Imagine a place of wonder,where magic and technology hold equal sway, and an adventurer might just as easily wield a flintlock pistol as a flaming sword. A place where great industrial cities house castle keeps and factories, home to Dwarves, Humans, Orcs and Elves alike. A place of ancient runes and steamworks, of magic and machines, of sorcery...
A full 187 page players guide for the game Arcanum: Of Steamworks and Magick Obscura.
Includes a world map.
Here are some tips on playing Arcanum.
• A simple but effective character is a Half-Ogre with good Melee and Dodge
skills. He is easy to play and can hold his own in most combat situations.
• Putting a point into Gambling at the start of the game will allow you to
gamble with the first shopkeeper (and get more items than you would
normally be able to afford!)
• Be wary of armor sizes. For example, smaller characters like Dwarves cannot
wear normal or large-sized armors.
• If you're already boosting certain stats to buy spells or tech schematics,
consider buying skills that also use the same character stats. For example, a
mage might also look into buying Haggle since that skill is dependent on
Willpower, or a technologist might buy Gambling or Heal since their
Intelligence needs to be high.
• Find combinations of spells or skills that will work well together; don't buy
something just because it "sounds" cool.
• If you're a magic user, be sure to put points into constitution as well. It
helps to have extra Fatigue.
• You don't have to talk to everyone in town, but if you do, you're likely to
more quests, which means more experience points.
• Save often as you'll never know what lies beyond the next corner.
• Use the arrow keys on your keyboard to scroll the isometric view while you
use your mouse to move your character.
• If you know many spells or have many items you want to put in your hot
key bank, select the ones that need to be quickly accessible, not necessarily
the ones which are often used.
• Just because you got a fate point doesn't mean you have to use it right away.
It makes more sense to use a fate point to help you do something your
character has never been able to do before (for example, a fighter may save
a fate point to successfully pick someone's pocket).
• Being encumbered is no fun. If you must carry around bunches of heavy