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FAQ by Leonidusx

Version: 1.1 | Updated: 04/13/12


What Every Hero Needs To Know FAQ


by Leonidusx

for Arcanum: Of Steamworks and Magick Obscura Unoffical Arcanum Patch v091225

copyright 2012


I came to love this game when I found it a decade after its release, but 
found there was no real quality explanation of the game to players, and a 
complete lack of important character information.  My love for the game made 
me want to change that, to let others appreciate this game like I do.

This faq is for the beginning arcanum player most of all, but also any player 
who wants a good guide as a reference to character creation.  It is for 
anything that will make the game easier: beginning tips, explanations of 
character development, and the optimization of heroes, particularly in 
combat.  Consider it an easy reference for quality character 
creation/development planning, powerful item collection, combat usefulness, 
and general game information regarding what will affect your character's 
stats and how.

It is based on the fan patch version of Arcanum by Drog Black Tooth version 

Special Thanks
Thanks to Troika for the amazing game.  They must've spent countless hours on 
all the little things which we can now spend infinite hours enjoying.  Thank 
you for the masterpeice that is this game. 

Thanks to Drog Black Tooth for the patches.  They allow the beauty of this 
masterpeice game to be seen.

Thanks to Muro from Terra Arcanum for his extensive weapon database, which 
allows easy comparison for item damage.

Finally, thanks to the arcanum community, specifically Terra Arcanum.  It was 
through a lot of extensive personal testing that I have examined much of the 
game mechanics, but without the Terra Arcanum forum's deep understanding of 
every detail, I could not have completed this faq.

In particular: 
CJH - FT -2 in combat when round >AP
Jojobobo - disintegrate recommendation
Grossenschwamm - herbology advice 
Darkfool - decency
ytzk - decency


For ingame options, I recommend the highest difficulty setting, and turn 
based combat mode as default.  Otherwise, combat becomes very silly very 
quickly.  You can change combat mode at will using the space bar.  In the 
beginning, when it can take many strikes to even land a hit on an enemy, its 
easier to use real time combat.  Set Floaters to verbose so that you can see 
proper damage and information.

GAME submenu in options:


VIDEO submenu in options:

The first thing you should do after installing arcanum is downloading the 
final official patch and then downloading the unofficial arcanum patch.  This 
fixes countless bugs and makes your game a lot better experience.  Then you 
should install the High Resolution Patch and the Level Cap Remover (install 
level cap remover now so you don't even have to worry about it later).  I 
also recommend downloading the arcanum manual, as a reference.  Then, create 
a shortcut to your Arcanum.exe and right click the shortcut, go to 
properties, and under the Target (where it shows what the shortcut links to) 
add [[-scrolldist:0]] (without the brackets) at the end, after the quotation 
marks which contain the file location.  This let's you freely scroll in the 
game to see surrounding area, and is incredibly annoying to play without.  
For example my shortcut Target looks like: 

"C:\Program Files (x86)\GOG.com\Arcanum\Arcanum.exe" -scrolldist:0

The Level Cap Remover is not cheap or cheating, because firstly the game 
difficulty is not hard to begin with and secondly you can sometimes reach the 
exp cap midway through the game if you enjoy exploration, so it really just 
removes an inclination to stop your journey early and start a new hero.

Note that Drog Black Tooth made the unofficial patch, the high resolution 
patch, and the level cap remover, and we are all indebted to his service for 
doing so.  Three cheers for Drog!  What a classy gent.

{{[[((      DOWNLOAD AND INSTALL BEFORE PLAYING ! !         ))]]}}
Final Official Patch (ENGLISH VERSION)

Final Unofficial Arcanum Patch

High Resolution Patch

Arcanum Universal Level Cap Remover

Arcanum Manual

extremely good crafting and schematics guide:
Kz3r0 Guide to Arcanum Schematics. (complete) 

extremely good weapon damage calculator:
Muro's Aracanum Weapon Database


-Like Diablo, the red bar is hp, the blue bar is fatigue (endurance for 
spells, taking blows, attacking and running).

-Esc is menu

-Space bar switches between turn based and combat mode.  If you see green 
lights in a row, you are in turn based combat.

-Sometimes in turn based combat it seems like an offscreen unit is taking an 
infinite turn.  Press space bar twice to stop this.  You will lose a turn.

-R enters or exits combat mode.  You can tell you are combat mode if the 
cursor is a sword instead of a pointer, and if you have a weapon equipped it 
will be drawn in a battle stance.  You cannot leave combat mode while under 

-Right click can also leave combat mode.

-Running while in combat reduces fatigue.  Doing this unknowingly at the 
start can cause irritating bouts of unconsciousness.  Leave combat mode to 
stop this.

-S brings down the sleep menu, if you are allowed to sleep there.  You can 
bring this menu by also clicking the box where it originates, left of the 
day/night display.  You cannot sleep in dungeons, or while in combat.  You 
can sleep in the outdoors, and can wait while in towns.

-W brings up the map, either for a town, a dungeon, or the world map for fast 

-After setting waypoints on the map, they can be deleted in reverse order 
using the Delete key (not backspace).

-You can interrupt your travel over the world map by pressing W.  You will 
stop right where you are.

-L brings up the log book, with tabs on the right edge for notes, quests, 
blessings, and more.

-O is options

-I is your inventory.

-To see party members inventory, talk to them about it. Red arrows by their 
name in the party inventory screen allow for switching to others easily.

-C opens your character stats.

-To see party members character stats, talk to them about it.  Red arrows by 
their name in the party stats screen allow for switching to others easily.

-To place an item into a hotkey, drag it from inventory into the two sets of 
5 slots between your hp and fatigue bar.  You can activate the item using the 
associated number 1 thru 0 on the keyboard.  This is the only way to use some 
items, like the shovel on a grave for example.

-You can temporarily store large items like this without them taking up 
inventory space, but to return to inventory them you will need the available 

-To pick locks, purchase a lockpick and place the lockpick into a hotkey.

-Spells or activated skills (like theiving) can also be placed into hotkeys.  
Open their button menus by your fatigue bar.

-T opens the tech crafting menu.  Notice the two buttons, one with a 
graduation cap and the other with a scroll.  Those switch between learned and 
found schematics.  The tabs on the right edge switch between tech 
disciplines.  To look at more schematics from the selected discipline, click 
the arrow at the top right (if you know more than one schematic!).  Press the 
button with the two arrows pointing inward to attempt to create the item.  It 
will work only if you have the components required AND the expertise 

-Tech expertise required is shown as the number at the bottom right in the 
component box and the discipline is the symbol in the top right.  Your 
current expertise is shown as a number in the character stats screen on the 
tech discipline selected.  An item might need 2 different disciplines with 2 
different levels of expertise as a requirement, and both must be at or above 
their respective requirements to craft the item.

-Found schematics must be learned by right clicking them from your inventory.

-If you are in combat mode, hold alt and click in a direction to force 
yourself to attack whatever is there.  This is how you bash down doors, 
attack friendly things, and generally use your sword on things that just 
clicking isn't doing the trick for.

-Holding alt and clicking something (enemy, doors, etc) while a gun is 
equipped will fire at that target while standing from your current position.

-When directly near a corpse you can hold alt and click the corpse to drag it 
to your position.  This is good for covering up some murders.

-Spells typically need a direct line of sight to be cast.

-At the top of the screen directly in the middle is where your sustained 
spells display.  The empty boxes fill when a spell is sustained as an effect.  
Right click on one to cancel a sustained spell.

-On the top of the screen there is an infinity symbol with a number below it.  
That number is the amount of fate points you have, which are gained by making 
certain decisions throughout the game.

-Click the button next to the infinity symbol to bring down the fate point 
menu.  This lists all possible fate point effects and selecting one spends a 
fate point.  100% Pickpocketing success is particularly useful at times on a 
non-theif character.

-Party members need ammunition in their inventory to use guns.  Same with 
arrows for bows and so on.

-When trading stacked items (like bullets) you can click the red arrow to 
trade the max amount, or you can type on the numberpad on your keyboard the 
desired amount.  Way better than using that damn + or - button on the screen.

-Items everyone needs to buy: 1 keyring from general store (always available 
in Tarant), shovel to advance through the storyline, scrolls of exiting to 
leave dungeons instead of walking all the way out.  In particular, a scroll 
of exiting is useful after you enter a very holy tomb in Caladon.

-You can issue orders to party members using the F1 thru F5 keys. F3 and F4 
are not particularly useful.

-F1 moves them to where your cursor is

-F2 makes them try to attack what your cursor is on (including doors, chests, 
not just enemies)

-F5 makes them try to stop attacking


-F7 is Quicksave

-F8 Is Quickload

-You will need a shovel to advance through the main storyline!

-What people say is important!  Don't skip it unless you know what they say 
from a previous playthrough!

-Explore!  There's a whole world out there, and there is ALWAYS more to it 
than you know.  People are still finding things out about this game 10 years 


Melee fighters are looking for STR and DEX.

Gunslingers are looking for DEX and PER.  INT allows you to create good guns, 
but almost every great gun can be found.

Mages are looking for WILL.  Magic aptitude and int are welcome, but not the 
main focus at character creation.

Do not be female on your first playthrough.  +1 CON is rather worthless and -
1 STR is rather important.

Half-Ogres are the best melee fighters. +4 STR and +10DR is just amazing.  
Orcs come in 2nd.

Halflings are the best for guns, but really any race is ok for guns.    Ogres 
can use rifles but not pistols.

Elves and gnomes are the best mages.

Choose race and backgrounds for stats OR DR.

Do not choose race and backgrounds for items, gold, npc reactions, magic/tech 
aptitude, or bonuses to skills.  Sold Your Soul is ok for mages.

For starting items buy a staff, rapier, and maybe a lockpick.

POINT OF PERSUASION.  The fifth point is typically necessary to raise the 
regular 8 dex to 9 for the 2nd rank of melee.  An alternative to minor 
healing is the first rank of the herbology tech discipline (for crafting 
healing salves).

Backgrounds good for melee fighters:

Ran away with the circus +6 STR (generally the best fighting background)
Troll Offspring +2 STR +1 DEX
Tough Hide +10DR (orc or ogre only)
Escaped Lunatic +25 DR 
Raised in the pits +2 STR +2 DEX +combat skills
Beat with an ugly stick +2 STR +2 DEX

Backgrounds good for gunslingers:

Raised by orcs +2 PER +2 STR (generally best gunslinger background)
Raised by monks +1 PER no penalties
Beat with an ugly stick +2 DEX
Raised in the pits +2 DEX -6 INT
Feral Child +3 DEX -6 INT
Miracle operation is PER +5, which might seem like a good idea but the DEX -3 
is so limiting that it just isn't worth it.
Escaped lunatic +25 DR
Sickly +6 INT -1 DEX -2 STR

Backgrounds good for mages:

Only Child +6 WILL (easily the best mage background)
Escaped lunatic +25 DR
Dark Elf +2 WILL elf only
Sold Your Soul - +20% MA is decent
I do not recommend any of the situational based MA bonus backgrounds (sky 
mage, etc.)


Note that the most important part of Arcanum is that you can get through the 
game with ANY PLAYSTYLE, and a hero of almost every type can do extremely 
well in battle using the right tactics, items, and so on.  SO DON'T BE AFRAID 
TO PLAY A CRAZY HERO!  You will be so pleasantly surprised.  This faq is not 
for placing fun limitations on heroes however, but rather is intended for 

A magic using, melee and dodge mastered, maximum strength and dex hero who 
uses fireflash and time spells, wearing heavy armor, rings of protection, the 
finger of mannox as a necklace, and a good melee weapon with a shield.

This is because magic items are easier to use and find than tech items, many 
of the best items are magic, and tech heroes have a harder time healing 
(potions and heal spells don't work on them, requiring you to craft herbal 

Melee has a plentiful amount of easily found amazing weapons, applies the 
huge strength damage bonus and requires no purchase of ammunition.  

STR and DEX are the two most important combat stats for melee fighters.  A 24 
strength ogre receives +28 damage per hit.  20 dex gives 25 speed.

Fireflash can easily destroy large groups of powerful enemies.

Time spells can increase your speed to insane levels, and reduce the enemies 
as well.  STR and DEX boosting spells are available from the very beginning, 
and can help immensely before you max STR and DEX with points.


C opens the character stat screen, where you see your stats.  Most important 
are the basic attribute stats (STR, DEX, WILL, INT most of all) and then 
below that the damage resistance, bonus damage (which is determined by 
strength), armor class adjustment (determined by dex), and speed (character 
speed, which is also determined by dex).  You can also easily see your max hp 
and fatigue here (red and blue).  

The vertical bar on the right shows magic/tech aptitude.

The circular meter on the left shows evil/good alignment (notice E&G is 
written into the center of it).

AC and Damage can be seen in the inventory screen.  Press I and hover the 
mouse over the sword or the shield with the red and blue background on the 
bottom corners of your personal equipment.  The sword shows damage dealt and 
chance to hit.  The Shield will show your AC and resistances.

Your skills are in the character stat screen.  The three buttons to the right 
of your name select different menus for your hero's skills.  Each of those 
menus has more menu buttons directly below it (for choosing different spell 
schools, tech disciplines, or skill types).  When you have character points, 
you can click where the + marks are to increase skills, and if you haven't 
closed the menu, you can click the - parts to undo the skill increase.  Once 
the menu is closed, character points spent are permanent and cannot be 
undone.  Notice the + and - on the hp and fatigue, it can be easy to 


At level 1, you receive 5 character points (CP).  You receive 1 character 
point for each level, except every 5th level you get 2 instead of 1 (levels 
5, 10, 15, etc).  That's 16 total CP at level 10, 40 at level 30, and 64 at 
level 50.

CP can raise basic attribute stats (DEX STR CON INT WILL BEA CHA PER) or the 
vitality stats directly (HP, FATIGUE) or learn spells, skills, and tech 
disciplines.  One character point spent raises a stat by 1, except hp and 
fatigue which raise by 4.  One character point learns one spell, one skill 
rank, or one tech discipline level.

HP and FATIGUE will automatically raise at level up, without spending any of 
your character points.

The basic attribute stats normally cap at 20.  

If your RACE (NOT BACKGROUND OR SEX) adjusts it, the cap is increased by a 
bonus or reduced by a penalty.  

If your RACE lowers a cap below 20, then your BACKGROUND or SEX bonuses can 
raise the cap UP TO 20, not beyond.

Items, blessings, and permanent stat raising potions can similarly raise a 
cap that was brought below 20 back up to 20, but not beyond.
BACKGROUND or SEX penalties will lower unchanged (still at 20) caps directly.

It is different if BACKGROUND or SEX penalties will affect caps which were 
raised by RACE.  The penalty total must overcome the RACE bonus before the 
cap is affected, and the cap (at the number to where race raised it) is 
brought down by the amount by which the penalty overwhelms the RACE bonus.

All ingame effects on the basic attribute stats will abide by these limits 
set at character creation.

Formulas for simplification, depending on wether race adds, subtracts, or 
does not affect the stat:
If not raised by RACE:



If raised by RACE and (BACKGROUND + SEX) also add a bonus:

20 + RACE   (BACKGROUND or SEX cannot raise caps above 20!)

If raised by RACE and (BACKGROUND penalty + SEX penalty) IS NOT greater than 
RACE bonus:

20 + RACE

If raised by RACE and BACKGROUND penalty + SEX penalty IS  greater than RACE 

RACE - (BACKGROUND + SEX penalty amount) + RACE + 20


It is important to note that there are ways to temporarily raise stats 
through spells, items, and potions, then learn what you'd like to which 
requires that stat while it is temporarily boosted without investing 
character points.  These will not raise stats beyond their cap or 20, 
whichever is greater.  

Through use of the elixirs of intelligence (sold at stores featuring magical 
potions) you can gain +10 to int, then spend points only on raising your 
technical field, and saving the points otherwise necessarily spent on 

Purchasable technical manuals (university of tarant) allow the proficiency to 
craft found schematics without ever investing CP in INT or tech disciplines.  

The single point spent into the agility of fire spell allows you to train 
high in many crucial combat skills, without investing necessary dex into 

However, in the dex instance, it is not practicable as the combat skills 
revert to their previous level after the effect ends and the dex requirement 
is not met (so you have to cast agility of fire before you fight each time).  

But, items which have +dex will maintain their bonus as long as they are 
worn.  The charged rings (+2 dex, tech) and gloves of dexterity (+2 dex, 
magical) are useful for this.

Two tech potions available around the middle of the game, Brain Builder(BB) 
and Muscle Maker(MM), permanently alter your basic stats by 1 per potion 
consumed.  You can craft an infinite amount of them.  

BB raises INT, WP, PER, CHA but then lowers STR, DEX, CON, BE.  

MM raises STR, DEX, CON, BE but then lowers INT, WP, PER, CHA.  

Because they are opposite effects, each potion can be used to reverse the 

BB/MM will not raise stats beyond 20, or their max, whichever is greater.

BB/MM lower stat maxes only if their penalties are greater than the sum of 
all race, gender, background, item, and blessing bonuses (even if the total 
sum didn't raise the max by that amount!).

For example, a dwarf who ran away with the circus and wears mysterious 
dwarven gauntlets has STR bonus of +1 +6 +1 = +8 although only the race bonus 
increases his max by the +1 to 21.  

7 Brain Builders later, he still has a max STR of 21 because +8 -7 = +1.  

At 9 Brain Builders we finally see his max STR lower to 20, because +8 -9 = -
1 to STR from the STR max of 21.

Blessings provide permanent bonuses to stats.  Blessings will not raise a 
stat above 20.  They are almost all gained from providing the right offering 
at an altar to a god.  The best blessing is from the final offering quest.

Blessings which are not offerings:

+npc reaction modifier from Arbalah's quest in beginning of game.

+1 beauty from stillwater temple quest.  Keeping the statue in your inventory 
instead gives DEX -3, CHA +1, BEA +2.

+1 charisma from siding with Madam Toussade in the crystal ball quest 
(Tarant).  Only given if you have completed the painting heist quest first.

Two things near the very end of the game give a huge permanent bonus to 

the vivifier potion (+1 all stats) and 
the final offering blessing, which gives +4 DEX, +100 HP, +100 Fatigue, 30 
damage resistance, and significant bonuses to melee, dodge, lockpick, 
persuasion, and firearms.  

Planning your hero around this takes either extreme patience or going to 
secret areas far in advance of the storyline.

There are some lesser negligible effects of attribute stats which are not 
mentioned in their description here.

Overall: if you want good fighting, get your weapon skill to 80% (4 ranks) 
first, so go for dex then str.  Dex first lets you get the skills you need to 
even hit the enemy, as well as good speed.  Str then brings in the damage.  
Gunslingers are different, needing perception to get their weapon skill up, 
then dex for good speed (and str only for gun minimum str requirements 
because the damage bonus does not apply to guns).  If you need access to 
spells, willpower.  If you are crafting as a technician, then get 
intelligence.  Charisma, Intelligence, and Beauty can impact dialogue 

Race, Background, and Sex decisions at character creation should be made with 
these stat facts in mind, unless you make those decisions based on roleplay 
reasons and not benefit reasons.

-Increases speed and AC.  
-Because DEX increases speed, it is good on any hero.
-Character speed increases by 1 per dex until 20, where it is increased by 6 
(25 speed at 20 DEX).  After 20 it increases by 1 again.
-AC reduced by 1 for each point below 10, increased by 1 for each point above 
10. 20 DEX gives 10 AC.
-Also allows you to learn many of the fighting skills (dodge, melee, 
-Also allows thieving skills (pickpocket, lockpick).  You can get through the 
game easily without pickpocketing, and don't need lockpick if you have good 
magic ability using unlocking cantrip.  So nonmagic theives need lockpicking, 
magic users need unlock spell.
-For Tech heroes, 2 points into the electricity discipline allows you to 
craft 2 charged rings (DEX +2 each) for yourself, giving 4 dex as long as 
they are worn for only 2 character points.  This can be done near the very 
beginning of the game.  If tech aptitude goes below about 14, you will only 
get 1 dex each, making it silly.

-Gives damage bonuses in melee combat and gives item carrying capacity.  
-STR below 10 gives damage penalties.  
-Each point of STR over 10 gives 1 bonus damage, until 20 which gives a huge 
11 damage bonus.
-Each point beyond 20 gives 2 bonus damage.  
-10 STR is 0 bonus, 19 is 9 bonus, 20 is 20 bonus, 26 is 32 bonus.

-Highest concern for mages, as it allows spells to be learned.
-Learning spells is what raises your magic aptitude, which determines the 
power of many spell effects.
-This is why high WILL is important at mage character creation.  You can 
immediately begin learning the best spells and get MA, instead of picking a 
few bad ones to raise MA.
-Each school of magic has 5 spells.
-Required WILL to learn: 6,9,12,15,18.

-You must have an INT of 5 to learn any spells.
-Allows technicians to learn disciplines for craftable items.
-Each discipline has 7 levels to learn.
-Required INT to learn:5,8,11,13,15,17,19
-Luxury for mages.
-Allows more spells to be maintained 
-INT/4 = allowable maintained spells
-20 INT can sustain 5 spells at the same time.
-20+ INT gives a special 10% bonus to the success rate of all skills.
-INT below 5 renders your dialogue retarded.  Many people react differently 
and some quests/options will not be available, but it is hilarious.
-High INT rarely affects important dialogue options.

-Important for gunslingers.  
-Also affects prowling, but prowling can be easily ignored throughout the 

-CHARISMA/4 = followers allowed (+1 if persuasion expert) 
-Rather negligible unless going for a character or party theme.  
-20 Charisma and expert persuasion allows 6 companions.  
-A few companions will join regardless of the cap, but most will not go over 
the limit.
-Rarely affects important dialogue options

-Only affects how people react to you, negligible importance.
-If extremely low, may cause people to attack you.

-Affects hp and fatigue, which you will gain plenty of through leveling up 
(without spending character points).  Negligible.

HEALTH (HP) (red)
-Max increases automatically with levels.
-Your health.
-You die when this is 0 (surprise!)

FATIGUE (FT) (FTG) (blue)
-Max increases automatically with levels.
-When this is 0 you become unconscious and are easy prey.  Same for enemies.
-Reduced mainly by being hit and casting spells.
-One turn based combat round where you use more speed than available 
(orange/red lights) reduces fatigue by 2.
-Running during combat reduces fatigue.  This can lead new players to 
constantly run and pass out without knowing why or how to stop it.  Right 
click or press R to attempt to leave combat mode (if under attack you cannot 
stop being in combat).

DAMAGE RESISTANCE (DR) reduces damage by its percentage.
-Increased by items.  
-Ogres have a natural 10DR and a background with 10 more!  
-Human background Escaped Lunatic gives 25 natural DR!
-Easy DR items: rings of protection, ring of poison resistance from spider 
pit, metal boots, war gauntlets, pig faced basset helmet, metal armors, 
dragonskin leather armor, evil helmet from the Ancient Maze tomb top left 
-DR maxes at 95

ARMOR CLASS (AC) reduces enemy chance to hit you.
-Increased by items, and a little by DEX.  
-Easy AC items: quality iron shield 30AC, metal boots, metal armors, pig 
faced basset, sword of defense (AC 15).
-AC maxes at 95. 

-Reduce the chance or damage of the associated effect.  -Negligible.  
-Note that MR in particular can be very bad to have, as it will prevent 
healing and positive spells that are cast on you.  Only a handful of enemies 
will cast magic directly on you.  
-The enemies who use fire or poison or elec damage are not difficult enough 
to care about these resistances.  
-Traps deal damage using many of these damage types, but you can just cast 
heal after you walk over a trap.  
-Basically, you will not need to worry about these resistances.  
-Many items give bonuses to these which I have not included in the item data, 
because it is so irrelevant.
-Resistances max at 95

SPEED (Character speed)
-Character speed (listed on character stat screen) is independant of and 
different from weapon speed (listed on item).

-Is most important in turn based combat (activated by space bar) and 
increases number of actions during your combat turn.  

-The green lights (Action Points or AP) at the bottom of the screen during 
turn based combat which are used up when you move or cast or attack determine 
how long your combat turn lasts, and this is what speed increases (1 action 
point per character speed shown in the character stats screen).  

-VERY IMPORTANT STAT.  One of the best ways to do better in turn based combat 
is increase speed or lower your enemies speed.

-Speed is raised directly by DEX, and some items (enchanted war boots, dagger 
of speed, etc.). 20 DEX gives a base speed of 25 (6 more than 19 DEX).

-Speed can also be raised by spells (hasten, tempus fugit (the final time 
spell), agility of fire raises dex thus raising speed also).

-Speed is lowered by encumberance, so lighten your load to remove speed 

-To get more attacks per turn without changing your character speed, use a 
weapon with a higher weapon speed.

-Not as important in real time combat but still affects striking speed and 
running speed.

RANGED DAMAGE is determined by the gun/bow.

MELEE DAMAGE is determined by the weapon, plus strength damage bonus (and any 
extra magical damage or effect on a few special weapons).  The STR bonus 
increases minimum and maximum listed damage equally, but maximum damage from 
only the physical attack will not be greater than (3 x listed max damage 
only, does not factor magic bonuses) and minimum damage is never over max 
damage.  So a 26 STR character with +32 bonus damage from strength using a 
weapon listing 3-14(+20) will do 42 to 42.  The max is 42 because 14 is the 
listed max damage, and 3 x 14 = 42.  A 15 STR character with 5 bonus damage 
from strength using the same weapon does 28-39. 

MELEE DAMAGE = Between ((Min Dmg + STR Bonus) <= Max dmg) and ((Max Dmg + Str 
Bonus) <= 3 x Max Dmg)

BACKSTAB (when you have the skill and strike from behind the opponent) causes 
your damage to ignore armor and does additional damage.  Only works with 
daggers unless you receive expert training to allow axes and swords.  If your 
backstabs aren't doing more damage than regular hits, be sure you have ranks 
in the skill and are using an appropriate weapon and are directly behind the 
opponent.  BEST DONE FROM BEHIND ON A STUNNED CREATURE for insane damage.

HAND TO HAND DAMAGE begins at 1-5, and then determined by the gauntlets you 
wear and strength damage bonus.  Gauntlet bonus damage increases only the 
maximum damage, but strength bonus is direct. Machined Gauntlets are the 
easiest way to deal large hand to hand damage.  YOU MUST BE UNARMED, NO ITEM 

UNARMED DAMAGE = Between Min Dmg ((1+STR bonus) <= Max Dmg) and Max Dmg (((5
+Gauntlet Bonus) + STR Bonus) <= 5 + Gaunt Bonus x 2)

Useful Magic and Tech items which seem to ignore aptitude:
tech mixtures and medicines (like fatigue restorer, etc.)
scroll of exiting
explosive grenade
stun grenade

Magic aptitude (MA) and tech aptitude (TA) are kind of like an alignment 
range except for magic vs tech instead of good vs evil.  When you press C to 
go to your character stats, the rightmost horizontal meter that says Magick 
Tech Meter when you hover the mouse over it displays your rating.  The number 
above and below it is what we are concerned with (top is magic, bottom number 
is tech).  Think of the top as a positive number and the bottom as a negative 
number, for simplification.  Negative means how technical you are, on a scale 
of -100 most technical (shown as 100 on the bottom) to 0 neutral.  Positive 
signifies how magical you are, with 0 being neutral and 100 being most 
magical.  This affects how tech and magic affect you, ESPECIALLY ITEMS AND 
SPELLS.  Spells will fail on highly technical targets.

MA is increased by learning spells and wearing some items, TA is increased by 
learning tech skills (firearms, lockpicking, etc) and learning tech 
disciplines (explosives, electrical, etc.).  That which increases MA, 
decreases TA, and vice versa.

Tech items are almost always influenced only from 0 to a positive range, but 
magical items are influenced from a negative range to a positive range 
(ranges determined by item). So, neutral 0 allows 50% magic benefit from most 
magic items, and 100% benefit from tech items.  100 allows little or no 
benefit from tech items, and 100% benefit from magic items.  -100 allows 
little or no benefit from magic items, but 100% benefit from tech items.  

SCROLLS AND POTIONS ARE MAGIC- so your aptitude WILL affect failure chance of 
these items, which can be critical when you're trying to drink a potion of 
health in combat to avoid death.  Tech users should buy healing mixtures from 
herbalist shops, or craft your own.

Spell effects usually increase as magic aptitude increase, but some have 
certain caps, while others will benefit as long as aptitude increases (even 
if you push MA over 100 and it only lists 100 on the character stat screen).

Charged rings have an unlisted required tech aptitude to receive the full +2 
DEX.  The requirement is 13 TA or more.

High MA prevents the use of trains or subway systems.


Skills require a stat be at a certain number before you can increase it 
further.  The requirements are:6,9,12,15,18.  The stat differs between 

Skills are maxed when you spend 5 character points into them, so they are 
divided into 5 'ranks'.  Differences can happen due to ability stat effects, 
item bonuses or penalties, racial or background inherent bonuses or 
penalties, and so on.  But all of these lesser effects on a skill are almost 
never equal to one full character point spent towards that skill.

Weapon skills (melee, throw, firearms, bow) main purpose is increasing the 
chance to hit an enemy using that type of weapon, and it is painful to try 
without a high rank in the skill.

You should focus on one weapon skill and use that type of weapon through the 
game, so as not to waste character points.

It's a good idea to increase your weapon skill (melee, most likely) very 
quickly and very early, or it can take forever just to hit your enemies 
enough. Getting 4 ranks into your weapon skill is usually one of the top 
priorities for a hero.  Mages can get by with spells, if you prefer (but even 
mages with some melee makes otherwise frustrating fights much easier).

Pretty much everyone benefits from dodge.

Skill training is separate from skill rank.  Skill training level is written 
next to skill name in parenthesis on the character stats screen, and is blank 
when untrained.

Skill training provides certain extra related benefits and is purchased by 
asking someone who can train you.  Basic training can be found all over, 
especially from city guards, but only certain people can provide expert and 
mastery.  You need at least some of the skill ranked to receive basic 
training, and you need about over half to receive expert.  Master training 
will probably be refused unless the skill is fully ranked (red bar fully 
across the skill in character stats screen) and usually involves a quest.  

Benefits of training are listed in the arcanum manual, downloadable at: 

melee (the manual states apprentice training gives speed+5 but doesn't seem 
to work)
Anyone doing combat needs at least some dodge (2 ranks is ok, more is 
better). Anyone using melee needs melee.  

backstab (limited normally to daggers, expert training allows backstabs with 
swords and axes)
firearms (master firearms training makes your chance to hit ignore distance 

persuasion (expert gives +1 follower)

Overall, melee is incredibly favored in this game.  Good melee weapons are 
literally found everywhere, and melee almost always does the most damage.  
Guns come in 2nd, and can do extremely well, but after much more time and 
investment and constant purchasing of ammo.  Throwing weapons and Bows pale 
in comparison to melee and guns.  

If you listen to the war stories of the "Grizzled Veteran" pacing near the 
mayor's office in Blackroot and choose the dialogue options sympathetic to 
knights, magic, and Cumbria, then he will train you to be an expert in dodge, 
melee, and firearms.

The repair, haggle, gambling skill can be completely ignored.  Shops repair 
items for extremely low cost, and you can find more than enough money to buy 
anything you need as you play through the game.

Heal, spot traps, disarm traps, and prowling are of extremely minimal use.  
Prowling is good for backstabbing, but a waste of points when 2 points spent 
to get the stun spell provides the same effect.


Casting spells reduces fatigue.

If you don't have enough fatigue to cast a spell, but try to anyway, it will 
fail and you will fall unconscious.

You must have an INT of 5 to learn any spells.

Spells have a level requirement, listed on the character stats screen spells 
section (where you learn them).

The level required for the spells of each school are always: 1,1,5,10,15.  
Order is 1st spell to 5th spell, so at 15 you can learn any spell.

Line of sight is required for many targeting spells.

Casting a spell on a technical target will increase your chance of failure.

Fireflash will hurt enemy armor and can break open chests, doors etc.  

Spells have a level requirement, listed on the character stats display spells 
section where you learn them.
The level required for the spells of each school are always: 1,1,5,10,15  

combat spells:
damage can be reduced by enemy resistances of course

harm - single target, long range dmg.  DMG = 5+(MA/3)
fireflash - aoe dmg, doesnt hurt allies, will hurt enemy armor. Also useful 
for destroying locked chests and doors.  DMG = 12+(MA/5)
disintegrate - extreme damage in the thousands but costs 50 fatigue and 
destroys corpses and items! Not always helpful or efficient.
minor healing
congeal time
you won't need more combat spells than these.  Fireflash and minor healing 
alone can get you through the game.

sustained spells:

agility of fire - raises agility by 4 (can affect same target multiple 
strength of earth - raises strength by 4 (can affect same target multiple 
shield of protection - raises damage resistance by 25+(MA/5)
hasten - doubles speed (best applied after tempus fugit)
tempus fugit (final time spell) - slows enemies, increases you and allies 
speed by 10

useful spells:

unlocking cantrip
conjure spirit (talk to people you've killed)
PENNY! Only available in scroll form from shops.  You should always keep 2 of 
these in your inventory once you can afford it.


MSR = Minimum Strength Required
NP = Noise Penalty (negative is bad for prowling, positive is good for 
All resistances = DR, MR, ER, PR, FR
All other resistances = bonus applies only to resistances not listed on the 
The bonuses of a few items are MA or TA based even though it is not shown as 

Some items are quite good but by the time you find them they are equal to or 
worse than other items you should easily have by then.  Such items will be 
largely ignored by any discerning player, and have been ignored by this faq.

If an item says a stat is x(+x) then the (+x) is determined by magic 
aptitude, and a certain MA (usually over 50) allows 100% of the bonus
Tech items have a similar function, but having MA causes it to give less 
bonus, so neutral characters receive full benefit.
If an item says "+x all resistances" then that is in addition to any listed 
bonuses to resistances INCLUDING DR.

There are almost no restrictions on equipping items, unlike other RPGS.  Weak 
mages can wear platemail or wield swords, ogre fighters can weild staves, 
gunslingers can wear magic robes, etc.

Basic armor peices are tech neutral or essentially tech neutral, even though 
you could imagine there is sophisticated smithing involved in plate mail and 
so on.  

Because of this, even magic using heroes can appreciate basic metal armor 
pieces.  If you are having trouble in combat, get your characters outfitted 
with metal boots, pig faced basset helmets, war gauntlets, and a quality iron 

Chest peice armor (usually called just "armor") is restricted by size, which 
is determined by race.  Short races wear small armor only, ogres wear large 
armor only, others wear the normal armor only.  Gauntlets and boots and so on 
are not dealt with in the same way, they are one size fits all.

Weapons can deal both hp and fatigue damage, listed by the item.  

Weapons have minimum strength requirements (MSR), and if you are below it 
then you can still equip it but have less chance to hit.  Holding a two 
handed weapon in one hand (equip a shield and the weapon) increases the 
minimum strength requirement.

All weapons have an innate stat which determines how much time is used up by 
attacking during turn based combat (measured in Action Points, the little 
green lights in a row near the bottom of the screen during turn based combat 
which are reduced after moving/casting/attacking/using items).  It is almost 
always (8 - (weapon speed/3)).  If you can't read that, then that says: take 
weapon speed divided by 3, and subtract that number from 8. The result cannot 
go below 1 (or you could attack forever) and fractions are ignored (so 5.33 
is just 5, 5.66 is just 5).

Armor can be damaged from traps, fire spells, certain enemies striking you 
(some fiery spiders, golems, fire elementals, gore guard zombie, some 
others).  Fireflash will not harm you or your party's armor, but it will 
damage the enemies'.

Weapons can be damaged from striking durable enemies or breaking durable 
environment items (breaking open doors and chests and things).  GAUNTLETS 
(HAND TO HAND) ARE NOT DAMAGED IN THIS WAY and thus are perfect for fighting 
golems or bashing down doors.  You can get a free pair of decent gauntlets 
very early by going to Blackroot (as east and north as you can from Shrouded 
Hills on the south side of the river) and being compassionate to the orcish 

Critical hit or critical miss effects can cause damage to armor or weapons, 
and sometimes drop your weapon on the ground.  Be sure to pick it up!

If an item is damaged to 0 durability it cannot be repaired by a merchant!

There is one part of the game (seemingly some form of trap) that always 
destroyed whatever weapon I had equipped (super f***ing annoying): the 3rd 
and final level of Bellerogrim's Lair.  Save beforehand, and unequip your 
weapon when the time requires.

Everything listed here can be done very early in the game, often right after 
leaving Shrouded Hills, and definitely before the Black Mountain Clan mines.

It is a list of easy things you can do or find to give you an advantage early 

the willoughsby house chest and razor's point chest require zero fighting and 

shrouded hills bank robbery - 500g in vault

chest in willoughsby house, tarant 3600g - you can destroy this without 
anyone noticing.

blackroot taxes quest - sell chest of gold instead of returning it 2000-
3000g.  Sells for more at herbalists and no one knows why.

razor's point aria corpse and chest - 275+1200g. Amulet sells for about 400g 
to gypsies.  Razor's point is as far south and west as you can go along the 
eastern side of the Stonewall Mountains.  The coordinates are 1505 W and 1770 
S on the world map, but anywhere near there will snap you right to the 

metal armor pieces make a fine choice for any party
all metal armor peices are easily purchasable from shops (except large 

barbarians in kree (iron shield, fine helmets, heavy boots)

master firearms quest in ashbury (almost every metal armor).


good early available melee tech - pyrotechnic axe schematic in willoughsby 
trapdoor, tarant (fight mechanical arachnids).  Requires a featherweight axe, 
which can be found on an angry dwarf at the inn attached to the hotel of 

good early available tech armor - machined plate in ashbury house, fight 
mechanical arachnid and automaton

good early available guns - master firearms quest in ashbury.  lots of metal 
armor also.

good early available guns - Hand cannon on the insulting halfling by 
Kensington Park subway station in Tarant.  Hand cannon from ogre gang leader 
in the Boil of Tarant, accessable early through the old sewers entrance 
southwest of the gypsy.  Go east through the old sewers past zombies until 
you see rats again by a ladder, up to the ogre leader.

great later available guns - tarant orc factory uprising (not gates factory 
sabotage).  Only seems to happen sometime after qintarra.  Elephant gun on 
poachers near Bedokaan Village.  

good early available tech rings - 2 into electricity and craft charged rings 
(copper ring from stillwater smith, capacitors from any inventor).


good early available magic gloves - Gloves of Dexterity DEX+2 from Ashbury 
elven trader

good early available magic ring - Poison ring from Forgotten Pit east of 

good early available magic boots - Enchanted War Boots +5 Speed from magic 
smith in Tarant

good early available magic sword - Sword of Baltar from pickpocketing/killing 
Lelliana in Durnholm

good early available magic robes - Silent robes found on the magic item shop 
merchant in Blackroot

all crafting listed here is very easy to find components for and provides 
something very beneficial
any decent craftsman buys the schematics for bullets and fuel as soon as he 
sees them at a merchant!

gunsmith final level allows elephant gun.  The hunting rifle can be purchased 
in almost any gun shop, and the large pipe is commonly found in trash bins.

smithy level 2 allows balanced sword.  Components commonly sold at merchants.

smithy level 3 allows featherweight axe, made easily into the amazing 
pyrotechnic axe

electrician level 2 allows charged rings, +2 DEX each. Components commonly 
sold at merchants.

electrician level 5 allows +20 DR helmet.  Components commonly sold at 

explosives level 1 allows molotov cocktail, an excellent grenade.  Also gives 
enough expertise to make bullets.  Components commonly found in trash and 
sold at merchants.

explosives level 4 allows stun grenades, which are extremely good in combat 
and profitable to sell.  Components commonly sold at merchants.

explosives level 5 allows explosive grenades, which are good in combat and 
extremely profitable to sell.  Components commonly found in trash and sold at 

mechanics level 4 allows eye gear, which is useful to gunslingers and quite 
profitable to sell.  Components commonly sold at merchants.

Items which mainly give resistances other than damage should be largely 
A ! near an item stat notes that it is one of the best in it's class for that 
Items named with arcane, magic, mystic, charmed can be found randomly in 
Where I have noted (negligible) after a stat bonus, it is safe to consider 
that stat bonus entirely unimportant.

Statue of the Godess Geshtianna - DEX -3 BE +2 CHA +1 while in inventory.  
It's a statue for the altar quest in Stillwater.


charged ring - DEX +2 - craftable from the very beginning of the game in 
Shrouded Hills. Dex+2 at tech aptitude of 13 or more.

fated ring - crit chance +5, gambling +1 (negligible)

ring of protection - (+10) AC (+10) DR! - best ring in the game.  One is on 
the male innkeeper in Roseborough.

ring of poison resistance - (+10) AC (+20)PR(negligible) - great ring 
available from the spider pit east of Tarant very early on.

ring of dark magics - (+1) INT MR+20% DR/PR/ER/FR -50% - cursed ring from the 
Stonecutter Clan which raises INT by 1, lowers DR and other resistances but 
increases MR.

ring of influence - (+3) BE (+3) CHA (+3) Persuasion (+3) Haggle - on the 
gnome in Grant's Tavern in Tarant.

ring of virility - +2 CON - on Mr. Franklin in Tarant (rich housing area).  
Bonus is neutral, so applies equally to all heroes.  It's a shame CON is 
rather useless on all heroes.

there are many different amulets which give beauty +2

finger of mannox - WP +1, Melee +2, +crit chance, pr+20% - available late in 
the game

amulet of n'tala - STR(+1) CON(+1) +50% healing

great aunt ester's amulet - Beauty (+2)

queen k'na s'ea amulet - Beauty (+2)

medallion of silence - prowling +2 - found in the elven ruins.

jewel of hebe - BE+2 CHA+1 - panarii temple chest.


metal boots - 10 DR

enchanted war boots - 5 DR 6 AC (+5) speed - best boots in the game as you 
don't need the extra few DR from others but speed always helps a lot.

boots of the dark toll - DEX +2 Fatigue DOT - Cursed.  Quickly knocks you 
unconscious.  Notable only for the +2 dex.


pig faced basset - 10 AC 12 DR - best easily purchasable helmet.

nature's wrath helm - AC 15  DR 5(+20)! - Cursed, but no bad effects.  Never 
seems to give the full 25% DR, but it comes close enough.  Best helmet in the 
game.  Available very early, in the tomb casket in the northwest part of the 
Ancient Maze (which is northwest of Dernholm).

arcane helm - AC 10(+10) DR 8(+12) - one of the best helms in the game

chapeau of magnetic inversion - DR +20 - the only good tech helmet, and it is 
a great one.  Still +20 DR for magic users! Available very early in the game 
from completing the Liam's Workshop quest starting in Blackroot.

eyewear - PE+2 - craftable.  One available in the Black Mountain Clan mines.

goggled helmet - AC 6 DR 9 PE+3 - crafted.  Schematic purchasable in shops.  
Best helmet for gunslingers.

helmet of Yzar's Cost - DR-50% MR-50% PE(+4) Bow+2 Lowers Max Hp and Fatigue 
- Cursed.  Best helmet for magical bowmen.
 Not great for gunslingers because the PE bonus is magic aptitude based.

note that glove/gauntlet damage bonus applies only to unarmed hand to hand 

arcane gloves - AC 5 DR 5(+5)! - the best gloves in the game for DR.  One 
always found in the Ruby Glade (location from halfling's quest in 

war gauntlets - AC 6 DR 8 Damage +10 - purchasable in shops.

machined gauntlets - Ac 5 DR 7 Damage +15! - one is in the Black Mountain 
Clan mines, where it comes in handy.

gloves of dexterity - DR 5 DEX (+2)! - purchasable from the elven trader in 
Ashbury by the docks.

vendrigothian war gauntlets - AC 15 Damage +15! - Available only near the end 
of the game.

mysterious dwarven gauntlets - AC 3 DR 5 Damage +7 STR+1! CON+1! DEX+2! - 
worn by Magnus, the dwarf waiting outside Schyuler and Sons in Tarant.  The 
bonus stats are only given to dwarves! 

I have not seen arcane platemail after 7 playthroughs, so I cannot offer 
stats on it.

Regular Size Armor:

silent robes - AC 5(+6) DR 7(+12) MR(+10) - on the magic item merchant in 
Blackroot, and so is available very early in the game.

magick robes - AC 5(+6) DR 7(+12) MR(+10)

mystic traveller's cloak - AC 3(+15) DR 3(+15) - sold uncommonly by gypsies

arcane traveller's cloak - AC 3(+20) DR 3(+20) - sold rarely by gypsies

studded leather armor - Ac 10 DR 18 - good easy to find starter leather 

dragonskin leather - Ac 9 DR 16(+10) - good purchasable expensive magic 
leather armor.

arcane leather - AC 9(+10) DR 16(+10) - found randomly, sold at gypsies at 
higher levels

mystic leather - AC 9(+15) DR 16(+15)! - found randomly

dread armor - Ac 19(+31)! DR 5 - 10,000 durability.  Purchasable in many 
magic shops.

there are many variations of chainmail, which are all essentially the same as 
basic chain.
caladon crusading chain - AC 14 DR 25 STR(+1)! DEX(+1)! CON(+1) BE(+1)
mystic chainmail - AC 12(+15) DR 23(+15)!

basic platemail - AC 15 DR 36

basic machined plate - AC 20 DR 30 - found in an ashbury home at the request 
of the resident.

machined plate - AC 25 DR 45 - crafted.  Schematic found in the Wheel Clan 

elite plate - AC 20 DR +40 - crafted

mystic platemail - Ac 15(+8) DR 36(+8)!

heroes weakness barbarian armor - AC 11(+20) DR 16(+39)! - Best medium sized 
armor in the game.  Sets your magic resist to 0 (negligible) and has an 
insane DR, much higher than the listed 20%.  Cursed, but extremely good.  Its 
only negative effects are that it reduces some of the other resistances, 
which is negligible.  Found in the Ruby Glade (location gained from a 
halfling's quest in Stillwater).

Small Size Armors

small elite plate - AC 20 DR 35 - crafted

iron clan armor - Ac 45! DR 50! - best small armor in the game.  Found in the 
Iron Clan vault, late in the game.

small machined plate - AC 25 DR 38 - crafted.  Schematic found in the Wheel 
Clan dredge.

small mystic chainmail - AC 12(+15) DR 10(+15)

Large Size Armors

large elite plate - AC 20 DR 45 - crafted

large basic platemail - Ac 15 DR 38 - purchasable in shops only at later 
levels it seems.  Ogre destroyers have these in the orc bandit encounters on 
the Morbihan Plains at higher levels.

large arcane leather armor - AC 9(+20) DR 18(+20) - one of the best large 
armors in the game.  One can always be found in the Caladon palace treasure 

large machined platemail - AC 25 DR 53! - crafted.  Schematic found in the 
Wheel Clan dredge.

the best shields must be stolen or taken by force from blacksmiths.

screaming shield AC 30(+10)! DR+10! - On the blacksmith in Roseborough.

tempered shield - AC 30 DR+10! - On the blacksmith in stillwater.

quality iron shield - AC 30 - purchasable in shops.  Some barbarians in Kree 
wield one.

shield of force - AC 30 electrical damage to attacker

flow disruptor - AC 30 MR+30 - this might seem good, but if you are a tech 
user then you don't have to worry about magic being cast on you anyway, and 
if you aren't a tech user than you actually want magic to be cast on you from 
your allies or the use of potions (or especially a revive scroll).  So in 
every case it is better to just use a quality iron shield (except the 
extremely rare fight against a magic using opponent if you actually need the 
help to win).


Neutral (Neither Magical Nor Technical, Anyone Can Use)

Balanced Sword - 3-12 DMG Speed 23 - wonderful sword for early in the game, 
and easily craftable.  Slightly technical but anyone can use it.

Katana - 3-12 DMG Speed 20 - great easy to find weapon, purchasable in some 

Sword! - 10-15 DMG Speed 20 - special sword from the arena in Isle of 
Despair, must loot from the third fallen opponent (barbarian female).  One of 
the best weapons in the game for the majority of playtime in the game for any 
melee character, and is extremely easy to get at a relatively early stage in 
the game.

Barbarian Heavy Blade - 8-20 DMG Speed 17.  Easy to find and extremely good.

Sword of Baltar - 15-25 DMG Speed 15 - extremely good sword and available 
very early, found on Lianna in Dernholm.  Shown as magical, but has no listed 
magical bonuses and seems to work fine on any hero.

Harrow - Speed 11. special axe looted from Loghain in wheel clan dredge.  
Damage determined by race and good/evil alignment.  Best DMG (10-42) at 50-
100 good alignment dwarf, 2nd best (8-34) at 0-25 alignment dwarf.  You will 
not gain exp for hitting or killing monsters with Harrow.


Arcane Sword - 1-8(+16) DMG Speed 15 - better than arcane great sword if 
strength is less than 14.

Arcane Great Sword - 4-16(+16) DMG Speed 13 - better than arcane sword if 
strength is over 14.

Arcane Axe - 3-14(+20) DMG Speed 12 - better than both arcane sword and 
greatsword if strength is less than 20.

Arcane Staff - 1-8 DMG 3-12(+24) FT Speed 13 Mana+80 - Gives 80 mana for 
spells and does insane fatigue damage in melee, but low hp damage.

Bangellian Scourge - 5-20(+10) DMG Speed 15 - best evil sword from bangellian 
depths (north of grey mountains).  Casts damaging spells.

Blade of Vicious Haste - 5-15(+15) DMG Speed 15 Speed+4 - found in a 
magically locked chest in Tseng Ang (late in the game) Cursed, chance to 
damage wielder.

Filament Sword - 1-8(+12) DMG Speed 15 - good sword for early in the game, 
and it changes the effect of your criticals.

Staff of Xoranth - 1-4 FT 2-9 Speed 13(+25) - Has a speed bonus dependant on 
magic affinity, maxing at a 25 bonus for 38 total speed at optimal use.  
Received from Jormund in Qintarra.

Sword of Sickness - 5-20 DMG Speed 13 - the first good purchasable sword, in 
Shrouded Hills at the gypsy for about 1500-2000g.

Sword of Air - 4-16 DMG Speed 17 - great purchasable sword.

Sword of Baltar - 15-25 DMG Speed 15 - extremely good sword and available 
very early, found on Lianna in Dernholm.  Shown as magical, but has no listed 
magical bonuses and seems to work fine on any hero.

Sword of the Derian Ka - 1-12(+5) DMG Speed 20 - This sword is unique in that 
it has a damage bonus of 5 that is not listed on the item and not affected by 
magical aptitude at all.  It simply always does +5 damage.

Kryggird's Falchion - 35-50 DMG 10-20 FT Speed 20 - best weapon in the game, 
available only at the very end of the game.

Torian Kel's Ancestral Sword - 10-25(+10) Speed 35! - The speed of this 
weapon is actually adjusted by magic aptitude (15 at tech 100, 25 at 0, 35 at 
100). Available only near the very end of the game.


Charged Sword - 4-32 DMG Speed 15 - craftable.  Schematic purchasable in 

Charged Axe - 1-12 +20-30 Electrical DMG Speed 10 - from Sebastian in The 
Boil of Tarant.

Featherweight Axe - 1-16 DMG Speed 17 - craftable.  Schematic purchasable in 

Pyrotechnic Axe - 31-62 DMG Speed 10 - craftable. One of the best melee 
weapons in the game, available very early in the game.  Schematic found in 
the sewers room beneath the trapdoor in Willoughsby's House (Tarant).

Iron Clan Hammer - 15-35 +1-5 Fire DMG Speed 15 - available only near the end 
of the game.

Power Axe - 5-18 DMG 3-11 FTG

-Require ammunition in the wielder's inventory
-Your followers need ammunition in their inventory too.
-When trading ammunition, use the red arrow button to trade the max amount, 
or simply type in the numberpad on your keyboard the desired amount.
-Rifles cannot be used while equipping a shield
-great guns which MUST be crafted: tesla gun, blade launcher, droch's 
warbringer, tranquilizer gun

Blade Launcher 30-60 DMG Speed 6 - craftable.  Schematic purchasable in 

Flame Thrower 16-34 DMG Speed 7 - craftable.

Charged Accelerator Gun - 1-15 +10 Elec DMG Speed 13 - craftable. 

Long Range Pistol - 10-30 DMG Speed 10 - craftable.

Looking Glass Rifle - 10-30 DMG Speed 6 RNG 35 To Hit +20% - this gun is 
notable because it's range is so long that you can attack enemies at such a 
distance that they will not retaliate.

Repeater Rifle - 5-12 DMG Speed 19 - craftable.

Tranquilizer Gun - 1-15 DMG 25-125? FT DMG Speed 1 - craftable.  Schematic 
sometimes found in gun stores.  Does an unlisted amount of extremely high 
fatigue damage.

Levered Machine Gun - 1-40 DMG Speed 25 - Takes lots of bullets, but one of 
the best guns in the game.  Best machine gun.  Outperforms Droch's Warbringer 
versus low armored opponents.  One is found in Tarant on a Tarant Officer 
during the orc worker uprising that is directly south of Bates's Factory NOT 

Mechanized gun - 1-30 DMG Speed 25 - craftable.  2nd best rapid fire gun. One 
is found in Tarant on a Tarant Officer during the orc worker uprising that is 
directly south of Bate's Factory NOT THE ONE AT BATE'S FACTORY.

Hand Cannon - 5-35 DMG 1-10 FT Speed 9 - craftable.  One is worn by Sammy 
White the insulting halfling right by the Kensington Park subway station in 
Tarant.  One can be received by accepting the assassination quest from the 
Ogre gang leader in the Boil ghetto of Tarant and saying you are a tech user.  
Simply go into the closed old Tarant sewers (entrance on the single room 
structure southwest of the Tarant gypsy on the penninsula, bottom right 
section of the city) then go through the zombies to the left until you find 
the ladder right to the secret entrance to the Ogre leader's room.

Rifled Cannon - 10-30 DMG Speed 7

Droch's Warbringer - 20-40 +10Elec DMG Speed 13 - Best gun in the game.  
Schematic found near the end of the game.

Tesla Gun - 11-84 DMG Speed 6 - craftable.  One of the best guns in the game.  
Electricity technicians can craft this item.  Schematic purchasable.

Elephant Gun - 20-50 DMG 1-15 FT Speed 9 - craftable.  Any gunsmith should 
try to craft this gun as soon as possible.  Best gun for most of the game.


Mystical Chakram - 1-10(+7) Speed 19 - better than serrated chakram

Balanced Boomerang - 1-10 Speed 19 - best to start your thrown weapons 
adventure with one of these.

Serrated Chakram - 1-10(+5) Speed 17 - good common magic thrown weapon

Azram's Star - 1-10(+20) DMG Speed 21  - best magic thrown weapon in the 

Aerial Decapitator - 20-40 DMG Speed 17 - looted from a hermit at a secret 
location in the grey mountains. Best nonmagic thrown weapon in the game.

Explosives are very good thrown weapons:
Place the explosive from your inventory into a quick slot, and use the 
associated number on the keyboard.

Stun grenade - makes every fight easy

Explosive Grenades - black powder + tin can.  Very profitable to craft and 
sell also.

Molotov Cocktail - cheap and good, craft from rags and fuel.

Dynamite is not thrown but set on the ground and requires precise timing.

All four of those are craftable.

-Require arrows
-note that all bows pale in comparison to melee and guns as far as damage 
capability is concerned.
-some of these stats are taken from Muro's Weapon Database, so I did not 
personally see some of these items

Arcane Bow - 4-16(+4) DMG Speed 13

Blessed Bow - 1-5(+4) DMG Speed 10

Bow of Damage - 1-8(+4) DMG  Speed 15

Bow of Terror - 2-18 DMG Speed 13

Bow of the Chill Reaper - 5-18 Speed 11

Hurtful Long Bow - 30-50 DMG Speed 13 - cursed, will hurt you too.  Best 
damage bow in the game.

Mystic Bow - 20-50 DMG Speed 9 - best non cursed bow in the game.

Pyrotechnic Bow - 1-10 DMG Speed 25! - craftable.  One of the best bows in 
the game.

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