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Hello,

I just found out about changing followers level/scheme with UAP (it's worth getting Magnus early now for me) was wondering if I can have Virgil learn some Herbology and Therapeutics to have him make me potions. Or even to Electrical so he can make me Charged Rings. I changed him to learn the first two Herbology potions, but can't find a dialog option for him to "Make" me the potions and items like I can on other followers.

Second question, do techs have a version of the magic "Potion Of Haste" that doubles your speed? I made the Reflexes potion under Therapeutics, but is not the same. It doesn't double my speed. Potion Of Haste is a life saver early game.
actual answer:
yo hi, techies got charged rings on lvl2 electrics, these give +2 DEX & +2 SPD.

stuff i thought you might wanna know and then one thing lead to the next thing:
what's way more important as a techie, is to take 1 lvl herbology and 1 lvl therapeutics, and if you ain't aiming for muscle maker or brain builder or doing an evil run it's useless to take more into therapeutics, because you can have the vivifier with that already. jayna just needs to craft a STR-pot that you store in the tarant rat-infested warehouse (it usually becomes the playerbase) and then you just gotta buy manuals from the university for the required expertise - and money ain't a problem since scrap traders pay loads for some of your toys. flow spectrometer should turn out as 165 gold; if you keep magnus til he can craft the lvl4 mechanics goggles those will become 800-900 gold per piece and you can buy the parts at the techie trader for 130 gold. note that you just need 1 lvl in mechanics & 5 into smithy if you want the vision helmet; more points are questionable because the electro armor is almost as good as the machined plate armor (it has less armor, but a lot more dmg resistance) but doesn't require 14 points spend, only 2 points. you should also be aware that the magnetic high hat is extremely good (low weight, high resistance) and you'll get 1 for free for destroying the demonic portal in early game. another ery important thing to be aware, is that you can only have as much statbonus from a techie item as high as your total tech aptitude is; this means if you have only 50 aptitude you will only get 50 max armor class out of a machined plate armor, not the described 65. high aptitude means that virgil won't be able to heal you anymore. this in return means that you gotta rely on techie heals and that is either done via the very unprotective healing jacket, or too much reliance on jayne, or going herbology 7. herbology 7 enables not only useful heal pots, but also medical arachnids with mechanics 7, that you can repair with your repair skill (out of combat). btw, electric 1 + herbology 1 is already enough to craft reanimators. most techie recipes will already be available for crafting if you got only 1 point invested, they are mostly a matter of expertise, so just buy enough manuals and keep in mind that you can still use magickal INT-pots but they'll provide only 3 INT if your tech aptitude is 100 - and the bonus that the manuals give, is calculated by "how high is your INT at the point of putting it in your inventory", recalculated each time you pick it up.
another useful note on techies is, that despite there being only 2 followers usefully available for evil techies, 1 of them doesn't craft items at all, but vollinger alternate will end up with gunsmith lvl6 and so he'll be able to provide nearly all of the special firearms if you put only 1 point into gunsmith! that means, firearms-techies should clearly do the evil path, as it generates a ton of points to spend "elsewhere" if you add jayna long enough to craft 1 STR-pot and make sure getting vollinger alternate at the midth of the story! ;)
and another useful thing to know: spending 5 points into "disarm traps" will result in a mastery quest that turns out some trap master goggles with +2 dexterity & +2 perception, which might come in handy for a gunslinger (or thrower), double as the offhand might be free for a spectrometer anyways. i always wanted to do a build that has that, but it never happened to become reality... :'D
i got no clues about jayna's behavior on evil gangleaders, but i feel attracted to playing good in the first half, then turning evil in the second half; like keeping magnus to the peak of his usefulness, have him craft what i'll need later on from him, then booting him for vollinger/vollingerAlternate. creating a character skill sheet full of if//then/else functions in libreoffice calc has opened my eyes in so many ways over the past 5 days. i'll upload it soon, but that'll prolly be too late for ya, so i hope this answer was of help in terms of insight.^^
avatar
Balthazad: actual answer:
yo hi, techies got charged rings on lvl2 electrics, these give +2 DEX & +2 SPD.

stuff i thought you might wanna know and then one thing lead to the next thing:
what's way more important as a techie, is to take 1 lvl herbology and 1 lvl therapeutics, and if you ain't aiming for muscle maker or brain builder or doing an evil run it's useless to take more into therapeutics, because you can have the vivifier with that already. jayna just needs to craft a STR-pot that you store in the tarant rat-infested warehouse (it usually becomes the playerbase) and then you just gotta buy manuals from the university for the required expertise - and money ain't a problem since scrap traders pay loads for some of your toys. flow spectrometer should turn out as 165 gold; if you keep magnus til he can craft the lvl4 mechanics goggles those will become 800-900 gold per piece and you can buy the parts at the techie trader for 130 gold. note that you just need 1 lvl in mechanics & 5 into smithy if you want the vision helmet; more points are questionable because the electro armor is almost as good as the machined plate armor (it has less armor, but a lot more dmg resistance) but doesn't require 14 points spend, only 2 points. you should also be aware that the magnetic high hat is extremely good (low weight, high resistance) and you'll get 1 for free for destroying the demonic portal in early game. another ery important thing to be aware, is that you can only have as much statbonus from a techie item as high as your total tech aptitude is; this means if you have only 50 aptitude you will only get 50 max armor class out of a machined plate armor, not the described 65. high aptitude means that virgil won't be able to heal you anymore. this in return means that you gotta rely on techie heals and that is either done via the very unprotective healing jacket, or too much reliance on jayne, or going herbology 7. herbology 7 enables not only useful heal pots, but also medical arachnids with mechanics 7, that you can repair with your repair skill (out of combat). btw, electric 1 + herbology 1 is already enough to craft reanimators. most techie recipes will already be available for crafting if you got only 1 point invested, they are mostly a matter of expertise, so just buy enough manuals and keep in mind that you can still use magickal INT-pots but they'll provide only 3 INT if your tech aptitude is 100 - and the bonus that the manuals give, is calculated by "how high is your INT at the point of putting it in your inventory", recalculated each time you pick it up.
another useful note on techies is, that despite there being only 2 followers usefully available for evil techies, 1 of them doesn't craft items at all, but vollinger alternate will end up with gunsmith lvl6 and so he'll be able to provide nearly all of the special firearms if you put only 1 point into gunsmith! that means, firearms-techies should clearly do the evil path, as it generates a ton of points to spend "elsewhere" if you add jayna long enough to craft 1 STR-pot and make sure getting vollinger alternate at the midth of the story! ;)
and another useful thing to know: spending 5 points into "disarm traps" will result in a mastery quest that turns out some trap master goggles with +2 dexterity & +2 perception, which might come in handy for a gunslinger (or thrower), double as the offhand might be free for a spectrometer anyways. i always wanted to do a build that has that, but it never happened to become reality... :'D
i got no clues about jayna's behavior on evil gangleaders, but i feel attracted to playing good in the first half, then turning evil in the second half; like keeping magnus to the peak of his usefulness, have him craft what i'll need later on from him, then booting him for vollinger/vollingerAlternate. creating a character skill sheet full of if//then/else functions in libreoffice calc has opened my eyes in so many ways over the past 5 days. i'll upload it soon, but that'll prolly be too late for ya, so i hope this answer was of help in terms of insight.^^
Hahah, thanks for the reply, but not what I asked. I know all the above. I don't like having high charisma or rather more than one follower so it's either Virgil or Magnus.
avatar
piro2k: Hello,

I just found out about changing followers level/scheme with UAP (it's worth getting Magnus early now for me) was wondering if I can have Virgil learn some Herbology and Therapeutics to have him make me potions. Or even to Electrical so he can make me Charged Rings. I changed him to learn the first two Herbology potions, but can't find a dialog option for him to "Make" me the potions and items like I can on other followers.

Second question, do techs have a version of the magic "Potion Of Haste" that doubles your speed? I made the Reflexes potion under Therapeutics, but is not the same. It doesn't double my speed. Potion Of Haste is a life saver early game.
Virgil doesn't have a dialog option, so you need to right-click on his portrait and click on schematics. There's no tech version of Potion of Haste but I think you should be able to use that potion regardless of aptitude. I use Essence of Intellect on my followers before learning and making stuff. Also, you can now buy a book in general stores that brings your followers up to your level, so there's no rush getting them early.