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Arcanum: Of Steamworks & Magick Obscura

aka: Aomi: Jishu yu Mofa, Arcanum : Engrenages & Sortilèges, Arcanum: Feitiços e Engrenagens, Arcanum: Hechizos y Engranajes, Arcanum: Macchine a Vapore e Magia Oscura, Arcanum: Przypowieść o Maszynach & Magyi, Arcanum: von Dampfmaschinen und Magie
Moby ID: 4498
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Description official descriptions

The luxury zeppelin IFS Zephyr begins her maiden voyage from Caladon in the Kingdom of Arland to Tarant, one of the largest cities in the technologically advanced Unified Kingdom. Suddenly, while the zeppelin is cruising over mountains, two monoplanes attack it and eventually shoot it down. The two half-ogre attackers die in flames along with all their victims except two who miraculously survived. However, one of them, an old gnome, is mortally wounded. Just before he dies, he gives a silver ring to the other survivor and tells him to "find the boy". The witness of the crash, a man named Virgil, declares that the now only survivor is "The Living One", a reincarnation of a deity, and offers to follow him wherever he goes. The hero begins a long and perilous search for the mysterious boy, the origins of the silver ring, and the unknown enemy who was behind the attack on the zeppelin.

Arcanum is a role-playing game similar in concept and many gameplay principles to Fallout. It is set in a unique world, which can be described as mixture between Tolkienesque fantasy, steampunk technology and elements of British and North American culture of the 19th century: dwarves may carry molotov cocktails, and a half-orc protagonist can travel by train between Victorian-like cities. Magic and technology are opposed to each other; most humans and dwarves embrace technology, while some elf clans stick to the old ways and consider scientific progress evil.

In the beginning of the game the player creates the main character, choosing from a variety of races, attributes, magical or technological disciplines, social skills, backgrounds, etc. When the character levels up, the player can increase his main parameters as well as any available skills. Like in Fallout games, the player directly controls only one character; however, companions who join the party may be given orders, and their inventory can be managed by the player.

The game is open-ended: the player is free to explore the vast world from the onset, undertaking a large amount of side quests or following the main story. Social interaction plays a significant role: depending on the player character's charisma and intelligence attributes, as well as persuasion skill, many problems can be solved in a non-violent way. The amount of companions willing to follow the protagonist also depends on the latter's charisma rating; companions may also leave the party if they disagree with the hero's behavior.

The player can select one of the three combat modes for the game: real-time, turn-based, and fast-paced turn-based. Turn-based mode is similar to the combat in Fallout games: characters require action points to move, attack, or cast spells.

The game includes an editor called WorldEdit, which allows players to create their own maps, campaigns, and non-playable characters. Objects from the base game can be carried across to the player-created scenario. The scenery editor allows players to create their own objects. It is also possible to set and change game variables, i.e. the amount of skill points required to perform a specific task.

Spellings

  • 奥秘:技术与魔法 - Chinese spelling (simplified)

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Credits (Windows version)

157 People (118 developers, 39 thanks) · View all

Reviews

Critics

Average score: 79% (based on 61 ratings)

Players

Average score: 4.0 out of 5 (based on 168 ratings with 13 reviews)

Gnomes with guns and bits with bugs

The Good
Arcanum's setting is great. The blend of steampunk and fantasy is a welcome change from the Forgotten Realms or uninspired clones thereof that are all too often found in computer role-playing games. The setting goes far beyond just having gnomes with guns. It manages to capture a Victorian atmosphere and fuse it believably to its Tolkienesque world with a lot of attention to detail, from exploited orcish factory workers and a certain degree of racism towards orcs and half-orcs, including player characters, in general to mages not being allowed near locomotives out of fear of malfunctions, because the conflicting nature of magic and technology.

This conflict is also present in character generation, with a character that is strong in both magic and technology being just about the only thing you can't generate. Other than that you're pretty much free to do what you want. Like in Fallout, which was made by many of the same people, your character can be anything you want and the game is playable as almost everything as well. From stupid thieves to pacifistic chemists and from homicidal gunslingers to goody two shoes necromancers, anything goes. Many quests, including the main one, have more than one way to solve them, so the choice is really up to you, giving the game a lot of replay value.

The storyline is good, although it starts a bit slowly and even though is mainly linear, there are different paths and different endings depending on your choices along the way. The story will take you across the whole continent of Arcanum, from jungle islands to desert wastelands and from elven cities to dwarven caverns. All of these places are filled with side quests which range from simple delivery boy and assassination quests to elaborate conspiracies and political machinations. Still, there are entire villages that are completely optional, leaving much room for exploration. An interesting feature in this regard is that the whole world is like a huge canvas. If you keep on walking to the north east from Shrouded Hills, without going to the world map, you will eventually arrive at Tarant, just as if you'd traveled there via the world map. While doing this would be tedious and pointless, I appreciate that there's the possibility as it gives, to me at least, the whole world a sense of coherence as it doesn't just consist of isolated locations but also of the wilderness between them.

I also enjoyed how characters react to you differently, depending on your race, gender, reputation and technological or magical aptitude, even on some your equipment, like barbarian armor or a smoking jacket and that a character's equipment is reflected in both his graphics and his inventory. If you kill a servant, you'll be able to take and wear their uniform and if somebody attacks you wearing plate mail and wielding a broadsword, you will be able to take and use them as well after you defeat him. Assuming, of course, that the armor is your size, because small armor will only fit half-lings, dwarves and gnomes and elven chainmail is too small for half-ogres.

The Bad
However, just as most of Fallout's good aspects are present in this game, so are some of its not so good ones, unfortunately. First of all, there's the issue of bugs. The release version had lots of them and even after the final patch a couple of them remain. Mostly minor stuff, but annoying nonetheless and distracting from the game's otherwise great atmosphere. Also, the tile-based graphics are best described as functional. Streets are always at right angles and most buildings look exactly the same. There's little variety in the way dungeons look and most animations are wooden. Even special effects like spell animations aren't really spectacular. The graphics weren't state of the art when the game came out and certainly aren't now, but they get their job done.

Finally, there's one aspect that wasn't handled quite as well as in previous games and that's the combat. The game offers both a trendy real-time mode and a turn-based alternative. Unfortunately, neither works as well as those in other games. The real-time mode is not pausable and very hectic whereas the turn-based mode doesn't give you clear information how many action points each action is going to take. Additionally, real-time combat seems to favor ranged fighters whereas melee specialists seem to have the edge in the turn-based mode. Combat is arguably neither the focus of the game nor is it very hard as characters can get very powerful very quickly, but it's a pity it wasn't executed better.

The Bottom Line
Overall, the game is a worthy successor to Fallout and a true computer role-playing game. If you like role-playing games in general or Fallout in particular, this game is for you. If you like unusual settings in general or steampunk in particular, this game is also for you. However, if you like flashy graphics and lots of gunslinging action, you'll probably have to look elsewhere.

Windows · by Anym (165) · 2006

That's the way to show those bast... uhh... I mean... good hit sir!

The Good
Arcanum directly continues the role-playing tradition of Fallout games, creating a similar RPG experience in its own original world.

Just like Fallout, Arcanum is a highly flexible, open-ended game, a whole world with vast possibilities and nearly unlimited freedom to role-play. In this game, you are what you want to be. Feel like talking your way out of any situation, charm people and have a huge party? Increase charisma, beauty, and intelligence, but be prepared for some tough combat. Want to talk like an idiot, but be a walking tank? Create a character with 3 points of intelligence and with maximum strength and constitution, and he'll talk grammatically incorrect English, but will beat the crap out of everybody who dares to stand on his way. You can be a good person, perform only good deeds, save families, towns, and kingdoms, or you can be a bad guy, shooting innocents on the streets and making deals with criminals and maniacs obsessed by world domination. You can be a powerful magic user, wielding ancient swords and defending yourself with an enchanted buckler, or you can be a skilled mechanic, make guns and rifles, and drift along with the new epoch of technology. In short, this is a game where you can do what your want, but you also have to deal with the consequences of your behavior.

But with all this freedom, Arcanum doesn't lose the track of its story, which is excellent, especially if we realize this is not a Japanese RPG that is all story and no role-playing, but a game that strives primarily to offer the player the ultimate experience of customizing, exploring, and experimenting. With all its heavy role-playing and its open-ended nature, Arcanum has an interesting, suspenseful story full of surprising twists and philosophical speculations.

The role-playing system in Arcanum corrects many things that were a bit underdeveloped in Fallout. You can raise your main stats, which is good. No more running around with measly 5 intelligence and eating drugs as the only mean to raise it somehow. Fight, perform quests, level up, and watch how you turn into a super-powered muscle mountain, or a respectable sage. Of course, there are also plenty of skills to develop in Arcanum. Whoever says most of the skills aren't necessary, like for example the gambling, probably preferred killing the ultra-tough undead pirate Pete with his skeletons, or performing his three tedious quests, instead of simply winning the ship you need, which you can do only if you are a master gambler. This is the beauty of this game: there are so many unique ways to shape your hero that you are likely to lose yourself entirely in all this experimenting. And think of its replay value!..

In an interesting twist, Arcanum offers three types of combat engines the player can select right from the beginning: real-time, semi-turn-based, and turn-based. Personally, I prefer the turn based combat, which I didn't find slow at all. It was more or less the same style as in Fallout clever, intelligent kind of combat, based mainly on strategy. You have action points which determine the amount of actions you can perform per turn. You also have practically no control over your party members. Of course, they would do stupid things sometimes, but I found the ones in Fallout much more stupid - they couldn't use almost any good weapons, didn't wear good equipment, and were sometimes shooting me instead of the enemies. Having Virgil in your party makes the combat much more comfortable, because his healing skill is extremely powerful, and he does use it when I need help. In general I found the battles in Arcanum to be on the easy side, but that only added to the immense amount of fun I was already having with this game.

Your party members in Arcanum are perhaps not as memorable as in Planescape: Torment, but to call them packhorses is an insult. Of course, just as in Fallout, they really make great packhorses, but have you ever seen a packhorse who falls in love with you? Or a packhorse who believes you are the incarnation of an ancient elven hero? Or a packhorse who will tell you how cruel you are if you kill an innocent person, threatening to leave your party for good if you do this again? Or a packhorse that was once the mighty ruler of dwarves, with a tragic, philosophical story behind? No, they are not packhorses, but great companions on your quest, and there a lot of them, too.

The interesting setting of Arcanum makes the already masterfully crafted game even more appealing. It is a unique mixture of technology and magic, but not in the sense of "science fiction magic", like in some Japanese RPGs, but a kind of an alternate Earth: "steampunk" era, similar to the end of the 19th century in England or North America. The game captures the atmosphere of the time, the clothes, the speech, the social structure, and paying attention to the smallest details - interior design of rooms, the growing power of technology, the general rise of activity among people, the desire to conquer and discover more, old-fashioned planes and trains, names of streets, the fight between the old and the new, etc.

Yet this realistic epoch is mixed with a world that strongly reminds of Tolkien's Middle Earth, populated by elves, dwarves, and orcs. All those creatures have now to deal with the development of technology by the humans, and to solve the problem in their own ways. Arcanum manages to seamlessly merge those two completely different worlds.

Just to illustrate how much detail was put into the game: try reading all those books scattered around the world of Arcanum. One of the books is called "The Orc Question", and the author discusses in a typical haughty manner of an English Victorian gentleman what to do with the orcs, how to deal with them, and whether they are really such villains as most people say they are. This book is interesting not only due to obvious parallels to our own reality, but also because the unique style of the 19th century European essays has been carefully preserved here.

Lastly, the music of Arcanum is outstanding, and deserves to be released on a special CD. The whole soundtrack is performed by string instruments. Without too many effects, limited by its intimate instrumentation, this music is both tender and deep, threatening and meditative, emotional and calm, and has a flavor of deep melancholy. The high-quality music of Arcanum can nearly be compared to pieces by Shostakovitch or Bartok.

The Bad
The graphics are functional, but that's all they are. Of course, RPGs are seldom distinguished by their graphics, but it's a real pity that outdated visuals attracted negative attention to the game. Such is the world we live in: games are often judged by their "clothes".

I couldn't get into the real-time combat. I found it way too fast and confusing. The game was clearly developed with the turn-based combat in mind; looks like the real-time one was added as an afterthought.

The game opens with a beautiful CG movie; there are a few others in it, but too few for my tastes. A game with a narrative of this quality could have been more cinematic, pay more attention to dramatic depiction of events.

Oh, and I almost forgot: the level cap! I rarely reach those when I play RPGs; but when I played Arcanum, I hit it at some point before venturing into the final location. Luckily, there is a "level cap remover" floating on the net somewhere; be sure to apply it!..

The Bottom Line
Arcanum is the spiritual heir to Fallout games. Like its famed predecessors, it is a remarkably open-ended game with meticulous customization and nearly unlimited possibilities to role-play. Set in a highly original "Tolkien steampunk" world and offering an interesting, well-written story, Arcanum is a true delight for the RPG gourmet.

Windows · by Unicorn Lynx (181775) · 2010

Good game with a very disappointing last third.

The Good
I played many games and IT IS a good game...

The universe is original, it merges mechanic and magic, and the political context between the countries of Arcanum is an important side of scenario. In short the universe is very rich and well used.

The first 2/3 of the game are very very good. Even better than the famous Baldur Gate...

Important point : before starting the game, you can choose to play the official game OR to play games made by gamers or by even you (but not easy to make one). Then it's like if you play a whole new game in the Arcanum univers. There are a few ones on the Internet that you can download.

The Bad
Nothing except that an important thing looks obvious to me : I think they finished to develop the game in a hurry and past the 2/3 of the game you can really feel it. Some important areas of the game that you heard of are small and not as great as announced in the game, some crucial movies are more slideshows than movies and the quality of the end is very disappointing. Too bad... because it could have been the best game I ever played without that.

The Bottom Line
The universe of Arcanum is so rich that I can only advice you to play this game. But be prepared to a decreasing quality on the end and maybe you will like the game as a great one.

Windows · by Melliuc (566) · 2006

[ View all 13 player reviews ]

Discussion

Subject By Date
[false alarm] glitch: no speech? Rola (8483) Oct 20, 2018

Trivia

Graveyards

A hidden graveyard, containing tombstones of Arcanum's most diehard fans, can be found at the location W: 1060 S : 809 on the world map. Another graveyard has lots of humorous epitaphs written on the graves. However, many of them are taken directly from Baldur's Gate.

Manual

Following on the tradition started in the Fallout manuals, Arcanum's manual includes an actual cooking recipe. This time it's Grandma Cookhill's Three Bowl Bread.

Mod pack

On 7 January 2002, the development team released a free mod pack, containing six new and exclusive adventures. It can be downloaded here.

Mods

Chris Beddoes has produced a mod for this game that addresses some balance issues, makes it overall a little more challenging, and replaces the entire opening area and quests. This latter is important because the opening area was used in the demo, and many players have just seen it too many times to want to start a new character any more, despite the near-infinite possibilities for character design. It can be found here.

References

  • There's a location in the game called the "Isle of Despair" which is a penal colony which holds it's inmates in a remote island behind a magical barrier that makes it impossible to escape. Now, when asking the generic NPCs for its location, they answer:

"You mean the Black Isle? I'm not quite sure..."

Black Isle Studios is the name of Interplay's RPG division, and the former home of Arcanum's development team.

  • A portion of the Stillwater giant quest contains a major (and fairly obvious) reference to Monty Python and the Holy Grail, specifically the part where you have to trace the beast to a cave and capture it. In fact, the whole sequence plays just like in the movie, you follow some giant footprints, enter a dark cave filled with bones and dead bodies, and so on.
  • There's a Fallout reference in the walled city of Tulla. Apparently one of the students had to venture out in the Wastes to find a Water Gem. He has since returned and the Mages fear how the journey changed him and the influence he might have on other students. Plus, he's wearing mechanized armor.
  • There's actually a reference to Bill Gates and Microsoft stealing the ideas for their Windows operating system from Apple's MacOS. One of the most influential and wealthy of people in Tarant is Gilbert Bates (Swap the G and B in Gill Bates and you have Bill Gates) because he brought the power of the steam engine to mankind. Another steam engine developer, called Cedric APPLEby is spiteful of Bates's success and claims that he invented the steam engine first and that Bates had stolen the idea off him.

Server shutdown

The official online servers were shut down on 1 November 2008.

Soundtrack

The soundtrack to Arcanum was composed by Ben Houge for string quartet and was provided in its entirety on Computer Gaming World's May 2001 demo CD.

Both the soundtrack and its sheet music are available as a free download.

Stillwater giant

Despite the result of the associated quest, the Stillwater giant DOES exist. It can be found on a random encounter between Stillwater and the pass to the elven city.

Information also contributed by Rambutaan, Sciere, Terrence Bosky, uclafalcon, Unicorn Lynx, weregamer, Wojit and Zovni

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Contributors to this Entry

Game added by Unicorn Lynx.

Additional contributors: Zovni, Kaliban, Indra was here, Jeanne, phlux, JRK, tbuteler, jsbrigo, Alaedrain, Patrick Bregger, Plok.

Game added August 25, 2001. Last modified April 5, 2024.