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Arcanum Guide to Arcanum Schematics.(complete)

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
GarfunkeL said:
Great job, you wacky Italian!
troll_17.png
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Kz3r0 said:
Feather Weight Axe

The Dwarf assassin at the inn in Black Root carries a Feather Weight Axe.
Added this to the entry.
 

Kz3r0

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

Therapeutics(complete)

JrkOw.jpg

da3NK.jpg



Jayna Styles can reach the fourth degree in Therapeutics.

The compounds crafted in this discipline temporarily increase your attributes, the effect of the various compounds are cumulative, meaning that you can use different compounds at once, and if different compounds raise the same attribute they add up.
They can be used alongside other devices that increase attributes as the Charged Ring.
They can be administered to Technological and magical characters alike.
Usually they last for eight in-game hours.

xKG3L.jpg


Elixir of Persuasion

The first schematic you acquire while graduating in this discipline, components are purchased from General Stores and Herbalists.
Three elixirs can be obtained per unit of both components.
Muro said:
From my tests the Elixir gives the very same + 2/20 persuasion bonus regardless of Charisma, or any other factor for that matter.

ozpr0.jpg


Elixir of Physical Prowess

The second schematic acquired while graduating in this discipline.components are purchased from General Stores and Herbalists.
Temporarily increases Strength of two points.
Three elixirs can be obtained per unit of both components.
Can be administered to any non-mechanical character.

mEARU.jpg


Liquid of Awareness

The third schematic acquired while graduating in this discipline,.components are purchased from General Stores and Herbalists.
Temporarily increases Perception of two points
Three liquids can be obtained per unit of both components.
Can be administered to any non-mechanical character.

OK006.jpg


Tonic of Increased Reflexes

The fourth schematic acquired while graduating in this discipline,.components are purchased from General Stores and Herbalists.
Temporarily increases Dexterity of two points.
Three tonics can be obtained per unit of both components.
Can be administered to any non-mechanical character.

IHT5F.jpg


Mind Marvel

The fifth schematic acquired while graduating in this discipline, components are the Elixir of Persuasion, the first schematic of the Therapeutics Discipline and Nerve Pills bought from General Stores and Herbalists.
Temporarily increases Intelligence, Will Power,Perception, Charisma, of two points.
One item can be obtained per unit of both components.
Can be administered to any non-mechanical character.

Ad0J6.jpg


Energizer

The sixth schematic acquired while graduating in this discipline, components are the Elixir of Physical Prowess, the second t schematic of the Therapeutics Discipline and quinine, bought from General Stores and Herbalists.
Temporarily increases Strength, Constitution, Dexterity, Beauty, of two points.
One item can be obtained per unit of both components.
Pollock will give an energizer to technological characters joining his gang.
Can be administered to any non-mechanical character.

O5yMA.jpg


Revitalizer

The seventh schematic acquired while graduating in this discipline.
Components are derived from the fifth and sixth schematic acquired while graduating in this discipline.
Temporarily increases Intelligence, Will Power,Perception, Charisma,Strength, Constitution, Dexterity, Beauty, of two points.
One item can be obtained per unit of both components.
Can be administered to any non-mechanical character.
 
Joined
May 22, 2008
Messages
399
Location
Traveling both time and space
Pure Ore can also be found in the Bessie's Toone mine, where you encounter her ghost, after giving back mine' s property to one of her sons.

sons? you sure about that :D

Also haven't seen pyro axe schematic or war gauntlets(edit, don't think they're actually calle that), don't remeber where you got pyro axe but gauntlets you get from vendigroth ruins, you combine mithril with some gloves you get from vendigroth, also kind of remeber there being poison axe or bow schematic.

edit:
Thought to refresh my memory and well there are way more found schematics than I remember http://www.bigorrin.org/arc5.htm
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Here is the DEFINITIVE form of the Inventors' Shops:

The expertise level required for these schematics can be acquired graduating in the specific discipline, or disciplines of said schematic or through Manuals sold at the Tarant University, the expertise level granted by a manual is based on the Character's Intelligence.
For items derived from other schematics the specific entry in the dedicated section should be consulted.

Inventors' Shops.

PTDJs.jpg


Clockwork Physician

Requires items derived from the sixth schematic acquired in the Herbology Discipline and the sixth schematic acquired in the Mechanical discipline.
A melee fighter that heals party members , doesn't add to followers' count .
One Clockwork Physician can be obtained per unit of both components.

nSFGi.jpg


Explosive Decoy

Requires items derived from the fifth schematic acquired in the Explosives Discipline and the sixth schematic acquired in the Mechanical discipline.
Distracts enemies from the PC, damaging them when destroyed, doesn't add to followers' count.
One Explosive Decoy can be obtained per unit of both components.



Flow Disruptor

Requires an expertise level of seventy in the Electric Discipline.
Augments Magic Resistance of thirty points.
Muro said:
It can be added that while the 30 AC is fixed, the magic resistance scales with aptitude (0% at aptitude ≥ 60 MA, 30% at aptitude ≥ 60 TA).
Electric Harness can be purchased from Inventors' Shops, Quality Iron Shield are sold in Armories.
Calem Ravenna said:
Sebastian in the Boil has a Flow Disruptor...
Use by a Magical Character increases chances of critical failure.



Goggled Helmet

Depending on character's aptitude can increase perception of a maximum of three points.
Requires items derived from the fifth schematic acquired in the Smithy Discipline and the fourth schematic acquired in the Mechanical discipline
Sebastian has an Eye Gear when you encounter him.
One Eye Gear can be found on the first level of the Black Mountain Clan Mines, before the hall with the passage to the lower levels, where the first dead thief is, following the corridor on the right to the end there is a room with a Seething Mass, is inside one of the barrels.

KHfNa.jpg


Illuminated Decoy

Requires items derived from the first schematic acquired in the Electric Discipline and the sixth schematic acquired in the Mechanical discipline
A melee fighter that augments targeting capability , doesn't add to followers' count .
One Illuminated Decoy can be obtained per unit of both components.

DzCQt.jpg


Lemon and Potato Charges

Requires an expertise level of one in the Electric Discipline.
Components are found in farmlands.
Muro said:
Can be specified that there are in potato plants and lemon trees. Theoretically obvious, but "farmlands" may be too enigmatic for those not knowing some plants are containers.
Ten charges can be obtained per unit of both components.

tuWyP.jpg


Medical Arachnid

Requires items derived from the sixth schematic acquired in the Herbology Discipline and the seventh schematic acquired in the Mechanical discipline.
A melee fighter that heals party members, doesn't add to followers' count .
One Medical Arachnid can be obtained per unit of both components.
Maxim in Caladon will give Medical Arachnid for giving him the camera retrieved at the Crash Site as proof that his machines flied.

zVTqN.jpg


Poison Arachnid

Requires items derived from the first schematic acquired in the Chemistry Discipline and the seventh schematic acquired in the Mechanical discipline.
A melee fighter that poisons target, doesn't add to followers' count.



Tesla Gun

Causes electrical damage.
Requires items derived from the fifth schematic acquired in the Gun Smithy Discipline and the seventh schematic acquired in the Electric discipline.
The firearms master has a looking glass rifle that will give for renouncing to obtain mastery.
Requires charges to work properly, that consumes at a rate of four per shot.
Use by a Magical Character increases chances of critical failure.
 

Calem Ravenna

Scholar
Joined
Jan 17, 2010
Messages
192
Flow Disruptor

Late in the game (after Tsen-Ang or the Panarii temple quest line, not sure) Sebastian in the Boil has a Flow Disruptor and a Healing/Regenerative Jacket.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Calem Ravenna said:
Flow Disruptor

Late in the game (after Tsen-Ang or the Panarii temple quest line, not sure) Sebastian in the Boil has a Flow Disruptor and a Healing/Regenerative Jacket.
Thanks I will add this.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Added these to the various entries.
Hand Cannon

Vollinger and Sebastian have a Fancy Pistol when you encounter them.

Eye Gear

Sebastian has an Eye Gear when you encounter him.

Healing Jacket

Calem Ravenna said:
Sebastian in the Boil has (...) a Healing/Regenerative Jacket.

Flow Disruptor

Calem Ravenna said:
Sebastian in the Boil has a Flow Disruptor...

Bullets

Sebastian has a bullets' schematic when you encounter him.


Goggled Helmet

Sebastian has an Eye Gear when you encounter him.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
I am doing Armories' schematics now, let's begin with the Blade Launcher' entry:

Blade Launcher

The item obtained with this schematic is completely broken, it doesn't use AP, of fifty shots fired by a character expert in firearms not even one hit the target that didn't even became hostile, it's like nothing happened, so, until further notice, this note will be the only entry for this schematic.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
I am doing Armories' schematics now, this is the Charged Sword' s entry:

Charged Sword

Causes additional electric damage.
Requires items derived from the second schematic of the Smithy Discipline and an expertise level of forty in the Electric Discipline.
Large capacitors are sold by Inventors' shops.
Use by a Magical Character increases chances of critical failure.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
I am doing Armories' schematics now, this is the Compound Bow' s entry:


Compound Bow

Requires an expertise level of twenty-two in the Mechanical Discipline.
Long Bows are sold by Armories and generally used by Elves, boat riggings are sold by Junk Dealers.
Use by a Magical Character increases chances of critical failure.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
I am doing Armories' schematics now, this is the Electro Armor ' s entry:

Electro Armor

Armor with electric resistance.
Requires an expertise level of ten in the Smithy Discipline and an expertise level of seventy in the Electric Discipline.
Platemails are sold by Armories, electrical harnesses are sold by Inventors' shops.
Use by a Magical Character increases chances of critical failure.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
I am doing Armories' schematics now, this is the Envenomed Axe' s entry:

Envenomed Axe

Causes additional Poison damage.
Requires items derived from the third schematic of the Smithy Discipline and the first schematic of the Chemistry Discipline plus an expertise level of twenty in the Smithy Discipline and an expertise level of seventy-five in the Chemistry Discipline.
The Dwarf assassin at the inn in Black Root carries a Feather Weight Axe.
Use by a Magical Character increases chances of critical failure.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
I am doing Armories' schematics now, this is the Envenomed Bow' s entry:

Envenomed Bow

Causes additional Poison damage.
Requires items derived from the first schematic of the Chemistry Discipline and the Compound Bow schematic sold in Armories plus an expertise level of twenty in the Mechanical Discipline and an expertise level of seventy-five in the Chemistry Discipline.
Use by a Magical Character increases chances of critical failure.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
I am doing Armories' schematics now, this is the Mechanical Dagger' s entry:
Mechanical Dagger

Requires an expertise level of eighty in the Mechanical Discipline.
Fine Steel Daggers are sold by armories, Molochean Hand's assassins use them, the blacksmith in Shrouded Hills will give a Fine Steel Dagger for procuring him some Pure Ore.
Clock Parts are purchased from Junk Dealers and Inventors' Shops.
Sammie White in Tarant has a Mechanical Dagger in his inventory.
Calem Ravenna said:
There is one Mechanical Dagger in the chest in the Cameron house in Blackroot.
Use by a Magical Character increases chances of critical failure.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
I am doing Armories' schematics now, this is the Miner's Helmet' s entry:

Miner's Helmet

Increases targeting ability in the dark of ten percent.
Requires items derived from the first schematic of the Electric Discipline and the fifth schematic of the Smithy Discipline plus an expertise level of ten in the Smithy Discipline and an expertise level of twenty in the Electric Discipline.
Vegard Molten Flow at the Wheel Clan will give a Miner's Helmet for retrieving a family heirloom from the Dredge.
Use by a Magical Character increases chances of critical failure.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
I am doing Armories' schematics now, this is the Pyrotechnic Axe' s entry:

Pyrotechnic Axe

Causes additional Fire damage.
Requires items derived from the third schematic of the Smithy Discipline and fuel, commonly sold by General Stores and Inventors' Shops, a schematic for making fuel can be purchased from Herbalists, plus an expertise level of twenty in the Smithy Discipline and an expertise level of eight in the Explosives Discipline.
The Dwarf assassin at the inn in Black Root carries a Feather Weight Axe.
Use by a Magical Character increases chances of critical failure.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
The last entry was the last schematic that can be purchased from Armories as far as I know, if there are others let me know.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Here is the DEFINITIVE form of Armories:
The expertise level required for these schematics can be acquired graduating in the specific discipline, or disciplines of said schematic or through Manuals sold at the Tarant University, the expertise level granted by a manual is based on the Character's Intelligence.
For items derived from other schematics the specific entry in the dedicated section should be consulted.

Armories

8DnVX.jpg


Blade Launcher

Requires items derived from the seventh schematic of the Gun Smithy Discipline plus an expertise level of eighty in the Gun Smithy Discipline.
Fine Steel Daggers are sold by armories, Molochean Hand's assassins use them, the blacksmith in Shrouded Hills will give a Fine Steel Dagger for procuring him some Pure Ore.
Franklin Payne has an Elephant Gun when you encounter him.
Calem Ravenna said:
one of the poachers near the lizardmen village (part of a quest involving the village) has an Elephant Gun.
The poacher's chief has an Elephant Gun, to encounter the poachers Kan Kerai's quest should be accepted.




Charged Axe

Causes additional electric damage.
Requires items derived from the third schematic of the Smithy Discipline plus an expertise level of twenty in the Smithy Discipline and an expertise level of forty in the Electric Discipline.
Large capacitors are sold by Inventors' shops.
The Feather Weight Axe can be purchased from Dwarven armories of the Wheel Clan and the armory in Caladon.
The Dwarf assassin at the inn in Black Root carries a Feather Weight Axe.
Sebastian in the boil carries a Charged Axe when encountered.
Use by a Magical Character increases chances of critical failure.

iWJvV.jpg


Charged Sword

Causes additional electric damage.
Requires items derived from the second schematic of the Smithy Discipline and an expertise level of forty in the Electric Discipline.
Large capacitors are sold by Inventors' shops.
Muro said:
[
One of the thugs attacking *someone* under the Sobbing Onion wields a Balanced Sword.
Use by a Magical Character increases chances of critical failure.


aOWMF.jpg


Compound Bow

Requires an expertise level of twenty-two in the Mechanical Discipline.
Long Bows are sold by Armories and generally used by Elves, boat riggings are sold by Junk Dealers.
Use by a Magical Character increases chances of critical failure.

sfsqq.jpg


Electro Armor

Armor with electric resistance.
Requires an expertise level of ten in the Smithy Discipline and an expertise level of seventy in the Electric Discipline.
Platemails are sold by Armories, electrical harnesses are sold by Inventors' shops.
Muro said:
Can be added that its stats scale with aptitude between 100 MA and 100 TA.
Armors of every size can be crafted.
Use by a Magical Character increases chances of critical failure.

xUCyF.jpg


Envenomed Axe

Causes additional Poison damage.
Requires items derived from the third schematic of the Smithy Discipline and the first schematic of the Chemistry Discipline plus an expertise level of twenty in the Smithy Discipline and an expertise level of seventy-five in the Chemistry Discipline.
The Feather Weight Axe can be purchased from Dwarven armories of the Wheel Clan and the armory in Caladon.
The Dwarf assassin at the inn in Black Root carries a Feather Weight Axe.
Use by a Magical Character increases chances of critical failure.


UEjzm.jpg


Envenomed Bow

Causes additional Poison damage.
Requires items derived from the first schematic of the Chemistry Discipline and the Compound Bow schematic sold in Armories plus an expertise level of twenty in the Mechanical Discipline and an expertise level of seventy-five in the Chemistry Discipline.
Use by a Magical Character increases chances of critical failure.



Envenomed Sword

Causes additional Poison damage.
Requires items derived from the second schematic of the Smithy Discipline and the first schematic of the Chemistry Discipline plus an expertise level of five in the Smithy Discipline and an expertise level of seventy-five in the Chemistry Discipline.
Muro said:
[
One of the thugs attacking *someone* under the Sobbing Onion wields a Balanced Sword.
Use by a Magical Character increases chances of critical failure.


8NRPG.jpg


Mechanical Dagger

Requires an expertise level of eighty in the Mechanical Discipline.
Fine Steel Daggers are sold by armories, Molochean Hand's assassins use them, the blacksmith in Shrouded Hills will give a Fine Steel Dagger for procuring him some Pure Ore.
Clock Parts are purchased from Junk Dealers and Inventors' Shops.
Sammie White in Tarant has a Mechanical Dagger in his inventory.
Calem Ravenna said:
There is one Mechanical Dagger in the chest in the Cameron house in Blackroot.
Muro said:
Can be added that there's a Mechanical Dagger on the Herbalist in Ashbury and the Inventor in Black Root.
Use by a Magical Character increases chances of critical failure.


ZlAAm.jpg


Miner's Helmet

Increases targeting ability in the dark of ten percent.
Requires items derived from the first schematic of the Electric Discipline and the fifth schematic of the Smithy Discipline plus an expertise level of ten in the Smithy Discipline and an expertise level of twenty in the Electric Discipline.
Vegard Molten Flow at the Wheel Clan will give a Miner's Helmet for retrieving a family heirloom from the Dredge.
Use by a Magical Character increases chances of critical failure.

nfsPR.jpg


Pyrotechnic Axe

Causes additional Fire damage.
Requires items derived from the third schematic of the Smithy Discipline and fuel, commonly sold by General Stores, Inventors' Shops and the armory in Caladon, a schematic for making fuel can be purchased from Herbalists, plus an expertise level of twenty in the Smithy Discipline and an expertise level of eight in the Explosives Discipline.
The Feather Weight Axe can be purchased from Dwarven armories of the Wheel Clan and the armory in Caladon.
The Dwarf assassin at the inn in Black Root carries a Feather Weight Axe.
Use by a Magical Character increases chances of critical failure.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Due to the number of schematics I decided to divide Gun Shops in an Explosives Section and a Guns Section.

Here the entry for the Bullets schematic of the Explosives Section:

Bullets

Require an Expertise level of five in the Explosives Discipline.
Bullets can be commonly purchased from Gun shops and General Stores.
This schematic can be bought in every gun shop, just check them regularly if you don't find it the first times.
Sebastian has a Bullets schematic when you encounter him.
Saltpeter can be purchased from General Stores, Inventors' Shops and Herbalists, charcoal can be purchased from General Stores, Inventors' Shops and Junk Dealers, it's also commonly found in trash bins, in fact there's no need to buy charcoal at all considering how much you can find in there.
Usually you can craft twenty bullets for one unit of saltpeter combined with one unit of charcoal.
 

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