Difference between revisions of "Artificers - Workbook"

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(→‎Forged man: Changed notes. Played a good bit with forged men.)
 
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'''How to make:''' 1 common animal, 1 common mineral, and 1 common vegetable.. uh, plant
 
'''How to make:''' 1 common animal, 1 common mineral, and 1 common vegetable.. uh, plant
  
'''Notes:''' This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a lot of damage and it's much cheaper than a hunga-munga (and I don't think thrown weapon affects the damage of this) so it's a damn nice pker. Because it's a one shot it's hard to use in regular play, but stock up a lot and you can kill something big at a pretty low level, which helps a lot.
+
'''Notes:''' This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a decent amount of damage(15-30?), but little use above low or mid levels. Still, thrown weapon ability only effects your ability to hit with it, not its damage, so useful in that regard. Because it's a one shot it's hard to use in regular play, but spellies make them for zero conc, so can stock up and take down pretty big things at low levels.
 +
 
 +
Acid things work on poison resistance, which not a whole lot of things have, so makes it good for general usage.  
 
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'''How to make:''' 1 common animal, 1 common mineral, and 1 common vegetable.. uh, plant
 
'''How to make:''' 1 common animal, 1 common mineral, and 1 common vegetable.. uh, plant
  
'''Notes:''' This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a lot of damage and it's much cheaper than a hunga-munga (and I don't think thrown weapon affects the damage of this) so it's a damn nice pker. Because it's a one shot it's hard to use in regular play, but stock up a lot and you can kill something big at a pretty low level, which helps a lot.
+
'''Notes:''' This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a decent amount of damage(15-30?), but little use above low or mid levels. Still, thrown weapon ability only effects your ability to hit with it, not its damage, so useful in that regard. Because it's a one shot it's hard to use in regular play, but spellies make them for zero conc, so can stock up and take down pretty big things at low levels.
  
 
I imagine fire bomb runs on fire resistance, so it should be pretty good against frost giants.
 
I imagine fire bomb runs on fire resistance, so it should be pretty good against frost giants.
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'''How to make:''' 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant
 
'''How to make:''' 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant
  
'''Notes:''' This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a lot of damage and it's much cheaper than a hunga-munga (and I don't think thrown weapon affects the damage of this) so it's a damn nice pker. Because it's a one shot it's hard to use in regular play, but stock up a lot and you can kill something big at a pretty low level, which helps a lot.
+
'''Notes:''' This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a decent amount of damage(?), but little use above low or mid levels. Still, thrown weapon ability only effects your ability to hit with it, not its damage, so useful in that regard. Because it's a one shot it's hard to use in regular play, but spellies make them for zero conc, so can stock up and take down pretty big things at low levels.
  
 
Holy water affects those who are bad aligned.
 
Holy water affects those who are bad aligned.
Line 1,088: Line 1,090:
 
'''How to make:''' 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant
 
'''How to make:''' 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant
  
'''Notes:''' This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a lot of damage and it's much cheaper than a hunga-munga (and I don't think thrown weapon affects the damage of this) so it's a damn nice pker. Because it's a one shot it's hard to use in regular play, but stock up a lot and you can kill something big at a pretty low level, which helps a lot.
+
'''Notes:''' This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a decent amount of damage(?), but little use above low or mid levels. Still, thrown weapon ability only effects your ability to hit with it, not its damage, so useful in that regard. Because it's a one shot it's hard to use in regular play, but spellies make them for zero conc, so can stock up and take down pretty big things at low levels.
  
 
Unholy water affects those who are good aligned. It can also be used in necro rituals if you're too cool for the 25 coin vials.
 
Unholy water affects those who are good aligned. It can also be used in necro rituals if you're too cool for the 25 coin vials.
Line 1,102: Line 1,104:
 
'''How to make:''' 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant
 
'''How to make:''' 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant
  
'''Notes:''' This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a lot of damage and it's much cheaper than a hunga-munga (and I don't think thrown weapon affects the damage of this) so it's a damn nice pker. Because it's a one shot it's hard to use in regular play, but stock up a lot and you can kill something big at a pretty low level, which helps a lot.
+
'''Notes:''' This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a decent amount of damage(?), but little use above low or mid levels. Still, thrown weapon ability only effects your ability to hit with it, not its damage, so useful in that regard. Because it's a one shot it's hard to use in regular play, but spellies make them for zero conc, so can stock up and take down pretty big things at low levels.
  
 
Wolfsbane is an interesting damage potion, because it only affects canines. I believe the damage done is good though. Also, you become poisoned if you drink it.
 
Wolfsbane is an interesting damage potion, because it only affects canines. I believe the damage done is good though. Also, you become poisoned if you drink it.
 
|}
 
|}
 
 
 
  
 
= Wands =
 
= Wands =
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'''How to make:''' a mechanical jaws, a metal body, a mechanical leg, a mechanical leg, a mechanical leg, a mechanical leg, a mechanical leg and a mechanical leg
 
'''How to make:''' a mechanical jaws, a metal body, a mechanical leg, a mechanical leg, a mechanical leg, a mechanical leg, a mechanical leg and a mechanical leg
  
'''Notes:''' Roughly en par with forged dragons, and so just barely below the realm of "really good", I'd still use this over forged dragon.  
+
'''Notes:''' Roughly on par with forged dragons, and so just barely below the realm of "really good", I'd still use this over forged dragon. More of a tank than a basher, not a lot of damage but has jaws, so decent bonus now and then.  
  
 
'''Highest recommended kill:''' 6k/Level 18s (w/ 2 very fine)
 
'''Highest recommended kill:''' 6k/Level 18s (w/ 2 very fine)

Latest revision as of 03:55, 5 August 2014

Original Source: Artificer Guide by Smithers & Sirpsycho

Contents

Inks

Black ink

  • Ink
  • Easy

How to make: 1 common plant

Notes: Black ink is used for all the damage scrolls, so it's very useful. Brewing black ink is also a nice way to raise alchemy, especially if the component is something VERY easy to get. You can buy it from the 'ficer shop for 20 gold, and learn the formula from the Library of Artifice.

Blue ink

  • Ink
  • Medium

How to make: 1 common animal

Notes:

Green ink

  • Ink
  • Medium

How to make: 1 common animal

Notes:

Invisible ink

  • Ink
  • Hard

How to make: 1 uncommon plant, 1 uncommon animal

Notes:

Purple ink

  • Ink
  • Hard

How to make: 1 uncommon plant, 1 uncommon animal

Notes:

Red ink

  • Ink
  • Medium

How to make: 1 common animal

Notes:

White ink

  • Ink
  • Hard

How to make: 1 uncommon plant, 1 uncommon animal

Notes:


Chalks

Black Chalk

  • Chalk
  • Hard

How to make: 1 limestone, 1 uncommon plant or animal

Notes:

Blue Chalk

  • Chalk
  • Medium

How to make: 1 limestone, 1 common plant or animal

Notes:

Green Chalk

  • Chalk
  • Medium

How to make: 1 limestone, 1 common plant or animal

Notes:

Multicoloured Chalk

  • Chalk
  • Hard

How to make: 1 limestone, 1 uncommon plant or animal

Notes:

Orange Chalk

  • Chalk
  • Hard

How to make: 1 limestone, 1 uncommon plant or animal

Notes:

Purple Chalk

  • Chalk
  • Hard

How to make: 1 limestone, 1 uncommon plant or animal

Notes:

Red Chalk

  • Chalk
  • Medium

How to make: 1 limestone, 1 common plant or animal

Notes:

White Chalk

  • Chalk
  • Easy

How to make: 1 limestone

Notes: The easiest chalk, used in resistance wards. You can buy it for 20 coins at the shop, and learn the formula in the Library of Artifice. I didn't find it good for raising alchemy, you might have better success.

Yellow Chalk

  • Chalk
  • Medium

How to make: 1 limestone, 1 common plant or animal

Notes:


Oils

Alchemist's oil

  • Oil
  • N/A

How to make: 1 common animal, 1 common mineral, 1 common vegetable. Uh, plant.

Notes: You can learn all oils in the Library of Artifice. Completely essential for nearly everything.

Enchanter's oil

  • Oil
  • N/A

How to make: 1 common animal, 1 common mineral, 1 common vegetable. Uh, plant.

Notes: You can learn all oils in the Library of Artifice. Completely essential for nearly everything.

Sorcerer's oil

  • Oil
  • N/A

How to make: 1 common animal, 1 common mineral, 1 common vegetable. Uh, plant.

Notes: You can learn all oils in the Library of Artifice. Completely essential for nearly everything.



Runes

Alarm trap

  • Rune (trap)
  • Medium

How to make: 1 medium chalk

Notes: If someone enters the room with the trap and stays there until the end of the round, the maker receives the message:

    • Someguy tripped your alarm.

Quality doesn't affect what the rune does. Used in the same way to the similar mage spell, as a marker or a warning. To a non 'ficer it just looks like a 'mystical trap', so it's doubly useful as a warning marker - people are likely to leave the room the moment they see 'IT'S A TRAP'.

Blade glyph

  • Rune (glyph)
  • Medium

How to make: 1 medium chalk

Notes: A glyph that does damage based on the opponent's physical resistance. How it works - someone enters the glyph, and types 'activate glyph' while in combat, to launch a small damage dealer against a target. It has a rather long charge time and small damage, but every little helps.

Blade trap

  • Rune (trap)
  • Hard

How to make: 1 hard chalk

Notes: A trap that works on physical resistance. How a trap works - someguy enters the room with the trap. They stay there until the end of the round. They get ZAPPED, in this case by blades. It does damage, and can kill people (it doesn't do damage to you when you enter the room though. Handy!). Treat this with 42309342 more times severity than you would a cloudkill. While it is possible to escape a trap by running really goddamn fast, it's difficult. And if you damage someone, and certainly if someone ends up dying because of the trap, you're going to be in a world of painful, painful crap from heaven. Just.. don't use them, unless you have a desire to be banished.

Blade ward

  • Rune (ward)
  • Easy

How to make: 1 easy chalk

Notes: A ward works thusly: You enter the ward, and then you have a boosted resistance - in this case, physical damage resistance.

Blade ward can be learned in the Library of Artifice.

Demon ward

  • Rune (ward)
  • Medium

How to make: 1 medium chalk

Notes: A ward works thusly: You enter the ward, and then you have a boosted resistance - in this case, against demons.

Dragon ward

  • Rune (ward)
  • Medium

How to make: 1 medium chalk

Notes: A ward works thusly: You enter the ward, and then you have a boosted resistance - in this case, against dragons. Very powerful protection, if I recall correctly.

Fire glyph

  • Rune (glyph)
  • Medium

How to make: 1 medium chalk

Notes: A glyph that does damage based on the opponent's fire resistance. How it works - someone enters the glyph, and types 'activate glyph' while in combat, to launch a small damage dealer against a target. It has a rather long charge time and small damage, but every little helps.

Fire trap

  • Rune (trap)
  • Hard

How to make: 1 hard chalk

Notes: A trap that works on fire resistance. How a trap works - someguy enters the room with the trap. They stay there until the end of the round. They get ZAPPED, in this case by fire. It does damage, and can kill people (it doesn't do damage to you when you enter the room though. Handy!). Treat this with 42309342 more times severity than you would a cloudkill. While it is possible to escape a trap by running really goddamn fast, it's difficult. And if you damage someone, and certainly if someone ends up dying because of the trap, you're going to be in a world of painful, painful crap from heaven. Just.. don't use them, unless you have a desire to be banished.

Fire ward

  • Rune (ward)
  • Easy

How to make: 1 easy chalk

Notes: A ward works thusly: You enter the ward, and then you have a boosted resistance - in this case, fire resistance.

Giant ward

  • Rune (ward)
  • Medium

How to make: 1 medium chalk

Notes: A ward works thusly: You enter the ward, and then you have a boosted resistance - in this case, against giants.

Healing ward

  • Rune (ward)
  • Hard

How to make: 1 hard chalk

Notes: When you enter a healing ward, you will find your hp increasing every once in a while (6 rounds?). It dries up a bit too quickly for me to find it useful, considering the difficulty to make, but you might find it helps.

Ice glyph

  • Rune (glyph)
  • Medium

How to make: 1 medium chalk

Notes: A glyph that does damage based on the opponent's ice resistance. How it works - someone enters the glyph, and types 'activate glyph' while in combat, to launch a small damage dealer against a target. It has a rather long charge time and small damage, but every little helps.

Ice trap

  • Rune (trap)
  • Hard

How to make: 1 hard chalk

Notes: A trap that works on ice resistance. How a trap works - someguy enters the room with the trap. They stay there until the end of the round. They get ZAPPED, in this case by ice. It does damage, and can kill people (it doesn't do damage to you when you enter the room though. Handy!). Treat this with 42309342 more times severity than you would a cloudkill. While it is possible to escape a trap by running really goddamn fast, it's difficult. And if you damage someone, and certainly if someone ends up dying because of the trap, you're going to be in a world of painful, painful crap from heaven. Just.. don't use them, unless you have a desire to be banished.

Ice ward

  • Rune (ward)
  • Easy

How to make: 1 easy chalk

Notes: A ward works thusly: You enter the ward, and then you have a boosted resistance - in this case, ice resistance.

Rejuvenation ward

  • Rune (ward)
  • Hard

How to make: 1 hard chalk

Notes: When you enter a rejuv ward, you will find your sp increasing every once in a while (6 rounds?). It dries up quickly, but can be useful considering how few items give a solely sp heal.

One test example - worked 12 times, once every 6 rounds, healing 6 sp a time. So that's 72sp. Considering it took 25sp to make, and 5sp to brew, and however many hp/sp it is to find an uncommon flower or kill an uncommon creature, and we're looking at, uh, crap. If your play style is to sit around and regen, or you can stock up on the parts needed, you MIGHT find a use. But I would always go scroll of mental recharge *purr*

Note 2: They have been cranked up a bit to double their existence, but they still suck.

Rejuvenation ward

  • Rune (ward)
  • Hard

How to make: 1 hard chalk

Notes:When you enter a rejuv ward, you will find your sp increasing every once in a while (6 rounds?). It dries up quickly, but can be useful considering how few items give a solely sp heal.

One test example - worked 12 times, once every 6 rounds, healing 6 sp a time. So that's 72sp. Considering it took 25sp to make, and 5sp to brew, and however many hp/sp it is to find an uncommon flower or kill an uncommon creature, and we're looking at, uh, crap. If your play style is to sit around and regen, or you can stock up on the parts needed, you MIGHT find a use. But I would always go scroll of mental recharge *purr*

Note 2: They have been cranked up a bit to double their existence, but they still suck.

Undead ward

  • Rune (ward)
  • Medium

How to make: 1 medium chalk

Notes: A ward works thusly: You enter the ward, and then you have a boosted resistance - in this case, against the undead.



Scrolls

Scroll of arrow summoning

  • Scroll
  • Easy

How to make: a gill of black ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll, when read in combat, will send a volley of sharp objects at the enemy. This is one of my favorite scrolls, because you can buy black ink and the paper needed at the store and stock up on a lot very quickly (the raw materials are weightless, so buy 100 each and pen the scrolls when you need them). The damage scrolls do decent damage, with a VERY cheap cost in spellpoints, and you don't even have to hunt the bits out to make them, really nice. I would say these are essential. They're pretty expensive when you start, but it's worth the investment. I even use these constantly with my smither, despite the 4 conc cost.

Arrow summoning scrolls work against physical resistance. So yeah, in pk, against a naked opponent, they will always do full damage.

Scroll of blade turn

  • Scroll
  • Easy

How to make: a gill of black ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: The ID says 'This scroll makes the reader harder to hit in combat.' This may well be true. And every little helps. Even if on its own it's unnoticable, you might use this, because it's weightless when unmade and I'm sure you're carrying around a lot of black ink for all those damage scrolls, and the formula is in the Library of Artifice so you can get it the moment you log on. The protection lasts a couple of minutes and so a full scroll can protect you for a very decent time. It's 'ficer only, being a scroll, but if you ever plan to tank with a 'ficer it might save you a few points of damage.

Scroll of carousing

  • Scroll
  • Medium

How to make: 1 medium ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll teleports the reader to a random tavern. People following won't teleport with you, but constructs will. Since it's a scroll it will run out of charges and it's ficer only, making the amulet of the drunkard so much better. Still, it has the same tactical uses as the amulet. You're loaded up with stuff in the middle of nowhere, or you want to heal, you read the scroll, you're instantly in a bar. You can buy a bunch of heals, and possibly sell some stuff off in certain bars, and shoot off to the next area. It has the same problems as other 'ficer teleports though, in that there is no group teleport option, making it useless in parties.

Bar list:

Name Amenities Name Amenities
Hobbitat pub they do good firebreathers the Wayfarer's Rest sell, rest, food and drink on the premise
Misha's banquet hall kniggets and crutches, Drakhiya Taverna good lamb and milk
'In den Uitgerochelden Biefstuck' lovely locals thranarack pub no drink, but nice food
Drakhiya public house smokes and rats on sticks Ancient bliss inn bar flaming chickers ahoy!
Eastroad inn high quality rest and food and drink on the premise The Gold Cat Very far north, good rest facilities and food on the premise
neville pub whiskey and pretzels The Packrat's Cove sell, werewolf's delight
The Golden Ducat fills wineskins, nice central location, cheap source of beer and bottles Howling Wolf Inn food on the premise, very strong drink
Dalair taverna drinks, maps

Scroll of darkness

  • Scroll
  • Medium

How to make: 1 medium ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll will surround the reader in darkness. It follows the reader around like a mace of darkness, but can't be turned on and off at will - you have to wait for it to fade. I have yet to find a use aside from evading bounties (which as a 'ficer, aren't likely to happen) and pissing people off. Not worth the effort unless you're SUCH A JOKER HEE HEE.

Scroll of extra healing

  • Scroll
  • Hard

How to make: 1 hard ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll, when read, will act like a potion of extra healing. An extra healing potion that you can drink a number of times. Hot.

As far as I know, the quality of the scroll doesn't affect how much the scroll heals per charge, either. So this is something to stock up on before an experience run. 'Ficer only, but still fucking cool.

Scroll of fire bolt

  • Scroll
  • Easy

How to make: a gill of black ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll, when read in combat, will send a burst of flame at the enemy. This is one of my favorite scrolls, because you can buy black ink and the paper needed at the store and stock up on a lot very quickly (the raw materials are weightless, so buy 100 each and pen the scrolls when you need them). The damage scrolls do decent damage, with a VERY cheap cost in spellpoints, and you don't even have to hunt the bits out to make them, really nice. I would say these are essential. They're pretty expensive when you start, but it's worth the investment. I even use these constantly with my smither, despite the 4 conc cost.

Fire bolt scrolls work against fire resistance. Therefore, good against anything, but especially good against frost giants.

Scroll of fire shield

  • Scroll
  • Easy

How to make: a gill of black ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll protects the reader from fire. The amount of protection depends on how well the scroll was made, but it has an effect you can see - plusses to fire resistance. If you're going against something that fires fire spells, it could prove useful, and it's very cheap and cheerful to make.

Scroll of healing

  • Scroll
  • Medium

How to make: 1 medium ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll, when read, will act like a potion of healing. A healing potion that you can drink a number of times. Pretty nice!

As far as I know, the quality of the scroll doesn't affect how much the scroll heals per charge, either. So this is something to stock up on before a run or before tanking. 'Ficer only, but still neat.

Scroll of ice bolt

  • Scroll
  • Easy

How to make: a gill of black ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll, when read in combat, will send a burst of ice at the enemy. This is one of my favorite scrolls, because you can buy black ink and the paper needed at the store and stock up on a lot very quickly (the raw materials are weightless, so buy 100 each and pen the scrolls when you need them). The damage scrolls do decent damage, with a VERY cheap cost in spellpoints, and you don't even have to hunt the bits out to make them, really nice. I would say these are essential. They're pretty expensive when you start, but it's worth the investment. I even use these constantly with my smither, despite the 4 conc cost.

Ice bolt scrolls work against cold resistance. They don't have the frostbite effect unfortunately, but they're still as good as the other two damage scrolls.

Scroll of ice shield

  • Scroll
  • Easy

How to make: a gill of black ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll protects the reader from cold. The amount of protection depends on how well the scroll was made, but it has an effect you can see - plusses to cold resistance. If you're going against something that fires cold spells, it could prove useful, and it's very cheap and cheerful to make.


Scroll of intelligence

  • Scroll
  • Hard

How to make: 1 hard ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll will increase you int stat by 1 for a short time. This is 'ficer only so pretty unsellable, but it has a bonus of many charges, so you can have the extra stat when you need it, many different times. I wouldn't make it unless I was a spellsmith, but 1 extra int is potentially 1 extra conc.

Scroll of knife fighting

  • Scroll
  • Hard

How to make: 1 hard ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: Unless I'm missing something, this scroll is pretty useless. It increases your knife skill temporarily. Ohmigosh noway. Because knife is like, THE skill to raise with a 'ficer only scroll. Because you know, out of a choice between a big hammer and a dissecting knife, the 'ficer would choose the knife to fight with. Still if you actually use knife, this is very handy, I'm sure.

Scroll of marksmanship

  • Scroll
  • Hard

How to make: 1 hard ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: Now this is more like it! Much better thant that scroll of toothpick fighting, this scroll increases something that you might actually use - marksmanship! This means it's easier to hit, which means the skill raises faster and things die faster, which gives you more money to buy more mms weapons, which means the skill raises faster. And so on.

Scroll of martial ability

  • Scroll
  • Hard

How to make: 1 hard ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: I HAVE to be missing something here. This scroll is a rare scroll, right? That increases your UNARMED. By a BIT. It's 'ficer only, and unless I'm missing something (like, it also makes unarmed a decent skill for instance), it's pretty stupid.

Scroll of mental recharge

  • Scroll
  • Hard

How to make: 1 hard ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll is THE shit. There really aren't enough things that boost sp for my liking, but this does. Stock up on this and you'll have. Uh. A lot of sp? But yeah, you know my complains about the rejuv ward? Okay, let's do the math here.

It takes however much fighting/exploring sp to get the scroll. Let's say, 50sp. It takes 25sp to pen it, and 5sp to brew the ink. Now. The scroll heals, let's say, 60sp a time, 5 times. That's 220sp gained, and in a MUCH quicker time than the ward. That's hot. If you can imagine it, each scroll is like one round of mentals. Only you don't get cut off, and it only weighs one.

Of course, be prepared to spend a crapload on purges. *grin*

Scroll of quickening

  • Scroll
  • Medium

How to make: 1 medium ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This is like the scroll of mental recharge, but with a potion of quickening instead. It's still worth it, and it's easier to stock up on than the full blown recharge scroll, it's just weenier. Well worth it if you want to stock up for later.

Scroll of recall

  • Scroll
  • Medium

How to make: 1 medium ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll teleports the reader to the 'ficer hall. Only the reader, and their constructs if they have them. This isn't as good as the amulet of escape because it has limited charges and only 'ficers can use it, but it's still bloody useful. Drakh is a long way away, and you will find you need to return to it a LOT when playing. The simple solution? Scroll of recall. You still have to make your way OUT of there, but it will save you a lot of time.

Scroll of shopping

  • Scroll
  • Medium

How to make: 1 medium ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll teleports the reader to a random shop. People following won't teleport with you, but constructs will. Since it's a scroll it will run out of charges and it's ficer only, making the amulet of the merchant so much better. Still, it has the same tactical uses as the amulet. You're loaded up with stuff in the middle of nowhere, and you want to sell. Poof! Read the scroll, and you appear in front of a shopkeeper. Somewhere. If it's in an annoying place, just reread the scroll. Poof! To another shopkeeper. Sell your stuff, and then zoom on to the next area.

Shop list:

Name Name
Nepeth shop Andeli Castle Shoppe
Elmor's weapon shop Hobbitat shop
Myrtae's armour shop Dubo's trading post
Brunswik food shop! The Packrat's cove (star caverns)
Hester Decker
Gramshiz' shop drakh merchants
orc merchant in dalair.

Scroll of wisdom

  • Scroll
  • Hard

How to make: 1 hard ink, either 1 papyrus, 1 parchment, or 1 vellum

Notes: This scroll will increase you wis stat by 1 for a short time. This is 'ficer only so pretty unsellable, but it has a bonus of many charges, so you can have the extra stat when you need it, many different times. I wouldn't make it unless I was a spellsmith, but 1 extra wis is potentiall 1 extra conc.



Potions

Acid bomb

  • Potion
  • Easy

How to make: 1 common animal, 1 common mineral, and 1 common vegetable.. uh, plant

Notes: This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a decent amount of damage(15-30?), but little use above low or mid levels. Still, thrown weapon ability only effects your ability to hit with it, not its damage, so useful in that regard. Because it's a one shot it's hard to use in regular play, but spellies make them for zero conc, so can stock up and take down pretty big things at low levels.

Acid things work on poison resistance, which not a whole lot of things have, so makes it good for general usage.

Aquarius elixir

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This is very similar to Shanni's aquatic elixir, which increases your swimming ability. It's different in a couple of ways though - one, the ability plus seems to vary based on how well you made the potion, wheras shanni potions give a solid +20. Also, you can drink it WITH the shanni potion.

Elixir of dexterity

  • Potion
  • Hard

How to make: 1 rare animal, 1 rare mineral, and 1 rare vegetable.. uh, plant

Notes: This elixir gives you, for a small time, +1 to your dexterity. This is a very useful potion considering how important dex is in combat, and it'll probably sell for a fair chunk if you can gather a lot.

Elixir of intuition

  • Potion
  • Hard

How to make: 1 rare animal, 1 rare mineral, and 1 rare vegetable.. uh, plant

Notes: This elixir gives you, for a small time, +1 to your int. It's only a one-shot and int isn't that useful for 'ficers, but you could probably sell it to someone for quite a bit.

Elixir of strength

  • Potion
  • Hard

How to make: 1 rare animal, 1 rare mineral, and 1 rare vegetable.. uh, plant

Notes: This elixir gives you, for a small time, +1 to your str. Everyone needs more strength, and +1 strength can get you enough to wield a weapon you normally couldn't. A very useful potion. I believe you can use it in conjunction to Dubo's strength potion too, for a nice +2 strength.

Elixir of the frog

  • Potion
  • Hard

How to make: 1 rare animal, 1 rare mineral, and 1 rare vegetable.. uh, plant

Notes: This is a great elixir. It can either cure, or give, frog curse. You can drink it, or throw it at someone - and it doesn't start combat either, so you can now GIVE someone frog curse by hurling this elixir at them. Even better than an uglify or warts or web mouth, this can shut people up totally.

To cure frog curse, either get someone to make you another elixir, talk to hopkins (16n a bunch e nw sw 2w open s s,) or go to misha and grope her repeatedly until she kisses you.

Elixir of vitality

  • Potion
  • Hard

How to make: 1 rare animal, 1 rare mineral, and 1 rare vegetable.. uh, plant

Notes: This elixir gives you, for a small time, +1 to your con. Pretty nice considering how few items give plusses to con.

Elixir of wisdom

  • Potion
  • Hard

How to make: 1 rare animal, 1 rare mineral, and 1 rare vegetable.. uh, plant

Notes: This elixir gives you, for a small time, +1 to your wis. While not that useful to a 'ficer, you could sell it to a cleric or something for a bit.

Fire bomb

  • Potion
  • Easy

How to make: 1 common animal, 1 common mineral, and 1 common vegetable.. uh, plant

Notes: This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a decent amount of damage(15-30?), but little use above low or mid levels. Still, thrown weapon ability only effects your ability to hit with it, not its damage, so useful in that regard. Because it's a one shot it's hard to use in regular play, but spellies make them for zero conc, so can stock up and take down pretty big things at low levels.

I imagine fire bomb runs on fire resistance, so it should be pretty good against frost giants.

Holy water

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a decent amount of damage(?), but little use above low or mid levels. Still, thrown weapon ability only effects your ability to hit with it, not its damage, so useful in that regard. Because it's a one shot it's hard to use in regular play, but spellies make them for zero conc, so can stock up and take down pretty big things at low levels.

Holy water affects those who are bad aligned.

Potion of climbing

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This potion increases your climbing ability, in a similar way to shanni's arachnoid elixir. You can drink it with shanni's climbing elixir, which is nice for getting on bank roofs.

Potion of cure disease

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This potion will cure you if you are diseased. Acts in exactly the same way as a cleric disinfect prayer.

What it will cure: probably the plague. What it WON'T cure: Any necro rituals (Yeah, including disease. Weird, huh.), brigand colds, trolloc colds, uglify, poison ivy, anything else you might consider a disease.

Potion of cure poison

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This potion will cure you if you're poisoned. Acts in the same way as a shanni cure poison potion.

Potion of extra healing

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This potion is exactly the same as Shanni's potion of extra healing - it will heal a large chunk of hp, at the cost of increased dependance on magical healing.

Potion of healing

  • Potion
  • Easy

How to make: 1 common animal, 1 common mineral, and 1 common vegetable.. uh, plant

Notes: This potion is exactly the same as Shanni's potion of healing - it will heal a bit of your hp, at the cost of increased dependance to magical healing.

Potion of light

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This potion is interesting. It acts as a lightsource, but only while it exists. If drunk, you lose the light. So, it's useless for a smither, who'd need to fork out 4 concentration for a lightsource, but alright for a spellsmith.

Potion of mental recharge

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This potion is exactly the same as Shanni's potion of mental recharge - it will heal a great chunk of sp, but increase your dependancy on magical healing.

Potion of poisoning

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This potion poisons you when you drink it. Throwing it at someone just pisses them off, it doesn't poison them. So you can't be the world's subtlest ninja by just throwing a big pot of poison at your victim and running.

Potion of quickening

  • Potion
  • Easy

How to make: 1 common animal, 1 common mineral, and 1 common vegetable.. uh, plant

Notes: This potion is exactly the same as Shanni's potion of quickening - it will heal a bit of your sp, but increase your dependancy on magical healing.

Potion of seduction

  • Potion
  • Easy

How to make: 1 common animal, 1 common mineral, and 1 common vegetable.. uh, plant

Notes: This potion will increase your seduction ability for a time. This doesn't really have much of an effect yet, but one day someone will code an area with an orgy pit and this will become a much needed potion.

Potion of sleep

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: When I first heard of this potion I thought, 'great! I can throw it at people and then BEAT THEM UP!'. Sadly, it doesn't work like that. You drink it, and you get a marvelous rest, like sleeping in a bedroll. Pretty handy stuff, especially since you don't get any 'you're not tired! You could party all night!' guff.

Unholy water

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a decent amount of damage(?), but little use above low or mid levels. Still, thrown weapon ability only effects your ability to hit with it, not its damage, so useful in that regard. Because it's a one shot it's hard to use in regular play, but spellies make them for zero conc, so can stock up and take down pretty big things at low levels.

Unholy water affects those who are good aligned. It can also be used in necro rituals if you're too cool for the 25 coin vials.

Wolfsbane

  • Potion
  • Medium

How to make: 1 uncommon animal, 1 uncommon mineral, and 1 uncommon vegetable.. uh, plant

Notes: This is a throwable potion - treat it like a throwing weapon that always breaks first hit. It does a decent amount of damage(?), but little use above low or mid levels. Still, thrown weapon ability only effects your ability to hit with it, not its damage, so useful in that regard. Because it's a one shot it's hard to use in regular play, but spellies make them for zero conc, so can stock up and take down pretty big things at low levels.

Wolfsbane is an interesting damage potion, because it only affects canines. I believe the damage done is good though. Also, you become poisoned if you drink it.

Wands

Wand of acid

  • Wand
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of acid is the weaker wand of the two damage wands that work on acid. It's nice to have considering how bloody hard the other one is to make.

Wand of blade storm

  • Wand
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of blade storm is the stronger wand of the two damage wands that work on physical resistance. It's bloody hard to make. It also does a lot of damage quickly if you make it well. This is what the amulet of the enchanter was made for.

Wand of darkness

  • Wand
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: Waving a wand of darkness at yourself or others, will plunge them into darkness city. Darkness city surrounds the target for a fair amount of time, following them through rooms, like someone wielding a mace of darkness. The problem with darkness city is that the only way to unplunge yourself from it is to wait. This is a nice 'you're an ass, you know that, right?' wand, waving it at people as they pass crossroads, totally messing them and their party up.

Wand of extra healing

  • Wand
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: This wand is insane. You can wave this wand at yourself or a target, to heal a huge chunk of hp, the same amount that drinking an extra healing potion would do. It has a large number of charges, and when it runs out you can recharge it as a spellsmith. And it's an uncommon, meaning it's pretty easy to make, too! You can wave it on your tank as you bash, you can tank with it, either way everyone will love you. It's even more cost effective than a cleric fix.

Wand of fire

  • Wand
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of fire is the weaker wand of the two damage wands that work on fire resistance. It's nice to have considering how bloody hard the other one is to make.

Wand of fire storm

  • Wand
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of fire storm is the stronger wand of the two damage wands that work on fire resistance. It's bloody hard to make. It also does a lot of damage quickly if you make it well. This is what the amulet of the enchanter was made for.

Wand of frost

  • Wand
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of frost is the weaker wand of the two damage wands that work on cold resistance. It's nice to have considering how bloody hard the other one is to make.

Wand of hatred

  • Wand
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of hatred is sort of an 'anti-smite', dealing damage to people of a positive alignment. It's bloody hard to make. It also does a lot of damage quickly if you make it well. This is what the amulet of the enchanter was made for.

Wand of healing

  • Wand
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: This is like wand of extra healing, but it has the effect of a healing potion instead of an extra healing potion. This is still really nice, especially since you can learn it at the Library of Artifice every boot. For anything but the biggest creatures, this is just fine to give you a nice unstoppable buzz.

Wand of ice storm

  • Wand
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of ice storm is the stronger wand of the two damage wands that work on cold resistance. It's bloody hard to make. It also does a lot of damage quickly if you make it well. This is what the amulet of the enchanter was made for.

Wand of justice

  • Wand
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of justice is the weaker wand of the two damage wands that work on negative alignment. It's nice to have considering how bloody hard the other one is to make.

Wand of light

  • Wand
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: You can wave this wand at yourself or others, to surround them with light. This light then explodes, killing everything. Uh, I mean. The light fades away over time. It's a very pretty lightsource and a good way to improve staves and wands, but not a very useful lightsource other than the ability to give it to others, like so many sexual diseases.

Wand of missiles

  • Wand
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of missiles is the weaker wand of the two damage wands that work on physical resistance. It's nice to have considering how bloody hard the other one is to make.

Wand of righteousness

  • Wand
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of righteousness is the stronger wand of the two damage wands that work on negative alignment. It's bloody hard to make. It also does a lot of damage quickly if you make it well. This is what the amulet of the enchanter was made for.

Wand of vitriol

  • Wand
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: This wand can be waved at someone to do damage to them. Wand of vitriol is the stronger wand of the two damage wands that work on acid. It's bloody hard to make. It also does a lot of damage quickly if you make it well. This is what the amulet of the enchanter was made for.



Charms

Amulet of escape

  • Charm
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: When worn, this amulet will teleport the wearer to the Artificer class hall. It doesn't cost spellpoints, or concentration, it doesn't have a charge time, and it doesn't have a limit to the number of times you can use it - you just put it on, and it teleports you. It's got a lot of uses - but the main one being drakh has a bunch of places to sell, buy heals, smokes, and kill, and you'll need to visit the 'ficer shop for various things a lot. The only downfall is that it has no way of teleporting you back, and drakh is a long way away from tant. Still, a really nice amulet to have.

Amulet of escape

  • Charm
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: When worn, this amulet will teleport the wearer to the Artificer class hall. It doesn't cost spellpoints, or concentration, it doesn't have a charge time, and it doesn't have a limit to the number of times you can use it - you just put it on, and it teleports you. It's got a lot of uses - but the main one being drakh has a bunch of places to sell, buy heals, smokes, and kill, and you'll need to visit the 'ficer shop for various things a lot. The only downfall is that it has no way of teleporting you back, and drakh is a long way away from tant. Still, a really nice amulet to have.

Amulet of light

  • Charm
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: Makes the enchanted amulet act as a lightsource, but only when worn. A bit useless really, considering what else you could use. Still, it's an unstealable light source. If that's worth something to you, go wild. It may also be a good way of raising that bloody staves and wands ability.

Amulet of perception

  • Charm
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: When worn, increases your searching ability. I don't know why you'd use this, but it's an easy way to increase your staves and wands ability.

Amulet of smithcraft

  • Charm
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: When worn, this amulet increases all your smithcraft abilities, ie. craftsman, artifice, and spellsmith. A very useful item for a number of reasons. Most importantly, it's hard to skillfully make some of the rarer items even at 100 in the needed field.

Amulet of spellcraft

  • Charm
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: When worn, this amulet increases all your spellcraft abilities, ie. alchemy, rune lore, and staves and wands. A very useful item for a number of reasons. Most importantly, it's hard to skillfully make some of the rarer items even at 100 in the needed field.

Belladonna

  • Charm
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes:

Amulet of stealth

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: When worn, increases not only your stealth by +10, but your dispossession by +15! Off the top of my head, other items that affect dispossession: NOTHING. I would pay a lot for one of these.

Amulet of the alchemist

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: When worn, increases your alchemy ability. It's got the same bonus as an Amulet of spellcraft, but it's easier to make.

Amulet of the diplomat

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: When worn, increases your orcish, elvish, dwarvish, and trade abilities.

Amulet of the drunkard

  • Charm
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: When worn, this amulet teleports you to a random pub, inn, bar, drinking establishment. It's neat because like the amulet of escape, it has no charges and no chargedown time - you can use it infinitely with no cost once it's made. Makes barhopping a breeze - just take the amulet off and put it on again and you're in a different bar. In some ways more useful than amulet of escape, because you can hop around the map very fast, but since the pub you teleport to is random, it can be annoying if you want an exact drink.

Bar list:

Name Amenities Name Amenities
Hobbitat pub they do good firebreathers the Wayfarer's Rest sell, rest, food and drink on the premise
Misha's banquet hall kniggets and crutches, good food on the premise Drakhiya Taverna good lamb and milk
'In den Uitgerochelden Biefstuck' lovely locals) Thranarack pub no drink, but nice food
Drakhiya public house smokes and rats on sticks Ancient bliss inn bar flaming chickers ahoy!
Eastroad inn High quality rest and food and drink on the premise The Gold Cat Very far north, good rest facilities and food on the premise
Neville pub whiskey and pretzels The Packrat's Cove sell, werewolf's delight
The Golden Ducat fills wineskins, nice central location, cheap source of beer and bottles) Howling Wolf Inn food on the premise, very strong drink
Dalair taverna drinks, maps

Amulet of the enchanter

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: When worn, increases your staves & wands ability. It's got the same bonus as an Amulet of spellcraft, but it's easier to make.

Amulet of the merchant

  • Charm
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: When worn, this amulet teleports you to a random shop. It's neat because like the amulet of escape, it has no charges and no chargedown time - you can use it infinitely with no cost once it's made. Very handy when you're full of loot, 'cause you just whack on the amulet and sell. Also useful for hopping around the map at great speed, but not so useful in going to a specific shop or bit of the map.

Shop list:

Nepeth shop Andeli Castle Shoppe Elmor's weapon shop
Hobbitat shop Myrtae's armour shop Dubo's trading post
Brunswik food shop! The Packrat's cove (star caverns) Hester, Decker
Gramshiz' shop drakh merchants orc merchant in dalair.

Amulet of the runemaster

  • Charm
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: When worn, increases your rune lore ability. It's got the same bonus as an Amulet of spellcraft.

Ring of accuracy

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: When worn, this ring increases archery, thrown weapon, and marksmanship. This is pretty huge, since both archery and thrown weapon increase the damage done. We know the exact formula for thrown, at least for hungas - every 4 thrown weapon, you will do an extra 1 damage. So if you get +12 from this amulet, you're throwing 40 damage hungas, pretty impressive.

Ring of climbing

  • Charm
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: Increases your climbing ability when worn. Pretty cool if you want to get on the bank roof, pointless otherwise.

Ring of fire resistance

  • Charm
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: Unsurprisingly, this ring increases your fire resistance when worn.

Ring of light

  • Charm
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: Makes the enchanted ring act as a lightsource, but only when worn. A bit useless really, considering what else you could use. Still, it's an unstealable light source. If that's worth something to you, go wild. It may also be a good way of raising that bloody staves and wands ability.

Ring of poison resistance

  • Charm
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: The ring increases (gasp!) your poison resistance when worn.

Ring of protection

  • Charm
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: You can learn this in the Library of Artifice. It's a good ring to make to practice, and in general. It adds protection (physical protection) to the wearer. I'm unsure of how much protection it adds, but every little helps.

Ring of swimming

  • Charm
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: This ring increases your swimming ability when worn.

Ring of the axe lord

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: When worn, increases your axes and two-handed axes skill. For the ease to make, this ring should make a pretty penny, and be useful to rangers and the like to boot. A very nice ring.

Ring of the desert tribe

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: When worn, increases your knife and curved blade skills. A very nice ring for the rogue that doesn't use rapier.

Ring of the hammer god

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: When worn, this ring increases your club and flail skills, and your craftsman ability. A bloody nice ring for a spellsmith who can't afford a spellforged hammer, and I imagine clerics would like it.

Ring of the pikeman

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: When worn, increases your skill in polearms, staves and spears. Another great ring.

Ring of the swashbuckler

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: This ring, when worn, increases your rapier, knife, and unarmed skills. Pretty cool if you use any of those.

Ring of the swordsmaster

  • Charm
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: Very cool, this ring increases your shortsword, longsword and two-handed sword skills when worn. So many people use longsword that it's a pretty desirable ring.

Ring of warmth

  • Charm
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: This ring when worn increases your cold resistance.



Arms

Armour

Armour of cold protection

  • Armour
  • Medium

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: When worn, this armour increases your cold protection.

Available for: Breastplate, platemail, helm.

Armour of fire protection

  • Armour
  • Medium

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: When worn, this armour increases your fire protection.

Available for: Breastplate, platemail, helm.

Armour of protection

  • Armour
  • Easy

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: When worn, this armour increases your physical protection.

Available for: Breastplate, platemail, helm.

Gauntlets

Gauntlets of the dualist

  • Armour
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: These are so fucking cool. They increase your DUAL WEAPON SKILL. Decent gloves, at last! So useful to all the richest players, should be good for business!

Helmet

Helm of brilliance

  • Armour
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: When worn, this helmet acts as a lightsource. I dunno, take it or leave it, there are better helmet enchantments.

Shield

Shield of defense

  • Shield
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: This shield is enchanted to provide strong occult protection.' So says the ID. Think of it like this: shield of protection, shield of defence, shield of invulnerability. From worst to best.

Shield of excellence

  • Shield
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: This shield increases your blocking ability, neat. In order of niceness starting from the worst, shield of skillfulness, shield of excellence, shield of mastery.

Shield of invulnerability

  • Shield
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon plant or animal part

Notes: 'This shield is enchanted to provide powerful occult protection.' So says the ID. Think of it like this: shield of protection, shield of defence, shield of invulnerability. From worst to best.

Shield of mastery

  • Shield
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: This shield increases your blocking ability, neat. In order of niceness starting from the worst, shield of skillfulness, shield of excellence, shield of mastery.

Shield of power

  • Shield
  • Hard

How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part

Notes: This a very good shield you can make. Okay, it's a combined shield of skillfulness and shield of defence. So, good protection and a blocking ability plus. Really cool.

Shield of protection

  • Shield
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: 'This shield is enchanted to provide occult protection.' So says the ID. Think of it like this: shield of protection, shield of defence, shield of invulnerability. From worst to best.

Shield of skillfulness

  • Shield
  • Easy

How to make: 1 oil, 1 common mineral, 1 common plant or animal part

Notes: This shield increases your blocking ability, neat. In order of niceness starting from the worst, shield of skillfulness, shield of excellence, shield of mastery.

Various

Various items of lightness

  • Various
  • Easy

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: All of these items weigh one bottle less than their non-enchanted counterparts.

Available for: Knives, flails (medium), spears, rapiers, sabres, hammers, shields, longswords, shorswords, greatswords (medium), battleaxes, axes, warhammers( medium),helms, breastplates, platemails, vambraces, greaves.

Weapons

Weapon of excellence

  • Weapon
  • Medium

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: Adds a medium skill plus in the field of the weapon in question. It goes in between weapon of skillfulness and weapon of mastery.

Available for: Spears, knives, hammers, rapiers, sabres, polearms (hard), flails (hard), longswords, shortswords, greatswords (hard), battleaxes, axes, warhammers (hard)

Note: A hammer of excellence will also increase your crafstman ability.

Weapon of mastery

  • Weapon
  • Hard

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: This adds a large skill plus in the field of the weapon in question. The most powerful of this type of enchantment.

Available for: Battleaxes, shortswords, longswords, axes, sabres, rapiers, knives, hammers, spears.

Note: A hammer of mastery will also increase your crafstman ability.

Weapon of might

  • Weapon
  • Hard

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: Gives a little extra pep to your weapon. In this case a big extra pep. The biggest and most extra of peps!

Available for: Shortswords, longswords, warhammers, greatswords, battleaxes, axes, sabres, hammers, flails, spears.

Weapon of power

  • Weapon
  • Hard

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: This makes for the best forged weapons. It's the same as having an enchantment of skillfulness and an enchantment of puissance on the same weapon!

Available for: Battleaxes, greatswords, warhammers, longswords, shortswords, axes, sabres, rapiers, knives, hammers, flails, spears.

Note: A hammer of power will also increase your crafstman ability.

Weapon of puissance

  • Weapon
  • Medium

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: This gives a little extra damage to your weapon. It's in between weapon of sharpness and weapon of might in terms of how much extra damage.

Available for: flails, spears, hammers, rapiers, sabres, knives, polearms (hard), shortswords, longswords, battleaxes, warhammers, axes.

Weapon of sharpness

  • Weapon
  • Easy

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: This gives a little extra damage to your weapon. The weakest of the damage boosters, but the easiest.

Available for: Spears, polearms (medium), sabres, knives, rapiers, longswords, greatswords (medium), shortswords, battleaxes, axes.

Weapon of skillfulness

  • Weapon
  • Easy

How to make: 1 oil, 1 mineral, 1 plant or animal part

Notes: This adds a small skill plus in the field of the weapon in question. The weakest enchantment of its type, but also the easiest.

Available for: Spears, knives, sabres, axes, flails (medium), shortswords, greatswords (medium), hammers, longswords, battleaxes, rapiers, polearms (medium), warhammers (medium)

Note: A hammer of skillfulness will also increase your crafstman ability.



Parts

Mechanical arm

  • Parts
  • Easy

How to make: 1 oil, 1 common mineral, 1 common metal

Notes:

Mechanical jaws

  • Parts
  • Easy

How to make: 1 oil, 1 common mineral, 1 common metal

Notes:

Mechanical leg

  • Parts
  • Easy

How to make: 1 oil, 1 common mineral, 1 common metal

Notes:

Metal body

  • Parts
  • Easy

How to make: 1 oil, 1 common mineral, 1 common metal

Notes: Every construct uses this, and as such the formula is in the Library of Artifice.

Metal claw

  • Parts
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon metal

Notes:

Metal head

  • Parts
  • Easy

How to make: 1 oil, 1 common mineral, 1 common metal

Notes:

Metal stinger

  • Parts
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon metal

Notes:

Reticulated wing

  • Parts
  • Medium

How to make: 1 oil, 1 uncommon mineral, 1 uncommon metal

Notes:



Constructs

Forged bear

  • Construct
  • Easy

How to make: a mechanical jaws, a metal body, a metal claw, a metal claw, a mechanical leg and a mechanical leg

Notes: The forged bear is probably the best "easy" construct. It has decent health for an easy construct and good damage, as well as a good amount of bonuses from the parts. Jaws give the bite special, which is one of the better specials.

Highest recommended kill: 4k/Level 17s (w/ 2 very fine)

Forged beetle

  • Construct
  • Medium

How to make: a mechanical jaws, a metal body, a mechanical leg, a mechanical leg, a mechanical leg, a mechanical leg, a mechanical leg and a mechanical leg

Notes: Roughly on par with forged dragons, and so just barely below the realm of "really good", I'd still use this over forged dragon. More of a tank than a basher, not a lot of damage but has jaws, so decent bonus now and then.

Highest recommended kill: 6k/Level 18s (w/ 2 very fine)

Forged bird

  • Construct
  • Easy

How to make: a metal head, a metal body, a reticulated wing, a reticulated wing, a metal claw and a metal claw

Notes: The forged bird will beat up the forged dog, but will get beat up by the forged bear, to give you an impression of where it lies in the table of only-use-once constructs.

Highest recommended kill: ?

Forged cat

  • Construct
  • Easy

How to make: a metal head, a metal body, a metal claw, a metal claw, a mechanical leg and a mechanical leg

Notes: I'm not sure if this is THE weakest, but it is pretty weak.

Highest recommended kill: 2k/Level 17s (w/ 2 very fine)

Forged centaur

  • Construct
  • Very Hard

How to make: a metal head, a metal body, a metal body, a mechanical arm, a mechanical arm, a mechanical leg, a mechanical leg, a mechanical leg and a mechanical leg

Notes: It's a big fuckoff metallic monster that has enough strength to wield ssm. They're pretty cool, but tough to make skillfully. If I couldn't make a scorpion, I'd try to make one of these. It could probably take out the forged wyvern, with a decent weapon. These are lovely to try out some of your big spellforged weapons.

Highest recommended kill: 9ks/level 19s (with two very fine)

Note: Used to have it as just hard, but it honestly feels harder to make than scorpions at times.

Forged dog

  • Construct
  • Easy

How to make: a mechanical jaws, a metal body, a mechanical leg, a mechanical leg, a mechanical leg and a mechanical leg

Notes: You would only go for these for a laugh. WOOF WOOF, H-H-HACKERRR. RESISTANCE IS FUTILE. G-GIVE ME A BISCUIT. Or like. 'What the fuck! I bonded and I waited 8 hours and the dog turned into a fucking ROBOT!'. Heh heh. Heeeeeh. No.

Highest recommended kill: 2k/Level 15s (w/ 2 very fine)

Forged dragon

  • Construct
  • Medium

How to make: a mechanical jaws, a metal body, a reticulated wing, a reticulated wing, a metal claw, a metal claw, a mechanical leg and a mechanical leg

Notes: Definitely not as good as you'd hope for a dragon. In all honestly probably just a crappier version of wyvern, and uses all the same parts except that wyvern has a stinger. Better off trying for a wyvern, or if you want a medium difficulty, go for beetle.

Highest recommended kill: 6k/Level 18s (w/ 2 very fine)

Forged man

  • Construct
  • Easy

How to make: a metal head, a metal body, a mechanical arm, a mechanical arm, a mechanical leg and a mechanical leg

Notes: Have some potential as far as damage goes. Give them a warhammer with mastery and they probably do the same amount of damage as dragons, excluding specials. But they are strictly bashers. I've made a new form of measuring a constructs tankiness, rounds vs harness. My two vf forged men survived 12, and 13 rounds, 3 and 4 misses respectively.

Highest recommended kill: 3k/Level 16s (w/ 2 very fine), 4k/Level 17 (vf + hammers)

Forged scorpion

  • Construct
  • Very Hard

How to make: a metal body, a metal claw, a metal claw, a mechanical leg, a mechanical leg, a mechanical leg, a mechanical leg, a mechanical leg, a mechanical leg and a metal stinger.

Notes: Do not be fooled by the name. Forged scorpion is not a small creature with a stinger. It is not a sneaky little tinker tinker construct. Forged scorpion, or Bel Scorpiath as I like to call it, is a twelve foot tall mechanical fabrication possessed with an unholy fervour to kill everything in its path. I dunno if you remember the mechanical spider thing in Wild Wild West? It's sort of like that, only possessed by a demon and more badass. The strongest construct, the most damaging construct, he is the alpha, and he will rock your world. If you could ever build him to his full strength. I suggest an amulet of smithcraft and a lot of animal sacrifice.

Highest recommended kill: With two very fine, have at it. With two fines? Still can probably do 19s/20s

Forged wasp

  • Construct
  • Easy

How to make: a metal head, a metal body, a reticulated wing, a reticulated wing and a metal stinger

Notes: Okay, if you're going to go through the hassle of building a construct, why go for a wasp? Over half their parts are The Annoying Ones, and they'll die in a few rounds of concentrated firepower. They don't even look cool.

Highest recommended kill: ?

Forged wyvern

  • Construct
  • Hard

How to make: a mechanical jaws, a metal body, a reticulated wing, a reticulated wing, a metal stinger, a metal claw and a metal claw

Notes: Some crazy hybrid between scorpion and centaur in terms of effectiveness, all those special parts mean a lot of bonus hits. At very fine, even a bit more health than a fine scorpion.

Highest recommended kill: 9ks/level 19s (with two very fine)