Arcanum: Of Steamworks and Magick Obscura

Last updated
Arcanum: Of Steamworks and Magick Obscura
Arcanum cover copy.jpg
Developer(s) Troika Games
Publisher(s) Sierra On-Line
Designer(s) Jason D. Anderson
Leonard Boyarsky
Timothy Cain [1]
Writer(s) Edward R. G. Mortimer
Composer(s) Ben Houge
Platform(s) Microsoft Windows
  • NA: August 21, 2001
  • EU: August 24, 2001
Genre(s) Role-playing
Mode(s) Single-player, multiplayer

Arcanum: Of Steamworks and Magick Obscura is a 2001 role-playing video game, developed by Troika Games, and published by Sierra On-Line for Microsoft Windows. The game's story takes place within a fantasy setting currently undergoing a transformation from its own industrial revolution, in which magic competes against technological gadgets, and focuses on the efforts of a zeppelin crash survivor to find out who attacked the vessel, ultimately discovering a plot by an ancient power to return to the world and cause chaos. [2] The game, conducted from an isometric perspective and within an open world, offers players the opportunity to craft their protagonist with a variety of skills, including the option to be gifted in magic or use guns and gadgets to combat enemies, and complete quests in different ways.


The game proved a commercial success for Troika following its release, selling over 200,000 copies and generating revenue of over US$8.8 million, being deemed the fourth best-seller for video games within the period of its launch by NPD Intelect. [3]


Gameplay in Arcanum consists of traveling through the game world, visiting locations and interacting with the local inhabitants, typically in real-time. Occasionally, inhabitants will require the player's assistance in various tasks, which the player may choose to solve in order to acquire special items, experience points, or new followers. Many quests offer multiple solutions for the player, depending on their playing style, which may consist of combat, persuasion, thievery, or bribery. Ultimately, players will encounter hostile opponents (if such encounters are not avoided using stealth or diplomacy), in which case they and the player will engage in combat, which can be real-time or turn-based.


The player (dwarf, center) in combat with the character Virgil against an Ailing Wolf. Arcanum Wolf Combat.png
The player (dwarf, center) in combat with the character Virgil against an Ailing Wolf.

Three combat modes were included in the final release of the game: real-time, turn-based, and a faster version of turn-based. Arcanum's combat design has received some levels of criticism, with reviews usually stating that it is poorly balanced and frantic. [4] The player's combat capabilities are in large part governed by the character's combat skills and weapons. Attacking is performed automatically by clicking on a hostile NPC provided that they are in range of the attack.

Combat skills that the player character can choose from include melee weapons (with an optional back stabbing skill for stealth-oriented players), thrown weapons, archery, firearms, and a large variety of certain damage-inflicting spells from some schools of magic. Deciding whether or not to use violence in some parts of the game sometimes carries consequences for the player's party and its followers. Some AI-controlled followers the player has in the party will find their character's conduct morally objectionable, causing the player to lose reputation with some of the followers who may leave or even attack the player. [5]

Character creation

Arcanum begins with the player creating their character, choosing from a large and unique variety of races, attributes, technological skills, magical aptitudes, and background traits, or the player may choose a predefined character. Over the course of the game, the character may improve their skills by gaining experience through completing quests or defeating opponents in combat. [6] Every time the player gains a level, they can spend one character point to improve any attribute, weapon skill, technological discipline, school of magic, thievery skill, or social skill. Every fifth level, one additional character point is awarded for a total of 64 character points. [7] The player can only control one character directly but may recruit additional followers during the game depending on their aptitudes and alignment.

Player characters have the choice of specializing in a technological path which emphasizes constructing weapons, ammunition, and items from various components; a magical path which emphasizes spellcasting; or a neutral path, learning both magic and technology skills, which allows the most flexibility. The game uses a meter to show how biased towards magic or technology the player is; any character points spent on a technological discipline or skill move the aptitude meter towards the technology side and any points spent on spells move it towards the magical side. Character points spent on attributes or any other skills do not alter the aptitude meter. [8] [9] A high aptitude toward technology renders the character resistant or immune to magic (both harmful and beneficial) and also greatly decreases the character's ability to use magic effectively and limits the effectiveness of magical items. A high magical aptitude increases the effects of the character's magic and the power of magical items they equip, but technological items they equip will be subject to malfunctions, reflected in an increasingly higher chance of the character critically failing in combat, which can have devastating effects.


The game, like its successors in the Neverwinter Nights series, features "modules"; the ability to create custom maps and missions using an editor included with the game. Already included with the game is Vormantown, [10] and a number of official modules are also available.



A screenshot from the game illustrating Arcanum's game world. Arcanum-map2.jpg
A screenshot from the game illustrating Arcanum's game world.

Arcanum is the name of the fantasy world in which the game unfolds. It consists of a continental mainland and three islands. [11] The world is inhabited by various races resembling those from the works of Tolkien, including humans, elves and half-elves, dwarves, gnomes, halflings, orcs, ogres, and various wildlife. Players can choose from humans, elves, dwarves, gnomes, halflings, and human hybrid races, including half-elves, half-orcs and half-ogres as playable races. [12] The continent is divided between several different political entities. The Unified Kingdom is rapidly industrializing. Its two largest cities are Tarant and Ashbury, and it is the most technologically advanced kingdom. The Kingdom of Cumbria is a deteriorated kingdom, consisting of Dernholm and Black Root, and ruled by an old conservative king. The Kingdom of Arland, extending from Caladon to Roseborough, is a small but thriving monarchy west of the Stonewall range. The Glimmering Forest, the largest in Arcanum, is home to the elven city of Qintarra and the dark elven city of T'sen-Ang, and has been untouched by the technological advancements of the time. The Stonewall and Grey Mountain Ranges are home to the remaining dwarven clans: the Black Mountain Clan, the Stonecutter Clan, the Wheel Clan, and the Iron Clan. Many other minor settlements also exist, as well as containing ruins of past civilizations. The biggest of these is the ruins of Vendigroth, the most advanced city on Arcanum, which met a sudden and mysterious end. [11] [13]

An important in-game dynamic is the dichotomy of magic and technology in the world. Technology is explained to function by using physical law to produce a desired result, e.g., a bolt of electricity from a Tesla Gun would arc through the most conductive path to its target, with some plated armors being more prone to electrical damage than others. Magic, on the other hand, is explained to manipulate physical law to make a lightning spell follow the shortest path to the target, instead of the natural path. The two are incompatible to the point that they overwhelm each other. Technological devices will become ineffective or even permanently inoperative in the presence of powerful magic and vice versa. Much of the population has chosen to embrace technology for its efficiency, accessibility, and permanent results, while the majority of elves, dark elves, and some humans half-elves continue to practice magic exclusively. This also affects interactions between different characters, as spells cast on technologists or firearms used against mages have a failure rate. [14]

Orcs and ogres are looked down upon as savage, feral peoples by Arcanum's civilized folk, who own virtually all the industry of the major population centers. There is a great enmity between elves and dwarfs, the former being naturally inclined towards magically-defined society, the latter being forerunners of the technology race—and many elves blame the dwarfs for the rise of human technology and concomitant waning of elfish political power. Scientists are unwelcome in magical societies like Qintarra or Tulla but will be respected if they are righteous and good folk. Conversely, a mage would be admitted onto a steam train only on the provision that he take a third-class seat on the last caboose, so as not to cause interference with the engine (despite there being no in-game mechanic by which even the powerful mages can affect it). Powerful mages may be denied transport altogether. [15] [16]


Arcanum begins with a cut scene of the IFS Zephyr, a luxury zeppelin, on her maiden voyage from Caladon to Tarant. Two monoplanes, piloted by Half-Ogre bandits, close in on the craft and commence attack runs, succeeding in shooting it down. An old gnome who is a passenger aboard the Zephyr is now in his death throes under charred debris and tells the player to bring a silver ring to "the boy," and promptly dies. Being the only survivor of the crash, the main character is proclaimed as "The Living One," a holy reincarnate, by the only witness to the crash, Virgil. The story follows the player's path as he searches for the origin of the ring. Over the course of the game, the player uncovers more about the history of the continent, the motivation of the assassins who are trying to kill him, and the identity of the one threatening to end all life in the land. [17]

Arcanum is an example of a non-linear role-playing game. At various points throughout the game, players may take the story in different directions, sometimes permanently removing different paths of action. The game's central quest ultimately develops according to how players navigate its dichotomies, the most apparent being that of magic and technology. Many of the game's side quests allow for more than one solution depending on the player character's specializations and certain portions of the main quest can be solved more easily through dialogue than through combat. The game's magic/technology and good/evil alignments also influence what followers a character can attract throughout the game or how other NPCs will react to the player. [18]

The game is also notable for being possible to complete in everything from a completely pacifist to a completely violent way. The player can, technically, kill every person he meets and still complete the game, even the very first companion he meets at the start of the game - if the person was an important NPC with plot information to divulge, they will carry that information with them in the form of a journal or the like. [19] Likewise, the player is technically able to avoid combat altogether from start to finish, and can defeat even the final boss of the game without using violence (although this requires certain conditions to be fulfilled to be possible to do). Most players will of course fall somewhere between these two extremes, but the possibility is unusual for a role-playing game and also something that remains popular with fans. [20]


Arcanum's public beta testing commenced in September 2000. [21] It is the debut title of now-defunct development house Troika Games, which consisted of former Interplay Entertainment staff—most notably Tim Cain—responsible for 1997's critically acclaimed Fallout . On release, the game was found to be incompatible with some video cards, such as Voodoo2, and drivers such as nVidia's Detonator3. Furthermore, the game's copy protection software, SecuROM, caused system-component conflicts with particular brands of sound cards and CD-ROM drives. [22] Such bugs, as well as some gameplay bugs, were one of the game's biggest criticisms. [12] [23]

The latest official patch, was released in October 2001. [24] With the end of the official support several unofficial patches were produced by the game community to fix the many remaining problems and bugs. [25] [26] [27]


Arcanum's large, free-form world bears many similarities to Fallout with regards to the scarcity of towns, cities, or other locations of interest; however Arcanum's map is much larger and more diverse than Fallout's. The travel system has some similarities with The Elder Scrolls in that the world can be traveled across in-game (where occasionally the player runs into enemy groups), without the use of the world map, and that the game doesn't rush the player into pursuing the main quest. [28]

The game comes packaged with an editor, called WorldEdit, that allows players to create their own maps, campaigns, and NPCs. The program allows any game-world object to be input into existing and newly created environments via GUI menus. Editing can be done in either isometric or top-down views. Players have charge over the game's variables, such as the skill level required to pick a certain lock or the precise time that an electric light will turn on. Players are also able to create brand new objects via the scenery creator. [29]


In a 2000 interview with, Tim Cain announced plans for an Arcanum sequel, [30] but these plans would not come to pass—Troika Games filed for dissolution on September 30, 2005.

In September 2006, one of Arcanum's lead programmers and co-founder of Troika, Leonard Boyarsky, divulged that the studio had originally commenced work on a sequel, going by the working title of Journey to the Centre of Arcanum, which would use Valve's Source Engine. Development was curtailed by disputes between Sierra and Valve, resulting ultimately in the project being shelved. [31]


Composed by Ben Houge, Arcanum's soundtrack features an unusual instrumentation by avoiding the predominantly symphonic orchestration common to RPG soundtracks. Instead, it is scored almost entirely for string quartet. The songs follow the conventional RPG soundtrack format: short, impressionistic vignettes which are looped in-game, with each area using different tunes, and alternative songs for combat. The soundtrack was produced by Ben Houge and Jeff Pobst, with Leonid Keylin on first violin, Kathy Stern on second violin, Vincent Comer on viola, Susan Williams on cello, Evan Buehler on marimba, and Ben Houge on djembe, rainstick and synthesiser. [32] The game's soundtrack has been well received, and was listed amongst the 12 best video-game soundtracks of all time by Forbes in 2012. [33] The soundtrack was not commercially released but is available for free download. [34]



Writing for GameSpot, Desslock reported that Arcanum "sold very well" in the United States during its initial weeks, but "faded" from the charts afterward. [35] The game entered NPD Intelect's computer game sales rankings at #4 for the week ending August 25. [36] It fluctuated between positions four and five for another two weeks, [37] [38] before exiting the weekly charts in the September 9–15 period. [39] Arcanum was the United States' 11th-best-selling computer game for the month of September, [40] and totaled domestic sales of 69,522 units by the first week of November. [35] According to Chart-Track, Arcanum was also September's 10th-highest computer game seller in the United Kingdom. Remarking upon its chart position, Anthony Holden of PC Zone wrote that it was "good to see that a relatively minor RPG with solid gameplay values can shift a few units". [41]

Arcanum ultimately sold 234,000 copies and drew revenues of $8.8 million by February 2005. It was Troika Games' most commercially successful release by that date. The website GameDaily characterized its commercial performance as substandard, and as a contributing factor to the studio's closure in 2005. [42]

Critical reviews

Arcanum: Of Steamworks and Magick Obscura Reviews
Aggregate scores
GameRankings 78% [43]
Metacritic 81/100 [44]
Review scores
GameRevolution B- [23]
GameSpot 7.3 out of 10 [12]
GameSpy 89 out of 100 [45]
GameZone90 out of 100 [46]
IGN 8.7 out of 10 [47]
Next Generation Star full.svgStar full.svgStar full.svgStar full.svgStar empty.svg [48]
PC Gamer (US) 90 out of 100 [49]
RPGFan86 out of 100 [50]
IGN Editors' Choice
GameZoneEditors' Choice

Carla Hacker reviewed the PC version of the game for Next Generation , rating it four stars out of five, and stated that "An in-depth and engaging role-playing game that deviates from the traditional fantasy setting." [48]

Arcanum received "generally favorable" reviews from critics, according to the review aggregation website Metacritic. [44]

The game received two Editor's Choice Awards from IGN [47] and GameZone [46] with scores of 8.7 out of 10 and 90 out of 100, respectively. IGN stated that “the story is rich and complex,” [47] praising the character creation, open-ended game play, and size of the game world. [47] They also praised the game for its responsiveness to the player: “A well-adjusted Elf may get more information out of an aristocrat than a surly Half-Ogre, and the conversations you have will be completely different.” [47] IGN did, however, criticize its interface, calling it “[not] very intuitive, bordering on downright clunky” [47] and the in-game user interface “takes up over a third of the screen.” [47] Gamezone called it a RPG with “some extra bite,” [46] also praising the character creation and game play stating, “This one will be on your PC for months.” [46] Additionally, they praised the “incredible range of equipment that ranges from standard[s] such as swords and armor to rags and coal and empty cans.” [46]

I was pleasantly surprised that I could construct Molotov cocktail bombs from garbage. Insanely cool

Gamezone review [46]

The game also received praise from The Electric Playground , which awarded the game 9 out of 10 and calling it "the most diverse and open-ended RPG to date." [51] Game Revolution praised the game, particularly the character creation, stating, “Whomever you are, the world treats you accordingly.” [23] but also criticized the graphics. [23] Game Informer rated the game as 6.75 out of 10, [52] GamePro gave it 4 out of 5 [43] and Mygamer awarded the game 8 out of 10. [53]

GameSpot gave the game a rating of 7.3 out of 10, calling it a “captivating and immersive role-playing experience” [12] and praising the setting as a “great concept.” [12] Their review, however, was adverse on the claim of lackluster graphics, and unintuitive interface as the main criticisms: “There’s nothing flattering about the dated, washed-out, low-resolution graphics.” [12]

The editors of Computer Games Magazine named Arcanum the best role-playing game of 2001—tied with Wizardry 8 —and presented it with their "Best Writing" award. They called Arcanum a "phenomenally well-written" title with an "incredibly creative" setting. [54] It also won PC Gamer US 's, RPG Vault's, The Electric Playground 's and IGN's 2001 "Role-Playing Game of the Year" prizes, [55] [56] [57] [58] and was nominated in GameSpy's "PC RPG Game of the Year" and GameSpot's "Best Single-Player Role-Playing Game" and "Best Story" categories. [59] [60] PC Gamer's editors wrote, "Arcanum greatly exceeded our expectations, optimizing everything we hold dear about roleplaying on the computer." [57]

Related Research Articles

A role-playing video game is a video game genre where the player controls the actions of a character immersed in some well-defined world. Many role-playing video games have origins in tabletop role-playing games and use much of the same terminology, settings and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences.

Chris Jones is a video game programmer and co-founder and chief technology officer of Obsidian Entertainment.

<i>Gothic</i> (video game) 2001 video game

Gothic is a fantasy-themed single-player action role-playing video game for Microsoft Windows developed by the German company Piranha Bytes.

Troika Games video game developer

Troika Games was an American video game developer co-founded by Jason Anderson, Tim Cain and Leonard Boyarsky. The company was focused on role-playing video games between 1998 and 2005, best known for Arcanum: Of Steamworks and Magick Obscura and Vampire: The Masquerade – Bloodlines.

<i>Baldurs Gate II: Throne of Bhaal</i> Expansion pack

Baldur's Gate II: Throne of Bhaal is an expansion pack for the role-playing video game Baldur's Gate II: Shadows of Amn. It adds a multi-level dungeon called Watcher's Keep to the game and completes the main plot. There are several new weapons, a higher level cap, a further refined Infinity graphics engine, and new class-related features and magical skills. The novelization of the game was written by Drew Karpyshyn and released in September 2001.

<i>Vampire: The Masquerade – Bloodlines</i> 2004 action role-playing video game

Vampire: The Masquerade – Bloodlines is a 2004 action role-playing video game developed by Troika Games and published by Activision for Microsoft Windows. Set in White Wolf Publishing's World of Darkness, the game is based on White Wolf's role-playing game Vampire: The Masquerade and follows a human who is killed and revived as a fledgling vampire. The game depicts the fledgling's journey through the early 21st-century Los Angeles to uncover the truth behind a recently discovered relic that heralds the end of all vampires.

Atlantis (role-playing game) tabletop role-playing game

The Arcanum is a fantasy role-playing game (RPG) originally published by Bard Games, set in the ancient world before Atlantis sank.

<i>Divine Divinity</i> 2002 video game

Divine Divinity is an action role-playing game developed by Larian Studios and published by cdv Software Entertainment for Microsoft Windows, which was released in September 2002. It has three sequels, Beyond Divinity, Divinity II, and Divinity: Original Sin II. It also has a prequel, Divinity: Original Sin, and a spin-off, Divinity: Dragon Commander.

<i>The Temple of Elemental Evil</i> (video game) video game

The Temple of Elemental Evil is a 2003 role-playing video game by Troika Games. It is a remake of the classic Dungeons & Dragons adventure The Temple of Elemental Evil using the 3.5 edition rules. This is the only video game to take place in the Greyhawk campaign setting, and the first video game to implement the 3.5 edition rule set. The game was published by Atari, who then held the interactive rights of the Dungeons & Dragons franchise.

<i>Wizardry 8</i> 2001 video game

Wizardry 8 is the eighth and final title in the Wizardry series of role-playing video games by Sir-Tech Canada. It is the third in the Dark Savant trilogy, which includes Wizardry VI: Bane of the Cosmic Forge and Wizardry VII: Crusaders of the Dark Savant. It was published in 2001 by Sir-Tech, and re-released by Night Dive Studios on and Steam in 2013.

Leonard Boyarsky American computer games designer and visual artist

Leonard Boyarsky is an American computer game designer and visual artist. He is one of the key designers of the video games Fallout and Diablo III.

<i>Throne of Darkness</i> 2001 video game

Throne of Darkness is a Japanese-themed action role-playing game released in 2001 by Sierra On-Line, a subsidiary of Vivendi Universal Interactive Publishing. Players control up to four different samurai at a time. The game has three separate multiplayer modes which support up to 35 players.

Tim Cain American video game developer

Tim Cain is an American video game developer best known as the creator, producer, lead programmer and one of the main designers of the 1997 computer game Fallout. In 2009 he was chosen by IGN as one of the top 100 game creators of all time.

Jason D. Anderson American video game developer

Jason D. Anderson, usually credited as Jason Anderson, is a video game developer. He started out as a contract artist for Interplay on the USCF Chess project. He was later hired to work on Fallout for which he became Lead Technical Artist, working on the original game design, interface, and quests. After working on the prototype design for Fallout 2, Anderson left with fellow developers Timothy Cain and Leonard Boyarsky to found Troika Games. After Troika Games collapsed, Anderson left the game industry for a short time to sell real estate.

Ben Houge is an internationally active American composer and audio designer. He has worked on many projects, including composing music and designing audio for video games since 1996. He contributed to popular titles during his seven years of association with Sierra On-Line including developing audio for the Half-Life series and Arcanum: Of Steamworks and Magick Obscura. In 2003, Houge left Sierra to work as a freelance audio designer and later joined the video game corporation Ubisoft. Much of his work employs computers to make decisions and generate sound, and he has incorporated ideas from his experience in digital media into compositions for live performance. He received his Bachelor of Arts degree (B.A.) in Music Theory from St. Olaf College and his Master of Music degree (M.M.) from the University of Washington and is currently an assistant professor at Berklee College of Music.

<i>Evil Islands: Curse of the Lost Soul</i> 2001 video game

Evil Islands: Curse of the Lost Soul, or simply Evil Islands, is a PC game by Nival Interactive that combines role-playing, stealth, and real-time strategy. Evil Islands introduces a new interface and full 3D graphics.

In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based.

<i>Sacred 2: Fallen Angel</i> 2008 video game

Sacred 2: Fallen Angel is an action role-playing game. It is the second in the Sacred video game series. It is a prequel which takes place 2,000 years before the events of Sacred. Like its predecessor, the game takes place in a fantasy setting. A new game engine allows the game to be rendered in perspective correct 3D, while retaining the viewpoint found in older isometric games. Video game designer Bob Bates was involved in its production. Power metal band Blind Guardian wrote the song "Sacred Worlds" as the theme for the game and also make an appearance as characters.

<i>Might & Magic: Clash of Heroes</i> 2009 video game

Might & Magic: Clash of Heroes is a puzzle role-playing adventure video game in the Might and Magic franchise, developed for the Nintendo DS by Capybara Games and published by Ubisoft. It was first announced in May 2009, and released on December 1, 2009. In 2011, a downloadable high definition version was developed for the PlayStation 3, Xbox 360 and Microsoft Windows. Android and iOS ports were developed in 2013.

Western role-playing video games are role-playing video games developed in the Western world, including The Americas and Europe. They originated on mainframe university computer systems in the 1970s, were later popularized by titles such as Ultima and Wizardry in the early- to mid-1980s, and continue to be produced for modern home computer and video game console systems. The genre's "Golden Age" occurred in the mid- to late-1980s, and its popularity suffered a downturn in the mid-1990s as developers struggled to keep up with hardware changes and increasing development costs. A later series of isometric role-playing games, published by Interplay Productions and Blizzard Entertainment, was developed over a longer time period and set new standards of production quality.


  1. Zovni; Unicorn B. Lynx; Jeanne (2001-08-21). "Game Credits for Arcanum: Of Steamworks & Magick Obscura" . Retrieved 2006-10-16.
  2. Tumeo, Antonino (2000-04-23). "Interview to Tim Cain". Archived from the original on October 29, 2008. Retrieved 2009-07-06.
  3. Walker, Trey (2001-09-06). "Arcanum debuts at number four". GameSpot . Retrieved 2009-07-06.
  4. Kasavin, Greg (2001-08-21). "Arcanum Review". GameSpot. Retrieved 2009-07-11.
  5. Staff (2008-02-03). "Point & Counterpoint 8: Best Overlooked RPG Arcanum". CaffeinePowered. Retrieved 2009-07-11.
  6. Parker, Sam (2000-05-17). "Arcanum: Of Steamworks & Magick Obscura Review". GameSpot. Retrieved 2009-07-11.
  7. Metzler, Steve (2002-12-01). "Arcanum: Of Steamworks & Magick Obscura Review". Steve Metzler. Retrieved 2009-07-11.
  8. Gestalt (2001-02-18). "Arcanum: Of Steamworks & Magick Obscura Preview". Eurogamer . Retrieved 2009-07-11.
  9. Seamann, Simon (2001-08-24). "Arcanum Review". RPGamer. Archived from the original on 13 June 2009. Retrieved 2009-07-11.
  10. "Vormantown Module, page 1 - Forum -". Retrieved 2016-07-20.
  11. 1 2 "The World of Arcanum". Retrieved 2009-07-03.
  12. 1 2 3 4 5 6 "GameSpot review of Arcanum". Retrieved 2009-07-02.
  13. "Arcanum Uber-Faq". Retrieved 2009-07-03.
  14. "Arcanum Uber-Faq". Retrieved 2009-07-03.
  15. "Arcanum Uber-Faq". Retrieved 2009-07-03.
  16. "Arcanum Uber-Faq". Retrieved 2009-07-03.
  17. Allen, Christopher (2001-08-22). "Arcanum: Of Steamworks & Magick Obscura Review". Allgame . Retrieved 2009-07-12.
  18. Chimpan-A (2001-08-21). "Arcanum of Steamworks & Magic Obscura review by Sierra". Game Monkey Press. Retrieved 2009-07-12.
  21. "Dimensions of Arcanum - Game Beta Testing". Dimensions of Arcanum. Archived from the original on 22 October 2006. Retrieved 2006-09-28.
  22. "Dimensions of Arcanum - General Game FAQ". Dimensions of Arcanum. Archived from the original on 22 October 2006. Retrieved 2006-10-04.
  23. 1 2 3 4 "Arcanum of Steamworks & Magic Obscura review by Game Revolution". Retrieved 2009-07-02.
  24. Neuer Arcanum-Patch by Alexander Beck on (02.11.2001, German)
  25. Arcanum v080708 Final Unofficial Patch
  26. "Unofficial Arcanum Patch v091225 Released". 2009-12-27. Retrieved 2011-01-10.
  27. Sines, Shawn (2008-04-20). "Unofficial Arcanum Patch Available". GameFront . Archived from the original on 2012-01-14. Retrieved 2016-08-19.
  28. IGN Staff (2000-06-08). "Elder Scrolls III: Morrowind Interview". IGN. Archived from the original on 8 June 2007. Retrieved 2007-05-14.
  29. "Arcanum: Behind the Scenes, pt. 5 -". Retrieved 2009-07-02.
  30. " Interview to Tim Cain - Intervista". Archived from the original on 2004-03-25. Retrieved 2006-10-06.
  31. "Terra Arcanum". Journey to the Centre of Arcanum. Archived from the original on 15 October 2006. Retrieved 2006-10-18.
  32. "Arcanum Soundtrack credits". Retrieved 2009-07-03.
  33. Kain, Erik (2012-09-08). "The Top 12 Video Game Soundtracks Of All Time". Retrieved 2014-01-28.
  34. "Ben Houge, Arcanum Soundtrack". 2001-09-19. Retrieved 2009-10-19.
  35. 1 2 Desslock (November 23, 2001). "Desslock's Ramblings - Wizardry 8 Arrives, Kinda; RPG Sales Stats Updated". GameSpot . Archived from the original on November 24, 2001.
  36. Walker, Trey (September 6, 2001). "Arcanum debuts at number four". GameSpot . Archived from the original on November 18, 2001. Retrieved May 25, 2019.
  37. Walker, Trey (September 21, 2001). "Diablo II rules August". GameSpot . Archived from the original on February 10, 2002. Retrieved May 25, 2019.
  38. Walker, Trey (September 12, 2001). "The Sims reclaims the lead". GameSpot . Archived from the original on February 3, 2002. Retrieved May 25, 2019.
  39. Walker, Trey (September 27, 2001). "Operation Flashpoint takes the lead". GameSpot . Archived from the original on February 3, 2002. Retrieved May 25, 2019.
  40. Walker, Trey (October 25, 2001). "Camelot takes the lead". GameSpot . Archived from the original on December 11, 2001. Retrieved May 25, 2019.
  41. Holden, Anthony (November 2001). "The ChartTrack Top 10". PC Zone (108): 23.
  42. Staff (February 25, 2005). "Troika Games Officially Closed". GameDaily . Archived from the original on April 5, 2005.
  43. 1 2 GameRankings Staff (2001-08-22). "GameRankings: Arcanum: Of Steamworks and Magick Obscura". GameRankings. Retrieved 2009-07-06.
  44. 1 2 Metacritic Staff (2001-08-21). "Metacritic: Arcanum: Of Steamworks and Magick Obscura". Metacritic . Retrieved 2009-07-06.
  45. "Arcanum of Steamworks & Magic Obscura review by Gamespy". Retrieved 2009-07-02.
  46. 1 2 3 4 5 6 Rgerbino (2001-08-30). "Arcanum: Of Steamworks and Magick Obscura Review". Gamezone. Archived from the original on 2009-04-23. Retrieved 2009-07-06.
  47. 1 2 3 4 5 6 7 IGN Staff (2001-08-24). "Arcanum: Of Steamworks and Magick Obscura". IGN . Retrieved 2009-07-06.
  48. 1 2 Hacker, Carla (October 2001). "Finals". Next Generation . Vol. 4 no. 10. Imagine Media. p. 82.
  49. Staff (2001-08-22). "Arcanum: Of Steamworks and Magick Obscura Reviews". GameRankings . Retrieved 2009-07-06.
  50. Cavner, Brian. "Arcanum review by RPGFan". Retrieved 2009-07-02.
  51. Jason (2001-08-24). "Arcanum: Of Steamworks and Magick Obscura Review". Greedy Productions Ltd. Retrieved 2009-07-06.
  52. "Arcanum: Of Steamworks and Magick Obscura Reviews and Articles for PC". GameRankings. Retrieved 11 December 2013.
  53. "Arcanum review at". Retrieved 2009-07-02.
  54. Staff (March 2002). "11th Annual Computer Games Awards". Computer Games Magazine (136): 50–56.
  55. Staff. "Blister Awards 2001". The Electric Playground . Archived from the original on October 13, 2003. Retrieved May 25, 2019.
  56. Staff (January 14, 2002). "2001 PC Game of the Year Awards". IGN . Archived from the original on February 22, 2002. Retrieved May 25, 2019.
  57. 1 2 "The Eighth Annual PC Gamer Awards". PC Gamer US . 9 (3): 32, 33, 36, 36, 37, 40, 42. March 2002.
  58. Staff (January 18, 2002). "The RPG Vault Awards 2001". RPG Vault . Archived from the original on October 6, 2007. Retrieved May 25, 2019.
  59. "Welcome to the GameSpy 2001 Game of the Year Awards!". GameSpy . Archived from the original on February 6, 2009. Retrieved May 25, 2019.
  60. GameSpot PC Staff. "GameSpot's Best and Worst PC Games of 2001". GameSpot . Archived from the original on February 4, 2002.