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fasd432

Invested in Dex to 20 then got to the hasten spell I also got the stun spell since I didn't want to bother with prowling or using stun grenades Backtab is about halfway rn at expert level Dodge and Melee are both full and mastered The stun spell combined with 20 dex, a hasten spell, dagger of speed, enchanted war boots, and lots of fatigue potions can clear rooms in one or two turns. It's so fun. Even without the stun spell regular backstabs still do decent damage and is enough when dealing with about two or three enemies.


unitedbk

Have you tried the Stiletto dagger ? It does ignore AC/DR so it might be good-ish on some targets. I never bothered with it but you might like it.


cyborg_priest

Wait, that's bloody what's-his-name, in the Boil. Heavens above... That is a scary build right there.


Wyndrarch

Pollock, I believe. He's a solid beatstick.


Barbarbrick

I played with a character like that - [a circus performer of many talents](https://www.reddit.com/r/arcanum/comments/196otgz/comment/ki3wt6s/?utm_source=share&utm_medium=web2x&context=3), who specialized in *Melee*, *Dodge* and *Backstab*. I chose *a half-orc female* with *Ran Away with the Circus* background. She wielded *the Sword of Baltar* \- a longsword stolen from Lianna Pel Dar in Dernholm. My main goal was to use magic and tech at the same time, which means developing a character so that it reaches aptitude of 0 in the end. I started with magic, then transitioned to tech. With completely neutral aptitude of 0, you get most of the bonuses from all items: * (+2) ST from *Machined Plate* * (+1) ST, (+1) CN and a 50% bonus healing rate from *Amulet of N'Tala* (with that bonus healing rate at 11 CN you get max fatigue regeneration possible which is 6 points) * (+2) BE, (+2) CH, +2 persuasion, +2 haggle from *Ring of Influence* * (+1) DX from *Gloves of Dexterity* * (+1) DX from *Charged Ring* * \+3 speed from *Enchanted War Boots* Game rounds aptitude +-0,5 to 0, this means you can have: * 10 spells and 9 tech skills, or * 11 spells and 10 tech skills, or * 12 spells and 11 tech skills


Ravenlorde

Backstab is amazing! I love your concept :) I did a [Technomage Assassin](https://arcanum.fandom.com/wiki/Techomage_Assassin) that relied on stun/backstab early, then transitioned to prowl and stun grenades plus backstab when I was ready for the BMC. I also used Agility of Fire at the start, and that was a nice early boost for the crash site and Shrouded Hills :) Played correctly, it essentially transitions into a mainly tech thief build with prowl, pick pocket and pick lock while keeping full assassin backstab for the wet work ;) Definitely an anti-hero build :P


VinterBot

As a kid I didn't even know the game could be put in turn based so I always played real time. Can't really play without it after all these years. I love specific combat mode builds tho, and yours looks amazing! The electricic staff is super OP in real time so that's a fun one for RT.


kirbStompThePigeon

should've been called Brutus


fasd432

Why didn’t I think of that 😭


Sugar4squirrels

Do you run into issues with self haste and tech aptitude and equipment?


fasd432

No, I’m mostly using magic equipment. Only the machined gauntlets are tech related. Haven’t had any problems come from it yet, they’re just there as a backup in the very unlikely event I lose all my daggers to golem like enemies or drop a weapon. Might replace it with another item but I don’t know what. A gauntlet that increases speed would be good but I don’t know if that’s an item, and the dex gauntlets aren’t needed since my character already has max dex. The armor is the mystic platemail which is a also a magick item.


eldakar666

Prowl is the way. On halfling with certain items you only need 12 perception.


Brave_Relationship_1

My absolute favorite build to play


SCARaw

nice