Arcanum Manual

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Preface........................................................................................................................................................ 2
Chapter 1 – Introduction............................................................................................................................. 4
Laboratorie #1: The Inclined Plane ........................................................................................................ 4
Laboratorie #2: The Swinging Pendulum............................................................................................... 5
Laboratorie #3: The Electric Circuit....................................................................................................... 6
Chapter 2: Getting Started…In Which We Prepare for the Game to Come .............................................. 7
Mr. Christie’s Ready-Baked Characters: A Quick Start to Our Pleasures in Arcanum......................... 7
Evolution in Action: a brief Overview of How Characters are Made.................................................... 8
A Unique Privilege: Choosing One’s Own Name and Face.................................................................. 8
The Importance of Good Breeding: or, the Right Choice of Gender and Race ..................................... 8
Scarred for Life: or, the Tragical History of one’s Character…being A Few Words on the Subject of
Background ............................................................................................................................................ 9
A Player’s Constant Companion: the Character Editor........................................................................ 9
Struck with Amnesia? General Information and where one may find it on display ............................. 10
The Eight Basic Statistics: a subject of some Importance ................................................................... 10
Putting Two and Two Together: An Enlightening Discussion of Derived Statistics........................... 12
Keeping a Stiff Upper Lip; or, the 5 Resistance Statistics.................................................................... 14
The Self-Made Man: a brief Discourse on the subject of Game-Acquired Statistics .......................... 15
The Tricks of the Trade: a few words on the subject of Skills ............................................................ 16
A Few Words on the Positive Effects of Training................................................................................ 20
Embracing the Technological Disciplines ............................................................................................ 23
An Introduction to Spells...................................................................................................................... 24
Earnest Lazyman’s Amazing Auto-Leveling Schemes: never Edit Another Character By Hand!...... 25
Magical/Technological Aptitude .......................................................................................................... 26
Final Preparations for the Voyage of a Lifetime!: or, Buying Equipment............................................ 26
Chapter 3: Playing the Game…in which We Sally Forth to Play Arcanum............................................ 27
Section 3-1: The Main Game Interface ................................................................................................ 27
Section 3-2: General Game Play .......................................................................................................... 34
Section 3-3: Combat ............................................................................................................................. 36
Section 3-4: Thieving ........................................................................................................................... 39
Section 3-5: Social interaction.............................................................................................................. 41
Section 3-6: Magic ............................................................................................................................... 47
Section 3-7: Technology....................................................................................................................... 49
Section 3-8: Saving, Quitting and Options ........................................................................................... 51
Chapter 4 – A Sample of Play…in which We Offer a Revealing Exhibition........................................... 53
Starting a New Game............................................................................................................................ 53
At the Crash Site................................................................................................................................... 54
Combat ................................................................................................................................................. 55
Navigating the Crash Site..................................................................................................................... 55
Inside the cave ...................................................................................................................................... 55
Gaining a Level .................................................................................................................................... 55
Leaving the Crash Site.......................................................................................................................... 56
Going to Shrouded Hills....................................................................................................................... 56
Chapter 5 – Multiplayer............................................................................................................................ 56
Overview .............................................................................................................................................. 56
Getting started ...................................................................................................................................... 57
Playing the game .................................................................................................................................. 59
Multiplayer Control Interface............................................................................................................... 59
Parties................................................................................................................................................... 60
Death; or, Waiting to Inhale ................................................................................................................. 60
Differences between single and multiplayer......................................................................................... 60
Arcanum User Editing.......................................................................................................................... 61
A-1: Glossary ........................................................................................................................................... 62
A-2: Races ................................................................................................................................................ 62
Introduction to John Beddoes’ On the Races of Arcanum ................................................................... 62
Chapter One: The Minute Races: Dwarves, Gnomes, and Halflings................................................... 63
Chapter Two: The Gigantic Race: Ogre and Ogre Hybrids................................................................. 69
Chapter Three: The Median Races: Orcs, Elves, Humans and Human Hybrids ................................. 72
A-3: Spell information.............................................................................................................................. 80
Anatomy of a Disaster: or, How and Why Our Spells Fail Us ............................................................ 80
On the Subject of All-round Magical Resistance ................................................................................. 81
A Spell and Its Target........................................................................................................................... 82
Spells and Vicinity ............................................................................................................................... 82
Spell Descriptions................................................................................................................................. 83
Conveyance .......................................................................................................................................... 83
Divination............................................................................................................................................. 84
Elemental (Air)..................................................................................................................................... 85
Elemental (Earth).................................................................................................................................. 87
Elemental (Fire).................................................................................................................................... 88
Elemental (Water) ................................................................................................................................ 89
Force..................................................................................................................................................... 90
Mental................................................................................................................................................... 91
Meta...................................................................................................................................................... 92
Morph................................................................................................................................................... 93
Nature ................................................................................................................................................... 94
Necromantic (evil)................................................................................................................................ 95
Necromantic (good).............................................................................................................................. 96
Phantasm .............................................................................................................................................. 97
Summoning .......................................................................................................................................... 98
Temporal .............................................................................................................................................. 99
A-4: Learned schematic information...................................................................................................... 100
Herbology........................................................................................................................................... 102
Chemistry ........................................................................................................................................... 103
Electrical............................................................................................................................................. 104
Explosives .......................................................................................................................................... 105
Gun Smithy......................................................................................................................................... 106
Mechanical ......................................................................................................................................... 107
Smithy ................................................................................................................................................ 108
Therapeutics ....................................................................................................................................... 109
A-5: Strategy Tips .................................................................................................................................. 110
General ............................................................................................................................................... 111
Technology......................................................................................................................................... 111
A-6: Credits ............................................................................................................................................ 112
Sierra Studios credits ...................................................................................................................... 112
A-7: Customer Support........................................................................................................................... 116
A-8: Warranty......................................................................................................................................... 120
A-9: Web Sites ....................................................................................................................................... 120
A-10: Quick Keys................................................................................................................................... 121
A-11: Halfling Recipe ............................................................................................................................ 121
Arcanum Manual
Preface
No single volume to date has yet collected all six thousand years of Arcanum’s recorded
history. Indeed, many would argue that it is impossible to approach such a gargantuan
subject within the covers of a single book! When I was a younger man, it was my
burning ambition to write the definitive history of all Arcanum, but I never imagined for
a moment that it was possible to do so in a simple or concise manner. Instead I labored
for many decades, traveling from place to place in my researches, and produced no fewer
than twenty-three detailed volumes which I dared to call “The Compleat Histories”.
Alas, the fiery arrogance of youth!
I now believe that compiling the entire history of Arcanum in any great detail is a task
well beyond the reach of any one man—and what is more, it is a task which will become
more difficult with every passing year. In my travels, I have had occasion to sift through
many of the world’s great libraries and scriptoriums, searching always for the most
ancient books, scrolls, and tablets which were still legible. Arcanum’s history revealed
itself to me slowly, showing first one face and then another as I spent weeks, months, and
even years in transcription and translation. But for every precious source document
which had been recorded on a sturdy clay tablet, a sheaf of hammered gold, or a roll of
soft vellum, there were a hundred papyri which were as dry and fragile as old leaves, and
a hundred more which had half-crumbled into illegible fragments. The millennia of
knowledge contained therein were in imminent danger of being lost forever—and in
some cases, they were lost before I ever arrived.
Both the elvish and dwarven races are possessed of rich oral histories, which chronicle
events even more remote and arcane than those recorded by their scribes—but these oral
traditions are hard to come by for those outside the appropriate race and culture, and I’ve
rarely been privy to them. Perhaps that is best, as the line between fact and myth grows
less clear the further one looks behind, and the transcription of oral histories is more
properly the work of a folklorist than a historian. Whenever possible, I have always
attempted to keep my own chronicles well-grounded in fact, erring on the side of
discretion rather than speculation or untoward credulity; over the years I’ve found that
it’s rather easier to believe a well-told and dramatic story that it is prove that story true!
Lately a number of new scientific theories have been put forward as to the history of
Arcanum’s civilized peoples. Contrary to what one may assume after reading the
arguments of Mr. John Beddoes, it was in fact the elves and the dwarves who first
reached what we might consider “civility”, thousands of years ago: it is from these elder
races that the first true historical traditions can be traced. Gnomish culture appears to be
quite a bit younger than either of these, although the lack of recorded historical
documents made available to human researchers might be attributed to the secretive
nature of their society. Human development, by contrast, appears to have been much
slower: only in the last two thousand years have humans produced any significant
cultural Art and Literature. Of course there are exceptions to these general rules--but
prior to a few thousand years ago, most of humanity seems to have consisted of little
more than illiterate nomadic tribes, barbarian hordes, and cave-dwelling hunter-gatherers.
One cannot speak about the recent history of Arcanum without addressing the growing
dichotomy between Magick and what has come to be known as Technology. My
research has shown to me a direct correlation between the widespread use of these two
Forces, and increased levels of societal development. Are not the elves the true
discoverers of Magick--or, as Beddoes has suggested, the eldest children of the Magickal
Age? Were the dwarves not the fathers of the Technological tradition, centuries before
the advent of Mr. Bates and his steam engines? Humans, it seems, have now inherited
the scientific legacy of the dwarves—and does it not appear that we are now poised for
what might be called a Golden Age of cultural expansion and hegemony?
This simple volume, in painting a clear picture of the past, might also shed some light on
what we can expect in the years to come. A wise man once said that those who do not
study history are doomed to repeat it; to this I will add that Today’s “future” is simply
Tomorrow’s “history” waiting to be born. I also believe that if we are to have any clear
notion of where we are going, we must know from whence we have come, and what has
gone before us. It is to this end that I have condensed all I know of Arcanum into a
single volume, which I hope will find favor with readers from all walks of life.
Foreword to A Brief History of Arcanum
Dr. Julius M. Crenshaw
Department of History
Tarant University
Chapter 1 – Introduction
The following is excerpted from the Principia Technologica, re-printed here with
permission of the publisher, Tarant University Press, and the author. 1876 all rights
reserved.
Principia Technologica
being the collected lectures of
Sir Harris Guffingford
A Helpful Illustration of the Principles of Science
Chapter the Fourth: On the Eternal Conflict Between Natural and Supernatural Forces
Up to this point, our experiments have served only to illustrate the principles of Natural
Law. The purpose of the exercises in this chapter, however, is to demonstrate the
fundamental conflict between Natural Law and its nemesis, Supernatural Law—Natural
Law being represented by a variety of simple Technological Devices, while Supernatural
Law is embodied by an equally simple Magickal Device. Like all our experiments, these
exercises were chosen for their lucid design and straightforward execution; they should
prove suitable for students of all ages.
Laboratorie #1: The Inclined Plane
As you may recall, we have demonstrated the Inclined Plane and explained its uses in a
previous lesson. This is a simple machine, the purpose of which is to reduce the
difficulty of moving objects from place to place. Even the simplest country farmer
understands the uses of this device: it is always easier to push a heavy load down a ramp
than it is to push the same load across even ground! There are two principles of Natural
Law at work, but the one that most concerns us most in this experiment is known as “the
Coefficient of Friction”.
Here we place an object upon the Inclined Plane: for purposes of this experiment, we
have chosen a simple block of stone. Note that when the Inclined Plane C is placed at a
sharp angle, Block A will automatically begin to slide down the Plane, without any extra
Force being applied. Remember the farmer’s load upon the ramp; if the ramp is steep, he
does not need to push the cart at all. It will roll down of its own accord.
On the other hand, Block A will not slide of its own accord if our Inclined Plane is given
a lesser angle. There is some innate resistance to its motion down the Plane; this
resistance to motion is what we call the Coefficient of Friction. The lower this
Coefficient, the smaller the angle of the Plane must be, in order to make the Block slide.
Begin the experiment with your Inclined Plane at its most acute angle, nearly flat upon
the table. Take Block A, and place it on Inclined Plane C: note that the Block does not
slide. Having observed this high Coefficient of Friction, tilt Inclined Plane C slowly, a
few degrees at a time, until that Friction is overcome, and your Block does begin to slide.
Having now found the precise angle necessary for the Block to slide of its own accord,
lower the angle of the Plane by a degree or two. We have now established a precarious
balance, in which the Coefficient of Friction is only just high enough to overcome the
angle of the Plane. The aforementioned Coefficient is almost, but not quite, low enough
to allow Block A to slide.
Introduce a Magickal Artifacte into the system. Slowly bring it into the vicinity of
Inclined Plane C. Notice that Block A begins to slide haltingly downward! The angle of
the Plane has not changed, nor has the nature of the block…but the Magickal Artifacte
slightly alters the Coefficient of Friction in its immediate proximity.
This alteration is unstable and unpredictable, causing the Block to slide in a variable
manner. It is this same unpredictability and instability in all Magickal Effects which
makes compensation for these Effects on a machine impossible. Even a small change in
the Coefficient of Friction can and will cause gears to grind, belts to break, and cogs to
catch and stick—with disastrous consequences!
Laboratorie #2: The Swinging Pendulum
The principle of the Pendulum was discovered by early Technologists, as you may recall.
It was early established that the period for the back-and-forth Oscillation of any
Pendulum of a given Length is always the same, no matter how large its arc or how heavy
its bob may be. For this reason, Pendulums make excellent time-keeping devices, as they
are less dependent on Temperature Variations than spring-based clocks.
Let us start our second experiment, then, with three pendulums. Begin by setting your
three Pendulums a-swing: while they are swinging, measure their periods with a Pocket
Watch or Water Clock. Our first superficial observation is that the Pendulums with longer
rods swing more slowly than those with shorter rods: in fact, the period of any pendulum
is mathematically exact, and it can be expressed as a mathematical formula. To find the
period, we have only to extract the square root of the rod’s length.
Now introduce the Magickal Artifacte while the Pendulums are still swinging. Note how
the swinging becomes erratic! Some Pendulums swing more slowly, while others swing
faster than we would predict by use of our previously reliable mathematical formula. The
variance in the new periods of these pendulums is no longer proportional to the length,
mass or arc of the rod: the only factor is the proximity of the offending Artifacte, and
even this is not reliable enough to be predicted.
As in our first experiment, the variance is wild. The consequences for any machine
which depends upon regular oscillations for its function are immediate and catastrophic.
In the presence of Supernatural Force, clocks will go awry, engines throw their rods, and
metronomes dance a tarantella; it is an unavoidable side effect of disrupting the Natural
Laws associated with oscillation.
Laboratorie #3: The Electric Circuit
In our final demonstration, we will use the self-same Electric Circuit which we built in
last week’s lesson. As you will recall, this is a machine of very simple design: a small
battery serves as our source of Electromotive Force, driving its current across a
Resistance—here, that Resistance is evinced by a small filamentary Bulb. For the purpose
of this experiment, the wires used to form the Circuit can be assumed to be of negligible
resistance.
Recall now that when the Circuit is closed, using switch B, a potential difference is
created between the battery and the Bulb. According to Natural Law, Electricity flows
from highest potential to lowest, following along the path of least resistance—and that
path, in this case, is the wire. As a result, the filament within the Bulb glows, because
Electricity is passing through it. However, when the Circuit is opened again, no path is
available for the Electricity to follow…and the Bulb goes dark.
Close the circuit to light the Bulb again: observe how the filament glows bright and
steady. Now, introduce a Magickal Artifacte into close proximity. Take notice that the
Bulb immediately begins to flicker! The Artifacte appears to sporadically disrupt the
Electric Potentialities inherent in the Circuit, and the Electricity, which would normally
flow from highest potential to lowest in a predictable fashion, now flows back and forth
along the wires in haphazard confusion.
No insulative substance has yet been discovered to shield a machine from this effect.
Accordingly, the presence of Supernatural Force continues to wreak havoc on any
machine which requires a steady flow of Electricity for proper functioning. Please take
special note: because our Electrical Circuit is a very small machine, and our battery is
not possessed of any great power, we are not in any particular danger as we perform this
experiment. The same cannot be said of exposing larger and more complex machines,
which marshal far more powerful energies, to the disruptive influence of Supernatural
Forces! The result of disrupting Electrical Potentials within a machine which harbors a
great deal of Electromotive Force can be not only inconvenient and nettlesome, but
downright explosive: Technologists have been known to lose their lives to engines and
generators gone mad. The utmost caution is urgently advised.
Chapter 2: Getting Started…In Which We Prepare for the Game to Come
Mr. Christie’s Ready-Baked Characters: A Quick Start to Our Pleasures in
Arcanum
For those lacking the patience to endure the long and complex process of creating a
Character of one’s own, the makers of this fine Game have provided a means of escaping
this unwelcome tedium. Yes, gentle Player—you can begin your sojourn in Arcanum
with all haste! For your personal convenience, a variety of pre-fabricated Characters
have been made available, thus avoiding the muss and fuss of making one from scratch!
From the main menu , select “Single Player” as shown in Figure 2-1, and then choose
“New Game” as seen in Figure 2-2 and “Pick Character” as in Figure 2-3. You will find
yourself presented with a list of possible dramatis personae for your adventure (Figure 2-
4). You have only to click on each name in the left panel, and a brief life history for all
persons listed will be at hand: this information appears in the panel on the right. Upon
finding one that will serve, press the bottom right arrow (as in Figure 2-4) to begin
Arcanum with a perfectly serviceable and ready-made identity.
If, on the other hand, you find that the desire to create your own Character is greater than
the desire to begin the Game without delay, you may also select the “Create Character”
option (see Figure 2-3), and then press the bottom right arrow.
The wise player will read the rest of this chapter before proceeding any further, however!
You may select ESC to return to the previous menu (Figure 2-2).
In addition to beginning a New Game, the menu featured in Figure 2-2 also allows one
access to a previously saved game (see “Load Game”). One may also leap directly to the
most recent save game by pressing “Last Save”. (For more information on save games,
see section 3-8.) Lastly, the option marked “View Intro” will replay the kineographic
entertainment we have devised for the opening of our game. Note that pressing ESC will
return us to the main menu.
From the main menu, we can instigate or join a multiplayer game (“Multiplayer”, Figure
2-1). See Chapter 5 for more information on multiplayer games in Arcanum. By pressing
“Options”, one may set a variety of game, video and sound features to suit one’s personal
preference. See section 3-8 for more information on these options.
Evolution in Action: a brief Overview of How Characters are Made
The Character creation system employed by Arcanum is based upon points. In practical
terms, this means that every Statistic, Skill, Magical Spell and Technological Discipline
in the Game will cost the player one of his or her allotted “Character Points” to purchase.
All Characters begin with certain Statistical values by default, but during the process of
Character creation the player can spend Character Points to increase a Statistic, to raise
Skill ranking, or even to buy Technological Disciplines and Magical Spells before the
Game begins.
In addition to those alterations made by use of Character Points, a player may also choose
a Race or a colorful Background story for his or her Character, and these also will affect
the abilities with which that Character begins the Game. Whenever the aforementioned
Character gains a new Level of Experience, he or she will gain further “Character
Points”, which the player will also spend in the improvement if his or her Character,
raising the level of many helpful traits and Skills.
A Unique Privilege: Choosing One’s Own Name and Face
The intrepid player’s first step must be to select an appropriate Portrait for his or her
Character. A number of images appropriate to the Character’s Race and Gender will be
provided, naturally; browse through these by use of the arrows on either side of the
currently displayed Portrait (see Figure 2-5). Regardless of the choice made, the Portrait
chosen will be reserved for this Character’s use only, and no “Non-playing Character” in
Arcanum will appear with this Portrait in the course of the Game. More creatively
inclined players may also add their own Portraits to the Game (see the documentation on
Arcanum User Editing).
The player must also provide his or her creation with a Name, before the journey into
Arcanum can proceed. This is achieved with a simple click in the Name Window (see
Figure 2-6); the player then has only to type in a Name worth having. The
aforementioned Non-Playing Characters in the Game will refer to your Character by this
cognomen.
The Importance of Good Breeding: or, the Right Choice of Gender and Race
The player’s choice of Gender (see Figure 2-7) is not without some far-reaching
implications. This delicate decision will, of course, determine how one is addressed by
the courteous folk of Arcanum, but regardless of whether one’s Character is a “sir” or a
“madam”, there will also be a more practical side to the matter! Gender has a direct
impact upon a Character’s personal Statistics, and in the course of the Game, certain
Quests may arise which will be available only to ladies, while others will be reserved for
the gentlemen. In some cases, there may even be Quests which have two different
solutions, these depending upon the Gender of the Character pursuing them.
Once the matter of one’s Gender is settled, there are other accidents of birth to which we
must attend. The choice of Race (see Figure 2-8) will modify some of the Statistics,
Skills and other attributes of a Character, including how Non-Playing Characters will
react to his or her presence. In the main, however, Arcanum is playable with any
combination of Gender and Race: pray do not concern yourself over-much with being
unable to complete your adventure, should you choose an unfortunate combination! The
adjustments to Statistics and Derived Statistics which result from one’s selection of
Gender and Race are displayed in the right-hand panel of the interface, so one can easily
see how these choices are affecting one’s Character. Do note that changing Race or
Gender will change the Portrait selection as well, since Portraits are specific to sex and
species.
For information on the different races, see Appendix 2.
Scarred for Life: or, the Tragical History of one’s Character…being A Few Words
on the Subject of Background
Having selected the most desirable combination of Race and Gender, the player may now
choose a “Background” for his or her Character (see Figure 2-9). A Background, of
course, is a description of the Character’s life history to date, describing those formative
events which have significantly altered him or her in some manner. One’s Background
always has its positive and negative aspects, naturally, and these positive and negative
aspects will generally balance one another. Bear in mind, however, that the selection of
one’s Background, Race and Gender are the only possible way to lower some of a
Character’s Statistics or Abilities: in the Character Editor, it is possible only to raise
these attributes.
Of course, Backgrounds are entirely optional and not at all required! If we select “No
Significant Background”, the Character will not be modified in any way: it can be
assumed that his or her childhood was perfectly normal and satisfactory in every way. A
last word to the adventurous: many Backgrounds are Race or Gender specific, and will
not appear unless one has selected the appropriate combination of the two.
A Player’s Constant Companion: the Character Editor
Finally we press the right arrow, and we come at last to the bulk of our duties in creating
a Character, and see for the first time a screen to which we will often return in the course
of our Game. This is the Character Editor (see Figure 2-10), wherein the player can
change those Statistics, Skills, Spells and Technological Disciplines of which his or her
Character is possessed. The strongest among us may quail at the sight of this complex
Interface, but do not despair, Gentle Player! Those uninterested in purchasing any
specific attributes for a Character may ignore these complex matters entirely, and employ
one of Earnest J. Lazyman’s simple “Auto-Level Schemes” instead. (See below) From
thence one can simply move on to our final words for the chapter, on “Buying
Equipment”.
The most important rule of the Character Editor is simply this: every attribute in the
game costs 1 Character Point, or CP, to raise. Every Statistic, Skill, Spell or
Technological Discipline will cost 1 CP, no matter its current value. Keeping this in
mind, it should not be unduly difficult to decide where points should be spent, and a wise
player will also be able to plan future purchases.
We recognize that learning to use the Character Editor Interface may seem a daunting
task, at first. To assist you in this difficult area, however, your Electro Dynamo has been
provided with a helpful gremlin, which will give you hints on how to proceed. When you
hover over any area of the Character Editor, a brief message will be displayed explaining
the Statistic, Skill, etc. upon which you have alighted. In addition to a description, the
gremlin’s message will also reveal any prerequisites which may be necessary in order to
possess this Skill. Technological Disciplines, for example, require a minimum value of
the Intelligence Statistic!
Struck with Amnesia? General Information and where one may find it on display
In the unlikely event that one has already forgotten the decisions one made just moments
ago on a Character’s most general description, there is no need to panic. Within this area,
the player is given the most basic information concerning his or her Character. These
attributes include Name, Portrait, Race, Gender, Level and Points. This area also displays
the Age of the Character (Gentlemen, please avert your eyes if the Character is a Lady!).
All Characters start the journey through Arcanum as a young adult, but this Age of
Majority will be different for each Race.
The Eight Basic Statistics: a subject of some Importance
Any given Character is possessed of eight Statistics, four of these being Physical and four
being Cerebral. In both categories, the Physical and the Cerebral, the Statistics fall into
four groupings, these four being Power, Skill, Resistance, and Appearance. Thus the
Power of the body is its Strength, while the mind’s Power is Intelligence. The body’s
Skill is its Dexterity, and the mind’s Skill is revealed in one’s Perception. The body’s
Resistance is known as Constitution, and the mind’s Resistance is the Will. And the
body’s Appearance is Beauty…while the attraction a mind may hold is called Charisma.
Physical Cerebral
Power Strength Intelligence
Skill Dexterity Perception
Resistance Constitution Willpower
Appearance Beauty Charisma
These Statistics cover a broad range of characteristics in the Game, but they can be
described briefly as follows:
Strength – being the raw muscle power of a Character, Strength determines how
much physical damage the Character can inflict with a blow, as well as how many
blows he or she can withstand; how many items he or she can carry; and how far
any given item can be hurled. Some weapons have a minimum Strength
requirement to operate them effectively; a person without sufficient brute Strength
will be unable to wield them. The abbreviation for Strength is given as “ST”.
Dexterity – being the overall bodily coordination of the Character, this Statistic
affects the Character’s performance in more Skills than any other. The
abbreviation for Dexterity is given as “DX”.
Constitution – being the body’s limit of endurance, this Statistic determines how
easily a Character will become fatigued, the rate of healing, and his or her
resistance to poison. The abbreviation for Constitution is given as “CN”.
Beauty – being the cosmetic appearance of the Character, this Statistic will
determine whether the first response of ordinary persons, before the Character has
a chance to speak to them, will be attraction or repulsion. The abbreviation for
Beauty is given as “BE”.
Intelligence – being the measure of a Character’s Cerebral power, Intelligence has
an impact on several Skills, as well as being the limiting factor in the learning of
Spells and Technological Disciplines, and for maintaining Spells. Also, a
Character’s verbal acuity is based primarily on his or her Intelligence. A person
of low Intelligence has distinctly limited choices in dialog. The abbreviation for
Intelligence is given as “IN”.
Perception – being the Character’s general sensitivity and alertness to the
immediate surroundings, Perception has a significant impact on a Character’s
ability to use ranged weapons effectively, among other things. The abbreviation
for Perception is given as “PE”.
Willpower – being a measure of the Character’s mental toughness and ability to
resist mental influences, Willpower controls the availability of Spells and also
determines a Character’s aptitude for haggling, as well as his or her resistance to
the effects of certain Spells and Skills. Willpower also contributes to the
Character’s hit points, and has an impact on his or her level of fatigue. A strong
Will allows a Character to ignore some small measure of suffering, be it physical
damage or sheer exhaustion. The abbreviation for Willpower is given as “WP”.
Charisma – being the sum of a person’s personality and charm, the Charisma of a
Character affects his or her ability to persuade others, and also determines the
maximum number of Non-playing Characters who will follow him or her
willingly. The abbreviation for Charisma is given as “CH”.
Each of these eight Basic Statistics may range in value from 1 to 20 (or more). The
Human average for any given Statistic is 8. Nonhuman races, however, may exceed the
standard limit of 20 in those Statistics in which they receive a Racial bonus. By way of
example, Dwarves receive a bonus of +1 to Strength and Constitution, and accordingly a
dwarven Character may have a value of 21 in these Statistics. A halfling receives a +2
bonus to Dexterity and may therefore reach a value of 22!
At this point, the Character’s Statistics may be raised above the default levels, so long as
one never spends more points than one currently has in the unspent points total (see
Figure 2-10). Clicking upon the plus or minus buttons next to the Statistic will raise or
lower it accordingly.
Having a Statistic reach the maximum value of 20 or higher is a rare event, and such
extraordinary prowess is rewarded in Arcanum. A special ability or bonus is associated
with each Statistic, and the Character which reaches this lofty height will benefit as
follows:
Statistic Bonus for a 20 or higher
Strength Double damage bonus
Dexterity Speed is 25 (+1 per point over 20)
Constitution poison immunity
Beauty reaction modifier is +100% (+10%
per point over 20)
Intelligence +10% to the success rate of every
Skill
Perception sense invisible
Willpower immune to any Spell resisted by
Willpower
Charisma 100% loyalty: followers will never
flee from your side and will only
leave you if you ask them to, never of
their own accord
These special bonuses are applicable only while the final value of the Statistic in question
remains at 20 or higher. A Character with a natural Beauty of 20, upon suffering a scar
which reduces Beauty by 1, will lose the bonus reaction modifier until healed. Note that
this also means that certain Races will never achieve certain bonuses, due to racial
modifiers--unless they receive some other improvement to the Statistic in question. A
half-orc, for example, will never enjoy the bonuses associated with Beauty or Charisma,
because these Statistics are reduced by his Race. By contrast, a half-ogre will derive the
special bonus for his great Strength quite easily, because he receives a large Strength
bonus from his heredity.
Putting Two and Two Together: An Enlightening Discussion of Derived Statistics
Every Character is possessed of certain Statistics which are derived from others. These
derived Statistics begin at a default value which is based upon the value of the parent
Statistic. Most such Statistics cannot be directly modified; the exceptions to this rule
would be Hit Points and Fatigue, which a player can buy directly. To raise a derived
Statistic, however, one must generally raise the basic Statistic from which it is derived.
The derived Statistics of the Game are as follows.
From Strength we derive:
Hit points – This is a measure of the Character’s current physical well-being.
Any person begins with a number of Hit Points based upon the values of his
Strength and Willpower, and loses some portion of those Hit Points when his or
her body is damaged. In the regrettable circumstance that the Character’s number
of Hit Points reaches 0, he or she will shuffle from this mortal coil. Hit Points are
recovered at a rate determined by the derived Statistic known as Heal Rate
(below). Extra Hit Points may be purchased with “Character Points”, if the player
uses the plus and minus buttons to the right of the Hit Point display.
Carry Weight – This is the maximum weight that the Character is capable of
carrying. (The unit of measure for weight is “stones”, as defined in Appendix
One, the Glossary.) The greater the Strength of the Character, the more he or she
can carry. See the rules for Encumbrance, in Chapter 3, for further discussion of
this matter.
Damage Bonus – A person of great Strength can inflict a great deal of punishment
in any unarmed or melee attack. There can also be a penalty—which is to say, a
negative adjustment to damage--for Characters with a lower measure of Strength.
A halfling’s fist does far less harm than that of a half-ogre!
From Dexterity we derive:
Armor Class Adjustment – Armor Class (AC) is a measure of how likely one is to
be seriously harmed, should one suffer an assault upon one’s person. A higher AC
is more desirable than a lower AC, naturally.
Speed – This is the base quickness of a Character; the higher one’s Speed, the
faster one moves and the more attacks one can make in a given period of time.
Logic asserts also that one’s Speed is necessarily reduced by the weight one
carries, and that attack speed must also be affected by the Speed Factor of one’s
chosen weapon. Speed can never be lower than 1.
From Constitution we derive:
Fatigue – This Statistic gives us a measure of how much exertion a Character can
endure before requiring rest. If Fatigue reaches a level of 0 or lower, the Character
will lose consciousness until Fatigue reaches 1. Spells cost the Character a certain
amount of Fatigue both to cast and to maintain, and carrying a heavy physical
burden has the same general effect. (Again, please see the Encumbrance rules of
Chapter 3 for further elucidation upon this subject.) Characters recover from
Fatigue at a rate proportional to the derived Statistic called Heal Rate (below).
More Fatigue can be purchased with Character Points, if the player makes use of
the plus and minus buttons to the right of the Fatigue display.
Heal Rate – This derived Statistic is somewhat self-explanatory; the Character’s
body heals at a rate proportional to this number. A Character recovers from
Fatigue continuously; Hit Points return only during sleep.
Poison Recovery Rate – When poisoned, the Character’s body will eliminate a
number of units of poison proportional to this number every few minutes. (These
will be subtracted from his or her poison level: see “Game-Acquired Statistics”
below). If the Character rests, the number of units eliminated every few minutes
will double: a body freed from other distractions will devote all available
resources to purging itself of the offending toxin.
From Beauty we derive:
Reaction Modifier – This is the superficial and sadly inevitable response which
may be occasioned by one's physical appearance. The Character receives this
bonus, or penalty, upon his or her first meeting with any “Non-Playing
Character”.
From Charisma we derive:
Maximum Followers – A Character will never have more willing followers at any
given time than this number allows. Please do note, however, that it is also
possible for Characters of low Charisma to have followers of a sort! It is more
than possible to gain followers through Quests.
Keeping a Stiff Upper Lip; or, the 5 Resistance Statistics
Resistance Statistics are displayed in the bottom middle of the Character Editor Interface
(see Figure 2-4). Any Character begins with 5 basic Resistances, which will range in
value from 0 to 95%. Most Races begin with a 0% in each Resistance except Poison,
which starts at a level based on Constitution.
Damage – A general measure of one’s resistance to damage caused by weapons
and physical attacks.
Fire - A measure of one’s resistance to damage caused by heat, smoke, and
flames.
Electrical – The extent of one’s resistance to damage caused by electricity and
lightning, regardless of whether these are generated by Force Magic or by
Technological Devices.
Poison – A resistance to damage caused by any kind of poisoning, be it natural
venom, man-made toxin, or a contagion created by means of Black Necromancy.
Magic – This is one’s innate resistance to Magic, and is similar in nature to that
immunity which is provided by Technological Aptitude. (In fact, a creature with
both faculties simply adds the two together, when Magic is directed against his or
her person.) Unlike Technological Aptitude, however, innate resistance to Magic
does not affect one’s own use of items or spells.
A final caveat: Armor, Background, Race, Technological Therapeutics and Magic can
modify any or all of these resistances.
The Self-Made Man: a brief Discourse on the subject of Game-Acquired Statistics
Certain Statistics cannot be modified before the Game begins; they change only in the
course of play, as a result of one’s experiences in Arcanum. These Game-Acquired
Statistics are as follows:
Level – A new Character begins his or her sojourn in Arcanum at Level One, and
gains additional Levels through the acquisition of Experience Points. With each
new Level, a new milestone in the Character’s development is reached, and in
recognition of this achievement the player is rewarded with Character Points to
spend on the purchase of Skills, Statistics, and Spells. The maximum Level any
Character may achieve in the course of the Game is 50; the current Level of the
player’s own Character is displayed at the top of the Character Editor Interface.
Experience Points – Any Character begins life as a fresh-faced stripling with 0
Experience Points (abbreviated as “XP’s”). As these XP’s are acquired, the
Character advances in Level. The number of XP’s necessary to achieve the next
Level are displayed at the top of the Character Editor.
Alignment – In the spirit of fair play, all Characters begin the Game with a neutral
Alignment, and through their own actions will evince an inclination toward either
Good or Evil. This Alignment will determine how kindly the Character is
regarded by certain Non-Playing Characters, and it may also restrict the use of
certain Spells or magical items. Regrettably, it must be noted that an Evil
Alignment is a slippery slope of sorts: while the slaughter of a Good creature is
always viewed as an Evil act, the slaying of an Evil creature is only considered a
Good deed if the Character is less Evil than his or her victim. The Alignment of
one’s Character is indicated by the meter on the left-hand side of the Character
Editor Interface.
Reputations – This Statistic is given in the plural because a Character may enjoy
more than one Reputation at a time. All Characters begin the Game with no
Reputation to speak of, but a certain notoriety may be acquired in the course of
play. Like Alignment, a Reputation of any kind is based upon one’s actions, and
the two Statistics are closely related. Both can be determining factors in the
reception one receives from Non-Playing Characters, but while Alignment tends
to shift continuously as the Character performs deeds both good and bad,
Reputations tend to stick permanently. Reputations are reported to the player in
his or her Logbooks (see our section on “Interfaces” in Chapter 3 for further
details).
Fate Points – All Characters begin their adventures in Arcanum with 0 Fate
Points, but through the completion of heroic quests these Fates Points can be
earned. They are spent during the course of the Game at those crucial moments
when events must be altered in the player’s favor. By way of example, a player
may spend a single Fate Point to insure that the next attack of his or her Character
will result in a critical hit, or even that the enemy’s next attack will critically fail.
Damage or injury can be negated with Fate Points, and Spells can be resisted
successfully. In short, Arcanum rewards its heroes with a bit of good old-
fashioned luck! This heavenly reward for earthly deeds can be distributed at the
player’s discretion. Fate Points are displayed along the top of the main interface
bar. (For more information on this subject, see Chapter 3, and the section entitled
“Playing the Game”.)
Character Points – Character Points are acquired at each new Level of
Experience, and can be spent to raise Statistics and Skills or acquire new Spells.
The current number of Character Points available for the spending is displayed at
the top of the Character Editor.
Poison Level – Thankfully, all Characters begin with a perfectly healthy Poison
Level of 0, but this may change if one’s Character is bitten by some manner of
poisonous creature or struck by an envenomed weapon. See Chapter 3, and the
section entitled “Combat”, for a few words on the consequences of being thus
poisoned, and be aware that if a Character has been poisoned, his or her Hit Point
bar will turn yellow as an indicator, while Poison Level is displayed as an overlay.
The Tricks of the Trade: a few words on the subject of Skills
By pressing the Skill button (see Figure 2-11), the player may view a full display of his or
her Character’s Skill Window. This display will list each Skill the Character may enjoy,
its rank, and its training (if any). All Basic Skills fall into one of four general areas of
expertise, and are accessed by the four buttons at the top of the Skill Window: these
being marked “Combat”, “Thieving”, “Social”, or “Technological”. Each Skill is based
upon a particular underlying Statistic, its “BS” (Base Statistic). Skills begin at a rank of 0,
and can never be raised higher than the Base Statistic upon which they depend.
Combat Thieving Social Technological
Bow DX Backstab DX Gambling IN Repair IN
Dodge DX Pick pocket DX Haggle WP Firearms PE
Melee DX Prowling PE Heal IN Pick Lock DX
Throwing DX Spot trap PE Persuasion CH Arm Trap PE
A person having a Dexterity of 10 begins with a Bow Skill rank of 0. He can never raise
the Skill’s level higher than a rank of 2 without first raising his Dexterity.
The chance of succeeding in the use of any Skill is given as a mathematical percentage,
and this number will increase several percent for each new rank attained. Ranks are
purchased with the plus or minus buttons to the right of the Skill in question. The
increase in one’s rate of success naturally varies for each Skill, but for any Skill a higher
rank will automatically translate to a higher rate of success. So, while a ranking of 0 may
mean that the Character is appallingly maladroit and absolutely abysmal in the use of a
Skill, a rank of 5 will very likely make one’s Character the most accomplished specialist
in all of Arcanum.
In the course of using an Skill, a Character may enjoy a critical success or suffer a critical
failure. A critical success causes the Skill to perform extremely well, while a critical
failure will often cause the Character to injure himself in some way. The frequency of
any critical situation is proportional to the rank of the Skill, with more critical successes
and fewer critical failures as rank increases.
All Characters begin the Game without training in any Skill whatsoever, and this training
cannot be purchased with Character Points. Instead, the Character must travel throughout
Arcanum, seeking out persons who are accomplished in the use of each Skill, and either
pay them gold or perform a quest (and occasionally both!) to receive the valuable training
they can provide. For more information on this subject, please see the section entitled
“Skills and Training” below.
Combat skills
Pray press the button marked “Combat”, Gentle Player (see Figure 2-12), and you can
display the Combat skills of your Character in a convenient sub-window. These are the
Skills which are useful in causing others intentional injury, and also in avoiding such
injury yourself. Some Skills which might be useful in Combat are also useful in other
situations, however, most especially Throwing and Dodging! All Combat Skills with the
exception of Dodge are defined as “active Skills”, by which we mean to say that the
player initiates their use in the Game. By contrast, Dodge is a passive Skill, as a
Character will Dodge instinctively: the ranking of this Skill is useful to your Electro
Dynamo machine, when the contrivance is calculating the chances of your Character
being struck by an enemy or a trap’s effect. In the case of all “active Skills”, please make
reference to the Critical Hit and Critical Failure charts to learn the possible effects of
these happenstances.
Bow – The knack of using a classic bow weapon, be the bow short or long.
Dodge – The tendency to leap aside and avoid injury when one is attacked, or
surprised by a trap.
Melee – The ability to land a damaging blow, when boxing or striking with a
weapon in hand.
Throwing – The capacity to hurl knives, rocks, grenades or any other potentially
dangerous object with accuracy.
Thieving skills
Press now the button marked “Thieving”(see Figure 2-13), and one can see a display of
the Character’s Thieving Skills in a second convenient sub-window. Just as one might
guess, these are the Skills most prized by thieves, although there are many perfectly
moral and wholly non-criminal applications of the very same abilities (with a possible
exception of Picking Pockets, perhaps, a Skill for which they may be no wholesome use).
Backstab, Picking Pockets and Prowling are defined as active Skills, while Spotting
Traps is passive.
Backstab – this Skill allows one’s Character to score extra damage when using a
rear attack with a dagger. An unaware opponent receives considerably more
damage than an aware one. The amount of damage increases with Skill’s
improvement, as well.
Pick Pocket – Picking pockets is the fine art of stealing from others, and this Skill
allows the Character to add and remove items from the inventory of another
person. A failure in the use of this Skill may garner unwelcome attention from his
or her intended victim, if said victim makes a successful Perception check. On a
critical failure the Character is always caught, however--even by the blindest
numbskull imaginable.
Prowling –It takes both delicacy and grace to move so quietly that one is able to
avoid detection.. Naturally the Character’s measure of success is determined to
some degree by the surroundings and the available light; it is more difficult to
hide oneself in a brightly-lit, empty room than in a dark, crate-filled warehouse.
Armor will affect a would-be prowler’s chance of success; it is rather easier to
sneak about in normal clothes than in a clanking suit of plate mail.
Spot trap - Even the most skillfully laid trap cannot be completely hidden from a
person with properly trained eyes. The ability to locate mechanical traps in one’s
immediate vicinity before they are tripped is called “Spot Trap”, and the chance
of success may be reduced by improper light.
Social skills
If we press the button marked “Social” (see Figure 2-14), we come to a display the Social
Skills sub-window. One’s Character makes use of these Skills in business dealings, on
social occasions, and in any situation which requires interaction with the people of
Arcanum. The Skills of Healing, Gambling and Haggling are active in nature, while
Persuasion is passive.
Gambling – A wise man makes his own luck, and with a bit of Skill one can win
consistently at cards, dice and other games of chance. This Skill may come in
handy when a Character wishes to gamble for certain items held by a Non-Playing
Character. The rank of the Gambling Skill determines the maximum worth of any
single item for which one may gamble.
Haggle – The gentle art the deal comes into play when one wishes to buy goods at
less than their full price. The higher the rank of one’s Haggle Skill, the less a
Character will pay for items during bartering and the more she will receive when
selling items. A person of quick wit and sharp tongue need never pay standard
retail prices!
Heal – The Skill of Healing gives a Character the ability to cure wounds and
reduce crippling injury. One must make use of bandages or medical kits in order
to Heal someone, and each use of the Skill will deplete some of your supplies. A
critical success can do a great deal of good to an injured person, but a critical
failure will Heal nothing and use up more the usual measure of one’s Healing
supplies.
Persuasion - It requires a certain degree of charm to Persuade others to take
action, or to convince them that we are speaking the truth. Within the confines of
our Game, this particular Skill operates passively in dialog situations (see Section
3-5).
Technological skills
Finally we come to the button marked “Technological”, (see Figure 2-15), and upon
pressing it find ourselves treated to a display of the Technological Skills sub-window.
These are the Skills necessary for successful interaction with all manner of Technological
Contrivances. A word to the wise: any Character Points spent in improving these Skills
will alter a Character’s Magical/Technological Aptitude Statistic, just as improvements in
one’s Technological Disciplines do. The Character’s interaction with all Magical and
Technological items will be affected.
All Technological Skills are active in nature.
Repair – This is the Skill that makes a man handy; possession of Repair Skill
gives one the chance to repair a plethora of Technological and smithied items,
from swords to steam engines to Tesla guns.
Firearms – This Skill governs the use of all Technological projectile weapons.
Pick Locks –This Skill allows one to open locks without the use of the appropriate
key. A critical failure in the use of this Skill will jam the lock, rendering it
impossible to open without the proper key or a Spell of some kind. Note that the
Character must have lockpicks in his or her possession, in order to use this skill.
Disarm Traps – An aptitude in the area allows the Character to disable traps. One
must be aware of the trap’s existence (via the Spot Trap Skill, or the like) before
one can attempt to disarm it.
Please see Chapter 3 and the section entitled “Playing the Game” for a more detailed
discussion of how these Skills are used during the course of our Game.
A Few Words on the Positive Effects of Training
Training is the best means of improving one’s performance in any Skill, and training is a
separate matter from one’s rank; all Skills begin as Untrained and remain Untrained no
matter how high the Skill’s rank becomes. When a Skill is Untrained, nothing appears in
the Skill Window next to the Skill’s Name. The Character must seek and pay for training
in order to learn the subtle tricks of the trade, and acquire the training bonuses that are
unique to each Skill.
There are three levels of training in every Skill, these being that of the Apprentice, the
Expert and the Master. Beginning at rank 1, a Character may seek out a trainer and pay a
small sum for a few valuable hints on improving his or her Skill. After this transaction,
the completely Untrained Character goes from being Untrained to an Apprentice, and
gains a small bonus for use of the Skill. For example, an Apprentice Bowman can shoot
arrows at a higher rate of speed than an Untrained Bowman.
Upon achieving a rank of 3, the Character must find an Expert trainer to further hone his
Skill. The ranking of 3 alone is not sufficient to earn the training an Expert can give,
however; a goodly sum of money will also be required. Upon completing this transaction,
however, the Character gains another bonus for the use of his Skill, while retaining the
tricks he learned as an Apprentice. To continue with our previous example, an Expert
Bowman can fire two arrows at once, in addition to the higher rate of fire he gained as an
Apprentice Bowman.
Finally, at the rank of 5, a Character may seek out a Master of his Skill. A true Master of
any Skill is a mercurial creature, reluctant to place his or her knowledge in the hands of a
Character who may use it for foolish or selfish ends. The Master will require a Character
to prove his worth, often demanding quest items which are difficult to obtain or even
Expert status in other related Skills, in addition to the usual large sum of money. Masters
are very rare and seldom make themselves readily available to the public-at-large, often
sequestering themselves in out-of-the-way places to avoid the burdens of their fame. The
bonus for a Master level of Skill is once again cumulative to bonuses enjoyed by an
Expert and an Apprentice. A Master Bowman can shoot arrows at any target without
range penalties, and he also can fire two arrows at once as all Experts can, at the same
high rate of speed that he learned as an Apprentice.
Common sense dictates that such training is necessarily sequential. A person Untrained
in the use of the Bow cannot become an Expert until he has first trained as an Apprentice.
However, although training is restricted by rank, the reverse is not true. One can possess
a rank of 5 and still be Untrained.
The specific effects of training one’s Skill are as follows:
Bow Apprentice – the Speed of the Character with a bow is increased by 5
Bow Expert – the Character may fire two arrows at once
Bow Master – the Character’s chance of success is unaffected by range penalties
Dodge Apprentice – on a critical success, there is a 10% chance the opponent will
critically fail
Dodge Expert – on a critical success, there is a 50% chance the opponent will
critically fail
Dodge Master – on a critical success, the opponent will always critically fail
(overrides the benefits of Melee Mastery)
Melee Apprentice – the Speed of the Character with a melee weapon is increased
by 5
Melee Expert – the Character is unaffected by lighting penalties
Melee Master – the Character cannot critically fail with a melee weapon
Throwing Apprentice – the Speed of the Character’s throw is increased by 5
Throwing Expert – the Throwing Range of the Character is 50% farther
Throwing Master – the Character’s chance of success is unaffected by range
penalties
Backstab Apprentice – a successful rear attack upon an unaware opponent will
bypass his armor
Backstab Expert – the Character may backstab with swords and axes as well as
daggers
Backstab Master – the Character gains an enormous increase to his chance of
scoring a critical success
Pick pocket Apprentice – the Character is ONLY caught on a critical failure
Pick pocket Expert – the item size penalty is halved
Pick pocket Master – the Character cannot be caught when planting an item
Prowling Apprentice - the Character’s chance of success is unaffected by lighting,
and armor penalties are halved
Prowling Expert - the Character’s chance of success is unaffected by surrounding
objects, and he can walk while Prowling
Prowling Master - – the Character can conceal himself during combat and cause
his opponent to lose track of him, and he may also run while Prowling
Spot trap Apprentice – the Character’s chance of success is unaffected by lighting
Spot trap Expert – the Character is able to sense magical traps as well as
mechanical ones
Spot trap Master – if the Character fails (but does not critically fail), he gets a
second chance to spot the trap.
Gambling Apprentice – a “mark” will gamble for more expensive items
Gambling Expert – a “mark” will gamble away wielded items
Gambling Master – a “mark” will gamble away things that he or she would not
normally sell
Haggle Apprentice – the merchant’s mark-up is reported to the character
Haggle Expert – merchants will buy anything, even things they normally would
not
Haggle Master – merchants will sell items marked “Not for Sale”.
Heal Apprentice – a Character may heal an extra 50%
Heal Expert – critical failures are merely failures (and thus do not use extra
bandages)
Heal Master – all successes are critical successes (and will Heal side effects of a
crippling injury)
Persuasion Apprentice – followers will wait for one’s Character longer than
normal
Persuasion Expert – gain a bonus of 2 extra followers in addition to Charisma
Bonus
Persuasion Master – anyone will join with the Character, regardless of reaction to
one’s alignment
Repair Apprentice – reduction of max HP’s is only 5%
Repair Expert – reduction of max HP’s is only 1%
Repair Master – there is no reduction of max HP’s except on a critical failure. A
Repair Master can fix broken items (items reduced to 0 hit points) but always at a
cost of 5% of max HP’s.
Firearms Apprentice – the Speed of the Character with a gun is increased by 5
Firearms Expert – called shots are made with 2/3 the penalty
Firearms Master - the Character’s chance of success is unaffected by range
penalties
Pick lock Apprentice – pick lock action takes half as much time
Pick lock Expert – the Character is unaffected by light penalties
Pick lock Master – the penalty based on the lock’s difficulty is halved
Disarm traps Apprentice – the Character is unaffected by light penalties
Disarm traps Expert – if the Character critically succeeds at disarming, he gets an
item that is part of the trap (such as arrows or dynamite)
Disarm traps Master - if the Character fails (but does not critically fail) at
disarming a trap, he gets a second chance
Embracing the Technological Disciplines
Pressing on, we find the Technological Disciplines button (see Figure 2-160), and display
the Disciplines window for a nearly completed Character. The Technological Disciplines
of Arcanum fall into eight categories, listed and explained below:
Smithy – A Discipline concerned with the construction of armors
Mechanical – A Discipline concerned with the production of gadgets through
mechanical means
Gun Smithy – A Discipline which covers all aspects of the design and creation
of new firearms
Electrical – A Discipline which explores the mysteries of charged particles and
magnetism
Herbology – A Discipline concerned with the living body and how natural
substances effect it
Therapeutics – A Discipline which explores the beneficial effects of man-made
materials on the body
Chemistry – A Discipline which considers man-made substances and their
deleterious effects
Explosives – A Discipline concerned with the research and development of
unstable substances
To acquire one of the above Technological Disciplines, the player must press one of the
category buttons at the top of the Discipline window. Each Discipline contains seven
degrees, the lowest being that of the Novice and the highest that of the Doctor. If one
does not possess any degree in a Discipline, one is referred to as a Layman. Each degree
can only be acquired by attaining the degrees previous to it, and any Character Points
spent in Technological Disciplines will alter the Magical/Technological Aptitude Statistic
of the Character. This alteration in Aptitude, in turn, will affect the interaction of one’s
Character with all Magical and Technological items.
To purchase a degree, press the plus button which is adjacent to it. One can negate a
degree purchase by pressing the minus button adjacent to it. Please be aware that within
any given Discipline, each degree must be obtained in the correct order; in this, our
humble Game is no different than life. Every degree is, in sequence, a prerequisite for
obtaining the next, and every degree has an additional prerequisite as well, this being the
possession of the minimum Intelligence value necessary to command such extensive
knowledge. The higher the degree, the higher the Intelligence Statistic of a Character
must be to attain it.
For each degree attained by one’s Character, a Discipline-specific aptitude called
Expertise will be gained. Expertise is a numerical value, which indicates one’s
understanding of the Discipline in question; Expertise in any Discipline is directly related
to the technical complexity of the items one is able to comprehend. In consequence,
Expertise directly affects the Character’s ability to combine items in a useful and
productive fashion. The combining of items is further explained in the Schematics
section of Chapter 3, but for now, suffice it to say that comprehension and use of a new
Schematic is possible with each new degree obtained by one’s Character--and that the
complexity of this new Schematic is congruent with its associated degree.
For a complete list of learned Schematics, please make reference to Appendix Four.
An Introduction to Spells
Conversely, by pressing the Spell button (see Figure 2-17), we can display the Spell
window for our Character. There are sixteen colleges of Magick in Arcanum, and all
Spells are associated with one of these sixteen:
Conveyance – concerning Spells which supply one with motion and
transportation.
Divination – concerning Spells which supply one with information or knowledge.
Air – concerning Spells which manipulate the first elemental material, that of air
and wind.
Earth – concerning Spells which manipulate the second elemental material, that of
earth and stone.
Fire – concerning Spells which manipulate the third elemental material, that of
fire and heat.
Water – concerning Spells which manipulate the fourth elemental material, that of
water and ice.
Force – concerning Spells which manipulate and direct pure cosmic energies.
Mental – concerning Spells which influence and control the mind of a sentient
target.
Metaphysical – concerning Spells which have their chief affect on other Spells.
Morphological – concerning Spells which alter the material substance of a target
in some fashion.
Natural – concerning Spells which manipulate and control plants, animals, and
natural forces.
Black Necromantic – concerning Spells that negatively affect the life force of a
creature.
White Necromantic – concerning Spells that positively affect the life force of a
creature.
Phantasmagorical – concerning Spells which control light and illusory images.
Summoning – concerning Spells that summon creatures of progressively greater
power.
Temporal – concerning Spells which control the flow of time.
Each college of Magick contains 5 Spells, and within any one College these Spells must
be learned in the correct order; each Spell is a prerequisite for the next. Additionally,
there is the prerequisite of possessing the minimal Willpower necessary to learn and cast
this Spell, with higher level Spells demanding more Willpower from the would-be mage
than lower level Spells. No spell may be learned if the Character has an Intelligence with
a value lesser than 5.
To purchase a desired Spell, press the plus button next to its name; the player can undo a
Spell purchase by pressing the minus button. Please do keep firmly in mind that any
Character Points spent on Spells will alter the Magical/Technological Aptitude of the
Character, and this, in turn, will have significant effect of the Character’s interaction with
all Magical and Technological items.
Remember also that when any Spell is cast, it costs the mage a certain amount of Fatigue.
Additionally, some Spells will cause continuous Fatigue for as long as the mage
maintains the desired effect. If Fatigue ever drops to 0 or below, all maintained Spells are
discontinued, and the caster will faint dead away and remain unconscious until enough
Fatigue is regained to reach 1. No caster can maintain more Spells than his Intelligence
divided by 4. Yes, Gentle Reader—a person with an Intelligence of 3 or lower cannot
maintain any Spells at all! But a person of such low Intelligence will probably have more
than sufficient challenge in life just controlling his or her bodily functions; marshalling
mystical energies would only be a burden.
No Spell is guaranteed to achieve its intended effect. While some Spells are impossible
for the target to resist, others can be resisted by the target’s Constitution or Willpower.
Also, any Spell or Magical item may fail when used by or directed upon a target who
possesses even the smallest measure of Technological Aptitude (see Chapter 3 for more
information on this subject). Regardless for the reason of a Spell’s failure, the caster will
pay the full price in Fatigue for the attempt.
Note: innate Technological Aptitude can cause Spell failure. The chance of failure is
proportional to the Technological Aptitude of the caster and to the Spell’s level. Someone
with a high Technological Aptitude casting a level 5 Spell stands a VERY good chance
that the Spell will fail to cast.
For a complete list of Spells in each College of Magic, please see Appendix Three.
Earnest Lazyman’s Amazing Auto-Leveling Schemes: never Edit Another
Character By Hand!
By pressing the Scheme button (see Figure 2-18), we can display an Auto-Level Scheme
window for our Character. This window displays the currently active Auto-Level
Scheme, as well as a list of other Schemes which are available for our use. If the
Character in question is using “No Scheme”, the player must distribute Character Points
manually whenever the Character gains enough experience to raise a new Level.
However, if the player chooses any other Scheme on the list, the Character will spend its
own Character Points without demanding the player’s time and energy. Each time this
Character rises in Level, the Character will attempt to buy Statistics, Skills, Spells and
Disciplines in an order based upon his or her active Scheme. These purchases will be
reported to the player along with the message that the Character has leveled.
The player can change his or her chosen Auto-Level Scheme or switch to the “No
Scheme” setting at any time during the course of our Game. The player can also invent
unique Auto-Level Schemes! See the documentation on “Arcanum User Editing” for
more details on this subject.
Magical/Technological Aptitude
This Statistic’s value is based upon the number of Character Points the player has spent
on either Magical Spells or Technological Skills and Disciplines. A Character with more
points in Spells is said to have Magical Aptitude, whereas a Character with more points
in Technological Skills and Disciplines is said to have Technological Aptitude. This
Statistic can range from 100% Magical Aptitude to 100% Technological Aptitude.
Human Characters begin with a neutral value of 0, having no innate leanings towards
either Magic or Technology. The meter on the right-hand side of the Character Editor
Interface (Figure 2-4) will display the Magical/Technological Aptitude of one’s
Character.
As the Magical Aptitude of a Character increases, his or her use of Magical Spells and
items will be more proficient and effective. By the same token, Technological items will
work less well for this Character, and will be less efficacious when used by him and on
him. Similarly, as Technological Aptitude increases, Technological items will be used
more proficiently by a Character…but Spells and Magical items will work less well in his
vicinity.
As a general rule, a Magical item will work adequately for someone with no Magical
Aptitude, but optimally for someone with a 100% Magical Aptitude and not at all for
someone with a 100% Technological Attitude. The reverse is true for a Technological
item; it works adequately for a person of no aptitude, best for someone with a 100%
Technological Aptitude, and not at all for someone with a 100% Magical Aptitude.
Final Preparations for the Voyage of a Lifetime!: or, Buying Equipment
Once all Character Points have been spent in the Character Editor Interface, the player
may press the lower right arrow button and move on to very last preliminary stop before
we begin our adventures in Arcanum: Buying Equipment (see Figure 2-19). This
Interface is an exact duplicate of the Barter Interface which one will use in the Game
itself (please see Chapter 3 for information on how to use the Barter Interface in the
course of play). Here, Gentle Player, you may spend your precious starting cash on
equipment which may be useful to you, as you take your first tentative steps in a brave
new world!
Bearing in mind that certain Backgrounds may have reduced or even eliminated one’s
inheritance, while others may have provided one with a surplus of cash or a valuable
item, the player should now spend a few moments in thought. What things might prove
useful, in a land where adventure lurks around every corner? Buy or sell as the mood
strikes: if prices seem too high, it might be wise to retrace your steps and improve this
Character’s Haggle Skill!
When this last-minute shopping is finished, press the green arrow at the bottom right of
the screen to begin play.
Chapter 3: Playing the Game…in which We Sally Forth to Play Arcanum
At last our adventure begins, and we behold the glory of the Main Game Interface (see
Figure 3-1). Always visible to us while we reside in Arcanum, The Main Game Interface
can be seen even when other sub-windows are open. Should a sub-window arise which
demands the whole screen at once, such as the Inventory Screen or the Character Editor,
a small circular window will appear in the upper left-hand corner of the screen. Through
this small portal, the player’s Character can still be seen; clicking in this small circular
window will close the larger sub-window and return us to our main isometric view of the
Game’s proceedings.
Section 3-1: The Main Game Interface
Let us pause for a moment to consider the various components of the Main Game
Interface.
Hit Point and Fatigue Gauges
These gauges show the number of Hit Points (bottom left) and the volume of Fatigue
(bottom right) remaining to the player’s credit. Behold that both glass tubes are filled
with liquid, red for Hit Points and blue for Fatigue. If one’s Character is poisoned, the
liquid in the Hit Point gauge will change from red to yellow to indicate the bilious nature
of envenomed blood. Located at the very bottom of each gauge is the exact numerical
value of Hit Points or Fatigue points for the Character.
Words to the Wise: the Message Window
At the bottom middle of the main interface we find the Message Window, an area used
primarily to display messages to the player and to give one a description of certain
notable subjects in the course of our Game. Useful information regarding both items and
creatures will appear here. When hovering over the top half of this window, our cursor
will become an upward-pointing arrow, whereas the cursor becomes a downward-
pointing arrow if held over the bottom half. Using these two arrows, the player can leaf
easily through previous messages, although it must be said that descriptions are not saved
in this queue.
A few examples of those messages which would be saved:
“You have gained a level.”
“You have been poisoned.”
“You have gained x experience points and x fate points for completion of the quest.”
Hovering the cursor over interesting persons, places and things will provide us with a few
salient words on the subject of our curiosity. The description of a Non-Playing Character
will include the person’s name, if known, as well as a summary of his reaction to one’s
person and a few words about his state of health. A portrait of the being in question will
be displayed to the left of the description text. Note that all Playing Characters, Non-
Playing Characters and Monsters can be seized up in this fashion! A description of an
Item will also include a picture of the Item on the left and a few words to the right, these
latter depending on what is known about the object in question. And at times, one’s
surroundings may also occasion some special remark, being as notable in their way as a
living creature or an interesting item--although not all scenery will be inspire a comment.
If we click the Spell or Skill buttons (see below), the action will cause an appropriate
window to rotate into place over the Message Window. Clicking the same button again
will make the Message Window reappear.
Hotkey Bank
There are 10 slots in the hot key bank. Each of the slots is bound to a keyboard number,
keys 1- 0. The player can drag and drop many functions from the interface into any of
the slots for easy access. Some examples would be items such as potions and weapons,
or spells. A slot is activated by either left-clicking on the appropriate slot or hitting the
corresponding number hot key. When activated, either the appropriate item is used or
wielded, or the spell is cast. In cases where a target is needed, a targeting cursor will
appear and the player should select a target, even if the target is one’s own Character.
If an item is used, it will automatically be replaced in the hotkey bank with an identical
item from inventory, if one exists. For example, if the player has a health potion tied to
slot 1 and the player makes use of that potion, then that slot will tie itself to another
health potion in inventory, if the Character has one. If not, then the slot will clear itself.
The player can manually clear a slot by dragging it to the right of the hot key bank and
dropping it into the destruction tab at the end.
Item Spell Button
Located on the left-hand side of the hotkey bank, this button is used to access the spells
of a wielded magical item. See Section 3-6 for more details.
Experience Gauges
The experience gauges are located directly below the hotkey bank. There are two such
gauges: one might be best described as “the Experience Bubbles”, while its partner is
best described as “the Experience Bar”. The Experience Bubbles light up, from left to
right, as one’s Character gains experience. They are a measure of how near the Character
is to reaching the next level. When the rightmost bubble is filled, the Character gains a
level. The lower bar, by contrast, is a magnified view of each bubble. It shows how near
the Character has come to lighting up the next bubble. The lower bar is a good way to
measure the progress of one’s Character closely.
Gold/Ammo Counter
This counter usually displays how much gold one is carrying. However, if one’s
Character is wielding a weapon that uses ammunition of a particular type (arrows, bullets,
charges or fuel), it will display how many units of the appropriate ammunition the
Character has remaining.
Last Skill/Spell
The area below the Gold/Ammunition Counter displays the last two actions the player
has taken with a Skill or Spell. We can click these buttons or press the A key to activate
the left-most button.
Sub-Window Buttons
Each of the four buttons in the upper left of the Main Game Interface will bring up a
separate sub-window screen, and each of these sub-windows will completely fill the
isometric view when triggered. When such a sub-window is opened, as previously noted,
a small circular window is placed in the upper left-hand corner, wherein the player will
be able to see his or her Character in the Game, albeit at half size. The player is thus able
to keep an eye on the Character at all times, and prevent the Character from getting up to
any mischief while unattended. If the player should click on this Character window or hit
[Esc], the Game will return to the isometric view.
The four sub-windows are, in order:
Character Maintenance
Pressing this button or the C key will open the Character Editor, which shows all the
Statistics and Skills of the Character (see Figure 3-2). This is the self-same Editor
which was used to create a Character at the start of the Game. The player can assign
any unspent Character Points here, at any time. However, the player cannot undo any
points spent on previous visits to this Editor, so once this window closes, any changes
made to the Character are permanent.
When the Character gains a Level or is affected by something that changes Statistics
or Skills, this button will light up and stay lit until the player opens the Character
Editor to see what has taken place.
Logbooks
The Logbook Button or the L key will bring up the Logbooks Interface, as seen in
Figure 3-3. The Logbooks of a Character will record a variety of noteworthy events
which have taken place in said Character’s life. The Logbook is broken down into
several sections, these being selected by tabs on the book’s right-hand side. If a
section has more than two pages, arrows will appear in the top corners of the book so
the player may turn the pages and see the additional information.
The first section is a journal of Rumors and Notes. In these pages, a Character jots
down anything he or she has heard which might prove to be of importance while
playing the Game. Each notation is time-stamped and drawn in black. If the Character
ever discovers a certain rumor is false, then that rumor is struck out of the book.
The Quests section (see Figure 3-4) displays every quest the Character has ever heard
tell of at one time or another. Each tidbit of information is time-stamped, but
depending on the state of the quest, the color is different. A quest that has been
mentioned to the Character, but not accepted, is given in black. Quests that the
Character has agreed to undertake are recorded in blue. Quests that have been
completed are given in green, and struck out. Quests that cannot be completed, either
because they have been botched or because they have been completed by a rival
Playing Character (in multiplayer mode) are red, and struck out. An example of a
botched quest? Well, perhaps that regrettable instance when we sallied forth to
rescue a kidnapped princess and succeeded only in getting her killed. At times we can
pull a botched quest out of the fire and “unbotch” it, of course—in the case of the
Princess, we might find a mage capable of resurrecting her—and in such a case the
quest’s color would turn from red back to blue, and we might even be able to
complete it.
Reputations (see Figure 3-5) are the results of particularly good or bad actions on the
part of the Character. At times a particularly noteworthy deed may make a large
group of people love and admire us…whereas other actions might make us feared or
despised. Some Reputations have mild reaction adjustments, while others have rather
severe reaction adjustments.
Blessings (see Figure 3-6) are bonuses granted to the player by a higher power.
Similarly, Curses are penalties inflicted on the player by some such agent. Blessings
are shown in blue, while Curses are shown in red. These matters are divinely
wrought and are considered to be outside of both the Magical or Technological
realms. Therefore, magic spells and resistances have no effect whatsoever on blesses
and curses.
The next of the Logbook is called Kills and Injuries (see Figure 3-7). This section
keeps track of the enemies killed by the Character and his followers, as well as any
serious injuries the Character has sustained. The kills are given on the left-hand page.
The total number of kills is recorded, and this includes any kills made by the
Character’s followers. Additional notes are added to a certain kill if the event was
remarkable in some way, as when a certain being was the most powerful or the most
evil creature the Character has ever killed. By contrast, the list of one’s personal
Injuries begins on the right-hand side. Any serious injury that a Character has
received, including blindness, crippled limbs, or scarring, is recorded here, along with
the name of the creature which inflicted it. If the injury has been healed, it is struck
out, but it still appears as a reminder.
The Background section (see Figure 3-8) lists the Background that was selected for
this Character during the process of Character creation. If the player selected a Pre-
fabricated Character, his or her history is shown here instead.
The last section of the Logbook is Keyring Contents (see Figure 3-9). If one’s
Character possesses a keyring, this section will list the name of every key on that
ring. If the Character possesses more than one keyring, only one keyring will hold
any keys—this being the keyring which was first picked up. Only this earliest, active
keyring will be displayed here.
Map
The Map Button and the W key will both take the player to one of two Interfaces,
depending on where one’s Character is standing at the time. If the Character is in a
town, a dungeon, or in any location with a local map (for purposes of our Game, all
maps of these areas are collectively known as “Town Maps”), then the Map Button
will appear in the shape of a scroll. If we click upon this scroll, we are given a look at
the Town Map Interface. Otherwise, the Map Button appears in the shape of a globe,
and the player will be brought to the World Map Interface.
In Figure 3-10, we see the Town Map Interface. Observe that the Town Map gives us
a view of our immediate surroundings from a very high vantage point. A crosshair
marks the location of one’s Character, and one’s followers (if any) also are displayed.
The compass to the right is always aligned with North at the top, and the Character’s
precise location is displayed below it.
On the left-hand side of this display are two buttons. The World Map Button switches
the player to a zoomed version of the World Map, but be aware, Gentle Player, that
one cannot initiate travel on this World Map while one’s Character stands in a “Town
Map” area! Should one wish to travel abroad, one must first leave the town or
dungeon. The other button to our left is the Town Map Button. The Town Map
Button will switch us back to the Town Map, if we have briefly strayed to the World
Map.
The player can also scroll the map with the scroll button, or by use of the arrow keys.
And the Town Map allows the player to drop way-points by left-clicking on the map
and to remove way-points by right-clicking. Our Town Map Interface is blessed with
an additional button on the right, which if pressed, will initiate travel along the way-
points.
Turning our attention to Figure 3-11, we behold the majesty of the World Map
Interface. Very similar in character to the Town Map Interface, the World Map
allows travel across the very firmament of Arcanum! Please do note that terrain can
be an impediment to one’s progress, and that the player will be obliged to choose
paths which navigate the Character around natural obstacles such as mountains and
rivers! As the Character travels, he or she may also see something of interest in the
distance. On such occasions the Electro Dynamo machine will automatically take
note of the spot and add a marker to the World Map to mark its location. If the player
is so inclined, he or she may interrupt the Character’s journey and go to this marker
immediately to investigate further--or it can be left for a later, more convenient time.
Personal Inventory
With the pressing of the next button or the use of the I key, the player may open the
Personal Inventory Screen (See Figure 3-12). Here the player can wield, drop and use
items that have been found or purchased in the course of the Game. All of the items
currently being wielded by the Character are shown on the left-hand side of the
screen, placed in 9 different slots. Each slot is reserved for items of a certain type: a
helmet, 2 rings, an amulet, a weapon, a shield, armor/clothes, gloves, and footware.
The right-hand side of the Screen shows the Inventory Grid, an area which contains
an abstract display of all of those items which the Character carries, but does not
wield. The total weight of all these items, in stone, is displayed in the upper left-hand
corner, along with the Character’s current level of Encumbrance and Speed. The
number in parentheses after the Encumbrance level is the amount of weight (in stone)
which will begin the next Encumbrance level. For more information on
Encumbrance, see section 3-2.
The total number of “stackable” items (these being gold, arrows, bullets, charges and
fuel) are shown on the right-hand side of the screen as well. There is also a Pack
Button, which will rearrange the items in one’s inventory into the most compact
possible arrangement. The button will pack items to the top of to the left, on alternate
presses. This packing feature is most useful when one finds particularly wide or very
tall items! Note also that this feature can also be useful in packing the inventory of a
follower, when one is bartering with them.
Items can be transferred between the Inventory Grid and the Wield Slots by selecting
the desired object, dragging it to the appropriate slot, and dropping it into position. If
an item is dropped into an inappropriate Wield Slot, one which doesn’t suit its type, it
will return automatically to the Grid. If an item is dropped into a Slot which has
already been filled with another item, the new item enters the Slot and the item
previously wielded is picked up.
If armor is wielded, the Character immediately changes his or her appearance to
match the armor type, and the player will see this visible change in the circular view
window. If a weapon and a shield are wielded, these items are only visible on the
Character if he or she is in “Combat Mode” (see Section 3-3). Wielded armor and
weapons will change the Attack and Defense ratings of a Character, these being
shown in the bottom corners of his or her Wield Grid. These ratings are a measure of
the Character’s attack potential (a combination of damage and skill) with the wielded
weapon, and defense potential (a combination of armor class and resistances) of the
wielded armor. These ratings range from 0 to 100, with 0 being the worst and 100
being the best possible rating.
Items can be used in the Game by dragging and dropping them into the Use Box,
which is found on the right-hand side of the screen. The Use Box glows green if the
item can be used at the moment, or red if it cannot be used in the current situation. If
the item needs a target, the player will be returned to the isometric view and given a
target cursor. The player can left-click on the appropriate target for this item, even if
his own Character is the best subject for its effect. Or, if the use of the item does not
seem necessary, the player may right-click to cancel the use of the item.
Items can also be discarded by dragging and dropping them into the Drop Box on the
right-hand side of the screen. The Drop Box glows green if the item can be dropped,
and red if it cannot be dropped. Dropped items are placed at the feet of one’s
Character; if more than one item is dropped, the items combine into a junk pile,
which serves as a container of sorts for the items. Keep in mind that junk piles of this
sort can be looted (see “Looting” in the section on Thieving below).
Items can also be thrown by dragging and dropping them into the circular window in
the upper left-hand corner of the Screen. The player is returned to the isometric view
and given a target cursor that resembles the item to be hurled. To select a target for
this missile, the player has only to left-click upon a target or a preferred location. If
the player has changed his mind, a right-click will cancel the action and return the
item to Inventory. If a thrown item hits an object, it will do damage as a weapon if it
is a considered a weapon suitable for throwing—as in the case of a dagger, by way of
example. Otherwise the damage done by a thrown object is based simply upon its
weight, as when one hurls a chair or a mace. This will be considered an attack, if the
target object is a living creature!
If a stackable item is dragged and dropped--gold and ammunition being notable
examples--a multi-move interface will scroll over the Message Window (see Figure
3-12a). This interface allows the player to select exactly how much of the stack to
transfer. The right arrow will select all of the stackable amount, while the plus and
minus buttons allow the player to fine tune the amount. The player can also type the
exact numerical amount to transfer, as well. Pressing the green button will complete
the transfer, and pressing red button will cancel it.
When an event takes place which has specific reference to any one of these four sub-
window buttons, the appropriate button will light up and glow red. Any effect upon one’s
Character will light up the Character Editor Button, to alert the player to the change. If a
Rumor is heard, or a Quest changes its state, if one’s Character is Blessed or Cursed, or if
he makes a kill or receives an injury, the Logbook Button will flare up brightly to signal a
new entry in one’s personal records. If the Character enters or exits a town area, the Map
Button will indicate the change of venue. And if the Character gains or loses an item, the
Personal Inventory Button will be the first to let the player know.
Making One’s Own Luck: the Delicate Matter of Fate Points
When we press the Fate Button or the F key, we behold a menu filled with possible twists
of fate (see Figure 3-13): Full Healing, Force Critical Hit, and Force Critical Failure
would be but a few of one’s possible choices. When the player picks one of these
possible turns of fortune, the number of Fate Points available for use drops by one, and
the selection either takes effect immediately or is turned green until the effect takes place.
To cancel a queued Fate Event, the player left-clicks on the green selection and the Fate
Point is returned. If the player has no Fate Points, it always possible to open this menu to
see which selections are pending, but the remaining selections will be unavailable.
Sleep and Time
Located in the upper right of the screen, the Sleep Button will bring soothing slumber to a
Character suffering from exhaustion. When we press this Sleep Button or the S key, we
behold the Sleep Interface (see Figure 3-14). A Playing Character will be permitted to
sleep in most wilderness areas undisturbed, but this is not usually possible in towns and
cities, for obvious reasons; the fair citizens of any city, town and village are always
distressed by the sight of the drunk and indigent sleeping upon the ground. If the player
should try to fling himself down on the cobblestones in such an area, a Wait menu will
pop up instead. Waiting is very much like Sleeping, but health is not recovered. To sleep
soundly in an inhabited area, the player must do the decent thing: find an inn and pay for
a bed! When the player left-clicks upon the bed for which he has paid, the Sleep
Interface will obligingly appear.
The Sleep Interface allows the player two possible options: one can either select a time
limit for the Character’s period of rest, allowing only a certain number of hours, or one
can generously allow the Character to sleep until some event has transpired—for
example, the break of dawn, or until the body has fully healed. It is not strictly necessary
for a Character to sleep, in the course of our Game, but when sleeping in a bed the rate of
healing is double the rate one enjoys when sleeping on the ground in the wilderness.
Sleeping is also a quick way to pass time in the Game, if the player must wait for an
upcoming event.
The time-piece shown in the upper right-hand corner of the Sleep Interface is a 180-
degree window. This displays the current time of day, as well as the phase of the moon;
the moon will phase from full to new to full again every 28 days. The current time is
indicated by the pointer in the center of the time-piece, such that noon occurs when this
pointer is located directly over the sun. The player can also hover his cursor over the
time-piece, and a message will be displayed in the Message Window with the current
time.
Section 3-2: General Game Play
The vast majority of our Game is played with an isometric view of the proceedings. In
the main, the persons, places and things we wish to examine may be perused simply by
hovering the cursor of the mouse over them; when we do so, important information about
the target will appear in the Message Window. Each description is accompanied by an
icon appropriate to its subject.
When examined, living beings will display a name, a reaction to one’s Character, a level,
and the current state of both Health and Fatigue bars (see Figure 3-15). When the cursor
is placed over the Followers of one’s Character, these will display their exact Hits Points
and Fatigue number, while non-Followers will simply report a percentage. The icon in
the Message Window will show the player a portrait of Followers, but for non-Followers
an image of the target’s Race will suffice, unless the Character has cast the Sense
Alignment Spell: in this circumstance, an Alignment icon will be displayed.
Additionally, if a Character is Prowling, one will receive feedback indicating how close
the targeted creature may be to detecting the presence of one’s Character. These reports
indicate that one’s situation is either “Safe” (the target is not aware of one’s Character) or
“Perilous” (the target can very nearly see or hear you).
Items will always display a name and a weight in stone, as well as some other specific
information, such as how much damage they cause in combat. By way of example, please
cast your eyes upon Figure 3-16, which shows us the result of examining a staff.
Occasionally, the description of an item may also give us additional information,
including a measure of quantity (when the item is gold or ammunition) or effects the item
may yield when used, or even how much damage the item has taken.
When scenery is examined, the Message Window will display its name, and if it is
destructible, its hitpoints. Not all scenery is worthy of comment, by any means—only the
most interesting features of the landscape will occasion any remark! Portals and
containers, when examined, will be seen to be either locked or unlocked.
To simplify interaction with one’s surroundings, every object the player left-clicks upon
has been given a default behavior. Clicking on a door, for example, will open it. Clicking
on a living being will talk to this being. Clicking on an item will pick it up. Clicking on a
chest or dead creature will loot it. Clicking on a location will instruct the Character to
walk to that spot.
There are some overrides to this default behavior, however, and these are as follows:
Running. If the player should hold down the control key while clicking on a location, his
or her Character will run, rather than walk, to that location. Alternatively, the player can
set a preference to run all of the time, in the Options menu (see Section 3-8). Note that
running will cost Fatigue points, when the Character is in Combat Mode.
Attacking. If the Character is in Combat Mode (see Section 3-3), the left-click upon any
non-Follower will be changed by default to an attack, rather an attempt to strike up a
friendly conversation. It is also possible to force an attack on anything--followers, doors,
chests, etc.--by holding down the ALT key when you left-click in Combat Mode. Finally,
holding SHIFT when left-clicking on a target will force one’s Character to stand still and
attack, using the ranged attack of his weapon if such is necessary and available.
Dragging objects. Outside of Combat Mode, a Character can drag an item or corpse to
himself by holding ALT when he left-clicks upon it. The Character must be standing
directly adjacent to the object in question, which will then move to the Character’s
location. This is useful when one must move items which cannot be placed in one’s
inventoryfor example, the inconveniently placed and highly incriminating body of a
fallen foe, or any other heavy item which must be removed from the path of overly
curious passers-by.
Examining Creatures in Combat. If the Character is in Combat Mode, a player who
hovers the cursor over an enemy creature will receive useful information in the Message
Window. This display will give an estimation of the Character’s likelihood of hitting the
creature with his primary weapon (see Figure 3-17). If some factor is reducing this
likelihood and the player can affect this factor, then an icon may appear to indicate the
presence of this reduction. Figure 3-18 shows all of the possible icons which might
appear in such a message. These icons, in order from left to right are: the Weight (which
tells us that a Character does not have sufficient Strength to wield the weapon he holds),
the Target (which indicates that one’s target is beyond the range of one’s weapon), the
Eye (which indicates that the target is beyond Character’s range of Perception), the Wall
(which informs us that the target is hiding behind partial cover), the Bulb (which
indicates that the target is dimly illuminated), and the Red Cross (which informs us that
the Character is suffering an injury which affects his Combat Skills).
Encumbrance. When a Character picks up an item of sufficient weight to cross over to a
new level of Encumbrance, the player will receive a message in the Message Window.
There are several levels of Encumbrance, from light to heavy, and each level causes the
Character to move more slowly by progressively reducing his or her Speed. At the
highest levels of Encumbrance, a Character may take Fatigue damage as well from
carrying such a great weight. Under no circumstances can the Character carry more in
stone than his Carry Weight (see Chapter 2 for a definition of this term).
Section 3-3: Combat
It is our sad duty to inform you that Combat, for better or worse, is an integral part of life
in Arcanum. Should the need arise to give someone or something a jolly good thrashing,
the player can initiate Combat Mode at any time by pressing the Combat Button on the
main interface (Figure 3-1). This will cause the Character to gird himself with weapon
and shield, if these are available, and assume a Combat stance. Any creature which is not
a Follower of one’s Character will be attacked, should the player left-click upon it while
in Combat Mode. Note that certain Spells and Skills are considered hostile actions, and
practicing them upon a living thing will inspire the target creature to violence. Unwise
dialog responses (see Section 3-5) can also lead to a physical altercation.
When attacking, a Character’s chance to hit his opponent is displayed in the Message
Window (see Figure 3-17). This chance to hit is based primarily upon one’s Skill with the
weapon one wields. For example, a Character who makes use of his fists, or any other
weapon which is neither Technological nor Ranged by nature, will be forced to draw
upon his Melee Skill. When using an ordinary Ranged weapon , he must make use of his
Bow Skill. If the ranged weapon of choice is Technological, the Character will require
Firearms Skill. If his chosen mode of attack is to hurl an object—be it a dagger, a
grenade or a particularly over-ripe vegetable—his Throwing Skill will come into play.
By default, all Combat in Arcanum is played out in real-time. By this we mean to say
that ordinarily, when the player attacks his opponents, they are also attacking back.
Attack Speed is determined by two factors, these being the Speed Statistic of the attacker
and the Speed factor of his weapon. These two values are added together to determine an
overall Attack Speed. The higher the Speed, the faster the Character will animate and the
more attacks he will perform in a given amount of time. Remember, however, that certain
Spells and conditions—Encumbrance, for example--can reduce a creature’s Speed
Statistic greatly, thereby reducing his overall Attack Speed to a significant degree.
Should real-time Combat prove inconvenient in some way, the player can toggle his
Combat to a turn-based mode by pressing the space bar. This action will create a Turn-
Based Action Point bar to appear above the hot key bank (see Figure 3-19). The
Character is given as many Action Points as he has points of Speed; available Action
Points are displayed in green. Walking costs 2 Action Points per tile, while running only
costs 1 Action Point per tile. But whereas walking is not terribly taxing, running incurs
Fatigue costs! Weapon-based attacks cost an amount of Action Points inversely
proportional to the weapon’s Speed; faster weapons cost less Action Points to use. Other
actions taken in Combat, such as the casting of Spells and the use of Skills, will also cost
a set number of Action Points to perform.
In Figure 3-20, we see the player instructing his Character to walk a distance of two tiles.
Notice how the last four Action Points available to this Character have turned orange,
giving us an indication of the cost of walking to that location. The player can also choose
to spend more Action Points than are currently available to the Character, to deliberately
over-reach the Character’s bar; Action Points spent in such a fashion are shown in red
(see Figure 3-21), and by performing such actions the Character may incur a heavy cost
in Fatigue.
If the player clicks on a location in Turn-Based Combat Mode, the Character will walk
until he reaches the location or runs out of Action Points, at which point his movement
stops and his turn is over. If the player clicks on a target to launch an attack, any Action
Points spent beyond those available for the turn will be drawn from his Fatigue. So if a
certain Character with 2 Action Points remaining over-reaches himself to perform an
attack that costs 5 Action Points, he must spend both his remaining Action Points and
lose 3 Fatigue points as well--but he can still perform the attack.
The player’s turn ends when he is out of Action Points, or when he presses the End Turn
Button on the right-hand side of the Action Point Bar. Thereafter, all of the other
creatures involved in the fracas will be allowed their own turns, before the player is
permitted to perform a turn again.
Whether one’s Combat takes place in real-time or in a turn-based mode, damage inflicted
to a creature is reported in text bubbles floating above its head. Damage to the player’s
Character is red, while damage to other creatures is displayed in white, Poison damage to
the player’s Character is reported in the Message Window, and it will also turn the Hit
Point Gauge from red to green. The current Poison Level will be displayed in the gauge.
Occasionally, any creature involved in a combat may score a critical hit, which is an
exceptional blow of some sort. Such blows will cause additional damage to the target, or
perhaps damage the target’s equipment. This is reported in the text bubbles above the
target’s head. If the player scores a critical hit, his Followers may make a comment which
expresses their awe at witnessing such prowess. If the player’s Character is seriously
harmed by a critical blow, it will enter the player’s Logbook in the Kills & Injuries
section.
Or course, a creature may also suffer a critical failure, which usually cause the
unfortunate party to harm himself or his own equipment in some way. The effect of a
critical failure depends entirely upon the weapon being used; a sword will critically fail
very differently than a Tesla Rod will. Critical failures are reported in the text bubbles
above the attacker’s head. If the player critically fails, his Followers may make waspish
remarks on witnessing his apparent lack of Skill. Any serious side effect of such a failure,
apart from keen embarrassment, will enter the player’s Logbook in the Kills & Injuries
section.
Or course, a creature may also suffer a critical failure, which usually hurts himself or his
own equipment in some way. Critical failures are based on the weapon being used, so a
sword will critically fail differently than a Tesla Rod. Critical failures are reported in the
text bubbles above the attacker’s head. If the player critically fails, his followers may
comment on his apparent lack of skill. Any serious effects will enter the player’s logbook
in the Kills & Injuries section.
The player may also choose to perform a “Called Shot”, deliberately aiming for the head,
arms or legs of his intended victim. Called Shots are more difficult to perform than
ordinary attacks, as they are less opportunistic, and thus a certain penalty is incurred.
Any Called Shot which does connect with the target, however, has a greater chance of
being a critical success, and when such critical blows are delivered the Game makes use a
special table to calculate damage, this damage based upon the location of the wound.
Called Shots to the head have a greater chance of knocking the opponent unconscious,
while Called Shots to the arms and legs have a better chance of causing crippled limbs.
Armor worn in those areas will help protect against these blows, which is why it is
always a good idea to wear helmets, gauntlets and boots.
<,> -- Attacks will be called shots to the Head (<Comma>)
<.> -- Attacks will be called shots to the Arms (<Period>)
</> -- Attacks will be called shots to the Legs (<Forward Slash>)
Experience is awarded to the player character for scoring successful blows upon his or
her target, and a smaller amount of experience is awarded for killing the target. It is quite
possible for a Character to avoid killing creatures and still attain the highest level in the
game, although the Character should take care to use Fatigue-causing weapons, in order
to knock unconscious the opponents bent upon his destruction. Some creatures cannot be
knocked insensible, such as undead, and one must either flee from these creatures or
immobilize them if one wants to avoid killing them.
Section 3-4: Thieving
Given the right combination of Statistics and Skills, the Playing Character can enjoy a
storied career of robbery, burglary and all manner of petty larceny in the world of
Arcanum. The locks of countless doors, windows and chests will present no obstacle to a
thief properly trained and equipped.
All of the Active Skills available to Thieves can be found in the Skill Window, which is
accessible, as previously stated, by pressing the Skill Button (see Figure 3-22). The first
three buttons in this Skill Window are for the Skills most prized by Arcanum’s criminal
classes. These Skill Buttons are, in order:
Prowling. This button will force the Character into a sneaking mode. A successfully
sneaking Character reduces the Perception range of any creature which is looking for
him. This means that the higher the Character’s Skill, the closer he can pass by hostile
creatures without them attacking or even noticing his presence. The Character can
examine the creature while Prowling, to see how close he can get without being revealed.
When not moving, the Character will use the Prowling skill to stay hidden and duck into
a hiding animation. When in motion, the Character will use Prowling skill to travel
quietly and will use a tiptoe animation. A prowler will attempt to stay in the shadows and
in dimly lit areas when moving--but of course, the player can force the Character into
brightly lit areas if necessary. Remember, lighting affects one’s chances of discovery,
armor can reduce one’s chance to Prowl.
When one’s Character is Prowling about, one’s followers will try to Prowl as well.
However, the player should be aware that many followers are NOT skilled at Prowling,
and if anyone in the group is detected, hostile creatures will attack. For this reason, the
most successful prowler is usually a solitary prowler!
Pick Pocket. This button will create a target cursor. The player indicates his “mark” by a
left-click; with a right-click one cancels the action. Once the target is selected, the player
will be shown a Stealing Interface (see Figure 3-23) which is very similar to a Barter
Interface—only ever so much less expensive! The target’s Inventory is shown on the left-
hand side, and the player can use the buttons in the upper left to switch from the target’s
wielded items (Figure 3-24) to its carried items (Figure 3-23), and vice versa
To steal an item, the player moves the desired object from the target’s Inventory to his
own. To plant an item, he moves it from his own Inventory to the target’s! By doing this,
the player is indicating that he wants to perform the action; should he change his mind
about taking this action, he can always click in the circular window to cancel the Stealing
Interface. As soon as the transfer is completed in the Interface, the Character will walk
over to the target and attempt the action, as casually as possible. Depending on many
factors (the Skill of the Character, the Perception of the victim, the size of the item, etc.),
the Character may succeed or fail in carrying out his larcenous intention. If he fails by a
wide enough margin, or most especially if he suffers a critical failure, the target will
notice the attempt and may well attack the Character in retaliation.
Remember, larger items are harder to steal than smaller ones, and it is MUCH more
difficult to steal or plant wielded items than carried items; a substantial penalty applies to
such thefts. However, there is a significant bonus if the target is unaware of the
Character’s presence, so sneaking up on one’s target is very helpful, and stealing from
sleeping creatures is even easier.
Disarm Traps. When pressed by the intrepid player, this button will create a target cursor.
With this cursor the player indicates a trap which he wishes his Character to disarm (see
Figure 3-25). The Character will walk to the trapped object or location and attempt to
disarm the trap. If successful, the trap is disarmed and disappears. If unsuccessful, the
Character may set off the trap.
Pick locks. The ability to pick the locks of doors, windows and chests is another Skill
highly prized by thieves. In order to pick a lock, one’s Character must first be in
possession of lockpicks of some kind (see Figure 3-26). The player must use these
lockpicks by dropping them in the Use box of the inventory interface (see Figure 3-27),
or by using them from the hotkey bank. Once the lockpicks are in use, the player will be
provided with a target cursor, which one then uses to indicate a door, window or chest
that one’s Character will unlock (see Figure 3-28). Once the item to be unlocked is
selected, the Character will walk to the object in question and attempt to unlock it.. Please
be judicious in the use of this Skill, and never fail to take into account that the good
people of Arcanum are seldom amused to find a would-be thief picking the locks of their
own windows, doors or chests! Some people will shout a warning to the thief, while
others will simply attack ruthlessly.
The only passive Skill prized by Thieves is Spot Traps. This Skill is constantly in use, as
the Electro Dynamo Machine constantly calculates the chance that a Character will notice
a trap on the object he is about to use or in the location he is about to enter. If the
Character does notice the trap, then the trap is displayed, a Message is printed, and the
Character will not use the object or enter the location (see Figure 3-25). If the Playing
Character does not notice the trap, then it will go off when the object is used or the
location entered.
There are many different types of traps in the game, and the majority of these are
classified by the sort of damage they do. Traps can shoot arrows or bullets, explode, or
shock the Character who has the grave misfortunate of triggering them. Some are purely
mechanical, like the ever-popular Spike Trap, and these do perfectly normal damage.
Some are Magical in nature, and when triggered they cast a Spell upon the Character.
Magical traps cannot be disarmed by ordinary means; they must be dispelled via magic.
Once a trap is noticed, the player may attempt to disarm it using Disarm Traps Skill,
employing the procedure described above. Otherwise, one can simply choose to set the
trap off, either by using the object or by forcing one’s Character to walk over the trapped
location. Usually the Character will avoid a location known to be trapped, but if the trap
lies on the only path available to the Character, the trap will be triggered.
The final ability which all thieves possess is Looting , which requires no special Skill
whatsoever. Looting is the removal of items, whether it be from a chest, a dead body, a
junk pile or any other container. Clicking upon any container or dead body in the course
of our Game will cause the Character to walk to that object and loot it. A Looting
Interface will appear (see Figure 3-29), quite similar in character to the Stealing Interface
described above, the only difference being that the items in question are transferred
immediately, and that no Skill is required or checked. The interface also has a Take All
button at the top, which will transfer all inventory, wielded or not, to one’s own
inventory. Do note that when looting corpses, a wise player never forgets to check their
wielded items! The sword pried from an enemy’s cold, dead hand may well be the
choicest loot of all.
Section 3-5: Social interaction
Now that we have thoroughly discussed the anti-social aspects of life in Arcanum, it may
behoove us to turn our attention to more pleasant matters. Healthy social interaction is a
very important aspect of a Character’s performance in our Game! No player will be able
to pursue his adventures solely by virtue of theft and murder. At some point, we must all
interact with the denizens of many towns, cities and fortifications, and a large variety of
Interfaces and Skills are available to make each interaction a pleasant one.
Dialog
The main form of interaction in Arcanum is dialog (see Figure 3-30). Dialog is initiated
outside of Combat Mode by left-clicking on the creature with which one wishes to
converse. If the target is capable of speech, it may initiate a dialog with one’s Character;
a Dialog Interface will appear, if the creature has anything more to offer than a simple
greeting or a vile insult. During the conversation, the responses of one’s partner in
conversation will float above its head, while the player’s list of potential responses appear
in a floating window in the lower half of the isometric window. The player must select
one of these responses and click on it to continue the discussion, and one’s words will
then lead the creature to its next response. Dialog ends when either the player tires of
talking and selects a closing statement, or when the targeted creature makes a similar
decision.
This deceptively simple Interface conceals an enormously complex model of
conversation. The player’s responses are filtered, and not all responses are available to
every Character! Most commonly, certain responses may be tagged as requiring a
minimum (or maximum) Intelligence to speak, but any other Statistic, Skill or trait may
also filter a response. For example, sometimes the player may be given a choice of a line
because he has a specific item in Inventory, or has heard a certain Rumor, or has
undertaken a particular Quest.
When some responses are selected, the creature may change its reaction to the Character,
or even launch a physical attack, if it has been insulted. Fortunately, the player can
always see the reaction of the creature in the Message Window at the bottom of the
screen, which provides a helpful gauge of one’s success in making friends rather than
enemies!
Dialog is also the circumstance in which a Character’s passive skill of Persuasion comes
into play. Many player responses are attempts to cajole the creature into performing some
useful action, or to convince a target that the player is telling the truth. In each of these
cases, the Character’s Persuasion skill is checked. The Character will need a higher
Persuasion to convince creatures to perform actions which are ordinarily against their
nature…or their better judgement.
Bartering
Dialog is also the pathway to Bartering, which is the player’s means of buying and selling
goods, as well as one’s opportunity to Gamble for items. The Bartering Interface (see
Figure 3-31) is similar to the Interfaces used when Stealing and Looting, and these have
already been described, both in the previous section and in our discussion of the Personal
Inventory Screen, in section 3-1. In the case of Bartering, one can see the items carried
and wielded both by one’s own Character and by the target, and one may either try to buy
or Gamble for the target’s items, or sell one’s own items to the target.
When the player hovers over any item in the target creature’s Inventory, the creature will
tell him how much it will cost, or that the item in question is not for sale. If the player
picks up the item and moves it over to his own Character’s Inventory, one is indicating a
desire to purchase the item, and that he will pay the required number of coins for it.
Similarly, when the player hovers over any item in his own Inventory, the target will
reveal how much he is willing to pay for this item, or that he is not interested in buying it.
If the player moves the item over to the creature’s Inventory, the action indicates that he
wants to sell the item, and that he will accept the proffered number of coins for it. Note
that not every creature wants to buy every item available in the world! Many buyers are
looking only for items of a particular type, such as weapons or Magical gadgets.
During the act of Bartering, a Character’s Haggle Skill comes into play. The higher the
Haggle Skill of the Character, the better the prices the Character will enjoy, meaning one
can sell for more coins, and buy for less. Other factors have an impact on prices as well,
of course, including any reactions the salesman may have to one’s Character, or the
salesman’s basic price mark-up on all items in general…but Haggling is a deciding
factor, and the only factor which is completely under the player’s control. If prices seem
too high, the one should consider raising one’s Haggle Skill. Also, training in this Skill
will allow the player to see the creature’s price markup on all items, and will give one’s
Character the opportunity to buy and sell items which the creature would not normally
wish to trade in. In the midst of one’s pipedreams of glorious battle and daring theft, the
player should not underestimate the value of this humble Skill!
Gambling is another Skill which is used within the context of the Bartering Interface. The
adventurous player can drag a desirable item to the Gambling Box on the right-hand side
of the Interface (see Figure 3-32), and if the box lights up red, the creature will refuse to
Gamble for the item. This occurs if the Character’s rank is too low, if the creature is not
interested in selling that item, or if the Character simply doesn’t have enough money to
cover the bet. Should a merchant refuse to Gamble for an item, the player must buy up
more Gambling Skill, pursue additional training or scrape together more money before
the dice will roll.
If the box lights up green, conversely, the creature in question will make the player an
offer of coins. When the player drops the item in the Gambling box, the Gambling takes
place automatically. If the player wins, his or her Character gets the item for free. If the
creature wins, it keeps the item and takes the indicated number of coins from the
Character.
Gambling is a good method of acquiring items which the Character could not otherwise
afford, as having enough money to buy any one item will allow the player to Gamble for
several items in a row—so long as one doesn’t lose! Of course, all gamblers must accept
a certain measure of risk, and a player may end any love affair with lady Luck with no
money and no items at all to show for all his pains.
Bartering can also change a creature’s reaction to one’s Character; if the creature is
making a good profit from the Character’s purchases and sales, this reaction may
improve. But as no one cares over-much for poverty, a creature’s reaction to any
Character may drop if his Gambling losses pile up too high. The wise player will know
when the well has run dry, and will move on to a different Gambling partner before his
current mark becomes an enemy for life.
Healing
Through the use of the Heal Skill, a Character may be capable of Healing himself and
others without resorting to either Magic or Technology. When a bandage or medical kit is
used, the player is given a target cursor which can be clicked upon one’s own Character
or any other living thing (see Figure 3-33). Once this command is given, the Character
will walk to the creature and use his Heal Skill upon it. With a successful use, some hit
points are returned to the target. With a critical success, an existing injury is healed as
well. Nothing happens on a failed use, but a critical failure will use extra bandages.
Followers
One’s Character may gain Followers at any time as the Game progresses, both of the
willing variety and the unwilling variety. Willing Followers will tend to join one’s
company after a Dialog of some sort, which may reveal common interests or goals.
Unwilling Followers may be gained while in the process of completing a Quest, through
the use of Spells from the College of Summoning, or from one’s construction of
automata. Only willing Followers are counted against the maximum Followers allowed
by the Character’s Charisma Statistic (see the section of Chapter 2 entitled “ Derived
Statistics”).
Naturally, it stands to reason that not every Non-Playing Character will make himself
available as a Follower to the player, and many of those who could offer themselves may
choose not do so, depending on their reaction to the Character’s Beauty, Level,
Alignment, Intelligence, Reputation or other factors. Some Followers have an agenda of
their own, as well, and may follow the player’s Character solely because they wish to
travel to a certain place or achieve a certain end; such Followers may pester one’s
Character about their ambitions periodically. Finally, Followers may leave the group of
their own accord, especially if their own needs are not being met, if the player Character
undergoes a shift in Alignment shift, or performs some deed which is particularly onerous
or repellent to the Follower. Usually, but not always, the Follower will warn his leader
first before making such a weighty decision.
Any current Follower appears on the Follower bar (see Figure 3-34). Each Follower also
displays his Portrait, as well as his Health and Fatigue bars. Clicking on the Follower’s
bar Portrait is the same as clicking on the Follower, and both actions will initiate a
Dialog. The Follower bar may be toggled so as to be as hidden from view by using the
display toggle at the bottom of the list of Followers; many players prefer to see the
Follower bar only during Combat, when it is useful to keep track of the Health of
comrades-in-arms. In the event that the Character has more Followers than can be
displayed in one column, the player can also scroll the list up and down using controls to
each side of the display toggle.
Followers will occasionally override their Leader’s use of certain skills. Specifically, if
the Character uses Pick Lock or Disarm Trap, and any of his or her Followers possesses a
higher rank in that skill, then the Follower will step forward to perform the task in the
Character’s stead. The Character can prevent this behavior by hold down CTRL while
clicking on the target lock or trap, or he may set the appropriate Game Option to prevent
this behavior altogether (see Section 3-8 for Game Option descriptions).
Followers do not deprive the player of Experience Points, with the exception of the
experience per blow in Combat which the player does not receive. Anything killed by a
Follower is treated as a kill by the player’s Character, for purposes of both Experience
award and for any Alignment shift that it may cause. Additionally, when the Player
Character goes up in Level, each and every Follower of that Character will also go up in
Level. Followers will spend their Character Points according to an Auto-Leveling
Scheme of their own devising.
Do note that some Followers, most particularly those created with Spells of Summoning,
are often viewed unfavorably by other Non Playing Characters. One may find Non
Playing Characters unwilling to converse or even frightened enough to launch an attack
or take to their heels, rather than face one’s daemonic entourage. One must dismiss these
Followers, or have them wait discreetly elsewhere, in order to conduct business with such
people.
When you are trading with a follower NPC and you have additional followers with whom
you can trade, you will see arrows on either side of the follower's portrait. These arrows
will cycle among your followers. This feature allows you to trade more easily with all of
your followers. Note that followers with whom you cannot trade (eg. a dog) will NOT
appear as you cycle among your followers.
Similarly to trading with followers, when you are examining a follower's character sheet
and you have additional followers, you can cycle among all of your followers by using
the arrows that appear near the top of his portrait. This feature simplifies the comparison
of follower’s abilities.
Broadcast Messages
Occasionally, a player may choose to broadcast messages from his or her Character
outside of the normal Dialog Interface. One may wish, for example, to issue orders to a
particular Follower or to all of one’s Followers at once—or one may even wish to talk to
another Player when the Game is being played in its popular “Multi-player Mode” (see
Chapter 5 for further details). The player may issue such a broadcast message by hitting
the Enter key, typing whatever it is one wishes to say, and then hitting Enter again. The
message thus entered will appear as a text bubble above the Character’s head, and
everyone nearby will see it.
Commands which can issued as a broadcast to Followers include:
Leave – banishes Non Playing Character from one’s group
Wait – command a Non-Playing Character to wait in its present location for a
while
Come (or Follow) – commands a Non-Playing Character to begin Following
one’s Playing Character again
Stay Close (or Close) – commands a Non-Playing Character to follow the Playing
Character at a lesser distance
Spread Out (or Spread) – orders a Non-Playing Character to follow one’s Playing
Character at a greater distance
Attack – commands a Non-Playing Character to attack the Playing Character’s
selected target
Walk – orders a Non-Playing Character to walk to a target location
Back Off - Commands a Non-Playing Character to stop fighting its target
If the command requires a target, the player should target it by hovering over it before
hitting Enter.
To direct a command to a particular Follower, preface the message with his particular
name. To order a Follower named Virgil to stay near your Character as you move in a
dangerous area, type “Virgil stay close” (see Figure 3-35). If he hears this command, the
Follower will acknowledge this command (see Figure 3-36). In general, a Follower must
be on the same screen as the Player Character in order to hear and acknowledge a
command.
Some commands can be prefaced with the number sign, so as to issue a general order to
all of one’s Followers at once. These commands are as follows:
#Walk
#Attack
#Stay Close
#Spread Out
#Back Off
In addition, hot key’s have been assigned to issue orders to all of ones followers. These
command key’s are as follows:
<F1> -- Walk” – Commands a Follower(s) to walk to a target location
<F2> -- Attack” – Commands a Follower(s) to attack the selected target
<F3> -- Stay Close” – Commands a Follower(s) to follow at a lesser distance
<F4> -- Spread Out” – Commands a Follower(s) to follow at a greater distance
<F5> -- Back Off” - Commands a Follower(s) to stop fighting its target
To provide an example, the command given as “#Stay close” will command all of one’s
Followers to remain near the player in a dangerous area. This is very useful if you have
gathered a great many Followers!
Finally, some broadcast messages are used on or by other Playing Characters. To use
these, the player clicks on the target and types:
Join – joins targeted Playing Character to your party
Disband – banishes the targeted Playing Character from your party
In addition to broadcast commands, you can right-click on the follower bar to display a
drop-down command menu. From this menu, you can issue commands directly to the
follower. Note that two menu commands (walk and attack) require you to specify a
target. You may right-click at any time to cancel this menu or the targeting mode. Also
note that not all commands are available at all times, such as the Inventory command for
followers who cannot barter. These inactive commands are dimmed.
See Chapter 5 for more details on parties which consist solely of Playing Characters.
Section 3-6: Magic
Magic and Technology are the two fundamental powers in Arcanum, and of these two
Magic is by the far the more ancient and universally respected. Until a few decades ago,
Magic was by far the predominant force in the world, and its power and usefulness easily
outstripped the paltry gadgets that were passed off as scientific accomplishment! These
days, however, Magic often finds itself struggling to compete for the hearts and minds of
Arcanum, as Technology moves forward in prodigious leaps and bounds. This is not to
say that Magic is weak--quite the contrary! Magic is still capable of producing effects
that Technology cannot – Spells of teleportation and summoning being just two of many
examples. But the absolute primacy of Magic in Arcanum is now a thing of the past; the
ancient art of spellcraft now has a younger brother in the upstart Technological
Disciplines, and sibling rivalry between the two is intense.
Accessing spells
To access the Spells one has purchased for one’s Character, the player can press the Spell
Button on the Main Game interface (see Figure 3-37). A Spell Window will slide into
place over the Message Window, and in this Spell Window the player will perceive a row
of buttons which represent the various Colleges, with Slots for the Spells in each College.
If the Character knows any Spell in a particular College, then the button for this College
is active and colored. Otherwise, it appears as a featureless dimmed button and cannot be
pressed.
By pressing an active College button, the player displays all the Spells in that College
which are known to his Character (see Figure 3-38). At least one, and perhaps all five
these Slots will be filled with a Spell icon. These Spell icons can be dragged to the
Hotkey Bank for quick and convenient access in an emergency.
Casting spells
To cast a particular Spell, the player can press its Spell icon in the Spell Window (see
Figure 3-39). If the Spell does not require a target, then it will be cast immediately. In this
case, the Entangle spell does require us to select a victim, so the player is given a
targeting cursor and must click on the target of the Spell (see Figure 3-40). If one holds
down the Shift key while clicking on a Spell, it will be cast upon yourself automatically,
which is extremely useful when using Healing Spells in Combat.
When the Spell is cast, the Character is charged its associated cost in Fatigue. If the cost
reduces his Fatigue to 0 or below, the Character will faint dead away, and remain
unconscious until he regains at least a single point of Fatigue. Unbridled Spell-casting is
dangerous in Combat situations, because the caster is vulnerable to being knocked out not
only by his own Spells, but by Spells cast by his opponent, which do Fatigue damage. A
defeated mage commonly crumples to the ground insensible.
Maintaining spells
If the Spell we have cast must be maintained in some way, its icon appears on the
player’s Spell Maintenance Bar (see Figure 3-41). Intelligence limits the number of
Spells that may be maintained simultaneously by any given Character (see Chapter 2-
Spells). Active Spells drain Fatigue continuously, and when the Character’s Fatigue
drops to 0 or below, these Spells immediately drop and are removed from the Spell
Maintenance Bar as the Character loses consciousness. The player may stop an active
Spell by clicking on its icon on the Maintenance Bar at any time.
Scroll spells
During the course of our Game, the Character may occasionally find a scroll with a Spell
scribed within. If one’s Character has an Intelligence of at least 5, this Spell can be cast in
one of two ways: either the player may enter the Personal Inventory Screen and drop the
scroll into the Use Box, or he may place the scroll in his Hot Key bank and use it from
there. In either case, the Spell is cast as described above, with the Character considered
the caster, excepting that the scroll provides the energy for the Fatigue cost of the Spell--
and is consumed in the process. If the Spell must be maintained in some way, it works for
one cycle of Fatigue draining and then ends. So while a Hellgate scroll would most
assuredly create a demon, and while this demon would most assuredly be under the
player’s control briefly, this same demon would only last for one minute before returning
to the nether world.
Item mana
Some items have the precious property of providing mana to a caster. If these items are
wielded when the magician casts a Spell, they will provide mana towards that Spell’s cost
in Fatigue, as well as contributing mana toward any subsequent maintenance cost.
However, once such an item is drained of its mana, the caster must provide the balance of
the remaining Fatigue cost. Such items will slowly regain their mana over time, just as a
living thing would. The player can see the mana available for use in such a device by
reading the Gold/ Ammunition Counter when the item is being wielded.
Item spells
Certain Magical items may also contain one or more Spells of their own, Spells which
may be cast by the wielder. The functioning of such an item is similar to the function of a
scroll, in that the item itself provides the initial Fatigue cost for the casting of its inborn
Spell…but unlike a scroll, the item can also maintain the Spell in question by drawing
upon an internal mana store of its own. A mana resource of this kind may be wholly
separate from the mana that such a Magical device could provide its wielder for the
casting of his own Spells! The Spells maintained by such an item still appear in the Spell
Maintenance Bar, however, and the player can cancel them at any time.
The player uses the item’s Spell Button (see Figure 3-42) to access these Spells when and
if the item is being wielded. Until identified, however, the player may remain entirely
ignorant of the wondrous properties of such an extraordinary device; such an item will
reveal neither its actual internal mana store nor its Spells willingly, and when initially
examined it will display only question marks. Only after identification will the amount of
mana available be revealed (see Figure 3-43), but thereafter the item’s Spells can be cast.
Magical Items
It must be said at this juncture that all Magical items, including weapons, have a quality
of Magical Power, which ranges from the very weakest magicks to enchantments of
world-shattering power. When a Character makes use of any Magical item, however, his
or her personal Magical Aptitude (or lack thereof) is a strong determining factor in how
well the item functions. The available power of the item is proportional both to the
Character’s Magical Aptitude and item’s own innate level of Magical Power. If the
Character has Technological Aptitude rather than Magical Aptitude, it will serve to
reduce the item’s Magical Power. However, the available power of the item in use can
never exceed the maximum Magical Power it contains...nor can it drop below 0.
When a Magical item is used at less than full power, its effects diminish. For example, a
Magical long sword may lose its bonus to hit when it is functioning below 50% of its
power, and armor which was made weightless by Magic will regain its weight slowly as
its power diminishes.
When a Magical item or a Spell is used to target someone with Technological Aptitude, it
may fail to operate. The chance for failure is directly proportional to the target’s
Technological Aptitude. However, if the user has Magical Aptitude, then his own knack
for the Art reduces this chance of item failure. The higher his Magical Aptitude, the more
the chance of failure is reduced.
Note that these two rules are cumulative, so that a Technologist using a magic item on
another Technologist will probably be extremely disappointed in the result. A Magical
item used in such dire straits will be doubly hampered, and at such vastly decreased
power it may fail to operate at all.
Section 3-7: Technology
According to some authorities, Technology is nothing more than the twisted shadow of
Magic--but nay-sayers have fallen increasingly silent in recent years, as the
Technological Disciplines have grown more and more powerful. Over the past few
decades, more and more Technological Contrivances have been offered to the public at
large, and many citizens of Arcanum’s great cities have discovered that while a job
accomplished by Technological Devices is seldom accomplished prettily, or with
Magic’s flair for the dramatic, such jobs are accomplished very quickly—and they stay
done indefinitely!
Repair
Most of the Technological Skills of our Game have already been described above
(Firearms in Section 3-3, Pick Locks and Disarm Traps in Section 3-4). The only other
Technological skill available is to the player is Repair, which is accessed in the Skill
Window (see Figure 3-44). After clicking the Repair button, the player will be given a
targeting cursor; thereafter the player may click on any item in his Inventory or on the
ground, and the Character will attempt to Repair that item. Repair is like a Healing Skill
for items, and it works by removing damage from the item at the cost of lowering its
maximum possible Hit Point value. The damage removed is proportional to the
Character’s rank in Repair, while the maximum Hit Point reduction is proportional to the
Character’s training in Repair. With additional training, Repair will lower the maximum
Hit Points of the item very little, if at all.
Schematics
Technological items in the Game are manufactured by reference to a variety of
Schematics. The player may gain access to the Schematics Interface by pressing the
Schematics Button on the Main Game Interface (see Figure 3-45). Once this Interface is
opened, the player can thereafter gain access to any learned or found Schematic in the
Game by using the two buttons to the left. These two buttons open the player’s
Schematics Books, one of which is reserved for Learned Schematics, while the other is
used to record the player’s Found Schematics. Learned Schematics are gained when the
player buys additional degrees in any Technological Discipline; Found Schematics are
the children of fortune, windfalls which a player may stumble upon in the course of play.
Each Technological Discipline in the Game is represented in any Schematic Book by a
tab on the right-hand side. Each tab, when clicked upon, will open a section of the Book
filled with Schematics for a single degree. If more than one Schematic is known for a
certain degree, the section can be paged forward and back by using the arrows in the
upper left and right-hand corners of the pages.
Each Schematic serves as a blueprint for a certain Technological Contrivance, and bears
the name and description of this device, as well as a display of the two components that
are needed to build the item. A component is colored if the player’s Character possesses
it, and gray-scaled if he does not. Each component also displays its Technological
Discipline and its Complexity in its display, if it has such. For each component with such
values, the Character must have Expertise in the appropriate Discipline which is equal to
component’s Complexity; without matching Expertise to Complexity, one will be unable
to make use of the Schematic. (See Chapter 2 – Technological Disciplines)
The player uses the bottom left-hand button to construct the item. This button can only be
used if the Character possesses both the necessary components and sufficient Expertise in
the required Technological Disciplines to assemble the resulting machine. If one’s
Character does not possess the necessary Expertise, then the button lights are red. If one’s
Character has the Expertise but not the components, then the lights are yellow. If one’s
Character possesses both the components and the necessary Expertise, then the lights are
green, and pressing the button will consume the components and construct the new
Technological item, which will then appear in the fortunate Character’s Inventory.
Technological Items
During the course of his or her travels throughout Arcanum, the player will almost
certainly encounter a broad range of Technological items, ranging from guns to Tesla
coils. Each Technological item we encounter has a certain quality of Technological
Complexity, which ranges from the very simple to the extremely ornate. When someone
with Technological Aptitude uses such an item, the item will tend to function as intended,
for the most part. Unfortunately, this is not necessarily the case when a Character with
Magical Aptitude attempts to make use of the same item. On such occasions, there is
more than a slight chance of critical failure, and this chance is proportional to both his
Magical Aptitude and the item’s innate Technological Complexity. This chance of critical
failure is entirely separate from the item’s chance to hit, and it is checked before the
attack roll is made.
Additionally, when a Technological item is used against a person with noteworthy
Magical Aptitude, the item may fail to operate at all—not critically fail, but simply fail to
function at all. The chance for such a failure is directly proportional to the target’s
Magical Aptitude. As in our discussion of Magical artifacts, the user’s Technological
Aptitude may reduce the chance of item failure; the higher his Technological Aptitude,
the more the chance of failure will be reduced.
Note that these two rules for Technological items are cumulative. A mage attempting to
use an advanced Technological item on another mage is in the gravest possible danger.
The item in question may critically fail in the attacker’s hands—and even if the aggressor
in such a case could manage to wring some use out of the contrivance in question, the
target would have the full force of his Magical Aptitude to resist its intended effect!
Section 3-8: Saving, Quitting and Options
At any time, the player may press the key marked “Esc” to open a menu which allows
access to his or her Saved Games and Options. [See Figure 3-46.]
A player well-pleased with his or her progress in Arcanum may wish to save the current
Game. To do so, please select “Save Game”, and a list of available Save Slots will
appear (see Figure 3-47). Select a slot in which to Save the Game by clicking on a single
slot within this list. If the selected Slot is already occupied by another Game, you will see
a screenshot and a description of the Game which has already been Saved previously in
the right-hand panel. Pressing the bottom green button will Save the current Game in the
selected Slot, over-writing the existing Saved Game, if any.
To Load a Saved Game, select the “Load Game” option. This action will open a list of
previously Saved Games (see Figure 3-48). Select a slot and the self-same screenshot and
description will appear, as before, in the right-hand panel. Pressing the bottom green
button will load the Saved Game we have chosen into our Electro Dynamo Machine, and
we will return to find our amusements just as we left them.
In both the Load Game and Save Game interfaces, we can press the button at the top of
the right panel to toggle the Save description on and off. This is useful when we wish to
see the Save Game sketch without obstruction.
To manage the small technical particulars of one’s Game, select “Options”. This
selection will open a menu of Preference categories, by use of which one’s Game can be
tailored to suit one’s special needs (see Figure 3-49). Select the category in which you are
dissatisfied and the Preferences are listed to the right; here the player can make many
changes. The preferences are, as follows:
Game Preferences (Figure 3-49)
Module – selects the module to use (this can only be selected from the Start menu,
not during game play)
Difficulty – “Moderate Mode” is the default. In “Easy Mode”, one’s Character
does more damage, succeeds with Skills more often, and receives more experience points
for quests and combat. In “Hard Mode”, the reverse is true.
Violence Filter – when turned on, there are no violent death animations and no
red displayed blood.
Default Combat Mode – Real-time combat has every creature attacking at the
same time, while turn-based sequences each attacker. Fast turn-based is identical to turn-
based except the opponents do not display their movement animations. Instead, they
simply appear at their destinations.
Auto Attack – when turned on, one’s Character will continue to attack his target
after his initial attack
Auto Switch Weapons – when turned on, one’s Character will switch to a new
weapon if his current weapon runs out of ammunition
Always Run – when turned on, one’s Character will run by default, rather than
walk. Note that running during Combat will use up Fatigue!
Follower Skills – when turned on, one’s followers will attempt to perform skills
such as Pick Locks and Disarm Traps if their rank exceeds the Character’s rank
Video Preferences (Figure 3-50)
Brightness – controls the gamma correction in the game (this control may be
disabled if your video card does not support it)
Text Duration – controls how long a text bubble will remain over a speaking
Character
Floats – when set to none, there will never be text feedback that scrolls over a
Character. When set to minimal, there is text feedback on everything except hit point and
fatigue damage. When set to verbose, all text feedback occurs.
Float Speed – controls how quickly the text feedback scrolls over a character
Combat Taunts – when turned on, NPC’s will make comments during combat
Sound Preferences (Figure 3-51)
Effects – controls the volume of most sounds in the game
Voice – controls the volume of speaking NPC’s
Music – controls the volume of all looped background sound
To quit the current game and return to the main menu, select “Quit Game”. From the
main menu, one can begin a new game, or exit to Windows.
Finally, one can select “Continue” to return to one’s game in progress.
Chapter 4 – A Sample of Play…in which We Offer a Revealing
Exhibition
In the following chapter, we will demonstrate the game of Arcanum for new players. In
essence, you will be taken by the hand and promenaded through the first fifteen to thirty
minutes of play. Alas, it is impossible to offer such guidance without spoiling a few
surprises for the start of the game: be warned! Spoilers ahoy!
Starting a New Game
Begin the Experience of a Lifetime by selecting "Single Player", as illustrated by Figure
4-1.
The next logical step is to select "New Game" to begin play, as seen in Figure 4-2. We
will now go through the character selection process.
To begin the game with all haste, we can choose one of many pre-fabricated persons. To
make such a selection, click upon "Pick Character," as shown in Figure 4-3. However,
one may also wish to create a Character of one’s own, by selecting "New character." The
process of Character creation has already been explained at great length in Chapter 2.
For now, we shall choose a pre-fabricated Character – one Mr. Merwin Tumblebrook. If
the Gentle Player simply can’t bear Merwin, make use of the arrows next to his Character
Portrait to select someone else (see Figure 4-4): be aware, however, that you are certain
to injure the gentleman’s feelings. Please do note that Merwin (like all pre-fabricated
Characters) makes use of an Auto-leveling Scheme, which means that every time he
gains a Level, his Character Points will automatically be distributed to the appropriate
Skills, Statistics and other attributes determined by his Scheme. At the bottom of Figure
4-5, one can see the “Level Up” message which one is likely to see when such a
Character gains a Level. Note that one is kept thoroughly informed of what decisions the
Auto-Leveling Scheme has made.
To proceed, we have only to click on the green arrow at the bottom of the screen, as
shown in Figure 4-6. Now we can all sit back, and watch the introduction of our Game, as
in Figure 4-7. Should we tire of beholding the wonders of the kineograph, however, we
can put an end to any such interlude by hitting any key.
At the Crash Site
When the Introduction is concluded, we will find ourselves automatically engaged in
conversation with a human villager by the name of Virgil, as shown by Figure 4-8. Some
of the dialogue choices we make will doubtless affect his reaction toward us, as well as
our alignment. Later in the game, we may initiate dialogue with anyone or anything that
is capable of speech simply by clicking on it.
While it may be a good idea to have Virgil in our party, we are wholly free to leave him
and go our own way. We may even do him bodily harm, if that is our choice. If he does
join us, however, his Portrait will appear in the upper left corner of the isometric view, as
seen in Figure 4-9.
There are various bits of detritus scattered about the crash site--metal plates, steel, large
springs, et cetera—which we can click on to pick up, as seen in Figure 4-10. Do note that
the Inventory button at the top of the screen has lit up, because the contents of our
inventory have changed. Click on the icon or hit the "I" key to bring up the Inventory
screen (see Figure 4-11); this screen was explained in great detail in Chapter 3.
The usefulness of each item depends on the Skills and Schematics to which our Character
has access; we may already have them, or we may learn them in the future. If we open the
Character Editor screen, as shown in Figure 4-12, we will see that Merwin is wholly
ignorant of Technological Schematics; therefore, he is not presently able to use any of the
objects at the site to make new items. However, these items can also be sold in town; it
might be wise to the keep them for the moment.
It might also be wise to take some notice of bodies of the fallen. Distasteful as one may
find the thought of rifling through the pockets of a corpse, one must be practical about
such matters; some of the dead will doubtless carry gold or other useful items, as in
Figure 4-13. We can drag the items to our own inventory one by one, or click on the
"Take All" button, which is illustrated at the top of Figure 4-14. If a body has nothing of
use to us, a message will appear saying, "There is nothing to loot."
To use the items we’ve found, go to the Inventory screen and drag the item onto the "use"
icon, as in Figure 4-15. Not all items can be used, naturally, so it might be advisable to
experiment; now is as good a time as any to examine the items we’ve collected.
Combat
The crash site is by no means safe and secure; ailing wolves are wandering about, and
they will cheerfully kill us on sight. When in combat, the mouse cursor turns into a sword
icon; one can also initiate Combat by clicking on the shield icon at the bottom interface
menu, or by hitting the "R" key. Should one wish to initiate "Turn-Based" Combat, it is
as easy as striking the space bar; one can also turn it on in the "Options" screen.
If one is engaged in Turn-Based Combat, a bar of Action Points will appear above the hot
key bank, as shown in Figure 4-16. Otherwise, Real-Time Combat will occur, with both
sides taking action simultaneously. We will gain experience for dealing damage to
monsters, and when our Character or his Followers kill it. For detailed information on
both Combat and Experience, see Chapter 3.
Navigating the Crash Site
The Crash Site will be mapped out as Merwin wanders through it, as in Figure 4-17. To
see where we currently stand and where we have already been, click on the Map icon or
hit the "W" key. The red crosshairs on the map indicate the current location of Merwin
and his party members. Use the arrow keys to see more of the map; alas, only those areas
that one’s Character has already traversed will be unveiled.
One would be very wise to explore the entire crash site thoroughly for items, wolves to
kill, and whatever clues are available as to why the blimp crashed. There is also a cave to
the east of the starting point; to cross the threshold (or indeed, pass through any portal),
simply highlight the cave entrance and click, as seen in Figure 4-18.
Inside the cave
More enemies are to be found inside the cave, and Merwin will be forced to take a firm
hand with them. Be sure to check the barrels against the wall, as well. When a container
shows us a highlight, as shown in Figure 4-19, we can click upon it to examine what's
inside—unless, of course, it happens to be locked. When accessing a container, one can
take the items one by one, or click on the "Take All" button.
Proceed further into the cave and we will encounter a restless spirit. Click on him to
speak with him, discover that the poor devil has been cursed (see Figure 4-20). During
this conversation with the spirit of Charles Brehgo, one can choose whether or not one
wishes to help him—if the player is willing to shoulder this responsibility, Merwin can
accept his first quest.
To leave the cave, click on the exit when it highlights.
Gaining a Level
When our Character has gained enough Experience to “Level Up”, whether through
Combat or completing a Quest, the Character Editor icon will highlight. If one is using an
Auto-Leveling Scheme, the message window at the bottom will tell us what Skill the
scheme has bought for Merwin. Otherwise, we will need to go into the Character Editor
and choose where to the new Character Points are to be spent.
If we wish to turn off the Auto-Leveling Scheme, we have only to go to the Character
Editor screen and click on the Auto-Level Scheme button to the right. Here we select
"No Scheme", and the deed is done! As we can in Figure 4-21, the Auto-Leveling
Scheme can be changed at any time; we can activate and de-activate Auto-Leveling
Scheme for a Character at our own discretion.
Leaving the Crash Site
After Merwin exits the cave at the Crash Site, the best course of action is to continue until
he comes across an altar stone, as seen in Figure 4-22. This may be a good time to peruse
all the information he has gathered so far. Click on the Logbook icon, or hit the "L" key,
to review his notes. For more information on the uses of the Logbook, see Chapter 3.
Further along an elf will approach us. After we finish conversing with him, we will be
able to continue onward to Shrouded Hills. When the Map icon turns blue, as seen in
Figure 4-23, it means we have access to travel via the World Map.
Going to Shrouded Hills
When we are viewing the World Map, we can toggle waypoints to automatically travel to
another location, as seen in Figure 4-24. Use the "Toggle Walking Waypoint" action
button to quickly get from the Crash Site to the Shrouded Hills, as in Figure 4-25.
The Game will return to the isometric view if we encounter an enemy, or when Merwin
reaches his destination. If we do suffer some sort of random encounter, we will need to
reset the waypoint and walk the path again. Finally, Figure 4-26 shows Our Hero arriving
at the Shrouded Hills. Merwin is at liberty to explore the town: the adventure has just
begun!
Chapter 5 – Multiplayer
Overview
For the benefit of those players who might wish to play Arcanum in the company of
friends, our Game has been provided with a “Multiplayer Mode” which will permit the
player and several compatriots to enjoy a game on a local area network, or even over the
Internet. One computer must be set up as the server for the Game, and the other
computers are called clients. The operator of the server selects a module for play: a
“module”, in this instance, is a set of maps, quests, et cetera, which are made specifically
for use in Arcanum’s Multiplayer Mode. All of the clients must have a local copy of that
module in order to join the server and play. The game does not end when any client
Characters die, but continues until the server player quits the game—which is rather the
way all parties work, if one gives any thought to the matter.
Getting started
On the Main Menu screen, select “Multiplayer” as seen in Figure 5-1 to begin a
multiplayer session. The Multiplayer Menu allows one to choose from games for network
or internet play, and to change one’s setup as well--see Figure 5-2. If players select
“Network”, they will interact with Arcanum games to found on the local area network
(LAN), as seen in Figure 5-3.
Firstly one can search for games by pressing “Find Game”, which displays a list of LAN
games (see Figure 5-4) which one can join as a client. These games are listed in the right
panel, and clicking on any of these games will provide information on that game in the
left panel. One can sort the games by name, type, ping, players or “up time”, simply by
clicking on those labels at the top of the list. If a player should click on the green arrow,
the game list will be refreshed. One can also filter the list by using the labels at the
bottom of the list to remove some of the games. Available filters are as follows:
All – show all games
FFA – show only games of type Free for All
Cooperative – show only games of type Cooperative
Roleplay – show only games of type Roleplay
Bookmarked – show only bookmarked games
A game can be bookmarked by pressing the blue check mark button to the left of its IP
address at the bottom of the left panel; the self-same bookmarks can be removed by
pressing the red x button. One can also type an IP address directly into the field, to go to
a known server.
When one wishes to join a game, it is time to press the large “Click to join” button in the
bottom left of the screen. Doing so will indicate that you are waiting to join, and when
the server accepts you, you will load the map and drop into play. If the game requires a
password, it will be necessary to type the password in the text area to the right of the join
button. Games that are password-protected will display a lock icon in the server list.
Back at the LAN menu, there is a second option: one can press “Host Game”, rather than
“Find Game”, and make one’s own Electro Dynamo Machine the server for a new game,
as seen in Figure 5-5. A player who takes on this role will need to chose from several
options before his Dynamo can become a host:
Game Name – insert the name of your server here
Module – select the module to use for your game
Type – this is a tag for your game, to let others know what type it is. This is
useful for those who will be filtering games in “Find Game” menu. There are
three types of games: Free for all (players tend to fight amongst themselves),
Cooperative (players tend to group), or RolePlay (players tend to act in Character)
Maximum Players – how many players can join simultaneously
Maximum Level – the highest Character level that can join your game
Minimum Level – the lowest Character level that can join your game
Password – you can optionally select a password that a client must enter to join
your game; this allows you to keep it private
Private Chat – this determines whether players can privately talk in the game
Maximum Stored PC’s – the number is the maximum number of Playing
Characters the server will “remember”. Once this limit is reached, the server will
forget about earlier players that have played on it, and if the player returns to the
game, his Character begins anew.
Player Killing – whether players are allowed to kill other players
Friendly Fire Damage – whether area-of-effect Spells and Items will hurt people
in one’s own group
When these options have been set, press “Click to host”, and the new server will appear
on the list of LAN servers under the “Find Game” menu.
At the LAN menu, one can also change the Character one is playing by pressing the
“Character” selection, as seen in Figure 5-6. Here one can pick an existing Character on
the list, or make a new Character by pressing “New Character”. New Characters are made
using the same Character Editor which was employed in single player mode.
Returning to the Multiplayer Menu, be selecting “Internet” we will interact with
Arcanum games which are hosted on the InterNet, as seen in Figure 5-7—although one
must first have set up an account for such games (see below for details on how this may
be accomplished). On the InterNet Menu, the first three selections are identical to those
found on the corresponding LAN Menu, with the exception that the games displayed here
are hosted from all over the world, rather than just upon the Local Area Network. If one
should choose to make a host server here, one’s game will be made available to everyone
in the world!
There are several additional selections available on the Internet Menu. By pressing
“Chat”, for example, one can enter the Arcanum chat rooms, as seen in Figure 5-8. One
can select the Chat Room on the left, and watch the discussion on the right. To join the
conversation, type your own responses at the bottom of the screen.
The last two selections on the Internet menu, “News” and “Community”, will minimize
Arcanum to the Electro Dynamo’s task bar and launch the default browser to find web
pages for the Arcanum News and Discussion Forums, respectively.
The last selection on the Multiplayer Menu is “Setup”, which allows a player to create or
change a WON account, as seen in Figure 5-9. One cannot access the Internet Menu
without having such an account. It will be necessary to create a unique “Log-in” name
and password. If you wish, you may also supply an email address, in order to receive
News updates for Arcanum.
Playing the game
While in Multiplayer Mode, playing Characters can work cooperatively, forming parties
and adventuring together for mutual protection: see the “Parties” section below. Players
can also play competitively, by fighting and hindering one another at every opportunity.
Players can begin Quests independently, of course, but most quests can only be
completed by one player or group of players; a princess only needs to be rescued once! If
one player completes such a Quest, it becomes closed and marked as “completed by
another player” in the Logbooks of other participants in the Game.
Regardless of whether the players choose to work cooperatively or compete, it is not
necessary for them to stay in the same local area, nor to follow a proscribed leader. All
players are free to move about the world as they wish. The biggest difference between
cooperative and competitive play is whether the players are sharing experience points--
again, see the “Parties” section below for further details.
Multiplayer Control Interface
Due to time constraints, Sleeping is prohibited in Multiplayer Mode (see below for
further details. Ergo, the Sleep button has been replaced, in Multiplayer Mode, by a
Multiplayer Control buttons. This button opens an interface that will allow the host to
control certain aspects of Multiplayer Mode, such as whether to allow another player to
join the game. All players use this interface to send private messages to other players.
When the player first creates the game, the Multiplayer Control interface appears as in
Figure 5-10. If someone attempts to join the game upon this server, his or her Character
appears without an icon; instead there is a plus button, which the server player can press
to allow that Character into the game, as seen in Figure 5-11. Should this Character be
considered undesirable in some way, the server player can also press the rightmost button
to disconnect (or ban) the player from his server.
Once a player is allowed into the game, he or she can click on another player’s icon to
send a private message using the Message window, as in Figure 5-12. This assumes, of
course, that private chats are allowed on this server—this may not be the case (see Server
options above).
Finally, the server operator can also disconnect or even ban a player from his server at
any time suring play by pressing the rightmost button in the Multiplayer Control interface
next to the player’s name. A secondary control interface appears in the Message Window
(see Figure 5-13); a disconnected player can reconnect immediately, assuming the
password has not been changed by the server operator, but a banned player cannot
reconnect from his current IP address.
Parties
Players in Arcanum can form parties to share in the experience of kills and quests. To
form a party, players use the broadcast commands defined in Chapter Three, section 3-5,
“Social Interaction”. Once in a party, all experience gained by a single player is divided
equally among all other players in his or party which are in his immediate vicinity. For
example, if a party member is awarded 1000 experience points and three other members
of that party are standing nearby, then all four party members will receive 250 experience
points each. However, any party members not in the vicinity gain nothing.
A player can only be a member of one party at a time. Creatures will react to hostilities
instigated by one party member by disliking every player in his or her party, which could
cause the creature to attack or flee, depending on the circumstances.
There are two important things to note about forming parties. Primus, players do NOT
share followers, so they cannot order about the Followers of another player. Secondus,
any Alignment Shift caused by a creature’s death goes to the player who struck the
killing blow to the creature. If a Follower struck the killing blow, the Alignment shift
goes to his leader.
Death; or, Waiting to Inhale
When a playing Character dies in Multiplayer Mode, the game does not automatically
end his or her session. Because another player may attempt to Resurrect the dead player,
the game will continue running until that player chooses to quit. If one is resurrected, one
can continue playing in this Multiplayer session. If one chooses to quit, one must make or
import a new Character for this Multiplayer session.
Differences between single and multiplayer
There are only a few notable differences in how our Game functions in Multiplayer
Mode. Chief among these is the matter of Time, and how it is handled; since all of the
players must be kept synchronized in the same time frame in a Multiplayer game, no
sleeping is possible, and no World Map travel is possible. Accordingly, the Sleep button
is removed and the World Map interface is not available. Players will have to walk or
teleport anywhere they wish to go in the game; for this reason only, Multiplayer maps
will tend to be smaller than single-player maps. There is no technical impediment to
prevent someone from making a larger Multiplayer map, but the creator of such a map
should remember that the player will have to walk from place to place, and the time
required could become prohibitive.
Secondly, Turn-Based Combat is not available in Multiplayer Mode. Because some
players may take an inordinate amount of time to complete their turns, and even distant
players unaware of the fighting would be forced into Combat Mode, Turn-Based Combat
is made unavailable as a Combat option while the Game is in Multiplayer Mode.
Lastly, there are a few Spells to which playing Characters are immune. These Spells
include the ever-popular Charm and Dominate Will: the former will not function
because the Game does not control player reactions, and the latter because it would wrest
control of the Character from the player for an indeterminate amount of time, which was
judged unacceptable (as well as downright unamusing) by the designers. Any Spell to
which the player is immune is clearly marked as such in its description in the Appendix.
Arcanum User Editing
The documentation on Arcanum User Editing can be found in the Documentation
directory on your Installation Disk.
A-1: Glossary
coin – the money in Arcanum, in the form of gold coins minted in the Unified Kingdom
stone – the unit of weight in Arcanum. 10 stone = 1 pound
Acronyms
AC - armor class
BE - beauty
CH - charisma
CN – constitution
D - damage
DR - damage resistance
DX – dexterity
ED - extra damage
ER - electrical resistance
FR - fire resistance
FT - fatigue
HT - health
IN - intelligence
MSR - minimum strength required
PE – perception
RNG - range
ST - strength
WP - willpower
XP - experience points
NP - noise penalty
A-2: Races
Introduction to John Beddoes’ On the Races of Arcanum
Within the realm of Arcanum there are several kinds of thinking creature, and the
resemblance which all of them share is obvious even to the most casual and unlettered
observer. The modern naturalist, unable to accept the superstitious explanations which
are offered by Religion, must find some other means to explain the similarity between
peoples as disparate as orc and elf, human and halfling, ogre and dwarf. Why do all
known races of thinking creature stand upright and walk upon two legs, count five fingers
upon each hand and five toes upon each foot, and see with two eyes? It may please some
to believe that the hand of an Almighty Creator was at work, and yet if one sits before
different pulpits one is bound to hear different, and conflicting, tales of that Creation.
None of these fables sort well with what we are daily learning by our study of fossils and
our observation of the natural world. If our understanding of Life and its history is to
expand, we must do better.
In the interests of this greater understanding, then, I have undertaken to create a new
system of classification for the various Races of Arcanum. In this venture my own
observations as a naturalist have been enriched by much study, and a diligent application
of the valuable data gleaned by other scientific researchers. I have also consulted some
experts in the field of Magick, when I felt that Science could not provide an adequate
explanation for certain phenomena. The end result of my efforts will, I have no doubt,
be displeasing to many and wholly satisfactory to almost no one. Men of Faith and men
of Science alike will howl for my blood, condemning me as a heretic; practitioners of the
Mystic Arts will call me a dabbler and dismiss my theories with the same carelessness
with which they treat all the products of Natural Philosophy. Nevertheless, I must submit
my theories to universal inspection! If I am wrong, I challenge my peers to show me the
error of my ways with reasoned argument and sound evidence, rather than the shameless
assassination of my character and general hysteria with which my theories have been
contradicted thus far.
In this treatise I will deal chiefly with what evidence the conjoined Sciences of
Paleontology, Ethnology and modern Biology have been able to discover, but I cannot
say that I am wholly free of debt to several noted practitioners of the Art. Most
particularly, the Alchemickal expertise of Wandrei Lightbrow, Ph.M. at the Hall of
Applied Magicks in Tulla, has been of inestimable help to me, especially in the dating of
fossils and the isolation of certain mystical vibrations in living subjects. I also learned
much from my correspondence with Master Olaius Wyrmius, the esteemed Dean of
History at Dernholm’s Academy of Higher Learning, who instructed me in the theory and
practice of Necromancy in the ancient world. And I cannot ever find words sufficient to
express my gratitude to the Wayfinder of my journey aboard the T.S.S. Cerberus, the lady
El’ena Crowe. She was not only first to listen to my thoughts on Natural and
Supernatural History with any patience, but was also kind enough to assist me in my
inquiries, by allowing me the opportunity to interview many of her elven friends,
acquaintances and relations. She was also good enough to grant me her hand in marriage
on the morning of May Eve, 18XX, by which gift she has made me the happiest of men.
The following pages, and my remaining years upon this earth, are dedicated to her.
John Beddoes,
Tarant 18XX.
Chapter One: The Minute Races: Dwarves, Gnomes, and Halflings
The first grouping of Arcanum’s intelligent peoples are the three which I have come to
call the Minute Races, these being the Dwarves and their cousins, the Halflings and
Gnomes. The Minute Races are easily recognized by their stature, which never admits of
a height greater than some 50 inches or 130 centimeters, even in the largest
representatives of their race. They are also recognizable by the proportions of the body,
which are somewhat different than those exhibited by humans and their kin. Minute
peoples tend to have heads which are larger in proportion to the torso and limbs than one
would see in a human subject. The limbs, especially the legs, are also shorter and thicker.
Dwarves
Of all the Minute Races, the Dwarven Clans are indisputably the paragon. Larger and
more physically formidable than their lesser cousins, the Halflings and Gnomes, they also
live longer; the natural life span of a male dwarf is nearly 600 years. Dwarves range in
height from 30 inches to an extreme of 50 or so, and can weigh up to nine stone, all of it
muscle. They are prey to few diseases, having a constitution which can bear extremes of
weather and deficiencies of diet far better than virtually any other race known. They are
also highly intelligent and civilized, possess a refined artistic sensibility, and enjoy acute
senses of taste, smell and hearing – faculties which all Minute persons share. In
distinguishing dwarves from other Minute races, take special note of their facial hair;
neither gnomes nor halflings can sport such full and luxuriant beards.
Our experiments with Dwarven tissue have shown them to be almost completely devoid
of any mystical vibration, and their bones have been found at great geological depth in
the fossil record. I conclude from this that they are not the product of any Magickal
agency, but are instead the children of pure Natural Selection, just as humans are.
According to the scanty evidence we have presently available, the parting of ways
between our Median race and the Minute races occurred some two million years ago, and
we evolved along parallel courses from then on. For this reason, it is impossible for
humans and members of any Minute Race to produce offspring together; the blood ties
between us are not strong enough to allow it.
As children of Natural Selection, dwarves, like humans, have no special aptitude for the
practice of Magick, and are inclined to seek power in the application of Natural Law.
They have a great gift for mathematics, and all those professions which derive from its
use, including architecture and engineering. They excel in mining, refining, and shaping
metals, and it is in these occupations that they are chiefly known to outsiders, but their
artisans in leather, wood, and stone are also unparalleled. The beauty of their sculpture
and carpentry must be seen to be properly appreciated. Alas, very few non-dwarves ever
have the opportunity to see their homes, much less the many treasures inside; dwarves are
a secretive people, bound by many laws and taboos which cannot be broken, on pain of
banishment or even death.
Dwarves live in mountainous regions, and their settlements tend to be small. Ogres are
their natural enemies, since the two races compete for space, but the dwarves have the
advantage of greater intelligence and numbers; in any dispute between the two, dwarves
are always the victors. The peculiarities of dwarven society have inspired a great many
myths and misconceptions about their race, which the Clans have been at no great pains
to correct. Some theologians hold that they are the Children of Earth, formed of the
primordial clay and made from the beginning of time to toil underground. That their race
is ancient, there can be no doubt; it is also true that they have made their homes in the
mountains for many thousands of years. However, recent evidence unearthed on the far
side of the Stonewall mountain range suggests that dwarves once occupied the plains
there, and may have built above-ground cities within sight of the Western Ocean. In the
half-buried ruins of old Ur’uk and Caamlun, archaeologists have unearthed extremely
ancient ceramics and lead figures which depict dwarves hunting, hawking, even fishing
and farming in the lowlands.
What catastrophe eventually drove the dwarven Clans to the forbidding mountains in
which they now dwell? It is impossible at present to say. It may be linked to the
overwhelming antipathy which dwarves still bear for orcs, however, which is otherwise
inexplicable. It may also have to do with to the remarkable longevity of their race, and
the price they pay for this enduring span of natural life. Many have wondered why
dwarven women are never seen by outsiders, and why they do none of the work in mine,
quarry, smelter and forge for which their people have become so renowned. In
attempting to arrive at some explanation for this generally known fact, I made a study of
many other long-lived organisms, and I concluded that the dwarven life cycle must
include a very long period of confinement for their women. My experience suggests that
they most likely take over ten years to deliver a healthy infant, once the child is
conceived. During this time, a dwarven lady’s health must be very much at risk, and the
efforts of her entire clan are probably bent to keeping her safe, well, and in a state of
perfect serenity.
By visiting the dwarven settlements north of Stillwater, I was able to make a casual count
of the men in the community, most of whom could be seen traveling daily to the mines.
Given that number, and an estimate of the supplies which were always being delivered
from the south, I was able to make a fair guess at the number of dwarven females which
must live there, hidden from the prying eyes of strangers by high walls and locked doors.
The results were surprising; it appeared that dwarven males outnumbered the females by
nearly 2 to 1!
Combine the long period of confinement and the ratio of men to women, and it is little
wonder that females of child-bearing age must be a rare and precious commodity among
the dwarves, to be sheltered and protected at all costs. Perhaps this explains why we
rarely see a dwarven adventurer who is not bent on making a vast fortune, and winning as
much gold as he can get; the poor fellow may be hoping to raise a hefty bride price, in
order to be eligible for marriage!
Gnomes
Gnomes, like dwarves and halflings, are a Minute Race. They are descended from
Dwarven stock; according to our limited fossil finds, the first true gnomes appeared over
seven hundred thousand years ago, in what is now Cumbria. It would seem that the
divergence of gnomish and dwarven races occurred by the ordinary process of Natural
Selection, rather than by magickal intervention. This theory is supported by alchemickal
testing of gnomish tissue, which yields no distinctive mystic vibration for their species.
Accordingly, like all products of pure natural selection, gnomes have no special
advantage in the practice of Magick. They are not particularly known for its use.
Unlike dwarves, gnomes are not possessed of an especially powerful physique, and they
do not display exceptional strength; their physical powers are more in keeping with their
stature, which is quite small. Gnomes average less than 40 inches or 100 centimeters in
height, and usually weigh some four or five stone at most. However, they do possess
uncommon endurance and longevity! The natural life span of a gnomish male is some
500 years, barring accidents and illness.
Superficially, gnomes can also be distinguished from other Minute peoples by their facial
features and feet. Unlike their dwarven cousins, they are never seen to sport a beard.
They also do not possess oversized and hairy feet, as halflings do. The only remarkable
physical feature of the common gnome is his or her nose, which is usually large and
fleshy. Like all Minute races, gnomes are possessed of exceptionally keen senses in
general, but the size of the gnomish nose may account somewhat for a gnome’s sense of
smell, which is extremely precise and exacting. In this particular faculty, in fact, they are
second to none! The gnomish sense of smell may go far to explain the great success they
have enjoyed as chemists and perfume-makers.
Aside from these superficial differences, which can be subtle to the untrained observer,
the main difference between gnomes and other Minutes is in character. Here the
contrasts are sharp and defining! For example: whereas dwarves make their homes
almost exclusively in mountainous regions, gnomes are not confined to any particular
locale; they are found everywhere that there is commerce and trade. And, while dwarves
live in a closed and insular society, preferring to avoid contact with other races as much
as possible, gnomes are free-ranging and cosmopolitan. Halflings are a shy, retiring, and
largely sedentary folk; gnomes are fiercely energetic and driven. Of all Minute peoples,
gnomes are the most likely to travel, learn new languages, and appreciate all that is novel
and foreign to their experience.
At the heart of the world-famous gnomish ambition, which has inspired so many gnomes
to become bankers, politicians, and captains of industry, one always finds a strong desire
for security. Outside observers, who tend to pass judgement based on surface
appearances, have often condemned the gnomish people for their love of gold and power;
but in doing so, they ignore the motivation behind any gnome’s quest for wealth.
Gnomes do not love money or influence for their own sake! It is the desire to provide
assurances for himself and his Family that motivates the average gnome.
It must be noted that the ordinary gnome, once stripped of his fortune and title, is a highly
vulnerable person. Gnomes are not so well able to defend themselves as dwarves are, in
a physical sense; they also do not have impassible mountain ranges to hide behind. If a
gnome is to enjoy any peace of mind, then, he must have some means of providing for
himself and his loved ones. Some barrier must be erected between himself and the world,
which is full of dangers. Before being quick to pass judgement, it may be wise for us to
remember that a gnome may spend up to 100 years as a pensioner!
Also, the devotion and duty which a dwarf gives to his Clan is mirrored, in gnomes, by
their allegiance to the extended Family, to which any gnome’s loyalties are final and
absolute. Siblings, parents, grand-parents and other living ancestors, cousins and
cousins-by-marriage…as a member of the Family, any given gnome is expected to
assume responsibility for the health and welfare of up to one hundred people, once all his
relations are counted. This burdensome thought is bearable to him, of course, because
every other member of his Family is also working just as hard as he is, devoting untold
energy to the Family’s support. All of these efforts are directed by the head of the
Family, the “Don” (or “Dona”, if this person is a woman), who coordinates the efforts of
every gnome bearing the Family name, giving each a set of responsibilities and duties to
perform.
The gnomish love of Family gives their lives purpose and direction, as well as a personal
security which other races, for the most part, can only envy. Great are the benefits
enjoyed by the rare outsider who impresses a gnomish Don enough to be adopted as a
“godson” to the Family! There is a dark side to all this, however; not only can power
struggles within the Family turn ugly, but gnomes are known to exact terrible and bloody
revenge on anyone who harms or threatens a Family member. No one can hold a grudge
like a gnome! They live long, remember every offense against them with perfect detail,
and they do not make nice distinctions between the person who once did them wrong and
his descendents, 100 or 200 years later.
Women and children are particularly cherished by the gnomish Families, and gnomish
ladies, although not as cloistered as their dwarven counterparts, are still rarely seen
traveling abroad or even walking the streets unless they are accompanied by a formidable
entourage of escorts and bodyguards. Trained half-ogre protectors are a common sight
on the streets of any large city; they accompany all gnomish people of substance.
Halfling
Halflings are the most diminutive people of Arcanum, and the smallest of all the Minute
races. The average halfling never achieves a height greater than 34 inches or some 85
centimeters, and usually it is less. In weight they average some four or five stone, but can
sometimes weigh up to seven, as they are somewhat prone to the vice of gluttony. They
exhibit the same keen senses that all Minute peoples do, but in halflings there is a greater
emphasis on the sense of taste than any other, and in accordance with this gift many
halflings devote the whole of their lives to gratifying the palate, both for their own benefit
and for the pleasure of others. All but a few of the world’s most famous chefs are
halflings, and they also provide us with our most celebrated wines, beers and ciders.
Superficially, halflings can be distinguished from their close relatives by several traits.
They are physically smaller than dwarves and do not grow thick beards, although they are
furnished with soft, animal-like fur on other parts of the body, especially the legs and
feet. They do not have a large and fleshy nose, as gnomes do, and tend to be thicker
about the middle than gnomes generally are. The most visible feature of any halfling is
his or her feet, which are always disproportionately large and usually quite hairy. The
skin upon the sole of a halfling’s foot is thick and flexible, providing them with a soft and
well-cushioned tread. They do not normally wear shoes, since they find them awkward
and confining, not to mention noisy.
With these superficial physical differences, however, there are also deeper, more
metaphysical differences between the halflings and their Minute cousins. Unlike dwarves
and gnomes, who are the products of pure Natural Selection, the course of halfling
evolution appears to have been impacted by Magick. This can be demonstrated by
subjecting tissue samples from any present-day halfling to certain alchemickal tests; once
all other vibrations are eliminated by a process of distillation, any halfling’s tissue and
bone will be seen to resonate upon a certain mystical frequency. This frequency is
unique to their race, and is never exhibited by the members of any other species,
regardless of how many times the test is performed. All halflings resonate at this
frequency, and continue to do so long after death; we have reliably dated halfling remains
as old as 50,000 years with the identical racial resonance.
The first halflings appear some two hundred thousand years ago, in the gentle hills just
south of the Glimmering Forest. It is likely that their forebears were gnomes, although as
always in cases of Supernatural Selection, we cannot be absolutely certain in this. What
magickal agency may have chosen to split them off from the gnomish race, we cannot
say, nor can we guess what purpose this agency may have had in mind in creating the
first halflings. The end result of that magickal working has been to reduce the natural life
span of a halfling to some 400 years, however, in comparison to the 500-600 that a
gnome or dwarf may hope to enjoy. Their physical differences from gnomes and
dwarves can also be explained in this way, as well as many of the unique aspects of the
halfling character.
Despite the fact that they do possess an innate magickal resonance, halflings demonstrate
no great inclination to become sorcerers. Their magickal nature tends to reveal itself
more subtly, in the deep connection their race enjoys with Nature, especially domestic
plants and animals. The vast majority of halflings live in rural areas, and entertain no
greater ambition than a simple, quiet life at home; they have great success as farmers and
vintners. The halfling disposition is far more gentle, patient and passive than that of
gnomes or dwarves; they love comfort and peace, and take no pleasure in being involved
in the affairs of other races. Regardless of what profession a halfling adopts, he or she
will always be drawn to green and quiet places. Even city-dwelling halflings feel the
need to keep a garden when they can; the courtyard of a halfling’s townhouse is often
furnished with a lush variety of herbs and flowers, as well as a beehive or a vegetable
patch.
Halflings tend to live in small, close-knit communities. Rural halflings assemble in
villages and build their houses under mounds of earth, which are then covered with sod
and flowers; the insulation thus provided makes their dwellings most comfortable, warm
in winter and cool in summer. In the case of city-dwelling halflings, there may be more
than one small community of them in a town of any great size; but while these
communities are friendly to one another, each group tends to keep to itself, maintaining
its own customs and traditions.
In contrast to dwarven and gnomish ladies, halfling women enjoy great freedom of
movement and action. No married halfling would dream of confining his wife indoors!
Very likely the lady would not stand for it; although tiny, halfling females are spirited
and outspoken. They are often seen working alongside their husbands in the fields, or at
any business he may run; sometimes they even own farms and businesses of their own.
They rarely leave home unless it’s absolutely necessary, however. Little as halfling men
enjoy traveling, halfling women seem to like it even less. One seldom sees them abroad.
Chapter Two: The Gigantic Race: Ogre and Ogre Hybrids
Ogres are the last survivors of a very ancient and potent magickal working, which has
only lately begun to wane, after having been initiated nearly one million years ago.
Roughly 900,000 before the present day, the fossil record shows us a wild outburst of
magickal activity, an unprecedented surge of sorcery which affected life on Arcanum for
millennia after. What caused this sudden cataclysmic storm of Supernatural Selection,
we may never know for certain; all that we can say now is that the magickal agencies at
work at that time were enormously strong, far more powerful than the forces which any
modern-day mage can command. A great many organisms were created then which
survive to this day, albeit in small numbers.
In this distant Epoch of Enchantment we find the origins of many legendary species,
including the kraken, hydra and sea serpent; Wyrms, dragons and drakes were brought
forth at roughly the same time. Many pre-existing species were substantially altered, as
in the case of the unicorn and the firebird; others were merged into chimeric organisms
like the centaur and manticore, for reasons unknown. Humans, which pre-date this
Epoch by some two hundred thousand years, were not left untouched by the general
pandemonium; although the majority of our forebears went on unchanged, some of them
were vastly transformed by magick. When the fantastic whirlwind of Supernatural
Selection died down some four thousand years later, two new species had emerged, and
thereafter co-existed with ordinary humanity: these being the elves and the giants.
True giants are no longer among us. We know that they existed; we can still see the
cyclopean stones which they arranged in the Dark Fens, if we care to travel there, and
visitors still come yearly to the Giant’s Dance of Morbihan to see the pillars they erected
to mark the dawning of the Midsummer sun. We have also found their fossilized
remains, and one or two impressive skeletons have been assembled at Tarant’s Museum
of Natural History. But the giants of Arcanum left behind more than their bones; they
still walk among us, in the form of their living descendents, the ogres and half-ogres.
Ogre
We cannot say for certain how long it took the ancient giants to degenerate to the form of
the modern-day ogre. Certainly it was a slow process, one which took many thousands of
years. It is probably safe to surmise that succeeding generations of giants have been
shrinking for the last 200,000 years or so, most likely because they have been steadily
deprived of other behemoth species, which may have once provided them with food.
When exactly the modern ogre was first seen we do not know, as we seldom find a
complete set of remains; ogres, like orcs, have a tendency to cannibalize their own dead.
Nevertheless, most naturalists put the appearance of the modern ogre at a date of 50,000
years ago at most.
The average ogre today achieves a height of no more than 150 inches, or 380 centimeters;
this is a far cry from the giants of yesteryear, who could sometimes measure longer in the
bone of the thigh alone. They weigh roughly 30 stone, this mass being mainly dense
muscle. It’s difficult to ascertain the natural lifespan of these creatures, as ogres are so
inimical to life that they are killed almost immediately by any other race that encounters
them, but the average age of the ogre cadavers I have examined seems to be some 200
years. How long they may live if they are left to themselves, I cannot say. Every
specimen I have seen has been dead by violence.
In the wild, ogres seem to be solitary creatures. They prefer to live in mountainous
regions when they can, and are quite territorial; this often brings their race into conflict
with dwarves, who also choose to live in the mountains, but do not care to be bashed on
the head and devoured by their neighbors! Nevertheless, despite the seeming advantage
that an ogre may have over a dwarf in battle, dwarves are rarely killed by ogres – the
reverse is far more common. Although the ogre has the benefit of greater size, strength
and reach than his dwarven opponent, it is rare for any dwarf to be caught off-guard and
alone. In general, dwarves quickly recognize the signs that an ogre is in the area; ogres
are not subtle about marking their territory, and tend to block canyons with piles of great
stones, or rip trees out of the ground in fits of temper. Any dwarf seeing this kind of
marker will immediately organize a hunting party, and any such hunting party will either
kill the beast quickly, should it choose to stand and fight, or drive it out of the area.
From the standpoint of Natural History, oddly enough, ogres may have the prior claim to
the peaks of the Stonewall mountain range and even the Grey Mountains; these regions
are where we most often find the bones of their giant forebears. Small ogre families can
still be found in these regions from time to time, living in isolated areas; rogue males
have also been known to dominate the odd orcish tribe, where their superior strength
gives them authority. Ogres are neither highly intelligent nor especially civilized,
although they can usually speak at least a few words of the common tongue, as well as
their own language. Because they tend to be slow-witted, they show none of the aptitude
for magick which their giant forebears once had; this may in part explain their special
hatred for elves, who date from the same epoch of history as themselves, but who have
lost none of their magickal nature.
Regardless of their inability to use magick, ogres seem equally unable to apply natural
law. The only tools they employ are crude clubs and stone hatchets. Even their hunting
method is simple; most often it involves the ogre leaping from some carefully chosen
hiding place beside a roaring mountain stream or a narrow pass, and crushing the skull of
its chosen victim with one dreadful blow.
Some may justly ask how we can say for certain that ogres, who are relatively tiny in
comparison to giants, have any real relation to these colossal beings of old. Again, we
demonstrate the relationship by means of Alchemy, which shows the same deep, slow,
penetrating vibration in the tissue of a modern ogre that one can find in the tremendous
bones of his ancestors. This vibration is much fainter in ogres, however, than it is in
fossilized giants; it may be surmised that the enchantment which once brought forth
giants in Arcanum is now dying at last, rendering their descendents more and more
human-like. This may explain how ogres are able to mingle their blood with ordinary
humans, when it is likely that their giant forebears could not.
Half-ogre
The half-ogre is a curious hybrid, the result of somehow cross-breeding an ogre and a
human. We cannot say for certain how these creatures come to be, although they must be
conceived by rape. The circumstances of a half-ogre’s birth are difficult to imagine; if
we did not see them walking the streets of every city in Arcanum daily, most naturalists
would call such a thing impossible. Although of course it is always conceivable that an
ogre bull might violate a human female captive, everything we know about ogres tells us
that it must be quite unusual for the victim to survive any such sexual encounter. Also, if
some hardy human female could survive the assault, it is difficult to understand where an
ogre father finds the patience to await the birth of his half-ogre offspring. Even after
putting a human female to use in satisfying the one appetite, the standard course of the
male ogre would normally be to satisfy his other hungers very quickly. To put it bluntly,
one would expect the victim to be killed and eaten. After being molested by an ogre,
most human women would probably welcome this fate as something of a relief!
Regardless of these lurid speculations, however, half-ogres do exist and they do live
among us. Prior to two hundred years ago, of course, they were exceedingly rare. It may
be that the near-extinction of the ogrish race in recent years has inspired the current
generation of ogre patriarchs to unheard-of heights of procreative ingenuity; we cannot
say, as we are unable to interview them. The best we can do is examine their children,
and draw what conclusions we can from our findings.
Half-ogres, then, show both sides of their parentage quite clearly. In body they are only
slightly smaller than pure-blooded ogres, having a height which averages roughly 120
inches, or some 300 centimeters. They weigh something in the realm of 25-30 stone, and
like ogres they are well-muscled and extremely strong. They do not live as long as ogres
do, however, having a natural lifespan of only 90 years or so, and in character as well as
longevity they show the influence of the human parent. They are more intelligent than
ogres by far, and also far less violent and prone to fits of rage. They can work and live in
the company of other races; normally one sees them employed by gnomes, who are more
able than most to overcome their personal biases against them. Although they do still
possess a slight rumble of the same mystic vibration which exists in ogres and giants,
half-ogres do not seem to have the intelligence or inclination to use magick at all. They
probably could make some use of tools or technological devices, if these were of an
appropriate size; but such items are seldom made to fit an oversized hand or body.
It is a curious fact that all the half-ogres we see around us are male. It may be that the
ogre parents of these creatures do not allow the girl-children of a human-ogre pairing to
live; on a more sinister note, it may be that while their sons are allowed to wander off
from the tribe, the daughters are kept for breeding purposes. In any case, the half-ogres
who find their way into civilized society are well able to make their way in the world, and
always find employment very quickly. They make most excellent bodyguards, bouncers,
and physical labourers; gnomes benefit greatly from their services, and any gnomish
gentleman of substance will be seen to travel with a half-ogre for his personal protection.
The extreme loyalty of a half-ogre guardsman has become somewhat legendary. When
called upon, half-ogres will fight to the death to protect their charges.
Although half-ogres are somewhat slow-witted by the standards of the average human,
they have great patience and a mild temper. They have some of any ogre’s hereditary
dislike for dwarves and elves, but these feelings manifest as mistrust or repulsion rather
than being an automatic pretext for mayhem. There even seems to be some innate
parental instinct in them; they show genuine affection for persons smaller than
themselves. Half-ogres are exceedingly gentle with children of all races, and are
especially inclined to be fond of gnomes and halflings. Why this is, we cannot say, but
one is occasionally met with the incongruous sight of a half-ogre minder charged with the
protection of a small child, or even several children.
Chapter Three: The Median Races: Orcs, Elves, Humans and Human Hybrids
It is in the classification of the Median races – orcs, elves, humans and hybrids thereof –
that my theories on Natural and Supernatural Selection always meet with the most
resistance. I have no illusions in this matter; the religious beliefs of many are at stake, as
well as a host of assumptions which are regarded as unassailable truths by the vast
majority of our civilization. Nonetheless, I am a man of Science, as are my fellows in the
fields of Natural and Supernatural History, and I must make my judgements based on
evidence, not wishful thinking.
It is therefore my painful duty to state that all the median races, including the orcs and
elves, are descended directly from human beings, by a process of Supernatural Selection.
The evidence which has accumulated in recent years, through the science of Paleontology
and the art of Forensic Alchemy, leaves this matter no longer in any doubt.
Such a statement, simple as it is, sets all former systems of classification on their
collective ear, and also directly contradicts the teachings of countless religions. Those
who have been pleased to associate various races with mystical “Elements” will not be
glad to know that their theories are not supported by the fossil record we have available.
And even those learned readers who are able to tolerate speculation on the origins of
humankind will often balk when we turn the same scrutiny on orcs and elves. The
premise most difficult to accept is this: two organisms cannot create offspring together
unless they are closely related. Although every naturalist and farmer knows it, we are
reluctant to accept the same premise when it is applied to ourselves! It is nearly
impossible to make the average elf, orc or human accept the truth: the very fact that half-
elves and half-orcs exist at all must mean that the parent species are cousins to one
another. Further more, the fact that both half-elves and half-orcs are fertile, viable
hybrids, rather than sterile sports, means that the relationship between the parent species
is very close indeed!
Human
Humans are the root stock of all the Median races, and one of the oldest peoples of
Arcanum. We are the children of pure Natural Selection; fossil evidence clearly indicates
that our forebears and the early dwarves diverged from one another some two million
years ago, and since that time the two bloodlines have evolved along parallel courses.
Just as the dwarves are the progenitors of all the Minute races, humans are the living root
of all other thinking beings in Arcanum, including such ancient offshoots as the elves and
giants, and the modern sub-species we know as orcs.
This premise is difficult for some to accept, but I maintain that it is the only explanation
for certain inalienable facts. Primus, our study of paleontology has confirmed that
humans, in their present form, have existed for over one million years in Arcanum.
Second, both the tissues of a pure-blooded human and the most ancient fossilized remains
of our race display no characteristic mystical vibration, which indicates that our species is
not inherently magickal. Nonetheless, despite the complete absence of any inherent and
universal magickal quality in the human race, humans are always able to produce fertile
hybrids with three other completely disparate species, none of which are able to
reproduce with one another: these being the elves, orcs and ogres. When you combine
this with the geological dates we associate with the first appearance of all three
subspecies in question - dates which fall long after the first true humans appeared - it
becomes clear that humans are the precursor from which many other races were created,
by the process known as Supernatural Selection. Elves, giants and orcs were all
deliberately manufactured from human stock, by magickal workings!
The basic human ranges from 60 to 75 inches or 175 centimeters in height, and weighs
between six and twelve stone. The average length of a human life is some 80 years,
although some members of the race may live to be 100 if they are very fortunate; any
longer span of life must be achieved by magick. Despite the lack of an inherently
magickal nature, humans are sometimes able to master the Art and achieve some small
success in spellcraft. On the other hand, the high native intelligence and great curiosity
of humans grants them a most wonderful gift for applying Natural Law, and humans
develop and control more Technology than any other people known.
The character of the human race is varied and diverse. Humans tend to form groups
based on the immediate family, and show great affection for their mates and children.
They are by far the most numerous of all the races of Arcanum, and can be found
everywhere, living in all lands and climes. Humans pursue every imaginable occupation;
human stubbornness is such that they will not allow themselves to be barred from any
place or profession, no matter how they must bend to adapt themselves to it. They also
seem to lack any inborn prejudices, save for a violent and unreasonable hatred of orcs,
whom they find loathsome on sheer instinct. Most humans also exhibit a vivid fear and
hatred of ogres, it is true…but in justice, the same fear and hatred probably extends to
any being which considers human flesh a delicacy.
Elf
My theory as to the origin of the elvish race will meet with great hostility from many
quarters. Up to now it has been the commonly held wisdom that elves are a younger race
than any other, but fossil evidence does not support this conclusion; humans and dwarves
are the oldest races of Arcanum, but elves and giants came close behind. The first
distinctive elves appear some 900,000 years ago, during the Epoch of High Enchantment.
They are a product of Supernatural Selection, just as giants, dragons, and many other
highly magickal species were.
The first distinctively elven remains were found in the region of the Drowned Woods,
scattered in a layer of earth which also contained the bones of the famous Eltdon Wyrm.
Between the saw-edged teeth of this ancient monster, paleontologist John Eltdon
discovered scraps of mithril chain and plate, armor which has always been peculiar to
elvish warriors. Since these bones have been dated to a time no earlier than 750,000
years ago, it can be concluded that the elven civilization was already well advanced by
that time.
Elves can be distinguished from the other Median Races by the proportions of the body,
the facial features, and the tint of hair, eyes and skin. They are not so tall as humans,
averaging some 60 inches or 150 centimeters at most in height, and tend to be frail and
slender in appearance, weighing six stone or less. The arms and legs are longer in
proportion to the torso than in humans, and their fingers and toes may also be unusually
long and thin. They have elongated and pointed ears, almond-shaped eyes, and small,
delicate noses and mouths. Their skin is pale, ranging in shade from creamy beige
through chalk white to a delicate, milky olive tone. Their hair is also light in color, and
may be any shade from silver to cornsilk gold to green. Some rare specimens have
brilliant, flame-red tresses, or even coal-black; elves seem to find these two colors
particularly appealing, and may even be attracted to humans who have such hair. Their
eyes are silver-white, blue, green, grey, or amber yellow. Often the color of an elf’s eyes
varies with his or her moods, flashing from one hue to the next as they are moved by
different emotions. Color is not the most remarkable quality of elven eyes, however;
their vision is also exceptional, allowing them to see in the dark and for very long
distances, which renders them the most superb marksmen of all the Median races.
Elves are an inherently magickal people. Mystic vibrations within them are so strong that
isolating the universal frequency of their tissues is a challenge, although it can be found
by a process of distillation. Because they are saturated with magickal energy, elves are
natural practitioners of the Art, and they have made countless generations of mages in
Arcanum. By the same token, they have no natural aptitude whatsoever for the study of
Natural Law, and have the greatest difficulty in mastering even simple Technology.
Sometimes the magick within them is so strong that small Technological devices will not
work at all in their presence, while large and powerful Technological devices may even
make them violently ill. In any case, Technology is not something which interests most
elves much, save that they decry the despoiling of Nature which goes on in the name of
“progress”.
It is difficult for humans to understand the character of the elven race, as they display a
sometimes paradoxical blend of qualities. They are a peaceful, gentle people as a rule,
light-hearted and fond of every kind of joke and prank…and yet they take matters of
honor in deadly seriousness, and if provoked will duel to the death over an insult which
might seem meaningless to a human observer. They love feasts, festivals and holidays,
and spend much of their time in celebration; elves rarely employ themselves in any
pursuit which humans might call “work”. Nonetheless, the sin with which they tax most
other races most often is that of “wasting time with frivolous things”, by which they
mean any concern one may have with money, or making an honest living! Elves are
generous, charming, forgiving and gracious hosts – and yet, at times, their arrogance can
be well-nigh insufferable. They blatantly regard themselves as superior to any other race,
with the possible exception of halflings, whom they seem to love inordinately.
Elves are philosophical in most things, and the classic elven arrogance most often
displays itself as a mild distaste for other races and their company. This distaste is very
seldom elevated to the passion that one might call “hatred”… except in the case of orcs,
whom elves will kill at any opportunity that presents itself, and ogres, whom they regard
as the epitome of all things big, stupid and violent - qualities which they despise. As to
the much-discussed congress between elves and humans, elves have little to say about it,
save for this: most humans do not understand that the elves they tend to meet abroad are
very young. For the first few centuries of their lives, elven children are expected to run a
bit wild. They wander in search of new experiences and adventure, and this is the time of
their lives when they are most likely to form relationships with humans; both male and
female elves very often “sow their wild oats” among humankind. In maturity, elves tend
to settle down and keep to their own; it may be that burying several generations of short-
lived friends and spouses causes them to lose the taste for human company.
The Fair Folk are highly territorial, and group themselves by region; Glimmering Forest
elves consider themselves a breed apart from the Gray Mountain elves. This is explained
somewhat by the deep communion that all elves enjoy with Nature, especially the living
forests of their birth. Some observers claim that they have seen elves speak in animal
tongues, commanding a beast in its native speech; sometimes they swear an elf can hear
the trees cry out, when they are felled by a woodsman’s axe. Whether this is true or not,
elves certainly exhibit a great love and respect for all living things, despite the pride they
take in their skills as hunters and bowmen. Elven hunters kill only out of need, or in self
defense, and never for pleasure; they abhor those who deliberately go abroad to collect
trophies.
It is impossible to make any final guess at the possible lifespan of an elf. The best
estimate we can make is that they might live some 1,000 years naturally, without
prolonging the duration of their lives by magick. However, it is very rare for elves to
willingly allow themselves to die, or even age naturally, when magick comes so easily to
them! A simple effort of Will can keep them alive and young for centuries. This being
the case, it is considered very gauche to ask elves how old they are, especially if the elf is
a lady. An elven maid who looks no older than seventeen may have seen five generations
of men turn to dust in her time. If one has occasion to visit an elven city, it is best to take
one’s cues from other elves; usually one elf can sense automatically how old another elf
might be, and will tend to address the person accordingly. If two elves of the same
region meet, and are roughly the same age, they will call one another “brother” or
“sister”. If the elf one meets is a stranger from a different region, he or she is called
“cousin”. An elf who is centuries older is called “mother” or “father”, unless one is
trying to flatter. Elves over a thousand are called “auntie” or “uncle”, indicating both
affection and respect. Truly ancient elves may be referred to as “grandfather” or
“grandmother”. I have been in the presence of the Silver Lady of Quintarra, and heard
even quite ancient elves call her “Elder”; what unimaginable length of life this may
indicate, I cannot say.
Half-Elf
Half-elves are a hybrid race, the product of human and elven parents. There is no general
rule for their conception; they are as likely to be born from congress between an elven
woman and a human male as by an elven male’s interference with a human woman. The
issue of any such union is a person who shows some traits from each race, but fully
belongs to neither – a fate universal to all hybridized individuals.
Half-elves tend to show the physical build of the human parent, but this is not always the
case. They range widely from 60 to 75 inches in height, and weigh between six and
eleven stone. At times they can pass as fully human or fully elven, but they can almost
always be spotted by the trained observer by a blend of features which is common to
neither race. Even when they are small in stature, they have ordinary human proportions
and lack the elongated arms, legs, fingers and toes of an elf. They almost always show
the pointed ears of the elven parent, and may also have some of the classic elven
complexion, but the color of the hair will often give away an admixture of human blood.
Half-elves are not harshly discriminated against in human and elven society, but neither
are they ever entirely at ease. When they live among elves, their pure-blooded relations
rarely greet them as “brother” or “sister”, even if they are closely affiliated with the half-
elf’s elven parent; a half-elf is instead called “cousin”, a firm reminder that they are not-
entirely-welcome outsiders, and always will be. Among humans they mix freely in
society, finding their own way as others do, but their longevity is something of an
obstacle to forming lasting attachments; half-elves have a natural lifespan of some 400
years or more.
The character of any given half-elf depends largely upon his or her upbringing, and
whether they were chiefly raised in elven or human company. Although they lack the
deep and ingrained relationship with living things which elves exhibit, they do seem to
commune somewhat with Nature, and often express a love of animals or spending time
out-of-doors. They do not display any of the arrogance which one associates with elves,
and very rarely show an elven prejudice against other races; the only exception to this
rule appears to be full-blooded orcs, whom they instinctively loathe, just as humans and
elves do.
Half-elves show the same innate magickal quality which one associates with their elven
genitors, although to a lesser degree. They make very fine mages, should they choose to
study the Art. They are also not entirely free of an elf’s difficulty in mastering the uses
of Natural Law, and often find themselves at something of a disadvantage in becoming
Technologists…but this can be easily overcome with concentration and hard work, when
the student is properly motivated. In any case, they can hold any sort of profession they
desire, and the lack of overt racial prejudice makes them fine barristers, tradesmen and
shop-keepers. A great many half-elves also live in rural areas and work as farmers,
herdsmen and hunters; with the keen vision and marksmanship afforded by their elven
heritage, half-elf hunters and guides are much sought-after.
Orc
Prior to this point, it has been the habit of both religion and science to classify orcs as a
“monstrous” race, assuming some direct relationship with ogres, because the two species
are similar in character. This assumed relationship does not exist, save in that ogres are
also products of Supernatural Selection, and represent in their own way a branch of the
human family tree. In the final analysis, orcs are a much younger race than the giants
from which ogres descend, the result of a far more recent process of Supernatural
Selection. That they resemble ogres physically is only a coincidence, from the standpoint
of the scientist.
It is difficult to say when the first orcs appeared. We rarely find a set of intact remains;
they have a tendency to cannibalize rather than bury their own dead. Nonetheless, we
begin to find some signs of their existence only a few thousand years ago, perhaps ten
thousand at most, in the area of the Dark Fens. They are a young race, the product of a
relatively recent and extremely powerful enchantment, and the fact that their forebears
were once fully human may provide some explanation for the deep, instinctive repulsion
which most pure-blooded humans feel in connection with them.
The average orc has a body length of some 60 to 70 inches, or 165 centimeters, but they
rarely stand that tall in practice. The spinal column of any orc has a tendency to be
deformed, resulting in a hunched back, sloped shoulders, or a forward-projecting head;
this detracts from their apparent height. They weigh between seven and twelve stone,
just as humans do, but beyond this the resemblance between the two species ends. The
facial features of an orc are a twisted parody of the human norm, often showing traits
which more properly belong to a wild boar or a tiger. They may have pointed ears, large
tusks or a porcine snout, slitted pupils to the eyes, or other abnormalities; they are also
prone to defects like the cleft palate or “orclip”, as some call it. Their teeth are unusual
by human standards, as well; these have a tendency to be sharp and jagged, and whenever
an orc loses a tooth it grows back immediately – a propensity that they share with sharks.
The natural lifespan of an orc is brief, a period of some 40 years. They breed quickly,
however; an orcish female can deliver her offspring within four months, and when her
young are born they mature faster than human infants do, being able to walk and even run
in less than six months. Orc babies are also more likely be born in pairs than humans are;
twins and triplets are a common occurrence. Because orcish mothers have only two
breasts and two arms, however, the third child in a triple birth is usually given to the
father, who eats the newborn infant by way of celebrating his fertility.
Despite the brevity of their natural lives, orcs possess a frightening vitality. They have
great strength, far greater than one would expect from a human of the same size. If
injured, they heal almost immediately. If their hands, feet or individual digits are
severed, those extremities will continue to live for some minutes apart from the body;
even whole arms and legs may be successfully reattached, if they can be found and sewn
back on by a competent surgeon. They are highly resistant to disease and seem to be
wholly immune to infection of any kind, as of gangrene; they also suffer far less than
humans do from extremes of cold or heat. This unassailable health seems to be an aspect
of the magickal working which split them off from the rest of the human species,
thousands of years ago; even the most ancient accounts of their race include reports of the
orc’s vigorous constitution.
Orcs organize themselves into large tribes, with as many as 30 or 40 members in any one
group. The males dominate their society, with the strongest and most cunning male
leading the tribe; other males cooperate in hunting and defense of the females, but they
do not oppose the decisions of the Chief in any way, unless they wish to challenge him
directly. An orcish Chieftain must be ready to face such a challenge for supremacy at
any time. If he relaxes his vigilance, he will always be taken down by a younger,
stronger orc…or even by a stronger member of some other species. Ogres have been
known to lead orc tribes. Even a half-orc or a particularly degenerate human can hold
such authority, as in the case of the famous Cannibal of Cattan, Sawney Beane.
Orcs are nomadic people by nature, moving constantly from place to place. They are a
constant danger in the lonely places of the world, and on the outskirts of any settled area;
orcish tribes can be found in any region which is not densely populated by civilized
peoples. The orcish character has two great motivating forces, these being fear and hate:
they hate nearly everything that lives, especially other thinking beings, and they fear
anything which is stronger than they are in some way – i.e., anything which can kill them.
Fear translates in the orc to respect and veneration; hate always translates into violence
and murder, sooner or later…and usually sooner.
Alchemickal testing of orc tissues shows a powerful mystic vibration knitted into their
flesh and bone. If their race possessed more than the rudest animal cunning, they might
make formidable mages – a notion which will doubtless fill most of us with horror!
Fortunately, orcs do not have a very high native intelligence. The same magick which
has shortened their lives and twisted their bodies is also at work in their brains, filling
them with hate and rage, and keeping them from the higher realms of thought.
Of course, the fact that orcs are strong and not terribly intelligent does make them
uniquely qualified to serve as day laborers. Some of them have been permitted to live in
the poorer neighborhoods of industrial cities like Tarant, provided they are willing to
work in the nearby factories. Orcs, despite their consuming hatred of the more civilized
races, deliberately seek out this kind of work; they seem to be drawn irresistibly to
Technology of any kind, although they do not show any great understanding of Natural
Law. Apparently they have a liking for tools and machines which they could not build on
their own, and they are especially fond of firearms…although few merchants are
unethical enough to sell such a weapon to an orc!
Half-Orc
The half-orc is a hybrid race, the result of interbreeding between the orc and the pure-
blooded human. Such a pairing is usually accomplished by rape, the mother a human and
the father a full orc; in rare cases, however, human males have been known to breed with
orcish females willingly, and half-orcs can also marry one another and produce children.
In any event, the commingling of orcish and human blood is a subject of extreme distaste
among most ordinary humans, who view the resulting children of such a union with
abhorrence and loathing.
Half-orcs vary greatly in physical appearance. They have roughly the same stature as
humans, ranging from 65 to 80 inches or 175 centimeters in height, and some seven to
twelve stone in weight. In general they tend to look like tall, robust orcs, largely free of
the spinal irregularities which plague their pure-blooded orcish parents. They are only
slightly less hairy and have only slightly less prominent teeth than orcs do. Of course,
this is not by any means a firm rule; some half-orcs are nearly indistinguishable from
humans. Only the subtlest clues point out the orcish heritage of such individuals. A
skilled observer might note that the subject had more body hair than is strictly normal for
a human being, that the nose was upturned, the fingernails especially thick and sharp, or
the canine teeth exceptionally large…but otherwise, there might be very little sign of
ought amiss. Half-orcs can sometimes “pass” for many years before being spotted, even
by those closest to them.
Unfortunately, an extremely human countenance is not common in half-orcs. Generally
speaking, even the handsomest half-orcs have some distinctly orcish features, which
brand them for life if they choose to live in human society. Half-orcs can rarely find
work in any but the most menial professions. They may be taken on as farm hands in
rural communities, but in cities they can almost never find any occupation but the
meanest: garbage collecting, chimney sweeping, rag picking, mining or factory work.
By contrast, half-orcs often rise high in the hierarchy of the orcish tribes, should they
choose to eschew the company of humans entirely; they are far more intelligent than
pure-blooded orcs, and the ability to think clearly serves them well in an environment
where only the fittest survive.
As to the half-orc character in general, this is difficult to discuss. Orcs have no sense of
family per se, but they also do not discriminate against their half-orc children; half-orcs
are given what respect they can earn by their strength and cunning, appearances
notwithstanding. Humans, on the other hand, hardly ever accept half-orcs into the
family, or treat them well enough to encourage any of the finer feelings we associate with
our race. The intolerance to which half-orcs are subjected in our society colors their
outlook on life permanently, and it is impossible to know whether they might be capable
of transcending their orcish tendencies, were they treated as humans from birth. In any
case, as it stands now one tends to find half-orcs brutish, venal, unforgiving and prone to
violence. Given the environment in which they are usually raised, this cannot be
surprising!
Some half-orcs are able to learn to control the violent orcish temper which plagues them.
Their native intelligence, combined with the slight advantage they gain from being
members of an innately magickal race, will allow them to learn some of the fundamentals
of Spellcraft, if this is permitted. They can also grasp the workings of Natural Law and
become Technologists, when given the opportunity. Such opportunities are afforded only
rarely to them, however, as they have little or no access to higher education; all civilized
peoples discriminate against them freely, and most hold a low opinion of their intellectual
capacity. Nonetheless, in the 60 or so years which make up a half-orc’s natural life time,
they may accomplish a great deal. Some have become famous bandits; others have
demonstrated more humanity than the pure-blooded humans who gave them life. They
are born balancing on the edge of a razor, and any sensible person can see that they fall to
wickedness most often because they are pushed.
A-3: Spell information
The following is excerpted from Thomas Redwine’s treatise “Practical Magick”, with
permission from the author. All information on Spells is given in addition to the
information found in the “Spells” section in Chapter 2.
Anatomy of a Disaster: or, How and Why Our Spells Fail Us
A practicing mage has no greater enemy than over-confidence: there are a
thousand-and-one ways that a Spell can come to naught, even when formulated and
cast with the utmost precision. And what could be more frustrating, more
humiliating, more disappointing and darkly dangerous than a failed Spell? No
matter whether we succeed or no, the caster still pays the full cost in Fatigue for any
attempt to marshal mystical forces. Weariness is not the only possible consequence
of a failed Spell, however; I have seen a fellow mage seriously injured and even
killed when a Spell failed to achieve its intended effect!
What many novice sorcerers fail to understand (and many more experienced mages
forget) is that one’s target for any given work of enchantment may possess some
unknown property of Resistance—and when met with sufficient Resistance, even
the most expert incantations fail.
As a general rule, any Spell cast on a living creature is prone to meet with
Resistance from either the Constitution or the Will, depending on whether one’s
magic is directed at the Physical or Cerebral faculties. If the target’s luck holds,
and the dice roll a value which is equal to or less than that of the Statistic of
Resistance, your intended target will be unaffected by your Spell—no matter how
perfectly the Spell was cast!
It was in the interests of health and safety for my fellow mages, especially those of
tender years, that I set about compiling the following notes on the Magic of
Arcanum. In the pages to come I have carefully listed every Spell which is known
to me, from all the Sixteen Colleges of Magic. In each listing I have tried to give
the would-be caster some notion of the Intelligence which will be required to cast
the Spell, the minimum Level of Experience necessary to learn its use. When
possible, I also name those Statistics of Resistance will provide the caster with the
greatest obstacles to success.
At times I have indicated the Spells which are easier or more difficult to resist with
a plus or minus sign; those numerical values will be applied to the offending
Statistic of Resistance before any roll of the dice is made. It should be obvious that
the plus symbol works in the target’s favor, while the minus sign works in the
caster’s favor: a Spell resisted by Constitution+10 will be Resisted far more often
than one which is resisted by Constitution-5!
On the Subject of All-round Magical Resistance
If the intended target of a Spell has an innate quality of Magical Resistance, the intrepid
mage may find himself in a pretty pickle! This particular form of Resistance acts before
any “saving throws” are made, and if successful, the mage will notice one the following
four possible results, these depending on the Spell being cast:
1. If the Spell in intended to cause damage, its damage is reduced by the
amount of the target’s resistance
2. If the Spell has a cost in Fatigue to maintain, that cost is increased by the
factor 100/(100-resistance), and cannot be maintained at all on a 100%
resistant creature
3. If the Spell does not do damage, but has a “saving throw” instead, the target
will enjoy a +1 bonus on the save for each 10% of resistance it possesses
(e.g. +1 for resistance 1-10%, +2 for resistance 11-20%, etc. up to +10 for
resistance 91-100%)
4. Otherwise, the Spell may simply fail to affect the creature at all, with the
chance of this dreadful embarrassment’s occurrence being equal to the
target’s Magic Resistance.
The mage should check for these results in the order they are given above. By way
of example: a Fireflash which has been thrown at creature with a Magic
Resistance of 80% will do only 20% of its normal damage, while a Shield of
protection will cost more Fatigue per second to maintain on that creature. A
Charm Spell is resisted by the same creature at +8 to its saving throw, while a
Spell of Unseen Force has an 80% chance of failure to push the creature even
slightly away from the caster.
A creature with great Resistance to Magic cannot willfully change this aspect of its
being. The consequences of this Resistance can be immeasurably frustrating and
even tragic, especially at those times when a mage is unable to get the full effect
from a helpful Spell (Heal being the prime example!). The target of such a Spell
may resist the effects of magical interference even if those effects are desperately
desired and urgently necessary: a mage of my acquaintance was once forced to
watch a dear friend bleed to death before his very eyes, while all the White
Necromantic Spells at his command were nearly useless.
In short: the self-same quality of Magical Resistance which makes it difficult for
magical enemies to harm us will make it equally difficult for friendly mages to help
us.
A Spell and Its Target
If a Spell must be cast upon a specific target, the caster must indicate the
appropriate target after casting the Spell. He does this by moving a target cursor to
the object or tile to be affected and left-clicking (a right-click will cancel the spell).
A few Spells, like Divine magic, are cast on objects in the player’s inventory, thus
serving as exceptions to this rule; there are also a select number of Spells which do
not have any specific target whatsoever, such as Sense Hidden.
Spells and Vicinity
According to some of my notes, many Spells operate only in the immediate vicinity
of the caster. For the player’s purposes, the caster’s “vicinity” is defined as the area
visible in the isometric view centered on the caster; as the caster moves, this
vicinity changes to include just the area visible in the isometric view.
Spell Descriptions
The following convenient chart of Spell descriptions has been divided into sixteen
horizontal columns, one for each of Arcanum’s famous Colleges of Magic. Each
College contains five spells of progressive difficulty and power.
1 2 3 4 5
Conveyance Disarm Unlocking
cantrip
Unseen force Spatial
distortion
Teleportation
Divination Sense
Alignment
See
Contents
Read Aura Sense Hidden Divine magic
Elemental
(Air)
Vitality of
Air
Poison
vapours
Call winds Body of Air Call Air
Elemental
Elemental
(Earth)
Strength of
Earth
Stone throw Wall of Stone Body of
Stone
Call Earth
Elemental
Elemental
(Fire)
Agility of
Fire
Wall of Fire Fireflash Body of Fire Call Fire
Elemental
Elemental
(Water)
Purity of
Water
Call fog Squall of ice Body of
Water
Call Water
Elemental
Force Shield of
protection
Jolt Wall of Force Bolt of
lightning
Disintegrate
Mental Charm Stun Stupefy Nightmare Dominate will
Meta Resist Magic Disperse
magic
Dweomer
shield
Bonds of
Magic
Reflection
shield
Morph Hardened
Hands
Weaken Shrink Flesh to
Stone
Polymorph
Nature Charm beast Entangle Control beast Succour
beast
Regenerate
Necromantic
(Black)
Harm Conjure spirit Summon
Undead
Create
undead
Quench life
Necromantic
(White)
Minor healing Halt poison Major healing Sanctuary Resurrect
Phantasm Illuminate Flash Blur sight Phantasmal
fiend
Invisibility
Summoning Plague of
insects
Orcish
champion
Guardian ogre Hellgate Familiar
Temporal Magelock Congeal time Hasten Stasis Tempus Fugit
Conveyance
The college of Conveyance holds spells that deal with motion and transportation.
Disarm
Minimum Level: 1
Resisted by: Dexterity
Effect: if the target fails to save against Dexterity, its weapon will be
knocked out of its hands.
Unlocking cantrip
Minimum Level: 1
Resisted by: n/a
Effect: the target is unlocked (but not opened) if your Magical Aptitude
exceeds the lock’s difficulty rating. Obviously, this spell is only effective on
locked doors and chests. Also, unlike the Pick Locks skill, this spell is very
loud and attracts the attention (and perhaps hostility) of nearby creatures.
Unseen force
Minimum Level: 5
Resisted by: n/a
Effect: the target is pushed back several squares, directly away from the
caster. If a solid object is encountered, such as a wall or tree, then the target
will stop prematurely and a small amount of damage may be inflicted.
Spatial distortion
Minimum Level: 10
Resisted by: n/a
Effect: the caster is magically transported to any empty tile of his choosing.
It will not take the target through walls or closed doors.
Teleportation
Minimum Level: 15
Resisted by: n/a
Effect: casting this spell will bring up the World Map interface and the
player can click on any known location and be transported there instantly.
Divination
The college of Divination concerns itself with the gathering of knowledge through
magical means.
Sense Alignment
Minimum Level: 1
Resisted by: n/a
Effect: this spell will reveal the alignment of any creature. If the caster
examines the creature while this spell is maintained, its alignment is
revealed in the creature’s description in the Message Window.
See Contents
Minimum Level: 1
Resisted by: n/a
Effect: this spell shows the caster the contents of a target container.
Read Aura
Minimum Level: 5
Resisted by: n/a
Effect: this spell will reveal the underlying attributes of the target creature.
Sense Invisible
Minimum Level: 10
Resisted by: n/a
Effect: this spell will reveal all invisible creatures and objects in the vicinity
of the caster. They will appear as translucent images. It will also impart a
rank of 20 in Spot Traps to the caster.
Divine magic
Minimum Level: 15
Resisted by: n/a
Effect: this spell will determine all of the magical properties of one item in
the caster’s inventory. The caster must select the item using a special cursor
that appears after casting the spell.
Elemental (Air)
The College of Air holds the spells that manipulate the first elemental material, that
of air and wind.
Vitality of Air
Minimum Level: 1
Resisted by: n/a
Effect: this spell raises the Constitution of the target creature.
Poison vapours
Minimum Level: 1
Resisted by: Constitution
Effect: this spell creates a large cloud of caustic gas centered on the target
tile. Any creature within the cloud must save or take damage, which can be
reduced by poison resistance. If a creature remains in the cloud, he must
repeat his save every few seconds or suffer repeated damage.
Call winds
Minimum Level: 5
Resisted by: Constitution-5
Effect: this spell creates a gust of wind, centered on the caster and blowing
away from the caster in all directions. Any item that weighs less than 5
pounds will blow away from the caster. Any creature must save or be blown
back several squares and take damage if striking a solid object.
Body of Air
Minimum Level: 10
Resisted by: n/a
Effect: this spell transforms the target’s body into air, making him
translucent. The target’s Speed is reduced to 1. The target engage in combat
and is difficult to injure by normal damage while under the influence of this
spell, but spells and fire can affect him, and the Call winds spell will cause
severe damage.
Call Air Elemental
Minimum Level: 15
Resisted by: n/a
Effect: this spell summons an Air Elemental, who will appear in the target
tile and immediately attack the caster’s enemies. The elemental will remain
until killed or until the spell is canceled.
Elemental (Earth)
The College of Earth holds the spells that manipulate the second elemental material,
that of earth and stone.
Strength of Earth
6
Minimum Level: 1
Resisted by: n/a
Effect: this spell raises the Strength of the target creature.
Stone throw
Minimum Level: 1
Resisted by: Constitution-5
Effect: this spell creates a stone missile that unerringly travels from the
caster to the target and inflicts damage. The missile disappears after impact.
Wall of Stone
Minimum Level: 5
Resisted by: n/a
Effect: this spell creates a block of stone in the empty tile indicated by the
caster. The stone wall lasts until it is destroyed or until the spell is canceled.
Body of Stone
Minimum Level: 10
Resisted by: n/a
Effect: this spell transforms the target’s body into stone, imparting a damage
resistance of 50%. The target’s Speed is reduced by 5 points, but an
unarmed attack by the target causes an additional 5 points of damage to his
opponent.
Call Earth Elemental
Minimum Level: 15
Resisted by: n/a
Effect: this spell summons an Earth Elemental, who will appear in the target
tile and immediately attack the caster’s enemies. The elemental will remain
until killed or until the spell is canceled.
Elemental (Fire)
The College of Fire holds the spells that manipulate the third elemental material,
that of fire and heat.
Agility of Fire
Minimum Level: 1
Resisted by: n/a
Effect: this spell raises the Dexterity of the target creature.
Wall of Fire
Minimum Level: 1
Resisted by: n/a
Effect: this spell creates a wall of fire across the specified empty tile. Any
creature passing through the wall takes fire damage. The fire wall lasts until
it is destroyed or until the spell is canceled.
Fireflash
Minimum Level: 5
Resisted by: Constitution-5
Effect: this spell creates a ball of superheated plasma, which streaks from the
caster’s hand to the specified tile and explodes. Any creature in that tile or
the surrounding tiles will take fire damage from the resulting explosion. A
successful save will halve the inflicted damage.
Body of Fire
Minimum Level: 10
Resisted by: n/a
Effect: this spell immolates the target creature, who gains extra fire
resistance and will do extra points of fire damage with any unarmed attack.
Further, any creature striking the target with an unarmed attack or a melee
weapon will take a few hit points of fire damage as well.
Call Fire Elemental
Minimum Level: 15
Resisted by: n/a
Effect: this spell summons a Fire Elemental, who will appear in the target
tile and immediately attack the caster’s enemies. The elemental will remain
until killed or until the spell is canceled.
Elemental (Water)
The College of Water holds the spells that manipulate the fourth elemental material,
that of water and ice.
Purity of Water
Minimum Level: 1
Resisted by: n/a
Effect: this spell raises the Beauty of the target creature.
Call fog
Minimum Level: 1
Resisted by: n/a
Effect: this spell creates a billowing mist, centered on the target tile. Vision
is reduced to zero within the mist, and no line of sight is possible through it.
Squall of ice
Minimum Level: 5
Resisted by: Constitution-5
Effect: this spell creates a storm of ice and sleet centered on the target tile.
Any creature within the storm must save or take damage. If a creature
remains in the storm, he must repeat his save every few seconds or suffer
repeated damage.
Body of Water
Minimum Level: 10
Resisted by: n/a
Effect: this spell liquefies the target creature, making him translucent. The
target’s Speed is reduced by 5. The target cannot start combat and is
difficult to injure by normal damage while under the influence of this spell,
but spells and fire can affect him.
Call Water Elemental
Minimum Level: 15
Resisted by: n/a
Effect: this spell summons a Water Elemental, who will appear in the target
tile and immediately attack the caster’s enemies. The elemental will remain
until killed or until the spell is canceled.
Force
The College of Force contains spells that manipulate and direct pure energy.
Shield of protection
Minimum Level: 1
Resisted by: n/a
Effect: this spell creates a deflective energy screen about the target,
increasing its Armor Class and damage, fire and electrical resistances .
Cumulative applications of this spell have no effect.
Jolt
Minimum Level: 1
Resisted by: Constitution-10
Effect: when this spell is thrown, a surge of electricity will flow from the
caster into all adjacent creatures, causing electrical damage. A successful
save will halve this damage.
Wall of Force
Minimum Level: 5
Resisted by: n/a
Effect: this spell creates a shimmering wall of force in the specified empty
square. This wall is impassable unless dispelled or disintegrated.
Bolt of lightning
Minimum Level: 10
Resisted by: Constitution-5
Effect: this spell creates a bolt of lightning from the caster to the specified
tile or target. Any creature struck by the bolt will be subjected to electrical
damage, or half that damage if a saving throw is successful.
Disintegrate
Minimum Level: 15
Resisted by: Constitution-5
Effect: this spell eliminates the binding force between atoms, reducing the
target to its constituent particles and dispersing them. If the target is a
creature, a successful saving throw will avoid this fate. Otherwise, the
creature and its inventory are utterly destroyed, and resurrection is not
possible.
Mental
The Mental College contains spells that influence and control the minds of their
targets. Obviously, these spells have no effect on creatures that are mindless, such
as zombies and other undead.
Charm
Minimum Level: 1
Resisted by: Willpower-5
Effect: this spell increases the target’s reaction to the caster. When the spell
wears off in a few minutes, the target will have a reduced reaction towards
the caster. This spell has no effect in combat or on player characters.
Stun
Minimum Level: 1
Resisted by: Willpower-5
Effect: this spell will stun the target for a few seconds, if a save is not made.
During this time, the target is dazed and cannot move or attack.
Drain Will
Minimum Level: 5
Resisted by: Willpower-5
Effect: this spell will cause the target creature’s willpower to drop by half
while the spell is maintained, if a saving throw is not made.
Nightmare
Minimum Level: 10
Resisted by: Willpower-5
Effect: this spell causes all creatures within the vicinity of the caster to save
or flee in terror. These fleeing creatures will move as far from the caster as
possible.
Dominate will
Minimum Level: 15
Resisted by: Willpower-5
Effect: this spell places the mind of the target under the control of the caster,
unless a saving throw is made. The creature will follow the caster as long as
the spell is maintained (regardless of the caster’s Charisma), and in combat,
it will attack the caster’s enemies. While the spell is maintained, the creature
will also act as if Charmed by the caster, with the same negative reaction
effect when the spell is removed. This spells costs more fatigue for higher
level creatures, and it has no effect on player characters.
Meta
The Meta College contains spells that affect other spells.
Resist Magic
Minimum Level: 1
Resisted by: n/a
Effect: this spell increases the target’s magic resistance
Disperse magic
Minimum Level: 1
Resisted by: n/a
Effect: this spell cancels existing spell effects on the target. If the target is a
creature or magically treated object (such as a door with Magelock on it), all
spells being maintained on the target are canceled. If the target is a
magically created object, such as a Wall of Fire or a summoned Ogre, it is
destroyed.
Dweomer shield
Minimum Level: 5
Resisted by: n/a
Effect: this spell prevents magic from operating on the target. It
automatically cancels any existing spells on the target, as per a Disperse
magic.
Bonds of Magic
Minimum Level: 10
Resisted by: n/a
Effect: this spell prevents the target from casting any spells. In addition,
magic item spells will not function for the target while this spell is
maintained.
Reflection shield
Minimum Level: 15
Resisted by: n/a
Effect: this spell creates a protective field and any spell is completely
reflected back to the caster, exactly as if the target had thrown the spell on
the caster. The act of reflecting a spell causes the shield to drain more
fatigue.
Morph
The Morph College contains spells that change the substance of the target.
Hardened Hands
Minimum Level: 1
Resisted by: n/a
Effect: this spell makes the hands of the target creature do more damage.
Weaken
Minimum Level: 1
Resisted by: Constitution-5
Effect: this spell weakens the substance of the target, reducing its damage
resistance for the duration of the spell, and lowering its Strength. If the
target is a creature, a successful save will negate the spell.
Shrink
Minimum Level: 5
Resisted by: Constitution-5
Effect: this spell reduces a creature to half its size. While shrunk, it moves
half as fast and does only half damage with any physical attack, and has a
lowered Strength. This spell has no effect on inanimate objects.
Flesh to Stone
Minimum Level: 10
Resisted by: Constitution-5
Effect: this spell converts flesh to stone. When cast on a creature, it will turn
that creature to stone unless a successful save is made. A petrified creature
gains a 95% resistance to damage, fire and electricity, but cannot move,
attack, talk or do anything else until the spell is canceled.
Polymorph
Minimum Level: 15
Resisted by: Constitution-5
Effect: this spell transforms the target creature into a small innocuous
creature, such as a bunny rabbit or a sheep, for as long as the spell is
maintained. The creature can move normally and retains its original stats,
but it cannot talk, attack, or throw spells. This spell has no effect on
inanimate objects.
Nature
The College of Nature contains spells that control plants, animals, and natural
forces.
Charm beast
Minimum Level: 1
Resisted by: Willpower-5
Effect: this spell is similar to Charm, except it can only affect animals.
Every animal in the vicinity will gain a Good reaction to the player. If in
combat, the target animal will cease to attack the caster, although
subsequent hostile actions may precipitate a new attack
Entangle
Minimum Level: 1
Resisted by: n/a
Effect: this spell imbues a patch of vegetation with motion; the target
creature is then incapable of walking, and is slowed down (Speed at -10) as
the plants attempt to grasp and hold them.
Control beast
Minimum Level: 5
Resisted by: Willpower-5
Effect: this spell is similar to Dominate will, as this spell places the mind of
the animal under the control of the caster, unless a saving throw is made.
The creature will follow the caster (regardless of the maximum followers
allowed by the caster’s Charisma), and in combat, it will attack the caster’s
enemies.
Succour beast
Minimum Level: 10
Resisted by: n/a
Effect: this spell summons an animal, which will appear in the target tile and
immediately attack the caster’s enemies. The animal will remain until killed
or until the spell is canceled.
Regenerate
Minimum Level: 15
Resisted by: n/a
Effect: this spell causes all party members to heal faster for as long as it is
maintained.
Necromantic (Black)
The Evil Necromantic College contains spells that negatively affect the life force of
a creature.
Harm
Minimum Level: 1
Resisted by: n/a
Effect: this spell causes damage to a targeted creature.
Conjure spirit
Minimum Level: 1
Resisted by: n/a
Effect: this spell allows the caster to speak with the spirit of the target corpse
upon which it is cast. If cast upon a dead NPC, the caster can often learn
secrets which would not be otherwise revealed.
Summon undead
Minimum Level: 5
Resisted by: n/a
Effect: this spell summons an Undead creature that will attack all nearby
creatures (including the caster)
Create undead
Minimum Level: 10
Resisted by: n/a
Effect: this spell animates the target corpse, which will follow the caster
(regardless of the maximum followers allowed by the caster’s Charisma),
and in combat, it will attack the caster’s enemies.
Quench life
Minimum Level: 15
Resisted by: Constitution-5
Effect: this spell does a large amount of damage to the target creature,
unless it successfully saves. This spell has no effect upon undead.
Necromantic (White)
The Good Necromantic College contains spells that positively affect the life force
of a creature.
Minor healing
Minimum Level: 1
Resisted by: n/a
Effect: this spell heals a small amount of damage on the target.
Halt poison
Minimum Level: 1
Resisted by: n/a
Effect: this spell reduces the Poison Factor of the target
Major healing
Minimum Level: 5
Resisted by: n/a
Effect: this spell heals a great deal of damage on the target.
Sanctuary
Minimum Level: 10
Resisted by: n/a
Effect: this spell protects the caster from Undead, causing them not to attack.
Resurrect
Minimum Level: 15
Resisted by: n/a
Effect: this spell returns the target creature to life, with full hit points and a
poison level of zero.
Phantasm
The College of Phantasm contains spells that concern the control of light and
illusion.
Illuminate
Minimum Level: 1
Resisted by: n/a
Effect: this spell raises the light level in an area surrounding the target
creature. If cast on a creature, the area will move with the creature.
Flash
Minimum Level: 1
Resisted by: n/a
Effect: this spell temporarily blinds a target creature.
Blur sight
Minimum Level: 5
Resisted by: n/a
Effect: this spell increases the armor class of the caster
Phantasmal fiend
Minimum Level: 10
Resisted by: Willpower-5
Effect: this spell creates the illusion of a formidable monster. If a creature
fails its save, it will believe the illusion and attack the monster in favor of
the caster. The illusionary monster lasts until killed or dispelled.
Invisibility
Minimum Level: 15
Resisted by: n/a
Effect: the target becomes invisible. He cannot be seen by any other creature
unless he attacks, when he is seen briefly as a translucent image and may be
targeted for attack.
Summoning
The College of Summoning contains spells that concern the summoning of
creatures of progressive power.
Plague of insects
Minimum Level: 1
Resisted by: n/a
Effect: this spell summons a swarm of insects, which surrounds the target
creature. They cause no damage, but they effectively halve the Speed of the
creature as it swats and slaps at the bugs.
Orcish champion
Minimum Level: 1
Resisted by: n/a
Effect: this spell summons an orc into the specified empty square. This
creature will fight the caster’s enemies until killed or dispelled.
Guardian ogre
Minimum Level: 5
Resisted by: n/a
Effect: this spell summons an ogre into the specified empty square. This
creature will fight the caster’s enemies until killed or dispelled.
Hellgate
Minimum Level: 10
Resisted by: n/a
Effect: this spell summons a demon into the specified empty square. This
creature will fight the caster’s enemies until killed or dispelled. However,
there are rumors that sometimes the demon fails to go away when
unsummoned…
Familiar
Minimum Level: 15
Resisted by: n/a
Effect: this spell summons a familiar to join the caster. This creature will
remain until killed.
Temporal
The Temporal College concerns spells that control the flow of time.
Magelock
Minimum Level: 1
Resisted by: n/a
Effect: this spell effectively locks any portal. The door cannot be lockpicked,
although the door can be destroyed to allow passage.
Congeal time
Minimum Level: 1
Resisted by: Willpower-5
Effect: this spell halves the Speed of all creatures in the vicinity of the caster
who fail their saving throw.
Hasten
Minimum Level: 5
Resisted by: n/a
Effect: this spell doubles the target creature’s Speed.
Stasis
Minimum Level: 10
Resisted by: Willpower-10
Effect: this spell paralyzes the target creature, unless it makes its saving
throw. The affected creature cannot move, attack, talk, or perform any other
action.
Tempus Fugit
Minimum Level: 15
Resisted by: n/a
Effect: this powerful spell speeds the caster and his entire group, granting a +10
to Speed, while slowing down every other creature in the world, with a –10 to
their Speed. Note that only one Tempus Fugit can ever be active at the same time
in the world. Any secondary casting, by any caster, automatically dispels the first
spell. Also note that to dispel the spell directly, Disperse magic must be cast on
the caster himself.
A-4: Learned schematic information
The following is excerpted, with permission, from the Course Catalogue of Tarant’s
Polytechnical Institute, edition XVI, section 12—“Correspondence Courses”.
It has recently come to our attention that a great many students who would
otherwise be inclined to pursue an education in the sciences are unable to complete
the Polytechnic’s course of study. It is not mere economic distress or lack of native
ability which bars these would-be Technologists from pursuit of an advanced
Degree, but rather the constraints of time and distance; such people lead busy lives
which often take them abroad, and they are simply incapable of attending daily
classes as an ordinary student would.
It seemed to the deans of the Polytechnical Institute that it was just this sort of
person—that is to say, the sort that prefers travel and adventure to life-long
imprisonment in a garret laboratory—who should be most encouraged to pursue a
career in the Technological Disciplines. Indeed, we thought it would be a sad loss
to Science, were none of the current generation’s Men of Action to become learned
in the ways of Technology! For every staid and solid citizen who spends a lifetime
in his workshop, there must also be a number of engineers and visionaries who will
put his discoveries and components to practical use. Without a broad spectrum of
temperament, background and experience among its practitioners, Science is
doomed to become a hidebound backwater—and without new blood and new ideas,
it is even conceivable that the well of inspiration for new Technologies will run dry.
To address these and other concerns, the Correspondence Courses below have been
created and will henceforth be offered by the Polytechnical Institute on a flexible
schedule. The following list of Schematic descriptions are divided into sections
which cover the eight Technological Disciplines; these Disciplines are those which
were generally agreed by the deans of the Institute to be most “useful” in the
pragmatic sense, and as such are the most easily taught as an extended series of
“field studies”.
Each Discipline represents a separate body of Technological knowledge, and for
purposes of convenience we have divided each course of study into seven Degrees.
With each successive Degree attained, the student will be provided with Schematics
of progressive complexity and power. With the use of these Schematics, the
budding Technologist will be able to combine found or purchased objects into a
variety of useful and powerful items. [See Section 3-7 of this manual for more
details on the use of such Schematics! —the editor.]
Please note that these Schematics are provided to the Student automatically as he or she
attains a new Degree. A student may also find additional Schematics in his or her travels,
of course, and with sufficient expertise could make a variety of unique devices which
have never been seen before, even by the professors of the Polytechnic. It is precisely
this sort of exploration, experimentation and discovery which the Institute hopes to
encourage by offering instruction of this sort by mail.
Novice Assista
nt
Associate Technic
ian
Enginee
r
Professo
r
Doctorat
e
Herbology Heal
Lite
Fatigue
Restore
r
Poison
Cure
Fatigue
Limiter
Accelera
te
Healing
Wonder
Drug
Cure All
Chemistry Strong
Poison
Charge
s
Animal
Scent
Corrosi
ve Acid
Hallucin
ite
Paralyzer Anaesthis
izer
Electrical Electri Char
g
eFlow Shockin Cha
p
eau Healin
g
Tesla
c Light d Ring Specktrom
eter
g Staff of
Magneti
c
Inversio
n
Jacket Rod
Explosives Molito
v
Cockta
il
Flash
Grenad
e
Smoke
Grenade
Stun
Grenade
Explosiv
e
Grenade
Fire
Obstructi
on
Dynamite
Gun Smithy Flintlo
ck
Pistol
Fine
Revolv
er
Repeater
Rifle
Hushed
Revolve
r
Looking
-Glass
Rifle
Hand
Cannon
Elephant
Gun
Mechanical Spike
Trap
Trap
Spring
er
Auto
Skeleton
Key
Eye
Gear
Bear
Trap
Clockwo
rk Decoy
Mechaniz
ed
Arachnid
Smithy Pure
Ore
Balanc
ed
Sword
Ultralite
Axe
Dwarve
n
Gauntle
ts
Helmet
of
Vision
Ultralite
Chainmai
l
Elite
Plate
Mail
Therapeutics Elixir
of
Persua
sion
Elixir
of
Physic
al
Prowes
s
Liquid of
Awareness
Tonic of
Increase
d
Reflexe
s
Mind
Marvel
Energizer Revitalize
r
Herbology
Heal Lite
Heal wounds quickly and easily! Taking full advantage of the natural healing
properties of Ginka Root and Kadura Stem, this elixir restores one's health and
biological energies without rest or prolonged hospitalization.
Fatigue Restorer
Advances in the science of herbology have now made it possible to restore vim
and vigour in no time at all. By combining the leaves of the cocca and tobacco
plants, an elixir is produced with regenerative powers superior to those of any
spell or incantation of magick.
Poison Cure
The restorative qualities of Kadura Stem are used once again, this time in this
fast-acting cure for poison. A mixture that includes the very venom that it
counteracts, this liquid is a must-have for any technologist adventurer who finds
himself in quick need of an antidote! And tasteless as well! Perfect with morning
tea!
Fatigue Limiter
Tired of running out of energy just before that crucial battle? Put your worries
behind you once and for all! By combining the invigorating Fatigue Restorer and
the Witchbane, one can create an unrivaled serum to expend energy more
efficiently! You'll serve the killing blow with as much ease as your first strike!
Incredible!
Accelerate Healing
The body is an incredible machine, with its own internal healing mechanisms.
Unfortunately, one rarely finds himself with the time to let nature do her work.
Now, by mixing Heal Lite and the cocca leaf, you can give her a little push. See
the surprise on your enemy's face as you laugh at what normally would have been
a disembowelment!
Wonder Drug
In this new world of fast-talking men and cure-alls, one often finds himself with a
product that touts miracles and does nothing of the sort. Not so with the Wonder
Drug! Through combining the Heal Accelerator, and Big Chief Snake Oil, a
regenerative product is created that restores both your health and your energy!
Guaranteed!
Cure All
Rarely do advances in science change the way we look at things forever. The
Cure All is just one of those things. By taking the dependable Wonder Drug, and
then adding one more part Big Chief Snake Oil, an amazing remedy is born in the
form of the Cure All. All energy and health is revived! Poisons are cured!
Impossible, but true!
Chemistry
Strong Poison
Chemistry is the basis for all biology, and the newest experiments have brought us
this efficient liquid poison. Through combining common household items like
Monroe's Cleaner and Varham's Aqua Vitae, even the most untested scientist can
bring forth a poison to handle any infestation, orcish or otherwise.
Charges
Extensive research into the chemical properties of liquids and metals has
produced this wonder of the technological age. A charged electrolyte solution
housed in a metal casing allows even the most casual user the advantages of a
mobile power source.
Animal Scent
Being mauled by wild beasts is the wish of no traveler who finds himself in the
unmapped regions beyond civilization. One application of the astonishing Animal
Scent, a mixture of Bromide and Morning Star Perfume, allows an individual to
walk fearlessly through the most fearsome denizens of the forest! [Use in
springtime not recommended.]
Corrosive Acid
The itinerant scientician is often in need of direct solutions to complex problems.
Enter the Corrosive Acid. This cantankerous compound, made from Pete's
Carbolic Acid and Sulphur Pills, immediately begins to corrode whatever it
touches. Ponder for just a few moments, and the endless applications for this
product become apparent!
Hallucinite
The mysteries of the brain are revealed through Hallucinite, an amazing product
made from the mixture of Mushrooms and Crane's Cough Cure. When used on
any foe, Hallucinite creates the most fantastic and frightening illusions, all within
your opponents very mind! Be a neurological nemesis with this phlogistic
phenomenon!
Paralyzer
Oftentimes, death need not be the only solution, and the Paralyzer was made with
this in mind! A combination of the Mushrooms and the Varham's Aqua Vitae,
this lethal liquid will leave their bodies completely disabled while you choose
their fate. Be merciful, or save them for torture! Either way, you've won the day!
Anaesthisizer
Wondering how to get by that particularly vigilant sentry? We have the answer
for you! By combining Hallucinite and Bromide, the guileful technologist can
create the Anaesthisizer! Just one dose of this enigmatic elixir will have them
drowsing for days! Remarkable!
Electrical
Electric Light
Nature's most awesome force is tamed in this wonderful little device, composed
of merely a small filament and a common household lantern. By the trapping of
electrical flows in the filament, a person can carry a light into the darkest places
without the discomfort usually produced by smoking, sputtering torches.
Charged Ring
Tests have shown the advantageous effects of electricity on the human nervous
system, and this wonder of the scientific realm is a testament to that fact. Made of
treated brass and an electrical capacitor, this charged ring gives the wearer
increased reflexive performance and power.
Flow Specktrometer
Research has found the undeniable connection between electricity magick, the
result being the fabulous Flow Specktrometer! The combination of a Compass
and Small Electrical Parts produces a device sensitive to even the slightest
disturbance caused by the flows of magick, thereby averting a dark demise by the
devious mage or wizard!
Shocking Staff
With technology, even the plainest items are transformed into awe-inspiring items
of mayhem! By attaching a large electrical capacitor to any common staff, the
powers of the Shocking Staff are brought to bear. One touch of this technological
wonder unleashes a nightmarish electrical maelstrom!
Chapeau of Magnetic Inversion
Once was the time warriors had only to contend with a well-swung sword, but
now a single bullet can overwhelm the most fearsome combatant. Worry no
more! By combining a Top Hat and an Electrical Coil, the Chapeau of Magnetic
Inversion creates a strong magnetic field! Avert bullets and arrows with ease!
Healing Jacket
Need that extra bit of vim and verve while out adventuring? Look no further than
the Healing Jacket! Similar to the Charged Ring, this wonderful piece of
technology utilizes the body's own electrical impulses to achieve an increased rate
of healing and regeneration! And stylish as well!
Tesla Rod
For years men have marveled at the power of the lightning storm, and the latest
research has bridled that power into the Tesla Rod. This technically advanced
cousin of the Shocking Staff does one better by hurling raw bolts of energy at
unsuspecting opponents! Searing burns and paralyzations are only the beginning!
Explosives
Molitov Cocktail
Sick and tired of the same old barroom brawl? Looking to spice up your dreary
duels? Well, the Molitov Cocktail is just the ticket! Made by combining Fuel and
a common rag, this hot little number makes any situation into an explosive
extravaganza! Try it today!
Flash Grenade
Oftentimes it is surprise, and not strength, that wins the day. This point is
illustrated perfectly in the new Flash Grenade! Both lightweight and versatile,
this remarkable gadget uses the explosive properties of Magnesium to blind and
muddle opponents! Strike as they cower in fear and confusion!
Smoke Grenade
The dependable Smoke Grenade, created from Fertilizer and a Sugar, causes
muddle and mayhem when thrown among opponents! Upon detonation, this
wonderful device creates a billowing cloud of smoke that befuddles enemies,
leaving you with the freedom to choose a surprise attack or a quick getaway!
Stun Grenade
Looking for that all-important advantage before going into battle? Look no more!
By combining Stearic Acid and and Saltpeter, the Stun Grenade can give you the
edge that you need! Detonation of this versatile piece of technology stuns your
enemies, leaving you the opportunity to casually run them through!
Unbelievable!
Explosive Grenade
Advanced research has revealed the violent reactivity of TNT, and the Explosive
Grenade takes full advantage of those properties. By combining Black Powder
and a Metal Can, the ingenuous technologist can create a weapon of unmatched
destructive power! One throw and you'll watch the bodies pile up like cordwood!
Fire Obstruction
The latest developments in the Explosives discipline have brought to us the
amazing Fire Obstruction! A simple mixture of Liquid Soap and Fuel, the Fire
Obstruction throws up a blazing wall of flame between you and your foes,
keeping them at bay while you choose the weapon with which to dispatch of
them!
Dynamite
Like the Explosive Grenade, this new and exciting invention uses the reactive
properties of TNT. Dynamite, the product of Nitroglycerin and Saltpeter, can be
attached to doors and containers of all kinds. Imagine the surprised thief who
opens your boudoir and finds that he's strangely missing his hand! Brilliant!
Gun Smithy
Crude Flintlock Pistol
A technologist often needs to use whatever is at hand. By combining a Broken
Flitlock Pistol and a Small Metal Tube, a wily technologist can create the Crude
Flintlock Pistol! Perfect when there's just nothing else around!
Fine Revolver
Metallurgical advances have aided the discipline of gunsmithing in recent years,
this well-balanced and elegant pistol has emerged as the first choice of
scienticians and layman the world over. With an improved firing mechanism and
chamber, this weapon has been shown to perform consistently and with greater
magickal resistance.
Repeater Rifle
The successful marriage of the rifle and the pistol culminates in the Repeater
Rifle. With the stability of a longer stock, but the quick firing mechanism of a
pistol, this weapon is perfect for both professional and casual use. And with
increased range, the user is insured greater performance in battling magickal
beasts and hooligans.
Hushed Revolver
For years, technologists were forced to choose between superior firepower and
stealth. No more! By combining the Fine Pistol and an Engine Muffler, the
Hushed Pistol offers the versatility of a firearm without sacrificing the element of
surprise! Silence is golden, and now it's fatal as well!
Looking-Glass Rifle
Marksmen and assassins have never been happier! By combining a Marksman's
Rifle and a common telescope, the Looking Glass Rifle gives its user unparalleled
range and accuracy! They'll be running for the hills as you pick them off from a
distance like ducks in a pond!
Hand Cannon
Need some real firepower, but lacking the space in your carpetbag? The Hand
Cannon is just what you're looking for! By combining the Clarington Rifle and
the Fine Flintlock Pistol, you've got a full arsenal you can hold in one hand!
Enjoy your evening pipe while your enemies fall like tenpins! Absolutely
Fantastic!
Elephant Gun
There are situations that arise when the only answer is power, and lots of it. The
Elephant Gun was made specifically with those kinds of situations in mind.
Through combining a big pipe with a Hunting Rifle, a weapon is created with
enough power to stop a stampeding pachyderm, as well as various species of orc
and ogre!
Mechanical
Spike Trap
Sure to stop the most ferocious and ill-mannered adversaries, this simple device is
perfect for even the most novice of mechanics. Utilization of the most basic
physical forces ensure that the spring drives the spike through almost anything
that steps on it-the possibilities for its use are endless and exciting!
Trap Springer
Have you been the victim of a deviously placed trap? Missing fingers, toes or
various other limbs as proof of this fact? Worry no more! The Trap Springer,
made from a Metal Casing and Small Springs, is placed upon any questionable
door or container, springing mechanical traps while the cautious gent watches
from a safe distance!
Auto Skeleton Key
The secrets of the locksmith are laid bare when one uses the Auto Skeleton Key.
Built to the general specifications of most known lock mechanisms, this simple
tool increases the chances of opening almost any conventional lock. [We
understand the implications of such a device, and expect both sound judgment and
discernment in its use.]
Eye Gear
Eyesight not so good? Losing those important battles because you just didn't see
the attack coming? Then the Eye Gear is perfect for you! Made from Pocket
Watch Parts and regular eyeglasses, the Eye Gear affords you increased visual
perception, both during the day and at night! Never again suffer the vagaries of
an ocular handicap!
Bear Trap
Immobilizing your quarry is the key to a successful hunt. The Bear Trap, made
from the unification of a Metal Clamp and a Large Spring, does just that and
more! Not only does this amazing device hold your prey, but it also does a
considerable amount of damage while doing so! Remarkable!
Clockwork Decoy
The trademark of the modern technologist is ingenuity, a fact clearly established
with the invention of the Clockwork Decoy. This mechanical wonder is equipped
with a powerful spring mechanism, and is perfect for creating diversions and
confounding the most dangerous foes! Brain them at your leisure while their
attentions are turned!
Mechanized Arachnid
This wonder of the new scientific age is assembled from an hydraulic assemblage
of mechanical parts driven by a miniature steam powered assembly, and
controlled by an amazing clockwork mechanism. Also equipped with large
extendable claws to aid in subduing any opponents, it folds into a small compact
shape for ease of transportation.
Smithy
Pure Ore
Smelting techniques have improved so vastly in the last century that it is possible
to create an ore so pure that use of any other would be a travesty and a disgrace to
the Smithy discipline. Such are the properties of Pure Ore, and amalgam of iron
and steel that allows both increased strength and lightness.
Balanced Sword
Taking full advantage of the metallurgical properties of Pure Ore, the Sword of
Balance offers deadly speed and increased accuracy in battle, as well as the
comfort of a finely made hilt. You're guaranteed to walk off the battlefield while
your opponents stand in awe of your weaponry, nursing their wounds or
lamenting their disfigurements.
Ultralite Axe
Dwarven technologists often supply us with the most innovative and useful items.
The Ultralite Axe is no exception. Through combining Dwarven Ore and a
common Oak Axe Handle, an axe is created with only half the weight of a
common axe! Maimings and decapitations have never been easier!
Dwarven Gauntlets
Again, the Dwarven mind brings to us a technological device without equal!
Dwarven Gauntlets, the product of Sheet Metal and Leather Gloves, offer their
wearer increased hand-to-hand power when it's needed! When the old, trusty
sword finally breaks, your Dwarven Gauntlets are there to win the day!
Helmet of Vision
Have dark dungeons been your demise? Been ambushed in a foggy forest? Well,
those days are over! The Helmet of Vision, made by combining a Finely Made
Helmet and Leather Straps, gives you unequaled and, more importantly,
unobstructed vision when the situation arises!
Ultralite Chainmail
Chainmail has always been the choice of the selective, mobile adventurer. Now,
with Ultralite Chainmail, made from a Spool of Heavy Wire and Leather Straps,
that same adventurer can go into battle with the same protection but half the
weight! After skewering your slower opponents, you'll never wear anything else!
Elite Plate Mail
The secrets of the Dwarven armorers have been revealed! Elite Plate Mail, a
product of Dwarven Sheet Metal and Leather Armor, affords its wearer unrivaled
bodily protection, while also allowing him to move about with less noise and
ruckus than standard Plate. You've never been safer, or more deadly!
Therapeutics
Elixir of Persuasion
Is the art of argument not your strong point? Having trouble convincing even the
dullest of individuals that the sky is blue? Then the Potion of Persuasion is for
you! By mixing equal parts of Mercury, and Dr. Rose's Migraine Cure, you’ll be
able to talk circles around the most sharp-witted scholar! Fantastic!
Elixir of Physical Prowess
Bodily strength is absolutely essential to successful performance in many
endeavors, and now, with the aid of this amazing elixir, you can be assured of
increased strength and vigour at any time! By mixing Spirit of Camphor and
Famous Blood Pills, one swallow of this elixir makes you a muscle-bound
marvel!
Liquid of Awareness
Ever been caught in a particularly nasty dungeon, and your torch goes out? What
to do? Now, with the Liquid of Awareness, made from Migraine Cure and
Doolittle's Glyceride you never need worry again! Just one dose of this elixir, and
you'll have the increased visual acuity necessary to get you through those sticky
situations!
Tonic of Increased Reflexes
Ever been undone due to a slow set of reflexes? Those days are now behind you!
Any competent technologist, by combining Tincture of Arnica and Rheumatism
Cure, can produce the incomparable Tonic of Increased Reflexes! You'll be
cleaning your sword before they even know they've been dismembered!
Mind Marvel
After dicovering the Serum of Superior Intellect, scientists took the next step to
create the amazing Mind Marvel! A product of Nerve Pills and the Serum of
Superior Intellect, this cerebral serum increases the brain's performance, allowing
greater mental feats, increased mental stamina, and better perception when the
need arises.
Energizer
Is the mind willing, but the flesh weak? Find yourself lacking the strength and
stamina to finish that last leg of the journey? Then look no further than the
Energizer! By combining Melton's Quinine and the Potion of Physical Prowess,
you can create a tonic that provides you with unparalleled physical stature! Go
from hapless to Hero in seconds!
Revitalizer
Scientists have happened upon perhaps the most amazing technological discovery
of our time...the Revitalizer! A mixture of the Mind Marvel and the Energizer,
the Revitalizer will allow you to perform miracles of the mind and of the body!
Become an unstoppable, physical force while mentally moving mountains!
Astonishing!
A-5: Strategy Tips
Here are some tips on playing Arcanum.
General
A simple but effective character is a Half-Ogre with good Melee and Dodge
skills. He is easy to play and can hold his own in most combat situations.
Putting a point into Gambling at the start of the game will allow you to gamble
with the first shopkeeper (and get more items than you would normally be able to
afford!)
Be wary of armor sizes. For example, smaller characters like dwarves cannot
wear normal or large-sized armors.
If you're already boosting certain stats to buy spells or tech schematics, consider
buying skills that also uses the same character stats. for example, a mage might
also look into buying Haggle since that skill is dependant on Willpower, or a
technologist might buy Gambling or Heal since their Intelligence needs to be high
Find combinations of spells or skills that will work well together; don't buy
something just because it "sounds" cool
If you're a magic user, be sure to put points into constitution as well. It helps to
have extra Fatigue.
You don't have to talk to everyone in town, but if you do, you're likely to get more
quests, which means more experience points.
Save often as you'll never know what lies beyond the next corner.
Use the arrow keys on your keyboard to scroll the isometric view while you use
your mouse to move your character.
If you know many spells or have many items you want to put in your hot key
bank, select the ones that need to be quickly accessible, not necessarily the ones
which are often used.
Just because you got a fate point doesn't mean you have to use it right away. It
makes more sense to use a fate point to help you do something your character has
never been able to do before (for example, a fighter may save a fate point to
successfully pick someone's pocket)
Being encumbered is no fun. If you must carry around bunches of heavy stuff,
choose how you want the weight to be distributed. Decide who in your party
needs to be the fastest.
Most puzzles in Arcanum have more than one possible solution. Experiment.
Find a good balance of skills to help you in town and in dungeons. For example,
Pick Pocket might be an incredibly useful skill in civilized areas, but it won't help
you at all when a horde of angry zombies are after you.
Technology
Dwarves have innate technological aptitude. Dwarves, therefore, make great
technologists.
If you're going to be an explosives expert, make sure to put points in
throwing. Your weapons are useless, otherwise.
If you're going to be a gunsmithy expert, make sure to put points in your
firearms skill. Your weapons are useless, otherwise.
Remember, half-ogres cannot use guns because their hands are too big!
If playing as a firearms or bow character, consider carrying around a back-up
weapon in the event you run out of ammo/arrows.
There are useful tech manuals out there that you can read to improve your
Technological Expertise. Look for them!
A-6: Credits
Arcanum was made by Troika Games, LLC, which is comprised of
Jason Anderson
Leonard Boyarsky
David Bragg
Timothy Cain
Mark Harrison
Chris Jones
Michael McCarthy
Chad Moore
Steve Moret
Yong Park
Jesse Reynolds
Sharon Shellman
With additional work contracted from
Dominick Cecere (additional monster animations)
Michael Dean (additional character modeling and texturing)
Kurt Dekker (sound programming)
Edward R. G. Mortimer (generated dialog)
With in-house testing and design suggestions from
Sissie Chang
Tiffany Chu
Scott Jacobson
Cynthia Komm
Sierra Studios credits
Senior Vice President J. Mark Hood
Development
Sr. Producers Don Wilkins
Jeff Pobst
Assistant Producer Bernadette Pryor
Marketing
Vice President Marketing Jim Veevaert
Director of Marketing Koren Buckner
Product Manager Charles Holtzclaw
Marketing Producer Glenn Oliver
Web Editor Guy Welch
Marketing Info. Manager Ingrid Pelzer
Marketing Info. Assistant Jelaine Kraetsch
European Brand Manager Michael Fuller
Public Relations
Public Relations Manager Adam Kahn
Public Relations Coordinator Kellie Hobin
Creative Services Orlena Yeung
Manual Graphic Design Arthur Hagman
Package Design Azyenberg Group
Music Composition and Recording Ben Houge
Dialogue Recording
Voice Directing & Casting Jeff Pobst
Leonard Boyarsky
Chad Moore
Voice Recording Specialist Mike Caviezal
Voices Recorded at Waves Sound Recorders, LA CA.
Voice Recording Engineer Michael Klinger
Voice Casting Services The Voicecaster, Burbank CA
Voice Casting Directors Huck Liggett, Martha Mayakis
LeAnne Koehnen
Talent Paymaster The Talent Fund, Half-Moon Bay, CA.
Sound Effects Ben Houge
Post Processing Ben Houge
Mike Caviezal
Cast of Characters
Virgil Rino Romano
Raven Tasia Valenza
Simeon Tor Dwight Schultz
Silver Lady Diane Pershing
Kan Hua, Narrator Kay Kuter
Z'an Al'urin Phillese Sampler
Loghaire Barry Dennen
Kerghan Jeff Coopwood
Gilbert Bates Nick Jameson
Magnus Julian West
Arronax, Gar, Joachim, Nasrudin Jim Ward
Franklin Michael Gough
Torian Mark Klastorin
M'in Gorad Gisselle Loren
Geoffrey Richard Tatum
Quality Assurance
QA Director Gary Stevens
QA Supervisor Ken Eaton
QA Leads Chad Martin
Chris Mason
QA Testers Aaron Contreras
Joe Easter
Sonya Faugno
Danny Harrison
Zach Hays
Dave Jordan
Rich Nelson
Quang Pham
Jon Pulling
Niko Simonson
Lester Stocker
Brian Wilkinson
Hardware Compatibility
Compatibility Lab Manager Pat Callahan
Compatibility Lab Tech. Sean Meichle
Mark Storie
Support Staff
Corp. Product Certification Chris Slack
Matthew Kangas
Tech. Support Manager Brian Moss
Sierra.com
Titan Producers Ross Perez
Ron Daniels
Titan Lead Engineer Erik De Bonte
Titan Engineers Mike Nicolino
Lee Olds
Noel Wade
Brian Rothstein
Len Skiena
Dean Webster
Titan QA Lead Tester Eric Harman
Titan QA Tester David Cain
ROW Producer Warren Wright
Special Thanks Hubert Joly
Dave Grenewetzki
Phillip O'Niel
Ralph Giuffre
Suki Hayre
Brad Nelson
Eric Roeder
Nancy Rinehardt
Ron Crawford
Kelly Zmak
Flavie Gufflet
Mark Iverson
Christine Smith
Patricia Rice
Beth Freeman
Angie Raymundo
Arcanum Beta Testers
Additional thanks to – Nik, Lauren, Gavin, Indy, Luna, James Curtis Angel, Sweetie
(Sherrie Hammond), Frank McCarthy, Constance McCarthy-Angel, Steven Angel,
Shawn Steiner, Dave Campbell, Jo-Ann Palmer, Tracy, Korey, Samantha, Cooter the
Pooch, Brian Eno, Jeff Haynes, cinnamon Altoids, Thanks Mom & Gary, for all of your
love and support! Thanks Dad, for everything you gave me, I wish you were here to see
it. Gwyn - for training Sharon to require only 5 hours of sleep each night, HomeGrocer -
without whom we would all weigh 10 pounds less, coca cola, Nabisco, Keebler, Mother's
& LU, CodeGuy -for creating the infamous "UberFAQ", all of our fans from "The
Boards", The Troika Kids - for running amuck and keeping us young at heart, Lisa
Marshall, Tracy Boyarsky and Bonnie for taking such good care of our little rugrats while
we dedicated ourselves to Arcanum, all of our friends and family who have been
(relatively) understanding of why we haven't been around for the last 2 years.
A very special thanks to our loyal beta testers, who helped us make a much better game
and to whom we are very grateful. Thanks guys!
A-7: Customer Support
CONTACT SIERRA
A) Customer Service, Support, and Sales
----------------------------------
United States
U.S.A. Sales Phone: (800) 757-7707
Hours: 24 hours a day, 7 days a week
International Sales: (425) 746-5771
Hours: Monday-Friday 8 AM to 4 PM PST
FAX: (916) 939-1010
Sierra Direct
P O Box 629001
El Dorado Hills, CA 95762-9972
Email: customer.support@sierra.com
http://www.sierra.com
United Kingdom
Havas Interactive
Main: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
Disk/CD replacements in the U.K. are £6.00, or £7.00 outside the UK. Add "ATTN.:
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On-Line Sales
CompuServe United Kingdom:GO UKSIERRA
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Internet USA: http://www.sierra.com
Internet United Kingdom: http://www.sierra-online.co.uk
Internet France: http://www.sierra.fr
Internet Germany: http://www.sierra.de
Disk and or Manual Replacement:
Product Returns*:
Havas Interactive
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Havas Interactive
Sierra On-Line CD/Doco Replacement
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NOTE: To replace your cd(s) please send only the damaged cd and copy of your dated
Receipt, if less then 90 days. After 90 days please include a $10.00 handling fee along
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a photocopy ONLY of either your disk or cd. Payment should be made at the time of
your request. Sorry, no credit cards.
* Returns to this address valid in North America only.
B) TECHNICAL SUPPORT
-------------------------
North America
Sierra On-Line offers a 24-hour automated technical support line with recorded answers
to the most frequently asked technical questions. To access this service, call (425) 644-
4343, and follow the recorded instructions to find your specific topic and resolve the
issue. If this fails to solve your problem, you may still write, or fax us with your
questions, or contact us via our Web site.
Sierra On-Line
Technical Support
P.O. Box 85006
Bellevue, WA 98015-8506
Main: (425) 644-4343
Monday-Friday, 8:00 a.m.- 4:45 p.m. PST
Fax: (425) 644-7697
http://www.sierra.com
support@sierra.com
United Kingdom
Havas Interactive offers a 24-hour Automated Technical Support line with recorded
answers to the most frequently asked technical questions. To access this service, call
(0118) 920-9111, and follow the recorded instructions to find your specific topic and
resolve the issue. If this fails to solve your problem, you may still write, or fax us with
your questions or contact us via our Internet or CompuServe sites.
Havas Interactive
2 Beacontree Plaza,
Gillette Way,
Reading, Berkshire
RG2 0BS United Kingdom
Main: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
http://www.sierra-online.co.uk
France
Havas Interactive France
32, Av de l'Europe
Bât Energy 1 (2e étage)
78 140 VELIZY-Villacoublay
France
Téléphone: 01-30-67-90-50
Lundi au Jeudi de 10h à 19h
Vendredi de 10h à 18h
Fax: 01 30 67 90 65
http://www.sierra.fr
Germany
Havas Interactive
Robert-Bosch-Str. 32
D-63303 Dreieich
Deutschland
Tel: (0) 6103-99-40-40
Montag bis Freitag von 10 - 19Uhr
Fax: (0) 6103-99-40-35
Mailbox: (0) 6103-99-40-35
http://www.sierra.de
Spain
Havas Interactive España
NUESTRA SEÑORA DE VALVERDE Nº 23
28034 MADRID
Spain
Tech Support Teléfono: 91 735 34 37
Soporte técnico de lunes a Viernes
de 09:30 a 15:00 y de 16:00 a 18:30
www.havasinteractive.es
Soporte Tecnico: soporte@havasinteractive.es
Comercial: comercial@havasinteractive.es
Italy
Contattare il vostro distributore.
C) Sierra Warranty & Legal Information
-----------------------------------
Sierra's end user license agreement, limited warranty and return policy is set forth in the
EULA.doc, found on the CD, and is also available during the install of the product.
Copyright (2001 Sierra On-Line, Inc.)
A-8: Warranty
SIERRA WARRANTY & LEGAL INFORMATION
Sierra’s end user license agreement, limited warranty and return policy is set forth in the
EULA.txt, found on the CD, and is available during the install of the product.
©2001 Sierra On-Line, Inc.
All rights reserved
Printed in the United State of America
Sierra is a registered trademark of Sierra On-Line, Inc.
Direct 3D is a trademark and Microsoft and Windows are registered trademarks of
Microsoft Corporation
No part of this publication may be reproduced, stored in a retrieval system, or transmitted
in any form by any means, electronic, mechanical, photocopying, recording or otherwise,
without prior written permission from Sierra On-Line, Inc
A-9: Web Sites
www.sierra.com
www.sierrastudios.com/games/arcanum/
www.troikagames.com
A-10: Quick Keys
Arcanum GAME Hotkey List:
<Escape> -- MainMenu (or "Previous Window" *in* the mainmenu)
<F1> -- “Walk” – Commands a Follower(s) to walk to a target location
<F2> -- “Attack” – Commands a Follower(s) to attack the selected target
<F3> -- “Stay Close” – Commands a Follower(s) to follow at a lesser distance
<F4> -- “Spread Out” – Commands a Follower(s) to follow at a greater distance
<F5> -- “Back Off” - Commands a Follower(s) to stop fighting its target
<F7> -- Auto-save save game to a predetermined auto-save game slot.
<F8> -- Auto-load saved game from predetermined auto-save game slot.
<F12> -- Take a screenshot
<NUMLOCK> -- Toggles Run-Always
<SHIFT-Click> -- Stand in place (don't walk when attacking, etc.)
<CTRL-Click> -- Run instead of walk
<ALT-Click> -- Force-Attack (to attack scenery, doors, etc.)
-- Drag a corpse (if not in combat mode)
<ENTER> -- Switch to the Chat rotating window (type messages seen as floaters)
<SPACE> -- Closes any interfaces (Inven/Char. Editor/etc.) and switches between
Turn-Based/Real-Time combat
<A> -- Do whatever hotkey action is on the last "Active" hotkey (the one at
the lower-left, next to the rotating window)
<C> -- Character Editor Toggle On/Off
<F> -- Fate Point Window Toggle On/Off
<I> -- Inventory Toggle On/Off
<L> -- Log Book Toggle On/Off
<O> -- Bring up the Options menu
<R> -- Toggle Ready/Unready mode (Attack/Talk modes)
<S> -- Sleep UI Toggle On/Off
<T> -- Tech Schematic UI Toggle On/Off
<V> -- Display version info
<W> -- World Map UI Toggle On/Off
<,> -- Attacks will be called-shots to the Head (<Comma>)
<.> -- Attacks will be called-shots to the Arms (<Period>)
</> -- Attacks will be called-shots to the Legs (<Forward Slash>)
A-11: Halfling Recipe
The following is excerpted from “The Cookhill Family Recipe Book” lately published by
Fredwise Cookhill, owner and proprietor of the famous Three Loaves Public House &
Inn in Ashbury. Used with permission of the author.
Grandma Cookhill’s Three Bowl Bread
In a large bowl, blend one-third of a cup softened butter and two-thirds of a cup of sugar
until creamy and light. When this is done, add a fresh hen’s egg and beat the mixture a
bit more to blend.
In a second bowl, sift one and three-quarters cup of flour together with one and one-half
teaspoons baking powder, one-quarter of a teaspoon of baking-soda, and a teaspoon of
Cumbrian cinnamon.
In the third bowl, mash three very ripe banana-fruit, preferably of the sweeter Cattanese
variety.
Add one-third of the flour mixture to the butter bowl, and beat the two together; then add
one-third of the mashed bananas and beat again. Continue adding both mixtures by thirds
to the large bowl until all the flour, butter-and-eggs, and banana-fruit are thoroughly
blended. Then, if you wish, you may add a half-cup of shelled walnuts for flavor.
Spread the batter into a well-greased 4” x 8” pan and bake for one hour at a temperature
of 350 degrees.
The resulting bread is very healthful and tasty and can be served as an addition to the
mid-morning meal. It also makes a pleasant snack in a picnic basket, and is wholly
appropriate fare to offer elven visitors.

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