Artificers - Workbook
From Ancient Anguish Mud Wiki - AAwiki
Contents
- 1 Inks
- 2 Chalks
- 3 Oils
- 4 Runes
- 5 Scrolls
- 5.1 Scroll of arrow summoning
- 5.2 Scroll of blade turn
- 5.3 Scroll of carousing
- 5.4 Scroll of darkness
- 5.5 Scroll of extra healing
- 5.6 Scroll of fire bolt
- 5.7 Scroll of fire shield
- 5.8 Scroll of healing
- 5.9 Scroll of ice bolt
- 5.10 Scroll of ice shield
- 5.11 Scroll of intelligence
- 5.12 Scroll of knife fighting
- 5.13 Scroll of marksmanship
- 5.14 Scroll of martial ability
- 5.15 Scroll of mental recharge
- 5.16 Scroll of quickening
- 5.17 Scroll of recall
- 5.18 Scroll of shopping
- 5.19 Scroll of wisdom
- 6 Potions
- 6.1 Acid bomb
- 6.2 Aquarius elixir
- 6.3 Elixir of dexterity
- 6.4 Elixir of intuition
- 6.5 Elixir of strength
- 6.6 Elixir of the frog
- 6.7 Elixir of vitality
- 6.8 Elixir of wisdom
- 6.9 Fire bomb
- 6.10 Holy water
- 6.11 Potion of climbing
- 6.12 Potion of cure disease
- 6.13 Potion of cure poison
- 6.14 Potion of extra healing
- 6.15 Potion of healing
- 6.16 Potion of light
- 6.17 Potion of mental recharge
- 6.18 Potion of poisoning
- 6.19 Potion of quickening
- 6.20 Potion of seduction
- 6.21 Potion of sleep
- 6.22 Unholy water
- 6.23 Wolfsbane
- 7 Wands
- 7.1 Wand of acid
- 7.2 Wand of blade storm
- 7.3 Wand of darkness
- 7.4 Wand of extra healing
- 7.5 Wand of fire
- 7.6 Wand of fire storm
- 7.7 Wand of frost
- 7.8 Wand of hatred
- 7.9 Wand of healing
- 7.10 Wand of ice storm
- 7.11 Wand of justice
- 7.12 Wand of light
- 7.13 Wand of missiles
- 7.14 Wand of righteousness
- 7.15 Wand of vitriol
- 8 Charms
- 8.1 Amulet of escape
- 8.2 Amulet of escape
- 8.3 Amulet of light
- 8.4 Amulet of perception
- 8.5 Amulet of smithcraft
- 8.6 Amulet of spellcraft
- 8.7 Belladonna
- 8.8 Amulet of stealth
- 8.9 Amulet of the alchemist
- 8.10 Amulet of the diplomat
- 8.11 Amulet of the drunkard
- 8.12 Amulet of the enchanter
- 8.13 Amulet of the merchant
- 8.14 Amulet of the runemaster
- 8.15 Ring of accuracy
- 8.16 Ring of climbing
- 8.17 Ring of fire resistance
- 8.18 Ring of light
- 8.19 Ring of poison resistance
- 8.20 Ring of protection
- 8.21 Ring of swimming
- 8.22 Ring of the axe lord
- 8.23 Ring of the desert tribe
- 8.24 Ring of the hammer god
- 8.25 Ring of the pikeman
- 8.26 Ring of the swashbuckler
- 8.27 Ring of the swordsmaster
- 8.28 Ring of warmth
- 9 Arms
- 10 Parts
- 11 Constructs
Inks
Black ink
|
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
|
How to make: 1 common animal Notes: |
Green ink
|
How to make: 1 common animal Notes: |
Invisible ink
|
How to make: 1 uncommon plant, 1 uncommon animal Notes: |
Purple ink
|
How to make: 1 uncommon plant, 1 uncommon animal Notes: |
Red ink
|
How to make: 1 common animal Notes: |
White ink
|
How to make: 1 uncommon plant, 1 uncommon animal Notes: |
Chalks
Black Chalk
|
How to make: 1 limestone, 1 uncommon plant or animal Notes: |
Blue Chalk
|
How to make: 1 limestone, 1 common plant or animal Notes: |
Green Chalk
|
How to make: 1 limestone, 1 common plant or animal Notes: |
Multicoloured Chalk
|
How to make: 1 limestone, 1 uncommon plant or animal Notes: |
Orange Chalk
|
How to make: 1 limestone, 1 uncommon plant or animal Notes: |
Purple Chalk
|
How to make: 1 limestone, 1 uncommon plant or animal Notes: |
Red Chalk
|
How to make: 1 limestone, 1 common plant or animal Notes: |
White Chalk
|
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
|
How to make: 1 limestone, 1 common plant or animal Notes: |
Oils
Alchemist's oil
|
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
|
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
|
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
|
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:
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
Aquarius elixir
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. I imagine fire bomb runs on fire resistance, so it should be pretty good against frost giants. |
Holy water
|
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. Holy water affects those who are bad aligned. |
Potion of climbing
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. 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
|
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. 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
How to make: 1 oil, 1 rare mineral, 1 rare plant or animal part Notes: |
Amulet of stealth
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
How to make: 1 oil, 1 common mineral, 1 common metal Notes: |
Mechanical jaws
|
How to make: 1 oil, 1 common mineral, 1 common metal Notes: |
Mechanical leg
|
How to make: 1 oil, 1 common mineral, 1 common metal Notes: |
Metal body
|
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
|
How to make: 1 oil, 1 uncommon mineral, 1 uncommon metal Notes: |
Metal head
|
How to make: 1 oil, 1 common mineral, 1 common metal Notes: |
Metal stinger
|
How to make: 1 oil, 1 uncommon mineral, 1 uncommon metal Notes: |
Reticulated wing
|
How to make: 1 oil, 1 uncommon mineral, 1 uncommon metal Notes: |
Constructs
Forged bear
|
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
|
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. Highest recommended kill: 6k/Level 18s (w/ 2 very fine) |
Forged bird
|
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
|
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
|
How to make: a metal head, 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 dragon, with a decent weapon. These are lovely to try out some of your big spellforged weapons. |
Forged dog
|
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. |
Forged dragon
|
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: The dragon is, unsurprisingly, awesome. I mean, I dunno what exactly you were expecting me to say. Dragons! They're big! They're scary! They hit things! The only problem is you need a lot of different parts to make them. |
Forged man
|
How to make: a metal head, a metal body, a mechanical arm, a mechanical arm, a mechanical leg and a mechanical leg Notes: This formula is in the Library of artifice, and it's a pretty damn nice construct. It can wield weapons! Coo! I've pulled some impressive figures with a couple of these. |
Forged scorpion
|
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. |
Forged wasp
|
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. |
Forged wyvern
|
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: The wyvern is weaker than I thought it would be, and they use a lot of annoying parts. Bit of a shame. Still, looks cool! |