Crafting Technology / Science in Terradox | World Anvil
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Crafting

Overview


Crafting Can be Done by Engineers or anyone who has learned the Ability to Construct Items.
All Constructions are 1 Craft. Roll per Item-Level
The Ability to Craft is Divided into 3 Ability Types.
  1. Construction of Items
  2. Brewing of Potions
  3. Thaumaturgic Engineering

Construction of Items


The First Crafting Type is divided into several smaller subsection i.e. Player specific Ability Levels that define the Complexity of each Item. In addition the form of an Item is defined by the Players Type of "Professions" for example Carpenter or Blacksmith.
if an Ability is lower then 0 it will be counted as 0. Therefor the Construction of items dose not define type but rather Ability.
Additionally the ability is also defined by material and Workstation.

Equipment

Workstations
Workstation item enhancement
-/- -5 Craft.
common Work Space +0 Craft
Work Specific Work Space +1 Craft
 
Materials
Material Grade Item enhancement (per 10 Units)
Common +0 Ability +1 Craft
Rare +1 Ability -1 Craft
Extremely Rare +3 Ability -2 Craft

Pricing
Complexity item Price per 1 SI
low 1D8 Copper
Medium 1D4 Silver
Complex 1D2 Gold


Item Type

Low-Complex Items
Item Type Ability Item Size Material Cost
Weapon 1D6 (Damage) SI 10 Units
Tool 1D2(Uses) and 1D5 -3(Tool specific enhancements) SI 10 Units
Ammunition 1D5(Amount) and (Weapon Specific Damage / 1D4) SI 10 Units


Medium-Complex Items
Item Type Ability Item Size Material Cost
Weapon 1D8 (Damage) +1D2 -1 (Accuracy) SI 15 Units
Tool 1D3(Uses) and 1D5 -2 (Tool specific enhancements) SI 15 Units
Ammunition 1D8(Amount) and (Weapon Specific Damage / 1D4) SI 15 Units
Armor 1D2 -1 (Armor-Points)(Armor Class Leather or Lite-Plate) MI 25 Units
miscellaneous 1D10 -8 (Ability Assist) SI - MI 20 Units
Ranged-Weapon 1D10 (Damage) + 1D2 (Accuracy in Specific Range) MI 50 Units


Complex Items
Item Type Ability Item Size Material Cost
Weapon 1D10 (Damage) +1D3 -1 (Accuracy) MI 40 Units
Tool 1D4(Uses) and 1D6 -2 (Tool specific enhancements) MI 40 Units
Ammunition 1D12(Amount) and (Weapon Specific Damage / 1D4) SI 20 Units
Armor 1D3 -1 (Armor-class)(Armor Class Lite-Plate or Plate) MI - BI 40 - 80 Units
miscellaneous 1D10 -8 (Ability Assist) SI - BI 20 -80 Units
Buff Item + 1D2 on Actions for 1D3 Actions SI 20 Units
De-Buff Item - 1D2 on Actions for 1D3 Actions SI 20 Units
Ranged-Weapon 1D12 (Damage) + 1D3 (Accuracy in Specific Range) MI 50 Units


Brewing of Potions


Brewing Potions is a more Specific Tasks then Constructing items rather then choosing an ability additionaly to it's form or components, potions require specific Items and can only be developed into specific effects with only a hand full of application types.
Potions are divided into specific Ability Levels all under the Profession of "Basic-Alchemie"
Potions get more effective if you consume more of them detailed here:
Potion size Effect multiplier
SI 1x
MI 2x
BI 3x

Potion Materials
Potion Materials can be Gatherd with the "Gathering" Speciality
Martials Location Average Price per SI Gathering Difficulty
Fish ferns Everywhere 1Copper -0 Agil. -0Int.
Lowly Shrooms Deep Dark Forrests or Swamps 5Copper -0 Agil. -1Int.
Blue Lily Plains 2Copper -1 Agil. -0Int.
Yellow Orchid Swamps and Groves 1Silver and 5Copper -1 Agil. -1Int.
Purple Rose Ruins and Terran Islands 2Silver -0 Agil. -3Int.
Blue Moss Ruins and Cemetaries 2Silver -0 Agil. -3Int.
Beladona Forrests 1Silver -2 Agil. -0Int.
Lilly of the Vally Plains and Groves 2Copper -1 Agil. -0Int.
Wolfsbane Groves, Terran Islands, Savana 1Silver -0 Agil. -2Int.
Calendula Everywhere 1Copper -0 Agil. -0Int.
Lavender Vallys, Plains and Groves 2Copper -1 Agil. -0Int.
Lambs ear Groves and Tundra 4Copper -1 Agil. -0Int.


Minor Potions

Potion Effects Outcome Types Material Cost per 1SI
Restoration (Heal) Restores 6 HP or
Cures Minor Poison
Drinkable
(once every Day)
1SI Beladona, 0.5SI Calendula
Ability Enhancement Enhances 1 Stat by 1 for 5min (5Turns) or
1 Sence with enhanced Detail (i.e. seeing in detail objekts in 100m distance)
Drinkable
(once every Day)
0.5SI Beladona, 1SI Blue Lily
Poison Decreses 1 Stats for 1D10 Days by 1D5 Drinkable + Throwable (only MI with 1x Effect)
(once every Day, dose not stack)
1SI Wolfsbane, 0.5SI Lambs ear
Paralysis Stuns the enemy if he doesn't Succeed in 1 Pers. Roll for 5 Turns Drinkable + Throwable (only MI with 1x Effect)
(once every Day)
1SI Beladona, 1SI Lavender


Regular Potions

Potion Effects Outcome Types Material Cost per 1SI
Health Restores 10 HP or
Cures 1 Random Minor Potion Effect
Drinkable
(once every Day)
2SI Beladona, 1SI Calendula, 4SI Fish ferns
Focused-Power Enhances 1 Stat by 2 for 5min (5Turns) or
1 Sence with enhanced Detail (i.e. seeing in detail objects in 200m distance) or
Cures Mind Poison
Drinkable
(once every Day)
1SI Beladona, 3SI Blue Lily, 2SI Yellow Orchid
Mind Poison Activate Terror if he doesn't Succeed in 1 Wis. Roll Drinkable
(once every Day)
1SI Wolfsbane, 2SI Wolfs bane,1SI Lilly of the Vally
Petrifikation Petrifies the enemy if he doesn't Succeed in 1 Pers. Roll for 20 Turns,
every 2 Turns the Putrefied can try to break out by Rolling Pers.
Drinkable + Throwable (only MI with 1x Effect)
(once every Day, dose not stack)
2SI Lavender, 1SI Blue Moss
Persuasion Charisma Rolls against the affected are easier by 2. Drinkable
(once every Day)
2SI Lambs ear, 0.5SI Lilly of the Vally, 1SI Lowly Shrooms
anti-Paralysis Frees someone instantly from Paralysis within 2 Turns. Drinkable + Throwable (only MI with 1x Effect) 1SI Beladona, 1SI Lavender, 4SI Fish ferns


Strong Potions

Potion Effects Outcome Types Material Cost per 1SI
Inspiration gives +3 on any 1D3 Actions Drinkable 2SI Purple Rose, 1SI Blue Lily, 1SI Yellow Orchid
Ability Enhancement Enhances 3 Stats by 2 for 5min (5Turns) Drinkable 3SI Beladona, 6SI Blue Lily, 0.5SI Purple Rose
Invisibility turns you invisible for 5 minutes (Turns)
and gives enemies -4 on Acc. / Sublety Rolls against you
Drinkable
(dose not stack)
2SI Lavender, 2SI Lilly of the Vally, 1SI Purple Rose
Morphing turn yourself into someone else for 30 minutes (Turns) Drinkable
(dose not stack)
4SI Purple Rose, 4SI Lavender
Casting enhances 3 spell Casts success Rolls by 2 Drinkable 2SI Purple Rose, 2SI Blue Lily, 2SI Yellow Orchid
 

Thaumic-Engineering


Thaumic-Engineering is basically creating a Spell in conjunction with an Item and binding them both together.
This is done by enchanting the Item with Energy (10x Spell Level Units) and Primary Item Element (5xSpell Level).

After This The Spell needs not 5 but 10 Uses to Level UP. The Spell also Gains the Ability to be casted For Free based on Complexity (Low +1, Medium +2, Complex +4).

It is also possible to create a Spell specifically for an item to enhance it's basic ability such as a pair of glasses that can sense magic, all of these abilities can be cast like any other Spell or activated constantly like so (requiers Tome of Passive Power):
 
Spell Level Cooldown Time Cost
1-3 Activation time 1 Use per day
4-6 Activation time / 2 1 Use per day
>6 Activation time / 4 1 Use per day

Spirt-Works


another type of Thaumic-Engineering is the art of Spirt-Works where you harness the power of an Elemental.
The act of fusing an Elemental with an Item begins with the Planning Stage where the Mage makes a Blue Print of the Attachment.
Rank Visual-Representation Requirements for Attachment
I-III Special Enclosure on Item 10 Intel
IV-VI Special Enclosure and Binding Runes all over the Item 13 Intel
VII-IX Enclosure connected to Item vial cables and pipes all over 14 Intel & Race: Terran

After That the Mage Constructs the Enclosure (1 Craft. Roll) for the Elemental.
And then Summons (1 Mag. Rolls) and Binds (1 Mag. Rolls) them.

The Type of Elemental and it's effects are tied to the Mages Crafting Level and there Magical-Talent

Elemental Power Rank

Rank Effect Crafting Skill
I +1D4 Main Ability
OR +1 Armor
Low-Complex
AND Magical-Talent of 10
AND a Small Ritual Kit
II +1D4 Main Ability
OR +1D4 Secondary Ability
OR +1 Armor
Low-Complex (materials x2)
AND Magical-Talent of 11
AND a Medium Ritual Kit
III +1D4 Main Ability
OR +1D4 Secondary Ability
OR +1 Armor
OR +1 Stat Point over 1 Skill
Low-Complex (materials x3)
AND Magical-Talent of 12
AND a Large Ritual Kit
IV +1D6 Main Ability
OR +2 Armor
Medium-Complex
AND Magical-Talent of 13
AND a Small Ritual Kit
V +1D6 Main Ability
OR +1D6 Secondary Ability
OR +2 Armor
Medium-Complex (materials x2)
AND Magical-Talent of 14
AND a Medium Ritual Kit
VI +1D6 Main Ability
OR +1D6 Secondary Ability
OR +2 Armor
OR +2 Stat Point over max. 2 Skill
Medium-Complex (materials x3)
AND Magical-Talent of 15
AND a Large Ritual Kit
VII +1D10 Main Ability
OR +3 Armor
Complex
AND Magical-Talent of 16
AND a Small Ritual Kit
VIII +1D10 Main Ability
OR +1D10 Secondary Ability
OR +3 Armor
Complex (materials x2)
AND Magical-Talent of 17
AND a Medium Ritual Kit
IX +1D10 Main Ability
OR +1D10 Secondary Ability
OR +3 Armor
OR +3 Stat Point over max. 3 Skill
Complex (materials x3)
AND Magical-Talent of 18
AND a Large Ritual Kit
 

Types of Elementals

Type Special-Effect Requirement Materials
Earth +1D4 Days of Food every 2 Days OR +2 Armor(Armor) OR 1D4 Regen every 3 Turns 50UEA +1D5HP
Water Remove One Potion Effect (once a Day) OR +1D6 Max HP 50UW +1D5HP
Air +1D6 Agility OR Flight for 10min (once a Day) 50UA +1D5HP
Fire 1D4 Thorns Damage(Armor) OR +1D4 on Attacks OR +1D4/10min Abilitys 50UF +1D5HP
Energy 1.25x Item Abilitys OR +1D10 on Spell Points 80UE +1D12HP
Shadow 1.25x Item Ability AND +1D10 Corruption 10UEA & 10UW & 10UA & 10UF &10UE +1D10HP
Light 1.25x Item Ability AND +1D10 Purity 10UEA & 10UW & 10UA & 10UF &10UE +1D10HP
 
Elemental Hybrids

Elemental Hybrids have half the Effects of both there Elements.

Every Rank makes the Elemental more Invasive and more connected to the Original Object after Rank 5 the Elemental can no longer be removed form the Object without destroying both.
Every Elemental has animal Like Instincts and after about 1 Month the Elemental will be bonded with it's user and won't let anyone else use the Item

Item Sizes


  • 1 SI = 4 Units (Small Item)
  • 1 MI = 2 SI = 8 Units (Medium Item)
  • 1 BI = 5 SI = 20 Units (Big Item)
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Cover image: by Alfred Kruse

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