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** Even worse is that by having a fast character and switching to turn-based combat, enemies don't track you moving around them, meaning you essentially FlashStep (literally in Fast Turn-Based Combat, which teleports characters around the map instead of playing their walking animations) to repeatedly backstab them.
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* A particulary lengthy sidequest will lead you to the lost dwarven city of the legendary Iron Clan, where among other rewards you can find their signature Iron Clan Hammer, which is effectively a [[JackOfAllStats golden mean]] between the aforementioned pyrotechnic axe and the sword from the Isle of Despair, having all their strengths with (almost) none of their weaknesses: it is indestructible, hard-hitting ''and'' fast (a tad weaker than the ax and a tad slower than the sword, but in terms of DPS it beats both of them and only comes just a hair's breadth below the sword after a character's Strength is maxed out), deals fire damage but not as much as to destroy loot, and even comes with a nice to hit bonus. The only downsides it has are that it requires the PC to be a devout technologist to use it to full potential, and that it is impossible to get until you're about three quarters through the main plot, but at that point, there's still a lot of things to do (and things to beat down with the hammer) in the game, even not counting side quests and bonus dungeons.
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Up To Eleven is a defunct trope


** Combined with listed below Looking Glass Rifle (even the nerfed version of it from later patches), sniper gunsmith is one of the most point-efficient builds possible. Normally, it would take 11 points to put into Intelligence, another 7 to unlock entire Gunsmith tree, then ''another'' 10 (8 with the Eye Gear that is guaranteed to be in Black Mountain Clan mines) into Perception (which is a DumpStat used only by firearms), ''[[UpToEleven and]]'' 5 more to max-out Firearms skill to qualify for Master training to remove distance penalties for guns (their main weakness). In total 33 points, which is almost half of possible points one can earn through entire game. Essence of Intellect cuts the Intellect investment to 0 and you only need 5 points in Gunsmith to unlock the LGR. Due to the rifle's item perks, you don't need master training in Firearms (the gun provides the same effect for free) and more than a single point in Firearms to qualify for Apprentice training (the gun also provides equivalent of +1 point in Firearms due to massive to-hit bonus). All while providing the longest range of attack in entire game. So in the end, this allows to have a deadly gun-totting character for 6 points. You start the game with 5. No other build is this cheap. Even if player decides to go for Expert in Firearms, it will barely increase the cost by another 6 points (4 with the Eye Gear). In case of pre-nerf LGR, this also gives you a gun that can reliably kill most of enemies with a single shot. Post-nerf, it's still one of the hardest hitting guns. The rifle doesn't even have to be crafted - it can be easily stolen from [[Film/{{Unforgiven}} William Thorndop, former gunslinger turned hermit]]. Or even given by him if you decide to ignore master training (the gun's on-item perk provides the same effect as said training anyway). This saves another 5 points, since no investments in Gunsmithy are required.

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** Combined with listed below Looking Glass Rifle (even the nerfed version of it from later patches), sniper gunsmith is one of the most point-efficient builds possible. Normally, it would take 11 points to put into Intelligence, another 7 to unlock entire Gunsmith tree, then ''another'' 10 (8 with the Eye Gear that is guaranteed to be in Black Mountain Clan mines) into Perception (which is a DumpStat used only by firearms), ''[[UpToEleven and]]'' ''and'' 5 more to max-out Firearms skill to qualify for Master training to remove distance penalties for guns (their main weakness). In total 33 points, which is almost half of possible points one can earn through entire game. Essence of Intellect cuts the Intellect investment to 0 and you only need 5 points in Gunsmith to unlock the LGR. Due to the rifle's item perks, you don't need master training in Firearms (the gun provides the same effect for free) and more than a single point in Firearms to qualify for Apprentice training (the gun also provides equivalent of +1 point in Firearms due to massive to-hit bonus). All while providing the longest range of attack in entire game. So in the end, this allows to have a deadly gun-totting character for 6 points. You start the game with 5. No other build is this cheap. Even if player decides to go for Expert in Firearms, it will barely increase the cost by another 6 points (4 with the Eye Gear). In case of pre-nerf LGR, this also gives you a gun that can reliably kill most of enemies with a single shot. Post-nerf, it's still one of the hardest hitting guns. The rifle doesn't even have to be crafted - it can be easily stolen from [[Film/{{Unforgiven}} William Thorndop, former gunslinger turned hermit]]. Or even given by him if you decide to ignore master training (the gun's on-item perk provides the same effect as said training anyway). This saves another 5 points, since no investments in Gunsmithy are required.



* In general, technologist characters get far, far worse rap than they deserve. It's just a matter of smartly applying resources to get absurdly powerful combinations, rather than linearly throwing points on skills and stats, like it goes for neutral and magic characters. Technologists are extremely asymmetrical in their growth once basics are figured out. If [[LinearWarriorsQuadraticWizards mages are quadratic]], then [[UpToEleven technologists are cubic]].

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* In general, technologist characters get far, far worse rap than they deserve. It's just a matter of smartly applying resources to get absurdly powerful combinations, rather than linearly throwing points on skills and stats, like it goes for neutral and magic characters. Technologists are extremely asymmetrical in their growth once basics are figured out. If [[LinearWarriorsQuadraticWizards mages are quadratic]], then [[UpToEleven technologists are cubic]].cubic.



** And if you want to go even beyond, you can combine ''Tempus Fugit'' with the third spell of that same branch, ''Hasten'', which ''[[UpToEleven doubles]]'' your already insanely high speed. Combined with maximum dexterity allows for a whooping ''70+ actions'' every turn, which for some already overpowered weapons means you can attack up to 70 times per turn. This means you become an almost invincible [[LightningBruiser Lightning Bruiser]] capable of dealing enough damage in a single turn as to wipe out everything in the game before it can even react, as long as you can keep with the high fatigue cost.

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** And if you want to go even beyond, you can combine ''Tempus Fugit'' with the third spell of that same branch, ''Hasten'', which ''[[UpToEleven doubles]]'' ''doubles'' your already insanely high speed. Combined with maximum dexterity allows for a whooping ''70+ actions'' every turn, which for some already overpowered weapons means you can attack up to 70 times per turn. This means you become an almost invincible [[LightningBruiser Lightning Bruiser]] capable of dealing enough damage in a single turn as to wipe out everything in the game before it can even react, as long as you can keep with the high fatigue cost.



** Ellumyn's Bow from Quintarra is the truest to the basic concept of fast-firing bows, since it has Speed rating of ''20'' ([[UpToEleven 25]] with Apprentice training), making it one of the fastest weapons in the whole game. It "only" deals 1-10 damage, but has maximum range, +10 to-hit bonus ''and'' +50% critical chance against animals. And the game registers a whole lot of things as "animal". Accidentally running out of arrows is pretty common with this bow.

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** Ellumyn's Bow from Quintarra is the truest to the basic concept of fast-firing bows, since it has Speed rating of ''20'' ([[UpToEleven 25]] (25 with Apprentice training), making it one of the fastest weapons in the whole game. It "only" deals 1-10 damage, but has maximum range, +10 to-hit bonus ''and'' +50% critical chance against animals. And the game registers a whole lot of things as "animal". Accidentally running out of arrows is pretty common with this bow.



* Maxing out your Charisma and getting the most number of followers possible makes getting through the game a breeze. Goes UpToEleven when combined with mentioned above exploit regarding certain followers not taking a slot in the party size counter.

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* Maxing out your Charisma and getting the most number of followers possible makes getting through the game a breeze. Goes UpToEleven up to eleven when combined with mentioned above exploit regarding certain followers not taking a slot in the party size counter.
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* Called shots, which are easy to overlook since they aren't properly explained in the manual, come with a lengthy list of StatusAilment and simple damage buffs. With Expert-level training, characters can reliably perform called shots and start dishing bonus damage like crazy.

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* Called shots, which are easy to overlook since they aren't properly explained in the manual, come with a lengthy list of StatusAilment {{Status Infliction|Attack}} and simple damage buffs. With Expert-level training, characters can reliably perform called shots and start dishing bonus damage like crazy.

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* Maxing out your Charisma and getting the most number of followers possible makes getting through the game a breeze.

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* Maxing out your Charisma and getting the most number of followers possible makes getting through the game a breeze. Goes UpToEleven when combined with mentioned above exploit regarding certain followers not taking a slot in the party size counter.
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