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Arcanum Guide to Arcanum Schematics.(complete)

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Added the schematic of the Elixir of Hypnotic Suggestion in the found schematics.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,411
Thanks for this thread. I adore the art direction in Arcanum, and this allows me to browse a hefty part of it without googling around too much (not that there were that many places with good screenshots to google, last time I checked).

Here, have 750 Kool Kodex Kredits for your effort. Spend them wisely on steampunk porn.

:love:
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Quilty said:
Thanks for this thread. I adore the art direction in Arcanum, and this allows me to browse a hefty part of it without googling around too much (not that there were that many places with good screenshots to google, last time I checked).

Here, have 750 Kool Kodex Kredits for your effort. Spend them wisely on steampunk porn.

:love:
Thank you. :)



Added the effects of the mental inhibitor.
 

Muro

Educated
Joined
Jan 24, 2011
Messages
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Location
The Empyrean
Derper said:
Muro, that complete wiki is just waiting to get done!
Perhaps in the future, who knows.

Kz3r0 said:
No big deal, I just prefer the hand cannon, that you can obtain quite early in the game if you want.
Indeed, the Hand Cannon is superior to the Repeater Rifle in most - if not all - aspects.

Still, obtaining it before the Repeater Rifle requires some metagaming (or distinct inquisitiveness) as well as some moral - how to phrase it - flexibility, so for those players and characters that lack at least one of those attributes, the Repeater Rifle is a decent gun to use utnil they will be able to create their very own Hand Cannon.

Kz3r0 said:
Chainmail and Platemail usually indicate the added electrical damage they take in their stats if I remember correctly.
They do lower the electric resistance of the wearer, yes, but since a generic guard with chain/platemail doesn't have any electric resistance at all, his already non-existent electric resistance cannot be lowered any more, meaning it doesn't really increase received electric damage.

Kz3r0 said:
Mental Inhibitor
Works only on magical characters
Truth be said, it works on all non-animal non-mechanical NPCs regardless of their aptitude, though it it obviously most useful against mages.

Kz3r0 said:
Mental Inhibitor
reduces Will Power of eight points.
Actually, the effect isn't a fixed number. What the Inhibitor does is halve the opponent's Willpower (an enemy with WP 20 will have it lowered to 10, a foe with WP 8 - to 4, etc).

In other words, it is effectively the tech equivalent of Drain Will, but has one major advantage over it - it ignores immunity to willpower halving coming from WP 20+. That means that, for example, combined with the Elixir of Hypnotic Suggestion or Dominate Will, it gives the player the possibility to control the minds of even the most powerful mages in Arcanum as well as King Praetor and King Farad.

On an interesting side note, since magickal and tech WP halving effects are cumulative with each other and it both cases it is a -50% maximum-at-the-moment WP* effect, a technomage with both the Mental Inhibitor and Drain Will spell is able to reduce any NPC's Willpower to 1 (2 if the NPC in question is a gnome).

*Which stands for current Willpower not counting any penalties (that coming from already halving once included) nor bonuses (racial, for some reason, included)
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Muro said:
Kz3r0 said:
No big deal, I just prefer the hand cannon, that you can obtain quite early in the game if you want.
Indeed, the Hand Cannon is superior to the Repeater Rifle in most - if not all - aspects.

Still, obtaining it before the Repeater Rifle requires some metagaming (or distinct inquisitiveness) as well as some moral - how to phrase it - flexibility, so for those players and characters that lack at least one of those attributes, the Repeater Rifle is a decent gun to use utnil they will be able to create their very own Hand Cannon.
Actually there's another interesting gun that can be obtained without any level in Gun Smithy halfway in the game.

Muro said:
Kz3r0 said:
Chainmail and Platemail usually indicate the added electrical damage they take in their stats if I remember correctly.
They do lower the electric resistance of the wearer, yes, but since a generic guard with chain/platemail doesn't have any electric resistance at all, his already non-existent electric resistance cannot be lowered any more, meaning it doesn't really increase received electric damage.
A redundant information then, I will eliminate it.

Muro said:
Kz3r0 said:
Mental Inhibitor
Works only on magical characters
Truth be said, it works on all non-animal non-mechanical NPCs regardless of their aptitude, though it it obviously most useful against mages.
I tested it using Virgil' s debug menu so maybe there's some glitches, however I couldn't use it on Gar or PC or Tarantian guards, only on Dante and Virgil was possible.

Muro said:
Kz3r0 said:
Mental Inhibitor
reduces Will Power of eight points.
Actually, the effect isn't a fixed number. What the Inhibitor does is halve the opponent's Willpower (an enemy with WP 20 will have it lowered to 10, a foe with WP 8 - to 4, etc).
As far as I can tell it lowered the WP of Virgil from fifteen to seven, and Dante's WP from eighteen to ten.
I will test it again.
 

baronjohn

Cipher
Joined
Nov 8, 2008
Messages
2,383
Location
USA
The tesla rod is better than all the guns, except the (found) warbringer. So, if you LARP ignorance of where the guns are easily found, you're still better off talking electric than the completely useless gunsmithy.
 

Muro

Educated
Joined
Jan 24, 2011
Messages
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Location
The Empyrean
Kz3r0 said:
Actually there's another interesting gun that can be obtained without any level in Gun Smithy halfway in the game.
There are quite some of those. Which one do you have in mind, in particular? The Looking Glass Rifle? The Elephant Gun? The Levered Machine Gun?

baronjohn has a point, though, the Tesla Rod is better than any of those, as a main weapon at least. Guns such as the Levered Machine Gun best it as firearms for those special occasions when one absolutely needs to deal as much damage as possible, ammo consumption be damned, but that's it.

Kz3r0 said:
I tested it using Virgil' s debug menu so maybe there's some glitches, however I couldn't use it on Gar or PC or Tarantian guards, only on Dante and Virgil was possible.
I use Virgil's Debug Menu for my tests as well, yet haven't encountered any such problems. Because of the Mental Inhibitor's harmful effect the player cannot use it on himself, that is true, but I encountered no problems with using it on any other non-animal non-mechanical NPCs. Just tested it for Gar and some Tarantian guards to be sure those NPCs aren't in any way glitched but no, it worked perfectly fine on them.

Kz3r0 said:
As far as I can tell it lowered the WP of Virgil from fifteen to seven, and Dante's WP from eighteen to ten.
That is explainable and a bit of a coincidence, really. Virgil's case is standard, the decrease equals 15/2 = 7,5 which is rounded up to 8.

As for Dante, judging from my tests I'd guess he has a +2 Willpower bonus, from a background probably. As I previously said, the Inhibitor ignores bonuses, so in Dante's case Willpower is lowered by (18-2)/2 = 8. If you try to use it on him when he has less or more WP you should notice how the effect varies.

Trying out the Inhibitor on NPCs with significantly low/high WP should prove useful in noticing its true effect.
 

baronjohn

Cipher
Joined
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Messages
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Location
USA
Muro said:
Guns such as the Levered Machine Gun best it as firearms for those special occasions when one absolutely needs to deal as much damage as possible, ammo consumption be damned, but that's it.
I can't think of any situations where the machine gun would be useful. Maybe the firearms mastery quest where you need to be quick? But I've never had trouble with that with normal guns.

It's always easier to up your DR% (and it's not hard to get the max 95%) than carry around thousands of bullets and a machine gun just in case there's a difficult enemy.
 

Muro

Educated
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Messages
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Location
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baronjohn said:
I can't think of any situations where the machine gun would be useful.
Mostly those battles when you really want to take down the enemies in the first round before they even have a single chance to touch you.

That would apply mostly to Gore Guards or Fire Elementals (destroy my precious armor, will you?), especially in places when one encounters significant ammounts of them at once, for example the packs of Elementals in the Pits of Fire or the Lord of the Damned with his team of Slaves under the Ashbury Castle.

Other situation that come to mind are possibly the final battle, killing of Stringy Pete's crew, fighting with the whole Pollock's Gang at once, battling the Giant Dread Crystal Spider and his offspring, and so on - in other words, stuations where there are quite some enemies which strike hard, are numerous and/or absorb a lot of damage. There are other ways of dealing with those situations of course, but sheer devastating firepower is always a satisfying option.

baronjohn said:
carry around thousands of bullets and a machine gun just in case there's a difficult enemy.
It's not that much of a problem when you keep the gun on one follower and all those bullets on another one/several ones until you know that the tool of doom will be needed.
 

Kz3r0

Arcane
Joined
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Messages
27,017
Muro said:
Kz3r0 said:
I tested it using Virgil' s debug menu so maybe there's some glitches, however I couldn't use it on Gar or PC or Tarantian guards, only on Dante and Virgil was possible.
I use Virgil's Debug Menu for my tests as well, yet haven't encountered any such problems. Because of the Mental Inhibitor's harmful effect the player cannot use it on himself, that is true, but I encountered no problems with using it on any other non-animal non-mechanical NPCs. Just tested it for Gar and some Tarantian guards to be sure those NPCs aren't in any way glitched but no, it worked perfectly fine on them.
I test it again and now it worked on other NPCs, strange, probably is my system.



Muro said:
Kz3r0 said:
As far as I can tell it lowered the WP of Virgil from fifteen to seven, and Dante's WP from eighteen to ten.
That is explainable and a bit of a coincidence, really. Virgil's case is standard, the decrease equals 15/2 = 7,5 which is rounded up to 8.

As for Dante, judging from my tests I'd guess he has a +2 Willpower bonus, from a background probably. As I previously said, the Inhibitor ignores bonuses, so in Dante's case Willpower is lowered by (18-2)/2 = 8. If you try to use it on him when he has less or more WP you should notice how the effect varies.

Trying out the Inhibitor on NPCs with significantly low/high WP should prove useful in noticing its true effect.
As far I can tell it works as you have said on average, but the effects slightly varies from NPC to NPC, so probably other variables are involved.

Edit:
For example the Herbalist in Tarant pass from twelve to seven WP.
 

Kz3r0

Arcane
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May 28, 2008
Messages
27,017
Added Muro' s information on Mental Inhibitor and the Invigorator schematic in Herbalists' shops.
 

Coyote

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Joined
Jan 15, 2009
Messages
1,149
I'm not certain, but I seem to remember that when I played a small technologist, it was impossible to make armors (healing jacket, feather-weight chainmail, elite platemail) of a small size; you can't just substitute in a small leather armor for a leather armor in a formula - or, presumably, a large - so you can only make medium-sized armors. Unfortunately, I deleted my old saves sometime after that playthrough, so I can't check. But if that is the case, you may want to make note of it in your description for those items.
 

Kz3r0

Arcane
Joined
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Messages
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Coyote said:
I'm not certain, but I seem to remember that when I played a small technologist, it was impossible to make armors (healing jacket, feather-weight chainmail, elite platemail) of a small size; you can't just substitute in a small leather armor for a leather armor in a formula - or, presumably, a large - so you can only make medium-sized armors. Unfortunately, I deleted my old saves sometime after that playthrough, so I can't check. But if that is the case, you may want to make note of it in your description for those items.
Are you sure?
Even before Drog's patch was possible to make Healing Jackets of every size:
r2ZFJ.jpg


eWqV0.jpg


I will check the other armors.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Completed the Chemistry Discipline, requests for more informations and corrections are welcomed.
 

Muro

Educated
Joined
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Messages
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Location
The Empyrean
Kz3r0 said:
For example the Herbalist in Tarant pass from twelve to seven WP.
My bets are on a +2 WP bonus from a background being there.

Coyote said:
I'm not certain, but I seem to remember that when I played a small technologist, it was impossible to make armors (healing jacket, feather-weight chainmail, elite platemail) of a small size; you can't just substitute in a small leather armor for a leather armor in a formula - or, presumably, a large - so you can only make medium-sized armors.
The most common mistake with attempting to create a craftable armor requiring a Leather Armor is trying to do so with a Guard Leather Armor. Both armors look the same and have nearly identical stats, but only the first one can be used in the schematics.

Since small and large races have generally a problem with finding good armor, quite often the first leather armor they stumble upon is found on a dead body of one of the Molochean Hand assassins in the Black Mountain Clan mines.

It is easy to skip the fact that all of the armors in those mines are in fact Guard Leather Armors, try to create a Healing Jacket or a Feather-Weight Chainmail with them, realise that it cannot be done and draw an incorrect conclusion that it is impossible to craft small/large armor. My guess is that something like this happened to you, Coyote.

Kz3r0 said:
Charges are commonly sold in Inventor' shops and Groceries.
General shops don't have charges in their stock.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Muro said:
Kz3r0 said:
For example the Herbalist in Tarant pass from twelve to seven WP.
My bets are on a +2 WP bonus from a background being there.
Probably, I will try to address that in the Mental Inhibitor entry.
Muro said:
Kz3r0 said:
Charges are commonly sold in Inventor' shops and Groceries.
General shops don't have charges in their stock.
I'll correct that.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Completed the Gun Smithy Discipline, requests for more informations and corrections are welcomed.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Here is the DEFINITIVE form of the Chemistry Discipline:

Chemistry

JtvzJ.jpg

Mt6xa.jpg


Vollinger can reach the fourth degree in Chemistry.

CmE5v.jpg


Strong Poison

The first schematic acquired while graduating in this discipline
Components can be bought from General Stores and Herbalists.
Poisons target for two hundred ninety points.
Three Strong Poisons can be obtained per unit of both components.
Muro said:
Can be administered to any non-mechanical non-undead character.


F3xdY.jpg


Charges

The second schematic acquired while graduating in this discipline.
Charges are commonly sold by Inventors' Shops, where a Lemon an Potato Charges schematic can also be bought.
Components are bought in Inventors' Shops, Herbalists, and Junk Dealers, metal plates can be found in trash bins too.
Fifty Charges can be obtained per unit of both components.


tW2mA.jpg


Animal Scent

The third schematic you acquire while graduating in this discipline.
Components can be bought from General Stores, Herbalists and Tailor shops.
Has the same effect of the Charm Beast spell, wild animals will no attack unless entering in combat mode against an opponent.
One Animal Scent can be obtained per unit of both components.
One Animal Scent suffices for the entire party.


dyx1P.jpg


Corrosive Acid

The fourth schematic acquired while graduating in this discipline.
Causes splash damage in the areas where is thrown.
Components can be bought from General Stores, Inventor' shops and Herbalists.
Corrosive Acid is sold by Inventors' Shops too.
One item can be obtained per unit of both components.

JHZgQ.jpg


Hallucinite

The fifth schematic acquired while graduating in this discipline.
Temporarily causes panic in the target,that will retreat from combat.
Components can be bought from General Stores and Herbalists.
Mushrooms are found scattered throughout the world map.
One item can be obtained per unit of both components.
Can be administered to any non-mechanical character.

U2LWJ.jpg


Paralyzer

The sixth schematic acquired while graduating in this discipline.
Temporarily paralyzes target.
Requires the first Chemistry' schematic, Potassium Chloride can be bought from Inventors' shops.
One item can be obtained per unit of both components.
Muro said:
Can be administered to any character.

While logic dictates that such a thing shouldn't work on mechanical and undead creatures, it actually does.


CQn5K.jpg


Anaesthisizer

The seventh schematic acquired while graduating in this discipline.
Requires the fifth Chemistry' schematic, Bromide can be bought from Herbalists.
Causes the target to fall asleep.
One item can be obtained per unit of both components.
Muro said:
Can be administered to any non-mechanical character. While it can be used on undead creatures, it makes no effect on them.
 

Muro

Educated
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Messages
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Location
The Empyrean
Kz3r0 said:
Strong Poison
Can be administered to any non-mechanical character.
Should be: Can be administered to any non-mechanical non-undead character.

Kz3r0 said:
Paralyzer
Can be administered to any non-mechanical character.
Should be: Can be administered to any character.

While logic dictates that such a thing shouldn't work on mechanical and undead creatures, it actually does.

Kz3r0 said:
Anaesthisizer
Can be administered to any non-mechanical character.
Should be: Can be administered to any non-mechanical character. While it can be used on undead creatures, it makes no effect on them.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Muro said:
Kz3r0 said:
Strong Poison
Can be administered to any non-mechanical character.
Should be: Can be administered to any non-mechanical non-undead character.

Kz3r0 said:
Paralyzer
Can be administered to any non-mechanical character.
Should be: Can be administered to any character.

While logic dictates that such a thing shouldn't work on mechanical and undead creatures, it actually does.

Kz3r0 said:
Anaesthisizer
Can be administered to any non-mechanical character.
Should be: Can be administered to any non-mechanical character. While it can be used on undead creatures, it makes no effect on them.
Done, thanks again for your informations.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Fine, I will consider Chemistry finished then.

I added a list of the followers with Disciplines Degrees:
Followers with Discipline Degrees:
Jayna Styles can reach the fourth degree in Herbology and Therapeutics.
Magnus can reach the fourth degree in Mechanical and Smithy.
Sebastian can reach the fourth degree in Electric and Explosives.
Vollinger can reach the fourth degree in Chemistry and Gun Smithy.
Franklin Payne has the first degree in all disciplines.
Let me know if I have forgot someone.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Here is the DEFINITIVE form of the Electric Discipline:

Electric


8LOZQ.jpg

gf07A.jpg


Sebastian can reach the fourth degree in Electric.

9jRfn.jpg


Electric Light

Increases targeting ability of five percent while in the dark.
The first schematic acquired while graduating in this discipline, components can be bought from General Stores and Inventors' Shops.
There is a lantern in the barrel at the entrance of the Bessie Toone's mine in Shrouded Hills.

Scxur.jpg


Charged Ring

The second schematic acquired while graduating in this discipline.
The copper ring can be bought in Armories, the capacitor in Inventors' Shops, sometimes you can find them in chests and barrels in some dungeons, dwarven ones especially.
Two rings can be equipped per character.
Increases Dexterity of two points in characters with a technological aptitude of at least ten points,one point in dexterity in neutral characters, and, on magical characters, depending on the aptitude level, gives one point in dexterity or none with increasing chances of critical failure.
Fowyr said:
Doesn't add any dexterity and raising chance of critical failure.
Sceptic said:
Jim Cojones said:
IIRC it gives +1 dexterity for characters that have only slight magical aptitude.
I can confirm this from my "on the fence" character which ended up a bit more on the magic side.

dBgYz.jpg


Flow Specktrometer

The third schematic you acquire while graduating in this discipline.
Detects every trap in the game, its components can be bought in Inventors' shops or, more rarely, found around some dungeon.
Be aware that use charges to work, that consumes continuously when equipped.
Works based on the Character's field of vision, so it's possible that some traps go undetected when passing near them.
Use by a Magical Character increases chances of critical failure.

tHnmd.jpg


Shocking Staff

The fourth schematic acquired while graduating in this discipline, the staff can be purchased in Genral Stores or Magical Shops, the large capacitor instead from Inventors' shops, some can be found around.
Virgil has a staff when you encounter him.
It's a melee weapon that causes from five to ten points electrical damage, requires charges to work properly.

h6x3O.jpg


Chapeau of Magnetic Inversion

Augments damage resistance of twenty points.
The fifth schematic acquired while graduating in this discipline.
Electrical coil can be purchased from Inventors' shops, the Top Hat from tailor shops, there is one in Drog Black Tooth's den in Stillwater.
Mrs Cameron will give a Chapeau of Magnetic Inversion to technological characters for destroying the portal at Liam's Workshop and giving her Liam's journal,.

KoCYt.jpg


Healing Jacket

The sixth schematic acquired while graduating in this discipline.
Regenerates the health of the character wearing it.
Armors of every size can be crafted.
Components can be bought in Inventors' shops and Armories, Molochean Hand's assassins wear leather armors, so do the two Half Ogres bandits at the Shrouded Hill's bridge,Magnus wears one too.
Calem Ravenna said:
Sebastian in the Boil has (...) a Healing/Regenerative Jacket.
Requires charges to work properly.


M3ZTR.jpg


Tesla Rod

The seventh schematic acquired while graduating in this discipline.
Requires the fourth schematic acquired while graduating in this discipline.
Tesla Coil can be purchased from s Inventors' shops.
It's a melee weapon that fires electric bolts.
Requires charges to work properly.

baronjohn said:
The tesla rod is actually a firearm, not a melee weapon.

Some notes: as far as I could tell, the tesla rod and the tesla gun have the same to-hit % regardless of distance, effectively giving you the perk of firearms mastery for free.

They can also fire over allies and enemies (unlike firearms), and if they miss an enemy, it's checked again for the next one. It's quite possible to fry your allies this way.

Of course with the awesome power of the tesla gun, you don't really need allies
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Made a correction to the Charged Ring entry:
 

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