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Introduction

The world of Arcanum is a Tolkienesque fantasy world that has recently experienced an industrial revolution. We have tried to give it the feel and look of the late 1800's Europe, mixed with the remnants of the "Old (fantasy) World". Technology and magic have reached an unstable equilibrium, with technology being on the rise in the last 70 years, and magic being in decline from its once penultimate position in the world. Being a true fantasy world, Arcanum is populated with elves, orcs, humans, dwarves, ogres, gnomes and halflings. However, with the advent of technology, the races' roles in society have radically changed, bringing additional tension to the world.

Our story finds the player on vacation when he is thrust into the position of being responsible for the fate of the world (of course). Our story, like the world of Arcanum, hinges on the uneasy dichotomy of magic and technology.

Troika extends a big thanks to CodeGuy, denizen of the boards at IGN's RPGVault. To help us write this FAQ, CodeGuy collected posts we'd made there into one organized document. This made it much easier to choose questions, and provided good material to start with for answers.

Magick And Technology

Q: How do magic and technology work in Arcanum?

A: Magic and technology are opposites. Magic bends physical law to the will of the mage. Technology depends on physical law. And, in the fantasy world of Arcanum the use of technology reinforces physical law, countering the effect of magic.

The spell Stone Missile works by summoning a small rock out of thin air (physically impossible!), and then accelerating the rock to high speed along a finely controlled trajectory, merely by force of will (also physically impossible). In contrast, a gun takes advantage of several physical laws to achieve the same ends.

In Arcanum each use of magic weakens physical law, and each use of technology reinforces it. This dichotomy is directly built into the gameplay. To model this in a fun, and not overly complex manner, the state of physical law is tied to the people who change it. A practiced mage weakens the law, and that weakness of physical law becomes a part of the mage, following him wherever he goes. A studied technologist reinforces the law, and that strength of physical law becomes a part of the technologist, traveling with him.

The game examines a character's skills and derives from them a quantitative aptitude towards magic or technology. A character who knows several spells but only one technological skill will have a significant magical aptitude. A character who has mastered several technological skills but only one spell will have a high technological aptitude.

This stat is used to modify the effectiveness of every spell and every technological skill as they are used by that character. A character with an aptitude for magic receives a bonus when casting spells, and a penalty when using a technological skill. As you can guess by now, the reverse is true for technology.

It is also possible for a character to study equal amounts of magic and technology. That character's magical and technological aptitude will hover near zero. Spells and technological skills will both work normally for the balanced character, without penalties or bonuses.

Q: How does a character's magical or technological aptitude affect skills used on that character?

A: If you shoot a gun at a skilled mage, the bullet will have difficulty maintaining a steady trajectory, and may miss on account of this. The mage weakens the physical laws that the bullet uses to stay on target, such as the stabilization imparted by spin. The spell Stone Missile will have a similar problem when used against a master technologist. The technologist reinforces physical law, making it harder for the Stone Missile to stay on target, or to impact with the usual force.

When one character uses a skill on another character, both characters' aptitudes are taken into account. The acting character may receive a bonus or penalty from his own aptitude. The aptitude of the target can contribute a penalty, but not a bonus.

When a spell is cast, the technological aptitude of the target is subtracted from the magical aptitude of the caster. If the result is positive, a corresponding bonus is applied to the spell, representing the superior magical aptitude of the caster. If the result is zero, the match is even, and the spell activates normally, without a bonus or penalty. If the result is negative, a penalty is applied to the spell, representing the superior technological aptitude of the target.

Sometimes the caster might have a technological aptitude instead of a magical aptitude -- perhaps this character is an engineer who has learned just one or two spells for when they're handy. In this case the technological aptitude of the caster will be treated as a negative magical aptitude to begin with. If the target also has a technological aptitude, this will be subtracted from the initial negative number to make for an even larger penalty.

The same pattern holds for the use of technological skills, just with a switch of aptitudes. This rule also affects the use of beneficial skills, such as healing.

Q: What makes and item "technological"?

A: An item that is complex enough to be out of place in a traditional, pre-gunpowder fantasy setting is considered technological. A bow would be a good example of one of the more complex items that would not count as technological and would not interfere with magic.

There are a few elements of traditional fantasy that we are considering technological. One example is the chemical mixings of the alchemist. Locks are also considered slightly technological.

Q: How many spells are there?

A: There are 80 spells that players can learn, though no single character will learn them all. They fall into 16 colleges each with 5 spells, and these spells are of varying difficulty (1 is the easiest, whereas 5 is the most difficult to learn). There are other spells that players cannot learn, either because they must be bound into items, or because the knowledge of their casting has been lost to nearly all spell-casters.

The 16 spell colleges are: Conveyance, Divination, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Force, Mental, Meta, Morph, Nature, Necromantic (Evil), Necromantic (Good), Phantasm, Summoning, Temporal.

Q: How does spell casting work in Arcanum?

A: Magic in Arcanum does not require rituals, nor is it mana-based. When you use magic in the world of Arcanum, it costs you Fatigue. In other words, casting spells tires you out. You can regain Fatigue through the use of potions, but you also regain Fatigue by simply resting.

There are also magical talismans, staves, etc. that contain mana. If you are in possession of one of these artifacts, your magic will draw upon the item's mana before draining your own. The item will then recharge through lack of use, in the same way that you do.

Some of these items will also contain innate spells, which are cast either Passively (the item casts the spell when you wear it, wield it, etc.) or Actively (you pick the spell to cast from an interface showing which spells it has bound to it). These spells are cast using a separate internal mana store in the item, and as such you will be unable to use your own Fatigue to cast them once the item is drained. (As a side note, you will be unable to utilize an item's Active spells until you have Identified the item, though the Passive ones will still activate.)

Magic is not the only thing that will affect your Fatigue. If you are hit with a blunt object (a club, for instance), it causes a small amount of physical damage and a larger amount of Fatigue damage. Fatigue is also affected by running and by being heavily encumbered. There are no constraints on items wearable based on your Magic or Tech bias, however Mages will likely be wearing lighter armor (or even robes) in order to lessen their Fatigue costs.

Q: What can a technologist make?

A: Here's a list of just a few of the items you will be able to create after studying technological disciplines:

Through the Discipline of Chemistry, one of the items you can make is Hallucinite. Use a vial of this on your enemy and watch him flee in panic as he sees monsters that aren't really there.

Through the Discipline of Electrical, you can learn how to combine a watch and various electrical parts to create a magic detector. This device detects magical items and beings. (One good use for the magic detector is to make sure there aren't any spells on chests before you try and open them.)

Through the Discipline of Explosives, one of the item you can create is a Stun Grenade. This weapon does fatigue, not physical damage. (A great weapon to use against mages!)

Through the Discipline of Gun Smithy, one degree that you earn will enable you to build an elephant gun. The elephant gun is a big, high powered weapon, one of the most powerful guns in the game.

That's just a small sampling of the items you can build through the knowledge gained in the technological disciplines. The different disciplines will allow you to build lots of different types of items, from Therapeutics, which let you enhance your characters basic abilities (with elixirs) to Smithy, which will allow you to forge refined weapons, better than those found elsewhere in the game.

There are going to be more than 56 items that you can create. In addition to the 7 that you can create in each discipline, there will be several cross disciplinary things that can be built. As an example, if you have a smattering of knowledge in Anatomical, and are well versed in Chemistry, you will be able to find a schematic that will teach you how to animate the dead.

Q: Will there be healing potions or salves?

A: Yes, there are magical healing potions. We also have their technological counterparts, called therapeutics.

Q: What magical items are in Arcanum?

A: Almost any item that you can pick up in the game can be magical (as in, it can contain spells, have enhanced attributes, etc.). The only exception to this is technological items. Players cannot enchant items themselves, but may encounter people in the world that have the knowledge to craft specific items, will be able to find them by adventuring, and can buy some of them from merchants.

There are different types of enchantments an item can have. Weapons can have enhanced bonuses to-hit, damage (different types of damage too, such as physical, fire, electrical, etc.), speed (how quickly you can attack with the weapon), how far a ranged weapon can fire, critical modifiers, minimum strength adjustments (so the 90 pound halfling can wield the Huge Hammer Of so-and-so, for instance), and more.

Armor adjustments can modify your various resistances, etc.

Generally, items can have weight adjustments, and they can have innate stores of mana to help you cast spells (the item is drained before you are, and it will recharge the same way you do). Also, any item can hold multiple spells (and they can have a separate store of mana charges that are dedicated to these spells), and these spells could be the same ones that you can learn yourself (from any of the 16 colleges), or even "lost" spells that are unique to the item. Normal spells would be ones that you specifically activate (say, a staff that shoots fireballs on command), or ones that activate based on various triggers. Some examples would be: a ring that gives you regeneration while you are wearing it, a sword that drains some of the life out of your opponent and gives it to you when you hit successfully, an amulet that brings you back to life -- once -- if you die, a magic rock that explodes as a fireball when it hits the ground -- a kind of magic grenade if you will, a dagger that lights up like a torch and does extra damage against undead, etc. These are examples of fairly obvious, traditional items that you might expect (and may or may not see), to show some of what we can do without really giving anything away, but we plan on having many interesting items in the game, some you will expect for sure, but many will be unique and cool. Magic Items aren't so common that everyone you run across will have a +1 sword (for example), as then they would be so common as to be meaningless, but we think that you will be pleased with the flavor of them in our world.

Mind you, this is what they can *theoretically* do. For balance reasons, you will never find an item that does *all* of these things, or that does even a handful of them super-powerfully. Some items even have trade-offs. For instance, you may have a weapon that is enchanted to do massive damage, but due to a flaw in the enchantment it is difficult to move quickly. So you would have a weapon that could deal out some pretty hefty damage, but you wouldn't attack as frequently with it.

There *are* artifact-level magic items, but they are extremely rare and always have trade-offs of one sort or another.

Due to the schism between magic and technology, you won't find magic guns or other Tech items. However, you could certainly have magic swords (as described above), bows, etc. Technologists with the appropriate skill, items, and schematics can enhance Tech-based items, so you will find technological items that balance out the magically enchanted ones, but frequently in different ways.

Character Creation

Q: Are there character classes in Arcanum?

A: The development of character abilities in Arcanum is heavily skill based. In common with the traditional D&D approach, we also have stats, but classes, per se, are completely absent.

As your character gains experience you will have the option of increasing primary stats, secondary stats, basic skills, technological skills, and magical skills. All of these categories will be available to you regardless of how you set up your character at the start or how you have already applied your experience. Previous decisions will impact how far you can advance particular skills and stats -- you can't achieve the degree of Engineer in any tech discipline without first becoming a Technician in that discipline.

Further, there are no mutually exclusive skills. You are perfectly free to build a character who is skilled in both necromancy and healing, or to study both tech and magic -- though in the latter example you can't be as good at either as a specialist. And of course, every one these stats and skills has been carefully crafted to have a direct effect on gameplay.

Q: What stats influence fatigue?  How important are those stats to a mage?

A: The stats that form the basis of your Fatigue score are Constitution and Willpower. You can also spend points directly into Fatigue, which is cheaper than raising a stat.

Since Fatigue is what powers most spells, both stats are fairly important, though you can raise Fatigue directly to save points as stated above. Wisdom also helps a character resist detrimental spell effects, and Constitution determines how quickly you regain Fatigue and Hit Points, as well as your poison resistance and some other factors.

Since Arcanum is not a "Class-Based" system, anyone can buy these stats up, and in fact they have benefits for non spell-casters as well. For instance, Warriors want to have a good Fatigue as well, so that they can fight longer (though for Warriors, other stats, such as Strength and Dexterity are even more important). Mages would likely want to raise Intelligence, Constitution and Wisdom.

Non-Player Characters, Followers, and Dialog

Q: Can you get dead party members back?

A: There are several options for recovering dead party members, but none of them are easy. If your character has learned the appropriate college of magic, then you will have access to a spell that can Resurrect creatures.

Tech characters have something similar available to them, however it may have a somewhat different effect, as this is still being balanced.

A diplomat PC might be able to attract a Mage follower who can cast this spell, or a Tech follower who has a similar ability. The added benefit of having a follower, such as a Mage, for example, is that if YOU die and the follower isn't under attack, they can Resurrect you!

You may also be able to Resurrect people at some churches and certain other locations.

Q: How does dialog work?

A: Dialog lines for NPCs appear near them, the engine tries to place them over the head of the NPC in question, unless there is a nearby text line that would overlap (in which case it shifts it over a little to a clear area). They can still overlap in some cases, but different text colors can fix this.

Your dialog options are shown in a see-through window below you. You won't see your own dialog choice appear over you (so *it* won't interfere with your view), though in multiplayer games other players will see what you say.

When in normal dialog, the dialog "text-bubbles" don't disappear until you make your next choice, so you don't have to worry about losing track of what they just said before you make your decision.

We feel that this method helps the player feel like they are still in the game, instead of switching to a different interface, which can be somewhat disorienting.

Q: What can scripts test against in dialog?

A: Here's a list of what we can test against on any line of dialog:

How smart is the PC?
How much money does the PC have?
What is the PC's alignment?
How charismatic is the PC?
Does the PC have a particular NPC follower?
What is the value of a particular game state variable?
How skilled is the PC at haggling?
Does the PC have an item with a particular internal name?
Does this NPC have an item with a particular internal name?
What level is the PC?
What is the PC's Magical/Technical aptitude?
Has this NPC met the PC before?
How perceptive is the PC?
How persuasive is the PC?
What is the state of a particular quest in the game?
What race is the PC?
How well does this NPC like the PC?
Has a particular rumor been quelled?
Is a particular rumor already recorded in the PC's logbook?
What is the PC's rank in a particular skill?
What is the PC's level of training in a particular skill?
What is the current state of the main story arc?

These tests are used to select paths through dialog for both the NPC and the PC. On any given dialog line we only use a few of these tests, but having the full range available allows for fairly complex quests and substories.

Q: Will NPCs get in your way?

A: Most NPCs have places to be during the day and at night, whether it's a guard walking his post or a merchant at her shop, and these places generally won't be in locations that would block you, unless they are *meant* to be there (a guard preventing you from entering a building, for example). If for some reason an NPC is not at their expected location (if they were fighting, running an errand, etc.), they will soon return to that location.

NPC followers can also be given commands to tell them to move. They can be told directly to move out of your way, and they can also be told to keep their distance or to stay close to you (useful for fighting).

Multiplayer

Multi-player mode in Arcanum is almost identical to the single-player mode. However, a few game features change when the game is played with more than one player. For example, turn-based combat is not available in multi-player mode. Conversely, another aspect of the game, party formation, is only available in multi-player mode. This list of questions should serve to illustrate the multi-player experience in Arcanum.

Q: How can a story-based game have good multi-player?  Is the multi-player a minor part of the game?

A: It is *very* difficult to create a game that plays really well in both single-player and multi-player modes. In many ways these are completely different breeds of games. It is difficult to balance a game such that it plays well in both modes, in regards to the story, quests, combats, scripted events, etc. You would basically end up creating two games or a game that has weak components because you have to design each quest/event knowing that multiple people could be trying to complete it. Making a game play well in both dilutes the experiences of both.

Because of this, we consider them to be completely different games. Our normal single-player game is where we are creating the long-spanning, in-depth story crafted out of events that surround one player, whereas our multi-player games will be separate, smaller games that work well for groups of PCs. Multi-player games will have their own maps, quests, stories, NPCs, etc., and you will be able to "grow" your characters by taking them along with you from game to game. We view them as "modules" that can be played, and some of them may have "continuing" stories.

Our multi-player game works in a client/server fashion, so one person sets up the server, picks the game to play, sets game options, etc., and anyone who wants to can then join the game and play, provided that they meet any restrictions on joining that the server operator has set. The server machine can either run as a dedicated server, or can be used to also play the game with the other players.

Game play is the same in both single-player and multi-player games, with the exception that turn-based combat is disabled in multi-player and there will be multi-player-specific menus and options. Just as in the single-player game, in multi-player a PC can have followers, but PCs can also join together to create "parties".

You could theoretically have multiple parties on a server, and how they interact is up to the players as well as the server operator. They could all compete to complete a quest, they could work together, or they could even fight each other. The server operator controls whether players can hurt other players, whether a particular player can join, the module being played (which could potentially be designed primarily for co-op, deathmatch, etc.), and various other options.

You will be able to export/import characters, so that you could take them with you to other servers, but you can also leave them and have them be "saved" in the multi-player session on that server.

We want both the single-player and multi-player games to be fun and worthwhile, so we are putting effort into both. We don't want to cheapen or weaken either one.

Q: Can you set up a dedicated server?

A: Yes.

Q: Can you play turn-based in multi-player?

A: No, multi-player only allows for real-time combat.

Q: How many people can play at once in multi-player?

A: This hasn't been decided yet at this time. It will largely be determined by how many players the engine can handle without losing playability, but also by how large the multi-player maps can be. We haven't started "stress-testing" this part of multi-player yet to see what works best for LAN and for Internet games. Currently we are concentrating on making sure that multi-player is working primarily bug-free, and when we are done with that we will start gauging how many people we can support.

Some maps may work better with certain numbers of players, and if so we will likely specify the suggested number of players in the module description. You could of course create a module that required a certain number of players to complete certain quests, but that would be up to the module designer, and would have to be handled carefully in case someone died (though you could Resurrect them, if you had that ability :) ).

Generally, we expect to support around 4-8 players, but that is a ballpark figure. It might be possible to support more, especially on a LAN, but we will have to wait and see.

Q: Can you join a game in progress?

A: Yes, if the server has room and the server operator has not "locked" the game, which would prevent new players from joining.

Q: What happens when I die in multi-player?

A: There are several settings (set by the server operator) that determine what happens when you die. Depending on these settings, you could "respawn" at a set starting point, or you could have to wait for someone to resurrect you (permanent death, though you could quit and create a new character), or even have both -- you respawn after 10 seconds if no one resurrects you. It depends on what the server operator wants. You will be able to see settings like this when joining a game, so that you won't be surprised.

Q: Can players form parties?

A: In multi-player mode, any player can create a party by using a special command and supplying the party's name. The action automatically makes that player's character a member of that party. Any player can have his or her character join a party by convincing someone already in the party to add him, again using a special command. A character can only be a member of one party at any time and can quit that party if he or she wishes.

Any party member at the location where experience points are awarded to a member of the same party shares in those points. For example, if a party member is awarded 1000 experience points and three other members of that party are standing nearby, then all four party members get 250 experience points each. However, any party members outside the immediate vicinity gain nothing.

Depending on a server option, party members may or may not be able to harm each other. In fact, it will be possible to set a server so that no player can harm another player, whether they are grouped or not.

Q: Do players have to stay together in one location?

A: No. Because our world is continuous and does not require zoning, the players can split up and go anywhere in the world they like. They do not have to stay together unless they want to share experience (if grouped) or fight each other.

Q: Can you bring characters from game to game in multi-player?

A: Yes, you can import and export characters, either to take them to new games, or to new servers. A character's abilities (stats, skills, experience, level, etc.) will grow with them from game to game.

Q: Will all my items come into the game with me when I join a game?

A: Currently, it doesn't look like multi-player characters will be able to bring objects from one game to another. There are problematic issues that mainly involve quest items, but also the inevitable "munchkinism" problem with creating a map that has nothing on it but artifact-level items. For instance, say you need a special key to open a door and to get that key you have to fight/steal from/talk-it-out-of a powerful orc to get it (which sets various quest-states and flags), what do you do if Joe the Orc Smasher comes in with a saved character with the same key? Our quest system handles having multiple players competing for the same quest at once, but only one person or party can actually complete a quest. In this example the game would end up in a bad state.

The idea we are currently throwing around is to give PCs a set amount of gold (dictated in part by the server operator/game module, but perhaps also including a factor based on the PCs level) when they join a game, that they can probably only use to buy starting equipment, and a smaller amount to have during play.

Q: How complex is setting up a server?

A: Starting a server is very easy. It's as easy as clicking Multiplayer->LAN->Server->Start, and if you want any special settings you make them in the multi-player options menus.

Q: How do I join a game?

A: This is as easy as setting up a server. If you specify a LAN game, you will see any local servers that are available, and can pick from them. If you wish to play over the Internet, you will be able to see games available on WON (our matching service) inside the game, or, if you desire, you can specify an IP-Address directly, though then you won't know if the game is available, or even what options it supports, until you connect.

Q: How do I get new multi-player modules?

A: Multi-player modules will be available on Flipside through their WONSwap mechanism, which allows you to grab a module "package" and install it. You would just browse the web to their site, surf for any modules you want, download them, and then use the WONSwap installer to install them. Then, just run the game, and all modules will be available for you through the multi-player menu.

Of course, if your friends want to play a new module they have, they could just send you that module file directly. WONSwap is just used so that people can share their modules in one easy to find location.

Combat

Q: Can you pick up arrows that miss?

A: Yes, arrows are simply items, and in fact they will stack, so if a group of them falls in the same tile you can pick up the whole stack at once.

Q: Can anyone use any weapon?

A: Since there are no "classes" in Arcanum, anyone can use any items, provided they have the stats to support the item. For instance, a weak character would have trouble wielding a weapon that is really heavy, and Mages would likely want to shy away from heavy armor that would cost them Fatigue to wear (though if they have put enough points into Strength, they could certainly wear it without penalties).

Items that are biased towards Magic or Tech will be more powerful when wielded by a character that is similarly biased. For instance, a powerful magic sword wouldn't be much more useful than a regular sword in the hands of someone that was heavily Tech-biased. However, in the hands of someone that was strongly Magic-biased the same sword may be more powerful than in the hands of someone of average bias (this depends upon the individual item).

Q: How will turn-based and real-time combat work?

A: Both real-time and turn-based combat are based on your character's Speed. Speed is determined by your dexterity, how encumbered you are (which depends on your Strength and your equipment weight) and how fast your attack (weapon, spell, etc.) is.

In real-time, your Speed determines your attack animation speed. Faster characters literally swing their swords faster than slower ones.

In turn-based, your Speed determines how many Action Points you have to spend on your turn. Actions such as attacking, moving, or spell-casting cost points to perform.

This system is nice because it is fairly balanced and neither mode has a distinct advantage over the other than personal preference. Some people will probably prefer one mode or the other, whereas others will switch modes based on the particular situation they are in. For instance, when fighting a group of weak monsters, such as rats in a sewer, you would probably switch to real-time and mow through them. When fighting a tougher battle, such as when stumbling into the lair of a vampire, you might want to switch to turn-based mode, in order to take time to plan your actions, though you certainly wouldn't have to.

Real-time has another option, which defines whether your character will continue attacking your current opponent until it dies or you switch targets (similar to Baldur's Gate), or whether you need to click again each time (similar to Diablo). The reason for the two settings is that some people like the responsiveness of having constant control over their characters, whereas some prefer the freedom of being able to think about what they want to do next while their characters finish their current action (and some like to save their wrists! :) ).

Q: When the game is set to turn-based mode, will enemies trigger turn-based mode?

A: Yes, when combat is triggered, whether by a hostile creature or by yourself, the game will activate turn-based mode if you have it turned on. When outside of combat, you will walk around in real-time, however.

Q: What types of attacks do weapons have?

A: Weapons can do Fatigue damage, physical damage (crushing/cutting/etc.), poison damage, electrical damage, and fire damage. Beating on someone with a weapon that does lots of Fatigue damage will wear them down, and can even knock them out instead of killing them. Weapons like this are nice against spell-casters, as they hamper their ability to cast spells (since spells cost Fatigue to cast).

There are also critical hit charts, which are based on several factors: weapon type (bladed, bludgeon, etc.), the target's armor, and which location on the target is being attacked (torso, head, etc.).

Aiming for specific body locations is accomplished through the use of hot-keys. While harder to hit certain locations, the benefit to hitting them is that any critical hits will be more effective. For instance, targeting a creature's head is likely to cause more Fatigue damage than normal, so you could knock someone out more easily this way.

Q: Can you cut off body parts of enemies?

A: You cannot lop off limbs and such, but you can target specific hit locations via called shots in order to get bonuses to criticals. You will see a visual confirmation that you hit (blood splotches, etc.), and if the creature dies then it will display one of its death animations (which one is based on how it died).

Q: Can you chase down enemies that run away?

A: Enemies may flee in combat, based on their AI settings (skeletons would never flee, but a wimpy orc would probably flee earlier than an average creature), and you can chase them down. However, during combat, running costs fatigue, and when you get too low on Fatigue you cannot run anymore, you will instead walk. What this means is, for example, if you wear yourself down fighting a group of orcs and one runs off, you may not be able to catch him (he may escape). If you have been beating on a creature and it turns to flee, however, it may not have the Fatigue left to outrun you, and it will quickly slow to a walk allowing you to catch up to it. This also means that Mages aren't likely to be running around a lot during combat, because they would run the risk of passing out due to spell casting.

Q: Will the death sequences be as gory as in Fallout?

A: There won't be as many gruesome variations as in Fallout, but there are still quite a few graphic deaths. While we would have liked to have even more, disk space and animation/modeling time would have been prohibitive. In Arcanum you can play any of the 8 different races, and on top of this most of them can be either male or female, wear a variety of different armors, wield various weapons, use shields, etc. We think you will be pleased with the death animations that we do have, though.

People that don't wish to see the gory deaths can turn on a violence-filter in the options menu.

General

Q: When will Arcanum be available for purchase?

A: Early 2001.

Q: What kind of vehicles/etc. are in Arcanum?

A: There are trains and boats in the game.

With trains, you buy a ticket and the train takes you to its destination. It's about as fast as worldmap travel, but with no chance of random encounters. And of course, all Mages must sit in the back of the caboose so that they don't screw up the engine.

There will be boats that work similarly to trains, that go between ports.

If we add zeppelin travel, it will act like train travel. However, in our world, zeppelin travel is expensive and mostly used for intercontinental travel (like the QE2 used to be), so you will still probably be using the train system.

Mages that are well-versed in the College of Conveyance also have the ability to Teleport to a set point that they have marked previously.

You can of course walk directly to nearly all locations, either in the isometric view or by using the WorldMap. The WorldMap allows you to walk large distances in very little real time by compressing game-time. However, you may miss the details of regions that way (you wouldn't see the splendor of a city, or notice a nearby cave). Walking, whether via the WorldMap or in the isometric view, also runs the risk of random encounters.

Q: What kinds of creatures inhabit Arcanum?

A: We have a wide variety of creatures, some of which will be familiar to players, and some of which are unique. Some are more "mythical" in flavor than others, and some have a bit of a Tolkienesque feel (or at least will be familiar to anyone who has played any of the many games similar to Tolkien's work, such as D&D, etc.), but the ideas come from many different sources. There are natural "forest" creatures, fantastical creatures, undead creatures, etc. We don't have any dragons, but you may find a creature with similar qualities.

World Editor

Q: How many different objects are there that you can place in the game?

A: Currently there are 773 scenery objects that you can place in the game. Scenery objects are like trees and flowers and chairs and chests. There are also 310 items you can have or place in the game. Items are like swords, grenades, iron ore and such. Both of these lists are growing as well. I am projecting about 1000 scenery objects and 500 items will be available when the game ships.

Q: Describe the different categories of objects. For example, are there different characters/monsters/building types/chests that you can choose from?

A: Everything in our game is broken up into categories that are easy to grasp. Laying down objects is as simple as grabbing from pre-designed categories called prototypes. Ex: If you are looking for a bucket or a lantern, you would find those in the "small metal objects" category. If you want a chair or a table, you would find them in "medium wooden objects." Full-grown oak and pine trees are found in the "large tree" category.

As far as monsters and people, there is a large bank of them to choose from. Each comes with built in abilities. Ex: If you lay down a shopkeeper, he will automatically talk and act like a shopkeeper. If I were to lay down an elven noble and talk to him with an orc, he would say something like: "Disgusting creature, stay away from me or I'll call animal control." So behaviors and such are built in to the characters. Monsters have a predetermined demeanor and already have their powers built in. Ex: A fire rat will automatically burn you when he attacks and it will play the small fire damage when he strikes you.

We have lots of buildings and chests and such that you can choose from as well. Everything is drag and drop and point and click. So if I put a sword on the ground and I want it to be in the chest, I click and drag it over the chest and let go. It's now in there. The same is true for equipping characters.

Q: What kinds of properties can you specify for an object? For example, how can you specify that a door is locked but the windows are open?

A: Every object in our game can be modified and edited. All of them are done the same way. If I want a door locked, I just right click on the door, hit edit, and check the box marked "locked." If I want a window unlocked I right click on it and uncheck the box marked "locked." I can even check boxes like "locked at night". That way if you want to make a store keeper that shuts down at night, his doors and windows can automatically lock when the sun sets.

Q: Can you assign behaviors to characters and monsters? What kinds?

A: Assigning behaviors to monsters is also very easy. You have lots of options as to how you want your character to interact with the world around it. The three main ways to affect character behavior are: Waypoints, AI, and Factions.

Waypoints are where a character walks and in what order. You just right click on a character and select "waypoints." Everywhere you left-click will now become a point where this character will walk to. Once you are done clicking down the waypoints, right-click to go back into normal editing mode.

AI is the default combat behavior of a creature. We will provide the gamer with a number different behaviors that he can assign to his character. What you do is right click on a character and select edit. You will see a box in the lower left hand corner that lets you enter a number. The numbers coincide with different behaviors. The numbers will be listed in the manual. Ex: I have a huge ogre that I want to attack and never let up. Regardless of the odds or how mismatched the fight, he will keep on swinging. I would give him an AI number of two. Two happens to be our extremely aggressive monster AI. I would give an AI number of one to a wimpy little creature such as a rat. He will attack you but run away if you start doing any real damage.

The last way is by Faction. Faction is way of assigning a sense of family to your creatures or townspeople. If I right click on a creature and click edit, I can see in the lower right hand corner the pull down menu called "Faction." Let's say I lay down 10 townspeople. I would edit them all and select the faction of "Edmond Villagers." Now they are all part of the same gang. If I attack one of them, they all will jump me instantly. So in a dungeon you could set all your monsters to "dungeon monsters 1." They will kill everything but each other now.

Q: How can you affect the environment when creating maps?

A: You can affect the environment in all sorts of ways when creating a map. One of the most important and visually impacting way to affect an environment is lighting.

Lighting is done in two parts, ambient lighting and placed lights. Ambient lighting controls the lighting of the entire scene. Ambient lighting is the "sunlight" you see in our game. You can control the ambient light levels for interior and exterior separately. So if you want it to be bright and sunny outside and slightly darker inside buildings you can do that. Ambient lighting cycles with time of day. I have set the colors to what I think looks good for morning, noon, and night colors, but you can change them to anything you want. If you want the world to turn a bright red at midnight because a meteor flies by or something you can do that.

The other types of lights are placed lights. Placed lights are like lamp or torch lights or any other light you want to affect a specific area. The game ships with many different shapes and sizes of lights to choose from. As far as colors are concerned, you can choose any color you want.

We have also included prototypes of glows that have lights built in to them. So what you can do is drop down a streetlight and then drop on top of it one of our glow prototypes on top of it. You now have a really cool looking street lamp. The cool thing is when you place one of our glow prototypes down it has some knowledge already built in to it. So the lights will turn off or on depending on the time of day. Basically it allows street lights to come on as the sun is setting and to turn off as the sun rises. Also, if you destroy a light in a town, it will respawn over the course of a 24-48 period, because the assumption is that someone would have come by and replaced the light within that timeframe.

Q: What kinds of environments are there to create maps with?

A: We have included large pieces of terrain that are already generated for you. If you wish to make a desert island with a swamp in the middle you can use our terrain editor. This will allow you to paint down massive areas of land like swamps and mountain ranges. Also we have pieces of scenery calls Facades. These Facades are large pieces of pre-rendered art you can lay down like a huge castle or expansive bridge.

Q: Are these the same tools you are using to create the game?

A: The tools we are providing the player are the exact same tools we are using to create the game.

Q: Did you design the editor with consumers in mind? For example, have you built documentation into the scripts, help buttons, etc?

A: The editor is created to be as simple as possible. We have developed these tools so that anyone who purchases our game can create a game themselves. As far as help with creating maps and such, we will have several tutorials available to the users.

Q: How long will it take a typical level designer to create a relatively simple hack-n-slash dungeon?

A: I would say to create a dungeon with monsters and chests and gold and weapons, it would take about half-hour to make.

Q: What about a more complex module with a few side quests?

A: The amount of time to make maps can vary greatly. Maps can be any size and contain as many buildings and scenery and people that you want. So I would say for a really small RPG with side quests and such, it might take a full day. Now if the quests are complex then it could take much longer. Ex: A simple quest to do would be a "FedEx" quest, like: "I'll give 100 gold if you bring me the golden ring." So you go in a dungeon and kill stuff and find the ring and return it. A difficult quest would be like: "You must convince the guards at the dungeon to give you the key to the inner chamber. Once there you must talk with the oracle and he will give the gold ring if you are deemed worthy. You must return the ring to me by this evening or I will start lowering your prize money 10 gold for every hour you are late."

Q: Can users design their own graphics?

A: We are considering shipping our art implementation tools as well, but we're not sure. Implementing your own art would be very difficult and time consuming. If we do ship these tools we probably won't be able to offer much help. They will mostly be for people with good digital art experience and a technical mind.

Q: What portion of the Arcanum fan base do you expect to use the editor?

A: I would guess 50% might make general dungeon-like maps. I would also guess that about 5% will really get into creating maps and be cranking out cool in depth small RPGs for everyone to enjoy.

Q: Can you edit the maps that ship with the game?

A: You will not be able to edit the maps that we ship with the game.

Q: How will Troika and Sierra support module designers? Will there be an outreach to foster the community?

A: We are always very present on our message boards. If anyone has any questions they can post and we will promptly get back to them with an answer.

Q: How big are completed maps, in bytes?

A: Very small. If I were to upload all the Arcanum maps start to finish, it would be about 20 megs. A typical map you download from someone will probably be about 300k.

Q: Can users edit other things, like sounds, texts, quests, etc.?

A: Everything is editable in our game. If you wish to attach an electric sound to a leather boot, you could do it. If you want to create a book that tells about a strange wizard that lives in a nearby tower, you can do that as well.