Crafting Guide

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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:
  • Crafters can create a limited number of items per week, dependent on their proficiency in their craft. Starting out, you can do one item per week; a grandmaster is limited only be how much they write. This limit is by crafting skill, not shared.
  • 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
EX Items

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

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

In the event that a player finds an ancient artifact they would like to turn into a EX 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 an EX Item, but all EX Items must have the appropriate grade of Terra Regia.
Aedificare (The Blacksmith)


Basics - Forging Arms and Armor/em>

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.

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 forge a number of weapons per week determined by their prowess in Aedificare. Crafting objects with Terra Regia requires a chapter or collab of at least 1000 words to create.


NOVICE


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

Sharpening

Novice Tier
Learned: Tier 1 Recipes
Material Qualification: Dahlitium
Crafts per Week: 1

While anyone can perform basic maintenance on gear, there's nothing quite like a blacksmith's touch. When not in combat, blacksmiths can sharpen or hone weapons both for themselves and others, temporarily adding more damage to attacks with them.

A sharpened weapon increases magnitude by one tier, for a limited number of successful contacts (attacking, blocking, or being blocked). The number of hits is determined by the whetstone used:

  • Normal Whetstone - 1 Contact
  • Dahlitium Whetstone - 3 Contacts
  • Bigatium Whetstone - 5 Contacts
  • Auritium Whetstone - 10 Contacts
  • Vitatium Whetstone - 1 Hour*
  • Caelitium Whetstone - Permanent

Once a weapon has been sharpened, the same weapon won't benefit from sharpening for at least an hour.

*Vitatium whetstones are mildly corrosive, and even if the weapon is not used, it will lose its enhanced sharpness after an hour. With other whetstones, the weapon stays sharp until its designated number of contacts occur.


Tier 1 Recipes


Melee Weapons and Shields
x 5

When attacking or defending with melee equipment, the base magnitude is determined by the user's skill and the quality of the equipment material. Weapons made from mundane materials (bronze, iron, steel, etc) add nothing to the base magnitude: only the user's skill is factored in. Each grade of Terra Regia increases the base 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 with inventory or purchasing, but you are encouraged to roleplay their complexity or rarity. 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.

 

Light Armor


x 3

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 being struck in 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.
 
Whetstone

x 1

While anyone can perform basic maintenance on gear, there's nothing quite like a blacksmith's touch. When not in combat, blacksmiths can sharpen or hone weapons both for themselves and others, temporarily adding more damage to attacks with them.

A sharpened weapon increases magnitude by one tier, for a limited number of successful contacts (attacking, blocking, or being blocked). The number of hits is determined by the whetstone used:

  • Normal Whetstone - 1 Contact
  • Dahlitium Whetstone - 3 Contacts
  • Bigatium Whetstone - 5 Contacts
  • Auritium Whetstone - 10 Contacts
  • Vitatium Whetstone - 1 Hour*
  • Caelitium Whetstone - Permanent

Once a weapon has been sharpened, the same weapon won't benefit from sharpening for at least an hour.

*Vitatium whetstones are mildly corrosive, and even if the weapon is not used, it will lose its enhanced sharpness after an hour. With other whetstones, the weapon stays sharp until its designated number of contacts occur.

 

ADEPT
Materials Usable:
- Bigatium

Field Repair

Adept Tier
Learned: Tier 2 Recipes
Material Qualification: Bigatium
Crafts per Week: 2

Adept 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 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
x 5

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

Expertise - Damascus

Skilled Tier
Learned: Tier 3 Recipes
Material Qualification: Auritium
Crafts per Week: 5

Before the Cataclysm, Damascus was a region somewhere in Aridus, though its exact location has long been forgotten. A smith in that region developed a technique of forge-welding different materials together in order to create a billet of material with the best of the different parts. The basics of that technique spread to many other regions and are still used post-Cataclysm, bearing its hallmarks of aesthetic beauty and allowing smiths to combine smaller pieces into usable steel. The true art of Damascus as wielded by skilled blacksmiths, though, applies the original techniques to the new materials, creating new alloys of Terra Regia.

Performing Damascus requires terra regia lateris in two grades, five units of each. The second material must be within one grade in quality; for example, dahlitium and bigatium are compatible, but dahlitium and auritium are not. Five units of a new alloy are created; the new alloy, which may be named by the blacksmith if it's never been created before, combines traits of the different Terra Regia. The new material is one tier greater in magnitude than the greater of the two base materials. The new material can be used anywhere that Terra Regia Lateris would normally be used.

 

Tier 3 Recipes


Heavy Armor
x 10

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

Masterwork Forging

Master Tier
Learned: Tier 4 Recipes
Material Qualification: Vitatium
Crafts per Week: 10

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 and retains sharpness for twice as long. 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


Masterwork Forging
Recipe x 2

Masterwork forging requires twice the usual amount of materials. A masterwork weapon is enhanced by one additional tier of magnitude over its material grade and retains sharpness for twice as long. 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

Fire and Blood

Grandmaster Tier
Learned: Tier 5 Recipes
Material Qualification: Caelitium
Crafts per Week: Unlimited

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), spontaneously over the course of one round, as long as they possess the necessary materials. This costs 20% of the blacksmith's maximum vigor and the intensity of the heat produced forces others to look away.


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)


Basics - Gunsmithing and Fletching

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.

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.

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 number of weapons per week determined by their prowess in Terriculum. Crafting objects with Terra Regia requires a chapter or collab of at least 1000 words to create.

 


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


Sight In

Novice Tier
Learned: Tier 1 Recipes
Material Qualification: Dahlitium
Crafts per Week: 1

Anyone who owns a ranged weapon, whether it's an oak longbow or a revolver, knows at least some basics of maintenance, or else they won't have the weapon for long. Those who practice the art of Terriculum are much better than the average gunslinger, though. A ranged weapon is only useful if it can hit its target, and getting a weapon properly sighted in can make a noticeable difference in its effectiveness.

A Gunsmith may spend two full rounds, out of combat, to sight in any ranged weapon, making adjustments so that it functions best in a specific 10m band. Within the designated sweet spot, determined at the time the weapon is sighted in, the weapon's is increased by one tier in magnitude. The effects of sighting in last for up to 24 hours, and at least 8 hours must pass before adjusting the sights again.


Tier 1 Recipes


Firearms
x 5

When attacking with a ranged weapon, the base magnitude is determined by the user's skill and the quality of the equipment material. Weapons made from mundane materials (bronze, iron, steel, etc) add nothing to the base magnitude: only the user's skill is factored in. Each grade of Terra Regia increases the base by one, with Caelitium weapons increasing the 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 5 units of Terra Regia, all of the same grade.

 

Missile Weapons
x 5

Missile weapons -- which is to say projectile-throwing weapons, like bows, crossbows, or the atlotl, not the exploding 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. Weapons made from mundane materials (bronze, iron, steel, etc) add nothing to the base magnitude: only the user's skill is factored in. Each grade of Terra Regia increases the base by one, with Caelitium weapons increasing the potential by five tiers. 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, all of the same grade.

 

ADEPT


Materials Usable:
- Bigatium

Tracer Rounds

Adept Tier
Learned: Tier 2 Recipes
Material Qualification: Bigatium
Crafts per Week: 2

Tracer ammunition, whether bullets, arrows, or cannon caliber projectiles, is combined with a small pyrotechnic charge in the base. When fired, the tracer ignites, burning brightly enough to draw a line tracing the trajectory. This light is visible during daylight and brightens up dark spaces, even temporarily blinding night-vision.

An adept gunsmith, provided they had at least one round to modify a weapon while out of combat, can turn any number of ammunition pieces into tracers. This can be used for strategic purposes, such as highlighting a priority target or even igniting flammable materials. When a target is hit by a tracer round, any other ranged attacks are increased in effectiveness by one magnitude for the following two turns.


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
x 8

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 8 units of Terra Regia, all of the same grade.
 

Artillery
x 8

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, all of the same grade.
 

 


SKILLED


Materials Usable:
- Auritium

Expertise - Finishing

Skilled Tier
Learned: Tier 3 Recipes
Material Qualification: Auritium
Crafts per Week: 5

Gunsmithing is a relatively young art in Araevis, compared to blacksmithing, but it still enjoys several centuries of rich tradition and innovation. Firearms have many more moving parts than martial weapons, however, and therefore require greater amounts of maintenance and care. Because of this, gunsmiths have grown to be among the best in finish-work, performing fine detail work which is not only aesthetically pleasing but improves the action of a firearm or projectile weapon, as well as preserving the individual materials. The gunsmith uses various processes such as bluing, phosphatizing, staining, lacquering, and others to improve the quality of materials.

Finish-work can be applied to any physical objects made of metal, wood, or stone; this counts as one additional craft for the week, but does not require additional Terra Regia. In addition to any aesthetic improvements, items which have received finish-work are much more resistant to damage, reducing damage to the object by two tiers in magnitude or increasing durability by one attack (depending on the item); this reduces damage to the item and does not block additional damage to the wielder. Finally, due to this added sturdiness, firearms and projectile weapons that have received finish-work also have base effective range increased by 20%; long range is unchanged.


Tier 3 Recipes



Finishing


Finish-work can be applied to any physical objects made of metal, wood, or stone; this counts as one additional craft for the week, but does not require additional Terra Regia. In addition to any aesthetic improvements, items which have received finish-work are much more resistant to damage, reducing damage to the object by two tiers in magnitude or increasing durability by one attack (depending on the item); this reduces damage to the item and does not block additional damage to the wielder. Finally, due to this added sturdiness, firearms and projectile weapons that have received finish-work also have base effective range increased by 20%; long range is unchanged.  

 


MASTER


Materials Usable:
- Vitatium

Penetrating Weapons

Master Tier
Learned: Tier 4 Recipes
Material Qualification: Vitatium
Crafts per Week: 10

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
Recipe x 2

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

Rapid Deployment Treadworks

Grandmaster Tier
Learned: Tier 5 Recipes
Material Qualification: Caelitium
Crafts per Week: Unlimited

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. A grandmaster gunsmith can assemble such devices almost supernaturally fast, with an innate knowledge of where every piece needs to go.

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. As long as all the pieces are available, the gunsmith is also able to set up and deploy most heavy weaponry within one round. Extra-large siege weapons, such as trebuchets, can take up to three rounds. These can be immediately combined with any treadworks underway. The gunsmith can fortify 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
x 10

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 forty 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 one round to build the moving platform. If using Terra Regia, it requires at least 10 units of Terra Regia.
 
Alchemia (The Alchemist)

Basics - Transmutation

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 Arcane Schools. 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. Creating potions of harmful effects is considered a taboo practice.

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.

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 a number of transmutations per week determined by their prowess in Alchemia. 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.


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

Scrying

Novice Tier
Learned: Tier 1 Recipes
Material Qualification: Dahlitium
Crafts per Week: 1

An advanced application of Transmutation, 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 minute, but can be extended with Terra Regia:

  • Normal - 1 Minute
  • Dahlitium - 5 Minutes
  • Bigatium - 30 Minutes
  • Auritium - 4 Hours
  • Vitatium - 24 Hours
  • Caelitium - Permanent

Once the connection ends, only water will be left in the font. The same location or target cannot be reached for 24 hours after the last scrying attempt.


Tier 1 Recipes


Salves
creates 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.

 

Potions (Intrinsic Spells - Novice)
x 3

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 intrinsic 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 only cast the lowest level of the spell. The base magnitude of the potion is the sum of the tier of the spell and the alchemist's level of proficiency.

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

 

Explosives
x 2

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 explosives made with Terra Regia, you require at least 2 units of Terra Regia Pulveris, all of the same grade.

 

ADEPT


Materials Usable:
- Bigatium


Command Golem

Adept Tier
Learned: Tier 2 Recipes
Material Qualification: Bigatium
Crafts per Week: 2

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 (Intrinsic Spells - Adept)
x 3

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 intrinsic 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 only cast the lowest level of the spell. The base magnitude of the potion is the sum of the tier of the spell and the alchemist's level of proficiency.

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

 

Propelled Explosive Weapon
x 7

It's possible to create a propelled explosive weapon (such as a grenade launcher) through a combination of alchemy and gunsmithing. Like other ranged weapons, ammunition does not need to be tracked, but due to the more cumbersome nature of the explosives, at least one round must pass between shots; base range is 60m Effective/120m Long for propelled explosives, and the explosion deals damage in a 5m base radius. When attacking with a propelled explosive weapon, the base magnitude is determined by the user's skill and the quality of the equipment material. Propelled explosives made from mundane materials (charcoal, saltpeter, sulfur, etc) add one to the base magnitude. Each grade of Terra Regia increases the base by one, with Caelitium explosives increasing the 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 propelled explosive weapons made with Terra Regia, you require at least 7 units of Terra Regia, all of the same grade. Adept proficiency in both Alchemia and Terriculum skill is required; two crafters may work together to meet this requirement.

 

Golem Animation
x 5 required, up to x 10

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


Expertise - Chrysopoeia

Skilled Tier
Learned: Tier 3 Recipes
Material Qualification: Auritium
Crafts per Week: 5

In ages past, chrysopoeia meant transmutation of lead into gold. It was symbolic of the alchemist's readiness to pursue the philosopher's stone. Following the Cataclysm, chrysopoeia took on a new meaning, referring to the transmutation of terra regia into a more advanced mixture, combining elements of the constituent reagents.

Attempting chrysopoeia requires one unit of terra regia volantis of the target grade, and five units of any terra regia of one grade less than target. With the sample of the target as a catalyzing agent, the alchemist is able to imbue its properties into the lesser material, sacrificing mass for quality. At the end of the process, the alchemist is left with two units of the target grade, in the form (lateris, pulveris, or volantis) of the alchemist's choosing. This new terra regia is indistinguishable from naturally occurring samples.


Tier 3 Recipes



Potions (Intrinsic Spells - Skilled)
x 3

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 intrinsic 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 only cast the lowest level of the spell. The base magnitude of the potion is the sum of the tier of the spell and the alchemist's level of proficiency.

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

 

MASTER


Materials Usable:
- Vitatium


Divination

Master Tier
Learned: Tier 4 Recipes
Material Qualification: Vitatium
Crafts per Week: 10

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 (Intrinsic Spells - Master)
x 3

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 intrinsic 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 only cast the lowest level of the spell. The base magnitude of the potion is the sum of the tier of the spell and the alchemist's level of proficiency.

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

 

Divination Medium - Past
x 6

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

Philosopher's Stone

Grandmaster Tier
Learned: Tier 5 Recipes
Material Qualification: Caelitium
Crafts per Week: Unlimited

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 (Intrinsic Spells - Grandmaster)
x 3

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 intrinsic 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 only cast the lowest level of the spell. The base magnitude of the potion is the sum of the tier of the spell and the alchemist's level of proficiency.

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

 

Divination Medium - Future
x 6

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
x 10

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 caelitium 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)


Basics - Weave Enchantments

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 avenues. As a result, the Art of Cantatus expanded and can now imbue the effects of spells from the Arcane Schools 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.

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. An enchanter may weave a number of enchantments per week determined by their prowess in Cantatus.

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 require 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.


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


Transient Amplification

Novice Tier
Learned: Tier 1 Recipes
Material Qualification: Dahlitium
Crafts per Week: 1

The art of Cantatus requires exactness in detail and thus requires focus to perform properly and create a lasting enchantment. Life doesn't always offer the necessary time, of course, but an Enchanter can sacrifice longevity to amplify an object in the moment.

An amplified weapon increases magnitude by one tier, for a limited number of successful contacts (attacking, blocking, or being blocked). An amplified armor piece increases damage blocked by one tier, for a limited number of successful contacts. Sand (not dirt) or pulveris must be used as a medium and the number of contacts the amplification lasts for is determined by the medium used:

  • Normal Sand - 1 Contact
  • Dahlitium Pulveris - 3 Contacts
  • Bigatium Pulveris - 5 Contacts
  • Auritium Pulveris - 10 Contacts
  • Vitatium Pulveris - 30 Contacts
  • Caelitium Pulveris - Permanent

Once an item has been amplified, the same item won't benefit from amplification for at least an hour, and a new amplification overwrites the old, so remaining uses cannot stack. An item with a permanent enchantment on it already cannot be further amplified, even temporarily.


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, 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 encounter or battle the weapon or armor are used in; spending at least two rounds out of combat counts as the end of an encounter. 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 (Intrinsic Spells - Novice)
x 5

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 intrinsic 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 only cast the lowest level of the spell. The base magnitude of the infusion is the sum of the tier of the spell and the enchanter's level of proficiency.

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


Open Portal

Adept Tier
Learned: Tier 2 Recipes
Material Qualification: Bigatium
Crafts per Week: 2

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 2 Recipes



Infusion (Intrinsic Spells - Adept)
x 5

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 intrinsic 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 only cast the lowest level of the spell. The base magnitude of the infusion is the sum of the tier of the spell and the enchanter's level of proficiency.

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 (Intrinsic Spells - Adept)
x 3

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 an intrinsic 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 enchantments require Terra Regia based on the level of the spell used, and may only cast the lowest level of the spell. The base magnitude of the trap enchantment is the sum of the tier of the spell and the enchanter's level of proficiency.

Trap enchantments require at least 3 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


Expertise - Atramentum

Skilled Tier
Learned: Tier 3 Recipes
Material Qualification: Auritium
Crafts per Week: 5

The practice of Atramentum involves creating an enchantment on a living user. The enchanter binds the enchantment into ink which is then tattooed onto the body of the recipient. Such enchantments may only draw from the user's Vigor, rather than possessing charges. The user can activate the enchantment at will, up to once per round, as long as they possess the required vigor.

Creating an atramentum requires creating an ink with one unit of Terra Regia Volantis mixed with the pulveris required for the enchantment; all Terra Regia involved must be of the same grade. An atramentum tattoo requires an EX item slot, or the minimum skill in Cantatus to create an atramentum. Effectively, this means an enchanter with at least one atramentum has one more EX item slot than the average character.


Tier 3 Recipes



Infusion (Intrinsic Spells - Skilled)
x 5

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 intrinsic 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 only cast the lowest level of the spell. The base magnitude of the infusion is the sum of the tier of the spell and the enchanter's level of proficiency.

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 (Intrinsic Spells - Skilled)
x 3

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 an intrinsic 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 enchantments require Terra Regia based on the level of the spell used, and may only cast the lowest level of the spell. The base magnitude of the trap enchantment is the sum of the tier of the spell and the enchanter's level of proficiency.

Trap enchantments require at least 3 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.

 

Atramentum
Recipe + 1

The practice of Atramentum involves creating an enchantment on a living user. The enchanter binds the enchantment into ink which is then tattooed onto the body of the recipient. Such enchantments may only draw from the user's Vigor, rather than possessing charges. The user can activate the enchantment at will, up to once per round, as long as they possess the required vigor.

Creating an atramentum requires creating an ink with one unit of Terra Regia Volantis mixed with the pulveris required for the enchantment; all Terra Regia involved must be of the same grade. An atramentum tattoo requires an EX item slot, or the minimum skill in Cantatus to create an atramentum. Effectively, this means an enchanter with at least one atramentum has one more EX item slot than the average character.

 

 


MASTER


Materials Usable:
- Vitatium

Gateway

Master Tier
Learned: Tier 4 Recipes
Material Qualification: Vitatium
Crafts per Week: 10

While Create 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 (Intrinsic Spells - Master)
x 5

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 intrinsic 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 only cast the lowest level of the spell. The base magnitude of the infusion is the sum of the tier of the spell and the enchanter's level of proficiency.

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 (Intrinsic Spells - Master)
x 3

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 an intrinsic 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 enchantments require Terra Regia based on the level of the spell used, and may only cast the lowest level of the spell. The base magnitude of the trap enchantment is the sum of the tier of the spell and the enchanter's level of proficiency.

Trap enchantments require at least 3 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

x 10 per doorway

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


Planar Bridge

Grandmaster Tier
Learned: Tier 5 Recipes
Material Qualification: Caelitium
Crafts per Week: Unlimited

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 (Intrinsic Spells - Grandmaster)
x 5

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 intrinsic 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 only cast the lowest level of the spell. The base magnitude of the infusion is the sum of the tier of the spell and the enchanter's level of proficiency.

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 (Intrinsic Spells - Grandmaster)
x 5

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 an intrinsic 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 enchantments require Terra Regia based on the level of the spell used, and may only cast the lowest level of the spell. The base magnitude of the trap enchantment is the sum of the tier of the spell and the enchanter's level of proficiency.

Trap enchantments require at least 3 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

x 20

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)

Basics - Building Machinery

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, although combat drones also require proficiency in Fundibuli, 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.

Oil and wiring 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 number of machines per week determined by their prowess in Ingeniarius. 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.


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


Improvisational Engineering

Novice Tier
Learned: Tier 1 Recipes
Material Qualification: Dahlitium
Crafts per Week: 1

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 1 Recipes


Build Gadgets (Clockwork)
x 5

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
x 6

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 6 Terra Regia. Beyond this range, the drone will cease functioning.

 

Improv Components
x 3

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.

 

ADEPT


Materials Usable:
- Bigatium


Cybernetic Enhancement

Adept Tier
Learned: Tier 2 Recipes
Material Qualification: Bigatium
Crafts per Week: 2

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 without the requisite skill in Ingeniarius may only have one advanced cybernetic enhancement, requiring an EX item slot; an Engineer can have one advanced enhancement per EX item slot, plus one not requiring a slot. Simple enhancements can generally replace the function of a lost limb or organ without doing anything above and beyond. While anyone can utilize a simple enhancement, more complicated enhancements require an EX item slot, or the minimum skill in Ingeniarius to create the machine. Effectively, this means an engineer with at least one cybernetic enhancement has one more EX item slot than the average character.


Tier 2 Recipes



Build Gadgets (Steam)
x 5

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
x 5

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

Expertise - Aeterna

Skilled Tier
Learned: Tier 3 Recipes
Material Qualification: Auritium
Crafts per Week: 5

Engineering involves the mastery of mechanical motion and many devices require power sources. Terra Regia has always proven to be miraculous for the purposes of storing and releasing energy, but while such power sources are long-lasting, they do eventually run dry. Creating a never-ending power source, the secret of perpetual motion, is a goal that most engineers have pursued in their career. Aeterna is a step along that path; although it leads to the creation of a power source which can be recharged endlessly, that power must still come from somewhere: a living user.

An aeterna may be permanently attached to any object created from Terra Regia; creating one requires one unit of lateris, pulveris, and volantis, each of the same grade. Only one aeterna can be built onto an object, and one cannot be used on its own. An aeterna is capable of storing Vigor, up to a limit determined by its tier:

  • Dahlitium - 500
  • Bigatium - 1,000
  • Auritium - 2,000
  • Vitatium - 4,000
  • Caelitium - 8,000

The stored vigor may be used to power the effects of the object, or to restore the Vigor of the user. When drained, the aeterna's reserves can be filled from a user's own Vigor -- it is assumed that items are initially charged.


Tier 3 Recipes



Build Gadgets (Technomagic)
x 5

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.

 

MASTER


Materials Usable:
- Vitatium

Advanced License

Master Tier
Learned: Tier 4 Recipes
Material Qualification: Vitatium
Crafts per Week: 10

There are many vehicles in the world of Araevis, from simple wooden carts to motorized cars, even ships and submarines. Most such vehicles can be operated to some degree by anyone with above-average intelligence, although trusting a submarine or an airship to an unqualified individual is always a risk. Engineers have a developed understanding of machines, how they work, what their tolerances are, and so they can quickly work out how to operate a vehicle and how to get the most out of it.

A master engineer can operate any vehicle with little preparation or training, and can push them further than most. The speed of any vehicle is increased by 50% when operated by a master Engineer.


Tier 4 Recipes



Build Gadgets (Robotics)
x 5

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.

 

GRANDMASTER


Materials Usable:
- Caelitium


Contravisae Fields

Grandmaster Tier
Learned: Tier 5 Recipes
Material Qualification: Caelitium
Crafts per Week: Unlimited

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)
x 5

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
x 5

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
x 3

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. A caelitium vehicle with grade 5 armor would be nearly indestructible, reducing all incoming attacks by 15 and only taking damage from attacks that exceed that.

 



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.