Schematics are either awards or documents that enable a player to craft certain Technological Items. Learned Schematics are automatically awarded by getting degrees in each of the eight Technological Disciplines. Additional details about the Learned Schematics can be found on the Degrees Table page.
Purchased Schematics can be bought at certain shops, and each is available at a random frequency. Found Schematics are acquired as loot at fixed locations. Note that Found and Purchased Schematics can be used by any player, provided that they have a high enough expertise in the relevant disciplines. Expertise can often be artificially and temporarily raised with the use of Technical Manuals. Story-related schematics item crafting does not require investing Character Points into Technological Disciplines, nor expertise in any discipline.
Learned schematics[]
Found and Purchased Schematics[]
Herbology[]
- Invigorator - (boosts hit points and fatigue points) Herbology (70)
- Miracle Cure - (heals to max) Herbology (85) + Chemistry (55)
- Reanimator - (resurrects dead character) Herbology (90) + Electric (40)
- Wheel Clan Spectacles - (story quest item, allows you to see the entrance to the Wheel Clan) no expertise required
Chemistry[]
- Fortifier - (gives +30 damage resistance) Chemistry (10)
- Fuel - (bullets and Molotov Cocktail ingredient) Chemistry (25)
- Mental Inhibitor - (prevents an enemy from spell casting) Chemistry (70) + Therapeutics (85)
- Necromizer - (creates undead) Chemistry (55) + Electric (40)
- Potion of Paralysis - (crafts a Paralyzer) Chemistry (75)
Electric[]
- Charged Sword - (tech sword does extra electrical damage) Electric (40) + Smithy (5)
- Electro-Armor - (tech armor of protection vs. electrical attacks) Electric (70) + Smithy (10)
- Flow Disruptor - (shield of protection vs. magic) Electric (70)
- Lemon-Potato Charges - (equivalent to Chemistry charges) Electric (1)
Explosives[]
- Bullets - (ammunition for most Firearms) Explosives (5)
- Concussion Grenade - (does extra fatigue damage) Explosives (60) + Smithy (40)
- Electrocution Grenade - (adds electrical damage) Explosives (15) + Electric (40)
- Flame Thrower - (Repeater Rifle does extra fire damage) Explosives (45) + Gun Smithy (50)
- Hallucination Grenade - (fears) Explosives (25) + Chemistry (85)
- Knock Out Gas - (high fatigue damage) Explosives (30) + Chemistry (75)
- Mustard Gas Grenade - (poison damage) Explosives (60) + Chemistry (70)
- Paralysis Grenade - (paralyzes enemies) Explosives (30) + Chemistry (75)
- Plastique - (need detonator to use) Explosives (85) + Chemistry (15)
- Pyrotechnic Bow - (does extra fire damage) Explosives (45) + Mechanical (20)
- Time Bomb - Explosives (85) + Mechanical (80)
Gun Smithy[]
- Acid Gun - (Repeater Rifle does extra acid damage) Gun Smithy (50) + Chemistry (70)
- Blade Launcher - (improved elephant gun) Gun Smithy (80)
- Bronwyck's Gun - (extra fire and electrical damage, uses 2 units of fuel) Gun Smithy (40)
- Charged Accelerator Gun - (extra electrical damage- also the basis for many other schematics) Gun Smithy (50) + Electric (53)
- Droch's Warbringer - (adds electric damage and increased physical damage) Gun Smithy (70)
- Grenade Launcher - (uses fuel not bullets) Gun Smithy (80) + Explosives (60)
- High Velocity Pistol - (improved fancy pistol) Gun Smithy (48)
- Long Range Pistol - (similar stats to looking glass rifle, but one-handed) Gun Smithy (70)
- Mechanized Gun - (improved Repeater Rifle) Gun Smithy (85)
- Pyrotechnic Gun - (pistol with extra fire damage) Gun Smithy (40) + Explosives (20)
- Rifled Cannon - (ignores damage resistance) Gun Smithy (48) + Smithy (20)
- Schreck Multi-Barreled Pistol - (a non-functional quest item) .....
- Tesla Gun - (fires bolts of electricity) Gun Smithy (70) + Electric (55)
- Tranquilizer Gun - (high fatigue damage) Gun Smithy (52) + Chemistry (75)
Mechanical[]
- Automaton - (upgraded Mechanized Arachnid) Mechanical (100) + Smithy (20)
- Compound Bow - (improved bow) Mechanical (22)
- Detonator - Mechanical (80) + Electric (30)
- Envenomed Bow - (tech bow does extra poison damage) Mechanical (20) + Chemistry (75)
- Goggled Helmet - (no perception loss) Mechanical (85) + Smithy (10)
- Machined Plate Mail - (tech armor increases ST and resistances) Mechanical (85) + Smithy (20)
- Medical Arachnid - (Mechanized Arachnid with healing powers) Mechanical (100) + Herbology (85)
- Poison Arachnid - (Mechanized Arachnid with fully equipped poisoned blades) Mechanical (100) + Chemistry (75)
Smithy[]
- Envenomed Axe - (tech axe, does extra poison damage) Smithy (20) + Chemistry (75)
- Envenomed Sword - (tech sword, does extra poison damage) Smithy (5) + Chemistry (75)
- Iron Key - (related to the Iron Clan quest) no expertise required
- Mechanical Dagger - (to-hit bonus) Mechanical (80)
- Miner's Helmet - (contains a lamp to free your off-hand) Smithy (10) + Electric (20)
- Pyrotechnic Axe - (tech axe, does extra fire damage) Smithy (20) + Explosives (8)
- Vendigrothian War Gauntlets - (a better version of Vendigrothian Padded Leather Gloves) Smithy (90)
Therapeutics[]
- Brain Builder - (increases IN, decreases ST) Therapeutics (85) + Chemistry (45)
- Elixir of Hypnotic Suggestion - (mind control) Therapeutics (56) + Chemistry (85)
- Muscle Maker - (increases ST, decreases INT) Therapeutics (78) + Electric (30)
- Vivifier - (permanently increases all primary stats by +1) Therapeutics (78) + Chemistry (85)