Crafting Guide

Crafting Guide

Crafting plays an important role in Post Terminus. Especially as players enter into the higher tiers, equipment will become scarce or impossible to find. Certain things can only be done by players, such as making a Unique Item (more on that below).

However, crafting is meant to be an expression of creativity. At no point will there be a particular list of the 15-20 items that you can craft with specific recipes for them. What you can craft has been organized into broad categories, and the materials used have general benefits that should be applicable to all items of that class. A blacksmith, for example, could craft a simple dagger or an exotic hook sword, pretty much entirely dependent on how you want to roleplay his skill.

There are certain things that are consistent across the crafting skills, summarized below:



  • Crafters can create one item per week, per tier of mastery in their craft. Starting out, you can do one item per week and by the time you're a grandmaster, you can do five per week. This is per crafting skill: if you are a Novice of Aedificare and Terriculum, you can make one sword and one gun in the same week -- if you do the writing for it.
    • Novice: 1 Craft per week
    • Adept: 2 Crafts per week
    • Skilled: 3 Crafts per week
    • Master: 4 Crafts per week
    • Grandmaster: 5 Crafts per week

  • For each tier of mastery in your craft, you are able to work with one more grade of Terra Regia.
    • Novice: Dahlitium
    • Adept: Bigatium
    • Skilled: Auritium
    • Master: Vitatium
    • Grandmaster: Caelitium

  • Items created using Terra Regia require writing at least 1000 words that week. You could create five items in the same chapter or collab, but it would need to be at least 1000 words long. Not every word needs to be dedicated to the actual crafting, but the main purpose of the chapter needs to be the creation of the item.


Frequently Asked Questions

How do I actually craft?
When you have the required materials and tools, you can then write a chapter or collab of at least 1,000 words about creating your item or items. You do not need to devote every word to the crafting process, but the crafting should be a major part of the writing piece. Be creative and have fun with it.

Does crafting require Vigor to create? Do crafted potions and enchantments require Vigor to use?
Crafting items does not usually cost Vigor, since Vigor is intended to track abilities used in combat. However, when enchanting a spell or brewing a potion, the crafter must spend Vigor equal to the amount required to cast the spell(s) being imbued.

Because the craftsman has already paid the cost in Vigor, however, there is no cost to use the prepared item in combat, whether it's an enchantment or a potion.

What is Terra Regia? What do those fancy latin words mean?
Terra Regia, the "King's Mineral," refers to rare and special materials which are imbued with visae. This is a natural power with magical and technological applications above and beyond those of other materials. It is found in three different forms:

Lateris = Solid Metal
Pulveris = Fine Sand or powder
Volantis = Thick Liquid

There are five known grades of Terra Regia. In order of least rare to most rare, the grades and their associated colors are:

Dahlitium = Bronze or Copper
Bigatium = Silver or platinum
Auritium = Golden
Vitatium = Emerald
Caelitium = Sapphire

How do I obtain Terra Regia and other crafting materials?
Terra Regia is primarily obtained through missions and bounties. It is sometimes awarded for plot-related events. Beyond that, it can be purchased from the forum market. You can purchase or trade for it from your fellow players, also.

Other materials are considered 'mundane' materials. While in terms of roleplay, some of these may still be rare or expensive, like gold or gems, those facets are for the RPer to determine. There is no in-game cost associated with 'mundane' materials. Be creative about their acquisition.

Can existing items be tempered or improved? Does the whole item have to be created from scratch?
Yes, they can, from a roleplay perspective. A mundane sword could be strengthened with Dahlitium, for instance. In terms of rules, though, you would still be required to use 5 units of Dahlitium to upgrade the sword, as though you were crafting new one.

There is no downside to upgrading an item, but nor is there a benefit. It is purely up to the RPer's preference.

What is the crafting limit?
Each week, a player may craft one item per tier of mastery in each skill. These are unique to each skill.

For example, a player who is a Novice in Blacksmithing and an Adept Gunsmith can forge one sword and two pistols in the same week. He could not, however, create two swords and a rifle, instead.

How does multi-person crafting work? Are there benefits for working together with other players?
Multiple people can collaborate on a crafting piece. However, each item made must count against one person's limit for that week. Hybrid items, described below, count as one item for each major part.

There is currently no bonus to crafting related to multiple people working together.

Can hybrid items be crafted? Can I make a gun-spear?
Hybrid items can be crafted, yes. Each major part of the hybrid item must be crafted, though. In the example above, with a gun-spear, you would need a blacksmith's skill to create the spear portion and a gunsmith's skill to create the gun portion. To create it from Terra Regia, you would need the required materials for both parts. In this case, 5 TR Lateris for the spear plus 4 TR Lateris and 1 TR Pulveris for the gun.

Each major part counts as a separate item for crafting limits, even though the final result is a single item that can be used as either a spear or a gun.

What qualifies as a Unique Item?
With enchantments, engineering, and hybrid items, it can be difficult to tell what qualifies as a Unique Item. Here's some basic guidelines for what does not count as Unique:

Non-Unique Enchantments involve existing spells, non-amplified, limited by charges.
Non-Unique Machines are typically limited to non-combat applications.
Non-Unique Hybrid items are no more effective than using two normal versions of the items.

Unique items do things that other items cannot. Even if an item is cool or exotic, it is only Unique if it can do things above and beyond other items of its type. A sword which shoots fireballs from its owner's Vigor is Unique, but a sword enchanted with four charges of Flame Burst is not.

Do Unique Items have to be crafted? I wanted to find an ancient relic for my character!
Unique Items may be crafted or found but found items must still be worked on by a crafter.

For instance, if your character finds Raury's Everlasting Flask, it would be unusable at first. After having an alchemist look at it, refueling it with fresh TR or repairing the container with new TR, it would be restored to its former strength.

How many Unique Items can I have?
You may attain or create as many Unique Items as desired, but you may only carry two on your character at any given time.

If you're willing to put in the effort and investment to attain or create multiple Unique Items, you can, but some of them will have to stay in your own personal storage.

Is there a limit to how many items I can carry?
Only what you can reasonably carry. Reasonably.

Is there a limit to how many enchantments I can have?
Only one item of armor or apparel (clothes, boots, jewelry, hats, etc) can be enchanted. Other enchanted items are limited by how much you can reasonably carry.

Is there a limit to how many potions I can carry?
Keep it reasonable. Consider a potion bottle to be roughly equivalent to a mini-soda can. If you carry excessive amounts of potions, it's very likely that some of them will end up broken and useless.

How many potions can I use in one round?
You may only benefit from one potion per round. If you drink a second potion in the same round, it will cancel the effects of the first one.

How many enchantments can I activate in one round?
As long as charges are available, each enchanted item in your possession could be activated once per round.

If I write my character failing to craft an item, does that count against my crafts for that week? Do I lose the materials?
No. You are free to roleplay the repercussions of failure, but the materials are only given up on success.

Does repairing a destroyed item count as one of my crafts for the week?
Yes. If the item was broken beyond use, then it counts against your crafts for that week. It does not require additional materials to repair items, but you must write a chapter or collab about it.

How big is a unit of Terra Regia?
The size varies based on your needs as a writer. The 'units' are used as baselines for cost vs reward. The same '5 units' that one person uses to craft a dagger could be used by another person to craft a greatsword.

How big does a crafted item have to be? How big can it be?
Size can vary dramatically. There are no hard limits on a minimum or maximum, but keep it within reason. A catalyst cannot be so tiny that it is invisible, and a sword should not be the size of a bus.

Can I disassemble items to salvage Terra Regia?
No.

How does Terra Regia react with other materials?
The details are open for interpretation. In a broad sense, though: Terra Regia, for all its magnificent properties, is also dangerous. It has a negative effect in the wild, often poisoning the water or land surrounding deposits of the rare mineral. Additionally, areas with lots of Terra Regia may draw in vistra.

With that in mind, other materials should be mixed with Terra Regia carefully.

Can you snort Terra Regia Pulveris to get high?
Please don't.

Can you augment (amplify) spells for enchantments or alchemy?
No.

Enchantments and potions have set strength based on crafter-level, level of the spell used, and grade of material used.

Does a catalyst improve spells for enchantments or alchemy?
No.

Catalysts only affect actual spellcasting.

Why would I level a caster when I can level Enchanting or Alchemy instead?
It's true that Enchanting and Alchemy both seem quite powerful considering how many spells they give access to. However, crafting cannot typically be done on the spot: it must be prepared in advance. Crafting is also limited to 'Basic' spells, and many of the best spells are considered 'Advanced' ones, only available to casters.

Why are single-use potions almost as expensive to create as rechargeable enchantments?
While potions are cheaper to create than enchantments, enchantments recharge weekly. This may seem unfair, at first, but enchantments are comparably limited in how many you can have on you at one time. You can have a reasonable stockpile of potions with a greater variety of effects versus two or three different enchantments.
Unique Items

Unique items, as the name implies, are created with unique abilities above and beyond a normal item. PCs may have up to two Unique Items. From weakest to strongest in tier, they can be: D, C, B, A, S. The maximum Unique Item tier for a PC increases by one for each tier of Esteem. The PC's second unique item tier may only be one tier below their max.

There are two key factors to know about Unique Items: they require Terra Regia to channel visae and must be worked on by a crafter player. NPCs cannot create Unique Items.

In the event that a player finds an ancient artifact they would like to turn into a Unique Item, that player may approach a crafter to have them either augment or re-awaken the item using Terra Regia. The same applies for upgrading an item's tier: it must be worked on by a crafter to add the next grade of Terra Regia.

A note about crafting items with Terra Regia: not every item crafted from Terra Regia is a Unique Item, but all Unique Items must have the appropriate grade of Terra Regia.
Aedificare (The Blacksmith)



Practitioners of the Art of Aedificare are able to utilize a variety of materials -- metal, stone, wood, or others -- to create weapons and armor. They can utilize their skills for people, their pets, or even mounts and vehicles. Given the proper creative spark, a blacksmith can create all sorts of armaments, from the mundane yet functional to the exotic and unusual.

Working with each grade of Terra Regia requires the requisite skill in Aedificare. Weapons and armor crafted from mundane materials carry no special abilities or durability, but also incur no noticeable cost on the crafter.


NOVICE
Materials Usable:
- All mundane materials (bronze, iron, steel, stone, etc.)
- Dahlitium Lateris

Forge Arms and Armor
Every blacksmith starts with the basics: crafting weapons and armor from mundane substances such as metal, wood, and stone, until they can hone their craft to utilize more complicated and extraordinary materials: namely, Terra Regia.

A blacksmith may craft a single item per week for every tier of skill they possess in Aedificare, starting at one and maxing at five. Crafting objects with Terra Regia requires a chapter or collab of at least 1000 words to create.

The grade of the Terra Regia used determines the effectiveness of the produced item: each grade adding a single additional tier of damage for the wielder when faced against other attacks. Starting at Dahlitium, granting a single additional tier, and ending at Caelitium, granting five additional tiers.

Tier 1 Recipes

Melee Weapons


Melee weapons have a base damage potential based on the material they are made with. Weapons made from mundane materials (bronze, iron, steel, etc) have a base potential of 0 for attacking or defending. Each grade of Terra Regia increases that by one, with Caelitium weapons increasing the potential by five tiers. The rest depends on the wielder's skill.

Actual damage or defense varies based on how the fight is actually written. These numbers only rate base potential, and determining a victor between conflicting abilities.

Mundane materials are considered common and cheap enough that they do not need to be tracked. You can easily attain enough steel to make a weapon. For melee weapons made of Terra Regia, you require at least 5 units of Terra Regia Lateris, all of the same grade.

Shields


Shields act similarly to melee weapons, but have improved defense at the cost of offense. Shields made from mundane materials (bronze, iron, steel, etc) have a base potential of -1 for attacking and 1 for defending. If attacking potential is 0 or less, the shield can still stun if attacking, but generally won't cause lasting harm. Each grade of Terra Regia increases both values by one, with Caelitium shields having base potential of 4 for attacking and 6 for defending. The rest depends on the wielder's skill.

Actual damage and defense varies based on how the fight is actually written. These numbers only rate base potential, and determining a victor between conflicting abilities.

Mundane materials are considered common and cheap enough that they do not need to be measured. You can easily attain enough steel to make a weapon. For shields made of Terra Regia, you require at least 5 units of Terra Regia Lateris, all of the same grade.


Light Armor


Light Armor reduces damage received by one tier per round. Armor made from mundane materials (bronze, iron, steel, etc) is extremely fragile and will only protect the wearer for two rounds of combat. Armor made from Terra Regia is more durable, protecting the user for three rounds of combat per grade.

Mundane materials are considered common and cheap enough that they do not need to be tracked. You can easily attain enough leather or steel to make armor. For armor made of Terra Regia, you require at least 3 units of Terra Regia Lateris, all of the same grade.

ADEPT
Materials Usable:
- Bigatium Lateris

Mechanical Forging
Once a blacksmith has gained some familiarity with their materials and tools, they can begin the work of learning mechanical interlocking. Not to be confused with machinery created by engineers, mechanical arms and armor are collapsible, concealable, or combinable. At this level, a blacksmith is talented enough to combine multiple weapons, if desired, but each weapon requires the full crafting time and materials as if they were made separately. The blacksmith works with all the materials at their disposal, from wood and leather, even stone, to ferrous metals and eventually, Terra Regia.

Tier 2 Recipes


Demvir Modifications


Generally speaking, these are cosmetic changes. In the event that a Blacksmith is modifying a Demvir's casing to increase armor or affix a weapon, crafting will be treated the same as if making armor or a weapon.

Medium Armor


Medium Armor reduces damage received by two tiers per round, but increases the costs of movement abilities by 50%. Armor made from mundane materials (bronze, iron, steel, etc) is extremely fragile and will only protect the wearer for three rounds of combat. Armor made from Terra Regia is more durable, protecting the user for five rounds of combat per grade.

Mundane materials are considered common and cheap enough that they do not need to be tracked. You can easily attain enough leather or steel to make armor. For medium armor made of Terra Regia, you require at least 5 units of Terra Regia Lateris, all of the same grade.


SKILLED
Materials Usable:
- Auritium Lateris

Field Repair
Skilled blacksmiths have learned to focus under pressure and in the chaos of the moment. While out of combat, a blacksmith can make field repairs to damaged arms and armor. Such repairs take at least two rounds of focus. These repaired items will continue to work at full effectiveness through the end of the current writing piece (unless broken again), but require a full repair (requiring one Forging for that week) to be permanently repaired.

Tier 3 Recipes


Heavy Armor


Medium Armor reduces damage received by three tiers per round, but increases the costs of movement abilities by 100%. Armor made from mundane materials (bronze, iron, steel, etc) is fragile and will only protect the wearer for five rounds of combat. Armor made from Terra Regia is more durable, protecting the user for eight rounds of combat per grade.

Mundane materials are considered common and cheap enough that they do not need to be tracked. You can easily attain enough leather or steel to make armor. For medium armor made of Terra Regia, you require at least 10 units of Terra Regia Lateris, all of the same grade.


MASTER
Materials Usable:
- Vitatium Lateris

Masterwork Forging
Master blacksmiths create weapons beyond compare, sought after by all. Great warriors, clerics, even kings hope to wield weapons and don armor forged with a level of skill that sets them apart from all others. Such mastery requires only the best of the best in materials, however, forcing the blacksmith to discard otherwise serviceable material in the pursuit of the exceptional.

Masterwork forging requires twice the usual amount of materials. A masterwork weapon is enhanced by one additional tier of magnitude over its material grade. A masterwork armor can reduce incoming attacks by one additional tier of magnitude over its material grade.

Normal arms and armor can be enhanced to masterwork, but do require the additional materials cost. For example, a vitatium sword (which was previously crafted with 5x vitatium) would require an additional 5x vitatium to upgrade to masterwork.

Tier 4 Recipes


Vehicle Components


Blacksmiths can contribute to vehicle crafting, helping to build the chassis, framework, or additional armor. Engineers are required for the more intricate work. See the section on vehicles for information on material requirements.

Masterwork Forging
x2

Masterwork forging requires twice the usual amount of materials. A masterwork weapon is enhanced by one additional tier of magnitude over its material grade. A masterwork armor can reduce incoming attacks by one additional tier of magnitude over its material grade.

Normal arms and armor can be enhanced to masterwork, but do require the additional materials cost. For example, a vitatium sword (which was previously crafted with 5x vitatium) would require an additional 5x vitatium to upgrade to masterwork.


GRANDMASTER
Materials Usable:
- Caelitium Lateris

Fire and Blood
For truly legendary smiths, fire is in their blood, steel in their arms. The sweat and blood and passion that goes into everything they make has become internalized, as much a part of their lives as breathing, as vital to their life as eating. It is said that in the right circumstances, such a blacksmith no longer needs the forge itself; they can shape metal with sheer focus, enduring the full ordeal of forging and hammering and sharpening in the workshop of their own mind.

Once per week, a grandmaster blacksmith can perform a single forging (weapon, armor, or repair), instantly and spontaneously, as long as they possess the necessary materials. This costs 20% of the blacksmith's maximum vigor.

Tier 5 Recipes


Fire and Blood


Fire and Blood takes a heavy toll on the blacksmith's stamina, sapping 20% of their maximum vigor, but does not require additional materials. The blacksmith can perform any single forging, including Masterwork, that they currently possess the materials for. After one round, the results of their efforts will be usable.
Terriculum (The Gunsmith)



Practitioners of the Art of Terriculum are the experts of projectile and combustible weaponry. It requires comfort and familiarity combining metalwork with dangerously volatile chemicals. It's not uncommon for Gunsmiths to be covered in burn scars. They are capable of crafting guns, bombs, and related gear, augmenting them with Terra Regia as required for the extra boost. Those who gain enough experience are able to apply their mastery of propulsion physics to help pilot sea vessels or even build better watercraft.

Working with each grade of Terra Regia requires the requisite skill in Terriculum. Weapons crafted from mundane materials carry no special abilities or durability, but also incur no noticeable cost on the crafter.


NOVICE
Materials Usable:
- All mundane metals, alloys, and stones (bronze, iron, steel, stone, etc.)
- All mundane powders, sands, and coarse-grain materials (saltpeter, sulfur, charcoal, etc.)
- Dahlitium Lateris
- Dahlitium Pulveris

Craft Firearms and Missile Weapons
The fine art of crafting a firearm or missile weapons is perhaps the most important skill for an aspiring smithy to learn before moving to even more advanced projects. Though a beginner may start out by utilizing less dangerous metals or stone, every gunsmith would testify that true wonders of the craft are born with the use of Terra Regia.

A gunsmith may craft a single item per week for every tier of skill they possess in Terriculum, starting at one and maxing at five. Crafting objects with Terra Regia requires a chapter or collab of at least 1000 words to create.

The grade of the Terra Regia used determines the effectiveness of the produced item: each grade adding a single additional tier of damage for the wielder when faced against other attacks. Starting at Dahlitium, granting a single additional tier, and ending at Caelitium, granting five additional tiers.

Tier 1 Recipes

Firearms


Firearms have a base damage potential based on the material they are made with. Weapons made from mundane materials (bronze, iron, steel, etc) have a base damage potential of 0. Each grade of Terra Regia increases that by one, with Caelitium weapons increasing the damage potential by five tiers. The rest depends on the wielder's skill.

Actual damage varies based on how the fight is actually written. These numbers only rate base potential, and determining a victor between conflicting abilities.

Mundane materials are considered common and cheap enough that they do not need to be tracked. You can easily attain enough steel to make a rifle and gunpowder to load bullets. For firearms made of Terra Regia, you require at least 4 units of Terra Regia Lateris and 1 unit of Terra Regia Pulveris, all of the same grade.

Missile Weapons


Missile weapons -- which is to say projectile-throwing weapons, like bows, crossbows, or the atlotl, not the explodey kind of missiles -- are less advanced compared to firearms, but for many, they still carry an air of nobility. They can be just as deadly in the right hands, as well. Missile weapons are quieter than firearms; shots can't be fired as quickly in succession, but there's a chance to retrieve ammunition. Missile weapons made from mundane materials (wood, bone, metal, etc) have a base potential of 0. Each grade of Terra Regia increases that value by one, with Caelitium missile weapons having base potential of 5. The rest depends on the wielder's skill.

Actual damage and defense varies based on how the fight is actually written. These numbers only rate base potential, and determining a victor between conflicting abilities.

Mundane materials are considered common and cheap enough that they do not need to be measured. You can easily attain enough wood, horn, or steel to make a missile weapon. For missile weapons made of Terra Regia, you require at least 5 units of Terra Regia Lateris, all of the same grade.


ADEPT
Materials Usable:
- Bigatium Lateris
- Bigatium Pulveris

Fortify Position
Moving beyond personal projectile weapons, an adept Gunsmith's next logical step is learning larger weapons, siege engines, and artillery. This also gives the Gunsmith an eye to spotting weaknesses where their big guns can take advantage... or where others could take advantage of them. A Gunsmith is thus well-equipped to build barricades and bivouacs, as needed, to protect their location. While such fortifications don't provide full protection, they do make it harder for enemies to attack.

Fortifying a position to protect a 10m radius takes at least two rounds. Spending additional rounds fortifying will increase the overall protected area by a 5m radius per round, to a maximum of a 25m radius, and the durability of the defenses by two tiers, to a maximum of 10 tiers after 5 rounds. Enemy attacks past the fortified position are reduced in effectiveness by two tiers in magnitude, while attacks that strike the fortification will reduce its durability. Fortifying a position does not count against crafts per week.

Tier 2 Recipes


Hybrid Weapons


Once a gunsmith has gained some familiarity with their materials and tools, they can begin integrate their ranged weapons with each other or into melee weapons. At this level, a gunsmith is talented enough to combine multiple weapons, if desired, but each weapon requires the full crafting time and materials as if they were made separately. The gunsmith works with all the materials at their disposal, from wood and leather, even stone, to ferrous metals and eventually, Terra Regia. It is also possible to work together with other craftsmen to create one hybrid weapon featuring each of your specializations.

Siege Weapons


Medieval siege weapons are made from wood, stone, steel, with heavy ropes or chains and complex mechanical workings. These weapons have a base damage potential based on the material they are made with. Siege weapons made from mundane materials (bronze, iron, steel, etc) have a base damage potential of 2. Each grade of Terra Regia is equal to three tiers of damage, with Dahlitium at three tiers, up to Caelitium siege weapons with damage potential of fifteen. Damage potential for Siege Weapons is not augmented by the combat skill of the user.

Actual damage varies based on how the fight is actually written. These numbers only rate base potential, and determining a victor between conflicting abilities.

Mundane materials are considered common and cheap enough that they do not need to be tracked. You can easily attain enough raw materials to make a siege weapon. For siege weapons made of Terra Regia, you require at least 10 units of Terra Regia Lateris, all of the same grade.

Artillery


Artillery brings fire and thunder to the battlefield, launching heavy cannon balls, grape-shot, or ballista bolts to devastate the opposition. Artillery weapons have a base damage potential based on the material they are made with. Artillery made from mundane materials (bronze, iron, steel, etc) have a base damage potential of 2. Each grade of Terra Regia is equal to three tiers of damage, with Dahlitium at three tiers, up to Caelitium artillery with damage potential of fifteen tiers. Damage potential for artillery is not augmented by the combat skill of the user.

Actual damage varies based on how the fight is actually written. These numbers only rate base potential, and determining a victor between conflicting abilities.

Mundane materials are considered common and cheap enough that they do not need to be tracked. You can easily attain enough raw materials to make mundane artillery. For artillery made of Terra Regia, you require at least 8 units of Terra Regia Lateris and 2 units of Terra Regia Pulveris, all of the same grade.


SKILLED
Materials Usable:
- Auritium Lateris
- Auritium Pulveris

Rapid Deployment
With great power comes lengthy preparation and set-up time. Siege weaponry and artillery are potent forces but they need to be prepared in advance, or even built on location, over hours or days. When you have a skilled gunsmith on-hand, though, they can assemble such devices almost supernaturally fast, with an innate knowledge of where every piece needs to go.

As long as all the pieces are available, the gunsmith is able to set up and deploy most heavy weaponry within three rounds. Extra-large siege weapons, such as trebuchets, can take up to five rounds.

Tier 3 Recipes


Rapid Deployment


Rapid Deployment takes a toll on the gunsmith's stamina, sapping 10% of their maximum vigor, but does not require additional materials. The gunsmith can swiftly deploy any siege weapon, artillery, or treadworks that they currently possess the materials for. After three rounds, the results of their efforts will be usable.


MASTER
Materials Usable:
- Vitatium Lateris
- Vitatium Pulveris

Penetrating Weapons
Mastery comes only after putting together dozens or even hundreds of weapons, creating thousands of rounds of ammunition, and firing countless test shots. In order to better utilize a solidly crafted firearm or missile weapon, one must pay attention to the ammunition in use. Master gunsmiths are capable of augmenting weapons to fire specially tuned ammunition designed to pierce armor and obstructions.

Penetrating weapons require twice the usual amount of materials. A penetrating weapon reduces target defenses by two tiers of magnitude. If the enemy has little or no defense, the penetration is not added to damage instead.

Normal firearms, missile weapons, and siege weapons can be enhanced to penetrating, but do require the additional materials cost. For example, a vitatium rifle (which was previously crafted with 5x vitatium) would require an additional 5x vitatium to upgrade to penetrating.

Tier 4 Recipes


Penetrating Weapons
x2 x2

Penetrating weapons require twice the usual amount of materials. A penetrating weapon reduces target defenses by two tiers of magnitude. If the enemy has little or no defense, the penetration is not added to damage instead.

Normal firearms, missile weapons, siege weapons, and artillery can be enhanced to penetrating, but do require the additional materials cost. For example, a vitatium rifle (which was previously crafted with 5x vitatium) would require an additional 5x vitatium to upgrade to penetrating.


GRANDMASTER
Materials Usable:
- Caelitium Lateris
- Caelitium Pulveris

Treadworks
For the legendary gunsmith, it's not enough to create the greatest weapons. It's necessary to get them to where they are needed, by whatever means necessary. Such a gunsmith is capable of crafting, or improvising, a mobile platform to carry archers and gunners or load his own weaponry onto. Carried on sturdy treads, the platform can be pushed manually or fitted with a motor if engineering is an option.

The gunsmith can Fortify Position upon this moving platform and deploy any siege weapons that will fit. A legendary gunsmith thus doesn't just support the forward line, they push it forward, to the sound of bowstrings and cannon fire.

Tier 5 Recipes


Treadworks


A grandmaster gunsmith is capable of crafting, or improvising, a mobile platform to carry archers and gunners or load his own weaponry onto. Carried on sturdy treads, the platform can be pushed manually or fitted with a motor if engineering is an option.

The gunsmith can Fortify Position upon this moving platform and deploy any siege weapons that will fit. A platform made from mundane materials (bronze, iron, steel, etc) is relatively fragile and can only take damage for three rounds before breaking down. A platform made from Terra Regia is more durable, able to withstand five rounds of taking damage per grade. A legendary gunsmith thus doesn't just support the forward line, they push it forward, to the sound of bowstrings and cannon fire. It takes two rounds to build the moving platform. If using Terra Regia, it requires at least 10 units of Terra Regia Lateris.
Alchemia (The Alchemist)



A combination of pharmacology and mystical doctrine, the Art of Alchemia is the distillation of magical forces into a potent liquid form. Combining natural ingredients with Terra Regia in the right quantities and concentrations can evoke effects similar to, or identical to, those cast by students of the Schools of the Vis. Stemming from medical doctrine as it does, Alchemia follows a similar philosophy of "Do no harm," and therefore the study only encompasses effects which benefit the imbiber.

Working with each grade of Terra Regia requires the requisite skill in Alchemia. Drinking potions too quickly will negate the effects of earlier ones, so only one potion may be imbibed per round.


NOVICE
Materials Usable:
- All mundane liquids, plants, and herbs (nightshade, mandrake, mineral water, etc.)
- All mundane powders, sands, and coarse-grain materials (saltpeter, sulfur, charcoal, etc.)
- Dahlitium Volantis
- Dahlitium Pulveris

Transmutation
At its core, the art of Alchemia is the art of transmuting simple elements into something more valuable. It's a demanding skill, requiring understanding both the nature of the material components but also the energies that are being harnessed through using them as reagents. Alchemy begins with the study of salves, utilizing raw ingredients that can be applied topically. Chemical knowledge makes alchemists suited for creating explosives, as well. Brewing potions, which can be imbibed, is a higher order ability that requires Terra Regia to catalyze.

Potions can be created for any school the alchemist is at least a novice in, up to their skill in alchemy. Once distilled into a potion, the spell will remain dormant for as long as the potion bottle is sealed away. Upon opening, the spell must be imbibed immediately to avoid wasting it.

An alchemist may perform one transmutation per week for every tier of skill they possess in Alchemia, starting at one and maxing at five. All potions require at least some Terra Regia, and a batch of potions requires a chapter or collab of at least 1000 words to create, though a batch of salves does not.

Tier 1 Recipes

Salves
= 2

Salves are slow-acting but easy-to-use concoctions. They must be applied out of combat at the site of a wound. Over the course of 6 rounds, a salve created from mundane ingredients may heal one burn or flesh wound per tier of Alchemical mastery. Salves created from Terra Regia heal one additional burn or flesh wound per grade, but do not work any faster.

Mundane materials are considered common and cheap enough that they do not need to be tracked. You can easily attain enough ingredients to make a salve. For salves made with Terra Regia, you can create two doses of salve per Terra Regia Volantis.

Potions (Basic Spells - Novice)


Potions are fast-acting bottled spells. As long as an Alchemist is at least a novice in a School, they may make potions for any basic spells in that school, up to Novice tier in the casting school.

While many potions take immediate effect upon the imbiber, other potions may need to be thrown or poured, and in some cases, the imbiber will be given the ability to 'cast' the spell contained within the potion. This can vary from potion to potion, depending on the spell imbued, the way the alchemist prepares the potion, and how the imbiber chooses to utilize it.

Potions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when creating a potion, the alchemist will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Novice Alchemist (+1) creating a potion for a Novice spell (+1), using Dahlitium (+1) would be a potion of tier 3 magnitude.

For potions made with Terra Regia, you require at least 3 units of Terra Regia Volantis, all of the same grade.

Explosives
= 3

Explosives can either be used as ammunition or on their own, typically causing damage in a larger range. More dangerous than typical ammunition or weapons, explosives have a base damage potential based on the material they are made with, beginning at 1 with mundane ingredients like gunpowder. Each grade of Terra Regia increases that by one, with Caelitium weapons increasing the damage potential by six tiers. The rest depends on the wielder's skill.

Actual damage varies based on how the fight is actually written. These numbers only rate base potential.

For a batch of 3 explosives made of Terra Regia, you require at least 3 units of Terra Regia Pulveris and 3 units of Terra Regia Volantis, all of the same grade.

ADEPT
Materials Usable:
- Bigatium Volantis
- Bigatium Pulveris

Command Golem
A golem is a figure made from inanimate materials that becomes animated through the power of alchemy. The golem itself can be made from materials as simple as clay or mud, but can also be formed from sturdier materials like steel or even Terra Regia.

Golems cannot truly think but instead follow simple, clear instructions given upon their creation. These instructions are engraved into a metal core that serves as the golem's heart. When filled with a special animating fluid, the core will bring the golem to life, and it will follow its commands until it is destroyed or the heart removed.

The creator could give a golem simple commands such as, "If anyone walks through this door, ask for the password," and "Block anyone who does not answer with the password 'Rumpelstiltskin.'" A golem always recognizes its creator and will not harm them, and if held back by their commands, they will not fight. Otherwise, they will defend themselves if attacked or challenged. Alchemists can assign one command to a golem per their tier of mastery in Alchemia, but commands cannot be changed after creation. The golem, its core, and animating fluid can all be made in advance, but will do nothing until all three are combined.

Tier 2 Recipes


Potions (Basic Spells - Adept)


Potions are fast-acting bottled spells. As long as an Alchemist is at least a novice in a School, they may make potions for any basic spells in that school, up to Adept tier in the casting school.

While many potions take immediate effect upon the imbiber, other potions may need to be thrown or poured, and in some cases, the imbiber will be given the ability to 'cast' the spell contained within the potion. This can vary from potion to potion, depending on the spell imbued, the way the alchemist prepares the potion, and how the imbiber chooses to utilize it.

Potions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when creating a potion, the alchemist will add their crafter level to the minimum caster level to determine efficacy. For example, the result of an Adept Alchemist (+2) creating a potion for an Adept spell (+2), using Bigatium (+2) would be a potion of tier 6 magnitude.

For potions made with Terra Regia, you require at least 3 units of Terra Regia Volantis, all of the same grade.

Transmute (Dahlitium to Bigatium)


At its core, the art of Alchemia is the art of transmuting simple elements into something more valuable. With the proper understanding of the properties in Terra Regia, it's possible to transmute the rare materials into a more potent form.

The alchemist is able to transmute Terra Regia from one form into another, up to the grade that they are able to work with. You can convert pulveris to lateris, volantis to pulveris, and so forth.

The alchemist can also convert Dahlitium into Bigatium, at a rate of 10 Dahlitium to 1 Bigatium. A mixture of forms can be used, and the end result can be a different form compared to the constituent parts. For example: you can convert 5 Dahlitium Lateris and 5 Dahlitium Volantis into 1 Bigatium Pulveris.

This transmutation can only be performed on raw materials, not crafted products. It does not reduce the weekly crafting allotment.

Golem Animation


A golem is a figure made from inanimate materials that becomes animated through the power of alchemy. The golem itself can be made from materials as simple as clay or mud, but can also be formed from sturdier materials like steel or even Terra Regia.

Golems cannot truly think but instead follow simple, clear instructions given upon their creation. These instructions are engraved into a metal core that serves as the golem's heart. When filled with a special animating fluid, the core will bring the golem to life, and it will follow its commands until it is destroyed or the heart removed.

The heart of the golem requires 1 unit of Terra Regia Lateris. For each grade of Terra Regia used in its creation, the alchemist can inscribe one simple command. It's important to remember that golems are more tools than companions, and are incapable of independent thought, outside of the commands imprinted.

Animating fluid requires 4 units of Terra Regia Volantis. This must of at least the same grade as the golem's heart. It can be stored separately from the heart and added when needed. The animating fluid is extremely long-lasting, and there are cases where a golem has remained active for over one hundred years if left undisturbed.

The body of the golem can be made from mundane materials, and the shape of the body is up to the creator. A golem can be as small as a housecat, the size of a human, or as large as a basilisk. Details are up to the alchemist to decide. If creating a body from Terra Regia, the alchemist must use at least 5 units of Terra Regia Lateris. This is considered to be medium armor for the golem, reducing damage received by two tiers per round. A golem body made of mundane materials can withstand no more than three tiers of damage. A golem body made from Terra Regia is more durable, able to withstand five tiers of damage per grade.

Golems move no faster than walking speed, unassisted. Attacks by the golem are unskilled, but rated at one tier in magnitude, plus one per grade of Terra Regia, capping at 6 tiers for a caelitium body.



SKILLED
Materials Usable:
- Auritium Volantis
- Auritium Pulveris

Scrying
An advanced application of Alchemia, scrying involves brewing a liquid medium, which can then be poured into any font -- a simple bowl will suffice, though more ornate fountains and basins are not uncommon -- to create a connection with another point in the physical world.

Scrying is very temporary, unfortunately, but allows the user to view a location surrounding a target or area the Alchemist is familiar with. It is even possible to communicate with the target while it is active, though the target is unable to see the scryer.

A connection will last for one round per grade of Terra Regia used, beginning at one round with Dahlitium and ending at five rounds with Caelitium. Once the connection ends, only water will be left in the font.

Tier 3 Recipes


Potions (Basic Spells - Skilled)


Potions are fast-acting bottled spells. As long as an Alchemist is at least a novice in a School, they may make potions for any basic spells in that school, up to Skilled tier in the casting school.

While many potions take immediate effect upon the imbiber, other potions may need to be thrown or poured, and in some cases, the imbiber will be given the ability to 'cast' the spell contained within the potion. This can vary from potion to potion, depending on the spell imbued, the way the alchemist prepares the potion, and how the imbiber chooses to utilize it.

Potions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when creating a potion, the alchemist will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Skilled Alchemist (+3) creating a potion for a Skilled spell (+3), using Auritium (+3) would be a potion of tier 9 magnitude.

For potions made with Terra Regia, you require at least 3 units of Terra Regia Volantis, all of the same grade.

Transmute (Bigatium to Auritium)


At its core, the art of Alchemia is the art of transmuting simple elements into something more valuable. With the proper understanding of the properties in Terra Regia, it's possible to transmute the rare materials into a more potent form.

The alchemist is able to transmute Terra Regia from one form into another, up to the grade that they are able to work with. You can convert pulveris to lateris, volantis to pulveris, and so forth.

The alchemist can also convert Bigatium into Auritium, at a rate of 10 Bigatium to 1 Auritium. A mixture of forms can be used, and the end result can be a different form compared to the constituent parts. For example: you can convert 5 Bigatium Lateris and 5 Bigatium Volantis into 1 Auritium Pulveris.

This transmutation can only be performed on raw materials, not crafted products. It does not reduce the weekly crafting allotment.

Scrying Medium


A scrying medium requires at least five units of Terra Regia Volantis. The liquid medium can be poured into any font -- a simple bowl will suffice, though more ornate fountains and basins are not uncommon -- to create a connection with another point in the physical world.

Scrying allows the user to view a location surrounding a target or area the Alchemist is familiar with. It is even possible to communicate with the target while it is active, though the target is unable to see the scryer.

A connection will last for one round per grade of Terra Regia used, beginning at one round with Dahlitium and ending at five rounds with Caelitium. Once the connection ends, only water will be left in the font.


MASTER
Materials Usable:
- Vitatium Volantis
- Vitatium Pulveris

Divination
The act of scrying is viewing what is happening in the present. As an alchemist begins to master their craft, however, they can evoke an even greater effect. As in scrying, the alchemist must create a liquid medium, this time using much rarer ingredients. While the solution for scrying comes out clear as glass, for divination, the medium is silver, mirror-like when still. It can only be held in a font of vitatium or caelitium.

Divination allows the alchemist to ask a single question, and the answer is revealed in images or words in the surface of the mirror liquid. Once the answer is imparted, the medium will rapidly boil away, the intense heat destroying the font it is held in.

Using a concoction created from vitatium, held in a vitatium font, the user may ask a question about the past, about what has already transpired. Using a concoction created from caelitium, held in a caelitium font, the user may ask a question about the future, about what may be. Because the future is fluid, actions taken after the divination have potential to change the given future.

Tier 4 Recipes


Potions (Basic Spells - Master)


Potions are fast-acting bottled spells. As long as an Alchemist is at least a novice in a School, they may make potions for any basic spells in that school, up to Master tier in the casting school.

While many potions take immediate effect upon the imbiber, other potions may need to be thrown or poured, and in some cases, the imbiber will be given the ability to 'cast' the spell contained within the potion. This can vary from potion to potion, depending on the spell imbued, the way the alchemist prepares the potion, and how the imbiber chooses to utilize it.

Potions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when creating a potion, the alchemist will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Master Alchemist (+4) creating a potion for a Master spell (+4), using Vitatium (+4) would be a potion of tier 12 magnitude.

For potions made with Terra Regia, you require at least 3 units of Terra Regia Volantis, all of the same grade.

Transmute (Auritium to Vitatium)


At its core, the art of Alchemia is the art of transmuting simple elements into something more valuable. With the proper understanding of the properties in Terra Regia, it's possible to transmute the rare materials into a more potent form.

The alchemist is able to transmute Terra Regia from one form into another, up to the grade that they are able to work with. You can convert pulveris to lateris, volantis to pulveris, and so forth.

The alchemist can also convert Auritium into Vitatium, at a rate of 10 Auritium to 1 Vitatium. A mixture of forms can be used, and the end result can be a different form compared to the constituent parts. For example: you can convert 5 Auritium Lateris and 5 Auritium Volantis into 1 Vitatium Pulveris.

This transmutation can only be performed on raw materials, not crafted products. It does not reduce the weekly crafting allotment.

Divination Medium - Past


A font of solid vitatium lateris should be formed such that it creates an impression of an alchemical array for the divination medium to settle into. This requires at least three units of Vitatium lateris. A liquid divination medium must then be mixed. While it requires three units of Vitatium volantis, when properly mixed, the medium will be silver, mirror-like when still.

After pouring the medium into the specially prepared font, the alchemist may ask a single question about the past, events which have already transpired, and the answer is revealed in images or words in the surface of the mirror liquid. Once the answer is imparted, the medium will rapidly boil away, the intense heat destroying the font it is held in.


GRANDMASTER
Materials Usable:
- Caelitium Volantis
- Caelitium Pulveris

Philosopher's Stone
There exist stories of a legendary alchemist in ages long past, before the Cataclysm. The tales say that this paragon of the craft transcended the limits of mortal men. Transmutation allows an alchemist to turn materials into something more valuable, it allows one to touch upon the arcane and recreate great magicks, it allows ones senses to travel vast distance, and even allows a glimpse into possible futures.

The alchemist of legend, it is said, took this further still, transmuting fate itself.

A grandmaster alchemist is capable of creating a highly potent, concentrated gel from caelitium volantis, which crystallizes rapidly after creation. To use it requires a vitatium divination font. The alchemist drops the crystal into the center of the divining font. Immediately, a cloud of steam will rush up, streaks of blue and green snaking about to form an image of an event in the forefront alchemist's mind, no more than one day in the past. Before the crystal and the font dissolve away completely, the alchemist can effect a single change to the event, even to the point of preventing a death... or ensuring one. The beneficiary of this reversal of fate, or the alchemist in the absence of one, suffers a 10% loss of total Vigor.

No more than one Philosopher's Stone can be possessed at one time.

Tier 5 Recipes


Potions (Basic Spells - Grandmaster)


Potions are fast-acting bottled spells. As long as an Alchemist is at least a novice in a School, they may make potions for any basic spells in that school, up to Grandmaster tier in the casting school.

While many potions take immediate effect upon the imbiber, other potions may need to be thrown or poured, and in some cases, the imbiber will be given the ability to 'cast' the spell contained within the potion. This can vary from potion to potion, depending on the spell imbued, the way the alchemist prepares the potion, and how the imbiber chooses to utilize it.

Potions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when creating a potion, the alchemist will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Grandmaster Alchemist (+5) creating a potion for a Grandmaster spell (+5), using Caelitium (+5) would be a potion of tier 15 magnitude.

For potions made with Terra Regia, you require at least 3 units of Terra Regia Volantis, all of the same grade.

Transmute (Vitatium to Caelitium)


At its core, the art of Alchemia is the art of transmuting simple elements into something more valuable. With the proper understanding of the properties in Terra Regia, it's possible to transmute the rare materials into a more potent form.

The alchemist is able to transmute Terra Regia from one form into another, up to the grade that they are able to work with. You can convert pulveris to lateris, volantis to pulveris, and so forth.

The alchemist can also convert Vitatium into Caelitium, at a rate of 10 Vitatium to 1 Caelitium. A mixture of forms can be used, and the end result can be a different form compared to the constituent parts. For example: you can convert 5 Vitatium Lateris and 5 Vitatium Volantis into 1 Caelitium Pulveris.

This transmutation can only be performed on raw materials, not crafted products. It does not reduce the weekly crafting allotment.

Divination Medium - Future


A font of solid caelitium lateris should be formed such that it creates an impression of an alchemical array for the divination medium to settle into. This requires at least three units of Caelitium lateris. A liquid divination medium must then be mixed. While it requires three units of Caelitium volantis, when properly mixed, the medium will be silver, mirror-like when still.

After pouring the medium into the specially prepared font, the alchemist may ask a single question about the future, events which have yet to pass, and the answer is revealed in images or words in the surface of the mirror liquid. Depending on certainty, up to three possible futures will be revealed; because the future is fluid, actions taken after the answer is revealed may change the fate. Once the answer is imparted, the medium will rapidly boil away, the intense heat destroying the font it is held in.

Philosopher's Stone



A grandmaster alchemist is capable of creating a highly potent, concentrated gel from caelitium volantis, which crystallizes rapidly after creation. To use it requires a vitatium divination font. The alchemist drops the crystal into the center of the divining font. Immediately, a cloud of steam will rush up, streaks of blue and green snaking about to form an image of an event in the forefront alchemist's mind, no more than one day in the past. Before the crystal and the font dissolve away completely, the alchemist can effect a single change to the event, even to the point of preventing a death... or ensuring one. The beneficiary of this reversal of fate, or the alchemist in the absence of one, suffers a 10% loss of total Vigor.

The divination font must be made from at least three units of Vitatium lateris. The gel is formed from at least seven units of Caelitium volantis, which rapidly condenses and crystallizes after being mixed appropriately. No more than one Philosopher's Stone can be possessed at one time.
Cantatus (The Enchanter)



The Art of Cantatus was initially created out of a desire to create explosive projectiles, and in fact, was almost abandoned entirely when alternate (and more reliable) means of achieving this were created by Gunsmiths. However, with their decades of study at risk of becoming obsolete, the Enchanters branched out their studies, applying what they had learned into other related applications. As a result, the Art of Cantatus expanded and now allows imbuing the effects of spells from the Schools of the Vis into weapons, armor, or the environment.

Working with each grade of Terra Regia requires the requisite skill in Cantatus. Each imbued item has a limited number of uses per week. The items will recharge naturally at the start of each week, or an Enchanter can use Terra Regia to recharge the item immediately.


NOVICE
Materials Usable:

- All mundane powders, sands, and coarse-grain materials (saltpeter, sulfur, charcoal, etc.)
- All mundane liquids, plants, and herbs (nightshade, mandrake, mineral water, etc.)
- Dahlitium Pulveris
- Dahlitium Volantis

Weave Enchantments
An art nearly as old as the schools of magic it is derived from, the art of Cantatus is valued highly for being a devastating surprise to one’s opponents. However, its demanding and exact nature requires an aspiring Enchanter to have the utmost of patience and attention to detail. In these acquired skills, it’s not hard to find analytic minds amongst their ranks.

An Enchanter deals primarily with two forms of enchantment: amplification and infusion. Amplification involves directly increasing an item's natural properties, improving damage potential or defensive power by one tier. Infusion, meanwhile, is unfortunately tied to the schools of magic, requiring talent in spellcasting to harness raw visae before being capable of imparting it to other objects. As such, practitioners of Cantatus possessing novice-level skill in any school of magic are capable of infusing a single item per week with a basic spell of their choice per tier of skill in Cantatus, starting at one and ending in five.

While powerful, such enchantments are transient, and their power is unleashed upon contact with another object or person. Each enchantment is given a finite number of ‘charges’ to allow multiples uses of the same enchantment, with the infused spell requiring one charge per tier of the spell. All infusions requires some grade of Terra Regia Pulveris. Starting at Dahlitium, an enchantment is given two charges before fading. This increases by two per grade of Pulveris, ending at ten with use of Caelitium.

The first time an item is enchanted, it has full charges based on the Terra Regia used. An Enchanter may also recharge the item, using the same grade of Terra Regia Pulveris as the original enchantment.

Tier 1 Recipes

Recharge Enchantment


Enchantments are used up with time, but Enchanters are able to recharge any item that was previously enchanted. For other users, only time will restore charges (a week of in-game time will restore all charges). An enchanter, however, can instantly recharge an enchantment using Terra Regia; if done during combat, the enchanter may take no other actions that turn.

For recharging enchantments with Terra Regia, you require 1 unit of Terra Regia Pulveris, of the same grade as the original enchantment. The enchanted item will have all charges restored to its original maximum.

Amplify Weapons and Armor


A basic application of enchanting is to amplify the properties of materials with formless energy. Clean, white sand can be used, but the effects will fade quickly. For better results, at least three units of Terra Regia Pulveris should be used.

Amplified weapons have their damage potential increased by one tier. Amplified armor reduces incoming attacks by one additional tier. One charge is used for each attack dealt by weapons, or each attack received by armor. The enchanted item will have 2 charges per grade of Terra Regia used, plus one charge per the enchanter's tier of mastery in Cantatus. Charges will be restored after one week in-game time, or may be recharged immediately with Recharge Enchantment.

Infusion (Basic Spells - Novice)


Infusions are spells which are woven into an object, ready to release when certain conditions are met. As long as an Enchanter is at least a novice in a School, they may infuse enchantments for any basic spells in that school, up to Novice tier in the casting school.

When infusing a spell, the enchanter may decide whether the spell is released on physical contact, after speaking a key phrase, or under other specific triggers of their own design. The infused spell consumes charges equal to its spell tier.

Infusions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when weaving an infusion, the enchanter will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Novice Enchanter (+1) weaving an infusion for a Novice spell (+1), using Dahlitium (+1) would be an infusion of tier 3 magnitude.

Spell infusions require at least 5 units of Terra Regia Pulveris, all of the same grade. The enchanted item will have 2 charges per grade of Terra Regia used, plus one charge per the enchanter's tier of mastery in Cantatus. Charges will be restored after one week in-game time, or may be recharged immediately with Recharge Enchantment.


ADEPT
Materials Usable:
- Bigatium Pulveris
- Bigatium Volantis

Enchant Traps
At times, enchanting is not done to empower the wielder, but rather to protect an item or area, perhaps a precious chest, from unwelcome hands. Such forceful means of protection have been used for centuries and even before the Cataclysm -- archeologists must often be careful of setting off ancient traps that remain active into the modern age. While it's theorized that the enchantment may grow less stable with time, it will easily outlast the one who originally enchanted it.

The basic form of a trap is a simple explosion, hitting everything in the immediate vicinity except what it is placed upon. Enchanters with at least novice-level in a school of magic can infuse a basic spell into the trap instead.

While a trap may lay dormant indefinitely, its power is limited by 'charges' similar to Enchant Items. All traps require some grade of Terra Regia Pulveris. Starting at Dahlitium, a trap is given two charges before fading. This increases by two per grade of Pulveris, ending at ten with use of Caelitium. Explosion traps hit for two tiers of damage, consuming two charges per detonation. Infused spells consume charges equal to the tier of the spell used.

The first time a trap is enchanted, it has full charges based on the Terra Regia used. An Enchanter may also rearm the trap, using the same grade of Terra Regia Pulveris as the original enchantment.

Tier 2 Recipes


Infusion (Basic Spells - Adept)


Infusions are spells which are woven into an object, ready to release when certain conditions are met. As long as an Enchanter is at least a novice in a School, they may infuse enchantments for any basic spells in that school, up to Adept tier in the casting school.

When infusing a spell, the enchanter may decide whether the spell is released on physical contact, after speaking a key phrase, or under other specific triggers of their own design. The infused spell consumes charges equal to its spell tier.

Infusions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when weaving an infusion, the enchanter will add their crafter level to the minimum caster level to determine efficacy. For example, the result of an Adept Enchanter (+2) weaving an infusion for an Adept spell (+2), using Bigatium (+2) would be an infusion of tier 6 magnitude.

Spell infusions require at least 5 units of Terra Regia Pulveris, all of the same grade. The enchanted item will have 2 charges per grade of Terra Regia used, plus one charge per the enchanter's tier of mastery in Cantatus. Charges will be restored after one week in-game time, or may be recharged immediately with Recharge Enchantment.

Enchant Trap (Basic Spells - Adept)


The basic form of a trap is a simple explosion, hitting everything in the immediate vicinity except what it is placed upon. Enchanters with at least novice-level in a school of magic can infuse a basic spell into the trap instead, up to Adept tier in the casting school.

While a trap may lay dormant indefinitely, its power is limited by charges. Explosion traps hit for three tiers of damage in a 5m radius, consuming three charges per detonation. Spell traps consume charges equal to the tier of the spell used.

Trap infusions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when setting a trap, the enchanter will add their crafter level to the minimum caster level to determine efficacy. For example, the result of an Adept Enchanter (+2) setting a trap for an Adept spell (+2), using Bigatium (+2) would be a trap of tier 6 magnitude.

Trap enchantments require at least 5 units of Terra Regia Pulveris, all of the same grade. The trapped item will have 2 charges per grade of Terra Regia used, plus one charge per the enchanter's tier of mastery in Cantatus. Charges on traps do not recharge on their own, but an Enchanter can use Recharge Enchantment to rearm a drained trap.


SKILLED
Materials Usable:
- Auritium Pulveris
- Auritium Volantis

Open Portal
The Art of Cantatus revolves around the concept of manipulating visae into a semi-permanent form. Because of the nature of the work, enchantments are often either succeed or fail, with no middle ground. However, there is an area of study in enchanting where the incomplete form bears fruit: the creation of portals and gateways. The basic concept here is to build up a layer of visae which bridges the gap between two spaces on the physical plane (though some theories suggest that this is actually traversing an intermediate plane).

This imperfect form of the ability creates a very temporary Portal to a location no more than 200m away. This can bypass most barriers or obstructions, but only remains stable for one round per grade of Terra Regia Pulveris used in its creation.

While useful, this is only the first step toward mastering this branch of enchanting.

Tier 3 Recipes


Infusion (Basic Spells - Skilled)


Infusions are spells which are woven into an object, ready to release when certain conditions are met. As long as an Enchanter is at least a novice in a School, they may infuse enchantments for any basic spells in that school, up to Skilled tier in the casting school.

When infusing a spell, the enchanter may decide whether the spell is released on physical contact, after speaking a key phrase, or under other specific triggers of their own design. The infused spell consumes charges equal to its spell tier.

Infusions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when weaving an infusion, the enchanter will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Skilled Enchanter (+3) weaving an infusion for a Skilled spell (+3), using Auritium (+3) would be an infusion of tier 9 magnitude.

Spell infusions require at least 5 units of Terra Regia Pulveris, all of the same grade. The enchanted item will have 2 charges per grade of Terra Regia used, plus one charge per the enchanter's tier of mastery in Cantatus. Charges will be restored after one week in-game time, or may be recharged immediately with Recharge Enchantment.

Enchant Trap (Basic Spells - Skilled)


The basic form of a trap is a simple explosion, hitting everything in the immediate vicinity except what it is placed upon. Enchanters with at least novice-level in a school of magic can infuse a basic spell into the trap instead, up to Skilled tier in the casting school.

While a trap may lay dormant indefinitely, its power is limited by charges. Explosion traps hit for three tiers of damage in a 5m radius, consuming three charges per detonation. Spell traps consume charges equal to the tier of the spell used.

Trap infusions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when setting a trap, the enchanter will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Skilled Enchanter (+3) setting a trap for a Skilled spell (+3), using Auritium (+3) would be a trap of tier 9 magnitude.

Trap enchantments require at least 5 units of Terra Regia Pulveris, all of the same grade. The trapped item will have 2 charges per grade of Terra Regia used, plus one charge per the enchanter's tier of mastery in Cantatus. Charges on traps do not recharge on their own, but an Enchanter can use Recharge Enchantment to rearm a drained trap.

Open Portal


The enchanter builds up a layer of visae by drawing an array circle with Terra Regia pulveris upon a solid surface, between 1m and 3m wide. This circle bridges the gap between two spaces on the physical plane, potentially passing through an intermediary plane.

This imperfect ability creates a very temporary Portal to a location no more than 200m away. This can bypass most barriers or obstructions, but only remains stable for one round per grade of Terra Regia Pulveris used in its creation. Opening a portal requires at least three units of Terra Regia Pulveris, all of the same grade.

The opened Portal will appear as a circular or ovular window from any angle, showing clearly what is on the other side. As long as it is open, any number of users can pass through in either direction.


MASTER
Materials Usable:
- Vitatium Pulveris
- Vitatium Volantis

Gateway
While Open Portal provides a temporary pathway to a nearby location, a true master of the Art of Cantatus has learned how to bypass its limitations. Doing so requires intense study and the creation of a physical entrance in two distinct locations, but once completed, the Gateway is a permanent door between those two areas.

The Enchanter must create two doorways using Vitatium Lateris. A number of intricate and archaic markings need to be inscribed into the surface of both doors; the design is entirely up to the Enchanter but both doorways must match exactly. After creation, the doors must be placed in the physical locations they are intended to be used -- which may require lengthy travel of a mundane sort. However, once both doorways are placed, the Enchanter can begin the final rituals, using Vitatium Pulveris to create a permanent link between the two locations.

Once the Gateway is created, the doorways cannot be moved from their anchor point. It is possible to anchor one or both doorways to a moving vehicle, but it cannot be removed. The final catalyst for transportation is the Vigor of the user: each time someone steps through the Gateway, 10% of their max Vigor is used to facilitate the connection.

Tier 4 Recipes


Infusion (Basic Spells - Master)


Infusions are spells which are woven into an object, ready to release when certain conditions are met. As long as an Enchanter is at least a novice in a School, they may infuse enchantments for any basic spells in that school, up to Master tier in the casting school.

When infusing a spell, the enchanter may decide whether the spell is released on physical contact, after speaking a key phrase, or under other specific triggers of their own design. The infused spell consumes charges equal to its spell tier.

Infusions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when weaving an infusion, the enchanter will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Master Enchanter (+4) weaving an infusion for a Master spell (+4), using Vitatium (+4) would be an infusion of tier 12 magnitude.

Spell infusions require at least 5 units of Terra Regia Pulveris, all of the same grade. The enchanted item will have 2 charges per grade of Terra Regia used, plus one charge per the enchanter's tier of mastery in Cantatus. Charges will be restored after one week in-game time, or may be recharged immediately with Recharge Enchantment.

Enchant Trap (Basic Spells - Master)


The basic form of a trap is a simple explosion, hitting everything in the immediate vicinity except what it is placed upon. Enchanters with at least novice-level in a school of magic can infuse a basic spell into the trap instead, up to Master tier in the casting school.

While a trap may lay dormant indefinitely, its power is limited by charges. Explosion traps hit for three tiers of damage in a 5m radius, consuming three charges per detonation. Spell traps consume charges equal to the tier of the spell used.

Trap infusions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when setting a trap, the enchanter will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Master Enchanter (+4) setting a trap for a Master spell (+4), using Vitatium (+4) would be a trap of tier 12 magnitude.

Trap enchantments require at least 5 units of Terra Regia Pulveris, all of the same grade. The trapped item will have 2 charges per grade of Terra Regia used, plus one charge per the enchanter's tier of mastery in Cantatus. Charges on traps do not recharge on their own, but an Enchanter can use Recharge Enchantment to rearm a drained trap.

Gateway





The Enchanter must create two doorways using Vitatium Lateris, at least ten units per doorway. A number of intricate and archaic markings need to be inscribed into the surface of both doors; the design is entirely up to the Enchanter but both doorways must match exactly. After creation, the doors must be placed in the physical locations they are intended to be used -- which may require lengthy travel of a mundane sort. However, once both doorways are placed, the Enchanter can begin the final rituals, using five units of Vitatium Pulveris to create a permanent link between the two locations.

Once the Gateway is created, the doorways cannot be moved from their anchor point. It is possible to anchor one or both doorways to a moving vehicle, but it cannot be removed. The final catalyst for transportation is the Vigor of the user: each time someone steps through the Gateway, 10% of their max Vigor is used to facilitate the connection.


GRANDMASTER
Materials Usable:
- Caelitium Pulveris
- Caelitium Volantis

Planar Bridge
The ultimate expression of Cantatus is something that has long been theorized but never accomplished. While Enchanters can cross the world of Araevis through the use of Portals and Gateways, no one has ever managed to bridge the gap between realms. Some of the greatest minds in the study believe it should theoretically be possible, however, to bypass the intermediary plane of Transmeatus -- known to be fatal to mortals -- and transport directly into another plane. Whether mortals can survive in a plane outside Mortalis remains to be discovered.

A grandmaster enchanter will require at least one completed gateway arch to create a temporary bridge between planes. The enchanter must create a tome with 555 pages, filled by hand with lore of the world and the planes, each page individually enchanted to ward away corruption and draw in visae. With this book in hand, the grandmaster may approach the Gateway and channel an enchantment through the Tome of the Planes to open a bridge to a plane of the grandmaster's choosing. This bridge between worlds stays open only for five minutes, and incinerates 111 pages immediately. The enchanter can use the Tome of Planes at any time to reopen the bridge to return to Mortalis, but each time the bridge is created, it burns 111 pages, and care must be taken not to lose the book or burn all the pages without returning home.

Tier 5 Recipes


Infusion (Basic Spells - Grandmaster)


Infusions are spells which are woven into an object, ready to release when certain conditions are met. As long as an Enchanter is at least a novice in a School, they may infuse enchantments for any basic spells in that school, up to Grandmaster tier in the casting school.

When infusing a spell, the enchanter may decide whether the spell is released on physical contact, after speaking a key phrase, or under other specific triggers of their own design. The infused spell consumes charges equal to its spell tier.

Infusions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when weaving an infusion, the enchanter will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Grandmaster Enchanter (+5) weaving an infusion for a Grandmaster spell (+5), using Caelitium (+5) would be an infusion of tier 15 magnitude.

Spell infusions require at least 5 units of Terra Regia Pulveris, all of the same grade. The enchanted item will have 2 charges per grade of Terra Regia used, plus one charge per the enchanter's tier of mastery in Cantatus. Charges will be restored after one week in-game time, or may be recharged immediately with Recharge Enchantment.

Enchant Trap (Basic Spells - Grandmaster)


The basic form of a trap is a simple explosion, hitting everything in the immediate vicinity except what it is placed upon. Enchanters with at least novice-level in a school of magic can infuse a basic spell into the trap instead, up to Grandmaster tier in the casting school.

While a trap may lay dormant indefinitely, its power is limited by charges. Explosion traps hit for three tiers of damage in a 5m radius, consuming three charges per detonation. Spell traps consume charges equal to the tier of the spell used.

Trap infusions require Terra Regia based on the level of the spell used, and may not be augmented with higher grades. However, when setting a trap, the enchanter will add their crafter level to the minimum caster level to determine efficacy. For example, the result of a Grandmaster Enchanter (+5) setting a trap for a Grandmaster spell (+5), using Caelitium (+5) would be a trap of tier 15 magnitude.

Trap enchantments require at least 5 units of Terra Regia Pulveris, all of the same grade. The trapped item will have 2 charges per grade of Terra Regia used, plus one charge per the enchanter's tier of mastery in Cantatus. Charges on traps do not recharge on their own, but an Enchanter can use Recharge Enchantment to rearm a drained trap.

Planar Bridge




A grandmaster enchanter will require at least one completed gateway arch, using ten units of Vitatium Lateris, to create a temporary bridge between planes. The enchanter must create a tome with 555 pages, filled by hand with lore of the world and the planes, each page individually enchanted to ward away corruption and draw in visae. Creating the Tome of the Planes requires at least ten units of Caelitium Pulveris.

With this book in hand, the grandmaster may approach the Gateway (whether it is currently active or inactive) and channel an enchantment through the Tome of the Planes to open a bridge to a plane of the grandmaster's choosing. This bridge between worlds stays open only for five minutes, and incinerates 111 pages immediately. The enchanter can use the Tome of Planes at any time to reopen the bridge to return to Mortalis, but each time the bridge is created, it burns 111 pages, and care must be taken not to lose the book or burn all the pages without returning home.
Ingeniarius (The Engineer)



One of the newest disciplines to grace Araevis, the Art of Ingeniarius deals with the manufacture of machines and mechanical devices. For some, mainly those who consider the Demvir to be divine creations, the Art of Ingeniarius is decried as blasphemy, but for most it represents the future and is welcomed with open arms. Those capable of learning the craft seem to be few and far between, but their creativity knows no bounds.

Working with each grade of Terra Regia requires the requisite skill in Ingeniarius. The Engineer can use most of their creations, aside from combat drones, but part of their appeal is the ability to make machines user-friendly enough for non-Engineers to utilize. This doesn't apply to aircraft, however: only an Engineer with the required expertise can hope to pilot aircraft without crashing.


NOVICE
Materials Usable:

- All mundane powders, sands, and coarse-grain materials (saltpeter, sulfur, charcoal, etc.)
- All mundane liquids, plants, and herbs (nightshade, mandrake, mineral water, etc.)
- All mundane materials (bronze, iron, steel, stone, etc.)
- Dahlitium Pulveris
- Dahlitium Volantis
- Dahlitium Lateris

Build Machinery
Oil and machinery are the tapestry the art of Ingeniarius paints upon. Dextrous and with a keen mind for blueprints, an Engineer’s most basic skill lies in their capability to construct basic machinery and maintain it. While the benefits of Terra Regia are not readily apparent to the uninitiated, the different physical properties of the rare materials carry certain benefits for an Engineer. Improving durability or tensile strength, thermal resistance or conductivity, Terra Regia allows for more complex and advanced machinery to be created.

An engineer may construct a single machine per week for every tier of skill they possess in Ingeniarius, starting at one and ending at five. More simplistic machines may be constructed on the spot, such as winch and pulley systems or improvised engines. However, creating a comprehensive machine requires time, patience, and a proper workplace. Any attempt to create complex machine such as a drone or engine requires a chapter or collab of at least 1000 words.

The grade of Terra Regia used determines how complex a machine can become, though there is no clear sliding scale. Working with each tier of Terra Regia requires skill of a comparable level in Ingeniarius.

Tier 1 Recipes

Build Gadgets (Clockwork)


A machine can have a large number of different functions, from a simple winch to a remote-controlled drone. Due to the variance in possible abilities and effects, gadgets may vary more widely than other crafts. In general terms, an engineer can create more sophisticated devices as they grow in mastery and use higher-quality materials. Guidelines should be considered flexible, and if there's any debate over a device, Item Staff may step in to review it.

At Novice tier, gadgets will primarily be of a purely mechanical or clockwork nature. Motion powered by springs, levers, gears, gravity, and so forth should provide the bulk of your machine's capabilities.

An engineer may construct a single machine per week for every tier of skill they possess in Ingeniarius, starting at one and ending at five. More simplistic machines may be constructed on the spot, such as winch and pulley systems or improvised engines. However, creating a comprehensive machine requires time, patience, and a proper workplace.

A machine created with Terra Regia requires at least 5 total units -- typically 4 units of Terra Regia Lateris and 1 unit of Terra Regia Volantis, all of the same grade.

Build Drone


Drones, which are used by practitioners of the Calling of Fundibuli (Mechanist), are small semi-autonomous machines, unique to their creators but often equipped with small firearms. The main components are the AI Core, an AI Receptor, and the body itself. The Mechanist will implant the AI Receptor somewhere under the skin.

The AI core is located within the drone body; it is a limited and flawed imitation of the demvir core. While it doesn't grant true autonomy, it does allow each drone to adopt small facets of its user's personality via the linked receptor. Drones can be crafted from a combination of 10 Terra Regia: 5 Lateris, 3 Volantis, 2 Pulveris. Effective communication range between the core and receptor is approximately 50m per grade of Terra Regia used in its construction. Beyond this range, the drone will cease functioning.


ADEPT
Materials Usable:
- Bigatium Pulveris
- Bigatium Volantis
- Bigatium Pulveris

Cybernetic Enhancement
Considered by some to be born from admiration of the Demvir's internal workings, Cybernetic enhancement can be both a point of pride and a point of shame. The practice involves the complicated process of creating a machine meant to be attached to the body, with more complex enhancements linked in such a way that the user can control them as easily as their own limbs.

Individuals may only have one cybernetic enhancement. These can be as simple as a replacement limb or conceal weapons or perform more complicated functions. While anyone can utilize a simple limb, more complicated enhancements require either the minimum skill in Ingeniarius to create the machine or a Unique Item slot.

Tier 2 Recipes


Build Gadgets (Steam)


A machine can have a large number of different functions, from a simple winch to a remote-controlled drone. Due to the variance in possible abilities and effects, gadgets may vary more widely than other crafts. In general terms, an engineer can create more sophisticated devices as they grow in mastery and use higher-quality materials. Guidelines should be considered flexible, and if there's any debate over a device, Item Staff may step in to review it.

At Adept tier, gadgets may utilize a combination of clockwork and steam physics. Motion powered by heat, steam, water pressure, and so forth should provide the bulk of your machine's capabilities.

An engineer may construct a single machine per week for every tier of skill they possess in Ingeniarius, starting at one and ending at five. More simplistic machines may be constructed on the spot, such as winch and pulley systems or improvised engines. However, creating a comprehensive machine requires time, patience, and a proper workplace.

A machine created with Terra Regia requires at least 5 total units -- typically 4 units of Terra Regia Lateris and 1 unit of Terra Regia Volantis, all of the same grade.

Cybernetic Enhancement


Cybernetic enhancements are machines which are linked to the body of living beings. These can be simple limb replacements as well as more complicated devices containing concealed weapons, or even unique enhancements like a mechanical eye. Not including basic limbs (with no enhanced capabilities), individuals may only have one cybernetic enhancement normally; a unique item slot or feat is required for each additional enhancement. Anyone may utilize a simple limb replacement, but the more complicated enhancements require either the requisite skill in Ingeniarius or a Unique Item Slot.

Due to the variance in possible abilities and effects, unique cybernetic enhancements must be submitted to Item Staff to determine the required materials or skill to craft. Simple limb replacements created from Terra Regia would require at least four units of Terra Regia Lateris, and one unit of Terra Regia Volantis, all of the same grade.


SKILLED
Materials Usable:
- Auritium Pulveris
- Auritium Volantis
- Auritium Pulveris

Improvisational Engineering
A good engineer will keep a variety of generic parts, devices, and tools on hand, suitable for building devices on the fly. You never know when you might need a lockbuster, a hole-drilling snake, or a rolling ball of bells and whistles.

The engineer is capable now of creating a variety of improv components, and each set of components allows the engineer to put together one simple machine anywhere. Doing so takes one full round while out of combat, or two rounds if combat is actively happening nearby. The improv machines should be relatively simple, but can be used until the end of the week. These components are non-recoverable, however.

Tier 3 Recipes


Build Gadgets (Technomagic)


A machine can have a large number of different functions, from a simple winch to a remote-controlled drone. Due to the variance in possible abilities and effects, gadgets may vary more widely than other crafts. In general terms, an engineer can create more sophisticated devices as they grow in mastery and use higher-quality materials. Guidelines should be considered flexible, and if there's any debate over a device, Item Staff may step in to review it.

At Skilled tier, gadgets may utilize the latent visae in Terra Regia more directly, using it as raw electrical power or fueling magic-like effects.

An engineer may construct a single machine per week for every tier of skill they possess in Ingeniarius, starting at one and ending at five. More simplistic machines may be constructed on the spot, such as winch and pulley systems or improvised engines. However, creating a comprehensive machine requires time, patience, and a proper workplace.

A machine created with Terra Regia requires at least 5 total units -- typically 4 units of Terra Regia Lateris and 1 unit of Terra Regia Volantis, all of the same grade.

Improv Components


Even the best engineer can't know every challenge they will face ahead of time; they're not omniscient. However, a good engineer should be prepared to respond to challenges. Improvisation components should be made ahead of time, and represent a variety of parts and partially-built machines that the engineer can use to fashion a quick tool or gadget on the spot.

Each set of components can be used to create one improvised gadget. Doing so takes one round, out of combat, or two rounds, if combat is actively happening nearby. Improvised gadgets should be relatively simple, and can only be used until the end of the week, in-game. Components are non-recoverable afterward.

A set of improv components requires at least three units of Terra Regia -- usually 2 lateris, 1 volantis, all of the same grade. Higher grades of Terra Regia offer limited advantages for improv components.

Vehicle Components (Land/Sea/Underwater)



Engineers are instrumental in the crafting of mechanical vehicles. See Vehicle Crafting section for more details.



MASTER
Materials Usable:
- Vitatium Pulveris
- Vitatium Volantis
- Vitatium Pulveris

Airship Piloting
There are many vehicles in the world of Araevis, from simple wooden carts to motorized cars, even ships and submarines. While many of these devices benefit or even require an Engineer's skilled hand to create and maintain, those rare and exceptional vehicles that soar through the air are too complex to trust in the hands of the untrained. Requiring knowledge and consideration of fuel, altitude, wind speed, air pressure, and a multitude of other factors, piloting airships outside of set transportation routes is the sole purview of master engineers.

Tier 4 Recipes


Build Gadgets (Robotics)


A machine can have a large number of different functions, from a simple winch to a remote-controlled drone. Due to the variance in possible abilities and effects, gadgets may vary more widely than other crafts. In general terms, an engineer can create more sophisticated devices as they grow in mastery and use higher-quality materials. Guidelines should be considered flexible, and if there's any debate over a device, Item Staff may step in to review it.

At Master tier, gadgets may begin to display traits of robotics, capable of completing complex sets of tasks autonomously.

An engineer may construct a single machine per week for every tier of skill they possess in Ingeniarius, starting at one and ending at five. More simplistic machines may be constructed on the spot, such as winch and pulley systems or improvised engines. However, creating a comprehensive machine requires time, patience, and a proper workplace.

A machine created with Terra Regia requires at least 5 total units -- typically 4 units of Terra Regia Lateris and 1 unit of Terra Regia Volantis, all of the same grade.

Vehicle Components (Airship)



Engineers are instrumental in the crafting of mechanical vehicles, and it takes a Master Engineer to build an aircraft. See Vehicle Crafting section for more details.



GRANDMASTER
Materials Usable:
- Caelitium Pulveris
- Caelitium Volantis
- Caelitium Pulveris

Contravisae Fields
Visae, the natural yet mystical energy which fills the world, is used for everything from powering electronics to casting spells, giving life to golems and vitality to the demvir. It is omnipresent in the current society of Araevis, and even sustains otherworldly beings like familiars and daemons.

And with the right devices, the greatest of engineers can manipulate the visae of others.

A grandmaster of engineering can create a Contravisae Field Generator, which will disrupt visae within a 20m radius, preventing all magic, disabling all machines, and weakening any supernatural beings' defenses by three tiers of magnitude. The generator can only last for three rounds before burning itself out, however.

In order to avoid being negatively impacted by his own device, the grandmaster can also create a Contravisae Field Dampener, granting protection in a 5m radius. The dampener similarly only lasts for three rounds.

For three rounds, though, the engineer controls the flow of visae for everyone and everything around him.

Tier 5 Recipes


Build Gadgets (AI)


A machine can have a large number of different functions, from a simple winch to a remote-controlled drone. Due to the variance in possible abilities and effects, gadgets may vary more widely than other crafts. In general terms, an engineer can create more sophisticated devices as they grow in mastery and use higher-quality materials. Guidelines should be considered flexible, and if there's any debate over a device, Item Staff may step in to review it.

A Grandmaster engineer is capable of creating devices with artificial intelligence, perhaps even sapience.

An engineer may construct a single machine per week for every tier of skill they possess in Ingeniarius, starting at one and ending at five. More simplistic machines may be constructed on the spot, such as winch and pulley systems or improvised engines. However, creating a comprehensive machine requires time, patience, and a proper workplace.

A machine created with Terra Regia requires at least 5 total units -- typically 4 units of Terra Regia Lateris and 1 unit of Terra Regia Volantis, all of the same grade.

Contravisae Generator


A grandmaster of engineering can create a Contravisae Field Generator, which will disrupt visae within a 20m radius, preventing all magic, disabling all machines, and weakening any supernatural beings' defenses by three tiers of magnitude.

The device is small enough to carry on the user's back. The generator can only last for three rounds before burning itself out, becoming unusable for one in-game week. This device requires 2 units of Caelitium Lateris and 3 units of Caelitium Volantis. Lesser grades of Terra Regia will not suffice.

Contravisae Dampener


To avoid the consequences of his own (or an enemy engineer's) Contravisae Generator, a grandmaster engineer can opt to also create a Contravisae Dampener. This small device counteracts the effects in a 5m radius, allowing visae to flow normally.

The device is about half the size of the field generator. Similar to the field generator, the dampener only lasts for three rounds before burning itself out, becoming unusable for one in-game week. This device requires 2 units of Caelitium Lateris and 1 unit of Caelitium Volantis. Lesser grades of Terra Regia will not suffice.
Vehicle Manufacture


Crafting a vehicle is an ambitious project that requires a well-versed engineer, often supported by multiple crafters in varying fields. While vehicles to travel over land, across the sea, or underwater can be created by Skilled engineers, vehicles able to fly through the air require a Master.

There is a great deal of freedom in design and aesthetics when creating a vehicle, but the material cost can be quite high. There are six basic features to measure on vehicles:


  • Terrain: Land (10 TR), Sea (10 TR), Underwater (20 TR), and Air (40 TR). There may be additional material costs to make hybrid vehicles.
  • TR Grade: The grade of Terra Regia used to create the vehicle determines its base level of durability. A vehicle will inherently reduce incoming damage by two tiers per grade of TR.
  • Speed: Rated from 1-10, speed is mainly used for relative comparisons between vehicles. Consider 1 to be walking speed, 5 to be a normal highway speed. A speed rating of 10 can potentially break the sound barrier. Each additional unit of speed adds 5 TR to the material cost.
  • Seating: The number of people the vehicle is designed to hold. Unused storage can be used for additional seating, although not necessarily comfortably. Each additional unit of seating adds 5 TR to the material cost.
  • Storage: Each unit of storage is approximately equal to another person's volume. Units of storage can also be used for special additions to the vehicle, such as a portable alchemy lab. Each additional unit of storage adds 5 TR to the material cost.
  • Armor: Rated from 0-5, each additional unit of armor reduces incoming damage by one additional tier (on top of the TR Grade). Each additional unit of armor adds 5 TR to the material cost.




Automobiles (Land-Based Vehicles)
Automobiles are relatively uncommon in Araevis, due to the high costs compared to basilisks or drawn carriages, but are beginning to become more popular. Because of how uncommon they are, there's no universal engine type or fuel type: there are steam driven automobiles fueled by coal as well as visae-powered engines powered directly by Terra Regia, and a variety of types in-between.

When building a new automobile, the vehicle must have minimum values of:
Terrain: Land
TR Grade: Dahlitium
Speed: 3
Seating: 1
Storage: 1
Armor: 0

Therefore, the minimum material cost for a land vehicle is 35 TR.

Creating a hybrid vehicle increases material cost by 10 (Sea), 20 (Underwater), or 40 (Air). Additionally, the engineer must be Master level to create an Air vehicle.



Ships (Sea-Based Vehicles)

One of the oldest forms of transportation, ships are very common and may be the most common form of travel between continents. Ships are often sail-based, but there are still some powered by rowing, and in modern times, more ships are adding mechanical paddles, fans, or propellers. Ships are also very well-suited to carrying cargo, granting additional storage compared to other vehicle types.

When building a new ship, the vehicle must have minimum values of:
Terrain: Sea
TR Grade: Dahlitium
Speed: 3
Seating: 2
Storage: 2*
Armor: 0

Therefore, the minimum material cost for a sea vehicle is 40 TR. *Storage on ships is doubled. 2 units of storage increases material cost by 5 TR.

Creating a hybrid vehicle increases material cost by 10 (Land), 20 (Underwater), or 40 (Air). Additionally, the engineer must be Master level to create an Air vehicle.



Submarines (Underwater-Based Vehicles)

Trade between the Empire of Pelagia and its neighbors used to be limited in scope because of the difficulty of transporting goods to and from the underwater cities. Primitive submarines provided a solution, and over the years, designs have only improved. Per trade agreements, all submarine vehicles are required to cycle oxygen, even if they are only intended for velen usage, and must be capable of traveling on the surface of the ocean in emergencies.

When building a new submarine, the vehicle must have minimum values of:
Terrain: Underwater, Sea*
TR Grade: Dahlitium
Speed: 3
Seating: 2
Storage: 1
Armor: 0

Therefore, the minimum material cost for an underwater vehicle is 60 TR. *Submarine vehicles must be able to travel over the sea, as well.

Creating a hybrid vehicle increases material cost by 10 (Land) or 40 (Air). Additionally, the engineer must be Master level to create an Air vehicle.



Airships (Air-Based Vehicles)

The pinnacle of technological advancement, airships are a marvel of engineering. To own one is a lifelong desire for some, but the engineers capable of manufacturing them are few and far between. Although there are well-established trade routes that are relatively safe for an average pilot, piloting an airship outside of these tracks without crashing requires a master engineer.

The engineer must be Master level to create an Airship. When building a new airship, the vehicle must have minimum values of:
Terrain: Air, Sea*
TR Grade: Dahlitium
Speed: 4
Seating: 4
Storage: 4
Armor: 0

Therefore, the minimum material cost for an aerial vehicle is 100 TR. *Airship must be able to land in the sea, as well. There is no additional material cost for this.

Creating a hybrid vehicle increases material cost by 10 (Land) or 20 (Underwater).





Add-Ons

Mobile Blacksmithing Forge
Requires 2 Storage Units

All of the necessary tools to make and repair weapons and armor, including both forge and anvil.

Roving Gunsmithing Station
Requires 1 Storage Unit

All of the necessary tools for a gunsmith to ply their trade, making and repairing firearms or missile weapons, crafting ammunition, and so forth.

Portable Alchemy Lab
Requires 1 Storage Unit

All of the necessary tools for an alchemist to brew potions or mix explosives.

Compact Enchanter's Arcana
Requires 1 Storage Unit

An enchanting arcana and tools to aid with enchanting or recharging enchantments in the field.

Traveling Engineer's Workshop
Requires 2 Storage Units

All of the necessary tools and devices for an engineer to invent and repair machinery.

Artillery/Siege Weaponry
Requires 2 Storage Units

Heavy weapons created by a gunsmith can be mounted onto a vehicle.