The Living One
You were one of the passengers aboard the airship IFS Zephyr when it was shot down by Molochean Hand ogres. Amidst the wreckage, you encounter a dying gnome who gives you a strange ring and implores you to "find the boy". Not long after, you learn that you are in fact the reincarnation of the Panarii hero, Nasrudin. So begins a journey that will soon determine the fate of all Arcanum...
- Actual Pacifist: One of the hardest self-imposed challenges the game has to offer, but definitely possible. There's enough ways to escape battle or incapacitate enemies without maiming or killing them for the protagonist to be played as such.
- Bad Powers, Good People: You can be this as a mage, as Black Necromancy, Mind Rape and demon summoning is considered neutral in this game.
- Badass Bookworm: You can be this by choosing the corresponding background.
- Badass in a Nice Suit: This is the default look for male characters at the beginning of the game.
- Badass Normal: If one hasn't made any investment in magic or the technological skills that opens up possibilities for making stuff, and opts instead to maximize stats and combat skills.
- The Butcher: If the Living One completes the Dark Elves' quest to massacre Stillwater (or does it on his own will), he will be known as the Butcher of Stillwater.
- Came Back Strong: If you bring offerings to the Ancient Gods in the correct order and come to Vendigroth to gain blessing from Velorien, the All-Father, he will bring the Living One back to life after they offer themselves on their altar (unless the character has too much technological aptitude for the spell to take effect) and increases their stats greatly.
- The Chosen One: Or so does the prophecy regarding Nasrudin's reincarnation imply.
- The Corrupter: Virgil's alignment is dependent on your own, so when you do evil deeds and involve Virgil into it, he becomes as evil as you are. As the culmination of your evil influence, if you together commit a genocide in Stillwater by the orders of M'in Gorad, he will abandon everything that Joachim teached him and turn against his former master when you meet him in Caladon.
- Dark Is Not Evil: You can be this with use of Black Necromancy.
- Deadpan Snarker: Can be played as one, as there is always option in dialogue for those, especially when meeting specific stat or skill requirement to unlock such option.
- Godhood Seeker: You may become this at the end of the patched game if you sides with Kerghan until the very last moment and then declare godhood when he demands to know the reason for the betrayal.
- Guile Hero: With high enough Persuasion skill it's possible to talk your way through all quests and entire main plot, not having to fight even once.
- Moral Event Horizon: Invoked and enforced in the "Sold Your Soul" background trait. You receive a 20% bonus to your Magic affinity, but you start with -20 Alignment and you can't go higher than that.
- Multiple-Choice Past: You can give yourself a more general background, or pick from several pre-made characters who all have more detailed backstories.
- Non-Specifically Foreign: On several occasions you may declare yourself a visitor from another continent, but that's about the most specific you get.
- Omnicidal Maniac: The Bad End option, just like siding with the bad guys in general, require to kill copious amount of innocent people who did absolutely nothing to earn their fate. You are killing them because.
- Physical God: Arguably after completing the ancient gods quest. Youll receive massive boosts of heath, fatigue and several skills and attributes.
- Right Man in the Wrong Place: You start as nobody who by pure luck survived a zeppelin crash. You end up reshaping the political map, pulling rightful kings back onto their thrones, establishing alliances between world powers and cleaning cities from bandits and monsters. Or intentionally screwing that all up beyound repair. And, ultimately, either saving the world or extinguishing all life.
- Science Hero: To allow for this is pretty much intrinsic to the idea behind this game.
- Schrödinger's Player Character: In a sense. At the start, you will find the dead bodies all of the preset characters that you did not pick (and if you made your own, all of them will be dead).
- Sole Survivor: Of the zeppelin crash. Carried to the extreme in the evil ending, where you are left the only living thing in the entire world (including microbes and all), although certainly not for long.
- Technical Pacifist: If you opt to let your allies do the fighting for you.
- The Unchosen One: As Pelojian points out, it doesn't actually matter whether you're The Chosen One or not; you've taken on the role of the hero and you're playing the part.
- Warrior Poet: You can become knowledgable in dwarven and elven philosophy, and the Cold-Blooded Dream of the Bedokaan through the course of the game, while still administering beatdowns to whoever dares stand in your way.
Premade Player Characters
A Troublemaker halfling, who was on way to join military academy against his own will.
- The Archer: Starts with minor archery bonus.
- Gadgeteer Genius: He learns mechanic discipline up to engineer degree.
- Trap Master: Part of his background and also starts with proper skill.
A wealthy gnome merchant's son, Godfrey was sent abroad on a learning journey.
- Arms Dealer: His family's business is based on this, and his selected skills seem to be along the lines of him following in their footsteps.
- Do You Want to Haggle?: Due to his eloquent nature, he starts with haggle bonus.
- Guile Hero: Intelligent, eloquent, persuasive and with a knack for haggle.
- The Gunslinger: What he aspires to be, and eventually becomes. Bonus points for crafting his own guns.
- Magnetic Hero: Eventually Godfrey will have from five to six companions, due to high charisma score.
A half-elven thief, Horace grew up an orphan. The money he stole he used to buy airship tickets.
A tough half-ogre raised among ogres, he's working aboard the airship to pay his way.
A daydreamer, D'ren left his hunter father behind in order to look for adventure.
A scion of an evil clan of necromancers, Doone left his kin behind after an ugly family dispute.
- Badass Bookworm: Highly-educated in black magic and will kill you with the use of those skills.
- Death by Childbirth: His mother suffered this giving birth to him.
- Evil Sorcerer: His spell selection and backstory give him this theme, but his actual alignment depends on Player.
- Last of His Kind: Played with. A number of his family are still alive, but they were all horribly crippled or maimed. He's the only one who was able to walk away...literally.
- The Minion Master: Eventually, Solomon will be powerful enough to summon hordes of fearsome monsters.
- Necromancer: His entire family is made of them, and Solomon is no exception.
A poor half-orc who lucked into winning in an underground fighting ring. He used the money to go to Tarant.
- Acquired Poison Immunity: Due to his high constitution score
- Bow and Sword, in Accord: His other fighting specialty.
- Do You Want to Haggle?: It allows Merik to buy things without price increase for being half-orc.
- Good Old Fisticuffs: His fighting specialty.
- Lightning Bruiser: He was an amateur boxer after all.
- One-Man Army: He's forced to be this for most of story due to low charisma.
The son of a dwarven miner, Ludgard preferred tinkering with advanced machines. He's traveling to go study at Tarant University.
- Why Couldn't You Be Different?: Subverted. While his father disapproved of his son's tinkering (valuing manual labor himself), he ultimately let Ludgard follow his own path and arranged for him to attend the university.
Daughter of a noble family since fallen into disgrace, Victoria craves adventure above all else.
An elven noblewoman, fulfilling her duty by going out into the world and finding out what is happening.
A half-orc woman who hid her orc blood in order to apprentice herself to an apothecary, she was kicked out when the truth was found out.
- Badass Bookworm: Has science degree in herbology, chemistry and therapeutics, can still fight various monsters and assassins you'll meet during journey.
- Healing Herb: Starts already knowing basis of Herbology
- Persona Non Grata: Due to being a half-orc (although the fact that she hid it by passing as full human also may be part of it).
- Playing with Syringes: Her Therapeutics skills, which involves brewing all sorts of infusions and contotions and then administrating them.
- Science Hero: Starts with medical skills and knowledge, with higher than usual Intelligence score for her race.
- Super Serum: The combined effects of various potions she can make has this effect.
A half-elven daughter of a human politician and an elven sorceress, she set out for Tarant on her own.
- Human Mom Non Human Dad: Inverted, her mother was the elf.
- Master of None: Due to starting with skill points in both magic and technology, she will never achieve the maximum power of either.
- Meaningful Name: "Melange" is derived from a French word meaning "mixture". It's doubly fitting for a half-elf who seeks to blend magic and technology together.
- The Medic: Her default skill selection is mainly about having healing for every situation, be it magical or technological.
A young initiate of the Panarii religion, and your first party member. He's the one who tells you about Nasrudin's prophecy and your role in it. Although kind and loyal, there may be more to his past then he's willing to tell...
- Accidental Misnaming: A dumb PC constantly can't get his name right, to the point that this becomes a Running Gag when you ask him what to do next.
- The Anti-Nihilist: If brought to Kerghan after returning from the dead, he'll agree with Kerghan that yes, the afterlife is peace and comfort and that life is suffering, but he still believes that life is worth living.
- The Atoner: He made "friends" with a really bad lot, was a thief and a gambler. This eventually led to his brother being killed. Virgil joined Panarii religion and ever since tries to atone for his sins and death of own brother.
- Back from the Dead: At certain point he will leave the party to sort his own personal business. When searching for him, he player will find his dead body, killed by group of thugs he was "dealing with". There is always nearby spell and technological means to bring him back.
- Badass Bookworm: Both trained with melee skills and White Necromancy.
- Boring, but Practical: At least as far as game mechanics are concerned, since he's a colourful character with tonnes of unique dialogues and interesting story on his own. But stat-wise, he's a so-so melee fighter with healer capabilities. While he never truly shines in any discipline, he also never gets fully obsolete as a follower, even when the Living One is a technologist immune to Virgil's healing magic.
- Came Back Strong: Not his physical body, but his mind and spirit became much stronger. Also, he gained the ability to resurrect dead.
- Came Back Wrong: In earlier versions, after his ressurection in the Caladon tavern, Virgil, irregardless of his previous experience, gets the 25th level and loses all items you gave to him.
- Crutch Character: Starts with healing spell and basic combat proficiency. Without his help it is almost guaranteed to die while rummaging through the wreckage of the IFS Zephyr, not to mention trying to get out of Shrouded Hills.
- Combat Medic: He is a decent fighter and and can support your party with his Healing Hands.
- Covert Pervert: He's quite enthusiastic about checking out the "festivities" in the town of Stillwater.
- Dark and Troubled Past: He has some questionable past, but he would rather not prefer to talk about it with you. He used to be a thief that ran up a huge debt to the local mafia, who eventually decided they'd forget about the debt...after they killed his brother.
- FaceHeel Turn: If you go the evil path, he'll accept his villanious side and completely abandon Elder Joachim's teachings.
- Healer Signs On Early: He's the first person you'll speak to after the game begins, and has a basic healing spell that will make the game much easier for anyone not playing a heavily tech-aligned character.
- Jack-of-All-Stats: Decent in combat despite his relatively low strength, learns a few magic spells and also becomes decent at picking locks (though other lockpicking characters like Sebastian and Vollinger will eventually surpass him).
- Jerkass: Before he found religion and even moreso if the main character takes the evil path.
- The Lancer: He is the very first party member you can get and joins literally within first 5 seconds of the game. Due to his build he is a viable follower till the very end of the game and one of the least problematic ones.
- Magic Knight: Both trained with melee skills and White Necromancy.
- Necromancer: Starts the game with a basic healing spell from the white necromancy college, and learns more healing spells as he grows in power. Once he reaches a high enough level he will branch out into black necromancy as well.
- The Paladin: A religious Magic Knight specializing in combat and healing. However, his magic itself isn't divine and there's nothing forcing him to be good, because Nasrudin isn't really a god.
- Shout-Out: As Virgil is your follower in the mysterious world of Arcanum, poet Creator/Virgil was the guide to the protagonist of The Divine Comedy in the Hell and the Purgatory.
- Surrounded by Idiots: Just one idiot in case of dumb PC, but that's more than enough, though Virgil will sincerely try (and comically fail) to cover his irritation.
- That Man Is Dead: A bit literal variation. After his resurrection, he is calm and enlightened. He claims that he met his brother on the other side, and was able to free himself from his past, to leave the man he used to be behind.
- Took a Level in Kindness: After he was converted to the Panarii religion, he abandoned his... questionable ways of life. After the ressurection in Caladon, he becomes much softer and kinder in his manners.
- Took a Level in Jerkass: If you commit a massacre of Stillwater on the quest of M'in Gorad, he'll be more rude and uncaring.
- Undying Loyalty: As he himself proclaims, he'll be with you till the very end. In game, it's manifested in his alignment, which is directly dependent on those of the Living One. He, however, attacks you if you decide to join Kerghan in the end.
Sogg Mead Mug
- The Alcoholic: Fortunately, a fully functional and jolly one. Or it's just the amount of alcohol it takes to knock this guy down.
- The Big Guy: A half-ogre that has no qualms about joining the party, just by promising him some good fun and fights.
- Drunken Master: He's one step from outright alcoholism, being drunk half of the time.
- Gentle Giant: Very polite and soft-spoken, especially for someone who's permanently drunk.
- Lightning Bruiser: Since he's a half ogre and a dedicated melee fighter, he quickly ranks up Dexterity, Strength and Constitution to maximum.
- Walking the Earth: This guy has been drinking in every single bar in Arcanum. Although he can't tell much about the towns around them...
- Badass Bookworm: She's perfectly capable of standing her ground in combat, while in the same time being highly-trained physician.
- Half-Human Hybrid: She's a half-elf. Not that it's rare in this world, but almost all of your followers are pureblood.
- Healing Herb: Her build focus first and foremost on improving both Herbology discipline and Healing skill.
- Healer Signs On Early: Playing a technologist and can't benefit from Virgil's healing spells? You can travel to Durnholme as soon as you've finished business in Shrouded Hills and recruit Jayna instead.
- The Medic: The only technological one from all followers, as she learns both Healing skill and Herbology discpiline.
- Playing with Syringes: A heroic example once she starts indulging in Theurapevtics.
- Science Hero: She dedicated her life to study of medicine to improve the life of people around her.
- Square Race, Round Class: Downplayed: as a half-elf, she has natural affinity to magick but still takes interest in technology. Also justified: her parents succumbed to the plague because magickal cures were ineffective, and she decided to become a tech-doctor.
- Squee!: Try talking to her about the area while in Tarant.
- Sweet Tooth: She likes sweet cakes.
Magnus Shale Fist
A (relatively) young dwarf from Caladon, bent on finding his lost clan. His quest leads him to one particular jewelry trader, where player can meet him and get him join.
- Awesome Mc Coolname: Subverted in that the name points to Magnus's ignorance of dwarven philosophy.
- Awesome Moment of Crowning: His lost clan turns out to be the legendary Iron Clan. He restores it and is proclaimed chief. And later, if Loghaire doesn't return, even the king of all dwarves.
- Berserk Button:
- "NEVER ask a Dwarf the name of his Clan!" Because he doesn't actually know what it is. Shalefist is apparently just his last name made to sound dwarfy.
- Also, if you want to keep good relations with him, don't take his bracelet or his Almanac.
- The Blacksmith: He learns Smithy discipline and he can craft some (rather useful) weapons and gear for you.
- But I Read a Book About It: Magnus tries to behave as "true" dwarves do... well, at least as "Roan's Almanac of All Things Dwarven", which was written by a human, says they do.
- Do Not Call Me "Paul": There are hints that Magnus' real name is Malcolm Schulefest, but he will rather cut his beard than admit it.
- Gadgeteer Genius: Can build devices from the mechanical college.
- The Good King: If he finds the Iron Clan, he will restore and become the king of the restored clan. If Loghaire doesn't return, he will become the king of Dwarves, and his rule will be known as the Golden Age.
- Have I Mentioned I Am a Dwarf Today?: He is very boastful about his Dwarven origin, mostly because he's overcompensating due to not knowing anything about his roots.
- Hero of Another Story: When you first meet him, he is on his own quest much like your own. Because your searches happened to lead you to the same place, you decide to join up together.
- Jerk with a Heart of Gold: He is arrogant to the comical extent, but he sincerly wants to discover his roots and is otherwise kind-hearted.
- Meaningful Name: His "clan name" is demonstrative of his own ignorance in the Dwarven culture. The Dwarven philosophy rests on the principles of "Stone" and "Shape." Under that philosophy, Shale and Fist are incompatible (you wouldn't want your fists to be made out of shale, compared to other rocks/minerals).
- Orphan's Plot Trinket: His dwarven gauntlets, which is the only thing that was left to Magnus from his ancestral clan.
"The world's smartest orc", who lives in a museum in Tarant, amusing people with his kindergarten-level intelligence.
- Arbitrary Equipment Restriction: He can't wear any other armour than barbarian one. It's hand-waved in-story, as he wants to keep the masquerade going to save any further disgrace to his family. After all, he's an orc, but managing his gear can be a hassle.
- Artifact Alias: Even though his real name is Garfield Thelonius Remmington III, and tricking him into revealing this is a necessary stage of recruiting him, the Living One continues to call him "Gar" for the rest of the game.
- Blessed with Suck: Has orcish strength and vitality, but also the appearance. In the world where Fantastic Racism flourishes.
- Cultured Badass: He comes from a high class family and received all the proper education any wealthy gentleman could get.
- Genius Bruiser: By orcish standards. And still above-average by human standards.
- Guttural Growler: Has a raspy, growling voice.
- Hiding Your Heritage: He deliberately plays up the lie that he's a full-blooded orc rather than a human to protect his family from prejudice, and because the freak-show act he puts on needs people to believe he's an orc to be convincing.
- Hulk Speak: Until you goad him into blowing his cover... or are just dumb enough that he doesn't bother to pretend.
- Human All Along: Despite that he is completely indistinguishable from orc, he is a full-blooded human.
- Indentured Servitude: Considers himself an indentured servant of Parnell, who saved his family from poverty in exchange for having Gar work as an "exhibit" in his museum.
- Interface Spoiler: Moving the cursor over him reveals the crossed pistols icon of a human character in the status window.
- Living Museum Exhibit: He works as a "freak-show" exhibit in Parnell's museum of oddities when the Living One first meets him.
- Noble Bigot: He is very bigoted against actual orcs. Considering his appereance, it is not hard to see why.
- Obfuscating Stupidity: The entire act of the "smartest orc" is based on the fact he's in fact a quite intelligent human with a looks of an orc
- People Zoo: Gar essentialy acts as a living orcish exhibit, which isn't considered very disturbing by the prejudiced Tarantian society. However, exhibition of a sentient human, as the Living One points out to Parnell, would make a great newspaper story.
- Quintessential British Gentleman: With a Spot of Tea, somewhat stiffish attitude and coming from a wealthy family, even though he has absolutely inappropriate looks for a nobleman.
- Serious Business: He will take it almost as a personal insult if you suggest that green tea is better than black tea. He won't even spare eloquent phrases in attempts to prove you otherwise, blowing his cover as a stupid orc.
- Spot of Tea: Gar likes Earl Grey, as it is the tea of smart people. He is quite Serious Business about it too, considering he'll blow his cover if you (shock and horror) try to convince him that green tea is better.
- Arbitrary Headcount Limit: Subverted. Like Jormund, he'll join you regardless of current amount of your followers due to a bug in his dialog script.
- Badass Preacher: Not just some low-ranking preacher, but the head of a church.
- Blow You Away: Besides the White Necromancy, he specializes in the Air school.
- Chaste Hero: One of the interpretations why he's one of few characters not affected by Beauty score.
- Combat Medic: Just like Virgil, but Dante is much more competent in the combat part.
- Drowning My Sorrows: He's busy getting drunk when you meet him for the first time, trying to get over being banished from Dernholm.
- Healing Hands: Knows White Necromancy and it's the first magic school he masters.
- Magic Knight: Knows few schools of magic and is a very apt melee fighter.
- My Country, Right or Wrong: He's still loyal to Cumbria. Even if he's not welcomed there anymore.
- Noble Bigot: Hates orcs and will make a satisfied remark each time an orc is killed.
- Simple, yet Awesome: Dante is a highly competent melee fighter (eventually reaching 20 Strength for that sweet, sweet damage bonus), while also proficient user of three magic schools: White Necromancy for all sort of healing and Force and Air with mid-tier combat spells. On top of that, he doesn't take a follower slotnote . All while being an easily missable old guy in a bar.
- Shock and Awe: He's programmed to extensively use lighting bolt spell.
- Shout-Out: Along with Virgil, to The Divine Comedy.
- Arbitrary Headcount Limit: Unlike Dante or Jormund, who are simply bugged, the dog was always intended as not counting to the party limit to further emphasis his loyalty to player's character.
- Character Tic: His periodical howling.
- Charles Atlas Superpower: Dog can tear wooden chests, metal doors, stone golems and fire elementals to pieces in couple of bites. To put this in perspective, he outdamages a human character wielding an electric sword with a strength of 20 (maximum for humans) before he becomes a melee master.
- Crippling Overspecialization: Mutt bites things to death. Very well. But that's it. No magic, no technology, no support skills, no ranged attack, no dialogue, no associated quest, no item use, no inventory.
- Cutscene Incompetence: When you first see this lightning fast killing machine, he has been kicked unconscious by a weak civilian with absolutely no combat skills. He was evidently very hungry, but if anything that should have made him more determined unless he was near-death.
- Epic Fail: Due to game mechanics, Dog critically failing an attack results in him biting his own head off.
- Glass Cannon: At low levels.
- Good Counterpart: The dog is visually identical to the most vicious canine enemies in the game, Brute Fangs.
- Heroic Dog: The most trusting companion capable of defending his master or mistress from all sorts of dangers. He also happens to be a dog.
- Lightning Bruiser: Eventually.
- Non-Human Sidekick: His prowess actually comes from this. Since he isn't human, his "natural weapon" is much faster and more damaging than fists, and he's got no ways to invest skillpoints beside stats and fighting, meaning he gets to max STR and DEX (huge damage and action point bonuses) very quickly, becoming a real terror.
- He's probably another shout-out to the Fallout series, which has a habit of including killer canine companions.
- Interestingly enough, the appearance of the Dog in the game was based on the dog from Mad Max 2: The Road Warrior (compare with the portrait above◊), which, in its turn, was the inspiration of Fallout's Dogmeat.
- Undying Loyalty: He won't leave or attack even if he hates you - he's the dog, after all. Although, if he hates you and you tell him to wait, you'll be unable to get him back - he'll just growl at you then.
A necromancer who has travelled to Ashbury in order to study the large number of zombies that have begun rising in the cemetery. He will hire the PC to investigate the mausoleums to determine what is animating the zombies, and can be convinced to become a party member if the PC is evil or persuasive enough.
- Deadpan Snarker: Hes an evil aligned British talking fellow, so this is a given. Snarking back at him is a good way of gaining reputation with him during your introduction.
- Even Evil Has Standards: He will turn on you, should you side with Kerghan.
- Evil Brit: He's got the accent, but he sounds more snobby than outright evil.
- Evil Versus Oblivion: Even though Geoffrey agrees with Kerghan's point of view, he turns on him and will attack you if join him, simply because there isn't much fun if any living thing ceases to exist.
- It Amused Me: He commits evil deeds and acts like a complete jerk solely for his amusement.
- Jerkass: He really enjoys acting smugly at any given chance.
- Large Ham: His voice actor apparently had a lot of fun with all the lines.
- Mutually Exclusive Party Members: With Perriman Smythe, who absolutely hates necomancers for both personal and philosophical reasons. Which prompts Geoffrey to boast his profession right in Smythe's face.
- Necromancer: Not only he knows Black Necromancy, but shows a great interest in all the weird things going in Ashbury's cementary and the possible cause of it.
- Playing with Fire: Aside of necromancy, he is also apt fire mage.
- Pragmatic Villainy: Even though he agrees with Kerghan, he rejects to join his side, since it's hard to have fun with tormenting of (non-)living creatures in the world without any life.
- Shock and Awe: And this.
- Badass in a Nice Suit: And a top hat!
- Death Glare: His avatar is portrayed this way.
- Even Evil Has Standards: A hardened killer he is, he'll be deeply shocked and sickened if you take him to Half-Ogre Island. Makes sense, as Molochean Hand rebelled when they learned of Derian-Ka's necromantic experiments while what was going on the island is much, much worse.
- The Gunslinger: He is the one of the best gunslinger companions in game. Though he knows melee too.
- Interface Spoiler: While you can still don't know why exactly he joins you, his evil alignment can suggest that his intentions aren't good.
- The Mole: For the Molochean Hand. Eventually he will try to assassinate you if the player doesn't become friendly with Molochean Hand and reveals The Conspiracy.
- Professional Killer: He's a Molochean Hand member send to get the Chosen One killed.
- Science Hero: Knows gunsmithing and chemistry.
- Stealth Expert: Eventually becomes very skilled in Stealth.
- Badass in a Nice Suit: Wears the only ogre-sized smoking jacket found in the game.
- Battle Butler: To Bates, who saved his life once ago. Bates may lend him to you as you set off to investigate the Isle of Despair.
- The Big Guy: Alongside with Sogg and the Dog, Chukka, due to his mastery in melee and natural Ogre strength, is one of the strongest fighters you can get in your party.
- Genius Bruiser: By Ogre standards. He has 6 Intelligence while the standard for Half Ogres is 4. This doesn't show so this is a case of Informed Attribute.
- Good Is Not Nice: Chukka is good-aligned, but he is very distrustful to the PC and joins you only in the case if you have enough Charisma.
- Hulk Speak: Despite having enough intelligence (6, namely) to allow fluent speech. This also contrasts with Sogg Mead Mug, who, despite having only 3 Int and being drunk most of the time, is quite eloquent.
- I Owe You My Life: Chukka serves as the Bates's bodyguard after the latter saved his life.
- Lightning Bruiser: In the same way as aforementioned Sogg, though even stronger.
- Our Ogres Are Different: He is noticeable for being one of the few full-blooded ogres you can actually meet in game.
- Super Strength: Levels up to 26 ST, while the maximum for playable half-ogre characters is 24.
- Undying Loyalty: Will turn on you if you try to harm Bates.
- Ape Shall Never Kill Ape: Why he was a primary suspect. There's still a reason why elves do not kill other elves, though.
- Arbitrary Headcount Limit: Subverted. Like Dante, he'll join you regardless of current amount of your followers due to a bug in his dialog script.
- Clear Their Name: What you do for him.
- Idiot Ball: Signing a life-long contract with someone who can easily outlive you by several centuries doesn't seem a good idea...
- Inept Mage: Played with. He's actually quite competent, fully knowing Force and Fire (yes, he even knows the Disintegrate spell). But he's a dwarf, meaning each his spell has double mana cost note . He does occasionally smite his foes with fireballs or lightning bolts, but more often he turns into a Fire Elemental (the single most mana-draining spell) and drops unconscious in half a minute.
- Magic Staff: The Staff of Xoranth, not very powerful, but the fastest weapon in the game, and has a huge accuracy bonus.
- Our Dwarves Are All the Same: He averts it by being a dwarven mage.
- Playing with Fire: An apt fire mage.
- Shock and Awe: His speciality.
- Square Race, Round Class: He's dwarven mage and really competent at that. Sadly, he still operates under the standard penalty all dwarves have, making his spells cost double.
- Wreathed in Flames: His preferred tactic.
An ancient warrior from Kree, who lived somewhen at the Age of Legends, but was raised from the dead a millenium later as part of Derian-Ka's Gray Legions to fight the Molochean Hand who rebelled against the order after learning about the horrible deeds of Kerghan, its founder. After their defeat, Torian was among a few survivng Legionaires who returned to the temple of Derian-Ka. They stayed there for centuries, and eventually their flesh rotted away, reducing them to crumpling skeletons and later to dust...
- Affably Evil: Very polite for an evil aligned companion. Justified because you save him from a terrible fate.
- Ancestral Weapon: His "Ancestral Sword." Sadly, it is now in the hands of Bane of Kree, beyond the Point of No Return.
- The Ageless: He's undead and considers things that happend thousands of years ago as if they took place last month.
- And I Must Scream: Torian himself was lucky enough to escape this fate, but his fellow Legionaries whose bodies decayed to dust weren't.
- Back from the Dead: Not exactly from death, but due to the passage of time his physical body turned into a dust and requires dragon blood to restore it.
- Berserk Button:
- His skeleton will attack you if you enter his chamber equipped with a Molochean Hand Medallion.
- While he was busy being dead, Bane of Kree devastated his hometown, destroyed his house, stole his sword and killed his descendants. Let's just say Bane sits on Torian's Berserk Button firmly.
- Dem Bones: When he's found, he's half-pulverised skeleton.
- Even Evil Has Loved Ones: Torian has strong feelings for his homeland, Kree, and his fallen brothers-in-arms.
- Fish out of Temporal Water: Twice. He was raised as Gray Legionaire a millennium after his death; the PC restores him again after another millennium slides by.
- Guttural Growler: Has a really deep voice.
- Mangst: He is very emotional when he sees the ruins of his homeland, Kree.
- Mutually Exclusive Party Members:
- With Bane of Kree, to the point that Torian attacks him on sight, since Bane destroyed his homeland and stole his sword.
- With Magnus, since the dwarf has a particulary hard relationship with the undead. However, if you are the Master of Persuasion and have 20 charisma, you can have two of them in the party without much trouble.
- The Undead: As part of the old necromancy experiment, he and his men were granted "eternal life". Well, sort of...
- Undying Loyalty: Not to the Living One, but to the cause of Derian-Ka, who revered Kerghan as their forefather. No matter how persuasive you are, Torian will always side with Kerghan in the final battle and will turn on the PC if they refuse to join him as well.
- Well-Intentioned Extremist: At the end, he will join Kerghan regardless of PC's choice, as only Kerghan can "free" his undead friends.
- Woobie, Destroyer of Worlds: After his resurrection he's on a hopeless quest trying to find a way to release his trapped friends. But what makes him a Destroyer of Worlds? Besides being evil-aligned, he's willing to side with Kerghan's quest in exterminating all life so said friends can be released, making him a literal example of this trope.
- Arbitrary Equipment Restriction: Averted. Bedokaan biology and strature is considerably different from other humanoid races of Arcanum, to the point it justifies why he can't wear armour, but hats are fine.
- Badass Native: Not counting the dog, he's by far the best combat-oriented follower in the game, with self-earned Mastery in Melee and really good statistics. He also becomes expert archer, making him very flexible.
- Good Pays Better: He can be only recruited after stopping a feud between elves and Bedokaans and finding the real culprits. If player decides to just save the elf held captive by the lizards, chances are Waramon will end up killed in the process.
- Lizard Folk: Bedokaans are Arcanum's variation of those.
- No-Sell: His bare skin has better Armor Class than certain high-end armours.
- Not Distracted by the Sexy: Justified. He's a member of different biological class than every other race presented in the game. Beauty score doesn't affect him.
- The Savage Indian: He starts as one and the entire point of his recruitment is to show his tribe they can coexist with outside world.
- Berserk Button: Perriman is strongly prejudiced against Black Necromancy and will not tolerate being in one party with Geoffrey. The fact Geoffrey finds being necromancer fun only makes it harder. Comparing to other inc (Raven and Z'an Alurin, Magnus and Torian Kel), you can't have these two together even if you are the master of Persuasion and have 20 charisma
- Destructive Savior: A recent background event that got into newspapers involved Smythe and Willoughsby being attacked while riding the train. With his powers, Perriman beat the attackers but derailed the train in the process with his magic field alone. Thankfully, no one got killed.
- In the Hood: Depicted like this on his portrait and, of course, starts wearing wizardry robe.
- Light 'em Up: The school of Phantasm is one of his specialities.
- Master of Illusion: Apt illusionist.
- The Medic: Comes with White Necromancy and regular Medic skills.
- Nice Guy: He's one of few NPCs who will join a dumb player. And he won't snark or get angry about it, ever.
- Playing with Fire: One of his specialities. Keep you distance from his fire balls.
- Secret Keeper: He knows the location of Tulla, but he won't tell you unless it becomes necessary as the plot demands.
- Walking Techbane: Being a powerful mage, Perriman isn't welcomed in the technologist places, specifically in the train stations. Considering that his use of magic led to the rail accident when he tried to defend himself from attackers, it's understandable.
- Wizarding School: Graduated from Tulla, a sort of Wizarding Oxford. No, he won't tell you where it is located until you come there yourself, that's the rules.
- Adventurer Archaeologist: More of a tomb raider than archeologist, but still has at least some education in this field.
- Collector of the Strange: Asks you to bring him an old Vendigrothian mechanism from the ruins in the desert.
- Crutch Character: Should the player decide to infiltrate Vendigroth ruins the sneaky way but lack the skills for it.
- Gentleman Thief: Highly-educated, high-class halfling, who also happens to be a well-trained thief and a really jolly fellow.
- Master of Unlocking: Starts with pretty high Locksmithy.
- My Species Doth Protest Too Much: If you comment on the fact that most halflings enjoy the comforts of home and how rare it is to see one living a life of adventure, he'll respond that he finds most halflings stuffy and boring.
- Overrated and Underleveled: Not only you meet him late in the game after probably hitting Arbitrary Headcount Limit, he's only level 25 and his skills are not something extraordinary. The fact that he doesn't even rise his stats after level-ups doesn't help.
An Elven woman who, despite being a Dark Elf, is prone to question the philosophy and the path of Dark Elves. She joins an evil or Master of Persuasion Living One to search for the new way of life for Dark Elves all around the world. She is also a powerful mage and a seer, and will tell about visions she has in every city if asked.
- Affably Evil: She isn't that evil, if at all, but she's sweet and soft spoken as long as you have high enough reputation with her.
- Ambiguously Evil: She has evil alignment, and doesn't even join the good player if he isn't the Master of Persuasion, but it isn't clear why she is evil, except her being a Dark Elf. If something, she tries to help her people to abandon the ways of elven supremacy and blind worship of Arronax.
- Broken Pedestal: To Arronax. She, like any Dark Elf, used to worship Arronax and had no doubts about the natural advantage of Elves over other races, but at some point became disillusioned with his teaching and the Dark Elf philosophy in general.
- Dark Is Not Evil: She is anything, but evil at this point. While once she believed strongly in dark elves and their philosophy, she is now disillusioned with all of it, but still retains all her training and skills.
- Dishing Out Dirt: Apt earth mage.
- HeelFace Turn: Though only technically, as she really isn't as evil as her character sheet can tell. She must have had it before meeting the PC and not atoned enough yet. After all, an evil aligned Living One can go good with enough effort.
- Minion with an F in Evil: She long lost any interest in supporting the cause of dark elves, but is still within their ranks.
- Mutually Exclusive Party Members: With Raven. It takes Master of Persuasion (earned for successfully conducting diplomatic mission between two kingdoms) to make the ladies stop hissing at each other.
- Mystical Waif: She's a quite powerful seer and can help with minor quests by giving clues if asked.
- Shut Up, Kirk!: If you bring her to Loghaire, he'll try to blame her on everything done by Dark Elves. She'll retaliate by reminding him that Lorec was of the same clan as himself, and it's not race or clan that makes a person evil.
- Time Master: The only follower with temporal magic in her sleeve.
- Waif Prophet: Has a minor insight in the future, which is part of being increasingly weary of dark elves - she knows their efforts are and will be futile.
- Badass Bookworm: He has an engineering degree, while being perfectly capable of fending his own in a fight and blowing his opponents to pieces.
- Bomb-Throwing Anarchists: Inverted. He's a demolition expert hired to put order in the Boil. And by "order" it means getting both criminal families wiped out.
- Gadgeteer Genius: Can build devices from the electrical and explosives college.
- Goggles Do Nothing: They only exist on his portret.
- Master of Unlocking: Eventually comes with high enough Locksmithy skills.
- Professional Killer: Hired to kill leaders of The Boil's gangs.
- Science Hero: Expert of explosives and electrics, capable of making bombs out of random scraps and pieces.
- Stealth Expert: Eventually he becomes skilled in Stealth.
- Throw Down the Bomblet: Well, he knows how to make bombs and how to throw them.
- Author Avatar: His appearance based on Tim Cain, the project leader of the Arcanum development team.
- Evil Counterpart: He can be seen as this to Weldo Rubin, both are halfling adventurers who traveled extensively in Vendigroth Wastes, but while Rubin is Gentleman Thief, Underhill is The Sociopath thief who was on payroll of Dark Elves and imprisoned in Derholm Pits for being too violent.
- Hellhole Prison: In order to recruit him, you have to bust him out from one of these.
- Late Character Syndrome: Tollo Underhill is one of the few companions with Thievery skills, but if you don't rush to his location early in spite of game progress, you'll obtain him only very late in game, right before the Final Battle, where his skills don't have any use.
- Psycho for Hire: He's a career thief and killer.
- Thieves' Guild: He's a member of Thieves Underground.
The princess of Qintarra, who helps you uncover the Dark Elves' plot and later joins your group.
- Archer Archetype: Amusingly, while the game projects her as such, she falls flat when compared with Waramon, who is much more stoic, focused, detatched from killing and is a better archer anyway. It takes a very specific set of gear to make her truly shine.
- Clever Crows: Her name emphaises her wisdom well, as well her deep understanding of magic, Elven culture and her ability to interept her mother's vision.
- Combat Medic: She's adapt in White Necromancy and will heal during fights.
- Clingy Jealous Girl: If she learns that M'in Gorad is a woman, she'll be a little surprised. But if she learns this when she fell in love with the PC, she'll become very worried.
- Death of a Thousand Cuts: Her "perfect" set of gear deals pitfully small damage for that part of the game... but the sheer volume of fire makes the low damage of single attack completely moot.
- Love Interest: She can have a romance with the Living One if he or she is a human, elf or half-elf with beauty 10 or above.
- Mage Marksman: Prefers bows over melee weapons, and learns spells from the Water and White Necromancy colleges of magic.
- Making a Splash: With water magic.
- MayflyDecember Romance: Both with Renford A. Terwillinger and with any (non-elven) PC.
- Mutually Exclusive Party Members: With Z'an Al'urin. It takes Master of Persuasion (earned for successfully conducting diplomatic mission between two kingdoms) to make the ladies stop hissing at each other.
- Princesses Rule: Justified as her mother retired due to her incredible age, preparing to Ascend to a Higher Plane of Existence and becoming kind of an oracle. It is Raven who now attends to the administrative and ceremonial matters that would usually be the Queen's job.
- Rain of Arrows: Just give her a certain magic bow and certain magic gloves and boots, and she will fire 60 arrows per turn (or 15-20 per second). Finding enough arrows for her starts to become the limiting factor.
- Raven Hair, Ivory Skin: Her portrait depicts her with pale skin and black hair. Fitting considering her name.
- Royals Who Actually Do Something: When you first meet her, she is busy with some administrative work. She joins the party after learning that the fate of the world is at stake.
- Squishy Wizard: At least on lower levels, she has a lot more power than endurance.
- Warrior Princess: She's the heiress of Quintarra and queen-to-be for all free elves, while being also embarking on the quest to prevent the end of her world.
A world-wide known adventurer, explorer and hunter, who always seeks for some trouble and will follow you gladly to the island of Thanatos - just to shoot a hundred more of a lethally dangerous beasts.
- Adventurer Archaeologist: He's Allan Quatermain of the setting.
- Badass Normal: Your other followers are either Gadgeteer Geniuses, powerful mages or non-human Lightning Bruisers. Payne is just a man with a gun.
- Berserk Button: Ol' boy Franklin is a very friendly and good-natured person. But if you have the audacity to doubt in the reality of his adventure tales...
- BFG: His trusty "Old Mary"
- Cultured Badass: A gentleman who also happens to be an adventurer, well-known hunter and author of countless books about his (real) adventures.
- Famed in Story: He's Allan Quatermain of the setting.
- Great White Hunter: The reason why he joins your quest to stop an evil sorcerer from causing The End of the World as We Know It? You are going to visit Thanatos island, and he always wanted to hunt there.
- I Call It "Vera": His elephant gun is named "Old Mary"
- Large Ham: He's well-aware of his status in the verse as famous hero and explorer.
- No Celebrities Were Harmed: His portrait is based on appearance of Daniel Day-Lewis as Cecil Vyse◊ in the 1985 movie adaptation of A Room with a View.
- Master of None: He has one point invested in each of the technological disciplines, allowing him to craft several basic items, but making him less useful than the other technologist followers who each specialise in two disciplines.
- Weak, but Skilled: Though game describes him as quite a powerful man, gameplay-wise he is too weak to use his BFG properly... but then he proves surprisingly effective with it.
The King of all dwarves, who was forced to sentence the entire clan to banishment under the threat of a world war between dwarves and elves (whose woods are now being destroyed with dwarven technology, which was given to human by said clan). Soon after he begun to suspect that he was deceived ( and felt himself a traitor. The guilt finally broke him and drove him to exile.
- The Atoner: Realized too late that, as the king of the dwarwes, he should have defended the honor of the Black Mountain Clan. This made him believe he betrayed his Stone (i.e. his very essence) and drove him into exile. After being convinced by Living One that it was rather a Shape conflict (a repairable mistake) and told to "bear his own Stone", he returned to king's duties and later embarked on the rescue mission to save the banished clan.
- An Axe to Grind: Harrow the First Axe, a massive double-bladed axe passed down in his family.
- Authority Equals Asskicking: He is one of the best melee characters in the game and also happens to be dwarven king.
- The Exile: Sent himself into Exile as atonement for banishing the Black Mountain Clan.
- Genius Bruiser: One of the largest and strongest dwarves; an excellent fighter; wise, eloquent and experienced.
- The Good King: He was one and depending on how you play the events of the game, he might return - or utterly fail - as such again.
- Guide Dang It!: Recruiting him is tricky without a guide, notably because you only get one chance to do most of the steps. First you have to talk to Randver to learn the basics of Dwarvern philosophy. Next when you talk to Loghaire as part of the main quest you have to use this to convince him that sending himself into exile violates this. Finally you have to come back and talk to him after discovering the truth about the Black Mountain Clan at which point he will offer to join your party.
- Large and in Charge: His in-game sprite is noticeably bigger than those of other dwarves.
- Lightning Bruiser: Combines high Strenght, Dexterity and Constitution with equally high melee and dodge skills.
- Long-Lived: He's a dwarf and an old one; 598, venerable even by the standards of a race with an average lifespan of 600. In fact, he's old enough to personally remember the last dwarven civil war. And in the ending where he retakes the throne, he lives exceptionally long even by Dwarven standards, reaching an age of 800 before passing away.
- Old Soldier: He was around during the time of the last dwarven civil war and is still a mighty foe on the battlefield.
- Royals Who Actually Do Something: As the king of the dwarves (one of the world powers), he considers himself responsible for each and every dwarf, the dwarves as a whole, and Arcanum itself.
- Sadistic Choice: He was presented with one which turns out to be pivotal to the events of the game: Should he strip the BMC of their honor by allowing the elves to punish them for allowing technology to spread amongst humans, or antagonize the elves and risk plunging Arcanum into a war it might never recover from? He chose the former, and exiled himself from the dwarves to ponder his shame.
- Self-Punishment Over Failure: When the player character first meets him, he's living in a self-imposed exile to the Dredge for violating dwarven philosophy and the honor of one of his clans.
- Shoot the Dog: He was forced to commit what he sees as an unforgivable crime against dwarf-kind in order to resolve the Sadistic Choice described above.
- War Is Hell: He knows that better than anyone, having lived through the dwarven civil war.
- Warrior Poet: You need to know the Dwarven philosophy behind the Stone and the Shape (which Loghaire is intimately familiar with) to have him join you. Or convince him to return to the throne.
- Well-Intentioned Extremist: He exiled himself because he did succumb to this temptation once, trying to protect his people from the horrors of war by sacrificing a single clan.
The Bane of Kree
- 11th-Hour Ranger: Can join your party if you promise to bring him back to Arcanum (wheneverif you lie or not).
- Badass Normal: Sure, the Bangellian Scourge is a powerful magical sword but Bane himself is just a very skilled warrior who fought one-on-one with Nasrudin.
- Berserk Button: He wants his Bangellian Scourge back. He will demand it if he sees it in your hands and attack if you refuse. And if you mention you destroyed it, he'll go totally ballistic. If you give it to him, he'll also attack you.
- Blood Knight: He is infamous raider from the past, who find greatest joy in killing, looting and pillaging. It's what get him exiled to the Void.
- The Brute: He's an evil barbarian. It's a given.
- Evil Weapon: He used the Bangellian Scourge in the past.
- I Have Many Names: Bane mentions that he was refered in many cultures by many different names, but the history of Arcanum remembered him only as the Bane of Kree.
- Names to Run Away from Really Fast: Bane of Kree.
- Red Baron: "Bane of Kree" isn't his real name, but it is the name under which he was remembered in the history of Arcanum for the destruction of Kree, one of the most prosperous city of the Age of Legends.
- Social Darwinist: He'll treat you much worse if you show any signs of weakness.
- What the Hell, Hero?: If you return the Bane from the Void, he will grab the Infinity +1 Sword and go on a rampage again. You are the one to blame.
- 11th-Hour Ranger: He can be recruited by giving him his eye, giving his journal, or for promise to free him from the Void.
- Artificial Hybrid: He was once a human, but mutated himself into a Draconic Humanoid with a magic ritual involving dragon's blood.
- Cowardly Lion: He's a Master of Melee and Dodge and yet he is too scared to actually fight the Living One.
- Dirty Coward: To say he's skittish is an understatement.
- From Nobody to Nightmare: Using a sample of dragon's blood and magic, he turned into a dreadfull draconid himself
- Large Ham: Loves to boast how powerful and dangerous he is.
- Laughably Evil: His boastfulness combined with his cowardice is simply laughable.
- Miles Gloriosus: He pretends to be a formidable fighter and dangerous beast, while being neither.
- Plucky Comic Relief: His hamminess is just plain funny.
- Red Right Hand: He lost one of his eyes. You can get it from priest Hadrian in the Panarii temple in Caladon, who can give it (along with other artefacts) for resolving his quest.
- Scaled Up: Turned himself into a mighty draconid.
- Scare 'Em Straight: A single threat is enough to deflate him. Moreover, even if you bring him back from the Void he will never cause any harm again.
- Third-Person Person: Take a drink when he refers to himself by his name. Take two when he refers to himself as "mighty Kraka-tur" or with any other adjective.
- 11th-Hour Ranger: Can join you if you give him some food in the form of a lizard carcass. If you can give him food every time when he demands it, he can ever stay in your party for longer time.
- Hulk Speak: He speaks in such a way that makes most ogres look articulate.
- I am a Humanitarian: In his futile attempts of satisfaction of his hunger, Gorgoth doesn't disregard the meat of the sentient races. Specifically, he was banished to the Void after devouring an entire Halfling village.
- One-Track-Minded Hunger: His only motivation seems to be attempting to sate his appetite.
See Major NPCs.
Temporary Party Members
- Rape as Drama: It's implied that Cynthia was raped as punishment for her previous attempts to escape the camp.
- Real Women Don't Wear Dresses: The female nomads consider her unworthy to join their ranks unless she will fight for freedom herself.
- Sins of Our Fathers: She isn't guilty of any crime, but she is still treated as a criminlal because she is a daughter of a convicted woman.
- Badass Bookworm: Experienced both in healing and gunfighting.
- Bank Robbery: Hires the protagonist to help him stop one.
- Combat Medic: A town's doctor, and a good one, who's ready to take on a gang of robbers with a revolver (and pretty capable of killing all of them by himself). In fact, he can give you an Expert training both in Healing and Firearms. He also mentions having a small collection of trophies from idiots who tried to avoid paying for his services through violence.
- The Gunslinger: A very good shooter and he can teach the Living One to be an Expert in Firearms.
- No Historical Figures Were Harmed: Doc Roberts' character is based on Wyatt Earp (whose portrait he shares) and Doc Holiday.
- The Sheriff: He acts as an unofficial sheriff, since the current constanble is terrible at his job. If Shrouded Hills doesn't become a Dying Town, he will become an official sheriff who keeps order in the town.
Lady DruellaA strikingly beautiful half-elf noblewoman from Dernholm who was engaged with Adkin Chambers. Unfortunately, her beauty attracted the attention of "sir" Garrick Stout, who, out of jealousy, challenged Adkin to a duel for her arm and blinded him. Druella, who watched all this and thought Adkin was killed, fled in despair and terror and managed to run into a lair of creatures preying on human emotions, where she remained since then, put into a trance by the creatures. Stout, however, has a plan to get her back, which he recruits the Living One to carry out.
- Damsel in Distress: You do have to rescue her from the monsters' lair and later from Stout.
- Happily Ever After: With Adkin in a neat house in Roseborough after you bring him the potion and tell him her whereabouts.
- Healing Herb: Interestingly enough, she has a couple of points invested in tech discipline of Herbology, probably in tone with her "Fair Lady" image.
- I Surrender, Suckers: Agrees to marry Stout so she can get the cure for Adkin and you can get your Master training which you then put to good use by killing Stout.
- I Want My Beloved to Be Happy: Stout knows she will do anything for Adkin, that's why he tries to blackmail her with the eyes-restoring potion. However, now she hates him with a passion and he doesn't realize that "anything" may also mean "arrange for his death as soon as he parts with the potion".
- Lady and Knight: the Lady to three Knights, no less. First, sir Garrick, an actual knight, but she wants nothing to do with him. Second, Adkin Chambers, her beloved one. And finally, the Living One themselves, if briefly: while she's in your party, you get the "Companion of a Fair Lady" reputation which comes with bonuses to Beauty and Charisma.
- Lotus-Eater Machine: The Gyr-Dolours, small reptilian creatures she ran into, kept her entranced with happy dreams while feeding on her emotions. Downplayed in that she actually knew it was fake but did not want to wake up, thinking Chambers was dead, and actually complains a little after being rescued.
- Murder the Hypotenuse: Inverted. Stout attempted one on her fiancee, now she's just returning the favor.
- Silk Hiding Steel: While an abysmal fighter, she will participate in any battle you get in while escorting her. An she's not going to be just Stout's prized possession. If you start the "two Masters quest" from Garrick's side, she'll actually ask you to kill Stout after he's no longer useful for the both of you. Otherwise, the idea comes from your character but she's happy to play along.
- So Beautiful, It's a Curse: Her good looks attracted the attention of a very dangerous and ruthless stalker who got her fiancee blinded and, as she thought, killed, and nearly forced Druella herself into a marriage.
- World's Most Beautiful Woman: Stout refers to her as such. Gameplay-wise, she has 20 Beauty, you can't get more beautiful than that. Her beauty even spreads onto people around her!
Thorvald Two Stones
- Accidental Murder: When some random drunken gnome in a tavern insulted the honor of the Wheel Clan, Thorvald, infuriated, punched him too hard and killed him. Unfortunately, the gnome had some really influentual relatives who got Thorvald on the Isle of Despair.
- Asskicking Equals Authority: He became the leader of the convicts not only because he spent the longest time in the Penal Colony, but also because he's really strong and could beat down most of them. The downside is, naturally, that his authority over criminals is as strong as his ability to enforce it, and showing any sign of weakness will end badly for him. Later he hired even stronger half-orge Oldin as his personal bodyguard.
- Cool Shades: Wheel Clan Spectacles with green octagonal lenses cut from Cattorn crystal.
- Goggles Do Something Unusual: They are used to reveal the secret entrance to the Wheel Clan, so you need them. In Thorvald's case, they're also the symbol of his authority over the camp, so he's reluctant to part with them. Depending on your persuasion skill, you may convince Thorald to leave with you, get just his glasses, craft yourself a pair using the schematic from Thorvald's drawer, or order them from Ashbury's optic for 1000 gold.
- Had to Come to Prison to Be a Crook: Used to be a decent fellow but a century of ruling the prisoner camp certainly took a toll on him, if his treatment of Cynthia is of any indication.
- The Old Convict: Spent more than a hundred years on the prison island. While, being a dwarf, he's still in his prime, mentally he became quite adapted to the island - to the point he has to be actively presuaded to leave the god-forsaken place with you. Althrough he's totally fine if you tell his whereabouts to the Wheel Clan so they can rescue him, so he may just really doubt your chances to get off the island.
- Visual Pun: He always wears his green Wheel Clan spectacles and a century in The Alcatraz has made him incredibly cynical and pessimistic. He's literally wearing Jade-Colored Glasses.
A high ranking member of the Panarii religion, and Virgil's mentor. Seeking him out is the first leg of the player's journey.
A genius inventor of the steam engine, the primary cause of Arcanum's industrial revolution, one of the world richest men. Actually, he used dwarven technology, a deed which he deeply regrets and which almost costed the existence for the Black Mountain Clan.
- The Atoner: He feels extremely guilty due to his being indirectly responsible for the disappearance of the Black Mountain Clan, which is the reason why he helps out the Player Character during their journey. Although it turns out he wasn't really responsible at all.
- Berserk Button: Anyone who shows any amount of sympathy for labor organizers and union men in general, and Donn Throgg in particular.
- Big Good: The go-to quest-giver for most of the game.
- Death by Childbirth: This was the fate of his mother, and it saddened his father so much that he committed suicide when Gilbert was only eight.
- Does This Remind You of Anything?: Gil Bates, an eccentric millionaire, inventor of revolutionary technology. Oh, and his rival is called Appleby.
- Gadgeteer Genius: Even though the whole history of his 'invention' is shrouded with darkness, he still deserves some credit for the successful introduction of the steam engine for humanity and his other technological innovations.
- Lonely Rich Kid: As a young man, he had no friends aside from dwarves, who regarded the young man with affection but also with contempt.
- My God, What Have I Done?: He's rather saddened by the revelation that the Black Mountian clan were banished for allowing technology to spread amongst humans, making him responsible for their current predicament.
- My Greatest Failure: Blames himself for the disappearance of the Black Mountain Clan. The player can introduce Loghaire Thunder-Stone to him, who puts his guilt to rest.
- Noble Bigot: His orcish factory slaves work under conditions that are "almost human!" And as far as he's concerned, he doesn't owe them any more than that. A half-orc PC who sympathizes with the labor movement will get a particularly pointed response from him.
- Orphan's Plot Trinket: His ring, which is the starting point for the entire adventure.
- Self-Made Man: Actually not so much, as his invention was an improvement on an already-existing dwarven engine, though most people don't know that. He feels a bit guilty about this. Also, he capitalized the invention with his inheritance from his father.
- Uncle Pennybags: Unless you mention labor unions to him.
A legendary Elven hero who fought and banished Arronax the Destroyer long ago. He is revered by the Panarii religion, and the player character is believed to be his reincarnation.
- Big Good: In the final stretch of the game.
- Heroic Sacrifice: He sacrifices himself to banish you to the Void for the last fight. He also uses the same power if you defeat him.
- Heroic Self-Deprecation: He isn't very proud of himself after what happened between him and Arronax.
- He Who Fights Monsters: He saw himself and his Elven Council as the champion protectors of the world and the "lesser races". Once they discovered the power to banish their enemies to the Void, they got extremely trigger-happy with it.
- Luke, I Am Your Father: He is the father of Arronax.
- My Greatest Failure: After Arronax's banishment, he became extremely disillusioned with his deeds and resigned from any further public activity.
- Noble Bigot: His reputation as a hero of the Panarii is well earned, but he was motivated by a belief in Elven supremacy and considered it his duty to shepherd what he regarded as lesser races.
- The Older Immortal: He was considered the oldest living being at time when the Silver Lady, who would be The Older Immortal now if not for the fact that Nasrudin is still around, was a mere child.
- Stop Worshipping Me: After emerging from his regenerative shell he briefly returned to the main continent of Arcanum and learned about the Panarii religion and his own role in their beliefs. It was enough to drive him into seclusion on the Isle of Thanatos, where, to his annoyance, the natives started worshipping him as well.
- Taking You with Me: If you beat him to near-death, he uses his remaining power to banish you to the Void.
- Time Abyss: He's the oldest living being in the game, having lived for at least four thousand years.
- Walking Spoiler: Granted, since you're believed to be his reincarination, the reveal of his true fate would be a major spoiler.
- Wizards Live Longer: Elven life expectancy is about a millennium. He's seen at least four through the use of a healing shell, and he's pushed said lifespan about as far as it'll go, dying shortly after banishing you to the Void.
- Where Did We Go Wrong?: Towards Arronax.
Arronax the Destroyer
A frighteningly powerful Dark Elf sorcerer that once tried to plunge the world into chaos, but was defeated and sealed in the Void by Nasrudin. His plots (allegedly) to escape drive the plot of the game.
- And I Must Scream: He spent the last two millennia imprisoned in a magical shell, as punishment for attempting to destroy Kerghan when he was first banished to the Void.
- Antagonistic Offspring: As the son of Nasrudin. He gets better, though.
- The Atoner: If he stays alive by the end of game, he will restore Vendigroth and bury his father on Thanatos.
- Big Bad: Subverted! You're led to think he is for most of the game, but he's actually still stuck in the Void, and Kerghan's the one you've been tracking down the entire time.
- Cutscene Power to the Max: His power in the Back Story is far, far greater than his power in the game proper. This seems to be mainly because of a programming error. He has 50 unspent character points, which if they were spent would make him one of the most powerful characters in the game.
- Dark Messiah: For the Dark Elves, who wholeheartedly suppport his crusade against technology, the war against the weak-willed Elven Council and his ideology of the Elven supremacy over other races.
- Deadpan Snarker: Especially the first time you talk with him.
- 11th-Hour Ranger: Joins you after you free him to stop Kerghan.
- Expy: Of Malekith from Warhammer, both being sons of greatest, most revered elven hero, and both are the founders of Dark Elves, who caused the sundering of elves in their universes. How the Panarii religion presents him, is very similar to Satan fom reall life Abrahamic religions.
- Freudian Excuse: His father Nasrudin elevated him to the Elven Council before he was mature enough to appreciate the responsibilities the role carried, and imparted too much of his arrogance to his son without the experience to temper it. Subverted in that Arronax doesn't think his father's mistakes can excuse the atrocities he committed.
- HeelFace Turn: He's had almost 2000 years to contemplate his actions and conclude that he didn't the right thing.
- Overrated and Underleveled: Despite the stories you heard about mighty Arronax, he doesn't seems a very strong companion; in fact, he only knows two magic schools (and not completely), due to the programming error.
- Right for the Wrong Reasons: Arronax doesn't regret getting Kerghan banished to the Void, but he admits that he was concerned less with morality of his "experiments" and more with the fact that Kerghan was a human.
- Satanic Archetype: He fits the archetype in the Panarii teaching, as he is seen as the manifestation of evil, who once was one of the closest followers of Nasrudin, but later turned against him and was banished to the Void.
- Ultimate Evil: In-Universe, the Panarii religion presents him as this; a Satan-like figure who's more metaphorical than literal. Which is yet another result of Dark Elves hijacking it.
- Walking Spoiler: Sure, you hear about him a lot before you meet him, but by the end of the game you can realize that what you believe who Arronax is and who Arronax actually is are two completely different persons.
- You Killed My Father: Given how their last encounter ended, one may think that Arronax isn't particulary fond of Nasrudin. However, if the Living One gets in the Void by killing Nasrudin and tells Arronax about it, the elf goes mad with rage, desperately trying to tear through his prison shell with his bare hands in an attempt to get to the protagonist's throat, before refusing to talk to them again. If then freed, he'll attack on sight.
Kerghan the Terrible
The only human ever to serve on the Elven Council in the Age of Legends. Banished to the Void for unrepentant experiments with necromancy.
- Affably Evil: He is very polite and genuinely admires the PC.
- The Ageless: Lived for over 200 years before he was banished to The Void, and because of the effects of the Void lives for more than 2,000 years when he meets and explains to the PC.
- Alas, Poor Villain: If you manage to point the flaws in his philosophy, he would submit himself to be permanently killed, and it's hard not to feel somewhat sorry for him, for not having any chance to taste the goodness of life.Kerghan: [He bows his head, his shoulders sagging] So many years I've raged against the living. All those years, and the distortion was in my own soul. No man can see the nature of his flaws with diseased eyes... the contradiction lies within me. I thank you... and I'm sorry. So very, very sorry. Perhaps some souls are born into death... they never knew how to live... Goodbye, traveler. My road ends here... I wish you luck on yours...
- Ambition Is Evil: His experimentations with the Black Necromancy which resulted in his fall from grace were motivated by his desire to be admired by the Council.
- Anti-Villain: He is undoubtedly the antagonist of the game, but he does have a genuine reason for the evil acts he commits.
- The Archmage: Not only he's a powerful mage on his own right, he's also the inventor of the Black Necromancy school, thus making him a proper Archmagus description-wise.
- Bad Powers, Bad People: As Arronax mentions, his study of Black Necromancy made him hideous, both in body and spirit, going from an open-minded and noncomformist human mage to Omnicidal Maniac at the moment the Living One faces him.
- Big Bad: For being the man who orchestrated the banishment of the Black Mountain Clan by the hands of Dark Elves and, as the consequence, started the entire plot, Kerghan, not Arronax, is the main villain in the game.
- The Chessmaster: He managed to manipulate Dark Elves in arranging his return, convincing them that they execute the will of Arronax.
- Clipped-Wing Angel: He deals small damage in his transformed form, since he is coded as humanoid and thus can't deal strong damage unarmed.
- Contractual Boss Immunity: Kerghan is one of the few characters in the game who is immune to the Disintegration spell altogether.
- Cutscene Power to the Max: When you meet him for the first time, he fully absorbs yours and your companion's fatigue. He doesn't have this ability when you actually fight him.
- Death Seeker: Deep inside, he just wants to stay in the afterlife, which, as he discovered, is eternal peace and enlightment, but the fear that one day he will be reincarnated or resurrected subconsiously drives him to prevent that in the only way he can, which he then rationalizes as the mission to end all pain and suffering. If the Living One both points this to him and provides the means of irreversible death, Kerghan will thank them and go out peacefully.
- Diary: You can find his journal, where he describes his research of the Black Necromancy, in the Stonecutter Clan.
- Flunky Boss: He summons blue zombies (who cause fire damage).
- For Science!: His desire to research the depths of such morally ambiguous school of magic as the Black Necromancy, aside from seeking the Council's admiration for his power, was motivated for the sake of research itself.
- Evil Genius: Arronax points out that Kerghan has a brilliant, twisted mind if you talk and hang out with him.
- Evil Is Bigger: Is like 7' something, in his human form and is taller than most of the heroes and other villains of Arcanum Of Steamworks And Magick Obscura.
- Evil Makes You Ugly: His studies of Black Necromancy have disfigured him in some way, according to Arronax.
- Expy: To The Master in Fallout. Theyre both Well Intentioned Extremists with admittedly well-reasoned goals. There are three ways to complete the game with them: (1) Simply fight them, (2) join them and (3) point out the flaws of their argument.
- Heel Realization: He can realize the error of his plan to the point he becomes horrified of himself if you can convince him in that.Kerghan: Perhaps it is my own arrogance, my own bravado, that has brought us here, to this crossroads. The question is...where to go from here? We've spoken of fate, of prophecy. Have I traveled this road too long to turn back? Perhaps I have no choice but to continue on to the end...
- Knight Templar: His vision to destroy all life in Arcanum, based on his convincing but flawed philosophy, doesn't leave a place for opinions of those who don't want to leave the world of the living voluntarily.
- Humans Are Advanced: Kerghan, the only human member of the most powerful mage group during the Age of Legends, fulfilled the potential of the researcher trait of his race by discovering the new school even in such conservative field as magick. But, as it usually goes with humans, the school in question was the Black Necromancy... Curiously, in his abandoned laboratory you can find the technological scheme for the Necromizer, a device which can turn a dead body into undead.
- Hypocrite: For someone who loves talking about the suffering of life, Kerghan isn't above of subjecting the entire Dwarven clan to the horrible working conditions for the fulfillment of his purposes.
- Large and in Charge: A very big guy, who commands the dead, undead, manipulates the dark elves and the Molochean Hand into doing his bidding.
- Leitmotif: Kerghan's Castle, which plays during his first appearance, in his location and during his Motive Rant.
- Long-Lived: Kerghan lived more than 200 years during the Age of Legends, a lifespan exceptionally large for a human, even for a human mage.
- The Man Behind the Man: After all, he managed to deceive people that his actions were the actions of someone whom he imprisoned by spell thou ofsands years ago.
- Motive Rant: His impressive description of his study of death to the player.
- Necromancer: Although White Necromancy (the healing of spirit and flesh, and ressurection magic) was common magic beforehand, Kerghan discovered the entire school of Black Necromancy (harming spirits and flesh, raising souls against their will, and animating soulless bodies).
- Omnicidal Maniac: Or Omnicidal Sane as he has a well-thought-out argument for it.
- One-Winged Angel: Takes a form of the skeleton snake-dragon during the final fight.
- Start of Darkness: Relatively standard Mad Scientist fare — from For Science!, through Just Think of the Potential, leading to Drunk on the Dark Side. You can witness it through a journal you can find during one side-quest.
- Suicide by Cop: If you persuade him that his philosophy is wrong, he asks you to free him of his pain by your own hands, using either the Vendigroth Device or Kryggird's Falchion.
- Technical Pacifist: All of his experiments in Black Necromancy were on people who were already dead. He also never harms anyone directly until the final confrontation with the player, instead manipulating the Dark Elves and the Molochean hand to do his bidding.
- Token Human: He was the only human member of the Elven Council.
- Villain Has a Point: Virgil (who experienced the afterlife at that point) and Geoffrey (who is a Black Necromancer himself) can confirm some of Kerghan's words. They don't agree with his methods, however.
- Villainous BSoD: He doesn't take it well when he is convinced that everything he did was wrong.
- Visionary Villain: He wants to destroy the world not for some petty reasons, but rather because he believes that this is the only way to achieve the eternal peace and harmony for the suffering souls, trapped in the world of living.Kerghan: My reasons for returning aren't what you'd think...I have no aspirations for power or domination like your companion Arronax did...aspirations that I became the victim of. No, those are the motivations of the living, and I no longer place myself among them...
- Voice of the Legion: His Badass Baritone has some unearthly reverberation in it, a trait he shares with Silver Lady.
- Walking Spoiler: Speaking about any of his actions past his banishment to the Void would reveal a good chunk of the plot.
- Wicked Cultured: His years of studying and philosophy and that he's a genius too truly makes this clear.
The Molochean HandAn ancient, enigmatic assassin's guild that has agents throughout the world. For reasons unknown, they are determined to prevent you from finding the mysterious "boy".
- Always Chaotic Evil: Not. Most are actually fairly decent folk.
- Ancient Conspiracy: With a little twist. The original order is thought to have gone extinct, after a long period of their apparent inactivity, so most assume they're copycats.
- Even Evil Has Standards: They fought against and defeated Kerghan's necromancer order when they learned of their plans. You can cause them to repeat this when everything breaks loose a second time.
- Hypocrite: They still have a grudge against the Derian Ka practicing Necromancy, but many high level Random Encounter assassins use Necromancy themselves.
- Murder, Inc.
- Sigil Spam: Every one of their members carries a pendant with their symbol, which conveniently makes for easy identification of the mysterious assassins.
High Priest of the Panarii religion.
- The Chessmaster: He's been playing both sides against the middle for millennia. He, however, doesn't realize that he himself is played by Kerghan.
- Evil Counterpart: He's Nasrudin's counterpart among the Dark Elves, giving you exposition and quests in the game's last third if you're working the evil side.
- Living Relic: He's a survivor from the Age of Legends.
- Mole in Charge: He was a high priest of Panarii while being the head of Dark Elves for several hundreds years.
- Mr. Exposition: He'll tell you the story of Arronax's banishment instead of Nasrudin if you go the evil path.
- Number Two: For Kerghan, without even realizing it.
- Obviously Evil: The guy is described as incredibly ugly and reeking of evil and his speech mannerisms resemble Gollum from The Lord of the Rings.
- One-Hit Kill: He knows the Disintegration spell and uses it well.
- Sssssnaketalk: You sssee...
- Taking You with Me: Like Nasrudin, if you defeat K'an Hua in combat, he will use the rest of his power to banish you to the Void.
- Uncertain Doom: If you reveal the truth about Mannox's death and K'an Hua's actual role in the Panarii Church to Alexander, the latter will go to deal with him personally. It's unclear, however, if K'an Hua dies by the hands of Alexander or escapes his wrath, since you can't see him and he is never mentioned again after that.
- The Unseen: Unless you work for the Dark Elves.
- Unwitting Pawn: He's working for Kerghan, not Arronax, and he doesn't realize it.
- Verbal Tic: Yessssss...
- Walking Spoiler: His true role in the plot and Panarii's church is a good reason you don't see him personally in a regular walkthrough.
- Wizards Live Longer: He's a survivor from the Elven Council three thousand years ago, though younger than Nasrudin. Unlike Nasrudin, it's not explained how, but one could surmise that he knows the healing-shell spell.
Preston RadcliffeA dying gnome whom you find in the burning wreckage of the IFS Zephyr shortly after waking up. Before dying, he gives you a ring and pleads you to tell its owner that he escaped from mysterious evil ready to destroy everything, thus setting the whole plot in motion.
- Almost Dead Guy: The only thing he can is his begging to find "the boy"
- Beardness Protection Program: He shaved his precious dwarven beard to pose as a gnome. This works especially well because nobody in the world can believe that any dwarf would willingly do such a thing.
- Bring News Back: He asks you to inform some mysterious "boy" about the incoming "evil". It's unclear, however, what does it "evil" actually represents...
- Distinguishing Mark: His identity is confirmed by the scar over his eye.
- Godzilla Threshold: Stennar shaves his beard to look like a gnome in order to hide from the Molochean Hand's assassins. Given that shaving is absoultely unacceptable in the Dwarven culture, one can wonder how desperate he was....
- Great Escape: He's the first one ever to escape from the Void.
- I'm Dying, Please Take My MacGuffin: A ring which he gives to you is the only clue in the searchings for the mysterious boy.
- Make It Look Like an Accident: Though shooting down the whole zeppelin to kill just one guy was a little over the top...
- Sacrificial Lamb: He escapes the Void and put his life in danger in his attempt to inform the world about the incoming evil.
The blind master of Dodge, who lives in seclusion in a shack near Stillwater. He was engaged with a beautiful young woman named Druella, but Garrick Stout, who had a crush on the lady too, challenged him on a duel, overpowered him and, when he surrendered, blinded him with a sword. Adkin managed to flee, now all he can think about is revenge. He will teach you Mastery only if you kill Stout and bring the latter's eyes to him.
- Arrogant Kung-Fu Guy: Softens to you a lot if you restore his eyesight.
- Blind Weapon Master: He was blinded by Stout, yet he is still a capable fighter and his mastery of Dodge isn't undermined even a bit.
- Deadly Dodging: Critical success in dodging makes an opponent injure themselves.
- Eye Scream: His blinding. Also, he demands Stout's eyes and, if you bring them, crushes them in his hand.
- Happily Ever After: With lady Druella, after she and you pull a scheme to restore his eyes.
- Sense Loss Sadness: Thanks to you, he may get better.
- Sink-or-Swim Mentor: He determines whether you are worth training by sucker-punching you and "seeing" if you dodge. Apparently, the whole training is also like that.
- Who's Laughing Now?: To Stout's eyes.
- Bragging Rights Reward: In addition to Master's title, he gives you the Ring of Silence, which grants you +2 Prowling - you know, that very skill you just have maxed out to finish the quest.
- Can't Hold His Liquor: Figuring out his true identity is possible by having few drinks with him and then asking him directly, while he's half-drunk.
- Criminal Mind Games: A non-malicious example. He left behind a trail of clues to his current locations, to test his potential apprentices.
- Cutting the Knot: If you got your Expert training from Mr. Razzia, you can directly go to Mr. Leek next room and ask him for confirmation if he's the master. This saves a lot of time when compared with standard approach of finding him.
- Hidden in Plain Sight: He's drinking in "Sobbing Onion", in the next room to one of Expert trainers.
- Snipe Hunt: Finding him using given clues (and solving them first) is a serious time investment, deliberately so.
- Fetch Quest: Like Kietzel Pierce, she asks you to bring her an artifact weapon in exchange for training.
- You Are Not Ready: Unlike other skill masters who require fully developed skill and an Expert training, her quest may be initiated as long as you are the Apprentice, but after you complete it she'll refuse to actually train you if you still don't meet mastery requirements. And if you try to complain she'll be insulted and add 1000 gold fee on top of that.
- The Anticipator: Being this and Crazy-Prepared allowed him to design such protection measures that defeated even master thief J.T. Morgan.
- Cutting the Knot: Fastest way to get the training is to run like hell through his basement, triggering all the traps on your way. Just have enough healing items prepared in advance. But if you did so, why bother with the training in the first place?
- Deadly Training Area: His basement is deadly trap room, navigating it from one point to other rewards Living One with experience that counts as mastery of disarm trap skill.
- Reformed Criminal: He was a burglar and infiltrator in his youth.
- Trap Master: Implied from his security system expertise and his basement.
- Backstab: Naturally. This skill allows you to deal additional (and quite substantial) damage when attacking from the back, and the mastery adds a massive bonus to Critical Hit chance.
- Backstab Backfire: While you seem to convince him that you have no intent of turning him in and are there only for the training, his paranoia finally takes over as you are about to leave, and he literally and figuratively backstabs you, with a thrown dagger. However, that fails to kill you, and the resulting fight ends poorly for him.
- He Knows Too Much: Attacks you out of fear you may betray his location to the law. See the above entry for how it turned out.
- Morally Ambiguous Doctorate: Whatever field his degree is in (though Anatomy seems to be the most likely), he is far from a good person.
- Nice Girl: She's very kind compared to most elves and will likely treat you with respect, unless your Beauty stat is that low.
- Shopkeeper: She counts as a Magic Merchant. She even offers her services to technologist PC's, should you need them.
- White Magician Girl: Again, she's the Heal Master and is adept in White Necromancy on the side.
The captain of the guard of Dernholm, a close confidant of the king of Cumbria, and the mastery trainer for the Melee skill. On the surface, he is an arrogant, elitist snob, but he does his job of keeping the peace well. In reality, however, he's a depraved psychopath who uses his position to stalk a noblewoman and remove her fiancee from the equation ... by any means necessary.
- Arrogant Kung-Fu Guy: Well, he's certainly got the attitude.
- Bad Boss: Most of people in Dernholm, even his own underlings, fear him, but no one respects him.
- Combat Pragmatist: He carries a vial of the game's most potent poison on him, which he will almost certainly use as his opening move if you fight him.
- Jerkass: Oh yes.
- Karmic Death: He ruined the planned marriage between the woman he's stalking and her fiancee (who happens to be the Dodge master) by blinding the fiancee after the latter already surrendered in a duel. The good-aligned ending for the Melee Mastery quest has you killing him on behalf of the vengeful woman.
- Mentor Occupational Hazard: The good-aligned resolution of his quest requires you to challenge him to a duel and kill him right after he trains you to be the Melee Master.
- Pay Evil unto Evil: Killing him is treated as a good thing by game morality meter.
A factory owner in Caladon, the inventor of a zeppelin, an airplane, and a machine gun. Unfortunately, his factory was robbed and trashed, planes were stolen (and crashed after being used to shoot down the zeppelin), and the worst, he's going to have his funding cut unless he finds a proof that his heavier-than-air-machines actually flew.
- Chekhov's Gun: The camera from the crash site. It doesn't appear to be something important at the beginning, but camera is the only item which can serve as the proof that Maxim's machines can actually fly.
- Disproportionate Reward: Downplayed. From Maxim's perspective, giving the person who saved his life's work a healing robot, a powerful gun and Mastery training in Repair is far too little. From the Living One's point of view, it's slightly disproportionate because the PC only has to keep that broken camera from crash site with him.
- Gadgeteer Genius: Besides being the master of Repair, he also invented airplains and produces advanced technological devices, such as a mechanized gun and a medical arachind.
- No Historical Figures Were Harmed: He was based on the real-life inventor of the machine gun Hiram Maxim.
- Mr. Fixit: He's the Master of Repair after all.
- They Called Me Mad!: After his flying machines were stolen, Maxim was left without any proofs that his machines can actually fly and is ridiculed by the people. However, if the PC gives him the camera from the crash site, Maxim can prove them wrong.
- Nice Guy: He's very polite.
A halfling master thief, who tried to infiltrate Caladon's castle, but was captured, due to Daniel Mcpherson's new protection measures, now imprisoned in Caladon's maximum security prison.
- Hand Cannon: Carries the Hand Cannon (two-inch bore pistol) as his weapon of choise.
- Humiliating Wager: In exchange for training you, he wants you to run naked along the main street of Tarant, much to the shock and disgust of the citizens. Why? Well, first, he wants to make fun of you; second, to insult the socity as a whole; and third, to rob the Tarantians blind while they are distracted.
- That is to say, the mastery bonus is almost pointless and completing this "quest" forever grants you the reputation of a "Tarantian Pervert" so you may just leave the little bastard alone. Or blow him up for the aforementioned Hand Cannon.
- Volleying Insults: Taunts and insults anyone who tries to speak to him. You'll have to indulge in this trope with him for several rounds before you can properly talk to him.
The master trainer for the Firearms skill. Formerly a bandit, he now lives the simple life of a hermit on the outskirts of Ashbury.
- Actual Pacifist: As a part of the Order of Halcyon.
- The Atoner: After he joined the Order of Halcyon, he vowed to never harm anyone again, to the point that he cut off his fingers so he can't hold a weapon anymore.
- Crippling the Competition: A self-inflicted example; he cut off his trigger fingers with a blunt knife to make sure he could never hold a gun again.
- The Gunslinger: He's not proud of it though.
- HeelFaith Turn: The Order of Halcyon helped him atone when he decided to leave his old life behind him.
- My God, What Have I Done?: His decision to leave the bandit life behind him came after he shot a young man in cold blood because the young man wanted to challenge him to a gunfight in order to prove his worth.
- No Good Deed Goes Unpunished: He stopped killing, reformed, atoned and paid for all the evil he did. Thing is, Thorndop didn't kill all his enemies and left some of them alive, with monumental grudge against him.
- The Perils of Being the Best: Asking him for Master Firearms training will cause him a severe moral quandary, since he sees aiding another in committing violence as breaking his vows as an Actual Pacifist.
- Retired Gunfighter: Formerly Arcanum's finest marksman, now he never wants to hold a gun again.
- Shout-Out: He's William Munny, but rather than finding love, he found god.
- Violence Really Is the Answer: Turns out, if you are a cold-blooded killer and gunslinger, better be sure to kill everyone and their dog, or they will come after you with a vengeance.
- What the Hell, Hero?: To get him to train you as a Firearms Master, you must force him to break the oath of non-violence he took when he joined the Halcyon order. If you're a good-aligned character, he'll try to make you feel terrible about this.
A Number Two and military leader of the Panarii church, and also direct descendant of St. Mannox, the most respected Panarii prophet and the first First Acolyte.
- Ancestral Weapon: You get to return St. Mannox's sword to him.
- Badass Preacher: Virgil describes him as one of the most dangerous men in Arcanum, and one of the Panarii refers to him as "the strongest of us". Gameplay-wise, reading his aura shows that nearly all his stats are maxed out, he's the Master of Melee and Dodge and has a crapload of offensive spells in his roster.
- Church Militant: Due to the tradition started by Mannox, the First Acolyte is also Panarii's military leader. Most of them had only formal training. Alexander willingly put himself through years-long Training from Hell.
- I Should Write a Book About This: In the good ending, The Living One moves to Caladon and meets Alexander, by that time the head of Panarii. Alexander afterwards writes a new chapter to the Archaeon (Panarii's Bible), describing the story of the game.
- Magic Knight: Stated by Virgil to be a capable battle-mage and melee fighter.
- Training from Hell: He'd inherited the position of First Acolyte, the military leader of the Panarii religion, which normally means that the Acolyte in question trains with the Caladon guards a bit so he can fight if it comes down to it. Instead, Alexander went to Level Grind in the Vendigrothian Wastes for years before he felt himself ready to take up the role. See Badass Preacher for how it turned out.
- Tranquil Fury: You can tell that he's royally pissed at K'an Hua for murdering Mannox and corrupting the church, yet he doesn't even raise his voice.
- You Killed My Father: Towards K'an Hua, if Alexander learns that he killed his ancestor, St. Mannox.
A badass skipper hired by Guilbert Bates to get you to the Isle of Despair and back.
- Chekhov's Gunman: Is this himself and introduces another two, Franklin Payne and Stringy Pete.
- Crazy Awesome: In-universe: he's the only captain crazy or awesome enough to sail to the places he did.
- The Drunken Sailor: How he lost his ship in the dice game.
- Foreshadowing: One of his tales is about the Isle of Thanatos, where you'll have to go much later
- Offscreen Moment of Awesome: The prisoners' leader assumes that you've been on the prison island long enough for your ship being hijacked and her crew slaughtered. When you rush back to the ship, you find her where you left her, surrounded by corpses. Teach casually explains that those dumbasses thought they could take his ship.
- Pirate: Never proved, and he's honest enough for Bates repeatedly hiring him, but his reputation is not perfectly clean.
- Sea Stories: He will tell you about his most outstanding voyages if you ask.
- Shout-Out: To Blackbeard, obviously.
A self-proclaimed intellectual, university drop-out, wannabe thief and leader of the band consisting of himself and two half-ogre thugs who took control of the only bridge out of Shrouded Hills and demand passage fee.
- Beef Gate: Dealing with him, one way or another, is required to get out of tiny patch of land between two rivers and a mountain range where the game starts.
- Card-Carrying Villain: He won't shut up about what great and magnificent criminal genius he is.
- The Corrupter: His half-ogre companions were just harmless cook's assistants whom Lukan persuaded to join him on the way of crime. In fact, they appear too dim-witted to even realize what's going on.
- Easy Level Trick: The main danger of fighting Lukan's gang are the half-ogres' fists, which deal a ton of damage to your health and fatigue. However, those can be neutralized by gathering several railroad spikes (the crappiest Improvised Weapons in the game) from trash and scattering them around the band. Eventually, they will pick them up and "arm" themselves, drastically decreasing their damage output.
- Flunky Boss: Lukan himself is a joke, but his half-ogre henchmen will make short work of most low-level characters.
- Honor Among Thieves: Dreaming of becoming a member of Thieves Underground, Lukan does his best to abide to their rules. The Living One can not just get him leave, but also shake 200 gold of "reparations" out of him by convincing him he's "trespassing" onto another thief's territory.
- Malaproper: He tries to present himself as Wicked Cultured through the use of long and complex words, but problem is, they're too long and complex for him to remember them correctly.
- Meaningful Name: He named himself "Witless", for he is merciless and without humor (e.g. wit). The name still remains pretty meaningful, just not for the reasons he thought of.
- Small Name, Big Ego: He's a moron terrorizing a small town (whose only defense is a doctor with a revolver) and a laughingstock for all of Thieves Underground, but thinks of himself as of a criminal mastermind.
- Wake-Up Call Boss: His band is the first serious treat to the PC and serves to test how familiar the player got with the game mechanics. Fighting them won't be easy for most characters and requires strategy and use of the resources you have (like grenades you can find at crash site, or recruiting Sogg Mead Mug). Alternatively, you can invest in crafting, thieving (to steal the key) or diplomatic (to trick him into leaving) skills. Finally, you can just pay the fee by raising money through said crafting or stealing, or even cooperate with Lukan to destroy the materials for the new bridge, but to earn a good ending for the Shrouded Hills (and a Fate point), you have to get them off the bridge once and for all.
- You Just Told Me: Arguably the best way to get him off the bridge involves the Persuasion skill. With the right choice of words, the Living One can pretend to be an emissary from the Thieves Underground immediately after learning of their existence from Lukan, which not only will make him leave without fight, but also grant the PC some more money.
An old man who lives in a distant house in the middle of Isle of Despair and clearly has more in his past than he's willing to tell.
- The Aloner: Chose to live separately from the island's main settlements.
- ...And That Little Girl Was Me: The conclusion of his story about the prince who was framed up and imprisoned on the island.
- Badass Army: After returning to the throne, he reformatted Dragon Knights (who were already this) with modern weaponry and technology, including steam horses.
- Cool Old Guy
- Curb-Stomp Battle: If you fail to persuade Black Root's mayor to return to Cumbria officially, Tarant will attempt to take conflicted city by force, only to have their troops smashed by Maximillian's Badass Army from the above entry.
- Drowning My Sorrows: Regulary uses the services of local Hillbilly Moonshiner, but his manners and the ending indicate he hasn't allow the habit to take over him a bit.
- Frame-Up: Framed for treason and exiled by the Kangaroo Court.
- The Good King: Unlike his brother, he is willing to embrace both magic and technology in a way similar to Caladon. After his return, the dying country started to rise to its former glory.
- Rightful King Returns: With a little help of the Living One.
- The Wise Prince: What he used to be.
The most cruel, ruthless and Ax-Crazy pirate of all times, feared all over Arcanum. He died more than two centuries ago, but rumors are that his spirit still sails the seas, punishing anyone who plays with his name...
- Arson, Murder, and Jaywalking: Pete's most horrible sins are: sadistic murder of an innocent for his silver bootstrap buckles, breaking a pirate oath by slaughtering his fellow pirates under control of an Evil Weapon, and peeing on the altar stone. It was the altar of a Greater God, however.
- The Atoner: He asks you to right the various wrongs he's committed over the years so that his soul can be at peace.
- Bonus Boss: Himself and his crew. It's probably the toughest confrontation in entire game.
- Death Equals Redemption: Literally, since he is already dead for 200 years.
- Drunk on the Dark Side: He went from already ruthless and cruel pirate to the stuff from nightmarish Sea Stories under the influence of Bangellian Scourge
- Even Evil Has Standards: Bangellian Scourge is too evil even for Pete, and he found the will to throw it and run away after he killed all his crew when controlled by the blade
- Flying Dutchman: Cursed to sail the seas around Arcanum until he atones for his sins. Trouble is, he has to go deep inland to do so, which he's apparently not allowed to, so he needs someone to do that for him.
- For the Evulz: Why he defiled Halcyon's altar. It backfired spectacularly in his face, as he ended up as a cursed wraith and can't reach Afterlife until atoning for his sins.
The son of Loghaire Thunder Stone and the King-in-Waiting of the Dwarves during his father's exile. He feels unworthy of and unready for the responsibilities that his father thrust upon him.
- The Good King: If King Loghaire returns to the throne, then dies in the final battle, Randver will be able to rule over the dwarves without a civil war. He is at least as good a ruler as his father would have been.
- Reasonable Authority Figure: A subversion. He tries to be this, but due to his inexperience, is prone to making bad decisions. He also can be somewhat unhelpful when the PC asks him to help them find his father; there's a tunnel leading to his father's exile, but unless persuaded, he won't reveal it.
- Reluctant Ruler
- Unfit for Greatness: Randver is very intelligent, but he doesn't have the steel needed to be a strong king, and if his father doesn't return to the throne, a civil war will break out among the Dwarves because of his inexperience.
- The Wise Prince: He understands the Dwarven way of life better than anyone else (including, quite possibly, his father). The tragedy comes from having too much responsibility put on his shoulders, too soon; while he has the potential to grow into The Good King, he isn't there yet.