Arcanum Schematics Guide
by Kala Reshana (kala@101freeway.net)
Rev 1.1 (November 15, 2001)

~~~~~~

Table of Contents

1.0  Introduction

  1.1  Revision History

2.0  Schematics

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

3.0  Acknowledgements
4.0  Legal Stuff

~~~~~~

1.0  Introduction

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

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

Also, you cannot use the new schematics unless you have a degree in the
college in which the schematic is for. For example, I have a schematic for
fuel, which is in the explosives school. Despite the fact that it seems it
should be a fairly easy schematic to use, no such luck. I don't have any
points in explosives, so I can't use this. Once I figure out what level of
degree is needed for the schematics, I'll update the FAQ.

1.1  Revision History

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

Rev 1.1     November 15, 2001
     Added 20 new schematics.
     Gave permission for some sites to host the FAQ. (see the very end)

~~~~~~

2.0  Schematics

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

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


2.1.a  Herbology

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

2.1.b  Found Herbology Schematics

Miracle Cure <- Wonder Drug* + Fortifier^

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

Reanimator <- Cure All* + Large Capacitor

     [This schematic is printed on a strange sort of paper, and looks to be
     very old. The writing is faded almost beyond recognition.] Experiments
     upon the life force.....regenerative chemical compounds.....unbelievable
     results.....completely revived and functioning normally.....advances....
     Vendigrothian science.....

Wheel Clan Spectacles <- Eye Glasses + Kathorn Crystal

     The Wheel cannot be found,
     With the eyes of your birth.
     But only with those of crystal,
     With sight born of the earth.


2.2.a  Chemistry

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

2.2.b  Found Chemistry Schematics

Fortifier <- Wine + Varham's Aqua Vitae

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

Mental Inhibitor <- Acid + Mind Marvel*

     Looking for an extra advantage against that inimical magick user? Look
     no further than the amazing Mental inhibitor. Through combining Acid and
     the Mind Marvel, you can create an insidious weapon to dull the wizard's
     willpower! You'll have him run through while he's still trying to
     remember even the most basic of spells!

     Note: I don't know yet whether this needs Pete's Carbolic Acid or
     Corrosive Acid.

Necromizer <- Fortifier^ + Large Capacitor

     Are you always the last man standing? Surrounded by the corpses of
     friends who just didn't make the grade? Well, with the astonishing
     Necromizer, you can put those comrades to good use! By combining the
     Fortifier and a large capacitor, you can raise even the most mutilated
     of corpses to fight mindlessly by your side!

Potion of Paralysis <- Strong Poison + Wine

     Oftentimes, death need not be the only solution, and the Potion of
     Paralysis was made with this in mind! A combination of the Mushrooms and
     the Varham's Aqua Vitae, this lethal liquid will leave their bodies
     completely disabled while you choose their fate. Be merciful, or save
     them for torture! Either way, you've won the day!

     Note: The text on the schematic calls for Mushrooms and Varham's Aqua
     Vitae while the pictures on the schematic call for Strong Poison and
     Wine. I believe Strong Poison and Wine should be used since the
     Mushrooms and Vitae should make Hallucinite.


2.3.a  Electrical

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

2.3.b  Found Electrical Schematics

Flow Disruptor <- Electrical Harness + Quality Iron Shield

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


2.4.a  Explosives

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

2.4.b  Found Explosives Schematics

Bullets <- Saltpeter + Charcoal

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

Concussion Grenade <- Explosive Grenade* + Sheet Metal

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

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

Electrocution Grenade <- Flash Grenade* + Large Capacitor

     Unfortunately, some creatures are well fortified against the raw forces
     of a standard explosive grenade. For those special occasions, there is
     the Electrocution Grenade! By combining a Flash Grenade and a Large
     Capacitor, you can surprise them with an electrical explosion that
     should leave them wilted and whimpering!

Fuel <- Wine + Brewer's Yeast

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

Mustard Gas Grenade <- Corrosive Acid + Explosive Grenade*

     Newly developed by the brilliant scientific minds of our age, the
     Mustard Gas Grenade demoralizes one's opponents by burning the very
     membranes from their lungs! You'll have no trouble dispatching those
     maniacal mages as they lie suffocating! Absolutely fascinating!

Pyrotechnic Bow <- Fire Obstruction* + Compound Bow

     Plain old wooden arrows just not getting the job done? Well, we've just
     the solution! The amazing Pyrotechnic Bow, made by combining the Fire
     Obstruction and the Compound Bow, shoots flaming arrows, which not only
     cause more bodily harm, but are also perfect for setting fire to that
     orcish village you've been depising for so long! Unbelievable!


2.5.a  Gun Smithy

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

2.5.b  Found Gun Smithy Schematics

Bronwyck's Gun <- Ancient Gun Chassis + Mithril Ore

     [This schematic is printed on a strange sort of paper, and looks to be
     very old. The writing is faded almost beyond recognition.] Bronwyck's...
     powerful chassis.....Unparalleled design.....chemical properties of
     mithril.....violent reactions.....controlled destruction.....gunsmiths
     of Vendigroth.....

Charged Accelerator Gun <- Electrical Coil + Repeater Rifle*

     Speed often equates to power. The Charged Accelerator Gun illustrates
     this, clearly and fatally. By using the magnetic forces of an Electrical
     Coil with the trusty Repeater Rifle, this amazing weapon fires
     ammunition further, and with more destructive power than any weapon to
     date! Incredible, but true!

High Velocity Pistol <- Accelerator Gun^ + Fancy Pistol

     Speed is power, and nothing shows this better than the incredible High
     Velocity Pistol! The combination of the Accelerator Gun and the Fancy
     Pistol, this marvelous little firearm accelerates its ammunition to
     unbelievable speeds, doing considerably more damage upon impact! Never
     before has so much power come in such a small package!


2.6.a  Mechanical

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

2.6.b  Found Mechanical Schematics

Automaton <- Mechanized Arachnid* + Elite Plate*

     The future has arrived! The greatest minds in the Mechanical discipline
     have collaborated to create the most unbelievable and unparalleled
     technological creation of all time. All hail the Automaton! With even
     more armor and power than the Mechanized Arachnid, this bipedal behemoth
     is the ultimate destructive force!

Goggled Helmet <- Eye Gear* + Helmet of Vision*

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

Machined Platemail <- Minute Steam Works + Elite Plate*

     Behold the ultimate in armors-Machined Platemail. Powered by a Minute
     Steam Works, this technological miracle uses Elite Platemail for it's
     defensive properties, while increasing the wearer's strength and
     resistance to most kinds of damage. This armor is a weapon in itself!

Medical Arachnid <- Mechanized Arachnid* + Wonder Drug*

     In need of a technological ally with the healing power of the greatest
     Tullan mages? Look no further than the Medical Arachnid. By combining
     the Mechanized Arachnid and the Wonder Drug, you get a caring companion
     without the inevitable fuss and bother of a sniveling mage! Staying
     healthy has never been easier, or more enjoyable!

Poison Arachnid <- Mechanized Arachnid* + Strong Poison*

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


2.7.a  Smithy

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

2.7.b  Found Smithy Schematics

Envenomed Axe <- Feather-Weight Axe* + Strong Poison*

     Is the old faithful axe on its last leg? Then the Envenomed Axe is just
     the thing you need! By combining the Feather-Weight Axe and Poison, you
     can have a weapon that's reliable in close combat, and that makes sure
     they stay down even from the most negligible of flesh wounds!

Mechanical Dagger <- Fine Steel Dagger + Clock Parts

     Has nature or nurture left you limp-wristed? Don't have the vim or the
     verve to drive home the killing blow? Then the Mechanical Dagger is for
     you! Made by combining a Fine Steel Dagger and Clock Parts, this
     technological wonder makes every strike a fatal one! Unbelievable!

Miner's Helmet <- Helmet of Vision* + Electric Light*

     Ever wonder how dwarves see so well in their caverns? Wonder no more!
     This authentic dwarven Miner's Helmet, a combination of the Helmet of
     Vision and an Electric Light, will have you seeing in those dark caverns
     like the most experienced dwarven sappers! And it's comfortable too!


2.8.a  Therapeutics

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

2.8.b  Found Therapeutics Schematics

Brain Builder <- Pete's Carbolic Acid + Mind Marvel*

     Have you realized that your combat skills just aren't taking you as far
     as you'd hoped? Wishing you would have hit the books a little harder? No
     worry! With the Brain Builder, a combination of the Pete's Carbolic Acid
     and the Mind Marvel, you can have that grey matter for the small price
     of your physical prowess! Wonderful!

Elixir of Hypnotic Suggestion <- Elixir of Persuasion* + Hallucinite*

     Science has finally unlocked the deepest secrets of the mind! With the
     Elixir of Hypnotic Suggestion, made through combining Elixir of
     Persuasion and Hallucinite, you can easily control both friend and foe
     alike with only the sound of your voice! They'll be completely unable to
     resist your commands! Utterly fantastic!

Muscle Maker <- Charges* + Elixir of Physical Prowess*

     Got the brains, but need the brawn? Look no further than the amazing
     Muscle Maker! Made by combining Charges and the Elixir of Physical
     Prowess, you can use this elixir to make you an instant bodily behemoth
     while shedding some of that needless intellect as well! Absolutely
     brilliant!

~~~~~~

3.0  Acknowledgements

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

I'd also like to thank Alexei for confirming that you do need a certain level
of degrees to use some of the schematics.

~~~~~~

4.0  Legal Stuff

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

If this text is found posted on a site other than GameFAQs, DLH.net,
neoseeker.com, or actiontrip.com, is has been posted illegally.