Arcanum

Arcanum

16.10.2013 17:08:04
Schematics Guide
Arcanum Schematics Guide
by Kala Reshana (kala@101freeway.net)
Rev 1.0 (November 4, 2001)

~~~~~~

Table of Contents

1.0 Introduction

1.1 Revision History

2.0 Schematics

2.1 Herbology
2.2 Chemistry
2.3 Electrical
2.4 Explosives
2.5 Gun Smithy
2.6 Mechanical
2.7 Smithy
2.8 Therapeutics

3.0 Acknowledgements
4.0 Legal Stuff

~~~~~~

1.0 Introduction

This is my first attempt at writing a FAQ (even a mini-FAQ) so constructive
critism is welcome. Flames and insults will be deleted upon arrival. Also,
please note that if you email me with other general questions about the game,
I can't answer them. Check one of the other FAQs on the game.

This FAQ started out as an attempt to make myself a quick reference sheet for
the basic schematics in the game, especially since the reference book is
wrong too often for my liking or just didn't mention the parts I needed. The
basic schematics listed here are based on what the game says and NOT the
manual. In the event the manual is actually correct (gasp), I will update
this mini-FAQ.

Also, it seems that you cannot use the new schematics unless you have a
point (some points?) in the college in which the schematic is for. For
example, I have a schematic for fuel, which is in the explosives school.
Despite the fact that it seems it should be a fairly easy schematic to use,
no such luck. I don't have any points in explosives, so I can't use this.
Once I figure out where the schematics go in the grand scheme of things
(sorry, bad pun), I'll update the FAQ.

1.1 Revision History

Rev 1.0 November 4, 2001.
Started FAQ
Posted to GameFAQs.

~~~~~~

2.0 Schematics

The list of schematic disciplines is in the order listed in the game. The
schematics within the disciplines are divided into two categories: the
schematics obtained from degrees are listed first in the order they were
obtained and then the schematics found throughout the world are listed in
alphabetical order. The following key can be used to determine how to make
(or obtain) the "ingredients" to make certain items.

* Can be made with schematics obtained from purchasing degrees.
^ Can be made with schematics found or purchased.


2.1.a Herbology

Healing Salve <- Ginka Root + Kadura Stem
Fatigue Restorer <- Cocoa Leaves + Tobacco Leaves
Poison Cure <- Kadura Stem + Venom
Fatigue Limiter <- Fatigue Restorer* + Witchbane
Accelerate Healing <- Healing Salve* + Cocoa Leaves
Wonder Drug <- Accelerate Healing* + Poppy Flowers
Cure All <- Wonder Drug* + Big Chief Snake Oil

2.1.b Found Herbology Schematics

Miracle Cure <- Wonder Drug* + Fortifier^

Just when you thought you'd seen all there was to see! Here comes the
Miracle Cure! By mixing the Wonder Drug and the Fortifier, this
unbelievable elixir not only completely heals you, but it also
temporarily increases the rate at which your body heals itself! Do
miracles never cease?


2.2.a Chemistry

Strong Poison <- Varham's Aqua Vitae + Monroe's Cleaner
Charges <- Electrolyte Solution + Metal Plates
Animal Scent <- Bromide + Morning Star Perfume
Corrosive Acid <- Pete's Carbolic Acid + Sulphur Pills
Hallucinite <- Mushrooms + Varham's Aqua Vitae
Paralyzer <- Potassium Chloride + Strong Poison*
Anaesthisizer <- Hallucinite* + Bromide

2.2.b Found Chemistry Schematics

Fortifier <- Wine + Varham's Aqua Vitae

Feeling down just before that all-important to-the-death duel? Dozing
just before the decisive battle? Then look no further than the
Fortifier! By combining a common bottle of Wine and Varham's Aqua Vitae,
you can create an elixir to bring back your energy, and make you a more
formidable opponent! Fascinating!


2.3.a Electrical

Electrical Light <- Lantern + Filament
Charged Ring <- Copper Ring + Capacitor
Flow Specktrometer <- Small Electrical Parts + Compass
Shocking Staff <- Large Capacitor + Staff
Chapeau of Magnetic Inversion <- Electrical Coil + Top Hat
Healing Jacket <- Electrical Harness + Leather Armour
Tesla Rod <- Tesla Coil + Shocking Staff*

2.3.b Found Electrical Schematics

Flow Disruptor <- Electrical Harness + Quality Iron Shield

Only now have we discovered the magick-disrupting properties of
electricity, and those properties are taken full advantage of in the
Flow Disruptor! This incredible shield, made by combining an Electrical
Harness and a Quality Iron Shield, not only protects you from physical
attacks, but also interferes with spells thrown at it! Stupendous!


2.4.a Explosives

Molotov Cocktail <- Fuel^ + Rag
Flash Grenade <- Magnesium + Wine
Smoke Grenade <- Tom's Fertilizer + CK Sugar
Stun Grenade <- Stearic Acid + Saltpeter
Explosive Grenade <- Black Powder + Metal Can
Fire Obstruction <- Kerosene + Liquid Soap
Dynamite <- Nitroglycerin + Saltpeter

2.4.b Found Explosives Schematics

Bullets <- Saltpeter + Charcoal

With the recent advances in the field of Gunsmithing, it only follows
that similar steps forward are necessary in ammunition and explosives.
Using the reactive properties of Charcoal and Saltpeter, a new and
better bullet can be manufactured quickly and inexpensively. Effectively
used in both pistols and rifles.

Concussion Grenade <- Explosive Grenade + Sheet Metal

Looking to do some real damage to those pesky ogres? Then the Concussion
Grenade is just what you're looking for! The combination of the
Explosive Grenade and Sheet Metal, the Frag Grenade was created for the
technologist who just needs that extra bit of assurance. They won't be
getting up after this one rips them to tatters! Outstanding!

Note: The use of the words 'Frag Grenade' concern me slightly here since
this is supposed to be a Concussion Grenade. Please note that you might
not get what you think you will here. When I find out what it makes,
I'll update this note.

Fuel <- Wine + Brewer's Yeast

Today's technologist is often in need of a quick and accessible source
of fuel, and knowledge in chemistry makes this a reality. By using
easily found objects as a bottle of Moone's Fine Wine and common
brewer's yeast, an efficient fuel is created. [Warning: Personal
consumption of fuel not recommended.]


2.5.a Gun Smithy

Hand Crafted Flintlock <- Broken Flintlock Pistol + Small Metal Tube
Fine Revolver <- Revolver Parts + Revolver Chamber
Repeater Rifle <- Hunting Rifle + Revolver Chamber
Hushed Revolver <- Fine Revolver* + Engine Muffler
Looking-Glass Rifle <- Marksman's Rifle + Looking Glass
Hand Cannon <- Clarington Rifle + Fancy Pistol
Elephant Gun <- Hunting Rifle + Large Pipe


2.6.a Mechanical

Spike Trap <- Railroad Spike + Large Spring
Trap Springer <- Metal Casing + Small Spring
Auto Skeleton Key <- Lockpicks + Small Spring
Eye Gear <- Pocket Watch Parts + Eyeglasses
Bear Trap <- Metal Clamp + Large Spring
Clockwork Decoy <- Clockparts + Small Spring
Mechanized Arachnid <- Small Steam Engine + Large Gears

2.6.b Found Mechanical Schematics

Goggled Helmet <- Eye Gear* + Helmet of Vision

Find yourself needing increased perceptive powers? Your prayers have
been answered! The incredible Goggled Helmet, the combination of Eye
Gear and the Helmet of Vision, will increase your perception beyond what
anyone thought previously possible! Absolutely flabbergasting!

Poison Arachnid <- Mechanized Arachnid* + Strong Poison*

This new and improved version of the popular Mechanized Arachnid comes
fully equipped with poisoned blades. This fast acting poison not only
weakens opponents, but also does so faster than most poisons available
today! With added armor strength for durability and improved hydraulics
for increased speed, the Poison Arachnid is a must for today's
technologist!


2.7.a Smithy

Pure Ore <- Iron Ore + Steel
Balanced Sword <- Pure Ore* + Fine Hilt & Guard
Feather-weight Axe <- Dwarven Ore + Oak Axe Handle
Dwarven Gauntlets <- Sheet Metal + Leather Gloves
Helmet of Vision <- Great Helm + Leather Straps
Feather-weight Chainmail <- Spool of Heavy Wire + Leather Armour
Elite Plate Mail <- Dwarven Steel + Feather-weight Chain*


2.8.a Therapeutics

Elixir of Persuasion <- Migraine Cure + Thermometer
Elixir of Physical Prowess <- Famous Blood Pills + Spirit of Camphor
Liquid of Awareness <- Migraine Cure + Doolittle's Glyceride
Tonic of Increased Reflexes <- Tincture of Arnica + Rheumatism Cure
Mind Marvel <- Nerve Pills + Potion of Persuasion*
Energizer <- Quinine + Elixir of Physical Prowess*
Revitalizer <- Mind Marvel* + Energizer*

~~~~~~

3.0 Acknowledgements

I'd like to thank my boyfriend for letting me use his computer to play video
games while we wait for the parts to get mine fixed to come in.

~~~~~~

4.0 Legal Stuff

This mini-FAQ is copyright 2001 Amanda Torline (aka Kala Reshana). You may
not copy this document without permission unless you are copying onto your
computer for your own personal use. Under no circumstances may you take
credit for this FAQ or distribute it for profit. If you want to use this on
your own site, please ask first.

 
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