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  1. Arcanum: Of Steamworks and Magick Obscura
  2. Lore

Technology

In the world of @Arcanum there are two opposing forces, those of Technology and Magick. Technology works with the laws of nature while magick works to subvert it.

Technology in Arcanum utilizes the laws of nature and does not bend them, thus it lends itself to common use and widespread popularity. From the simple lever, inclined plane, and wheel come all more advanced technology, as they are just an extension of these basic machines. Complexity and efficiency of technological items comes from them being greater than the sum of their parts. This is something that anyone can master, given a sufficiently high Intelligence.

However, technology may not always work properly in a magickal field. Gears bind, springs warp, friction disappears or becomes impossibly high, chemical reaction go haywire, etc. This applies even to items that one deems helpful like armor and weapons, if the user or the recipient has a high magickal Aptitude.

Technology in Arcanum plays the antagonist to the ways of Magick. Because technology utilizes the laws of nature, and does not bend them, it lends itself to common use and widespread popularity. There is no mystery in the spark between two pieces of flint, and even advanced technology is just an extension of these basic principles, from a simple Skeleton Key to the complex Tesla Rod or the Mechanized Arachnid. Consequently, technology has become quite popular to the shorter-lived species of Arcanum, such as humans and orcs, who lack the longevity and patience to practice the magickal arts for decades on end. The level of technology in Arcanum is what you would find at the turn of the 19th century. Steam engines, revolvers and muskets are common in the world of Arcanum. But the player will be able to find and create extraordinary pieces of technology such as fully automatic mechanized guns, mechanical creatures, and stat boosting therapeutics. There are literally dozens of technological items to be discovered in this world. There are eight disciplines of technology, and each discipline will have seven degrees within it. These 56 technological degress can be obtained by spending character points. The eight technological disciplines are:

  • @The Discipline of Herbology/Anatomical - Concerns itself with study of the body and how natural substances can affect it.

  • @The Discipline of Chemistry - Studies man-made substances and their deleterious effects.

  • @The Discipline of Electric - Explores the effects of charge and magnetism.

  • @The Discipline of Explosives - Covers the research of new and unstable substances.

  • @Gun Smithy Discipline - Controls the design and implementation of new weaponry.

  • @The Mechanical Discipline - Studies the physical properties of materials.

  • @The Smithy Discipline - Covers the construction of armors of all types.

  • @The Therapeutics Discipline - Explores the beneficial effects of man-made substances.

With each degree obtained, players gain specific knowledge in that discipline, allowing the player to read more advanced schematics. Schematics are technical drawings found in the game showing an item that can be created, and what two objects you need to obtain in order to create it. For example, a player can use their points to gain the first degree of the Mechanical discipline, which is Trainee. This gives him the knowledge to read the Spike Trap Schematic, which tells him that the two items necessary to complete the spike trap are a railroad spike and a large spring. If he has both items, he can put them together to create a spike trap, and then place the trap on the ground and any creature stepping on it will take damage.