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Prefaceo single volume to date has yet collected all six thousand years of
A rcanum’s recorded hi story. I ndeed, many woul d argue that i t i s
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 wri te
the def init ive history of al l A rcanum, but I never imagined for a moment that it
was possible to do so in a simpl e or concise manner. Instead I labored for many
decades, travel ing f rom place to place in my researches, and produced no fewer thantwenty- three detailed volumes which I dared to cal l "The Compleat H istories".
A las, the f iery arrogance of youth!
I now bel ieve that compil ing the enti re history of A rcanum in any great detail
is a task well beyond the reach of any one man—and what is more, it is a task
which wil l become more dif f icult wi th 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 stilllegible. A rcanum’s history revealed itself to me slowly, showing f irst one face and
then another as I spent weeks, months, and even years in transcription and trans-
lation. But f or 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 f ragile as old leaves, and a hundred more
which had half - crumbled into i l legible f ragments. The mil lennia 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 l ine
between fact and myth grows less clear the further one looks behind, and the tran-
scription of oral histories is more properly the work of a folklorist than an his-
torian. W henever possible, I have always attempted to keep my own chronicles
well- grounded in fact, erri ng on the side of discretion rather than speculation oruntoward 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!
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Lately a number of new scientif ic theories have been put f orward as to the
history of A rcanum’s civil ized peoples. Contrary to what one may assume af ter
reading the arguments of M r. John Beddoes, it was in fact the elves and the dwarves
who f irst reached what we might consider "civil i ty", thousands of years ago: it is
from these elder races that the first true historical traditions can be traced.Gnomish culture appears to be qui te 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. H uman development, by con-
trast, appears to have been much slower: only in the last two thousand years have
humans produced any signif icant cultural A rt and L iterature. O f course there
are except i ons to these general rul es- - but pr ior to a f ew t housand years ago,
most of humanity seems to have consisted of little more than illiterate nomadic
tribes, barbarian hordes, and cave- dwell ing hunter- gatherers.
O ne cannot speak about the recent history of A rcanum wi thout addressing the
growing dichotomy between M agick and what has come to be known as
Technology. M y research has shown to me a direct correlation between the wide-
spread use of these two Forces, and increased levels of societal development. A re
not the elves the true discoverers of M agick- - or, as Beddoes has suggested, the
eldest chi ldren of the M agickal A ge? Were the dwarves not the fathers of the
Technological tradition, centuries before the advent of M r. Bates and his steam
engines? H umans, it seems, have now inherited the scientif ic legacy of thedwarves—and does it not appear that we are now poised for what might be cal led
a Golden Age of cultural expansion and hegemony?
This simple volume, in painting a clear picture of the past, might also shed
some l ight 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 mustknow f rom whence we have come, and what has gone before us. It is to this end
that I have condensed al l I know of A rcanum into a single volume, which I hope
will find favor with readers from all walks of life.
Fo r e w o r d t o A Br i e f Hi s t o r y o f Ar c a n u m
Dr. Julius M. Crenshaw
Department of HistoryTarant University
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Chapter 1:IntroductionThe following is excerpted from the Principia Technologica, re-printed herewith permission of the publisher, Tarant University Press, and the author.
© 1876 all rights reserved.
Principia Technologicab e i n g t h e c o l l e c t e d l e c t u r e s o f
Sir Harris Guffingford
A Helpful Illustration of the Principles of Science
Chapter the Fourth: On the Eternal Conflict Between Natural
and Supernatural Forces
p to this point, our experiments have served only to illustrate the principles of
N atural Law. The purpose of the exercises in this chapter, however, is to
demonstrate the fundamental confl ict between Natural Law and its nemesis,
Supernatural Law—N atural Law being represented by a variety of simple
Technological Devices, while Supernatural Law is embodied by an equally simple
M agickal D evice. L ike al l our experiments, these exercises were chosen for theirlucid design and straightforward execution; they should prove suitable for students
of al l ages.
La b o r a t o r i e #1: Th e In c l i n e d Pl a n e
s you may recall, we have demonstrated the Inclined Plane and explained its
uses in a previous lesson. This is a simpl e machine, the purpose of which
is to reduce the dif f iculty of moving objects f rom place to place. Even thesimplest 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
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ground! There are two principl es of N atural Law at work, but the one that con-
cerns us most in this experiment is known as "the Coefficient of Friction".
H ere we place an object upon the Incl ined Plane: for purposes of this
experiment, we have chosen a simple block of stone. N ote that when the InclinedPlane C is placed at a sharp angle, Block A wi l l automatical ly begin to sl ide down
the Plane, wi thout any extra Force being appl ied. Remember the farmer’s load upon
the ramp; if the ramp is steep, he does not need to push the cart at al l . I t wi l l
roll down of its own accord.
O n the other hand, Block A wil l not sl ide of its own accord if our Incl ined
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, near-
ly f lat upon the table. Take Block A , and place it on Incl ined Plane C: note
that the Block does not sl ide. H aving observed this high Coeff icient of Friction,
tilt Inclined Plane C slowly, a few degrees at a time, until that Friction is over-
come, and your Bl ock does begin to sl ide. H aving 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 establ ished a precarious balance, in which the
Coefficient of Friction is only just high enough to overcome the angle of the
Plane. The aforementioned Coeff icient is almost, but not quite, low enough toal low Block A to sl ide.
There is some innate resistance to its motion down the Plane;this resistance to motion is what we call the Coefficient of Friction.
Plane C
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Introduce a M agickal A rt i f acte into the system. Slowly bring i t into the
vicinity of Inclined Plane C. N otice that Block A begins to sl ide haltingly down-
ward! The angle of the Plane has not changed, nor has the nature of the block…but
the M agickal A rt ifacte sl ightl y alters the Coeff icient of Friction in its immediate
proximity.
This alteration is unstable and unpredictable, causing the Block to slide in
a variable manner. I t i s this same unpredictabil ity and instabil i ty in al l M agickal
Ef fects which makes compensation for these Ef fects 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!
La b o r a t o r i e #2 : Th e Sw i n g i n g Pe n d u l u m
he principle of the Pendulum was discovered by early Technologists, as youmay recal l . I t was early established that the peri od for the back- and- forth
O scil lation of any Pendulum of a given Length is always the same, no mat-
ter how large its arc or how heavy i ts bob may be. For this reason, Pendulums
make excellent time-keeping devices, as they are less dependent on Temperature
Vari ations than spring-based clocks.
Let us start our second experiment, then, with three pendulums. Begin by set-
ting your three Pendulums a- swing: whi le they are swinging, measure their peri-
ods with a Pocket Watch or Water C lock. Our f irst superf icial observation is thatthe Pendulums with longer rods swing more slowly than those with shorter rods:
in fact, the period of any pendulum is mathematical ly 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.
N ow introduce the M agickal A rtifacte whi le the Pendulums are sti l l swing-
ing. N ote how the swinging becomes erratic! Some Pendulums swing more
slowly, while others swing faster than we would predict by use of our previouslyreliable 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
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is the proximity of the offending A rtifacte, and even thi s is not rel iable enough
to be predicted.
A s in our f irst experiment, the variance is wi ld. The consequences for any
machine which depends upon regular oscillations for its function are immediate andcatastrophic. In the presence of Supernatural Force, clocks wi l l go awry, engines
throw their rods, and metronomes dance a tarantella; it is an unavoidable side effect
of disrupting the N atural Laws associated with oscil lation.
La b o r a t o r i e #3 :Th e El e c t r i c Ci r c u i t
n our f inal demonstration, we wi l l use the self - same Electric Circuit which we
bui l t i n l ast week ’s l esson. A s you wi l l recal l , thi s i s a machine of
very simple design: a small battery serves as our source of Electromot ive 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 dif-
ference is created between the battery and the Bulb. According to N atural Law,
Electricity flows from highest potential to lowest, following along the path of least
resistance—and that path, in this case, is the wi re. A s a resul t, the f i lament with-
in the Bulb glows, because Electr icity is passing through it. H owever, when the
Circuit is opened again, no path is available for the Electricit y to follow…and the
Bulb goes dark.
Close the circuit to light the Bulb again: observe how the f ilament
glows bright and steady. N ow, introduce a M agickal A rtifacte into close
No insulative substance has yet been discovered to shield a machinefrom this effect.
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proximity. Take notice that the Bulb immediately begins to flicker! The
A r t i f acte appears to sporadical ly disrupt the Electri c Potential iti es 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 hap-
hazard confusion.
N o insulative substance has yet been discovered to shield a machine f rom this
ef fect. A ccordingly, the presence of Supernatural Force continues to wreak havoc
on any machine which requires a steady flow of Electricity for proper function-
ing. Please take special note: because our Electrical C ircuit is a very small
machine, and our battery i s 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 disrupt ive influence of Supernatural Forces! The result of dis-
rupting 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 l ives to engines and gen-
erators gone mad. The utmost caution is urgently advised.
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Chapter 2:
Getting Started…In Which We
Prepare for theGame to ComeMr. Christie’s Ready-Baked Characters: A Quick Start to
Our Pleasures in Arcanum
or those lacking the patience to endure the long and complex process of cre-
ating a Character of one’s own, the makers of this fine Game have provid-
ed a means of escaping thi s 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 "N ew 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 lef t panel, and
a brief l i fe history f or al l persons l isted wil l be at hand: this information appears
in the panel on the right. U pon finding one that wil l serve, press the bottom right
arrow (as in Figure 2-4) to begin Arcanum with a perf ectl y 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
"N ew Character" option (see Figure 2-3), and then press the bottom right arrow.
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The wise player wi l l read the rest of this chapter before proceeding any furt her,however! You may select ESC t o return to the previous menu (Figure 2-2).
In additi on to beginning a N ew Game, the menu featured in F igure 2- 2 alsoal lows one access to a previously saved game (see "Load Game"). O ne may alsoleap di rectly t o the most recent save game by pressing "Last Save". (For more infor-
mation on save games, see secti on 3- 8.) Lastly, the option marked "View Intro" wi l lreplay the kineographic entertainment we have devised for the opening of our game.N ote that pressing ESC wil l return us to the main menu.
From the main menu, we can instigate or join a multiplayer game
("M ulti player", Figure 2- 1). See Chapter 5 for more informati on on mult iplayer
games in A rcanum. By pressing "O ptions", one may set a vari ety of game, video
Figure 2-1
Figure 2-2
A rcanum Players Guide – 9
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A rcanum Players Guide – 11
In addi tion 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 improve-
ment of his or her Character, raising the level of many helpful traits and Skills.
A Un i q u e P r i v i l e g e : Ch o o s i n g On e ’s Ow n Na me a n d Fa c e
he intrepid player’s first step must be to select an appropriate Portrait for his
or her Character. A number of i mages appropri ate to the Character’s Race
and Gender will be provided, naturally; browse through these by use of the
arrows on either side of t he currently displayed Port rait ( see Figure 2-5).
Figure 2-5
Figure 2-6
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information on how to use the Barter I nterf ace in the course of play). H ere, Gentl e
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 valu-
able item, the player should now spend a few moments in thought. What t hings
might prove useful , in a land where adventure lurk s around every corner? Buy or
sell as the mood str ikes: if prices seem too high, it might be wise to retraceyour steps and improve this Character’s H aggle Skil l !
W hen this last- minute shopping is f inished, press the green arrow at the
bottom right of the screen to begin play.
38 – A rcanum Players Guide
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A rcanum Players Gui de – 3 9
Chapter 3:Playing the
Game…in whichWe Sally Forthto Play Arcanum
t last our adventure begins, and we behold the glory of the M ain Game
Interface (see Figure 3- 1). A lways visible to us while we reside in A rcanum,The M ain Game Interf ace can be seen even when other
sub- windows are open. Shoul d a sub-window ari se whi ch demands the whol e
screen at once, such as the Inventory Screen or the Character Editor, a small cir-
cular window wil l appear in the upper lef t- hand corner of t he screen. Through
this small portal, the player’s Character can still be seen; clicking in this small
circular window wi l l close the larger sub-window and return us to our main
isometric view of the Game’s proceedings.
Figure 3-1
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44 – Arcanum Players Guide
The Quests secti on (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 i s dif ferent. A quest
that has been mentioned to the Character, but not accepted, is given in black.
Q uests 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 compl eted, either because they have been botched or because they have beencompleted by a rival Playing Character (in multiplayer mode) are red, and struck
out. A n exampl e 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 f ind a mage capable of resurrecti ng
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.
Figure 3-4
Figure 3-5
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A rcanum Players Gui de – 45
Reputations (see Fi gure 3- 5) are the results of particularl y good or bad acti ons
on the part of the Character. A t t imes a particularl y noteworthy deed may make
a large group of people love and admi re 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 Fi gure 3- 6) are bonuses granted to the player by a higher power.
Similarly, Curses are penalties inflicted on the player by some such agent. Blessingsare shown in blue, while Curses are shown in red. These matters are divinelywrought and are considered to be outside of both the M agical or Technologicalrealms. Therefore, magic spell s and resistances have no effectwhatsoever on Blessings and Curses.
The next part of the Logbook is cal led K il ls and Injuries (see Figure 3- 7).
This section keeps track of the enemies killed by the Character and his follow-
Figure 3-6
Figure 3-7
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64 – Arcanum Players Guide
The only passive Skill prized by Thieves is Spot Traps. This Skill is
constantl y in use, as the Electro Dynamo M achine constantl y calculates the chance
that a Character will notice a trap on the object he is about to use or in the loca-
tion he is about to enter. If the Character does notice the trap, then the trap is
displayed, a M essage is printed, and the Character wil l 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 di f ferent types of traps in the game, and the majori ty of these
are classif ied by the sort of damage they do. Traps can shoot arrows or
bullets, explode, or shock the Character who has the grave misfortune of
tri ggeri ng them. Some are purely mechanical, l ike the ever- popular Spike Trap, and
these do perf ectly normal damage. Some are M agical in nature, and when tr iggered
they cast a Spell upon the Character. M agical t raps cannot be disarmed by
ordinary means; they must be dispelled via magic.
Figure 3-25
Figure 3-26
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A rcanum Players Gui de – 65
O nce a trap is noticed, the player may attempt to disarm it using Disarm
Traps Ski l l , employing the procedure described above. O therwi se, one can simply
choose to set the trap of f , either by using the object or by forcing one’s Character
to walk over the trapped locati on. U sual ly the Character wil l avoid a locati on
known to be trapped, but if the trap lies on the only path available to the
Character, the trap will be triggered.
The final abil ity which all thieves possess is Looting, which requires no special
Skill whatsoever. Looti ng is the removal of it ems, whether i t be from a chest, a
dead body, a junk pil e or any other container. Clicki ng upon any
container or dead body in the course of our Game wil l cause the Character to
walk to that object and loot it. A Looti ng Interf ace wil l appear (see Figure 3- 29),
quite similar in character to the Stealing Interface described above, the only dif-
ference being that the items in question are transferred immediately, and that no
Figure 3-27
Figure 3-28
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74 – Arcanum Players Guide
general, a Follower must be on the same screen as the Player C haracter in order
to hear and acknowledge a command.
Some commands can be prefaced wi th the number sign, so as to issue a
general order to all of one’s Fol lowers at once. These commands are as fol lows:
#Walk
#Attack
#Stay Close
#Spread Out
#Back Off
In addition, hot keys have been assigned to issue orders to all of one’s
fol lowers. These command keys are as fol lows:
<F1> - - "Walk" – Commands Follower(s) t o walk to a target locati on
<F2> - - "At tack" – Commands Foll ower(s) to attack the selected target
<F3>- - "Stay Close" – Commands Foll ower(s) to fol low at a lesser distance
<F4>- - "Spread O ut" – Commands Follower(s) to foll ow at a greater distance<F5>- - "Back O ff" - Commands Foll ower(s) to stop f ighti ng it s 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 use-
ful if you have gathered a great many Fol lowers!
Figure 3-35
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A rcanum Players Gui de – 75
Fi nal ly, some broadcast messages are used on or by other Pl aying 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 addit ion to broadcast commands, you can right- cli ck on the Follower barto display a drop- down command menu. From this menu, you can issue commands
directl y to the Follower. N ote that two menu commands (walk and att ack) require
you to specif y a target. You may r ight - cli ck at any t ime to cancel this menu or
the targeting mode. A lso note that not al l commands are available at al l times, such
as the Inventory command for Foll owers who cannot barter. T hese inacti ve com-
mands are dimmed.
See Chapter 5 for more details on parties which consist solely of Playing
Characters.
Figure 3-36
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76 – Arcanum Players Guide
S e c t i o n 3 -6 : Ma g i c
agic and Technology are the two fundamental powers in Arcanum, and of
these two M agic i s by the far the more ancient and universally respected.
U nti l a few decades ago, M agic was by f ar t he predominant f orce in the
world, and its power and usefulness easily outstripped the paltry
gadgets that were passed off as scientif ic accompl ishment! These days, however,
M agic of ten fi nds itself struggling to compete for the heart s and minds of
A rcanum, as Technology moves forward in prodigious leaps and bounds. This is
not to say that M agic is weak- - quite the contrary! M agic is sti l l capable of pro-
ducing effects that Technology cannot – Spells of teleportation and summoning
being just two of many examples. But the absolute primacy of M agic in Arcanum
is now a thing of the past; the ancient art of spellcraft now has a younger broth-
er in the upstart Technological Disciplines, and sibling rivalry between the two is
intense.
Accessing SpellsTo access the Spel ls one has purchased for one’s Character, the player can press
the Spell Button on the M ain Game interf ace (see Figure 3- 37). A Spel l Wi ndowwill sl ide into place over the M essage Window, and in this Spel l Window the play-
er 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
part icular Coll ege, then the button for thi s Col lege is active and colored. O therwise,
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). A t least one, and
Figure 3-37
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A rcanum Players Gui de – 77
perhaps al l f ive these Slots wil l be f i l led with a Spell icon. These Spell icons
can be dragged to the H ot K ey Bank for quick and convenient access in an emer-
gency.
Casting Spells
To cast a particular Spell, the player can press its Spell icon in the Spell Window(see Figure 3- 39). If the Spel l does not require a target, then it wil l be cast imme-
diately. 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 Shif t key whil e clicking on a Spel l, i t wi ll
be cast upon yourself automatical ly, which is ext remely useful when using H eal ing
Spells in Combat.
Figure 3-38
Figure 3-39
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88 – Arcanum Players Guide
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
hi t point and fatigue damage. W hen set t o verbose, al l text feedback occurs.
Float Speed – controls how quickly the text feedback scrolls over a
character
Combat Taunts – when turned on, NPC’s wil l make comments during
combat
Sound Preferences (Figure 3-51)
Effects – controls the volume of most sounds in the game
Voice – controls the volume of speaki ng NPC’s
M usic – control s the volume of al l looped background sound
To qui t the current game and return to the main menu, select "Q uit G ame".
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.
Figure 3-51
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Chapter 4:A Sample of
Play…in whichWe Offer aRevealing
Exhibitionn the fol lowing chapter, we wi l l demonstrate the game of A rcanum for newplayers. In essence, you will be taken by the hand and promenaded through thef irst f if teen to thir ty minutes of play. Alas, it is impossible to of fer suchguidance without spoiling a few surprises for the start of the game: be warned!
Spoilers ahoy!
St a r t i n g a Ne w Ga me
Figure 4-1
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90 – Arcanum Players Guide
Begin the Experi ence of a L ifetime by selecting "Single Player", as il lustrated
by Fi gure 4- 1.
The next logical step is to select "New Game" to begin pl ay, as seen in Figure
4- 2. We wil l now go through the character selecti on process.
To begin the game with all haste, we can choose one of many pre- fabri cated
persons. To make such a selection, click upon "Pick Character," as shown in
Fi gure 4- 3. However, one may also wish to create a Character of one’s own, by
selecting "N ew Character." The process of Character creation has already been
explained at great length in Chapter 2.
Figure 4-2
Figure 4-3
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A rcanum Players Gui de – 9 1
For now, we shal l choose a pre- fabri cated Character – one M r. M erwin
Tumblebrook. If the Gentle Player simply can’t bear M erwin, make use of the
arrows next to his Character Port rait to select someone else (see Figure 4-4): be
aware, however, t hat you are certain to injure the gentleman’s feelings. Please do
note that M erwi n (l ike al l pre- fabri cated Characters) makes use of an Auto-
level ing Scheme, whi ch means that every t ime he gains a Level, hi s Character Points
will automatically be distributed to the appropriate Skills, Statistics and other
attri butes determined by his Scheme. At t he bottom of Figure 4- 5, one can see
the "Level U p" message whi ch one is l ikely to see when such a Character gains aLevel. Note that one is kept thoroughly i nformed 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
Figure 4-4
Figure 4-5
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92 – Arcanum Players Guide
screen, as shown in Figure 4-6. Now we can al l sit back, and watch the intro-
duction 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 t h e Cr a s h Si t e
hen 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 wil l doubt-
less af fect his reaction toward us, as well as our alignment. Later i n the game,
Figure 4-6
Figure 4-7
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A rcanum Players Gui de – 9 3
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 Vi rgil in our part y, we are wholly f ree
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 isometri c view, as seen in Fi gure 4- 9.
There are vari ous bits of detri tus scattered about the crash site–metal plates, steel,large springs, et cetera—which we can click on to pick up, as seen inFigure 4- 10. D o note that t he Inventory button at t he top of t he screen has l it
Figure 4-8
Figure 4-9
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94 – A rcanum Players Guide
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 i tem depends on the Ski l ls 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 Edi tor screen, as shown in Figure 4- 12, we wil lsee that M erwin is wholly ignorant of Technological Schematics; therefore, he is
not presentl y able to use any of the objects at the site to make new i tems. However,
these items can also be sold in town; it might be wise to the keep them for the
moment.
Figure 4-10
Figure 4-11
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A rcanum Players Gui de – 9 5
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 i l lustrated at the
top of Figure 4-14. If a body has nothing of use to us, a message wi l l 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 al l items can be used, naturall y, so i t
might be advisable to experiment; now is as good a time as any to examine the
items we’ve collected.
Figure 4-12
Figure 4-13
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96 – A rcanum Players Guide
Combat
The crash site is by no means safe and secure; ail ing wolves are wanderi ng
about, and they wil l cheerf ully k il l 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 init iate "Turn- Based" Combat, i t is as easy as stri king the space bar; one
can also turn it on in the "Options" screen.
If one is engaged in Turn- Based Combat, a bar of A cti on Points wil l appear
above the hot key bank, as shown in Figure 4-16. O therwi se, Real- Time Combat
will occur, with both sides taking action simultaneously. We will gain experience
Figure 4-15
Figure 4-14
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A rcanum Players Gui de – 9 7
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 wil l be mapped out as M erwi n wanders through i t, as in
Fi gure 4-17. To see where we currently stand and where we have already been, cl ick
on the M ap icon or hi t the "W" key. The red crosshairs on the map
indicate the current l ocation of M erwin 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.
Figure 4-16
Figure 4-17
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98 – A rcanum Players Guide
O ne would be very wise to expl ore the enti re crash site thoroughly for i tems,
wolves to kil l , 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.
In s i d e t h e c a v e
ore enemies are to be found inside the cave, and M erwi n wil l 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 highl ight, as shownin Figure 4- 19,
Figure 4-18
Figure 4-19
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A rcanum Players Gui de – 9 9
we can click upon it to examine what's inside—unless, ofcourse, it happens to be
locked. When accessing a container, one can take the it ems one by one, or click
on the "Take All" button.
Proceed further into the cave and we wil l encounter a restless spiri t. Cl ick on
him to speak with him, discover that the poor devil has been cursed (see Figure
4- 20). Duri ng this conversation with the spiri t of Charl es Brehgo, one can choose
whether or not one wishes to help him—if the player i s wil l ing to
shoulder this responsibil i ty, M erwin can accept his fi rst quest.
To leave the cave, click on the exit when it highlights.
Figure 4-20
Figure 4-21
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100 – Arcanum Players Guide
Ga i n i n g a Le v e l
hen our Character has gained enough Experience to "Level U p", whether
through Combat or completing a Q uest, the Character Edi tor icon wil l
highl ight. I f one is using an Auto- Level ing Scheme, the message
window at t he bott om wil l tell us what Skil l t he scheme has bought for M erwin.
O therwi se, we wil l need to go into the Character Edi tor and choose where the
new Character Points are to be spent.
If we wish to turn off the Auto- Level ing Scheme, we have only to go to the
Character Edi tor screen and click on the Auto- Level Scheme button to the right.
H ere we select "No Scheme", and the deed i s done! A s we can in
Figure 4-22
Figure 4-23
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Arcanum Players Guide – 101
Figure 4- 21, the Auto- Leveling Scheme can be changed at any time; we can activate
and de- acti vate Auto- Leveling Scheme for a Character at our own discretion.
Le av i n g t h e Cr a s h S it e
f ter M erwin exi ts the cave at t he Crash Site, the best course of acti on is
to continue unti l he comes across an al tar 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.
Figure 4-24
Figure 4-25
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102 – Arcanum Players Guide
Further along an el f wil l approach us. After we finish conversing with him,
we wil l be able to continue onward to the Shrouded H il ls. When the M ap icon
turns blue, as seen in Fi gure 4- 23, it means we have access to travel via the
World M ap.
Go in g t o Sh r o u d ed Hi l l s
hen we are viewing the Wor ld M ap, we can toggle waypoints to
automatical ly t ravel to another l ocation, as seen in Figure 4-24. Use the"Toggle Walking Waypoint" action button to quickly get from the Crash
Site to the Shrouded H il ls, as in Figure 4- 25.
The Game will return to the isometric view if we encounter an enemy, or
when M erwin reaches his destination. If we do suff er some sort of random
encounter, we will need to reset the waypoint and walk the path again. Finally,
Figure 4- 26 shows O ur H ero arr iving at the Shrouded H il ls. M erwin is at
liberty to explore the town: the adventure has just begun!
Figure 4-26
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A rcanum Players Gui de – 103
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Chapter 5:Multiplayer
Overview
or the benef it of those players who might wish to pl ay A rcanum in the
company of f ri ends, our Game has been provided with a "Multiplayer M ode"
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 pl ay: a "modul e", in this instance, is a set of maps,
quests, et cetera, which are made specif ical ly f or use in Arcanum’s M ultiplayer
M ode. A ll of the cli ents must have a local copy of that modul e in order to join
the server and play. The game does not end when any cl ient Characters die, butcontinues until the server player quits the game—which is rather the way all par-
ties work, if one gives any thought to the matter.
104 – Arcanum Players Guide
Figure 5-1
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Ge t t i n g s t a r t e d
n the M ain M enu screen, select "M ultiplayer" as seen in Figure 5- 1 to begin
a mul tiplayer session. The M ultiplayer M enu al lows one to choose f rom
games for network or Internet play, and to change one’s setup as well - - see
Figure 5- 2. I f players select "Network", they wi l l interact wi th A rcanum games to
found on the local area network (LA N ), as seen in Figure 5- 3.
Firstly one can search for games by pressing "Find Game", which displays a
l ist of LA N 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 lef t panel. O ne can sort the games by name, type,
ping, players or "up time", simply by clicking on those labels at the top of the
Figure 5-2
Figure 5-3
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list. If a player should click on the green arrow, the game list will be refreshed.
O ne can also f i l ter the l ist by using the labels at the bottom of the l ist to remove
some of the games. Available filters are as follows:
A l l – show all gamesFFA – show only games of type Free for A l l
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
lef t of its IP address at the bottom of the lef t panel; the self - same bookmarks can
be removed by pressing the red x button. O ne can also type an IP address direct-
ly into the field, to go to a known server.
W hen one wishes to join a game, it is time to press the large "Click to Join"button in the bottom lef t of the screen. D oing so wil l indicate that you are wait-
ing 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.
Figure 5-4
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Back at the LA N menu, there is a second option: one can press "H ost Game",
rather than "Find Game", and make one’s own Electro Dynamo M achine the serv-
er for a new game, as seen in Figure 5- 5. A player who takes on this role wi l l
need to chose f rom several options before his Dynamo can become a host:
Game Name – insert the name of your server here
M odul e – select the module to use for your gameType – this is a tag for your game, to let others know what type it is. This is
useful for those who wi l l be f i l tering games in "Find Game" menu. There are three
types of games: Free for A l l (players tend to f ight amongst themselves),
Cooperative (players tend to group), or Roleplay (players tend to act in Character)
M aximum Players – how many players can join simul taneously
M aximum L evel – the highest Character level that can join your game
M inimum 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
M aximum Stored PC’s – the number is the maximum number of Playing
Characters the server wil l "remember". O nce this l imit is reached, the server wil l
forget about earlier players that have played on it, and if the player returns to the
game, his Character begins anew.
Player K il l ing – whether players are al lowed to kil l other players
Friendly Fire Damage – whether area- of- ef fect Spells and Items wil l hurt people
in one’s own group
Figure 5-5
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W hen these options have been set, press "Click to H ost", and the new
server wil l appear on the l ist of LA N servers under the "Find Game" menu.
A t the LA N menu, one can also change the Character one is playing by press-
ing the "Character" selection, as seen in Figure 5- 6. H ere one can pick an existing
Character on the l ist, or make a new Character by pressing "N ew Character". N ew
Characters are made using the same Character Editor which was employed in sin-
gle player mode.
Returning to the M ultiplayer M enu, by selecting "Internet" we wil l interact
with A rcanum 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). O n the Internet M enu, the f irst three
Figure 5-6
Figure 5-7
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selections are identical to those found on the corresponding LA N M enu, with the
exception that the games displayed here are hosted from all over the world, rather
than just upon the Local A rea N etwork. I f one should choose to make a host
server here, one’s game will be made available to everyone in the world!
There are several addi tional selections available on the Internet M enu. By press-
ing "Chat", for example, one can enter the A rcanum chat rooms, as seen in Figure
5- 8. One can select the Chat Room on the lef t, and watch thediscussion on the right. To join the conversation, type your own responses at the
bottom of the screen.
The last two selecti ons on the Internet menu, "N ews" and "Community", wil l
minimize A rcanum to the Electro Dynamo’s task bar and launch the defaul t brows-
Figure 5-8
Figure 5-9
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er to f ind web pages for the A rcanum N ews and Discussion Forums,
respectively.
The last selection on the M ultiplayer M enu is "Setup", which al lows a
player to create or change a WO N account, as seen in Figure 5- 9. One cannotaccess the Internet M enu without having such an account. It wi l l be necessary to
create a unique "Log- in" name and password. I f you wish, you may also supply
an email address, in order to receive N ews updates for A rcanum.
Pl ay in g t h e g a me
hile in M ultiplayer M ode, playing Characters can work cooperatively,
forming parties and adventuring together for mutual protecti on: see the
"Parties" section below. Players can also play competitively, by fighting
and hindering one another at every opportunity. Players can begin Q uests
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! I f one player
completes such a Q uest, 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. A l l players are f ree 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 fur-
ther details.
Figure 5-10
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Multiplayer Control InterfaceDue to time constraints, Sleeping is prohibited in M ultiplayer M ode (see below
for further details.) Ergo, the Sleep button has been replaced, in M ultiplayer M ode,
by a M ultiplayer Control button. This button opens an interf ace that wil l al low
the host to control certain aspects of M ultiplayer M ode, such as whether to al low
another player to join the game. A l l players use this interface to send private mes-
sages to other players.
When the player f irst creates the game, the M ultiplayer Control interf ace
appears as in Figure 5- 10. I f 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.
O nce a player is al lowed into the game, he or she can click on another
player’s icon to send a private message using the M essage window, as in Figure 5-
12. This assumes, of course, that private chats are al lowed 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 during play by pressing the ri ghtmost button in the M ultiplayer
Control interface next to the player’s name. A secondary control interface appearsin the M essage 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.
Figure 5-11
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Pa r t i e s
layers in A rcanum can form parties to share in the experience of kil ls and
quests. To form a party, players use the broadcast commands def ined in
Chapter Three, secti on 3- 5, "Social Interacti on". O nce in a party, al l
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 pointseach. H owever, any party members not in the vicinity gain nothing.
A player can only be a member of one party at a time. Creatures wi l l 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.
Figure 5-12
Figure 5-13
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There are two important things to note about forming parties. Primus,
players do N O T share fol lowers, so they cannot order about the Followers of
another player. Secondus, any A l ignment Shif t caused by a creature’s death goes to
the player who struck the killing blow to the creature. If a Follower struck the
kil l ing blow, the A lignment shif t goes to his leader.
Death; or, Waiting to InhaleWhen a playing Character dies in M ultiplayer M ode, 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 choos-
es to qui t. I f one is resurrected, one can continue playing in this M ultiplayer ses-
sion. If one chooses to quit, one must make or import a new Character for this
M ultiplayer session.
Differences between single and multiplayerThere are only a few notable dif ferences in how our Game functions in M ultiplayer
M ode. Chief among these is the matter of Time, and how i t is handled; since al l
of the players must be kept synchronized in the same time f rame in a M ultiplayer
game, no sleeping is possible, and no World M ap travel is possible. A ccordingly,
the Sleep button is removed and the World M ap interface is not available. Players
will have to walk or teleport anywhere they wish to go in the game; for this rea-
son only, M ultiplayer maps wi l l tend to be smal ler than single- player maps. There
is no technical impediment to prevent someone f rom making a larger M ultiplayer
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 M ultiplayer M ode. Because
some players may take an inordinate amount of time to complete their turns, and
even distant pl ayers unaware of the f ighting would be forced into C ombat M ode,
Turn- Based Combat is made unavailable as a Combat option whi le the Game is in
M ultiplayer M ode.
Lastly, there are a few Spells to which playing Characters are immune. These
Spells include the ever- popular Charm and D ominate Wil l : the former wil l 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. A ny Spell to which the player is immune is clearly marked as
such in its description in the A ppendix.
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Ar c a n u m Us e r Ed i t i n g
he documentation on A rcanum U ser Editing can be found in the
Documentation directory on your Installation Disk.
114 – Arcanum Players Guide
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A-1: Glossarycoin – the money in Arcanum, in the form of gold coins minted in the
U nif ied K ingdom
stone – the unit of weight in A rcanum. 10 stone = 1 pound
Ac r o n y ms
A C - armor classBE - beauty
CH - charisma
CN – constitution
D - damage
DR - damage resistance
DX – dexteri ty
ED - extra damage
ER - electr ical resistanceFR - f ire resistance
FT - fatigue
H T - health
IN - intell igence
M SR - minimum strength required
N P - noise penalty
PE – perception
RN G - range
ST - strength
WP - will power
X P - experience points
A rcanum Players Guide – 115
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A-2: RacesIn t r o d u c t i o n t o
John Beddoes’
On the Races of Arcanum
i thin the realm of A rcanum 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 natural ist, unable to accept
the superstitious explanations which are offered by Religion, must find some other
means to explain the simi larity between peoples as disparate as orc and elf , human
and hal f l ing, ogre and dwarf . Why do al l 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? I t may please some to believe that the
hand of an A lmighty Creator was at work , and yet if one sits before dif ferent
pulpits one is bound to hear di f ferent, and conf l icting, tales of that Creation. N one
of these fables sort well with what we are daily learning by our study of fossils
and our observation of the natural world. I f our understanding of L ife and its
history is to expand, we must do better.
In the interests of this greater understanding, then, I have undertaken to cre-
ate a new system of classif ication for the various Races of A rcanum. In this ven-
ture my own observations as a naturalist have been enriched by much study, and
a di l igent appl ication of the valuable data gleaned by other scientif ic researchers. Ihave also consulted some experts in the f ield of M agick, when I felt that Science
could not provide an adequate explanation for certain phenomena. The end resul t
of my ef forts wil l , I have no doubt, be displeasing to many and whol ly satisfac-
tory to almost no one. M en of Faith and men of Science al ike wil l howl for my
blood, condemning me as a heretic; practi tioners of the M ystic Arts wil l cal l me
a dabbler and dismiss my theories with the same carelessness with which they treat
al l the products of N atural Philosophy. N evertheless, I must submit my theories
to universal inspection! I f I am wrong, I chal lenge my peers to show me the error
of my ways wi th 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.
116 – Arcanum Players Guide
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sense of family per se, but they also do not discriminate against t heir half - orc
children; half - orcs are given what respect they can earn by their strength and cun-
ning, appearances notwi thstanding. H umans, on the other hand, hardly ever accept
half - orcs into t he family, or treat them wel l enough to encourage any of the f iner
feel ings we associate with our race. The intol erance to which half - orcs are sub-
jected in our society colors their outlook on life permanently, and it is impossi-
ble to know whether they might be capable of transcending their orcish tenden-
cies, were they treated as humans from birth. In any case, as it stands now one
tends to f ind half - orcs brutish, venal, unforgiving and prone to violence. Giventhe environment in which they are usually raised, this cannot be surprising!
Some half - orcs are able to learn to control the viol ent orcish temper which
plagues them. Their native intell igence, combined with the slight advantage they
gain from being members of an innately magickal race, wil l al low them to learn
some of t he fundamentals of Spel lcraf t, if this is permitted. They can also grasp
the workings of N atural L aw and become Technologists, when given the opportu-nit y. Such opportunit ies are af forded 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.
N onetheless, in the 60 or so years which make up a half - orc’s natural l ife time,
they may accomplish a great deal. Some have become famous bandits; others have
demonstrated more humanit y than the pure-blooded humans who gave them l ife.
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.
140 – Arcanum Players Guide
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A rcanum Players Gui de – 141
A-3: Spell Information
The following is excerpted from T homas Redwine’s treatise "Practical M agick",
with permission from the author. A l l information on Spel ls is given in addit ion
to the information found in the "Spells" section in Chapter 2.
Anatomy of a Disaster: or, How and Why
Our Spells Fail Us
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
formul ated and cast with the utmost precision. A nd what could be more
frustrating, more humi liating, more disappointing and dark ly dangerous than a failed
Spel l? N o matter whether we succeed or no, the caster sti l l pays the ful l cost inFatigue for any attempt to marshal mystical forces. Weariness is not the only
possibl e 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 wi th suff icient Resistance,
even the most expert incantations fail.
A s a general rule, any Spell cast on a li ving creature is prone to meet with
Resistance from either the Constitution or the Will, depending on whether one’s
magic i s directed at the Physical or Cerebral facult ies. If the target’s l uck holds,and the dice rol l a value which is equal to or l ess 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 f or my f el low mages, especiall y
those of tender years, that I set about compi ling the fol lowing notes on the M agic
of A rcanum. In the pages to come I have careful ly l isted every Spell which is
known to me, f rom al l the Sixteen Col leges of M agic. In each l isting I have tr ied
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A rcanum Players Guide – 145
Conveyance
The college of Conveyance holds spells that deal with motion and transportation.
Disarm
M inimum Level: 1
Resisted by: Dext eri ty
Effect: i f the target fail s to save against D exteri ty, it s weapon wil l be knocked
out of its hands.
U nlocking Cantrip
M inimum Level: 1
Resisted by: n/ a
Effect: the target i s unlocked (but not opened) i f your M agical A pti tude
exceeds the lock’s dif f icul ty rati ng. O bviously, thi s spell is only ef fective on
locked doors and chests. Also, unlike the Pick L ocks skil l , thi s spell is very
loud and attracts the attention (and perhaps hostility) of nearby creatures.
U nseen Force
M inimum Level: 5Resisted 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
M inimum L evel: 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.
TeleportationM inimum L evel: 15
Resisted by: n/ a
Effect: casti ng this spell wil l bring up the World M ap interf ace and the
player can click on any known location and be transported there instantly.
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156 – A rcanum Players Guide
Regenerate
M inimum Level: 15
Resisted by: n/ a
Ef fect: t his spell causes al l party members to heal faster f or as long
as it is maintained.
Necromantic (Black)
The Evil N ecromantic College contains spells that negatively af fect the
life force of a creature.
H arm
M inimum Level: 1
Resisted by: n/ a
Ef fect: this spell causes damage to a targeted creature.
Conjure Spirit
M inimum Level: 1Resisted by: n/ a
Effect: this spell allows the caster to speak with the spirit of the tar-
get corpse upon whi ch it is cast. If cast upon a dead N PC, the cast-
er can often learn secrets which would not be otherwise revealed.
Summon Undead
M inimum Level: 5
Resisted by: n/ a
Ef fect: this spel l summons an Undead creature that wi l l attack all
nearby creatures (including the caster).
Create UndeadM inimum Level: 10
Resisted by: n/ a
Effect: this spell animates the target corpse, which will follow the
caster (regardl ess of the maxi mum followers allowed by the caster’s
Charisma), and in combat, it will attack the caster’s enemies.
Q uench Li fe
M inimum Level: 15
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A rcanum Players Guide – 157
Resisted by: Constit uti on-5
Effect: this spell does a large amount of damage to the target creature, unless
it successful ly saves. This spell has no ef fect upon undead.
Necromantic (White)
The Good N ecromantic Col lege contains spel ls that positi vely af fect the l ife force
of a creature.
M inor H eali ng
M inimum Level: 1
Resisted by: n/ a
Effect: this spell heals a small amount of damage on the target.
H alt Poison
M inimum Level: 1
Resisted by: n/ a
Effect: this spell reduces the Poison Factor of the target.
M ajor H eali ng
M inimum Level: 5
Resisted by: n/ a
Effect: this spell heals a great deal of damage on the target.
Sanctuary
M inimum Level: 10
Resisted by: n/ a
Ef fect: this spell protects the caster f rom U ndead, causing them not to attack.
ResurrectM inimum 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.
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158 – A rcanum Players Guide
Phantasm
The College of Phantasm contains spells that concern the control of light and illu-
sion.
Illuminate
M inimum Level: 1
Resisted by: n/ aEffect: 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
M inimum Level: 1
Resisted by: n/ a
Effect: this spell temporarily blinds a target creature.
Blur Sight
M inimum Level: 5
Resisted by: n/ a
Effect: this spell increases the armor class of the caster.
Phantasmal Fiend
M inimum L evel: 10
Resisted by: Wi l lpower- 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
M inimum L evel: 15
Resisted by: n/ a
Ef fect: the target becomes invisibl e. He cannot be seen by any other creatureunless he attacks, when he is seen brief ly as a translucent image and may be
targeted for attack.
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A rcanum Players Guide – 159
Summoning
The College of Summoning contains spells that concern the summoning of
creatures of progressive power.
Plague of Insects
M inimum Level: 1
Resisted by: n/ aEffect: 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.
O rcish Champion
M inimum 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
M inimum Level: 5Resisted by: n/ a
Ef fect: this spell summons an ogre into the specif ied empty square. This
creature will fight the caster’s enemies until killed or dispelled.
H el lgate
M inimum Level: 10
Resisted by: n/ a
Effect: this spell summons a demon into the specified empty square. This
creature wil l f ight the caster’s enemies until ki l led or dispelled. H owever, there
are rumors that sometimes the demon fails to go away when unsummoned…
FamiliarM inimum Level: 15
Resisted by: n/ a
Effect: this spell summons a familiar to join the caster. This creature will
remain until killed.
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160 – A rcanum Players Guide
Temporal
The Temporal College concerns spells that control the flow of time.
M agelock
M inimum 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
M inimum Level: 1
Resisted by: Wi l lpower- 5
Effect: this spell halves the Speed of all creatures in the vicinity of the
caster who fail their saving throw.
H asten
M inimum Level: 5
Resisted by: n/ a
Effect: this spell doubles the target creature’s Speed.
Stasis
M inimum L evel: 10
Resisted by: W il lpower- 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
M inimum L evel: 15
Resisted by: n/ a
Ef fect: this powerful spell speeds the caster and his enti re group, granti ng a
+10 to Speed, whi le slowing down every other creature in the worl d, 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 f irst spel l. Also note that to dispel the spel l directl y, Disperse
M agic must be cast on the caster himself .
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A rcanum Players Guide – 161
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162 – Arcanum Players Guide
A-4:Learned Schematic
Informationhe following is excerpted, with permission, from the Course Catalogue of
Tarant’s Polytechnical Institute, edition XV I, secti on 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 i s not mere economic distress or lack of
native abil ity whi ch bars these would- be Technologists f rom pursuit of an advanced
Degree, but rather the constraints of time and distance; such people lead busy l iveswhich of ten take them abroad, and they are simply i ncapable of attending daily
classes as an ordinary student woul d.
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 l i fe- long
imprisonment in a garret laboratory—who should be most encouraged to pursue a
career in the Technological Disciplines. Indeed, we thought i t would be a sad loss
to Science, were none of the current generation’s Men of A cti on to become learned
in the ways of Technology! For every staid and solid cit izen who spends a l ife-
time in his workshop, there must also be a number of engineers and visionaries
who wil l put his discoveri es and components to practi cal 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
f lexi ble schedule. The foll owing list of Schematic descriptions are divi ded into
sections which cover the eight Technological Disciplines; these Disciplines are those
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A rcanum Players Gui de – 163
which were generall y agreed by the deans of the Insti tute to be most "useful" in
the pragmati c sense, and as such are the most easil y 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 D egree attained, the student wil l 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 purchasedobjects into a vari ety of useful and powerf ul i tems. [See Secti on 3- 7 of t his man-
ual 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 D egree. A student may also f ind addi tional Schematics
in his or her travels, of course, and with suff icient expertise could make a vari ety
of unique devices which have never been seen before, even by the prof essors of
the Polytechnic. I t i s precisely this sort of expl orati on, experimentati on and dis-
covery which the Institute hopes to encourage by offering instruction of this sort
by mail.
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174 – A rcanum Players Guide
A-5:Strategy Tips
Here are some tips on playing Arcanum.
Ge n er a l
• A simple but ef fecti ve character is a H alf - O gre with good M elee and Dodge
ski l ls. H e is easy to play and can hold his own in most combat situations.
• Putt ing a point into Gambling at the start of the game wil l al low 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 exampl e, smaller characters l ike 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 use the same character stats. For example, a
mage might also look into buying H aggle since that skil l is dependant on
Wi llpower, or a technologist mi ght buy Gambling or H eal since their
Intelligence needs to be high.
• Find combinati ons of spel ls or skil ls that wil l work well together; don't buy
something just because it "sounds" cool.
• If you're a magic user, be sure to put points into consti tution as well . I t
helps to have extra Fatigue.
• You don't have to talk to everyone in town, but if you do, you're l ikely to
more quests, which means more experience points.
• Save of ten as you'l l never know what l ies beyond the next corner.
• U se the arrow keys on your keyboard to scroll the isometr ic view while you
use your mouse to move your character.
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Arcanum Players Gui de – 175
• I f 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 of ten used.
• Just because you got a fate poi nt 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 exampl e, a f ighter may save
a fate point to successfully pick someone's pocket).
• Being encumbered is no fun. If you must carry around bunches of heavy
stuf f , choose how you want the weight to be distr ibuted. Decide who in
your party needs to be the fastest.
• M ost puzzles in A rcanum have more than one possible solution. Experi ment.
• Fi nd a good balance of skil ls to help you in town and in dungeons. For
example, Pick Pocket might be an incredibly useful ski l l in civi l ized areas,
but it won't help you at all when a horde of angry zombies are after you.
Te c h n o l o gy
• Dwarves have innate technological aptitude. Dwarves, therefore, make great
technologists.
• I f you're going to be an explosives expert, make sure to put points in
throwing. Your weapons are useless, otherwise.
• I f you're going to be a gunsmithy expert, make sure to put points in your
firearms skill. Your weapons are useless, otherwise.
• Remember, H alf- O gres cannot use guns because their hands are too big!
• I f playi ng as a f irearms 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!
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176 – Arcanum Players Guide
A-6: CreditsAr c a n u m wa s ma d e b y T r o i k a Ga me s , LLC,
w h i c h i s c o mp r i s e d o f
Jason AndersonLeonard Boyarsky
David Bragg
Timothy Cain
M ark H arrison
Chris Jones
M ichael M cCarthy
Chad M oore
Steve M oret
Yong Park
Jesse Reynolds
Sharon Shellman
With additional work contracted from
Dominick C ecere (addit ional monster animati ons)
M ichael D ean (additional character modeling and texturi ng)
K urt Dekker (sound programming)
Edward R. G. M ortimer (generated dialog)
With in-house testing and design suggestions from
Sissie Chang
Tiffany Chu
Scott JacobsonCynthia Komm
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Arcanum Players Guide – 177
Sie r r a St u d io s c r e d i t s
Senior Vice President J. Mark Hood
DevelopmentSr. Producers Don Wilkins Jeff Pobst
Assistant Producer Bernadette Pryor
MarketingVice President Marketing Jim Veevaert
Director of Marketing Koren Buckner
Product M anager Charles Holtzclaw
M arketi ng Producer Glenn Oli ver
Web Editor Guy Welch
M arketing Info. M anager Ingrid Pelzer
M arketing Info. Assistant Jelaine K raetsch
European Brand M anager M ichael Fuller
Channel Promotions M anager M ichael Whitehead
Public RelationsPublic Relations M anager Adam K ahn
Public Relations Coordinator Kell ie H obin
Creative ServicesAccount M anager Orlena Yeung
M anual Graphic Design Arthur Hagman, Aaron Sprinkle,
Queenie Ngai
Copywriter Christa Phil lips
Package Design Ayzenberg Group
MusicM usic Composition and Recording Ben H ouge
Dialogue RecordingVoice Directing & Casting Jeff Pobst
Leonard Boyarsky
Chad M oore
Voice Recording Speciali st M ike Caviezal
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178 – Arcanum Players Guide
Voices Recorded at Waves Sound Recorders, LA CA.
Voice Recording Engineer M ichael K linger
Voice Casting Services The Voicecaster, Burbank CA
Voice Casting Directors H uck Liggett, M artha M ayakis
LeAnne Koehnen
Talent Paymaster The Talent Fund, H alf - M oon Bay, CA.
Sound Effects Ben Houge
Post Processing Ben H ouge
M ike Caviezal
Cast of CharactersVirgi l Rino Romano
RavenTasia Valenza
Simeon Tor Dwight Schul tz
Si lver Lady D iane Pershing
K an Hua, Narrator K ay Kuter
Z 'an A l 'urin Phi llese Sampler
Loghaire Barry Dennen
Kerghan Jeff Coopwood
Gilbert Bates Nick JamesonM agnus Julian West
Arronax, Gar, Joachim, Nasrudin Jim Ward
Frankl in M ichael Gough
Torian Mark Klastorin
M 'i n Gorad Gissel le L oren
Geoff rey Richard Tatum
Quality AssuranceQA Di rector Gary Stevens
QA Supervisor Ken Eaton
QA Leads Chad M artin
Chris M ason
QA Testers Aaron Cont reras
Joe Easter
Sonya Faugno
Danny H arrison
Zach Hays
Dave Jordan
Rich Nelson
Quang Pham
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Arcanum Players Guide – 179
Jon Pulling
Niko Simonson
Lester Stocker
Brian Wilkinson
Hardware CompatibilityCompatibi li ty Lab M anager Pat Cal lahan
Compatibility Lab Tech. Sean M eichleM ark Storie
Support Staff Corp. Product C erti fication Chri s Sl ack
M atthew K angas
Tech. Support M anager Brian M oss
Sierra.comTitan Producers Ross Perez
Ron Daniels
Titan Lead Engineer Erik De Bonte
Titan Engineers M ike Nicolino
Lee Olds
Noel Wade
Brian Rothstein
Len Skiena
Dean Webster
Titan QA Lead Tester Eric H arman
Titan QA Tester David Cain
ROW Producer Warren Wright
Special Thanks H ubert Joly
Dave Grenewetzki
Phillip O'Niel
Ralph Giuffre
Suki H ayre
Brad N elson
Eric Roeder
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180 – Arcanum Players Guide
Nancy Rinehardt
Ron Crawford
Kelly Zmak
Flavie Gufflet
M ark Iverson
Christine Smith
Patricia Rice
Beth Freeman
Angie Raymundo
Arcanum Beta TestersA ddit ional thanks to – N ik, L auren, Gavin, Indy, Luna, James Curti s Angel,
Sweeti e (Sherrie H ammond), Frank M cCart hy, Constance M cCarthy- Angel, Steven
A ngel, Shawn Steiner, D ave Campbel l, Jo- A nn Palmer, Tracy, K orey, Samantha,
Cooter the Pooch, Brian Eno, Jeff H aynes, cinnamon A ltoids, Thanks M om &
Gary, for all of your l ove and support! Thanks Dad, for everything you gave me,
I wish you were here to see it. Gwyn - for t raining Sharon to require only 5
hours of sleep each night, H omeGrocer - without whom we would all weigh 10
pounds less, coca cola, N abisco, Keebler, M other's & LU , CodeGuy - for creati ng
the infamous "U berFAQ ", al l of our f ans from "The Boards", The Troika K ids -for running amuck and keeping us young at heart, L isa M arshall , Tracy Boyarsky
and Bonnie for taking such good care of our little rugrats while we dedicated our-
selves to A rcanum, all of our f ri ends and family who have been (relatively) under-
standing of why we haven't been around for the last 2 years.
A very special t hanks to our loyal beta testers, who helped us make a much bet-
ter game and to whom we are very grateful . Thanks guys!
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A-7:
Customer ServicesTe c h n i c a l Su p p o r t Te l : (0 118 ) 9 2 0 9 111
Fa x : (0118 ) 98 7 560 3
Lines open 24 hrs, 365 days a year, using our automated technical support
attendant. This system includes answers to al l commonly posed questions and prob-lems with our new and major titles. It is set up in a friendly and easy to use
menu system that you navigate through using a touch tone telephone. If the answer
to your question is not in our automated system, then you will be transferred to
a technician between the hours of 9am and 5pm M onday to Friday.
H ere are some key- presses that wil l al low you to navigate through our automated
attendant. Note that these are the standard l etter assignments that are given to U K
telephones so i f your phone has letters on the keypad, please use them instead:
Before you call our technical support lines, please check that you have read the
Readme f ile included on the game disk #1. You may well f ind a very quick answerto the problem that you are facing as these files contain answers to most common
problems. I f the answer is not here, make sure you have precise details of any error
message that you receive, and details regarding the specifications of your comput-
er before you call us, as this will help us in giving you a faster and more effi-
cient service.
2:
A , B, C
3:
D, E, F
4:
G, H , I
5:
J, K , L
6:
M, N, O
7:
P, R, S
8:
T, U, V
9:
W, X, Y
0:
Q , Z
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If you would prefer to write to us, please send your mail to the following address:
Viv e n d i Un iv e r s a l In t e r a c t i v e Pu b l i s h i n g UK Lt d .
Customer Services / Mail Order / Tech Support Department
2 Beacontree Plaza
Gillette Way
Reading • Berkshire
RG2 0BS
U nited K ingdom
Si e r r a UK We b s i t e
http://www.sierra-online.co.uk
U K Website includes on- l ine shopping, special offers, technical support, product
information, game demos, patches and much, much more.
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A-8: WarrantyYOU SHOULD CAREFULLY READ THE FOLLOWING END USER LICENSE AGREE-MENT BEFORE INSTALLING THIS SOFTWARE PROGRAM.
This software program, any printed materi als, any on- l ine or electronic documentation, and any and al lcopies and derivative works of such software program and materials (the "Program") are the copyright-ed work of Sierra O n- l ine Inc., it s subsidiaries, licensors and/ or i ts suppliers.A ll use of the Program is governed by the terms of the End U ser L icense A greement which is pro-vided below ("L icense").
The Program is solely for use by end users accordi ng to the terms of the L icense.A ny use, reproduction or redistribution of the Program not in accordance with the terms of the L icenseis expressly prohibited.
EN D U SER LIC EN SE AGREEM EN T
1. L imited U se L icense
Sierra O n- l ine Inc., ("the L icensor") hereby grants, and by install ing the Program you thereby accept, al imited, non- exclusive l icense and right to install and use one (1) copy of the Program for your use
on either a home or portable computer. You may not network the Program or otherwise install it oruse it on more than one computer at a time, except if expressly authorised otherwise in the appl icabledocumentation which you should refer to if :(a) The Program contains a Level Editor ( "Editor") that al lows you to create custom levels or othermateri als for your personal use in connecti on wit h the Program ("N ew M ateri als").(b) The Program has a multi - player capabil ityThe Program is licensed not sold. Your license confers no title or ownership in the Program.
2. Ownership.
A ll title, ownership rights and intel lectual property rights in and to the Program and any and all copies
thereof (including but not limited to any titles, computer code, themes, objects, characters, characternames, stor ies, dialog, catch phrases, locations, concepts, artwork, animations, sounds, musical composi-tions, audio- visual ef fects, methods of operation, moral ri ghts, any related documentation, and "applets"incorporated into t he Program) are owned by t he L icensor or i ts li censors.
The Program is protected by the English copyright laws , international copyright treaties and conven-tions and any other appl icable laws. A ll rights are reserved. The Program may contain certain licensedmateri als and the L icensor's li censors may act to protect t heir ri ghts in the event of any violation ofthis Agreement.
3. Responsibil ities of End User.
A . Subject to the Grant of L icense herein above, you may not, in whole or i n part, copy, photocopy,reproduce, translate, reverse engineer, derive source code, modify, disassembl e, decompi le, create
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derivative works based on the Program, or remove any proprietary notices or labels on the Programwithout the prior consent, in writing, of the Licensor.
B. The Program is l icensed to you as a single product. It s component parts may not be separated foruse on more than one computer.
C. You are entitled to use the Program for your own use, but you are not be entitled to:(i) sell, grant a security interest in or transfer reproductions of the Program to other parties in anyway, nor to rent, lease or license the Program to others without the Licensor prior written consent ;(ii) publ ish and/ or distri bute the computer images, sound, f iles, fonts, graphics, cl ipart, animations, pho-tographs, databases or other content of the Program (including without limitation, for resale printedmaterials for your personal or business use (e.g., flyers and brochures) and on your personal and busi-ness website);use any of the computer images related to identifiable individuals or entities in a manner which sug-gests their association with or endorsement of any product or services ;(iii) exploit the Program or any of its parts, computer images, sound files, fonts, graphics, clipart, ani-mations, photographs, databases or other content i n the Program, for any commercial purpose includ-ing, but not l imited to, use at a cyber café, computer gaming centre or any other location-based site.
(iv) host or provide matchmaking services for the Program or emulate or redirect the communicationprotocols used by the L icensor in the network f eature of the Program, through protocol emulation,tunnelling, modifying or adding components to the Program, use of a utility program or any othertechniques now known or hereaf ter developed,for any purpose including, but not limited to network play over the Internet, network play utilisingcommercial or non- commercial gaming networks or as part of content aggregation networks without theLicensor prior written consent .
4. Program Transfer.
You may permanentl y t ransfer al l of your ri ghts under t his L icense, provided the recipient agrees to
the terms of this License and you agree to remove the Program f rom you home or portable com-puter.
5. Termination.
This L icense is ef fecti ve unti l terminated. You may terminate the L icense at any time by destroying theProgram and any N ew M ateri al. The L icensor may, at its discretion, terminate this License in the eventthat you fail to comply with the terms and conditions contained herein. In such event, you must imme-diately destroy the Program and any N ew M ateri al.
6. Export Controls.
The Program may not be re-exported, download or otherwise exported into (or to a national or resi-dent of ) any country to whi ch the U .S. has embargoed goods, or anyone on the U .S. TreasuryDepartment’s l ist of Specially D esignated National or the U .S. Treasury Department’s Table of DenialO rders. By instal l ing the Program, you are agreeing to the foregoing and you are representing and war-ranting that you are not located in, under the control of, or a national or resident of any such coun-try or on any such list.
7. Limited Warranty.
THE LICENSOR EXPRESSLY DISCLAIMS ANY WARRANTY FOR THE PROGRAM, EDI-TOR, AND MANUAL(S). THE PROGRAM, EDITOR AND MANUAL(S) ARE PROVIDED"AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED,INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MER-
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In the event that any provision of t his L icense shall be held by a court or other t ri bunal of compe-tent jurisdiction to be unenforceable, such provision will be enforced to the maximum extent permis-sible and the remaining portions of this L icense shall remain in ful l force and ef fect.
The terms and condit ions of a paper pri nted l icence eventual ly accompanying the Program prevail onany terms and condition of a license eventually included in the Program and that could appear on screen.
You hereby acknowledge that you have read and understand the foregoing L icense and agree that theaction of installing the Program is an acknowledgement of your agreement to be bound by the termsand conditions of the L icense contained herein. You also acknowledge and agree that this L icense is thecomplete and exclusive statement of the agreement between the Licensor and you and that the Licensesupersedes any prior or contemporaneous agreement, either oral or written, and any other communica-tions between the L icensor and you including any inconsistent wri tten l icense agreement or on- l ine helpaccompanying the Program.
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A-9: technical
Support PolicyAttention : The technical support wi l l only be available for private use complying with the terms of
the End U ser L icense A greement attached to the Product and to which you have agreed. Consequently,
the technical support will not, in any case, be available for commercial or professional use of the Product.
Ex c h a n g e Pr o c e d u r e f o r f a u l t y CD-Ro m, DVD-Ro m o r f l o p p y d i s k s
I f during the 90 days period following your purchase of the product, you notice that the CD- Rom,
DV D- Rom or f loppy disk i s defective or scratched, the technical support wil l be able to exchange the
Product free of charge, if you:
• send the faulty CD- Rom, DV D- Rom or f loppy disk back t o the address indicated in the manual
• send a dated proof of purchase of the defective product (e.g. purchase ticket)
Please, do not forget to join in your letter, your name, address and a phone number where it is pos-
sible to reach you during the day.
A f ter this 90 days period, if you want to exchange the CD- Rom, DV D- Rom or fl oppy disk (f rom
a defecti ve or scratched material only), thank you for sending back to the address indicated in the man-
ual, the said CD - Rom, DV D- Rom or f loppy disk and to join to your lett er a £6- 00 cheque for each
defective material established to Vivendi U niversal Interactive Publi shing UK L td.
Please address your letters to the Technical Support *
Ex c h a n g e Pr o c e du r e f o r t h e ma n u a l s
If you have lost or torn your manual or documentation associated to the product, the technical sup-
port will be able to send you new ones, under the following conditions:
Thank you for sending to the technical support a copy of the f loppy disk #1, the CD- Rom or DV D-
Rom and to join a £6- 00 cheque established to Vivendi U niversal Interactive Publi shing U K Ltd. with
your letter.
Please, do not forget to join in your letter, your name, address and a phone number where it is pos-sible to reach you during the day.
The technical suppor t’s address and phone number are indicated in the manual.
• We recommend that you send a letter by registered mail.
The Technical Support won’t be responsible for any loss or damage caused by the mail delivery services.A ny shipping charge wil l be at your own expense
A rcanum Players Guide – 18 7
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A-10:
Quick KeysAr c a n u m GAME Ho t k e y Li s t :
<Escape> — M ainM enu (or "Previous Window" in the mainmenu)
<F1> — "Walk" – Commands a Follower(s) to walk to a target location
<F2> — "Attack" – Commands a Foll ower(s) to attack the selected target<F3> — "Stay Close" – Commands a Foll ower(s) to fol low at a lesser
distance
<F4> — "Spread O ut" – Commands a Foll ower(s) to fol low at a greater
distance
<F5> — "Back O ff" - Commands a Foll ower(s) to stop fighting its target
<F7> — Auto- save game to a predetermined auto- save game slot.
<F8> — Auto- load saved game from predetermined auto- save game slot.
<
F12>
— Take a screenshot<N U M L O C K > — Toggles Run-A lways
<SHIFT-Click> — Stand in place (don't walk when attacking, etc.)
<CTRL-Click> — Run instead of walk
<ALT-Click> — Force- A ttack (to attack scenery, doors, etc.)
— Drag a corpse (i f not in combat mode)
<ENTER> — Switch to the Chat rotating window (type messages seen
as floaters)
<SPACE> — Closes any interf aces (Inven/ Char. Editor/ etc.) and
switches between Turn- Based/ Real- Time combat
<A> — Do whatever hot key action is on the last "A ctive" hot key ( the one
at the lower- lef t, next to the rotating window)
<C> — Character Editor Toggle O n/ O ff
<F> — Fate Point Window Toggle O n/ O ff
<I> — Inventory Toggle O n/ O ff
<L> — Logbook Toggle O n/ O f f
<O> — Bring up the O ptions menu
<R> — Toggle Ready/ U nready mode (A ttack/ Talk modes)<S> — Sleep U I Toggle O n/ O ff
<T> — Tech Schematic U I Toggle O n/ O ff
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<V> — Display version info
<W> — World Map U I Toggle O n/ O ff
<,> — Attacks wil l be called- shots to the H ead (<Comma>)
<.> — Attacks wil l be called- shots to the A rms (<Period>)
<
/>
— Attacks wil l be called- shots to the Legs (<
Forward Slash>
)
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A-11:
Halfling RecipeThe 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.