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Post by Crowco Cooper on Jan 11, 2017 17:04:14 GMT
Codex entry - Professions
Professions, the guys that make the world go round. They make the gear that you use to shoot, or get shot up by. They also make a pretty buck off of it, and you probably want to profit from the big ol' jar of money yourself.
Progression: For all these professions, there are several levels to be attained. These levels are novice, apprentice, journeyman, expert, and master. Each level will have different uses in the professions. In order to grow to the next level, you can spend SP. Novice = 1 SP. Apprentice = 3 SP. Journeyman = 5 SP. Expert = 7 SP. Master = 10 SP. Each subsequent degree must be gained in order to access the higher proficiency. This means growing from someone who knows nothing about the profession to a master of the craft costs a total of 21 SP.
Encumbrance: Armour and armour attachments have a way of weighing down the user. Each full encumbrance point causes -1 DEX and STR, but every two points also lowers shock damage by a degree. Smaller items like consumables and materials attribute 0.05 points to encumbrance unless otherwise stated.
Crafting: Depending on your situation, crafting can become an essential part of survival. Crafting is a semi-hard concept; Meaning there are a whole bunch of set materials you can use to craft things, but the recipes towards crafting certain items can often have analogues. For example, when making a custom knife, one might use bones instead of iron for the blade.
[PTabbedContent] [PTab=Professions] Professions
Sorcerer - Shaman (AKA Tamers) The character learns slowly on to tame monsters. From teaching a warg pup to sit on command to becoming a griffin centurion rider, this skill will be needed for taming beasts into domestication. For every level in this profession, the user can control an additional animal through magic. Fully tamed animals do not count towards this number.
Survivalist Everyone needs someone to collect ingredients. Survivalists specialize in just that. They find and harvest the raw materials needed for potions, weapons and gear. The higher their skill, the more complicated their bounty can be and the more they can harvest from a single location. In this line of work, one can expect their payout for their work increase marginally as they grow in tier as well as their gained produce to be quite incidental. Aside from their exceptional ability to gather materials, survivalists also excel at providing first aid and medical care. They can also craft make-shift equipment with which other professionals can carry out their work, or find creative ways to get their survival-essentials - such as building a fire and shelter or filtering water. All materials that do not require another material to be made, are harvested by survivalists.
Alchemist Raw ingredients need to be processed, and that's what alchemists are for. They use their alchemical knowledge to transform raw materials into consumables or the processed items that other professions need. The more skilled they are, the more complicated their results and consumables. Although alchemist can make a great deal of things, they will often find their pay to be quite low. Any material that is not a final product, requiring one or more materials to make is produced by alchemists.
Gunsmith Making firearms and ammunition isn't easy, but somebody has to do it. A gunsmith uses processed materials to create neat unique firearms. the more skilled they are, the more powerful their results are. Gunsmiths, just like blacksmiths and armorers, can expect a considerable payout for their products.
Blacksmith Blacksmiths concern themselves with melee weapons, bows and projectiles. From processed materials, they create powerful hammers, swords, bows and arrows that allow them and others an edge in the battle. The more skilled they are, the more powerful their results are. Blacksmiths, just like armorers and gunsmiths, can expect a considerable payout for their products.
Armorer Gear and armor also requires making. Armorers do just that. Whether its assembling heavy armor or making saddles for beasts, these guys get the job done. The more skilled they are, the more effective their results are. Armorers, just like blacksmiths and gunsmiths, can expect a considerable payout for their products.
Sorcerer - Enchanter Magical objects require making too. Enchanters make runes, which in turn boost weaponry and armor in power. They can also make self contained spells, which act as spells deployed by bomb. Finally, they construct catalysts. The more skilled they are, the more powerful their enchantments can be. Unlike other professions, the enchanter requires equipment for ALL the things the enchanter makes. Although this proves costly, enchanters will also find their results be the most valuable.
Sorcerer - Necromancy Necromancy is a dark and very refined magical art. Reserved for those of unholy darkness, unholy blood, holy void and unholy pure mana, though the fast majority of its uses lay in unholy darkness. Necromancers can bring the bodies of various dead back to their base and, with the addition of some ingredients, create permanent undead thralls to serve their will. They can create two kinds of undead: Skeletons and zombies. Skeletons are weaker, but the process of making them gives them certain ingredients. Zombies are stronger, but require ingredients. A necromancer can bring back only one body at a time. Some other of these sorcerers prefer summoning creatures over reanimating them. All the same, summoners have similair skills and knowledge of the arcane. Novices can hold one additional follower under their control, an apprentice holds two, a journeyman holds five, an expert seven, and a master up to ten. This is in addition to the amount of followers being equivalent to the character level.
Infiltration Some soldiers do not concern themselves with creating gear or taming creatures, but rather with what they can take from the enemy. This profession is focused getting into places without being noticed, opening doors that are normally locked, and looting valuable items as a result. This profession also grants a bonus towards sneaking
Mechanic Even though structures and vehicles seem almost as durable as a mountain and almost always is the deadliest thing on the battlefield, they too need repairs and maintenance . Using kits, materials, and a whole lot of praying to keep and maintain vehicles. Mechanics can build vehicles and structures from scratch, or provide 'medical' care to automatons. They can even make and maintain mechs.
[/PTab={background-color:#181818}] [PTab=Equipment] Equipment
Makershift smelter - Typically made underground, though the use of simple rocks is also doable; A smelter is essentially just a very heat-resistant container that is super-heated. A process that requires proper insulation and know-how about keeping and maintaining such a fire. Journeyman survivalist equipment. Needs 6 stone and 8 wood. Wood must be resupplied to use.
Makeshift tanning rack - Four sticks with some string. Very simple, but also very useful when trying to turn the fur and skins of animals into proper leather. Novice survivalist equipment. Needs 2 wood and 1 natural product to make.
Makeshift distiller - Typically made by having two containers connect by some kind of tube. A distiller is quite simple; one container is heated, causing its contents to boil. The gaseous contents then rise up, and condensate in the tube, where they then go down into the second container. This separates some fluid content inside the first container to the other container; with the seperated material often being the material that becomes gaseous at a lower temperature. Apprentice survivalist equipment. Needs 6 common metal and 6 wood to make. Wood must be resupplied with each use.
Makeshift press - By making a container with a screw-down lid and grated bottom, a seasoned survivalist can make a press to squeeze materials for their contents. This is typically done when a material has fluids that are hard to extract by conventional means; such as the milk from a flower stem/petal or nuts. Journeyman survivalist equipment. Needs 6 wood and 1 stone to make. Can turn natural products into natural chemicals.
Magiitable - A board with specific creational runes, serving the purpose of an enchanter. Used to perform enchantments through rune-etching and the making of self-contained spells.
Makeshift crafting equipment - The creative mind can derive delicate crafting tools from simple means. Using rocks, sticks and flexible strings, one can make a worthwhile set of tools with which to put together armour, weapons or even guns. Needs 2 stones, 2 natural product and 2 wood to make. Apprentice survivalist equipment.
Harvesting kit - A backpack filled with a small pickaxe, plant scissors, syringe, five pockets with storing units for ingredients and preservative spirit. The kit weighs down the owner, but allows the owner to harvest ingredients on the spot, and take parts from beasts without having to haul the body back. Atributes 0.5 points to encumbrance. Can hold up to 5 materials without attributing to encumbrance.
First-aid kit - A pack filled with several bandages, bandaids, stitches, medical alcohol, splints, tweezers and thermal foil. Everything you need to fix injuries when a proper mage isn't around. Liliac's folly specifics: Contains 5 bandages, 10 bandaids, 3 stitches, 10 uses of medical alcohol, 3 splints, 1 tweezer and 1 thermal foil. Attributies 0.5 points to encumbrance; Can spend an action to lower an injury by a degree.
High-load backpack - A backpack made to allow one to take heavy loads with them. Quite simple, yet very useful. Attributes 0.5 points to encumbrance. Can hold 40 materials that do not contribute to encumbrance.
Lockpicking set – A small case filled with various lockpicking tools. Any infiltrator would do well to have one on hand at all time. Needs 1 common metal to make. Novice infiltrator tool.
Repair kit - Pretty much your swiss army knife when it comes to trying to keep the vehicles in working order. Including a high powered blowtorch, slots for 6 units of materials, pair of welding goggles, and grinder. Attributes 0.5 points to encumbrance. Can perform field repairs on vehicles.
Cybertool – A handheld cybertool is state of the art machine, used for taking down electrical security measures like cameras and electronic locks. The one-time-use tool has roughly the size of a tazer, and works in similar fashion. By firing its two wired electrodes at an exposed electrical component of a target, this tool can compromise its capabilities without raising suspicion. Need 1 uncommon metal. Journeyman infiltrator tool.
[/PTab={background-color:#181818}] [PTab=Materials] Materials Materials are products used to craft certain items. They are typically collected by survivalists from their original source; so everything listed below requires the noted level in the survivalist profession to be gathered unless otherwise specified.
Natural product - Simple natural products such as plants, grasses and weeds. Novice level material
Cloth - Made from natural products that have been weaved into proper cloths. Novice level material.
Wood - Typical wood can be found just about anywhere. It is used in a great deal of crafting processes. Novice level material.
Stone - Stones are found just about everywhere, though mostly in the ground. Mining for other minerals can produce useful pieces of stone as well. Novice level material.
Skins - The hide, scales or carapace taken from various beasts. Useful for making armour. These materials can be further processed into higher grade materials. Novice level material.
Common ore - The typical ores found plentifully in the wild. These include ferrite (iron), lead, tin, and copper. Novice level material. Ferrite: Need 2 ferrite to make 1 steel alloy. Lead: Need 1 lead to make 1 lead alloy. Tin: Need 1 tin to make 1 tin alloy. Can be used to preserve food. Copper: Need 1 copper to make 1 copper alloy.
Common non-metal - Be it bone, kevlar or plastic. It's all used in making armour, weaponry and some various other things. Novice level material.
Arachnoiyan silk - Naturally produced by arachnoiyans. They have a near limitless supply at the ready. Novice armorer material.
Feathers - Gained from small birds. Useful for making arrows or as writing utensils, but not much else. Novice level material.
Processed skins - Derived from the skins of animals. One can make hides, scales or carapace into forms of leather. Typical leather is good for resisting sharp objectes, while scales are very useful for withstanding heat, and carapaces make for hard, impact-resistant coverings. All essential for making armour or grips. Needs 1 skin to make. Apprentice level material.
Sulphur - Derived from raw sulphur sources or created from natural resources like fermented eggs. In its raw form, it is especially easily found near volcanic regions. Apprentice survivalist material. Can be made from natural product by novice alchemists.
Saltpeter - An ore found underground. An essential component to explosives. Apprentice level material.
Civilian chemicals - Chemicals, accessible to the general public. Be it chloride, methanol, or ammonia. All these can typically be found in a supermarket. Apprentice alchemist material
Synthetic fiber - Made using chemical mixtures. Synthetic fibers are essential for creating kevlar armour. Need 2 civilian chemicals to make. Apprentice alchemist material
Boiled skins - Processed skins that have been further treated. Essential for making layered armour. Needs 2 processed skins to make. Apprentice level material.
Uncommon ore - A metal ore, much less common than simple steel and iron. These include titanite, titanium, and aluminium. Journeyman level material. Titanium alloy: Requires 2 titanium ore. Aluminium: Requires 2 aluminium ore. Titanite: Requires 1 aluminium and 1 titanium alloys
Uncommon non-metal - Uncommon non-metals aren't as simple as bone and hide. These materials include ceramics, armed plastics and arachnoiyan weave. journeymanlevel material.
Natural chemical - Chemicals distilled from the remains of beast or plants. Such include the poison of poisonous animals, natural fats, and adrenal glands. Journeyman level material
Great feather - Feathers, gained from beasts and large birds. Useful for making greatarrows or feather-fit armour. Journeyman level material.
Ebonium - A black ore that looks a lot like coal, but holds much different properties. The material is a vulcanic metal, permanently scorched by fire and magics present within it. Mined from ebonium ore deposits. Journeyman level material.
Moonstone - A white ore that looks like marble, but holds much different properties. The material is a glacic metal, constantly influenced by light and ice to be made. Mined from moonstone ore deposits. Journeyman level material.
Noble ore - Metal ore with special properties or particular value. These include gold, silver, platinum and palladium among others. Expert level material. Weapons and armour made from noble metal have -1 AP, but have different beneficial effects. Gold: Need 2 gold to make 1 gold alloy. Can also be melted from jewelry or ornaments. Silver: Need 2 silver to make 1 silver alloy. Can also be melted from jewelry or ornaments. Platinum: Need 2 platinum to make 1 platinum alloy. Can also be melted from jewelry or ornaments. Palladium: Need 2 platinum and 1 aqua regia to make 1 palladium. Need 2 palladium to make 1 palladium alloy.
Professional chemical - High power chemical materials, used in the making of equally high end things. Expert level material.
Rare ore - Metal ores taken from the rarest possible sources. these alloys are not only incredibly strong, but also equally hard to work. These include moonstone, obsidian, osmium, iridium, rhodium and tellurium. Master level material. Can be used instead of typical metals for their beneficial effects on weapon and armour crafting. Mostly derived from platinum that is dissolved in aqua regia. Moonstone and obsidian: Used in making rare, magical metal alloys. Osmium, Iridium, Rhodium, Tellurium: Need 4 platinum and 1 aqua regia to make. Results are randomized.
Legendary chemicals - Chemicals derived from the dead body of incredible beasts or harsh environments. Very hard to get, and even harder to use well. Master level material.
[/PTab={background-color:#181818}] [PTab=Crystals] Crystals Especially useful for an enchanter or summoner; Crystals are used for reanimating or summoning creatures, as well as for the making of magic catalysts and potions.
Minor crystal - An unspecified crystal with minor mana storing capabilities. These are the most often used ingredient for crystalline water. One unit of this minor crystal allows for one to make enough crystalline dust for three portions of crystalline water. Apprentice level material
Minor activated crystal - An unspecified minor crystal with activated mana due to a natural occurrence or specific magical treatment. One unit of this activated minor crystal allows for one to make enough activated crystalline dust for one portion of crystalline syrup. This material also forms an essential ingredient in enchanting as it is used for virtually every kind of enchantment. Journeyman level processed material, made from minor crystals
Small soul gem - Harvested from an animonculi arachna. Can be used for enchanting as well as making potions with extra potency. Journeyman level material. Can be used in place of minor activated crystal. Effectiveness of created equipment increased minorly.
Stoneheart - The fully crystalline heart, imbued with a soul. Created by the soulweaver, who created constructs and stonehearts. Journeyman material.
Magically potent gems - Gemstones of crystallic nature, potentially potent in mana charging. These crystals are powerful and hold much power, but require skill to be carefully mind without being damaged beyond use. Additionally, these materials are rare. These gems encompass: Diamonds (pure magic), obsidian (void), emerald (earth), ruby (fire), topaz (light), lapiz lazuli (water), garnet (air), amethyst (darkness). Mined from rare gem deposits. Expert level material.
Treated potent gems - Magically charged gems, treated thoroughly by an enchanter to make. These gems seemingly differ not from gems, but internally they surge with power. This is the power that charges the base of more advanced enchantments. Requires a magiitable. Made from 1 magically potent gem. Expert enchanter material.
Large soul gem - Harvested from an animonculi sentra. Sizeable and capable. Can be used in stead of minor activated crystals to create potions and enchantments. Expert level material. Can be used in place of minor activated crystal. Effectiveness of created equipment increases severely.
Bloodstone - When blood is dried and frozen, it can crystallise blood. When this crystallised blood clots up in one compartment then it will become a solid stone. In a practical enviroment, one would stand the most chance finding such a stone in the heart of a long-frozen corpse. This crystal made from blood is incredibly potent, especially when applied for unholy magic. Extracted from long-frozen corpses. Master level material.
Boltstone - A magically potent gem that has been hit directly by lightning, causing it to permanently display small lights shifting through it. Since rare gems already are found rarely above ground, finding such a deposit is very hard. Aside from having an enthralling appearance, it can amplify holy magic. Mined from lightning struck rare gem deposit. Master level material.
Giant soul gem - Harvested from an animonculi libra. About the size of a fist. Can be used in stead of magically potent gems when creating special equipment. Master level material. Can be used in place of magically potent gem. Effectiveness of created equipment increases immensely.
Dragon's heartstone - A form of mineral that accumulates around the flesh of a dragon's heart. Results of it's use can vary, but generally can enchant any object with a strong magical power alike to the power of the dragon. Master level material
Corrupted dragonheart - When a dragon becomes corrupted, it siphons so much magic that some of the corrupted body fluids pool together and crystallise into a large chunk of crystal that continually radiates its elemental colour. It is considered the most rare and valuable material in the world. Master level material
[/PTab={background-color:#181818}] [PTab=Remains] Remains Killing creatures and people can leave you with some useful stuff. Especially if those things can be turned into potions or fuel for your necromancy practices.
Cyclops eye - The eye of a cyclops that has remained somewhat unscathed after being killed. It is used for cyclopsis and can naturally be found in the eyecasket of a cyclops. If one decides to target the eye of a cyclops during a fight, this ingredient will go to waste. Apprentice survivalist material, gained from cyclops.
Skeleton vertebrae - Found as a bone just below the skill. This bone is the most prominent magical catalyst of a skeleton and thus holds most of its dormant dark magic after being killed. Taking this and grounding it up into a salve known as darkmeal will proof beneficial to the consumer. Crushing the head of a skeleton will make this ingredient useless. Apprentice level material, gained from wither skeletons
Viro parts - Flesh extracted from any kind of viro. It is used in the creation of zombies from dead viro. Novice necromancer material
Jackjelly - A pink, disgusting smelling liquid tapped from the innards of a jumping jack. Through its properties it can enhance movement speed, stamina and general agility. Apprentice level material.
Borax - A mineral, and technically seen crystal, that when solved into water will create a "flux" used for maintaining surfaces and removing oxidation. Aside from being used in salves, it also plays a role in making alloys such as steel oxidate much slower. Apprentice level material
Troll fat - Fat taken from a troll. It can be used to create salves that increase healing effects of other healing items. Apprentice level material
Basilisk teeth - Every basilisk has two exceptionally large fangs. these fangs are not only used to administer poison but are also strong as steel, making them useful for the making of weapons. Apprentice level material
Canine fangs - The canines of wargs, common wolves, dogs and mongrels serve an important role in the ecosystem for their hunting and cleanup job in the world. Their teeth have developed to rip flesh, which has caused for the teeth to become useful in the making of primitive weapons. Apprentice level material
Beast flesh - Flesh extracted from the body of a beast. It is used in the creation of undead beasts. Can also be eaten for sustenance. Apprentice necromancy material
Beast blood - Blood, extracted from the cold veins of a beast. It is used in the creation of undead beasts. Apprentice necromancy material
Beast heart - The heart, taken from the corpse of a beast. It is used in the creation of undead beasts. Apprentice necromancy material
Fiana buck horn - An almost steel-like elegant set of horns taken from the body of a fiana buck. The horn can be fashioned into melee weaponry. Journeyman level material
Sphaere dust - Dust harvested from a dead spahere. It has strong magical potencies. It can be used as sustenance for minor crystalline dust, or be developed into a precious medicine for treating people suffering from overcharge, magic leakage and other magically based diseases and afflictions. Journeyman level material
Uzari - Harvested from the now rare meglo bird. This crystalline-metal material can be used to develop uzari plating or to be used in the development of strongly enchanted weapons and armor. Journeyman level material
Leshen skull - A rarity. They come in several kinds, shapes and sizes and all can fetch you a hefty price. Optionally, they can be used for the making of primal and destructive catalysts. Journeyman level material
Magi flesh - Flesh stripped from the bones of a void or magical creature. Used in making reanimated magi. Journeyman necromancy material.
Magi blood - Blood taken from the corpse of a void or magical creature. Used in making reanimated magi. Journeyman necromancy material.
Magi heart - A heart, taken from the corpse of a void or magical creature. Used in making reanimated magi. Journeyman necromancy material.
Skinner's hide - Harvested by carefully detaching the organic stitchings of a skinner demon. These flaps of hide create an awful smell, so they might need a good wash and dry before being used on any armour. Journeyman material.
Chort canines - The violent and powerful chort is known for its dangerous attacks. Aside from large muscles and ram horns, it has some sharp canines which are prized for their potential in primitive weaponry. Even to this day, such primitive weapons are used. Expert level material
Ent sap - Sap taken from an ent. It looks like gold, but is worth much more. Expert level material
Petrifactor - A needle or gland excised from the corpse of a creature that can inflict petrifying poison effects. Expert level material.
Xeglun horns - Horns harvested from the celestial buck. These horns serve multiple purposes in potions, the main use being the cancellation of void magic. Expert level material
Drake horn - It comes in different shapes and sizes. Generally, they're near indestructible and can rip through armour and flesh alike with ease. This makes them not only highly priced rarities, but also essential parts to the most destructive of melee weaponry. Expert level material
Dragon flesh - Flesh, harvested from the body of a dragon. Very valuable, and used in the reanimation of dragons. Master necromancy material.
Dragon blood - The blood of a dragon. This is not only religiously hailed, but used in the most powerful of magical processes, amongst which is necromancy. Master necromancy material.
Dragon heart - The heart of a dragon, found amidst the dragon heartstone. A valued ingredient in the raising of undead dragons, as well as used in many other magical rituals of the highest degree. Master necromancy material.
[/PTab={background-color:#181818}] [PTab=Pet gear] Pet gear
Bean treat - A treat in the form of a portion of beans. Omnivorous/herbivorous beasts like these treats, as they invigorate them. Need 1 natural product. +1 VIT for 3 rounds. Novice level tamer candy.
Small harnes - A small harnes, suited for smaller tamed monsters. Any monster below the size of 1.50m tall/long can be given this harnes to increase their health and allow them to carry a weapon for its owner's use, or a piece of gear such as a medkit. Need 1 natural product, 1 common non-metal. Apprentice level tamer gear.
Hearty treat - A treat in the form of a few candies. Omnivorous/herbivorous beasts have a love for these treats, and help build both a relation and grant a buff on the creature it is fed to. It has a hearty flavour. Need 2 natural products. +2 VIT for 3 rounds. Apprentice level tamer candy.
Saddle - A saddle paired with armor for a monster to wear. These can be put on griffins, direwolves, hippocampus, forktails, basilisks, kirias and chorts. They allow for one to ride a monster if its reached maturity. It also enhances the total health of the monster, and allows it to hold a weapon or piece of gear for its owner. Need 1 common metal, 1 common non-metal. +1 VIT. Allows for riding if mature. Journeyman level tamer gear.
Large saddle - A large saddle with armor made for griffin centurions, drakes and daemonaris' to wear. They allow the owner to ride the monster if has grown to maturity. Additionally, it increases their health and allows them to carry a weapon or piece of gear for its owner to use. also, it can allow for one to mount a greatbow, LMG or rocket launcher onto the saddle for use when mounted. Need 1 common metal, 2 common non-metal. +1 VIT. Allows for riding if mature. Expert level tamer gear.
Beastial Armor Plating - Set of titanite plates designed to fit over the body of somewhat midsized beasts. These can be put on griffins, direwolves, hippocampus, forktails, basilisks, kirias and chorts. They allow for one to ride a monster if its reached maturity. It also enhances the total health of the monster and sets the AP to 2. Need 2 common metal, 2 common non-metal, 1 uncommon metal. +2 VIT and AP 2. Allows for riding if mature. Expert level tamer gear
[/PTab={background-color:#181818}] [PTab=Processed materials] Processed materials Some materials require proper processing before they can be of any use. This must be done by blacksmiths, gunsmiths, armorers, or alchemists before they can be of use.
Common metal - Common metal alloys used in the creation of weaponry and armour primarily. Typically consists of bronze, lead, tin, copper and steel. Apprentice level material. Can be made from common ore by smiths and armorers. Steel: Made from iron ore and carbon. Used in armour and weapon production. Lead: High density metal. Used primarily in bullet production. Tin: Lightweight and flexible metal. Used for food preservation or bronze alloy. Copper: Highly conductive metal. Used for electrics and robots, or bronze alloy. Bronze: Old-time classic. Not practically useful but worth a pretty penny.
Gunpowder - A most important material in these modern days. Its made from sulphur, charcoal and saltpeter. All easily accessible if you know where to find them. Apprentice gunsmith material. Needs wood, sulphur and saltpeter to make.
Uncommon metal - A metal alloy, much less common than simple steel and iron. These include titanite, titanium, and aluminium. Journeyman level material. Need 1 titanium and 1 aluminium to make 1 titanite. Titanium: A very strong and harsh metal. When used to replace common metal in amour or weapons, it grants +1 VIT for that armour piece or +1 STR scaling in the weapon. Aluminium: A very flexible and lightweight metal. When used to replace common metal in armour or weapons, it grants -0.1 encumbrance for that armour piece or +1 DEX scaling in the weapon. Titanite: An alloy that is both strong and lightweight. When used to replace common metal in armour or weapons, it grants -0.1 encumbrance and +1 VIT for that armour piece, or +2 scaling in the weapon.
Noble metal - Metal ore with special properties or particular value. These include gold, silver, platinum and palladium among others. Expert level material. Weapons and armour made from noble metal have -1 AP, but have different beneficial effects. Gold: Can be used to trim armour as attachment. Healing spells (not perks or birth magi) increase by a degree when targeting the specific limb. Silver: Can be used to make melee weapons or bullets. Adds minor fire damage when targeting undead creatures. Platinum: Can be used to make plates in armour, replacing common metal. Armour piece gains +3 VIT. Palladium: Can be used to make chainmail in armour, replacing common metal. Armour piece grants an additional moderate resistance to frost injuries, but also minor weakness to burn injuries.
Rare metal - Metal ores taken from the rarest possible sources. these alloys are not only incredibly strong, but also equally hard to work. These include moonstone, obsidian, osmium, iridium, rhodium and tellurium. Master level material. Can be used instead of typical metals for their beneficial effects on weapon and armour crafting. Moonstone and obsidian: Used in making rare, magical metal alloys. Osmium: Brittle but capable of incredible thinness. Can be added during the production of weapons, but not replace base materials. Weapons that deal slashing damage gain +5 scaling and cause one degree higher bleed injuries. Iridium: Can create incredibly hardened alloys. Can be used during the production of armour, but not replace base materials. Armour piece gains +1 AP. Rhodium: Can be electrically evaporated, the smoke of which is stuck to presented alloys. Can be used during the production of weapons, but not replace base materials. Weapons that deal blunt damage gain +5 scaling and cause one degree higher break injuries. Tellurium: Highly corrosive to other metals. Can be used during the production of weapons or bullets, but not replace base materials. Bullets/weapons that deal piercing damage gain +5 scaling and causes -1 AP upon successful hits.
Ebonite - A black metal, made from ebonium and obsidian to create a possibly magically potent metal. The material is used often for weapons charged with void, darkness, fire or pure mana enchantments. Requires 2 rare metal, 1 treated potent gems (diamond, obsidian, ruby, or amethyst) and a smelter to be made. Adds +2 to relevant element spells when used in catalysts. Master enchanter material.
Solite - A white metal, made from moonstone and treated potent gems to create a possibly magically potent metal. The material is used often for weapons charged with light, water, earth and wind enchantments. Requires 2 rare metal, 1 treated potent gems (topaz, lapiz lazuli, garnet, or emerald) and a smelter to be made. Adds +2 to relevant element spells when used in catalysts. Master enchanter material.
[/PTab={background-color:#181818}] [PTab=Decals] Decals
Coat remover - A substance used to remove the paint coat of a weapon or armor. Need 1 civilian chemical. Novice level material.
Coat preperation - A substance used to prepare the application of a paint coat of a weapon or armor. Need 1 civilian chemical. Novice level material.
Blank paint - A blank, single color paint coat. The color can differ, but generally serves as singular matte color on a weapon or armor. Need 1 civilian chemical. Novice level material.
Metallic paint - A metallic, single color paint coat. The color can differ, but generally serves as singular metallic color on a weapon. Need 1 civilian chemical. Novice level material.
Double-coat - A set of two matte color coatings. The color can differ, but generally serves as a paint coat that gives a weapon or armor two different colors for a pallet with decals of your own choice. Need 1 civilian chemical. Apprentice level material.
Metallic double coat - A set of two metallic color coatings. The color can differ, but generally serves as a paint coat that gives a weapon two different colors for a pallet with decals of your own choice. Need 1 civilian chemical. Apprentice level material.
Etching - A permanent etching in the surface of a weapon or armor to give it its own, permanent touch of "you". The etching can be of anything, going from words to complex figures. Can be performed by an apprentice blacksmith, gunsmith, or armorer
Complex color - A color coating that could be called art. With complex forms and multiple colors applied, this kind of coat makes a weapon or armor a one of a kind object. Need 2 civilian chemicals. Journeyman level material.
[/PTab={background-color:#181818}] [PTab=Consumeables] Consumables The use of a conseumable has its actions per round calculated on the basis of DEX. 1-5 = 1 action. 6-10 = 2 actions. 11-20 = 3 actions. The use of a consumeable always takes a single action.
Alcohol - It comes in many forms. Drinking it can be fun, or not, depending on how you deal with it. Potentially addictive but biological dependency does not last very long. At large amounts, it can numb one against pain but makes one sway its hands too. Made by fermenting sugars in water. +1 VIT, -1 DEX. Novice survivalist/alchemist consumable. Need 1 natural product to make.
Energy drink - A carbonated drink consisting mostly of sugar and caffeine. These drinks are adjusted with nutritions to cause surges of energy in ones body, invigorating it to perform better physically. But it can be quite addictive due to its sweet taste. Consuming too much of this substance can induce some health complications like heart palpitations and excessive sweating. Need 1 natural product. Instantly regain 5 LVL 1 skill slots, 3 LVL 2 skill slots or 1 LVL 3 skill slots. Regaining more skill slots than you normally have will poison the consumer. Novice level alchemist material.
Nicotine - Often derived from the smoking of tobacco. Nicotine causes a mild acceleration of the nervous system, as well as the reinforcement of existing neural networks. It's subsequent high also calms down a person's emotional state. It is also very addictive, leading to a state of irritability during prolonged abstinence. This substance also increases the reactivity to adrenaline, causing substances like epinephrine to work stronger. Need 1 natural product to make. +1 EMO and INT for 3 rounds, and +1 to the effects of epinephrine. -1 EMO during day of abstinence.
Crystalline water – Crystalline water (or as it is jokingly dubbed “mineral water”) is the result of a fairly simple filtration process where water is filtered through various layers of sand and a thin layer of expensive inactive mana crystal dust. The mana crystal dust, which is highly concentrated in mana, charges the water that filters through with a bit of its power. The end result of this easy to perform filtration is a purple tinted liquid known as crystalline water. Overzealous consumption of crystalline water, as for example to consume a complete vial with a full pool of mana, will cause overcharge of the mana pool and thus damage. Need 1 natural product. Instantly regain 5 LVL 1 spell slots, 3 LVL 2 spell slots, or 1 LVL 3 spell slot. Regaining more spell slots than you normally have will poison the consumer. Novice level alchemist material.
Hemotoxin - This is one of the things that Xerna applies to their weapons to even the odds in combat. The other factions aren’t a big fan since it causes a nasty bit of bleeding. Need 1 civilian chemical to make. Causes adds minor bleed damage. Takes one action to apply, and lasts two attacks. Apprentice level alchemist consumeable.
Neuro-toxin - A lightweight poison derived from animal products that can be used to chip away at an enemy's vitality. Like all poisons, it can only be applied to a slashing or piercing weapon, but it rarely does armour protect against it. Need 1 natural chemical to make. Adds poison damage. Takes 1 action to apply, lasts for 2 attacks. Apprentice level alchemist consumeable.
Anti-toxin - A standard substance to cancel out the effects of poison, taken in orally. Need 1 natural chemical. Heals poisoning by one degree. Apprentice level alchemist consumeable.
Venom No.1 - A rather cheap toxin isolated from various chemicals and plant extracts. Which ones? You don't want to know. Need 1 civilian chemical and 1 natural chemical to make. Takes 1 action to apply and lasts 2 actions. Moderate poison. Journeyman level alchemist consumable.
Crystalline aqua - By improving the methods of creating crystalline water by making the crystals more concentrated through the advanced ground crystals. This allows the water to be charged with much more mana and work more efficiently on the body. Remember, excessive consumption of mana charged products can result in dangerous side effects. Need 1 natural product, 1 minor crystal. Instantly regain 7 LVL 1 spell slots, 5 LVL 2 spell slots, 3 LVL 3 spell slots, or 1 LVL 4 spell slot. Regaining more spell slots than you normally have will poison the consumer. Apprentice level alchemist material.
Copper’s Venom - Isolated from the venom from Copperhead snakes, this is exactly the thing you do not want anywhere near you or in you. Need 1 natural chemical. Takes 1 action to apply and lasts 2 attacks. Causes major poison. Effects lasts as long as the duration, and additional hits reset the timer. Weapons can only use one particular applicant at a time. Expert level alchemist consumable.
Epinephrine - Epinephrine is a man-made drug that imitates the effects of adrenaline in the body. The drug is normally used for people suffering from cardiac arrest or superficial bleeding. Its more unorthodox effect however, proves it to be a good substance to boost one’s endurance. Epinephrine is natural produced by the adrenal gland, but can be created in a lab using various enzymes and hormonal processes. Although the method of production would suggest it to be expensive, quite the contrary is true. Using more than you need can cause severe symptoms such as cardiac arrest, high blood pressure, and seizure. Need 1 natural chemical. +2 VIT, STR and DEX for three rounds. Journeyman level alchemist material.
Morphine - This injectable drug was created around the second world war and found very useful for treating wounds and damages through painkilling. It, however, is also very addictive. It is due to the callous use during world war two that many got addicted and overdosed on the substance. So learn from their mistakes and use with caution. Need 1 natural chemical, 1 civilian chemical to make. Undo any debuffs to STR, DEX, PER or VIT and +2 VIT for three rounds. Journeyman level alchemist material.
Crystalline syrup – By mimicking the process of crystalline water but with active mana crystal dust rather than inactive dust will create an instable version of crystalline water that will quickly lose its charge. After this unstable compound is created, a different compound made from an isolative gelatine is added to contain and stabilize the compound. Stirring these two compounds will create a syrup known as “Crystalline syrup”. A thicker and more potent version of crystalline water. Due to the active mana inside the, albeit contained, gelatine this compound can be quite damaging when abused. Need 1 minor activated crystal, 1 natural chemical. Instantly regain 10 LVL 1 spell slots, 7 LVL 2 spell slots, and 5 LVL 3 spell slot, 3 LVL 4 spell slots or 1 LVL 5 spell slot. Regaining more spell slots than you normally have will poison the consumer. Journeyman level alchemist material..
Benzodiazepine - A chemical construction used as medicine for ADHD treatment. In larger doses, they can calm down someone in a frenzy. It can also be used as ingredient for making tranquillizer darts. Need 1 natural chemical, 1 civilian chemical. Journeyman alchemist material.
Pentazemin - A medicine, capable of relaxing the body. Its effect causes the muscles to calm minor tremors. This causes for it to be favoured by soldiers for giving a steady hand. Need a lab to make. Need 1 natural chemical, 1 civilian chemical. +3 PER for 3 rounds. Journeyman alchemist medicine.
Noctocynanin - A medicine, capable of enhancing the perceptive capabilities of a person. This medicine is often used by sentries and guards who want peak performance. Need 1 natural chemical, 1 civilian chemical. Spot anyone sneaking for 3 rounds. Journeyman alchemist medicine
Acceleramin - A medicine that slightly slows the perception of time and boosts the speed of minor movements. Need 1 natural chemical, 1 civilian chemical. +3 DEX per round for 3 rounds. Journeyman alchemist medicine.
Jackheel - A drink, easily consumed in one gulp. Quite disgusting, but worth it for its effects. Need 2 jackjelly and a lab to make. Journeyman alchemist enhancer. +5 DEX for 3 rounds.
Aqua regia - Or 'kingswater', it is a 3:1 mixture of hydrogenchloride and saltpeter. The liquid dissolves most metals, including gold (the 'metal of kings', thus the name). It is typically used to dissolve platinum in order to derive rare metals. Alternatively, it can be thrown onto a target to damage their armour. Requires 3 civilian chemical and 1 saltpeter to make. Journeyman alchemist material. Can be thrown (scaling on PER) to lower target armour by -1AP. Only works if armour is made of metal.
Powdered mana applicant - A pouch of powdered magically potent gems with special preparations having been applied. It is used to boost a weapon's attacking power by either being put in the barrel of a gun or being sprinkled over a melee weapon/projectile. Besides boosting the damage, it will also causes an easy to see magical effect related to the element (and possible holy/unholy) affinity of the powder. For example, sword with fire applicant will have small flames and embers rise from its blade, while a revolver with unholy wind applicant will have a sickly glowing mist rise from its barrel and clip. Adds elemental damage for three rounds. Need 1 magically potent gem to make. Journeyman enchanter consumeable.
Concentrated mana applicant - A pouch of powdered magically potent gems, alike to the above-mentioned applicant. The only difference between the above mentioned is that this version of the applicant is meant for slow attacking weapon such as sniper rifles and hammers. Adds chosen elemental damage for three rounds. Takes 1 action to use. Need 1 magically potent gem to make. Journeyman enchanter consumeable.
Dusted mana applicant - With the higher crystal-per cm2 devision due to improved crystal grinding, the traditional mana applicant recipe has been improved to apply more damage per application. It is used to boost a weapon's attacking power by either being put in the barrel of a gun or being sprinkled over a melee weapon/projectile. Besides boosting the damage, it will also causes an easy to see magical effect related to the element (and possible holy/unholy) affinity of the powder. For example, sword with fire applicant will have small flames and embers rise from its blade, while a revolver with unholy wind applicant will have a sickly glowing mist rise from its barrel and clip. Adds chosen elemental damage for 4 rounds. Takes 1 action to use. Need 1 magically potent gem to make. Journeyman enchanter consumeable.
Cannabis - Cannabis, a drug that can be smoked or eaten is known well among college students and dutch people. The drug is capable of numbing pain as well as the mind, whilst enhancing already present emotions. This drug can have various effects on one's capability to fight, both in good and bad ways. -1 DEX. 'Simple' spells (spells with a singular effect) have the effect of a spell slot +1 higher than the one used, and will not have a negative effect on the consumer. 'Complex' spells are halved in effectiveness, negative effects are doubled. Only affects spells cast by the consumer.
Cocaine - Cocaine is a drug that, to be simple, accelerates. It makes one excited, increasing stamina and speeding up movement. It is quite addictive though and has some bad effects on the body on the long term. Besides this, it still serves as an excellent stimulant. It comes in the form of a white powder that can be inhaled through many ways or even 'eaten' by being smeared onto the gums. It can be quite addictive psychologically and overuse of the drug has a negative effect on the body on the long term. Journeyman alchemist consumable. Need 2 natural chemicals to make. +3 DEX. Lasts 5 rounds. +5 overdose points.
Amphetamine - A drug used for ADHD treatment, just like benzodiazepine. But this particular drug is focused on the improvement of spell-casting, with a focus on the casting of complex spells whilst restricting the more impulsive emotions of the viro. Journeyman alchemist consumable. Need 2 natural chemicals to make. 'Simple' spells (spells with a singular effect) are effectively degraded to a lower spell slot. 'Complex' spells are doubled in effectiveness, negative effects on the caster are removed. Only affects spells cast by the consumer. +3 overdose points.
Cyclopsis – A potion created with a cyclops eye. The process of this is surprisingly simple. First, one takes the eye and chops it into pieces. After this the remnants are ground up and boiled in tea prepared with rooibos and carrot slices. After boiling all this, one puts the resulting liquid through a filter to remove any blotting from the flesh. The result is then there, a dark orange/red drink that greatly boosts one’s perception upon consumption. Need a cyclops eye, carrot and rooibos to make. Boost PER by +3 for 3 rounds.
Darkmeal – A skin-cream made from bonemeal of the undead skeleton, in particular from the vertebrae. The presence of dark magic within the bones seems to last onto the skin of whoever uses this cream. The cream is made by taking ground-up bonemeal from undead skeleton bones and mixing them in a bowl with various ingredients; vegetable oil, beewax, butter, glycerine, aloe vera and borax. All these ingredients together in a cup are then boiled and profusely stirred. The result is a cream with beige colour. Rubbing this over one’s skin will make the skin feel temporarily hardened and strong. Additionally, it is also makes one’s skin look younger on long term. Needs undead skeleton vertebrae, vegetable oil, beewax, butter, glycerine, aloe vera and borax. Boosts AP +1 for 5 rounds and adds +1 VIT for 5 rounds.
Bullet venom - A small vial containing a few drops of bullet ant venom. Although small in amount, its effect is formed in excruciating pain and, accordingly, makes the victim of its injection incapable of doing anything. There is only enough venom in a vial for a single attack, so one should make sure to hit accurately. Missing your attack after having this applied, even with a melee weapon, will undo the effect. Causes moderate poison and major shock damage. Takes one action to apply, lasts 1 attack. Can be harvested from bullet ants if found.
Jack o' juice - Using jackjelly, one can make this accelerative stimulant that allows one to super-charge skills and movement speed. Need 4 jackjelly and a lab to make. Journeyman alchemist enhancer. +2 DEX for 2 rounds, +1 level to used skill slots. +5 overdose points.
Breath’s Bane - Isolated from a plant indigenous to South America, this plant’s buds are more than a little dangerous. In fact, the thing is even more dangerous considering burning the plant can cause some nasty side effects. Takes one action to apply and lasts two rounds. Causes major poison and minor shock damage. Weapons can only use one particular applicant at a time. Expert level alchemist consumable.
Panacea - An all-curing, high cost bottle of medicine. It can cure moststatus effects, but fails to cure any other disease. So no, its not the cure for cancer. Nor does it set your bones. Need crystalline syrup, benzodiazepine, epinephrine, pentazemin, jackheel and a lab to make. Master alchemist cure. Cures all poison, bleed, burn and frost injuries. Makes the user immune to poison damage for 5 rounds. +3 VIT.
Petrifys - A poison coated onto whatever weapon the user is holding. The next round after applying, the weapon will inflict petrifying poison effect on whatever it hits. Need 1 petrifactor and a lab to make. Master alchemist poison. Adds major poison, moderate bleed and major shock damage. Takes 1 action to apply, lasts 2 attacks.
STAT-UP! - A chemical compound that allows for the artificial, permanent increase of a stat point. Each individual strain grows tenfold more expensive as it is applied. Permanent +1 to STR, DEX, PER, or VIT. Initial cost is 1000 dollars, 10x per same-stat repeat buy Need 1 legendary chemical to make.
[/PTab={background-color:#181818}] [PTab=Enchantments] Enchantments Any piece of armour, weapon, or even a body part can be etched with a rune. These grant additional power-ups, but are very costly.
Damage boost - An easily applied enchantment that can be upgraded with repeated appliance. An enchanter infuses a weapon with crystalline powder which is moulded into its material through the act of enchantment. A weapon can only receive one damage boost enchantment, but it can be artificially upgraded by re-appliance by a higher tier enchanter. The element of the weapon's enchantment will reflect that of the enchanter. added to the damage, the weapon will have modified visuals. for example, a fire damage boost on a sword will cause the sword to seem as if it is always on fire while a water enchantment will have it permanently frozen over. Adds a single type of elemental damage to a weapon. Need 1 minor activated crystal to make.
Ward of the wild - A rune, made by a shaman, can be placed on a location. A second rune will then be placed up to 100 metres away. This rune has the same effect as ward of the wild, but lasts a full day. Requires the caster to recharge it in order to last longer. Casts ward of the wild. Adept shaman rune. Need natural product and beast part to make.
Defence boost - An easily applied enchantment that can be upgraded with repeated appliance. An enchanter infuses armour with crystalline powder which is moulded into its material through the act of enchantment. Armour can only receive one defence boost enchantment, but it can be artificially upgraded by re-appliance by a higher tier enchanter. The element of the armour's enchantment will reflect that of the enchanter. Added to the reinforced defence, the weapon will have modified visuals. For example, a fire defence boost on armour will cause the armour to seem as if it is always on fire while a water enchantment will have it permanently expel frost. Increase VIT for every tier of the enchanter. Damage from same element is decreased by one degree, damage from the opposite element is increased by one degree. Need 1 minor activated crystal to make.
Remote detonation - A primitive version of the self-contained spell. The enchanter etches a rune into any given surface and fills the etching with crystalline dust, creating a remotely detonated and delayed version of whatever spell they decide to etch with the rune. Creating the rune costs the same as casting the spell normally would and the etching of the rune takes a complete round (even if using attunement or catalysts that lower casting time). The detonation however can be performed instantly. LVL 1-3 for novice, LVL 4-6 for apprentice, LVL 7-10 for journeyman. LVL 11-15 for expert. LVL 15+ for master. Requires 1 minor activated crystal.
Lockmaster - An enchantment for lockpicking sets that can only be applied by darkness enchanters. The strength of the enchantment reflects that of the enchanter. This enchantment allows for an unskilled or lower-level infiltrator to open higher tier locks. Apprentice darkness enchantment. Need 2 minor activated crystal to make.
Spell enchantment - An advanced method of enchantment in which the enchanter infuses a spell into a piece of gear, allowing the user of the gear to launch said spell without using any spell slots. Only works once per combat encounter. Journeyman enchantment. Need 3 minor activated crystal to make.
Skill enchantment - The unusual manner in which this enchantment is applied does not at all discredit the range of uses it can have. An enchanter will require to know a skill. Then, through the enchantment, the skill is simulated through magic, causing the wielders body to imitate the simulated skill and thus making it possible for one to use a skill without using any skill slots. Only works once per combat encounter. Though by definition a magical thing, SPR has made an exception to use this still. Journeyman enchantment. Need 3 minor activated crystal to make.
Static rune - Runes, written either into armour or with crystalline ink under the skin, can have a great number of effects. But the static rune is simplest; Increase one's ability in a certain aspect. Be it in increased strength, perception, vitality... These runes can do a lot of good. But they also cost a lot of money to make and apply. A runic tattoo will add +1 to any chosen stat, while an armour rune will add +2 of any chosen stat. Only one rune can be applied per body part. Journeyman enchantment. Need 3 minor activated crystal and 1 ebonium/moonstone to make.
Alloy rune - A rune made to reinforce the physical attributes of armour or weaponry. It can make guns more accurate, swords cut cleaner, or armour more sturdy. This enchantment can only be performed with the help of an unholy earth mage. Expert enchantment. Adds +1 AP to armour or weaponry.
Condensed catalyst - This particular rune will induce the effects of a pre-made catalyst into dust, allowing the substance to be infused into a rune. A high power runification, allowing the wielder of this rune to have the added bonuses of catalysts without sacrificing their weapon slots. Expert enchantment. Need 1 catalyst and 1 ebonium/moonstone to make. Can only be applied to armour on the arms.
Protectorate - A very peculiar and valuable rune. It is said to turn one's skin as hard as oak, though not literally. Adds +1 AP to body part, can only be applied once per person and exclusively as a tattoo. Expert enchantment. Need 1 ebonite and 1 ent sap.
Evergaol - A mysterious and complex set of runes, typically applied with flesh-carving rather than tattoos. This set of runes was specifically developed to eliminate all communication between a vassal and their draemora. It is especially useful when the relation between the vassal and their draemora is of an antagonistic nature. Each of the runes represent the influence of the different hells, with a final rune representing Vinchu, the draemora of prisons. Without their blessing, the enchantment will not work. Master enchantment. Requires permission from the entire pantheon and Vinchu.
Divinium - The polar opposite of the evergaol enchantment. The application of a divinium rune-complex will effectively stifle the conciousness of a vassal, allowing the attached draemora full reign and control of the body. Just as the evergaol, it requires flesh-etching and is quite difficult to perform. It however does not require consent from the pantheon, but rather approval from one of the three fragments of the all-god. Master enchantment. Requires permission from Riachi, Enigma, or Turrin.
[/PTab={background-color:#181818}] [PTab=Self contained spells] Self contained spells It should be noted that listed examples are simply commonly found on the market and not the limitations to what is possible to make.
M20 spell container - Modelled after the m18 flashbang, with the storing of spells in mind. This particular model is empty, being open for an enchanter to fill it with a spell costing up to a LVL2 spell slot. Need 2 common metal and 1 minor activated crystal. Apprentice level enchanter material.
Distractis - A self contained spell version of the darkness spell "Distract". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast distract.
Illusis - A self contained spell version of the darkness spell "Illusion". What the illusion portrays is decided by the enchanter before being made. Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast illusion.
Blindis - A self contained spell version of the light spell "Blinding light". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast blinding light.
Hydarma - A self contained spell version of the water spell "Water shield". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast water shield.
Trapia - A self contained spell version of the earth spell "Trapping vines". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast trapping vines.
Harvis - A self contained spell version of the wind spell "Harvest wind". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast harvest wind.
Aeris - A self contained spell version of the wind spell "air wave". Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast air wave.
Aardis - A self contained spell version of the earth spell "earth shield" Uses one m20 spell container to make. Apprentice level enchanter object. Enchanter must be able to cast earth shield.
Portcrystal - A crystal imbued with void magic.This object can be placed on the ground, carefully so, after which it can be used to instantly teleport to said crystal at a later time. Perfect of escaping hot scenarios. Journeyman level enchanter object.
M21 spell container - Modelled after the m18 flashbang, with the storing of spells in mind. This particular model is empty, being open for an enchanter to fill it with a spell costing up to a LVL 5 spell slot. Need 2 common metal and 2 minor activated crystal. Journeyman level enchanter material.
Silencius - A self contained spell version of the light spell "moment of silence". Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast moment of silence.
Duplicus - A self contained spell version of the void spell "clone". Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast clone.
Aegis - A self contained spell version of the void spell "void warrior". Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast void warrior.
Orbis - A self contained spell version of the fire spell "chaos orb". Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast chaos orb.
Negaeris - A self contained spell version of the wind spell "bad air". Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast bad air.
Advanaeris - A self contained spell version of the wind spell "advanced air wave" Uses one m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast advanced air wave.
m24 handle container - A handle, with storing capabilities for a specific few spells. This container allows one to contain a legendary summoned weapon spell. The handle forms into the handle of whatever the weapon is, allowing one to summon the weapon with the press of a button. Need 2 common metal and 1 treated potent gem. Master level enchanter material.
Spell weapon - A self contained spell, containing one of the following spells in a m24 handle container: Grim scythe, holy halberd, void blaster, rebellious bastard, valiant scimitar, tidal trident, grounded hammer, hunters bow. Uses one m24 handle container to make. Master level enchanter object. Enchanter must be able to cast the according weapon.
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