Couple questions

Discussion in 'Arcanum Hints & Tips' started by M@de in China, Nov 23, 2002.

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  1. M@de in China

    M@de in China New Member

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    Since I'm a tech person can I have a magic follower? I thought I heard somewhere that having a mage and a gunslinger together causes many critical failures on both parts

    O and I'm about to hit 7 CP and I'm going to spend them into a technological discapal and I'm wondering which one is best? Right now the top ones look like Electrical, Explosives (I don't got a lockpicker :lol: ), Gun Smithy, and Mechanical (those atomatons and mechanical spiders look pretty damn cool)
     
  2. Solaris

    Solaris New Member

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    Sorry can't help you about followers yet, haven't figured this one out myself.
    As for what disciplines to research it depends on what you chose to be. If you're a melee fighter you need smithy, if you prefer firearms you should learn to make ones. Explosives gives you grenades(Molotov is a great secondary weapon, easy to get and effective , explosive grenades are good, but I mostly make them for sale, 795 for each with just one haggle point) and fire obstraction for a flamethrower. Gunsmithy+electricity+charges from chemistry=tesla gun. Smithy+engineering=arachnid, though I don't think they're better then highly trained followers(or can you have them without taking places of followers?). I have researched gunsmithy till the end, spent 4 points on explosives(for grenades), 2 on electricity (rings) and thinking if I should learn it till the end or spend the rest of CP on dexterity and strength.
     
  3. Shadygrove

    Shadygrove New Member

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    In the unpatched game, I am told, Jormund is NOT free. I prefer to think of the free followers as easter eggs. And what does the "NW" mean? No way?

    No problem. I have several strong mages with tech followers, & vice versa. Throwing mages can use grenades to good efect. I guess that by the time they are suposed to blow, they are far enough away from you to work.
     
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