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Arcanum Guide to Arcanum Schematics.(complete)

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
Considering that all the guides I have found are useless, just copy-pasta of the game, I decided to start one on my own, this will be a work in progress as I test the various schematics that I find in game.

Acknowledgements:
Many thanks to Muro, which invaluable contributions made this guide more complete and precise.
Thanks to Calem Ravenna for his indications for retrieving some item in game.
And thanks to Baron John for his comments.
___________________________________________________________________________________________________
General description:
Every schematic indicates in the two boxes on the right the required components and the level of expertise needed in that particular discipline, or disciplines,for some schematics that are found around expertise in two different disciplines is required.

Availability
There are three types of schematics:
Ones only acquired graduating in Technological Disciplines.
Ones that can only be purchased from shops.
Ones only found in specific locations.

Requirements:
Some schematics require items that can only be crafted graduating in that specific discipline, some others only require that a specific level of expertise is met,which can be achieved through the manuals that are sold at the Tarant University.
Muro said:
Each tech manual gives you an expertise equal to your intelligence.
Some item can be crafted by followers, bought in shops, found in some dungeon, looted from enemies' corpses, stolen from NPC's or given for a quest.
Some weapon has a Minimum Strength Requirement(MSR) to be used properly, if this requirement is not met when the character holds the weapon the background around it becomes red with the MSR writing followed by a number indicating the needed strength level .

Stats:
The stats and effects of crafted items depends on skills and technological affinity.
Generally crafted items have better stats than purchased ones, however some NPCs have special versions of these items that can be even better.
Depending on magical affinity and the item technological level the effects can be attenuated or completely negated,with increased chances of critical failure.

List of Shops:
Clothing:
Tailor Shops

Shops that sell common items:
General Stores
Junk Dealers

Shops that sell common and specific items, and schematics too:
Armories
Gun Shops
Herbalists
Inventors' Shops

Note:
Some item or schematic are more rare than others, check regularly.

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.

Links:

Due to the large amount of images here are the links to see the disciplines on their own:
Chemistry Discipline
Electric Discipline
Explosives Discipline
Gun Smithy Discipline
Herbology Discipline
Mechanical Discipline
Smithy Discipline
Therapeutics Discipline

Due to the large amount of images here are the links to see the Purchased Schematics on their own by Shop:
Armories
Gun Shops(Explosives Section)
Gun Shops(Guns Section)
Herbalists
Inventors' Shops

Due to the large amount of images here are the links to see the Found Schematics on their own by Location:
Ashbury
Black Mountain Clan Mines
Half Ogre Island-Potion of Paralysis-This schematic never worked properly and was removed in Drog Black Tooth's UAP.
Isle of Despair
Stonecutter Clan
Tarant
Vendigroth Ruins
Wheel Clan

For everyone interested in a more detailed outlook of weapons and their stats here the links to Muro's excellent database:
~CODEX WORKSHOP THREAD~
~DOWNLOAD LINK~
~ORIGINAL THREAD ON TERRA ARCANUM~

Here the links for the basic stats of the items presented in this guide:
Crafted Guns Stats
Crafted Melee and Ranged Weapons Stats
Crafted Armor Stats
Enhancing Attributes Devices Stats
Automata Stats

Here a resume of all the schematics derived items that can be retrieved in game:
Acquired Items List

DISCLAIMER:
All the entries refer to an Arcanum installation using the English 1.0.7.4 official patch+Drog Black Tooth UAP 091225


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Disciplines(complete)
_______________________________________________________________________________________________________
Here is the DEFINITIVE form of the Chemistry Discipline:

Chemistry

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Vollinger can reach the fourth degree in Chemistry.

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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.


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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.


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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.

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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.


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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.
____________________________________________________________________________________________________________________

Here is the DEFINITIVE form of the Electric Discipline:

Electric


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Sebastian can reach the fourth degree in Electric.

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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.

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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.

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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
______________________________________________________________________
Here is the DEFINITIVE form of the Explosives Discipline:


Explosives(complete)

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Sebastian can reach the fourth degree in Explosives.

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Cocktail Molotov

The first schematic acquired while graduating in this discipline, rags are easily found in trash bins, fuel can be purchased from General Stores,Inventors' Shops and the armory in Caladon..
A schematic for making fuel can also be purchased from Herbalists.
This weapon is very effective even with no Throwing Skills, not only damages the enemies but can repel them too.
One item can be crafted from a unit of fuel and a unit of rags.

LSFf1.jpg


Flash Grenade

The second schematic acquired while graduating in this discipline.
Blinds enemies in the explosion area.
Magnesium can be purchased from Inventors' Shops, wine from General Stores and Herbalists.
Five grenades can be obtained from one vial of magnesium and one bottle of wine.

WGVb1.jpg


Smoke Grenade

The third schematic acquired while graduating in this discipline.
Components are purchased from General Stores.
Five grenades can be obtained per unit of both components.
Creates a smoke curtains in a 6X4 area, greatly reducing the targeting ability of enemies, affects every enemy in the area and is useful against ranged attacks too.

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Stun Grenade

The fourth schematic acquired while graduating in this discipline.
Stuns enemies in the explosion area.
Four grenades can be obtained per unit of both components.
Stearic Acid can be purchased from Inventors' Shops,saltpeter can be purchased from General Stores, Inventors' Shops and Herbalists.
Two stun grenades can be found in the thief cave at the Crash Site.


KnbI3.jpg


Explosive Grenade

The fifth schematic acquired while graduating in this discipline.
Damages enemies in the explosion area.
Black powder can be purchased from Gun Shops General Stores..
Metal Cans are easily found in trash bins and sold by Inventors' Shops, General Stores and Junk Dealers.
Three grenades can be obtained per unit of both components.
One Explosive Grenade can be found in the thief cave at the Crash Site.
Pollock will give an Explosive Grenade to technological characters that will join his gang.



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Fire Obstruction

The sixth schematic acquired while graduating in this discipline.
Kerosene can be bought in Inventors' Shops.
Muro said:
and a city General Store (only the one in Tarant)
Liquid Soap can be bought in Inventors' Shops and General Stores.
Creates a fire curtain in a 3X3 area, damaging all passing through.
Three Fire Obstructions can be obtained per unit of both components.

gaBRh.jpg


Dynamite

The seventh schematic acquired while graduating in this discipline.
Saltpeter can be bought from General Stores, Herbalists, and Inventors' Shops.
Muro said:
Nitroglycerin, on the other hand, can only be bought from Inventors.
Greatly damages everything in the explosion area, ideal for destroying metal objects.
Can only be attached not thrown.
Dynamite can be found in the thief cave at the Crash Site, the Wolf Cave and the Bessie Toone's mine.
One item can be obtained per unit of both components.
__________________________________________________________________________________________
Here is the DEFINITIVE form of the Gun Smithy Discipline:

Gun Smithy

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Vollinger can reach the fourth degree in Gun Smithy
Levels in Firearms are required to use guns properly.
Depending on aptitude's level Magical Characters have very high chances of critical failure while using guns

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Hand Crafted Flintlock

The first schematic acquired while graduating in this discipline. components are easily found in trash bins or purchased from Junk Dealers.

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Fine Revolver

The second schematic acquired while graduating in this discipline.
Revolver Parts are found in trash bins or purchased from Junk Dealers, revolver chambers can be purchased in Gun Shops, one can be found in the thief cave at the Crash Site.

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Repeater Rifle

The third schematic acquired while graduating in this discipline.
The hunting rifle can be bought in Gun Shops with revolver chambers.
One revolver chamber can be found in the thief cave at the Crash Site..
There is a hunting rifle in the Tarant warehouse where the Siamese Skulls are located.
Damien Maug, in the Boil, will give you a Repeater Rifle if you decide to side with his clan.
Muro said:
As far as I know, there are only two Repeater Rifles placed in the game: the one given by Maug and the other used by one of the thugs attacking (cough) someone (cough) under the Sobbing Onion.

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Hushed Revolver

The fourth schematic acquired while graduating in this discipline.
Requires the second schematic acquired while graduating in this discipline, the muffler can be purchased from Junk Dealers and Inventors' Shops.

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Looking Glass Rifle

The fifth schematic acquired while graduating in this discipline.
The Marksman's Rifle can be purchased from Gun Shops, the Looking Glass can be purchased from Inventors' Shops.
A member of the Willenbecker gang has a Marksman's Rifle.
The firearms master has a looking glass rifle that will give for renouncing to obtain mastery.

KInJO.jpg


Hand Cannon

The sixth schematic acquired while graduating in this discipline.
The Clarington Rifle and the Fancy Pistol can be purchased from Gun Shops.
Vollinger has a Fancy Pistol when encountered.
A member of the Willenbecker gang has a Clarington Rifle.
Pollock will give a Hand Cannon to technological characters that will join his gang.
Muro said:
It can be added that Sammie White has a Hand Cannon in his inventory.

CQTP8.jpg


Elephant Gun

The seventh schematic acquired while graduating in this discipline.
The hunting rifle can be bought in Gun Shops,big pipes are bought from Junk Dealers and found in trash bins.
There is a hunting rifle in the Tarant warehouse where the Siamese Skulls are located, usually the Orcs roaming the docks at night have big pipes with them.
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, for encounter the poachers Kan Kerai's quest should be accepted.
________________________________________________________________________
Here is the DEFINITIVE form of the Herbology Discipline:

Herbology


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Jayna Styles can reach the fourth degree in Herbology.

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Healing Salve

The first schematic acquired while graduating in this discipline.
Healing Salves are commonly sold by Herbalist and General Stores.
Components are found scattered throughout the world map, in towns and their outskirts, or purchased from Herbalists.
Restores twenty HP.
Five Healing Salves can be obtained per unit of both components.
Can be administered to any non-mechanical character.

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Fatigue Restorer

The second schematic acquired while graduating in this discipline.
Fatigue Restorers are commonly sold by Herbalists and General Stores.
Components are found scattered throughout the world map, in towns and their outskirts, or purchased from Herbalists and General Stores.
Restores twenty Fatigue Points.
Four Fatigue Restorers can be obtained per unit of both components.
Can be administered to any non-mechanical character.

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Poison Cure

The third schematic acquired while graduating in this discipline.
Kadura Stem are found scattered throughout the world map, in towns and their outskirts, or purchased from Herbalists alongside with Venom.
Reduces poison rate of eighty points.
Three Poison Cure can be obtained per unit of both components.
Can be administered to any non-mechanical character.


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Fatigue Limiter

The fourth schematic acquired while graduating in this discipline.
Fatigue Restorer, the second schematic acquired while graduating in this discipline, is commonly sold by Herbalists and General Stores.
Witchbane are found scattered throughout the world map, in towns and their outskirts, or purchased from Herbalists.
Muro said:
It actually halves fatigue consumption, acting as a tech equivalent of the Fatigue Slower.
Two Fatigue Limiter can be obtained per unit of both components.
Can be administered to any non-mechanical character.


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Accelerate Healing

The fifth schematic acquired while graduating in this discipline.
Healing Salves, the first schematic acquired while graduating in this discipline, are commonly sold by Herbalist and General Stores.
Coca Leaves are found scattered throughout the world map, in towns and their outskirts, or purchased from Herbalists and General Stores.
Regenerates 25 hp.
One Accelerate Healing can be obtained per unit of both components.
Can be administered to any non-mechanical character.

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Wonder Drug

The sixth schematic acquired while graduating in this discipline.
Requires the the fifth schematic acquired while graduating in this discipline.
Poppy Flowers are found scattered throughout the world map, in towns and their outskirts, or purchased from Herbalists.
Restores sixty points of Health and Stamina.
One Wonder Drug can be obtained per unit of both components.
Can be administered to any non-mechanical character.


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Cure All

The seventh schematic acquired while graduating in this discipline.
Requires the sixth schematic acquired while graduating in this discipline.
Big Chief Snake Oil is sold by Herbalists and General Stores.
Fully restores Health and Stamina, fully cures Poison too.
One Cure All can be obtained per unit of both components.
Can be administered to any non-mechanical character.
_______________________________________________________________________
Here is the DEFINITIVE form of the Mechanical Discipline:

Mechanical
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Magnus can reach the fourth degree in Mechanical.

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Spike Trap

The first schematic acquired while graduating in this discipline, components are easily found in trash bins or purchased from Junk Dealers.
Three traps can be obtained per unit of both components.
Damages what steps on it.
Muro said:
It deals 15-25 damage from my observation.
Bypass Armor Class.

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Trap Springer

The second schematic acquired while graduating in this discipline.
Metal Casings are purchased from Inventors' Shops and Junk Dealers.
Junk Dealers sell Small Springs too.
Three trap springers can be obtained per unit of both components.
Disarms any trapped container, doesn't work on laid down traps and doesn't open locked containers.



Auto Skeleton Key.

The third schematic acquired while graduating in this discipline.
Increases Lockpicking Skill of ten percent.
A magical character can hardly take advantage of this item.
Lockpicks can be purchased from Inventors' Shops and from the Thief Underground shops in Caladon and Tarant, they can also be found on the Skeleton on the left part of Wolf Cave and in the trash bin outside Poone's Flophouse at 13 Low dervish Road..
Muro said:
Junk Dealers (...) only sell Crude Lockpicks which cannot be used to create the Auto Skeleton Key.
Junk Dealers sell Small Springs.



Eye Gear

The fourth schematic acquired while graduating in this discipline.
Increases Perception of two points.
Pocket Watch Parts are purchased from junk dealers and Inventors' Shops.
Eyeglasses are purchased from Inventors' Shops and the specialized shop in Ashbury.
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.
Sebastian has an Eye Gear when you encounter him.
On a magical character, depending on the magical aptitude level , gives one point or none with increasing chances of critical failure.

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Bear Trap

The fifth schematic acquired while graduating in this discipline.
Components are purchased from junk dealers.
Three Bear Trap can be obtained per unit of both components.
Immobilizes what steps on it.
Muro said:
It deals 5-10 damage from my observation.

xoez3.jpg


Clockwork Decoy

The sixth schematic acquired while graduating in this discipline.
Clockwork Parts are purchased from Junk Dealers and Inventors' Shops.
Junk Dealers sell Small Springs too.
Distracts enemies from the PC.
Two Clockwork Decoy can be obtained per unit of both components.

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Mechanized Arachnid

The seventh schematic acquired while graduating in this discipline.
The steam engine can be bought in Inventors' Shops, one can be found at t he shipwreck location south of Caladon.
Large Gear can be purchased from Junk Dealers and Inventors' Shops.
A melee fighter , doesn't add to followers' count .
One Mechanized Arachnid can be obtained per unit of both components.
__________________________________________________________________________________
Here is the DEFINITIVE form of the Smithy Discipline:

Smithy

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Magnus can reach the fourth degree in Smithy.

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Pure Ore

The first schematic acquired while graduating in this discipline, .components are purchased from armories and junk dealers.
Pure ore can be purchased from Dwarven armories of the Wheel Clan and the armory in Caladon.
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.

jedA0.jpg


Balanced Sword

The second schematic acquired while graduating in this discipline.
The fine hilt guard is purchased from armories.
Pure Ore is the first schematic acquired while graduating in this discipline, can be purchased from Dwarven armories of the Wheel Clan and the armory in Caladon,
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.
Muro said:
[
One of the thugs attacking *someone* under the Sobbing Onion wields a Balanced Sword.
Slightly increases chance of critical failures for magical characters.

WnkGb.jpg


Feather Weight Axe

The third schematic acquired while graduating in this discipline,.Dwarven ore can be purchased from Dwarven armories in the Wheel Clan Mines.
Muro said:
And Caladon.
Dwarven ore can also be found in a container inside Plough's warehouse at Tarantian Docks, the Oak Axe Handle can be purchased from armories and Junk Dealers.
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.

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Dwarven Gauntlets

The fourth schematic acquired while graduating in this discipline.
Sheet Metal can be purchased from Junk Dealers and Armories, Leather Gloves can be purchased from Tailor shops,General Stores and Armories .
Increase armor and damage resistance.
Muro said:
Kz3r0 said:
Increase (...) damage inflicted.
"...when fighting unarmed" can be added to avoid confusion.
The Blacksmith in Black Root will give a pair of Dwarven Gauntlets if sympathy is shown for the death of his mentor.
Magnus wears a pair of Mysterious Dwarven Gauntlets that gives a Strength bonus to Dwarves.
Muro said:
To be exact, it is a bonus to Strength (+1), Constitution (+1) and Dexterity (+2).)
Use by a Magical Character increases chances of critical failure.


latest


Helmet of Vision

The fifth schematic acquired while graduating in this discipline.
Doesn't have the perception penalty of all other helms.
The Great Helm can be purchased from armories; Leather Straps can be purchased from armories, Inventors' Shops, junk dealers.
Use by a Magical Character increases chances of critical failure.

N8yV9.jpg


Feather Weight Chainmail

The sixth schematic acquired while graduating in this discipline.
Spool of wire can be purchased from Inventors' Shops.
Leather Armor can be purchased from 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.
Use by a Magical Character increases chances of critical failure.
Muro said:
It can be added that its weight depends on aptitude (the more tech the wearer the lighter the chainmail, scales between MA 20 and TA 20).
Armors of every size can be crafted.

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Elite Plate

The seventh schematic acquired while graduating in this discipline.
Feather Weight Chainmail is the sixth schematic acquired while graduating in this discipline.
Dwarven Steel can be purchased from Dwarven Armories of the Wheel Clan.
Armors of every size can be crafted.
Use by a Magical Character increases chances of critical failure.
_________________________________________________________________________________________________
Here is the DEFINITIVE form of the Therapeutics Discipline:

Therapeutics(complete)

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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.

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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.

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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.

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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.

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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.
 
Last edited:

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
Purchased Schematics
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.

______________________________________________________________________________________________________
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

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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.

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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.


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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.

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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.

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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.


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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.


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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.


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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.

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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.



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Gun Shops(Explosives Section)

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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.
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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Concussion Grenade

Requires items derived from the fifth schematic acquired while graduating in Explosives plus an Expertise level of sixty in the Explosives Discipline and an Expertise level of forty in the Smithy Discipline.
Metal Sheet can be purchased from Armories and Junk Dealers.
Damages enemies in the explosion area.
More powerful than Explosive Grenades.
One item can be obtained per unit of both components.

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Detonator

Must be used in conjunction with Plastique, can be used multiple times.
Requires an Expertise level of thirty in the Electric Discipline and an Expertise level of eighty in the Mechanical Discipline.
Clock Parts are purchased from Junk Dealers and Inventors' Shops, Small Electrical parts are purchased from Inventors' Shops.
One item can be obtained per unit of both components.


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Electrocution Grenade

Causes electrical damage to the target in the explosion area.
Requires items derived from the second schematic acquired while graduating in the Explosives Discipline plus an Expertise level of fifteen in the Explosives Discipline and an Expertise level of forty in the Electric Discipline.
The Large Capacitor can be purchased from Inventors' Shops.
Three items can be obtained per unit of both components.

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Hallucination Grenade

Causes panic in the target in the explosion area,that will temporarily retreat from combat.
Requires items derived from the fifth schematic acquired while graduating in the Chemistry Discipline and the third schematic acquired while graduating in the Explosives Discipline plus an Expertise level of twenty in the Explosives Discipline and an Expertise level of eighty-five in the Chemistry Discipline.
Three items can be obtained per unit of both components.

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Knock Out Gas

Causes the target in the explosion area to fall asleep.
Requires items derived from the seventh schematic acquired while graduating in the Chemistry Discipline and the fourth schematic acquired while graduating in the Explosives Discipline plus an Expertise level of thirty in the Explosives Discipline and an Expertise level of seventy-five in the Chemistry Discipline.
Three items can be obtained per unit of both components.



Mustard Gas Grenade

Creates a smoke curtain in a 3X3 area that will continuously poison what pass through it, similarly to the Poisonous Vapors spell.
Requires items derived from the fifth schematic acquired while graduating in the Explosives Discipline and the fourth schematic acquired while graduating in the Chemistry Discipline plus an Expertise level of seventy in the Chemistry Discipline and an Expertise level of sixty in the Explosives Discipline.
Corrosive Acid is sold by Inventors' Shops too.
One Explosive Grenade can be found in the thief cave at the Crash Site.
Pollock will give an Explosive Grenade to technological characters that will join his gang.
One item can be obtained per unit of both components.

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Paralysis Grenade

Temporarily paralyzes the target in the explosion area.
Requires items derived from the first schematic acquired while graduating in the Chemistry Discipline and the fourth schematic acquired while graduating in the Explosives Discipline plus an Expertise level of thirty in the Explosives Discipline and an Expertise level of seventy-five in the Chemistry Discipline.
Three items can be obtained per unit of both components.

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Plastique

Must be used in conjunction with Detonator.
Requires items derived from the seventh schematic acquired while graduating in the Explosives Discipline plus an Expertise level of fifteen in the Chemistry Discipline and an Expertise level of eighty-five in the Explosives Discipline.
Electrolyte solution can be bought from Inventors' Shops and Herbalists
Greatly damages everything in the explosion area, ideal for destroying metal objects.
Can only be thrown not attached.
One item can be obtained per unit of both components.


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Time Bomb

Requires items derived from the seventh schematic acquired while graduating in the Explosives Discipline plus an Expertise level of eighty in the Mechanical Discipline and an Expertise level of eighty-five in the Explosives Discipline.
Clock Parts are purchased from Junk Dealers and Inventors' Shops.
Greatly damages everything in the explosion area, ideal for destroying metal objects.
Can only be attached not thrown
Muro said:
From my observation the countdowns of both Dynamite and the Time Bomb last exactly 11 seconds.
.
Doesn't elicit an hostile response as dynamite does when positioned.
One item can be obtained per unit of both components.
____________________________________________________________________________________________________________
Here is the DEFINITIVE form of :
Gun Shops(Guns Section)


Levels in Firearms are required to use guns properly.
Depending on aptitude's level Magical Characters have very high chances of critical failure while using guns

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Acid Gun

Causes Acid damage.
Requires items derived from the third schematic acquired while graduating in the Gun Smithy Discipline and the fourth schematic acquired while graduating in the Chemistry Discipline plus an Expertise level of fifty in the Gun Smithy Discipline and an Expertise level of seventy in the Chemistry Discipline.
Damien Maug, in the Boil, will give you a Repeater Rifle if you decide to side with his clan.
Muro said:
As far as I know, there are only two Repeater Rifles placed in the game: the one given by Maug and the other used by one of the thugs attacking (cough) someone (cough) under the Sobbing Onion.
One item can be obtained per unit of both components.

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Charged Accelerator Gun

Causes added electric damage.
Requires items derived from the third schematic acquired while graduating in the Gun Smithy Discipline plus an Expertise level of fifty in the Gun Smithy Discipline and an Expertise level of fifty-three in the Electric Discipline.
Damien Maug, in the Boil, will give you a Repeater Rifle if you decide to side with his clan.
Muro said:
As far as I know, there are only two Repeater Rifles placed in the game: the one given by Maug and the other used by one of the thugs attacking (cough) someone (cough) under the Sobbing Onion.
Electrical coil is sold by Inventor' Shops.
One item can be obtained per unit of both components.

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Flame Thrower

Causes additional Fire damage.
Requires items derived from the third schematic acquired while graduating in the Gun Smithy Discipline and the sixth schematic acquired while graduating in the Explosives Discipline plus an Expertise level of fifty in the Gun Smithy Discipline and an Expertise level of forty-five in the Explosives Discipline.
Damien Maug, in the Boil, will give you a Repeater Rifle if you decide to side with his clan.
Muro said:
As far as I know, there are only two Repeater Rifles placed in the game: the one given by Maug and the other used by one of the thugs attacking (cough) someone (cough) under the Sobbing Onion.
One item can be obtained per unit of both components.

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Grenade Launcher

Causes additional Fire damage.
Requires items derived from the seventh schematic acquired while graduating in the Gun Smithy Discipline and the fifth schematic acquired while graduating in the Explosives Discipline plus an Expertise level of eighty in the Gun Smithy Discipline and an Expertise level of sixty in the Explosives Discipline.
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, for encounter the poachers Kan Kerai's quest should be accepted.
One Explosive Grenade can be found in the thief cave at the Crash Site.
Pollock will give an Explosive Grenade to technological characters that will join his gang.
One item can be obtained per unit of both components.

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High Velocity Pistol

Requires items derived from the Charged Accelerator Gun schematic that can be purchased from Gun Shops, alongside with the fancy pistol, plus an Expertise level of forty-eight in the Gun Smithy Discipline.
Vollinger carries a fancy pistol when encountered at the Inn in Dernholm.
One item can be obtained per unit of both components.

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Long Range Pistol

Requires items derived from the fifth schematic acquired while graduating in the Gun Smithy Discipline plus an Expertise level of seventy in the Gun Smithy Discipline.
The firearms master has a looking glass rifle that will give for renouncing to obtain mastery.
Gun Chassis are sold by Gun Shops and Junk Dealers.
One item can be obtained per unit of both components.

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Mechanized Gun

Requires items derived from the third schematic acquired while graduating in the Gun Smithy Discipline, plus an Expertise level of eighty-five in the Gun Smithy Discipline.
Damien Maug, in the Boil, will give you a Repeater Rifle if you decide to side with his clan.
Muro said:
As far as I know, there are only two Repeater Rifles placed in the game: the one given by Maug and the other used by one of the thugs attacking (cough) someone (cough) under the Sobbing Onion.
Self-loading chambers are sold by Gun Shops.
Maxim,in Caladon, for getting the camera retrieved at the Crash Site, as proof that his machines flied, will offer to build a Mechanized Gun after bringing him the requested parts,a loading mechanism and a Clarington rifle.
One item can be obtained per unit of both components.

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Pyrotechnic Gun

Causes additional Fire damage.
Requires items derived from the Long Range Pistol schematic that can be purchased from Gun Shops plus an Expertise level of forty in the Gun Smithy Discipline and an Expertise level of twenty in the Explosives Discipline.
Magnesium can be purchased from Inventors' Shops.
One item can be obtained per unit of both components.

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Rifled Cannon

Requires items derived from the first schematic acquired while graduating in the Smithy Discipline and the Charged Accelerator Gun schematic that can be purchased from Gun Shops plus an Expertise level of forty-eight in the Gun Smithy Discipline and twenty in the Smithy Discipline.
Pure ore can be purchased from Dwarven armories of the Wheel Clan and the armory in Caladon.
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.
One item can be obtained per unit of both components.

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Tranquilizer Gun

Causes the target to fall asleep.
Requires items derived from the seventh schematic acquired while graduating in the Chemistry Discipline plus an Expertise level of fifty-two in the Gun Smithy Discipline and an Expertise level of seventy-five in the Chemistry Discipline.
The Marksman's Rifle can be purchased from Gun Shops.
A member of the Willenbecker gang has a Marksman's Rifle.
One item can be obtained per unit of both components.


________________________________________________________________________
Herbalists




Fortifier

Requires an expertise level of ten in the Chemistry Discipline.
Wine and Varham's Aqua Vitae can be bought from General Stores and Herbalists.
One Fortifier is obtained by combining the two components.
Augments damage resistance of thirty points irregardless of character's aptitude, however has severe side-effects, when its effect cease the character has a sudden drop in health and stamina, if used on your followers they will turn hostile towards you because they register that as an attack, an high healing skill doesn't negates its side-effects.



Fuel

Fuel can be commonly purchased from General Stores,Inventors' Shops and the armory in Caladon..
Requires an expertise level of twenty-five in the Chemistry Discipline.
Wine and Brewer' Yeast are purchased from General Stores and Herbalists.
Fifty units of Fuel can be obtained per unit of both components.




Invigorator

Temporarily augments HP and FP of twenty-five irregardless of character's aptitude.
Requires items derived from the second and fifth schematic acquired while graduating in the Herbology Discipline plus an expertise level of seventy in the Herbology Discipline.
Three Invigorator can be obtained per unit of both components.
Can be administered to any non-mechanical character.
Lasts an hour of in-game time.



Miracle Cure

Restores one hundred HP and FP irregardless of character's aptitude.
Requires items derived from the sixth schematic acquired while graduating in the Herbology Discipline and the Fortifier schematic that can be bought from Herbalists plus an expertise level of eighty-five in the Herbology Discipline and fifty-five in the chemistry Discipline.
One Miracle Cure is obtained by combining the two components.
Can be administered to any non-mechanical character.
____________________________________________________________________________________________________
Here is the DEFINITIVE form of the Inventors' Shops:


Inventors' Shops.

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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.

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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.

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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.

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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.

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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.

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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.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
Found Schematics and their location.

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 schematics acquired while graduating in the various Disciplines the specific entry in the dedicated section should be consulted.
_________________________________________________________________________________________________
Ashbury



Automaton

This schematic is inside a chest in the basement of a residential house in Ashbury at 12 Trellis Way, easily recognizable for the guy standing in front of it that will ask to retrieve his technological enhanced armor.
Components are acquired by fully graduating in Mechanics and Smithy.
A melee fighter, doesn't add to followers' count.
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Black Mountain Clan Mines



Pyrotechnic Bow

Causes additional fire damage.
It's found on the first level, 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, the schematic is inside one of the barrels, along side with a pair of Machined Gauntlets and an Eye Gear.
The fire obstruction is acquired graduating in Explosives, the Compound Bow schematic can be bought in Armories.
Use by a Magical Character increases chances of critical failure.



Mental Inhibitor

The schematic is inside a heavily trapped black chest in one of the middle rooms of the southern part of the inferior level that can be accessed through the passages on the right and on the far right of the stairs conducting to the Royal Hall.
Requires items derived from the fourth schematic of the Chemistry Discipline and the fifth schematic of the Therapeutics Discipline plus an expertise level of seventy in the Chemistry Discipline and eighty-five in the Therapeutics Discipline, corrosive acid is sold in Inventors' Shops.
Muro said:
Actually, the effect isn't a fixed number. What the Inhibitor does is halve the opponent's Willpower.
...
t works on all non-animal non-mechanical NPCs regardless of their aptitude, though it it obviously most useful against mages.
...
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+.
The Mental Inhibitor seems to work only on the base value of Will Power, ignoring eventual bonuses, so, for some NPCs the drop in Will Power can be inferior to the usual.

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Half Ogre Island

Potion of Paralysis
This schematic never worked properly and was removed in Drog Black Tooth's UAP.

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Isle of Despair



Bronwyck's Gun

The schematic is near the wrecked, fish shaped, submarine at Shades Beach.
Requires an expertise level of forty in the Gun Smithy discipline.
An ancient gun chassis will be given by Jones the Collector for retrieving some item from Shades Beach, another can be found in the Vendigroth Ruins.
Mithril can be purchased from Dwarven armories at the Wheel Clan or found in the Dredge or at the Stonecutter Clan.
Causes additional fire and electric damage.
Consumes two units of fuel per shot.
Use by a Magical Character increases chances of critical failure.



Reanimator

The schematic is near the wrecked, fish shaped, submarine at Shades Beach.
Restores life, with full HP and FP, of any, non mechanical, dead character.
Requires items derived from the seventh schematic acquired while graduating in the Herbology Discipline plus an expertise level of ninety in the Herbology Discipline and an expertise level of forty in the Electric Discipline.
Large capacitors are sold by Inventors' shops.
A practically identical item, named Restore Life, can be purchased from Herbalists.



Wheel Clan Spectacles

A quest item used to find the entrance to the Wheel Clan.
This schematic can be found in a chest inside Thorvald Two Stones' bedroom.
Doesn't require any expertise.
Kathorn crystals can be found in the Black Mountain Mines or collected as loot from the skeletons at the Ancient Shipwreck location near Ashbury.
Spectacles are purchased from Inventors' Shops and the specialized shop in Ashbury, that will also craft a pair of Wheel Clan Spectacles if provided with a Kathorn crystal.
Thorvald Two Stones carries a pair of Wheel Clan Spectacles.
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Stonecutter Clan

To get to the Stonecutter Clan the quest of Thrayne Iron Heart at the Wheel Clan must be accepted.



Muscle Maker

The schematic is inside a chest in the upper right corner of the room where the dwarfs barricaded themselves.
Requires items derived from the second schematic acquired while graduating in the Therapeutics Discipline and the second schematic acquired while graduating in the Chemistry Discipline plus an expertise level of seventy-eight in the Therapeutics Discipline and an expertise level of thirty in the Electric Discipline.
A potion of physical prowess can be found in the Vendigroth Ruins.
Charges are commonly sold by Inventors' Shops, where a Lemon an Potato Charges schematic can also be bought.
Permanently increases Strength, Constitution, Dexterity and Beauty of one while permanently diminishing Intelligence, Will Power, Perception and Charisma of one.


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Necromizer

The schematic is inside the desk in Kerghan's laboratory,that is situated at the end of the passage inside the hall's middle room with the closed door.
Requires items derived from the Fortifier schematic sold by Herbalists plus an expertise level of fifty-five in the Chemistry Discipline and an expertise level of forty in the electric Discipline.
Large capacitors are sold by Inventor' shops.
Works as the Create Undead spell, transforms any, non mechanical, dead character in a temporary follower irregardless of the followers' count, lasts for around an in-game hour, when the effect wears off the temporary follower becomes hostile.
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Tarant

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Elixir of Hypnotic Suggestion

The schematic is inside a barrel in the sealed part of the sewers.
Requires items derived from the first schematic acquired while graduating in the Therapeutics Discipline and the fifth schematic acquired while graduating in the Chemistry Discipline plus an expertise level of fifty-six in the Therapeutics Discipline and an expertise level of eighty-five in the Chemistry Discipline.
Works as the Dominate Will spell, transform the target in a temporary follower irregardless of the followers' count, lasts for around an in-game hour, when the effect wears off the temporary follower becomes hostile.



Schreck Multi-Barreled Pistol

The item derived from this schematic is part of the restored content of Drog Black Tooth's UAP, originally wasn't possible to craft it.
Can be found inside a drawer at the Bates' factory.
Requires items derived from the sixth schematic acquired while graduating in the Gun Smithy Discipline, plus an Expertise level of eighty-five in the Gun Smithy Discipline.
Pollock will give a Hand Cannon to technological characters that will join his gang.
Muro said:
It can be added that Sammie White has a Hand Cannon in his inventory.
Self-loading chambers are sold by Gun Shops.
Fires six bullets per shot
Use by a Magical Character increases chances of critical failure.
____________________________________________________________________________________________________________________
Vendigroth Ruins




Droch's Warbringer

Causes additional electric damage of ten.
Requires an Expertise level of seventy in the Gun Smithy Discipline.
Both components can be retrieved in the Vendigroth Ruins.
Another ancient gun chassis will be given by Jones the Collector for retrieving some item from Shades Beach.
Use by a Magical Character increases chances of critical failure.



Vendigrothian War Gauntlets

Causes an additional damage of fifteen when unarmed.
Requires an Expertise level of ninety in the Smithy Discipline.
Both components can be retrieved in the Vendigroth Ruins.
Muro said:
There are two sheets of vendigrothian metal...
There are two pair of Vendigroth Padded Gloves too.
Use by a Magical Character increases chances of critical failure.



Vivifier

Permanently increases Intelligence, Will Power, Perception, Charisma, Strength, Constitution, Dexterity and Beauty of one.
Requires items derived from the second schematic acquired while graduating in the Therapeutics Discipline plus an expertise level of seventy-eight in the Therapeutics Discipline and an expertise level of eighty-five in the Chemistry Discipline.
Both components can be retrieved in the Vendigroth Ruins.
_________________________________________________________________________________________________

Wheel Clan


ViqzC.jpg


Brain Builder

This schematic can be found in the Mines level, inside a chest located where the dread crystal spider's nest is.
Permanently increases Intelligence, Will Power, Perception and Charisma of one while permanently diminishing Strength, Constitution, Dexterity and Beauty of one.
Requires items derived from the fifth schematic acquired while graduating in the Therapeutics Discipline plus an expertise level of eighty-five in the Therapeutics Discipline and an expertise level of forty-five in the Chemistry Discipline.
Pete's carbolic acid is sold by Herbalists.



Iron Key

A quest item, used to open the ancient iron chest at the Tarantian Zoological Society.
Erick Obsidian has this schematic, that will give for accepting to retrieve the Durin Stone for him.
Doesn't require any expertise.
Five Heart stones can be retrieved in the outskirts of the Bedokaan Village.
Mithril can be purchased from Dwarven armories at the Wheel Clan or found in the Dredge or at the Stonecutter Clan.


BOsVA.jpg


Machined Platemail

Depending on character's aptitude can increase strength of a maximum of three points.
This schematic can be found in the Dredge, inside a chest located where the Grey King and other lycanthropes are.
Requires items derived from the seventh schematic acquired while graduating in the Smithy Discipline plus an expertise level of twenty in the Smithy Discipline and eighty-five in the Mechanic Discipline.
Minute Steamworks are sold by Inventors' Shops
Armors of every size can be crafted.
The student of the Master of the Water College in Tulla wears a Machined Platemail, to encounter him needs to accept to retrieve the gem of purity of water for the master.
Edward Willenbecker wears a Machined Platemail, to encounter him needs to have the requisites for the Firearms Master's quest.
Use by a Magical Character, depending on aptitude's level, diminishes or negates the strength bonus while increasing the chances of critical failure.
 

made

Arcane
Joined
Dec 18, 2006
Messages
5,130
Location
Germany
GJ m8. Only Arcanum threads can save the Codex from the darkness.

Sticky plz!
 

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
Re: Guide to Arcanum Schematics.

Kz3r0 said:
I should test it on a magical character to see how it works.
Doesn't add any dexterity and raising chance of critical failure.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
Re: Guide to Arcanum Schematics.

Fowyr said:
Kz3r0 said:
I should test it on a magical character to see how it works.
Doesn't add any dexterity and raising chance of critical failure.
I have suspected as much, thank you.
 

baronjohn

Cipher
Joined
Nov 8, 2008
Messages
2,383
Location
USA
Can you be more exact with what the items do? I mean, what are the stats for the weapons, etc? What stats do the elixirs/tonics/whatever raise, and for how long?
 

Sceptic

Arcane
Patron
Joined
Mar 2, 2010
Messages
10,871
Divinity: Original Sin
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.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
baronjohn said:
Can you be more exact with what the items do? I mean, what are the stats for the weapons, etc? What stats do the elixirs/tonics/whatever raise, and for how long?
The stats for the weapons largely depend on the character stats, only basic damage remains unchanged, I will see to add it.
Elixirs and tonics will be added in due time, even if generally they last for an entire dungeon, unless you back track a lot.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
I have verified the effect of the charged ring on a magical character, it was exactly as said by Jim Cojones, Sceptic and Fowyr.

Character with low magical aptitude:

zSKiC.jpg


sG7Nl.jpg


mqdSK.jpg


Character with moderately high magical aptitude:
lwdjr.jpg


85KNb.jpg


A8oGn.jpg
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
Added the Balanced Sword schematic.

z9PDp.jpg



Here you can see the Balanced Sword stats when wielded by a character with nine dexterity and two levels in melee, you can imagine with a master melee character with twenty points in dexterity.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
Here are the stats for the Repeater Rifle, just a way of wasting ammo if you ask me, misses a lot and not very powerful.
vuKyZ.jpg
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
mwHg5.jpg


Here a comparison with the Fine Revolver.

Q1gvo.jpg



Practically useless, backstab is much better for your silent assassinations, I wonder if it works with guns too.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
baronjohn said:
Required skill in the discipline
Exactly

tS5cL.jpg

Here you can see the level achieved by the character in the electric discipline, twenty.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
1phR5.jpg


Here the stats of the Shocking Staff, the only good thing about it is the electric damage, that bypass armor class and is enhanced by chainmail and platemail.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
Here the effects of the various Therapeutics compounds.

s6c7f.jpg

Elixir of physical prowess
52Xuu.jpg


Liquid of Awareness
dEf7F.jpg


Tonic of Increased Reflexes
h7gWa.jpg


And in top of that Mind Marvel
9qR2i.jpg


And now the Elixir of Persuasion
WtsNx.jpg


FP7cz.jpg
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
Now a comparison with a magical character

1dqGu.jpg


Elixir of physical prowess
6LP2P.jpg


Liquid of Awareness
zfq8T.jpg


Tonic of Increased Reflexes
31RkM.jpg


And in top of that Mind Marvel
HHwot.jpg


And now the Elixir of Persuasion

YlwaF.jpg
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,012
Crafted Guns

Kg792.jpg


Acid Gun Stats



Blade Launcher Stats

tcNa2.jpg


Bronwyck's Gun stats

FmojC.jpg


Charged Accelerator Gun Stats

kAg1A.jpg


Droch's Warbringer Stats

dyXu7.jpg


Elephant Gun stats.

TgIm2.jpg


Fine Revolver stats.

xPGC5.jpg


Flame Thrower Stats.

oaCoy.jpg


Grenade Launcher Stats

B7dxe.jpg


Hand Cannon Stats

zhXuL.jpg


Hand Crafted Flintlock Pistol stats.

U0HsO.jpg


High Velocity Pistol Stats

UxDod.jpg


Hushed Revolver stats.

kqMxH.jpg


Long Range Pistol Stats

okE7m.jpg


Looking Glass Rifle Stats

KvCac.jpg


Mechanized Gun Stats

2KxWf.jpg


Pyrotechnic Gun Stats

Mrm5y.jpg


Repeater Rifle stats .

SP0uC.jpg


Rifled Cannon Stats

T0fMp.jpg


Schreck's Multi-Barreled Pistol Stats



Tesla Gun stats.

AtmYd.jpg


Tranquilizer Gun Stats
 

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