Crafting
Overview
Crafting Can be Done by Engineers or anyone who has learned the Ability to Construct Items.
All Constructions are 1 Craft. Roll per Item-Level
The Ability to Craft is Divided into 3 Ability Types.
- Construction of Items
- Brewing of Potions
- Thaumaturgic Engineering
Construction of Items
The First Crafting Type is divided into several smaller subsection i.e. Player specific Ability Levels that define the Complexity of each Item. In addition the form of an Item is defined by the Players Type of "Professions" for example Carpenter or Blacksmith.
if an Ability is lower then 0 it will be counted as 0. Therefor the Construction of items dose not define type but rather Ability.
Additionally the ability is also defined by material and Workstation.
Equipment
Workstations
Workstation | item enhancement |
-/- | -5 Craft. |
common Work Space | +0 Craft |
Work Specific Work Space | +1 Craft |
Materials
Material Grade | Item enhancement (per 10 Units) |
Common | +0 Ability +1 Craft |
Rare | +1 Ability -1 Craft |
Extremely Rare | +3 Ability -2 Craft |
Pricing
Complexity | item Price per 1 SI |
low | 1D8 Copper |
Medium | 1D4 Silver |
Complex | 1D2 Gold |
Item Type
Low-Complex Items
Item Type | Ability | Item Size | Material Cost |
Weapon | 1D6 (Damage) | SI | 10 Units |
Tool | 1D2(Uses) and 1D5 -3(Tool specific enhancements) | SI | 10 Units |
Ammunition | 1D5(Amount) and (Weapon Specific Damage / 1D4) | SI | 10 Units |
Medium-Complex Items
Item Type | Ability | Item Size | Material Cost |
Weapon | 1D8 (Damage) +1D2 -1 (Accuracy) | SI | 15 Units |
Tool | 1D3(Uses) and 1D5 -2 (Tool specific enhancements) | SI | 15 Units |
Ammunition | 1D8(Amount) and (Weapon Specific Damage / 1D4) | SI | 15 Units |
Armor | 1D2 -1 (Armor-Points)(Armor Class Leather or Lite-Plate) | MI | 25 Units |
miscellaneous | 1D10 -8 (Ability Assist) | SI - MI | 20 Units |
Ranged-Weapon | 1D10 (Damage) + 1D2 (Accuracy in Specific Range) | MI | 50 Units |
Complex Items
Item Type | Ability | Item Size | Material Cost |
Weapon | 1D10 (Damage) +1D3 -1 (Accuracy) | MI | 40 Units |
Tool | 1D4(Uses) and 1D6 -2 (Tool specific enhancements) | MI | 40 Units |
Ammunition | 1D12(Amount) and (Weapon Specific Damage / 1D4) | SI | 20 Units |
Armor | 1D3 -1 (Armor-class)(Armor Class Lite-Plate or Plate) | MI - BI | 40 - 80 Units |
miscellaneous | 1D10 -8 (Ability Assist) | SI - BI | 20 -80 Units |
Buff Item | + 1D2 on Actions for 1D3 Actions | SI | 20 Units |
De-Buff Item | - 1D2 on Actions for 1D3 Actions | SI | 20 Units |
Ranged-Weapon | 1D12 (Damage) + 1D3 (Accuracy in Specific Range) | MI | 50 Units |
Brewing of Potions
Brewing Potions is a more Specific Tasks then Constructing items rather then choosing an ability additionaly to it's form or components, potions require specific Items and can only be developed into specific effects with only a hand full of application types.
Potions are divided into specific Ability Levels all under the Profession of "Basic-Alchemie"
Potions get more effective if you consume more of them detailed here:
Potion size | Effect multiplier |
SI | 1x |
MI | 2x |
BI | 3x |
Potion Materials
Potion Materials can be Gatherd with the "Gathering" SpecialityMartials | Location | Average Price per SI | Gathering Difficulty |
Fish ferns | Everywhere | 1Copper | -0 Agil. -0Int. |
Lowly Shrooms | Deep Dark Forrests or Swamps | 5Copper | -0 Agil. -1Int. |
Blue Lily | Plains | 2Copper | -1 Agil. -0Int. |
Yellow Orchid | Swamps and Groves | 1Silver and 5Copper | -1 Agil. -1Int. |
Purple Rose | Ruins and Terran Islands | 2Silver | -0 Agil. -3Int. |
Blue Moss | Ruins and Cemetaries | 2Silver | -0 Agil. -3Int. |
Beladona | Forrests | 1Silver | -2 Agil. -0Int. |
Lilly of the Vally | Plains and Groves | 2Copper | -1 Agil. -0Int. |
Wolfsbane | Groves, Terran Islands, Savana | 1Silver | -0 Agil. -2Int. |
Calendula | Everywhere | 1Copper | -0 Agil. -0Int. |
Lavender | Vallys, Plains and Groves | 2Copper | -1 Agil. -0Int. |
Lambs ear | Groves and Tundra | 4Copper | -1 Agil. -0Int. |
Minor Potions
Potion | Effects | Outcome Types | Material Cost per 1SI |
Restoration (Heal) | Restores 6 HP or
Cures Minor Poison |
Drinkable
(once every Day) |
1SI Beladona, 0.5SI Calendula |
Ability Enhancement | Enhances 1 Stat by 1 for 5min (5Turns) or
1 Sence with enhanced Detail (i.e. seeing in detail objekts in 100m distance) |
Drinkable
(once every Day) |
0.5SI Beladona, 1SI Blue Lily |
Poison | Decreses 1 Stats for 1D10 Days by 1D5 | Drinkable + Throwable (only MI with 1x Effect)
(once every Day, dose not stack) |
1SI Wolfsbane, 0.5SI Lambs ear |
Paralysis | Stuns the enemy if he doesn't Succeed in 1 Pers. Roll for 5 Turns | Drinkable + Throwable (only MI with 1x Effect)
(once every Day) |
1SI Beladona, 1SI Lavender |
Regular Potions
Potion | Effects | Outcome Types | Material Cost per 1SI |
Health | Restores 10 HP or
Cures 1 Random Minor Potion Effect |
Drinkable
(once every Day) |
2SI Beladona, 1SI Calendula, 4SI Fish ferns |
Focused-Power | Enhances 1 Stat by 2 for 5min (5Turns) or
1 Sence with enhanced Detail (i.e. seeing in detail objects in 200m distance) or Cures Mind Poison |
Drinkable
(once every Day) |
1SI Beladona, 3SI Blue Lily, 2SI Yellow Orchid |
Mind Poison | Activate Terror if he doesn't Succeed in 1 Wis. Roll | Drinkable
(once every Day) |
1SI Wolfsbane, 2SI Wolfs bane,1SI Lilly of the Vally |
Petrifikation | Petrifies the enemy if he doesn't Succeed in 1 Pers. Roll for 20 Turns,
every 2 Turns the Putrefied can try to break out by Rolling Pers. |
Drinkable + Throwable (only MI with 1x Effect)
(once every Day, dose not stack) |
2SI Lavender, 1SI Blue Moss |
Persuasion | Charisma Rolls against the affected are easier by 2. | Drinkable
(once every Day) |
2SI Lambs ear, 0.5SI Lilly of the Vally, 1SI Lowly Shrooms |
anti-Paralysis | Frees someone instantly from Paralysis within 2 Turns. | Drinkable + Throwable (only MI with 1x Effect) | 1SI Beladona, 1SI Lavender, 4SI Fish ferns |
Strong Potions
Potion | Effects | Outcome Types | Material Cost per 1SI |
Inspiration | gives +3 on any 1D3 Actions | Drinkable | 2SI Purple Rose, 1SI Blue Lily, 1SI Yellow Orchid |
Ability Enhancement | Enhances 3 Stats by 2 for 5min (5Turns) | Drinkable | 3SI Beladona, 6SI Blue Lily, 0.5SI Purple Rose |
Invisibility | turns you invisible for 5 minutes (Turns)
and gives enemies -4 on Acc. / Sublety Rolls against you |
Drinkable
(dose not stack) |
2SI Lavender, 2SI Lilly of the Vally, 1SI Purple Rose |
Morphing | turn yourself into someone else for 30 minutes (Turns) | Drinkable
(dose not stack) |
4SI Purple Rose, 4SI Lavender |
Casting | enhances 3 spell Casts success Rolls by 2 | Drinkable | 2SI Purple Rose, 2SI Blue Lily, 2SI Yellow Orchid |
Thaumic-Engineering
Thaumic-Engineering is basically creating a Spell in conjunction with an Item and binding them both together.
This is done by enchanting the Item with Energy (10x Spell Level Units) and Primary Item Element (5xSpell Level).
After This The Spell needs not 5 but 10 Uses to Level UP. The Spell also Gains the Ability to be casted For Free based on Complexity (Low +1, Medium +2, Complex +4).
It is also possible to create a Spell specifically for an item to enhance it's basic ability such as a pair of glasses that can sense magic, all of these abilities can be cast like any other Spell or activated constantly like so (requiers Tome of Passive Power):
Spell Level | Cooldown Time | Cost |
1-3 | Activation time | 1 Use per day |
4-6 | Activation time / 2 | 1 Use per day |
>6 | Activation time / 4 | 1 Use per day |
Spirt-Works
another type of Thaumic-Engineering is the art of Spirt-Works where you harness the power of an Elemental.
The act of fusing an Elemental with an Item begins with the Planning Stage where the Mage makes a Blue Print of the Attachment.
Rank | Visual-Representation | Requirements for Attachment |
I-III | Special Enclosure on Item | 10 Intel |
IV-VI | Special Enclosure and Binding Runes all over the Item | 13 Intel |
VII-IX | Enclosure connected to Item vial cables and pipes all over | 14 Intel & Race: Terran |
After That the Mage Constructs the Enclosure (1 Craft. Roll) for the Elemental.
And then Summons (1 Mag. Rolls) and Binds (1 Mag. Rolls) them.
The Type of Elemental and it's effects are tied to the Mages Crafting Level and there Magical-Talent
Elemental Power Rank
Rank | Effect | Crafting Skill |
I | +1D4 Main Ability
OR +1 Armor |
Low-Complex
AND Magical-Talent of 10 AND a Small Ritual Kit |
II | +1D4 Main Ability
OR +1D4 Secondary Ability OR +1 Armor |
Low-Complex (materials x2)
AND Magical-Talent of 11 AND a Medium Ritual Kit |
III | +1D4 Main Ability
OR +1D4 Secondary Ability OR +1 Armor OR +1 Stat Point over 1 Skill |
Low-Complex (materials x3)
AND Magical-Talent of 12 AND a Large Ritual Kit |
IV | +1D6 Main Ability
OR +2 Armor |
Medium-Complex
AND Magical-Talent of 13 AND a Small Ritual Kit |
V | +1D6 Main Ability
OR +1D6 Secondary Ability OR +2 Armor |
Medium-Complex (materials x2)
AND Magical-Talent of 14 AND a Medium Ritual Kit |
VI | +1D6 Main Ability
OR +1D6 Secondary Ability OR +2 Armor OR +2 Stat Point over max. 2 Skill |
Medium-Complex (materials x3)
AND Magical-Talent of 15 AND a Large Ritual Kit |
VII | +1D10 Main Ability
OR +3 Armor |
Complex
AND Magical-Talent of 16 AND a Small Ritual Kit |
VIII | +1D10 Main Ability
OR +1D10 Secondary Ability OR +3 Armor |
Complex (materials x2)
AND Magical-Talent of 17 AND a Medium Ritual Kit |
IX | +1D10 Main Ability
OR +1D10 Secondary Ability OR +3 Armor OR +3 Stat Point over max. 3 Skill |
Complex (materials x3)
AND Magical-Talent of 18 AND a Large Ritual Kit |
Types of Elementals
Type | Special-Effect | Requirement Materials |
Earth | +1D4 Days of Food every 2 Days OR +2 Armor(Armor) OR 1D4 Regen every 3 Turns | 50UEA +1D5HP |
Water | Remove One Potion Effect (once a Day) OR +1D6 Max HP | 50UW +1D5HP |
Air | +1D6 Agility OR Flight for 10min (once a Day) | 50UA +1D5HP |
Fire | 1D4 Thorns Damage(Armor) OR +1D4 on Attacks OR +1D4/10min Abilitys | 50UF +1D5HP |
Energy | 1.25x Item Abilitys OR +1D10 on Spell Points | 80UE +1D12HP |
Shadow | 1.25x Item Ability AND +1D10 Corruption | 10UEA & 10UW & 10UA & 10UF &10UE +1D10HP |
Light | 1.25x Item Ability AND +1D10 Purity | 10UEA & 10UW & 10UA & 10UF &10UE +1D10HP |
Elemental Hybrids
Elemental Hybrids have half the Effects of both there Elements.
Every Rank makes the Elemental more Invasive and more connected to the Original Object after Rank 5 the Elemental can no longer be removed form the Object without destroying both.
Every Elemental has animal Like Instincts and after about 1 Month the Elemental will be bonded with it's user and won't let anyone else use the Item
Item Sizes
- 1 SI = 4 Units (Small Item)
- 1 MI = 2 SI = 8 Units (Medium Item)
- 1 BI = 5 SI = 20 Units (Big Item)
Related Items
Related Materials
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