can provide some magic-like effects (stun, blind, high damage, etc.).
Post edited June 24, 2014 by Waltorious
I think one of the problems I was having with a tech thrower was the fact that I was too much of a miser, and so I wasn't really buying components for grenades; that and the fact that I just hadn't found enough fuel or yeast (to make it my self) to make a decent supply of molotovs

As a side question: If I were to go magic, would my grenades blow up in my face?
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Squid-Blorg: As a side question: If I were to go magic, would my grenades blow up in my face?
They shouldn't. There's no chance of a critical failure listed with any type of explosive, AFAIK. You'd even still be able to make them, since going magic doesn't cause you to forget your tech skills.
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Squid-Blorg: I think one of the problems I was having with a tech thrower was the fact that I was too much of a miser, and so I wasn't really buying components for grenades; that and the fact that I just hadn't found enough fuel or yeast (to make it my self) to make a decent supply of molotovs.
Search garbage bins for rags, and just buy fuel (or components to make fuel). Soon you'll be making more molotovs than you can carry. Mixing molotovs and boomerang throws will serve you very well. Higher-tier grenades (especially stun grenades) are useful for the tougher battles.
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Squid-Blorg: I think one of the problems I was having with a tech thrower was the fact that I was too much of a miser, and so I wasn't really buying components for grenades...
The tech grenadier is one of the most overpowered builds in the whole game due to the fact that he can collect everything he needs to make explosive grenades by digging through trash cans, but he can sell the grenades for huge amounts of money, even with no barter skill.

As a tech grenadier it's quite easy to become richer than Gilbert Bates.
I've always wanted to play a magic thrower and I'm wondering what spells would best compliment throwing? White necromancy of course, but what else would work well?
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cm60854: I've always wanted to play a magic thrower and I'm wondering what spells would best compliment throwing? White necromancy of course, but what else would work well?
The big one would be Hasten, the third Temporal spell. It doubles your speed, which gives you almost twice as many throws in turn-based mode. Tempus Fugit, the final Temporal spell, improves speed for your entire party, but costs more to cast and maintain.

Similarly, you can cast Agility of Fire one or more times upon yourself (it stacks) to boost your speed. If you get your DX up to 20, you even get an additional +5 speed bonus. Hasten still doubles this, so in a sense it stacks as well.

After that, you just want to research enough spells to get your MA to at least 75, to get the most out of the Enchanted War Boots you'll be buying (more speed bonuses!) and the weapon you'll eventually get from the Throwing Master's quest. I personally like Conveyance (Unlocking Cantrip, Teleportation), Divination (Sense Hidden is as good as Spot Traps mastery), and even Purity of Water (for bartering in towns). But your mileage may vary; maybe you'd prefer Black Necro instead, or Summoning, or Mental.

Also remember that the ST bonus does not apply to thrown weapons, so if you decide not to invest points there, casting Shield of Protection is a good way to boost your AC without killing your encumbrance by wearing something too heavy. Keep in mind as well that maintaining too many spells can be quite fatiguing; you may want to invest in CN (faster recovery time) and/or stock up on Greater Fatigue potions to replenish yourself as you go.
Post edited July 27, 2016 by TwoHandedSword
Thanks, some great advice. I thought about Black Necromancy, but I wanted to keep the spells fairly passive, don't want to be a mage who happens to throw.
I had a great deal of fun with a build that emphasized throwing and persuasion. I stayed pretty neutral. It was tons of fun.
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abbayarra: I had a great deal of fun with a build that emphasized throwing and persuasion. I stayed pretty neutral. It was tons of fun.
My favorite character I ever made is a mage with throwing and persuasion, I love it. Very very anti-tech though.
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TwoHandedSword: Also remember that the ST bonus does not apply to thrown weapons, so if you decide not to invest points there, casting Shield of Protection is a good way to boost your AC without killing your encumbrance by wearing something too heavy.
AC is pretty pointless. Just max out DR because tougher enemies will hit you no matter how high your AC might be.
There are good magic and non-magic throwing weapons, so just like warriors you can go either way. Magical thrower with spell backup, or tech thrower and usually explosives tree that benefits from your throwing.