Lots of misunderstanding exist for breaking through the spell protections of high level spell casting creatures. This guide is an almost exact copy of zvijers guide at the gone forgotten wars forum, also carried on by “The Hero’s Guide to a Successful adventure“. I found this to be very informative and vital for solo runs. The strategies explain mage protections in weimer’s Tactics modification.
All credits go to Xyx, Alson and Littiz for their Spell Reference Guide!
Article Index
- Spell Protection Categories
- Remove Magic VS Breach
- Smarter Magics: Unable to defeat?
- Beating difficult Mages without magic
- Cheesy ways of getting rid of Liches
Last Update: February 02, 2007, at 11:35 PM
Spell Protection categories
So What is spell protection? Spell protection is in 3 catagories…spell protection to protect you from physical damage, like stoneskin, and protection from magic weapons. It is also elemental protection, like protection from cold, and protection from the elements. And last, protection from spells, like spell trap and spell shield. So, to be able to punch thru protection spells, you need in your arsenal spells that can destroy all 3 types of spell protection, right? Wrong! Now due to the way the game works, protection from spells is incredibly easy to get around…simply hit the target with area effect spells…like my favorite, incindiary cloud, or abi dahzim’s horrid wiltings…since a protection from spells DEPENDS on the enemy casting a spell directly at you, like polymorph other, or magic missile, if your enemy hits you with a area effect spell, or just plain bashes you with this big hammer, all the protection from spells in the game wont help you at all…so this means that the spell turning, spell trap, globe of invulnerability and spell shield that enemy mages put up are completely useless…you hit the mage or spell casting monster with an area effect spell, or holy avenger, and all the protection from spells it casts does nothing…
› Continue reading
The Bishop

Best Race:
Fairy: best INT & SPE. Downside: low PIE and almost no weapons/armor usable. (go for sprite daggers if you want close-combat)
Elf: good INT, PIE & DEX. Downside: less than fairies but you’ll be able to use better armor & weapons (use staffs, maces & shield - you need AC - or throwing)
Other good races: gnome, human. Mook for SEN + DEX.
Controlling attriubutes:
- Intelligence (max ASAP for power cast & keep on pumping this power skill!)
- Piety (handy Iron Will power skill, but not neccesary. You’ll need this for priest spells e.d.)
- Speed (Very much needed for protection spells + 4 Armor Class when maxed)
- Dexterity (Psionic controlilng attrib, don’t raise too high)
- Senses (Psionic controlilng attrib, don’t raise too much at all)
Wizardry 8 Class: The Monk

Best Race:
Elf: good starting INT, PIE, DEX. Ok SEN but low VIT
Felpurr: Very good SPE, good DEX/SEN. Lower INT/PIE
Human: overall everything OK.
Controlling attriubutes:
- Dextirity (You need the AC badly, + #attacks is very nice. Also needed for close combat, stealth & martial arts)
- Speed (See DEX, same + initiative bonusses for insanity-ing your opponent. mwhaha!)
- Senses (Criticall strike, does that sound familiar? and decent amounth of ToHIT/AR. + needed for psionics)
- Intelligence (various things like easier developing magical and seoncd most controlling attrib)
Controlling Skills:

Best Race:
Felpurr: very good SPE, decend DEX/SEN
Hobbit: good SEN, DEX and decent SPE, most bonus points.
Fairy: Very good INT, Ok DEX/SEN. For Cane of Corpus the best weapon (1handled short-range staff, Don Barlone in Trynton)
Mook: very good DEX, SEN. Downside: Very low SPE & humans of course
Controlling attriubutes:
- Senses (max ASAP for Eagle Eye!)
- Dexterity (max ASAP, controlling attrib for many skills)
- Speed (more hits per round & Initiative for using gadgets)
- Intelligence (controlling attrib for traps & alchemy magic)

Best Race:
Hobbit: best bonus points; good DEX & SEN
Felpurr: Best SPE, fairly good DEX & SEN
Mook: High SEN, DEX. & can wield Gaints Sword; KO 30%!!! (2handled) But Very low SPE.
Dracon: Very good DEX, STR, and Ok SPE. Bonus VIT. Warning: very low SEN!
Controlling attriubutes:
- Strength (best attrib for adding Attack Rating & to Hit points. Also adds damage, second controlling attrib for many skills)
- Dexterity (controlling attrib for many skills, very good Hit & AR + extra attacks / round >> critical kills++)
- Speed (Initiative - which is not needed -, +AC - which is not needed but handy -, extra attacks - which is VERY needed)
- Senses (half AR & ToHit of STR, Controlling attrib for Critical Strike which is what the sammy is quite all about)
- Intelligence (if you want to cast wizardry spells, and want to do it good.)
First things first: you are not reading this wrong, it’s magick and not magic. In the world of Arcanum, that is. There’s also no such thing as mana or spellbooks. Every single spell you learn comes trough SPs (Skill Points) which you’ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you’ve put 1 point into it, you can’t raise it furter ot increase the power. If you know Spell #1 in the Meta realm, you’ll be able to “purchase” spell #2 from the same realm, if 1) you have a CP 2) your INT is at a minimum level to cast and 3) your WP is sufficient (each level differs).
Magick: advantages & realms
A complete spell list/guide can be found on Terra Arcanum. There are 16 spell realms in total: Earth, Fire, Water, Air, Force, Mental, Black & White necromancy; Divination, Meta, Morphing, Nature, Phantasm, Summoning and Temporal. Each realm has its advantages and disadvantages: some realms focus on damage dealing spells, others to influence humanoids, or to summon undead. White necromancy is for example used mainly for healing purposes (by the NPCs Virgil and Dante).
Of course you won’t be able to select more than 4 realms, simply because you won’t have enough CPs. Every level you’ll earn 1 and every 5 levels 1 extra. That’s 65 at the maximum level of 50… If you want all level #5 spells - the most powerful ones - you also need a very high WP, 18 or so. It’s best to concentrate on two realms and use scrolls / item activations for other things. Yes indeed, some weapons/armor will unleash a certain spell.

Magick Usage in Arcanum
Overview
All right, you want yourself a cool character with even cooler guns. The problem is: technology is not that easy in Arcanum. Especially all the different schemes, guns, carrying the bullets, and so on. Would you like to make a backup plan, like throwing or a bow? Or would you just like to grab yourself an axe and whack the enemy when you run out of bullets? Or would you go running and rely on your followers? And are you going to raise INT to 18 to get the “doctorate” schools? Will you get DEX high enough to dodge most blows from enemies who come too close? Too many questions and too less answers… Well, one thing is for sure: you’ve come to the right place!
× The statistics of a good gunslinger
× The Best Races
× What background to choose?
× which schematics should I learn, and which not?
× Various battle strategies
× Your followers

A fine Revolver Schematic
- nubs
I am convinced, after playing the game a few times, that the most consistently powerful party...
- Jefklak
I’ve also found the bishop to be one of the best and most powerful classes to use :)...
- angel
The best party you can have in this game, and trust me I have played with a lot of kind of...
- hadjer
je veux jouer avec claw si c’est possible et merçi
-
Flickr Staff
has been deprecated and will no longer be updated. The new and improved feed can be found here. Ple...









