Some people are still discovering this great game, as I did in November 2011 I think it was. Yet there doesn't seem to be easy access to quality information so that people can readily get a grip on what they need to do with their character for success/optimization.
So, I started a text file which I plan on developing into a basic faq for people who just want 1. to know what character development they need to be good at which character types and 2. to know what items spells or skills are generally the best.
I plan on working with it more to include full maximization of stats and damage and so on, listing the absolute best your character can get and how. That will take the most time, and that's really why I need some community input, for some things I might have overlooked in (only) 4 playthroughs. The game is originally so easy that you don't need to max your character in the least, but a lot of rpg players like to push the limits of the system and their heroes.
As a disclaimer, I know that there are plenty more to add to this right now, I'm by no means a total arcanum noob, I just wrote this up this morning from memory. I've looked into the weapons database and at item stats in detail, I know the blessings give you great bonuses and the final blessing gives extreme bonuses, I just haven't finished that part yet. Your input does make it easier though. In particular, some things I've never used would be easy for me to leave out (vendrigoth war gauntlets, tesla coil for example).
Here's what I have so far:
-Edited with near final version 3/21/2012-
ARCANUM: OF STEAMWORKS AND MAGICK OBSCURA
What Every Hero Needs To Know FAQ
v1.0
by Leonidusx
for Arcanum: Of Steamworks and Magick Obscura Unoffical Arcanum Patch v091225
copyright 2012
Introduction
==============
I came to love this game when I found it a decade after its release, but found there was no real quality explanation of the game to players, and a complete lack of important character information. My love for the game made me want to change that, to let others appreciate this game like I do.
This faq is for the beginning arcanum player most of all, but also any player who wants a good guide as a reference to character creation. It is for anything that will make the game easier: beginning tips, explanations of character development, and the optimization of heroes, particularly in combat. Consider it an easy reference for quality character creation/development planning, powerful item collection, combat usefulness, and general game information regarding what will affect your character's stats and how.
It is based on the fan patch version of Arcanum by Drog Black Tooth version 091225.
Special Thanks
===============
Thanks to Troika for the amazing game. They must've spent countless hours on all the little things which we can now spend infinite hours enjoying. Thank you for the masterpeice that is this game.
Thanks to Drog Black Tooth for the patches. They allow the beauty of this masterpeice game to be seen.
Thanks to Muro from Terra Arcanum for his extensive weapon database, which allows easy comparison for item damage.
Finally, thanks to the arcanum community, specifically Terra Arcanum. It was through a lot of extensive personal testing that I have examined much of the game mechanics, but without the Terra Arcanum forum's deep understanding of every detail, I could not have completed this faq.
GAME OPTIONS AND SETUP:
=======================
INGAME OPTIONS
---------------
For ingame options, I recommend the highest difficulty setting, and turn based combat mode as default. Otherwise, combat becomes very silly very quickly. You can change combat mode at will using the space bar. In the beginning, when it can take many strikes to even land a hit on an enemy, its easier to use real time combat. Set Floaters to verbose so that you can see proper damage and information.
GAME submenu in options:
---------------------
DIFFICULTY: HARD
DEFAULT COMBAT MODE: TURN BASED
VIDEO submenu in options:
----------------------------
FLOATERS: VERBOSE
PATCHING
----------------
The first thing you should do after installing arcanum is downloading the final official patch and then downloading the unofficial arcanum patch. This fixes countless bugs and makes your game a lot better experience. Then you should install the High Resolution Patch and the Level Cap Remover (install level cap remover now so you don't even have to worry about it later). I also recommend downloading the arcanum manual, as a reference. Then, create a shortcut to your Arcanum.exe and right click the shortcut, go to properties, and under the Target (where it shows what the shortcut links to) add [[-scrolldist:0]] (without the brackets) at the end, after the quotation marks which contain the file location. This let's you freely scroll in the game to see surrounding area, and is incredibly annoying to play without. For example my shortcut Target looks like:
"C:\Program Files (x86)\GOG.com\Arcanum\Arcanum.exe" -scrolldist:0
The Level Cap Remover is not cheap or cheating, because firstly the game difficulty is not hard to begin with and secondly you can sometimes reach the exp cap midway through the game if you enjoy exploration, so it really just removes an inclination to stop your journey early and start a new hero.
Note that Drog Black Tooth made the unofficial patch, the high resolution patch, and the level cap remover, and we are all indebted to his service for doing so. Three cheers for Drog! What a classy gent.
{{[[(( DOWNLOAD AND INSTALL BEFORE PLAYING ! ! ))]]}}
-------------------------------------
Final Official Patch (ENGLISH VERSION)
http://www.terra-arcanum.com/downloads/ ... n_1074.exe
Final Unofficial Arcanum Patch
http://www.terra-arcanum.com/downloads/ ... 091225.exe
High Resolution Patch
http://www.terra-arcanum.com/downloads/ ... es1.1a.exe
Arcanum Universal Level Cap Remover
http://www.terra-arcanum.com/downloads/ ... -0.0.1.zip
Arcanum Manual
http://www.terra-arcanum.com/downloads/ ... manual.zip
USEFUL GAME INFO:
=================
-QUICKSAVE OFTEN
-Like Diablo, the red bar is hp, the blue bar is fatigue (endurance for spells, taking blows, attacking and running).
-Esc is menu
-Space bar switches between turn based and combat mode. If you see green lights in a row, you are in turn based combat.
-Sometimes in turn based combat it seems like an offscreen unit is taking an infinite turn. Press space bar twice to stop this. You will lose a turn.
-R enters or exits combat mode. You can tell you are combat mode if the cursor is a sword instead of a pointer, and if you have a weapon equipped it will be drawn in a battle stance. You cannot leave combat mode while under attack.
-Right click can also leave combat mode.
-Running while in combat reduces fatigue. Doing this unknowingly at the start can cause irritating bouts of unconsciousness. Leave combat mode to stop this.
-S brings down the sleep menu, if you are allowed to sleep there. You can bring this menu by also clicking the box where it originates, left of the day/night display. You cannot sleep in dungeons, or while in combat. You can sleep in the outdoors, and can wait while in towns.
-W brings up the map, either for a town, a dungeon, or the world map for fast travelling.
-After setting waypoints on the map, they can be deleted in reverse order using the Delete key (not backspace).
-You can interrupt your travel over the world map by pressing W. You will stop right where you are.
-L brings up the log book, with tabs on the right edge for notes, quests, blessings, and more.
-O is options
-I is your inventory.
-To see party members inventory, talk to them about it. Red arrows by their name in the party inventory screen allow for switching to others easily.
-C opens your character stats.
-To see party members character stats, talk to them about it. Red arrows by their name in the party stats screen allow for switching to others easily.
-To place an item into a hotkey, drag it from inventory into the two sets of 5 slots between your hp and fatigue bar. You can activate the item using the associated number 1 thru 0 on the keyboard. This is the only way to use some items, like the shovel on a grave for example.
-You can temporarily store large items like this without them taking up inventory space, but to return to inventory them you will need the available space.
-To pick locks, purchase a lockpick and place the lockpick into a hotkey.
-Spells or activated skills (like theiving) can also be placed into hotkeys. Open their button menus by your fatigue bar.
-T opens the tech crafting menu. Notice the two buttons, one with a graduation cap and the other with a scroll. Those switch between learned and found schematics. The tabs on the right edge switch between tech disciplines. To look at more schematics from the selected discipline, click the arrow at the top right (if you know more than one schematic!). Press the button with the two arrows pointing inward to attempt to create the item. It will work only if you have the components required AND the expertise required.
-Tech expertise required is shown as the number at the bottom right in the component box and the discipline is the symbol in the top right. Your current expertise is shown as a number in the character stats screen on the tech discipline selected. An item might need 2 different disciplines with 2 different levels of expertise as a requirement, and both must be at or above their respective requirements to craft the item.
-Found schematics must be learned by right clicking them from your inventory.
-If you are in combat mode, hold alt and click in a direction to force yourself to attack whatever is there. This is how you bash down doors, attack friendly things, and generally use your sword on things that just clicking isn't doing the trick for.
-Holding alt and clicking something (enemy, doors, etc) while a gun is equipped will fire at that target while standing from your current position.
-When directly near a corpse you can hold alt and click the corpse to drag it to your position. This is good for covering up some murders.
-Spells typically need a direct line of sight to be cast.
-At the top of the screen directly in the middle is where your sustained spells display. The empty boxes fill when a spell is sustained as an effect. Right click on one to cancel a sustained spell.
-On the top of the screen there is an infinity symbol with a number below it. That number is the amount of fate points you have, which are gained by making certain decisions throughout the game.
-Click the button next to the infinity symbol to bring down the fate point menu. This lists all possible fate point effects and selecting one spends a fate point. 100% Pickpocketing success is particularly useful at times on a non-theif character.
-You can issue orders to party members using the F1 thru F5 keys. F3 and F4 are not particularly useful.
-F1 moves them to where your cursor is
-F2 makes them try to attack what your cursor is on (including doors, chests, not just enemies)
-F5 makes them try to stop attacking
MOST IMPORTANTLY!!!!
-F7 is Quicksave
-F8 Is Quickload
-You will need a shovel to advance through the main storyline!
-What people say is important! Don't skip it unless you know what they say from a previous playthrough!
-Explore! There's a whole world out there, and there is ALWAYS more to it than you know. People are still finding things out about this game 10 years later.
BASIC CHARACTER CREATION
=========================
Melee fighters are looking for STR and DEX.
Gunslingers are looking for DEX and PER. INT allows you to create good guns, but all guns can be found.
Mages are looking for WILL. Magic aptitude and int are welcome, but not the main focus at character creation.
Do not be female.
Half-Ogres are the best melee fighters. +4 STR and +10DR is just amazing. Orcs come in 2nd.
Halflings are the best for guns, but really any race is ok for guns. Ogres can use rifles but not pistols.
Elves and gnomes are the best mages.
Choose race and backgrounds for stats OR DR.
Do not choose race and backgrounds for items, gold, npc reactions, magic/tech aptitude, or bonuses to skills.
For starting items buy a staff, rapier, and lockpick.
ALL CHARACTERS HAVE A MUCH EASIER START IF YOU USE BEGINNING CHARACTER POINTS ON THE LESSER HEALING SPELL, 2 POINTS INTO MELEE SKILL (REQ. 9 DEX), AND ONE POINT OF PERSUASION. The fifth point is typically necessary to raise the regular 8 dex to 9 for the 2nd rank of melee.
Backgrounds good for melee fighters:
-------------------------------
Ran away with the circus +6 STR (generally the best fighting background)
Troll Offspring +2 STR +1 DEX
Tough Hide +10DR (orc or ogre only)
Escaped Lunatic +25 DR
Raised in the pits +2 STR +2 DEX +combat skills
Beat with an ugly stick +2 STR +2 DEX
Backgrounds good for gunslingers:
---------------------------
Raised by orcs +2 PER +2 STR (generally best gunslinger background)
Raised by monks +1 PER no penalties
Beat with an ugly stick +2 DEX
Raised in the pits +2 DEX -6 INT
Feral Child +3 DEX -6 INT
Miracle operation is PER +5, which might seem like a good idea but the DEX -3 is so limiting that it just isn't worth it.
Escaped lunatic +25 DR
Sickly +6 INT -1 DEX -2 STR
Backgrounds good for mages:
--------------------
Only Child +6 WILL (easily the best mage background)
Escaped lunatic +25 DR
Dark Elf +2 WILL elf only
THE GENERALLY BEST (EASIEST DOMINATING IN COMBAT) HERO
=======================================================
Note that the most important part of Arcanum is that you can get through the game with ANY PLAYSTYLE, and a hero of almost every type can do extremely well in battle using the right tactics, items, and so on. SO DON'T BE AFRAID TO PLAY A CRAZY HERO! You will be so pleasantly surprised. This faq is not for placing fun limitations on heroes however, but rather is intended for optimization.
A magic using, melee and dodge mastered, maximum strength and dex hero who uses fireflash and time spells, wearing heavy armor, rings of protection, the finger of mannox as a necklace, and a good melee weapon with a shield.
This is because magic items are easier to use and find than tech items, many of the best items are magic, and tech heroes have a harder time healing (potions and heal spells don't work on them, requiring you to craft herbal mixtures).
Melee has a plentiful amount of easily found amazing weapons, applies the huge strength damage bonus and requires no purchase of ammunition.
STR and DEX are the two most important combat stats for melee fighters. A 24 strength ogre receives +28 damage per hit. 20 dex gives 25 speed.
Fireflash can easily destroy large groups of powerful enemies.
Time spells can increase your speed to insane levels, and reduce the enemies as well. STR and DEX boosting spells are available from the very beginning, and can help immensely before you max STR and DEX with points.
READING YOUR STATS:
===================
C opens the character stat screen, where you see your stats. Most important are the basic attribute stats (STR, DEX, WILL, INT most of all) and then below that the damage resistance, bonus damage (which is determined by strength), armor class adjustment (determined by dex), and speed (character speed, which is also determined by dex). You can also easily see your max hp and fatigue here (red and blue).
The vertical bar on the right shows magic/tech aptitude.
The circular meter on the left shows evil/good alignment (notice E&G is written into the center of it).
AC and Damage can be seen in the inventory screen. Press I and hover the mouse over the sword or the shield with the red and blue background on the bottom corners of your personal equipment. The sword shows damage dealt and chance to hit. The Shield will show your AC and resistances.
Your skills are in the character stat screen. The three buttons to the right of your name select different menus for your hero's skills. Each of those menus has more menu buttons directly below it (for choosing different spell schools, tech disciplines, or skill types). When you have character points, you can click where the + marks are to increase skills, and if you haven't closed the menu, you can click the - parts to undo the skill increase. Once the menu is closed, character points spent are permanent and cannot be undone. Notice the + and - on the hp and fatigue, it can be easy to overlook.
INCREASING STATS:
================
At level 1, you receive 5 character points (CP). You receive 1 character point for each level, except every 5th level you get 2 instead of 1 (levels 5, 10, 15, etc). That's 15 total CP at level 10, 39 at level 30, and 73 at level 50.
CP can raise basic attribute stats (DEX STR CON INT WILL BEA CHA PER) or the vitality stats directly (HP, FATIGUE) or learn spells, skills, and tech disciplines. One character point spent raises a stat by 1, except hp and fatigue which raise by 4. One character point learns one spell, one skill rank, or one tech discipline level.
HP and FATIGUE will automatically raise at level up, without spending any of your character points.
The basic attribute stats normally cap at 20. If your RACE (NOT BACKGROUND OR SEX) adjusts it, the cap is increased by a bonus or reduced by a penalty. If your RACE lowers a cap below 20, then your BACKGROUND or SEX bonuses can raise the cap UP TO 20, not beyond. BACKGROUND or SEX penalties will lower caps, EXCEPT A STR CAP RAISED BY RACE. All ingame effects on the basic attribute stats will abide by these limits set at character creation.
Formulas for simplification, depending on wether race adds, subtracts, or does not affect the stat:
20 + RACE + or - BACKGROUND + or - SEX = CAP
20 - RACE + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
20 + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
STR CAP:
20 + RACE = CAP
20 - RACE + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
20 + or - BACKGROUND + or - SEX = CAP LESS THAN OR EQUAL TO 20
It is important to note that there are ways to temporarily raise stats through spells, items, and potions, then learn what you'd like to which requires that stat while it is temporarily boosted without investing character points. These will not raise stats beyond their caps.
Through use of the elixirs of intelligence (sold at stores featuring magical potions) you can gain +10 to int, then spend points only on raising your technical field, and saving the points otherwise necessarily spent on intelligence. Purchasable technical manuals allow the proficiency to then craft items learned in this way while never raising intelligence.
The single point spent into the agility of fire spell allows you to train high in many crucial combat skills, without investing necessary dex into them. However, in the dex instance, it is not practicable as the combat skills revert to their previous level after the effect ends and the dex requirement is not met (so you have to cast agility of fire before you fight each time). But, items which have +dex will maintain their bonus as long as they are worn. The charged rings (+2 dex, tech) and gloves of dexterity (+2 dex, magical) are useful for this.
Blessings provide permanent bonuses to stats. Blessings will not raise a stat above it's max. They are almost all gained from providing the right offering at an altar to a god. The best blessing is from the final offering quest.
Blessings which are not offerings:
+npc reaction modifier from Arbalah's quest in beginning of game.
+1 beauty from stillwater temple quest. Keeping the statue in your inventory instead gives DEX -3, CHA +1, BEA +2.
+1 charisma from siding with Madam Toussade in the crystal ball quest (Tarant). Only given if you have completed the painting heist quest first.
Two things near the very end of the game give a huge permanent bonus to attributes: the vivifier potion (+1 all stats) and the final offering blessing, which gives +4 DEX, +100 HP, +100 Fatigue, 30 damage resistance, and significant bonuses to melee, dodge, lockpick, persuasion, and firearms. Planning your hero around this takes either extreme patience or going to secret areas far in advance of the storyline.
STATS:
========
Overall: if you want good fighting, max your weapon skill first, so go for dex then str. Dex first lets you get the skills you need to even hit the enemy, as well as good speed. Str then brings in the damage. If you need access to spells, willpower. If you are crafting as a technician, then get intelligence. Charisma, Intelligence, and Beauty can impact dialogue options. There are some lesser negligible effects of attribute stats which are not mentioned in their description here.
Race, Background, and Sex decisions at character creation should be made with these stat facts in mind, unless you make those decisions based on roleplay reasons and not benefit reasons.
DEXTERITY (DEX,DX)
-Increases speed and AC.
-Because DEX increases speed, it is good on any hero.
-Character speed increases by 1 per dex until 20, where it is increased by 6 (25 speed at 20 DEX). After 20 it increases by 1 again.
-AC reduced by 1 for each point below 10, increased by 1 for each point above 10. 20 DEX gives 10 AC.
-Also allows you to learn many of the fighting skills (dodge, melee, backstab)
-Also allows thieving skills (pickpocket, lockpick). You can get through the game easily without pickpocketing, and don't need lockpick if you have good magic ability using unlocking cantrip. So nonmagic theives need lockpicking, magic users need unlock spell.
-For Tech heroes, 2 points into the electricity discipline allows you to craft 2 charged rings (DEX +2 each) for yourself, giving 4 dex as long as they are worn for only 2 character points. This can be done near the very beginning of the game. If tech aptitude goes below about 14, you will only get 1 dex each, making it silly.
STRENGTH (STR)
-Gives damage bonuses in melee combat and gives item carrying capacity.
-STR below 10 gives damage penalties.
-Each point of STR over 10 gives 1 bonus damage, until 20 which gives a huge 11 damage bonus.
-Each point beyond 20 gives 2 bonus damage.
-10 STR is 0 bonus, 19 is 9 bonus, 20 is 20 bonus, 26 is 32 bonus.
WILLPOWER (WILL,WP)
-Highest concern for mages, as it allows spells to be learned.
-Learning spells is what raises your magic aptitude, which determines the power of many spell effects.
-This is why high WILL is important at mage character creation. You can immediately begin learning the best spells and get MA, instead of picking a few bad ones to raise MA.
-Each school of magic has 5 spells.
-Required WILL to learn: 6,9,12,15,18.
INTELLIGENCE (INT)
-Allows technicians to learn disciplines for craftable items.
-Each discipline has 7 levels to learn.
-Required INT to learn:5,8,11,13,15,17,19
-Luxury for mages.
-Allows more spells to be maintained
-INT/4 = allowable maintained spells
-20 int can sustain 5 spells at the same time.
-Rarely affects important dialogue options
PERCEPTION (PER)
-Important for ranged fighters.
-Also affects prowling, but prowling can be easily ignored throughout the game.
CHARISMA (CHA,CH)
-CHARISMA/4 = followers allowed (+1 if persuasion expert)
-Rather negligible unless going for a character or party theme.
-20 Charisma and expert persuasion allows 6 companions.
-A few companions will join regardless of the cap, but most will not go over the limit.
-Rarely affects important dialogue options
BEAUTY (BEA,BE)
-Only affects how people react to you, negligible importance.
CONSTITUTION (CON)
-Affects hp and fatigue, which you will gain plenty of through leveling up (without spending character points). Negligible.
HEALTH (HP) (red)
-Max increases automatically with levels.
-Your health.
-You die when this is 0 (surprise!)
FATIGUE (FT) (FTG) (blue)
-Max increases automatically with levels.
-When this is 0 you become unconscious and are easy prey. Same for enemies.
-Reduced mainly by being hit and casting spells.
-One combat round reduces fatigue by 2.
-Running during combat reduces fatigue. This can lead new players to constantly run and pass out without knowing why or how to stop it. Right click or press R to attempt to leave combat mode (if under attack you cannot stop being in combat).
DAMAGE RESISTANCE (DR) reduces damage by its percentage.
-Increased by items.
-Ogres have a natural 10DR and a background with 10 more!
-Human background Escaped Lunatic gives 25 natural DR!
-Easy DR items: rings of protection, ring of poison resistance from spider pit, metal boots, war gauntlets, pig faced basset helmet, metal armors, dragonskin leather armor, evil helmet from the Ancient Maze tomb NW corner.
-DR maxes at 95
ARMOR CLASS (AC) reduces enemy chance to hit you.
-Increased by items, and a little by DEX.
-Easy AC items: quality iron shield 30AC, metal boots, metal armors, pig faced basset, sword of defense (AC 15).
-AC maxes at 95.
MAGIC (MR), POISON (PR), ELECTRICAL (ER), FIRE RESISTANCE (FR)
-Reduce the chance or damage of the associated effect. -Negligible.
-Note that MR in particular can be very bad to have, as it will prevent healing and positive spells that are cast on you. Only a handful of enemies will cast magic directly on you.
-The enemies who use fire or poison or elec damage are not difficult enough to care about these resistances.
-Traps deal damage using many of these damage types, but you can just cast heal after you walk over a trap.
-Basically, you will not need to worry about these resistances.
-Many items give bonuses to these which I have not included in the item data, because it is so irrelevant.
-Resistances max at 95
SPEED (Character speed)
-Character speed (listed on character stat screen) is independant of and different from weapon speed (listed on item).
-Is most important in turn based combat (activated by space bar) and increases number of actions during your combat turn.
-The green lights (Action Points or AP) at the bottom of the screen during turn based combat which are used up when you move or cast or attack determine how long your combat turn lasts, and this is what speed increases (1 action point per character speed shown in the character stats screen).
-VERY IMPORTANT. One of the best ways to do better in turn based combat is increase speed or lower your enemies speed.
-Speed is raised directly by DEX, and some items (enchanted war boots, dagger of speed, etc.). 20 DEX gives a base speed of 25 (6 more than 19 DEX).
-Speed can also be raised by spells (hasten, tempus fugit (the final time spell), agility of fire raises dex raising speed also).
-Speed is lowered by encumberance, so lighten your load to remove speed penalties.
-To get more attacks per turn without changing your character speed, use a weapon with a higher weapon speed.
-Not as important in real time combat but still affects striking speed and running speed.
RANGED DAMAGE is determined by the gun/bow.
MELEE DAMAGE is determined by the weapon, plus strength damage bonus (and any extra magical damage or effect on a few special weapons). The STR bonus increases minimum and maximum listed damage equally, but maximum damage from only the physical attack will not be greater than (3 x listed max damage only, does not factor magic bonuses) and minimum damage is never over max damage. So a 26 STR character with +32 bonus damage from strength using a weapon listing 3-14(+20) will do 42 to 42. The max is 42 because 14 is the listed max damage, and 3 x 14 = 42. A 15 STR character with 5 bonus damage from strength using the same weapon does 28-39.
BACKSTAB (when you have the skill and strike from behind the opponent) causes your damage to ignore armor and does additional damage. Only works with daggers unless you receive expert training. If your backstabs aren't doing more damage than regular hits, be sure you have ranks in the skill and are using an appropriate weapon and are directly behind the opponent. BEST DONE FROM BEHIND ON A STUNNED CREATURE for insane damage.
HAND TO HAND DAMAGE begins at 1-5, and then determined by the gauntlets you wear and strength damage bonus. Gauntlet bonus damage increases only the maximum damage, but strength bonus is direct. Machined Gauntlets are the easiest way to deal large hand to hand damage. YOU MUST BE UNARMED, NO ITEM IN WEAPON SLOT.
MAGIC APTITUDE AND TECH APTITUDE EXPLAINED:
===========================================
Magic aptitude (MA) and tech aptitude (TA) are kind of like an alignment range except for magic vs tech instead of good vs evil. When you press C to go to your character stats, the rightmost horizontal meter that says Magick Tech Meter when you hover the mouse over it displays your rating. The number above and below it is what we are concerned with (top is magic, bottom number is tech). Think of the top as a positive number and the bottom as a negative number, for simplification. Negative means how technical you are, on a scale of -100 most technical (shown as 100 on the bottom) to 0 neutral. Positive signifies how magical you are, with 0 being neutral and 100 being most magical. This affects how tech and magic affect you, ESPECIALLY ITEMS AND SPELLS. Spells will fail on highly technical targets.
MA is increased by learning spells and wearing some items, TA is increased by learning tech skills (firearms, lockpicking, etc) and learning tech disciplines (explosives, electrical, etc.). That which increases MA, decreases TA, and vice versa.
Tech items are almost always influenced only from 0 to a positive range, but magical items are influenced from a negative range to a positive range (ranges determined by item). So, neutral 0 allows 50% magic benefit from most magic items, and 100% benefit from tech items. 100 allows little or no benefit from tech items, and 100% benefit from magic items. -100 allows little or no benefit from magic items, but 100% benefit from tech items.
SCROLLS AND POTIONS ARE MAGIC, ALCHEMY AND MIXTURES ARE TECH - so your aptitude WILL affect failure chance of these items, which can be critical when you're trying to drink a potion of health in combat to avoid death. Tech users should buy healing mixtures from herbalist shops, or craft your own.
Spell effects usually increase as magic aptitude increase, but some have certain caps, while others will benefit as long as aptitude increases (even if you push MA over 100 and it only lists 100 on the character stat screen).
Charged rings have an unlisted required tech aptitude to receive the full +2 DEX. The requirement is somewhere above 9 and below 14 (14 and over I know for certain gives full DEX).
High MA prevents the use of trains or subway systems.
SKILLS:
==============
Skills require a stat be at a certain number before you can increase it further. The requirements are:6,9,12,15,18. The stat differs between skills.
Skills are maxed when you spend 5 character points into them, so they are divided into 5 'ranks'. Differences can happen due to ability stat effects, item bonuses or penalties, racial or background inherent bonuses or penalties, and so on. But all of these lesser effects on a skill are almost never equal to one full character point spent towards that skill.
Weapon skills (melee, throw, firearms, bow) main purpose is increasing the chance to hit an enemy using that type of weapon, and it is painful to try without a high rank in the skill.
You should focus on one weapon skill and use that type of weapon through the game, so as not to waste character points.
It's a good idea to increase your weapon skill (melee, most likely) very quickly and very early, or it can take forever just to hit your enemies enough. Getting 4 ranks into your weapon skill is usually one of the top priorities for a hero. Mages can get by with spells, if you prefer (but even mages with some melee makes otherwise frustrating fights much easier).
Pretty much everyone benefits from dodge.
Skill training is separate from skill rank. Skill training level is written next to skill name in parenthesis, and is blank when untrained.
Skill training provides certain extra related benefits and is purchased by asking someone who can train you. Basic training can be found all over, especially from city guards, but only certain people can provide expert and mastery. You need at least some of the skill ranked to receive basic training, and you need about over half to receive expert. Master training will probably be refused unless the skill is fully ranked (red bar fully across the skill in character stats screen) and usually involves a quest.
Benefits of training are listed in the arcanum manual, downloadable at:
http://www.terra-arcanum.com/downloads/ ... manual.zip
BEST SKILLS:
--------------
melee
dodge
Anyone doing combat needs at least some dodge (2 ranks is ok, more is better). Anyone using melee needs melee.
backstab (limited normally to daggers, expert training allows backstabs with swords and axes)
firearms
useful:
--------
persuasion (expert gives +1 follower)
lockpicking
Overall, melee is incredibly favored in this game. Good melee weapons are literally found everywhere, and melee almost always does the most damage. Guns come in 2nd, and can do extremely well, but after much more time and investment and constant purchasing of ammo. Throwing weapons and Bows pale in comparison to melee and guns.
If you listen to the war stories of the "Grizzled Veteran" pacing near the mayor's office in Blackroot and choose the dialogue options sympathetic to knights, magic, and Cumbria, then he will train you to be an expert in dodge, melee, and firearms.
The repair, haggle, gambling skill can be completely ignored. Shops repair items for extremely low cost, and you can find more than enough money to buy anything you need as you play through the game.
Heal, spot traps, disarm traps, and prowling are of extremely minimal use. Prowling is good for backstabbing, but a waste of points when 2 points spent to get the stun spell provides the same effect.
BEST SPELLS:
==============
combat spells:
harm
fireflash (aoe dmg, doesnt hurt allies)
minor healing
stun
congeal time
stasis
you won't need more combat spells than these. Fireflash and minor healing alone can get you through the game.
sustained spells:
agility of fire - raises agility (can affect same target multiple times!)
strength of earth - raises strength (can affect same target multiple times!)
hasten
tempus fugit (final time spell)
useful spells:
unlocking cantrip
conjure spirit (talk to people you've killed)
teleportation
SCROLL OF EXITING - WARPS YOU TO BEGINNING OF DUNGEON OR AREA! BUY FROM SHOPS ONLY, WORTH EVERY PENNY, YOU PROBABLY DONT NEED THAT 500G.
NOTES ON ITEMS:
=================
Some items are quite good but by the time you find them they are equal to or worse than other items you should easily have by then. Such items will be largely ignored by any discerning player, and have been ignored by this faq.
If an item says a stat is x(+x) then the (+x) is determined by magic aptitude, and a certain MA (usually over 50) allows 100% of the bonus
Tech items have a similar function, but having MA causes it to give less bonus, so neutral characters receive full benefit.
If an item says "+x all resistances" then that is in addition to any listed bonuses to resistances INCLUDING DR.
There are almost no restrictions on equipping items, unlike other RPGS. Weak mages can wear platemail or wield swords, ogre fighters can weild staves, gunslingers can wear magic robes, etc.
Chest peice armor (usually called just "armor") is restricted by size, which is determined by race. Short races wear small armor only, ogres wear large armor only, others wear the normal armor only. Gauntlets and boots and so on are not dealt with in the same way, they are one size fits all.
Weapons can deal both hp and fatigue damage, listed by the item.
Weapons have minimum strength requirements (MSR), and if you are below it then you can still equip it but have less chance to hit. Holding a two handed weapon in one hand (equip a shield and the weapon) increases the minimum strength requirement.
All weapons have an innate stat which determines how much time is used up by attacking during turn based combat (measured in Action Points, the little green lights in a row near the bottom of the screen during turn based combat which are reduced after moving/casting/attacking/using items). It is almost always (8 - (weapon speed/3)). If you can't read that, then that says: take weapon speed divided by 3, and subtract that number from 8. The result cannot go below 1 (or you could attack forever) and fractions are ignored (so 5.33 is just 5, 5.66 is just 5).
Armor can be damaged from traps, fire spells, certain enemies striking you (flame spiders, golems, fire elementals, some others). Fireflash will not harm you or your party's armor, but it will damage the enemies'.
Weapons can be damaged from striking durable enemies or breaking durable environment items (breaking open doors and chests and things). GAUNTLETS (HAND TO HAND) ARE NOT DAMAGED IN THIS WAY and thus are perfect for fighting golems or bashing down doors. You can get a free pair of decent gauntlets very early by going to Blackroot (as east and north as you can from Shrouded Hills on the south side of the river) and being compassionate to the orcish smith.
Critical hit or critical miss effects can cause damage to armor or weapons, and sometimes drop your weapon on the ground. Be sure to pick it up!
If an item is damaged to 0 durability it cannot be repaired by a merchant!
There is one part of the game (seemingly some form of trap) that always destroyed whatever weapon I had equipped (super f***ing annoying): the 3rd and final level of Bellerogrim's Lair. Save beforehand, and unequip your weapon when the time requires.
BEST ITEMS
============
Items which mainly give resistances other than damage should be largely ignored.
A ! near an item stat notes that it is one of the best in it's class for that stat.
Items with arcane, magic, mystic, charmed can be found randomly in chests.
Statue of the Godess Geshtianna - DEX -3 BE +2 CHA +1 while in inventory.
RINGS:
---------
charged ring - DEX +2 - craftable from the very beginning of the game
fated ring - crit chance +5, gambling +1 (negligible)
ring of protection - 10AC 10DR! - best ring in the game.
ring of poison resistance - 10AC 20PR(negligible) - great ring available from the spider pit east of Tarant very early on.
AMULETS:
-----------
finger of mannox - WP +1, Melee +2, +crit chance, pr+20% - available late in the game
amulet of n'tala - STR+1 CON+1 +50% healing
great aunt ester's amulet - Beauty +2
queen k'na s'ea amulet - Beauty +2
medallion of silence - prowling +2
BOOTS:
-------
metal boots - 10 DR
enchanted war boots - 5 DR 6 AC +5 speed - best boots in the game as you don't need the extra few DR from others but speed always helps a lot.
boots of the dark toll - DEX +2 Fatigue DOT - Cursed. Quickly knocks you unconscious. Notable only for the +2 dex.
HELMETS:
---------
pig faced basset - 10 AC 12 DR - best easily purchasable helmet.
nature's wrath helm - AC 15 DR 5(+20)! - Cursed, but no bad effects. Never seems to give the full 25% DR, but it comes close enough. Best helmet in the game. Available very early, in the tomb casket in the northwest part of the Ancient Maze (which is northwest of Dernholm).
arcane helm - AC 10(+10) DR 8(+12) - one of the best helms in the game
chapeau of magnetic inversion - DR 20 - the only good tech helmet, and it is a great one. Available very early in the game from completing the Liam's Workshop quest starting in Blackroot.
eyewear - PE+2 (gun/bow users)
helmet of Yzar's Cost - DR-50% MR-50% PE+4 Bow+2 Lowers Max Hp and Fatigue - Cursed. Best helmet for ranged fighters.
GLOVES AND GAUNTLETS:
---------------------
note that glove/gauntlet damage bonus applies only to unarmed hand to hand combat
arcane gloves - AC 5 DR 5(+5)! - the best gloves in the game for DR
war gauntlets - AC 6 DR 8 Damage +10
dwarven machined gauntlets - Ac 5 DR 7 Damage +15!
gloves of dexterity - DR 5 DEX (+2)!
vendrigothian war gauntlets - AC 15 Damage +15! - Available only near the end of the game.
ARMORS:
--------
Regular Size Armor:
------------------
magick robes - AC 5(+6) DR 7(+12) MR(+10)
mystick traveller's cloak - AC 3(+15) DR 3(+15)
studded leather armor - Ac 10 DR 18 - good easy to find starter leather armor.
dragonskin leather - Ac 9 DR 16(+10) - good purchasable expensive magic leather armor.
arcane leather - AC 9(+10) DR 16(+10) - found randomly
mystic leather - AC 9(+15) DR 16(+15)! - found randomly
dread armor - Ac 19(+31)! DR 5 - 10,000 durability. Purchasable in many magic shops.
there are many variations of chainmail, which are all essentially the same as basic chain.
caladon crusading chain - AC 14 DR 25 STR+1! DEX+1! CON+1 BE+1
mystic chainmail - AC 12(+15) DR 23(+15)!
basic platemail - AC 15 DR 36
basic machined platemail - AC 20 DR 30
elite plate - AC 20 DR +40
mystic platemail - Ac 15(+8) DR 36(+8)!
heroes weakness barbarian armor - dr+20% MR-100% - sets your magic resist to 0 (negligible) and has an insane DR, much higher than the listed 20%, about 50% in some of my games. Cursed, but extremely good. It's only negative effects are that it reduces some of the other resistances, which is negligible.
Small Size Armors
------------------
small mystic robes - Ac 3 DR 3(+35)
iron clan armor - Ac 45! DR 50!
small mystic chainmail - AC 12(+15) DR 10(+15)
small arcane platemail - Ac 15(+10) DR 32(+10)
Large Size Armors
------------------
large basic platemail - Ac 15 DR 38
large arcane leather armor - AC 9(+20) DR 18(+20) - one of the best large armors in the game.
SHIELDS:
--------
screaming shield AC 30(+10)! DR+10! - On the blacksmith in Roseborough.
tempered shield - AC 30 DR+10! - On the blacksmith in stillwater.
quality iron shield - AC 30
shield of force - AC 30 electrical damage to attacker
MELEE WEAPONS:
--------------
Neutral (Neither Magical Nor Technical)
------------
Balanced Sword - 3-12 DMG Speed 23 - wonderful sword for early in the game, and easily craftable. Slightly technical but anyone can use it.
Katana - 3-12 DMG Speed 20 - great easy to find weapon, purchasable in some stores.
Sword! - 10-15 DMG Speed 20 - special sword from the arena in Isle of Despair, must loot from fallen opponent. One of the best weapons in the game for the majority of playtime in the game for any melee character, and is extremely easy to get at a relatively early stage in the game.
Barbarian Heavy Blade - 8-20 DMG Speed 17. Easy to find and extremely good.
Harrow - Speed 11. special axe looted from Loghain in wheel clan dredge. Damage determined by race and good/evil alignment. Best DMG (10-42) at 50-100 good alignment dwarf, 2nd best (8-34) at 0-25 alignment dwarf. You will not gain exp for hitting or killing monsters with Harrow.
Magic
----------
Arcane Sword - 1-8(+16) DMG Speed 15 - better than arcane great sword if strength is less than 14.
Arcane Great Sword - 4-16(+16) DMG Speed 13 - better than arcane sword if strength is over 14.
Arcane Axe - 3-14(+20) DMG Speed 12 - better than both arcane sword and greatsword if strength is less than 20.
Arcane Staff - 1-8 DMG 3-12(+24) FT Speed 13 Mana+80 - Gives 80 mana for spells and does insane fatigue damage in melee, but low hp damage.
Bangellian Scourge - 5-20(+10) DMG Speed 15 - best evil sword from bangellian depths (north of grey mountains). Casts damaging spells.
Blade of Vicious Haste - 5-15(+15) DMG Speed 15 Speed+4 - found in a magically locked chest in Tseng Ang (late in the game) Cursed, chance to damage wielder.
Filament Sword - 1-8(+12) DMG Speed 15 - good sword for early in the game, and it changed the effect of your criticals.
Sword of Sickness - 5-20 DMG Speed 13 - the first good purchasable sword, in Shrouded Hills at the gypsy for about 1500-2000g.
Sword of Air - 4-16 DMG Speed 17 - great purchasable sword.
Sword of Baltar - 15-25 DMG Speed 15 - extremely good sword and available very early, found on Lianna in Dernholm.
Sword of the Derian Ka - 1-12(+5) DMG Speed 20 - This sword is unique in that it has a damage bonus of 5 that is not listed on the item and not affected by magical aptitude at all. It simply always does +5 damage.
Kryggird's Falchion - 35-50 DMG 10-20 FT Speed 20 - best weapon in the game, available only at the very end of the game.
Torian Kel's Ancestral Sword - 10-25(+10) Speed 35! - The speed of this weapon is actually adjusted by magic aptitude (15 at tech 100, 25 at 0, 35 at 100). Available only near the very end of the game.
Technical
------------
Charged Sword - 4-32 DMG Speed 15 - craftable.
Charged Axe - 1-12 +20-30 Electrical DMG Speed 10 - from Sebastian in The Boil of Tarant.
Featherweight Axe - 1-16 DMG Speed 17 - craftable.
Pyrotechnic Axe - 31-62 DMG Speed 10 - craftable. One of the best melee weapons in the game
Iron Clan Hammer - 15-35 +1-5 Fire DMG Speed 15 - available only near the end of the game.
Power Axe - 5-18 DMG 3-11 FTG
GUNS:
---------------
-Require ammunition in the wielder's inventory
-Rifles cannot be used while equipping a shield
Blade Launcher 30-60 DMG Speed 6 - craftable.
Flame Thrower 16-34 DMG Speed 7 - craftable.
Charged Accelerator Gun - 11-25 DMG Speed 13 - craftable.
Long Range Pistol - 10-30 DMG Speed 10 - craftable.
Repeater Rifle - 5-12 DMG Speed 19 - craftable.
Levered Machine Gun - 1-40 DMG Speed 25 - Takes lots of bullets, but one of the best guns in the game. Best machine gun. Outperforms Droch's Warbringer versus low armored opponents. One is found in Tarant on a Tarant Officer during the orc worker uprising that is directly south of Bates's Factory NOT THE ONE AT BATES's FACTORY.
Mechanized gun - 1-30 DMG Speed 25 - craftable. 2nd best rapid fire gun. One is found in Tarant on a Tarant Officer during the orc worker uprising that is directly south of Bate's Factory NOT THE ONE AT BATE'S FACTORY.
Hand Cannon - 5-35 DMG 1-10 FT Speed 9 - craftable. Great gun, but it's only 1 level away from elephant gun in gunsmithy tech, so you won't be using it much.
Rifled Cannon - 10-30 DMG Speed 7
Droch's Warbringer - 20-40 +10Elec DMG Speed 13 - Best gun in the game. Schematic found near the end of the game.
Tesla Gun - 11-84 DMG Speed 6 - craftable. Electricity technicians can craft this item.
Elephant Gun - 20-50 DMG 1-15 FT Speed 9 - craftable. Any gunsmith should try to craft this gun as soon as possible. Best gun for most of the game.
THROWN:
--------
Mystical Chakram - 1-10(+7) Speed 19 - better than serrated chakram
Balanced Boomerang - 1-10 Speed 19 - best to start your thrown weapons adventure with one of these.
Serrated Chakram - 1-10(+5) Speed 17 - good common magic thrown weapon
Azram's Star - 1-10(+20) DMG Speed 21 - best magic thrown weapon in the game.
Aerial Decapitator - 20-40 DMG Speed 17 - looted from a hermit at a secret location in the grey mountains. Best nonmagic thrown weapon in the game.
Explosives are very good thrown weapons:
-----------------------------------------
Place the explosive from your inventory into a quick slot, and use the associated number on the keyboard.
Stun grenade - makes every fight easy
Explosive Grenades - black powder + tin can. Very profitable to craft and sell also.
Molotov Cocktail - cheap and good, craft from rags and fuel.
Dynamite is not thrown but set on the ground and requires precise timing.
All four of those are craftable.
BOWS:
------
-Require arrows
-note that all bows pale in comparison to melee and guns as far as damage capability is concerned.
Arcane Bow - 4-16(+4) DMG Speed 13
Blessed Bow - 1-5(+4) DMG Speed 10
Bow of Damage - 1-8(+4) DMG Speed 15
Bow of Terror - 2-18 DMG Speed 13
Bow of the Chill Reaper - 5-18 Speed 11
Hurtful Long Bow - 30-50 DMG Speed 13 - cursed, will hurt you too. Best damage bow in the game.
Mystic Bow - 20-50 DMG Speed 9 - best non cursed bow in the game.
Pyrotechnic Bow - 1-10 DMG Speed 25! - craftable. One of the best bows in the game.