Posted March 21, 2012
This is part of a faq I wrote to help people new to the game love it as I have. Submitted to GameFAQs on user account Leonidusx, copyright 2012.
BASIC CHARACTER CREATION
=========================
Melee fighters are looking for STR and DEX.
Gunslingers are looking for DEX and PER. INT allows you to create good guns, but all guns can be found.
Mages are looking for WILL. Magic aptitude and int are welcome, but not the main focus at character creation.
Do not be female.
Half-Ogres are the best melee fighters. +4 STR and +10DR is just amazing. Orcs come in 2nd.
Halflings are the best for guns, but really any race is ok for guns. Ogres can use rifles but not pistols.
Elves and gnomes are the best mages.
Choose race and backgrounds for stats OR DR.
Do not choose race and backgrounds for items, gold, npc reactions, magic/tech aptitude, or bonuses to skills.
For starting items buy a staff, rapier, and lockpick.
ALL CHARACTERS HAVE A MUCH EASIER START IF YOU USE BEGINNING CHARACTER POINTS ON THE LESSER HEALING SPELL, 2 POINTS INTO MELEE SKILL (REQ. 9 DEX), AND ONE POINT OF PERSUASION. The fifth point is typically necessary to raise the regular 8 dex to 9 for the 2nd rank of melee.
Backgrounds good for melee fighters:
-------------------------------
Ran away with the circus +6 STR (generally the best fighting background)
Troll Offspring +2 STR +1 DEX
Tough Hide +10DR (orc or ogre only)
Escaped Lunatic +25 DR
Raised in the pits +2 STR +2 DEX +combat skills
Beat with an ugly stick +2 STR +2 DEX
Backgrounds good for gunslingers:
---------------------------
Raised by orcs +2 PER +2 STR (generally best gunslinger background)
Raised by monks +1 PER no penalties
Beat with an ugly stick +2 DEX
Raised in the pits +2 DEX -6 INT
Feral Child +3 DEX -6 INT
Miracle operation is PER +5, which might seem like a good idea but the DEX -3 is so limiting that it just isn't worth it.
Escaped lunatic +25 DR
Sickly +6 INT -1 DEX -2 STR
Backgrounds good for mages:
--------------------
Only Child +6 WILL (easily the best mage background)
Escaped lunatic +25 DR
Dark Elf +2 WILL elf only
THE GENERALLY BEST (EASIEST DOMINATING IN COMBAT) HERO
=======================================================
Note that the most important part of Arcanum is that you can get through the game with ANY PLAYSTYLE, and a hero of almost every type can do extremely well in battle using the right tactics, items, and so on. SO DON'T BE AFRAID TO PLAY A CRAZY HERO! You will be so pleasantly surprised. This faq is not for placing fun limitations on heroes however, but rather is intended for optimization.
A magic using, melee and dodge mastered, maximum strength and dex hero who uses fireflash and time spells, wearing heavy armor, rings of protection, the finger of mannox as a necklace, and a good melee weapon with a shield.
This is because magic items are easier to use and find than tech items, many of the best items are magic, and tech heroes have a harder time healing (potions and heal spells don't work on them, requiring you to craft herbal mixtures).
Melee has a plentiful amount of easily found amazing weapons, applies the huge strength damage bonus and requires no purchase of ammunition.
STR and DEX are the two most important combat stats for melee fighters. A 24 strength ogre receives +28 damage per hit. 20 dex gives 25 speed.
Fireflash can easily destroy large groups of powerful enemies.
Time spells can increase your speed to insane levels, and reduce the enemies as well. STR and DEX boosting spells are available from the very beginning, and can help immensely before you max STR and DEX with points.
INCREASING STATS:
================
At level 1, you receive 5 character points (CP). You receive 1 character point for each level, except every 5th level you get 2 instead of 1 (levels 5, 10, 15, etc). That's 15 total CP at level 10, 39 at level 30, and 73 at level 50.
CP can raise basic attribute stats (DEX STR CON INT WILL BEA CHA PER) or the vitality stats directly (HP, FATIGUE) or learn spells, skills, and tech disciplines. One character point spent raises a stat by 1, except hp and fatigue which raise by 4. One character point learns one spell, one skill rank, or one tech discipline level.
HP and FATIGUE will automatically raise at level up, without spending any of your character points.
The basic attribute stats normally cap at 20. If your RACE (NOT BACKGROUND OR SEX) adjusts it, the cap is increased by a bonus or reduced by a penalty. If your RACE lowers a cap below 20, then your BACKGROUND or SEX bonuses can raise the cap UP TO 20, not beyond. BACKGROUND or SEX penalties will lower caps, EXCEPT A STR CAP RAISED BY RACE. All ingame effects on the basic attribute stats will abide by these limits set at character creation.
Formulas for simplification, depending on wether race adds, subtracts, or does not affect the stat:
20 + RACE + or - BACKGROUND + or - SEX = CAP
20 - RACE + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
20 + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
STR CAP:
20 + RACE = CAP
20 - RACE + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
20 + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
It is important to note that there are ways to temporarily raise stats through spells, items, and potions, then learn what you'd like to which requires that stat while it is temporarily boosted without investing character points. These will not raise stats beyond their caps.
Through use of the elixirs of intelligence (sold at stores featuring magical potions) you can gain +10 to int, then spend points only on raising your technical field, and saving the points otherwise necessarily spent on intelligence. Purchasable technical manuals allow the proficiency to then craft items learned in this way while never raising intelligence.
The single point spent into the agility of fire spell allows you to train high in many crucial combat skills, without investing necessary dex into them. However, in the dex instance, it is not practicable as the combat skills revert to their previous level after the effect ends and the dex requirement is not met (so you have to cast agility of fire before you fight each time). But, items which have +dex will maintain their bonus as long as they are worn. The charged rings (+2 dex, tech) and gloves of dexterity (+2 dex, magical) are useful for this.
Blessings provide permanent bonuses to stats. Blessings will not raise a stat above it's max. They are almost all gained from providing the right offering at an altar to a god. The best blessing is from the final offering quest.
Blessings which are not offerings:
+npc reaction modifier from Arbalah's quest in beginning of game.
+1 beauty from stillwater temple quest. Keeping the statue in your inventory instead gives DEX -3, CHA +1, BEA +2.
+1 charisma from siding with Madam Toussade in the crystal ball quest (Tarant). Only given if you have completed the painting heist quest first.
Two things near the very end of the game give a huge permanent bonus to attributes: the vivifier potion (+1 all stats) and the final offering blessing, which gives +4 DEX, +100 HP, +100 Fatigue, 30 damage resistance, and significant bonuses to melee, dodge, lockpick, persuasion, and firearms. Planning your hero around this takes either extreme patience or going to secret areas far in advance of the storyline.
BASIC CHARACTER CREATION
=========================
Melee fighters are looking for STR and DEX.
Gunslingers are looking for DEX and PER. INT allows you to create good guns, but all guns can be found.
Mages are looking for WILL. Magic aptitude and int are welcome, but not the main focus at character creation.
Do not be female.
Half-Ogres are the best melee fighters. +4 STR and +10DR is just amazing. Orcs come in 2nd.
Halflings are the best for guns, but really any race is ok for guns. Ogres can use rifles but not pistols.
Elves and gnomes are the best mages.
Choose race and backgrounds for stats OR DR.
Do not choose race and backgrounds for items, gold, npc reactions, magic/tech aptitude, or bonuses to skills.
For starting items buy a staff, rapier, and lockpick.
ALL CHARACTERS HAVE A MUCH EASIER START IF YOU USE BEGINNING CHARACTER POINTS ON THE LESSER HEALING SPELL, 2 POINTS INTO MELEE SKILL (REQ. 9 DEX), AND ONE POINT OF PERSUASION. The fifth point is typically necessary to raise the regular 8 dex to 9 for the 2nd rank of melee.
Backgrounds good for melee fighters:
-------------------------------
Ran away with the circus +6 STR (generally the best fighting background)
Troll Offspring +2 STR +1 DEX
Tough Hide +10DR (orc or ogre only)
Escaped Lunatic +25 DR
Raised in the pits +2 STR +2 DEX +combat skills
Beat with an ugly stick +2 STR +2 DEX
Backgrounds good for gunslingers:
---------------------------
Raised by orcs +2 PER +2 STR (generally best gunslinger background)
Raised by monks +1 PER no penalties
Beat with an ugly stick +2 DEX
Raised in the pits +2 DEX -6 INT
Feral Child +3 DEX -6 INT
Miracle operation is PER +5, which might seem like a good idea but the DEX -3 is so limiting that it just isn't worth it.
Escaped lunatic +25 DR
Sickly +6 INT -1 DEX -2 STR
Backgrounds good for mages:
--------------------
Only Child +6 WILL (easily the best mage background)
Escaped lunatic +25 DR
Dark Elf +2 WILL elf only
THE GENERALLY BEST (EASIEST DOMINATING IN COMBAT) HERO
=======================================================
Note that the most important part of Arcanum is that you can get through the game with ANY PLAYSTYLE, and a hero of almost every type can do extremely well in battle using the right tactics, items, and so on. SO DON'T BE AFRAID TO PLAY A CRAZY HERO! You will be so pleasantly surprised. This faq is not for placing fun limitations on heroes however, but rather is intended for optimization.
A magic using, melee and dodge mastered, maximum strength and dex hero who uses fireflash and time spells, wearing heavy armor, rings of protection, the finger of mannox as a necklace, and a good melee weapon with a shield.
This is because magic items are easier to use and find than tech items, many of the best items are magic, and tech heroes have a harder time healing (potions and heal spells don't work on them, requiring you to craft herbal mixtures).
Melee has a plentiful amount of easily found amazing weapons, applies the huge strength damage bonus and requires no purchase of ammunition.
STR and DEX are the two most important combat stats for melee fighters. A 24 strength ogre receives +28 damage per hit. 20 dex gives 25 speed.
Fireflash can easily destroy large groups of powerful enemies.
Time spells can increase your speed to insane levels, and reduce the enemies as well. STR and DEX boosting spells are available from the very beginning, and can help immensely before you max STR and DEX with points.
INCREASING STATS:
================
At level 1, you receive 5 character points (CP). You receive 1 character point for each level, except every 5th level you get 2 instead of 1 (levels 5, 10, 15, etc). That's 15 total CP at level 10, 39 at level 30, and 73 at level 50.
CP can raise basic attribute stats (DEX STR CON INT WILL BEA CHA PER) or the vitality stats directly (HP, FATIGUE) or learn spells, skills, and tech disciplines. One character point spent raises a stat by 1, except hp and fatigue which raise by 4. One character point learns one spell, one skill rank, or one tech discipline level.
HP and FATIGUE will automatically raise at level up, without spending any of your character points.
The basic attribute stats normally cap at 20. If your RACE (NOT BACKGROUND OR SEX) adjusts it, the cap is increased by a bonus or reduced by a penalty. If your RACE lowers a cap below 20, then your BACKGROUND or SEX bonuses can raise the cap UP TO 20, not beyond. BACKGROUND or SEX penalties will lower caps, EXCEPT A STR CAP RAISED BY RACE. All ingame effects on the basic attribute stats will abide by these limits set at character creation.
Formulas for simplification, depending on wether race adds, subtracts, or does not affect the stat:
20 + RACE + or - BACKGROUND + or - SEX = CAP
20 - RACE + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
20 + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
STR CAP:
20 + RACE = CAP
20 - RACE + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
20 + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
It is important to note that there are ways to temporarily raise stats through spells, items, and potions, then learn what you'd like to which requires that stat while it is temporarily boosted without investing character points. These will not raise stats beyond their caps.
Through use of the elixirs of intelligence (sold at stores featuring magical potions) you can gain +10 to int, then spend points only on raising your technical field, and saving the points otherwise necessarily spent on intelligence. Purchasable technical manuals allow the proficiency to then craft items learned in this way while never raising intelligence.
The single point spent into the agility of fire spell allows you to train high in many crucial combat skills, without investing necessary dex into them. However, in the dex instance, it is not practicable as the combat skills revert to their previous level after the effect ends and the dex requirement is not met (so you have to cast agility of fire before you fight each time). But, items which have +dex will maintain their bonus as long as they are worn. The charged rings (+2 dex, tech) and gloves of dexterity (+2 dex, magical) are useful for this.
Blessings provide permanent bonuses to stats. Blessings will not raise a stat above it's max. They are almost all gained from providing the right offering at an altar to a god. The best blessing is from the final offering quest.
Blessings which are not offerings:
+npc reaction modifier from Arbalah's quest in beginning of game.
+1 beauty from stillwater temple quest. Keeping the statue in your inventory instead gives DEX -3, CHA +1, BEA +2.
+1 charisma from siding with Madam Toussade in the crystal ball quest (Tarant). Only given if you have completed the painting heist quest first.
Two things near the very end of the game give a huge permanent bonus to attributes: the vivifier potion (+1 all stats) and the final offering blessing, which gives +4 DEX, +100 HP, +100 Fatigue, 30 damage resistance, and significant bonuses to melee, dodge, lockpick, persuasion, and firearms. Planning your hero around this takes either extreme patience or going to secret areas far in advance of the storyline.
Post edited March 21, 2012 by ewmarch