Arcanum: Of Steamworks and Magick Obscura
Arcanum Technology Disciplines Ranked

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SCARaw

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i made this a while ago:
Magic Collegages rank
so now the Technology
the criteria used and stars:

  • Utility - what you can do if you study this discipline
Recipies from points and unique ones found in the world (uniques count as 1/2 because i m book user)
  • Access - how hard you must get lucky/reset stores to have fun
i know you can reset days and fast travel to 10 cities per day, but this is not fun for me so if your technology is strong and universal i don't wanna wait 30 days to enjoy it
  • Power - how powerful this is
this is more of power per point and i take level 6 technology as something you at least need +5 points in int, i know you can int potion to craft, i just find it cheap and inconvenient
  • Balance - how each new point give you proportional reward
Okey so Electrical what do you have for me? Charger ring and nothing for next 2 points?
Whats up guns? do i need to spend 5 points to craft 2 good guns?
Smithing is great as each and every point give you something new :)


Minimal score is 1 star and discipline really need to be weird like this to get it
Maximum score is 5 stars and im very picky with these ones


Personal bias:
  • i prefer magic by a lot
  • im book user - which means i can craft anything as mage with 8 int and make fun of all of you nerds with broken postures Example with Crafting Vivifier
  • i often use UAP custom leveling scheme to access level 5 technologies from companions or train dante to craft me charger rings
  • i love medical Arachna
  • Blade Launcher is very cool
  • i love medicine in games and might have some bias here
  • Dealing damage or crafting bigger and bigger gun is not utility enough to get easy stars - however if healing or guns are getting bigger, sneakier, better range thats not 1 star...
  • Entire Arcanum shit on poison, its the weakest damage dealing mechanic in the game, with level 1 characters resisting 30% of it already, this impacted score for chemistry power
  • There is also FUN bias - cool guns, big axe, robot and explosives are more fun to play with, where acid, poison or getting +2 perception is quite lame
Quirky notes
  • i made score attributes Spell UAP-b... i like the mod
  • Balance was added because disciplines that peak at level 2/3 or delayed peak of guns can't be ignored when talking about disciplines
  • Electricity peak at charger rings, herbology have most vital and easiest to make thing at level 1, chemistry is all over the place, you can go 5 points deep and turns out all the good stuffs ware in 2% chance to spawn schematic grenades

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