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Crafting

5 min read

Currently, Meadowmere LARP has three types of crafting abilities. Others may be added at a later date. The existing types are as follows:

Alchemy

Alchemy is the action of transmutation of base metals into Consumables; Those consumables can come in the appearance of elixirs, food, potions, salves, injections, etc… that have a desired effect on an individual when it is either consumed or administered.  

Artificing

Artificing is the art of infusing magical effects into mundane items. This requires items like talismans or scrolls to be able to attach the effect to. Those effects then stay attached to the item until either triggered or used.

Artisan

An Artisan crafts amazing and intricate tools, weapons, and armor. They have even been known to be able to pull out innate aspects of certain tools making them better at doing the things they are built to do.

General Overview #

When you take a crafting ability you can craft items that are for 5 use or 4 use abilities. Can upgrade the power of created items or material expense of recipes with upgrade of kit. Crafting Abilities can create or repair 5 items per day and uses of crafting abilities cannot be regained like normal abilities.

Anytime you want to craft an item, you will use 1 use of your crafting skill along with the required resources needed for that recipe. The length of time to craft any recipe is based on the number of recourses required. It takes 1 min per resource in the recipe.

How to Learn Crafting skills #

Many choose to start the game with a crafting skill, others learn it through roleplay. 

If you have an open Ability slot and would like to learn how to do a crafting skill in game, you can either have someone teach you a recipe or try to teach yourself a recipe. To have someone teach you it takes 5 hours to learn how to make a recipe spread over 5 in game days. If you are on your own, it will take twice as long, spread out over ten in game days. To learn the crafting skill on your own, you will need a recipe to work on and learn. 

Starting Recipes #

If you are starting a new character and choosing one of the crafting skills as one of your starting abilities, you will be able to choose one recipe that you know. All others will need to be learned through spending the necessary material cost and roleplaying the event in game.

Learning New Recipes #

You will find times when you run across new recipes that you want to learn. In order to learn a new recipe, you must spend the “To Learn” cost which is the same as 3 times the cost to make the item normally. Spending this cost uses the resources listed on the card and you get 1 of the items at the end. After doing this, you have learned the recipe and you need to have a GM initial the recipe card to show you have learned it. 

If you lose this card at any time, you will have lost the knowledge of how to make this item and will have to relearn how to make it.

Recipe cards can not be pickpocketed, but Item cards can be. Item cards are representations of items for simplicity of the game. Those items cards will look the same as recipe cards but will have the word Item written on it.

Materials #

Categories of Materials

There are 7 types of crafting materials. 5 of them can be found easily, and 2 of them are considered refined materials and therefore cannot be obtained easily. The 5 common material types are Animal, Chemical, Ore, Plant, and Stone. The two refined materials are Magical and Tech.

Material Rarity #

On top of the type, there are different rarities as well, Starting at Abundant, you also have Common, Scarce, Rare, and the elusive Quest Material type.

Abundant materials are white or clear. The GMs will put out gathering points where you can get one material per minute you spend roleplaying gathering the materials. These materials will expire at the end of the game. Abundant materials are worth 1 point when creating recipes.

Common materials are green. These can be found in chests, as lootable items off of monsters or quest rewards, or bought from merchants. Common materials are worth 2 points when creating recipes.

Scarce materials are red. These can be found in chests, as lootable items off of monsters or quest rewards, or bought from merchants. Scarce materials are worth 3 points when creating recipes.

Rare materials are blue. These can be found in chests, as lootable items off of monsters or quest rewards, or bought from merchants. Rare materials are worth 4 points when creating recipes.

Quest materials are unique props. These will be handed out at the GMs’ discretion. If you have a recipe that requires a quest material, and you would like to use it. You must discuss with the GMs so they can work with you to implement it into the current story. Quest materials are worth 5 points when creating recipes.

Crafted Items #

All of the crafted items are unique to the different types of crafters, find out more about the items that can be made on the Crafted Items page.

Recipe Creation #

In game, players are not able to create their own recipes, but are encouraged to provide their ideas to GMs. Each recipe has to be balanced to fit the others that have been created.

List of all Recipes #

Things to remember:

You can only use recipes you have found in-game.

This list is not all possible recipes, but the common ones. (There are quest recipes that are specific to a quest)

For a larger version of this chart, please visit this page!

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104 items of 2 Next page

Name Crafting Type Level Action Item Trigger Duration Recipe Cost to make: Buy Sell Description Notes
Barrier Effect ArtificingTier 5EnhanceHeld or worn itemsEvokeUntil Used2 Common (Chemical), 1 Abundant (Ore). 2s 1c2s 6c1s 6cCaster forms a stationary energy shield 10 feet in diameter. Caster can force others to stay out of the circle, but cannot force anyone to stay within it. No spells or attacks may pass through the barrier from either direction.Allows for 1 use.
Magic Blast Effect ArtificingTier 5EnhanceHeld or worn itemsEvokeUntil Used2 Common (Chemical), 1 Abundant (Stone). 2s 1c2s 6c1s 6cPoint and Cast - Deals 1 hit of damage to named location.Allows for 1 use.
Speak with Dead Effect ArtificingTier 5EnhanceHeld or worn itemsEvokeUntil Used1 Common (Plant), 3 Abundant (Chemical).1s 3c1s 6c1sCaster may speak with a dead character for 1 minute. No other characters can hear the dead's half of the interaction. Denote with "other language" gesture.Allows for 1 use.
Foresight Effect ArtificingTier 4EnhanceHeld or worn itemsEvokeUntil Used1 Common (Animal), 8 Abundant (Chemical). 1s 8c2s 3c1s 4cPlayer can ask the GMs a Yes or No question and get an answer.Allows for 1 use.
Heal Self Effect ArtificingTier 4EnhanceHeld or worn itemsTriggerUntil Used3 Common (Chemical), 4 Abundant (Stone).3S 4C4s 3c2s 8cWhen Health becomes 0, regain 1 to a limb. Cannot heal a torso wound. Allows for 1 use.
Lore Resource Effect ArtificingTier 4EnhanceHeld or worn itemsEvokeUntil Used1 Common (Animal), 1 Common (Chemical), 1 Common (Ore), 1 Common (Plant), 1 Common (Stone).5s6s 3c3s 8cAllows user to place a Lore Resource gathering location of their choice in to play. This does not include Magic or Tech resource.Allows for 1 use.
Disguise Effect ArtificingTier 4EnhanceHeld or worn ItemsEvokeUntil Used1 Scarce (Chemical), 5 Common (Animal), 2 Abundant (Plant).1g 5s 2c1g 9s1g 1s 4cUser can appear as any other race for 1 hour. Allows for 1 use.
Dodge Effect ArtificingTier 4EnhanceHeld or worn itemsEvokeUntil Used1 Scarce (Animal), 1 Common (Ore), 10 Abundant (Chemical).1g 2s1g 5s9sAllows user to negate one hit against them, including spell balls or arrows. Does not include Ammo. Allows for 1 use.
Entanglement Effect ArtificingTier 4EnhanceWeapon or AmmoTriggerUntil Used1 Scarce (Plant), 4 Common (Stone), 1 Abundant (Chemical).1g 4s 1c1g 7s 6c1g 6cTarget is unable to move for 30 seconds.Allows for 1 use.
Forgettable Face Effect ArtificingTier 4EnhanceHeld or worn itemsEvokeUntil Used2 Scarce (Plant), 3 Common (Stone), 3 Abundant (Animal). 2g 3s 3c2g 9s 1c1g 7s 5cCaster can cause another creature to forget their face.Allows for 1 use.
Leech Effect ArtificingTier 3EnhanceHeld or worn itemsEvokeUntil Used2 Scarce (Chemical), 9 Abundant (Stone).2g 9c2g 6s 1c1g 5s 7cTakes one damage from the target and heals one damage to the caster.Allows for 1 use.
Sacrifice Effect ArtificingTier 3EnhanceHeld or worn itemsEvokeUntil Used10 Abundant (Chemical). 1s1s 3c8cUser can cause one damage to themselves to heal one damage to another creature.Allows for 1 use.
Stealth Effect ArtificingTier 3EnhanceHeld or worn itemsEvokeUntil Used3 Scarce (Chemical), 2 Common (Chemical), 2 Abundant (Animal). 3g 2s 2c4g 3c2g 4s 2cMakes a character unseen. Must put elbow over face as a shroud. In daylight, it lasts for 1 minute; At night, lasts for 1 hr. You cannot come out of stealth within 5 feet of another player. This ability is dispelled by Tracking.Allows for 1 use.
Truth Effect ArtificingTier 3EnhanceHeld or worn itemsEvokeUntil Used3 Scarce (Chemical), 2 Common (Ore), 3 Abundant (Stone). 3g 2s 3c4g 4c2g 4s 2cTarget must answer truthfully Y/N questions for duration.Allows for 1 use.
Versatile Trap ArtificingTier 3EnhanceTrapTriggerVariableVariableVariable1g 2s 5c7s 5cThis requires a Basic or Advanced Trap in its construction. Once Trigger the effect is a touch version of the Ability or Ailment Recipe that was used in its creation.Allows for 1 use.
Blink Effect ArtificingTier 2EnhanceHeld or worn itemsEvokeUntil Used5 Scarce (Chemical), 2 Common (Tech), 1 Abundant (Plant).5g 2s 1c6g 5s 1c3g 9s 1cCaster becomes un-targetable while they move directly to a location within 30 feet of the starting location where they immediately become targetable again.Allows for 1 use.
Decoy Effect ArtificingTier 2EnhanceHeld itemTriggerUntil Used1 Rare (Stone), 4 Scarce (Chemical), 1 Common (Animal)2 Abundant (Tech).14g 1s 2c17g 6s 5c10g 5s 9cReplaces character with a decoy for 10 seconds. Enemies will think that the decoy is the real person. Player must provide the spell ball or other item.Allows for 1 use.
Intimidation Effect ArtificingTier 3EnhanceHeld or worn itemsEvokeUntil Used1 Scarce (Chemical), 4 Common (Animal), 10 Abundant (Animal). 1g 5s1g 8s 8c1g 1s 3cPlayer thoroughly convinces target character that if the character attacks the player, the character WILL die.Allows for 1 use.
Knockdown Effect ArtificingTier 2EnhanceHeld or worn itemsEvokeUntil Used1 Rare (Stone), 3 Scarce (Ore), 2 Common (Chemical), 3 Abundant (Magic).13g 2s 3c16g 5s 4c9g 9s 2cTarget is knocked to the ground.Allows for 1 use.
Knockout Effect ArtificingTier 2EnhanceHeld or worn itemsEvokeUntil Used1 Rare (Chemical), 3 Scarce (Ore), 3 Common (Plant), 1 Abundant (Magic). 13g 3s 1c16g 6s 4c9g 9s 8cTouched target is rendered unconscious for 10 seconds. The target can be woken by another creature.Allows for 1 use.
Magic Mimic Effect ArtificingTier 2EnhanceHeld or worn itemsEvokeUntil Used1 Rare (Chemical), 2 Scarce (Ore), 1 Scarce (Tech), 3 Common (Stone), 1 Abundant (Plant). 13g 3s 1c16g 6s 4c9g 9s 8cThe user may copy a magic ability that was used on them. Copied ability cannot be stored for later use. Crafted items cannot be copied.Allows for 1 use.
Maim Limb Effect ArtificingTier 2EnhanceHeld or worn itemsEvokeUntil Used4 Common (Stone), 10 Abundant (Animal). 5s6s 3c3s 8cCauses instant limb damage to a called out limb from a distance. No health is lost. Allows for 1 use.
Pull Effect ArtificingTier 2EnhanceHeld or worn itemsTriggerUntil Used1 Rare (Stone), 2 Scarce (Chemical), 2 Abundant (Tech), 8 Abundant (Ore). 12g 1s15g 1s 3c9g 0s 8cForces the target to move ten feet closer to the user.Allows for 1 use.
Sanctuary Effect ArtificingTier 2EnhanceHeld or worn itemsEvokeUntil Used1 Rare (Ore), 4 Scarce (Chemical), 4 Abundant (Chemical).14g 4c17g 5s 5c10g 5s 3cPlayer declares a structure that he is in possession of or charged with protecting as a sanctuary. Characters that are welcomed as guests by the player or the player is otherwise responsible for are granted +1 ability armor while within the walls of the structure. Characters that are declared as no longer welcome or no longer under the player's charge by the player lose their bonus.Allows for 1 use.
Silence Effect ArtificingTier 2EnhanceHeld or worn itemsEvokeUntil Used1 Rare (Ore), 2 Scarce (Plant), 4 Common (Magic), 2 Abundant (Animal).12g 4s 2c15g 5s 3c9g 3s 2cTarget cannot speak or make vocal sounds.Allows for 1 use.
Suggestion Effect ArtificingTier 2CreateHeld or worn itemsEvokeUntil Used1 Rare (Chemical), 2 Scarce (Plant), 2 Scarce (Magical), 4 Abundant (Animal).14g 4c17g 5s 5c10g 5s 3cUser designates a thought that the target has. After 1 hour, the target realizes their thoughts were tampered with, even if it was something they would normally think.Allows for 1 use.
Taunt Effect ArtificingTier 2EnhanceHeld or worn itemsEvokeUntil Used3 Scarce (Animal), 3 Common (Stone), 1 Abundant (Chemical).3g 3s 1c4g 1s 4c2g 4s 8cTarget character is forced to fight you.Allows for 1 use.
Berserk Effect ArtificingTier 1EnhanceHeld or worn itemsEvokeUntil Used1 Rare (Animal), 3 Scarce (Chemical), 1 Scarce (Tech), 1 Scarce (Magical), 1 Abundant (Chemical).15g 1c18g 7s 6c11g 7s 6cCauses target that is pointed at to blindly attack the nearest creature.Allows for 1 use.
Deafen Effect ArtificingTier 1EnhanceWeapon or AmmoEvokeUntil Used1 Rare (Ore), 2 Scarce (Stone), 4 Common (Magical), 7 Abundant (Chemical). 12g 4s 7c15g 5s 9c9g 3s 5cInterrupts all abilities in the process of being cast and forces the targets to drop all held items to cover their ears.Allows for 1 use.
Heal Group Effect ArtificingTier 1EnhanceHeld or worn items.EvokeUntil Used4 Scarce (Plant), 6 Common (Magical), 1 Abundant (Chemical).4g 6s 1c5g 7s 6c3g 4s 6cAll characters within 10ft diameter, regain 1 hitpoint to a limb. Cannot heal a torso wound.Allows for 1 use.
Lessor Restore AlchemyTier 5CreateConsumableConsume / Apply AlchemyUntil Used1 Common (Plant)3 Abundant (Plant)1s 3c1s 6c1sThis consumable restores 1 use of an ability that has 5 uses per day.
Ability Armor AlchemyTier 4CreateConsumableConsume / Apply AlchemyUntil Used3 Common (Ore), 5 Abundant (Animal)3s 5c4s 4c2s 6cThis consumable gives 1 point of global armor. Max of 3 points of Ability Armor total.
Cure Lessor Ailment AlchemyTier 4CreateConsumableConsume / Apply AlchemyUntil Used3 Common (Plant), 4 Abundant (Animal).3s 4c4s 3c2s 6cCures a Level 1 Ailment.
Foresight Effect AlchemyTier 5CreateConsumableConsume / Apply AlchemyUntil Used1 Common (Plant), 8 Abundant (Animal).1s 8c2s 3c1s 4cPlayer can ask the GMs a Yes or No question and get an answer.
Health Effect AlchemyTier 4CreateConsumableConsume / Apply AlchemyUntil Used3 Common (Plant), 4 Abundant (Plant).3s 4c4s 3c2s 6cThis potion heals a single point of damage to a limb.Heals a Limb
Basic Restore Effect AlchemyTier 4CreateConsumableConsume / Apply AlchemyUntil Used3 Common (Plant), 6 Abundant (Plant).3s 6c4s 5c2s 7cThis consumable restores 1 use of an ability that has 4 uses per day.
Lessor Burned Effect AlchemyTier 3CreateAilmentConsume / Apply AlchemyProgressive2 Scarce (Plant), 3 Common (Chemical), 3 Abundant (Stone).2g 3s 3c2g 9s 1c1g 7s 5cRoleplay - You are stunned anytime someone touches you.If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Cure Ailment Effect AlchemyTier 3CreateConsumableConsume / Apply AlchemyUntil Used1 Scarce (Ore), 4 Common (Plant)1, Abundant (Animal).1g 4s 1c1g 7s 6g1g 6cCures a Level 2 Ailment.
Lessor Hallucinations Effect AlchemyTier 3CreateAilmentConsume / Apply AlchemyProgressive1 Scarce (Plant), 12 Abundant (Chemical).1g 1s 2c1g 4s8s 4cRoleplay - You constantly see something in your peripheral vision and you think it’s a threat.If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Lessor Impaired Effect AlchemyTier 3CreateAilmentConsume / Apply AlchemyProgressive2 Scarce (Chemical), 1 Common (Ore), 7 Abundant (Plant).2g 1s 7c2g 7s 1c1g 6s 3cRoleplay - DrunkennessIf it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Lessor DAG Effect AlchemyTier 3CreateAilmentConsume / Apply AlchemyProgressive4 Scarce (Animal), 1 Common (Plant), 1 Abundant (Ore).4g 1s 1c5g 1s 4c3g 8cRoleplay - You think you can take on anything.If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Lessor Paranoia Effect AlchemyTier 3CreateAilmentConsume / Apply AlchemyProgressive5 Scarce (Plant)5g6g 2s 5c3g 7s 5cRoleplay - You do not want to be touched at all.If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Lessor Petrification Effect AlchemyTier 3CreateAilmentConsume / Apply AlchemyProgressive1 Scarce (Stone), 1 Common (Plant), 10 Abundant (Animal).1g 2s1g 5s9sRoleplay - Non Dominant Arm becomes unusable.If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Lessor Poison Effect AlchemyTier 3CreateAilmentConsume / Apply AlchemyProgressive1 Scarce (Plant), 4 Common (Plant), 4 Abundant (Animal).1g 4s 4c1g 8s1g 8cTarget chooses one ability to loose access to until cured.If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Regular Restore Effect AlchemyTier 3CreateConsumableConsume / Apply AlchemyUntil Used1 Scarce (Animal), 3 Common (Plant), 6 Abundant (Plant).1g 3s 6c1g 7s1g 2cThis consumable restores 1 use of an ability that has 3 uses per day.
Truth Effect AlchemyTier 3CreateConsumableConsume / Apply AlchemyUntil Used3 Scarce (Plant), 2 Common (Plant), 3 Abundant (Animal).3g 2s 3c4g 4s2g 4s 2cConsumable that forces the character to answer truthfully Y/N questions for 1 min. 
Versatile Trap AlchemyTier 3EnhanceTrapTriggerVariableVariableVariable1g 2s 5c7s 5cThis requires a Basic or Advanced Trap in its construction. Once Triggered the effect is a touch version of the Ability or Ailment Recipe that was used in its creation.
Lessor Weakness Effect AlchemyTier 3CreateAilmentConsume / Apply AlchemyProgressive1 Scarce (Stone), 1 Scarce (Plant), 2 Common (Plant), 5 Abundant (Plant).2g 2s 5c2g 8s 1c1g 6s 9cRoleplay - Can't runIf it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Ailment Resistance Effect AlchemyTier 2CreateConsumableConsume / Apply AlchemyUntil Used3 Scarce (Plant), 2 Common (Plant), 3 Abundant (Animal).3g 2s 3c4g 4c2g 4s 2cAllows the user to ignore 1 Ailment-based ability. Does not work retrospectively.
Regular Burned Effect AlchemyTier 2CreateAilmentConsume / Apply AlchemyProgressive1 Rare (Ore), 2 Scarce (Plant), 3 Common (Chemical), 4 Abundant (Stone). 12g 3s15g 4s 3c9g 2s 6cRoleplay - It hurts too much to wear armor.If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Calm Emotions Effect AlchemyTier 2CreateConsumableConsume / Apply AlchemyUntil Used2 Scarce (Animal), 2 Common (Plant), 10 Abundant (Plant).2g 3s2g 8s 8c1g 7s 3cRoleplay - Potion forces the player to have a nuetral emotion.
Regular Hallucinations Effect AlchemyTier 2CreateAilmentConsume / Apply AlchemyProgressive1 Rare (Chemical), 2 Scarce (Plant), 2 Common (Plant), 6 Abundant (Chemical).12g 2s15g 3s 3c9g 2sRoleplay - You confuse PCs for other PCsIf it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Regular Impaired Effect AlchemyTier 2CreateAilmentConsume / Apply AlchemyProgressive1 Rare (Plant), 3 Scarce (Plant), 1 Common (Animal), 5 Abundant (Plant).13g 1s 5c16g 4s 4c9g 8s 6cRoleplay - Wandering and extreme emotionsIf it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Mental Resistance Effect AlchemyTier 2CreateConsumableConsume / Apply AlchemyUntil Used3 Scarce (Chemical), 2 Common (Ore), 3 Abundant (Stone). 3G 2S 3C4g 4c2g 4s 2cAllows the user to ignore 1 mental ability. Cannot be used retroactively.
Regular DAG Effect AlchemyTier 2CreateAilmentConsume / Apply AlchemyProgressive1 Rare (Animal), 2 Scarce (Animal), 4 Common (Plant), 2 Abundant (Ore).12g 4s 2c15g 5s 3c9g 3s 2cRoleplay - You actively try to take things on by yourself.If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Regular Paranoia Effect AlchemyTier 2CreateAilmentConsume / Apply AlchemyProgressive1 Rare (Chemical), 5 Scarce (Plant), 1 Abundant (Plant).15g 1c18g 7s 6c11g 2c 6cRoleplay - You don't want anyone to be within 10 feet of you.If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Regular Petrification Effect AlchemyTier 2CreateAilmentConsume / Apply AlchemyProgressive1 Rare (Plant), 2 Scarce (Stone), 10 Abundant (Animal).12g 1s15g 1s 3c9g 0s 8cRoleplay - Leg of choice becomes unusable.If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Regular Poison Effect AlchemyTier 2CreateAilmentConsume / Apply AlchemyProgressive1 Rare (Plant), 2 Scarce (Plant), 5 Common (Animal). 12g 5s15g 6s 3c9g 3s 8cTarget chooses a second ability to loose access to until cured. If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Rage Effect AlchemyTier 2CreateConsumableConsume / Apply AlchemyUntil Used1 Rare (Plant), 2 Scarce (Plant), 2 Scarce (Chemical), 1 Scarce (Magical), 1 Abundant (Animal). 15g 1c18g 7s 6c11g 2s 6cRoleplay - For 10 seconds, the user goes into a frenzy. They ignore any physical damage, but will target the nearest creature, friend or foe. 
Major Restore Effect AlchemyTier 2CreateConsumableConsume / Apply AlchemyUntil Used3 Scarce (Animal), 4 Common (Magic), 3 Abundant (Plant).3g 4s 3c4g 2s 9c2g 5s 7cThis consumable restores 1 use of an ability that has 2 uses per day.
Slow Effect AlchemyTier 2CreateConsumableConsume / Apply AlchemyUntil Used1 Rare (Plant), 4 Scarce (Chemical), 1 Common (Chemical), 2 Abundant (Animal). 14g 1s17g 6s 5c10g 5s 9cRoleplay - User is unable to run for the next 30 seconds.
Regular Weakness Effect AlchemyTier 2CreateAilmentConsume / Apply AlchemyProgressive1 Rare (Stone), 2 Scarce (Plant), 1 Common (Plant), 8 Abundant (Plant).12g 1s 8c15g 2s 3c9g 1s 4cRoleplay - Constant 1 HP Damage. It can not be healed until cured.If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Major Burned Effect AlchemyTier 1CreateAilmentConsume / Apply AlchemyProgressive2 Rare (Ore), 1 Scarce (Magic), 4 Common (Chemical), 6 Abundant (Stone). 21g 4s 6c26g 8s 3c16g 1sRoleplay - It hurts to much to hold or equip anything.
Cure Major Ailment Effect AlchemyTier 1CreateConsumableConsume / Apply AlchemyUntil Used2 Scarce (Ore), 1 Scarce (Magic), 5 Common (Plant), 1 Abundant (Animal). 3g 5s 1c4g 3s 9c2g 6s 3cCures a Level 3 Ailment.
Major Hallucinations Effect AlchemyTier 1CreateAilmentConsume / Apply AlchemyProgressive2 Rare (Chemical), 1 Scarce (Plant), 1 Scarce (Magic), 2 Common (Plant), 7 Abundant (Chemical). 22g 2s 7c27g 8s 4c16g 7sRoleplay - Inability to distinguish friends or foes
Major Impaired Effect AlchemyTier 1CreateAilmentConsume / Apply AlchemyProgressive2 Rare (Plant), 1 Scarce (Magic), 2 Common (Animal), 10 Abundant (Plant).21g 8c26g 6s 3c15g 9c 8cRoleplay - Uncontrollable divination (please see a GM if you get inflicted with this)
Major DAG Effect AlchemyTier 1CreateAilmentConsume / Apply AlchemyProgressive2 Rare (Animal), 2 Scarce (Animal), 1 Scarce (Magic), 4 Common (Plant), 4 Abundant (Ore). 23g 4s 4c29g 3s17g 5s 8cRoleplay - You hunt everyone.
Major Paranoia Effect AlchemyTier 1CreateAilmentConsume / Apply AlchemyProgressive2 Rare (Chemical), 1 Scarce (Magic), 5 Common (Animal), 4 Abundant (Plant). 21g 5s 4c26g 9s 3c16g 1s 6cRoleplay - You avoid all contact with others.
Major Petrification Effect AlchemyTier 1CreateAilmentConsume / Apply AlchemyProgressive2 Rare (Plant), 1 Scarce (Stone), 2 Common (Magical), 10 Abundant (Animal). 31g 3s26g 6s 3c15g 9s 8cRoleplay - Whole body becomes unusable.
Major Poison Effect AlchemyTier 1CreateAilmentConsume / Apply AlchemyProgressive2 Rare (Plant)1 Scarce (Magic)3 Common (Animal)8 Abundant (Animal)21g 3s 8c26g 7s 3c16g 4cTarget chooses a third ability to loose access to until cured.
Master Restore Effect AlchemyTier 1CreateConsumableConsume / Apply AlchemyUntil Used1 Rare (Plant), 1 Scarce (Animal), 1 Scarce (Magic), 5 Common (Plant), 5 Abundant (Plant). 12g 5s 5c15g 6s 9c9g 4s 1cThis potion restores 1 use of an ability that has 1 uses per day.
Major Weakness Effect AlchemyTier 1CreateAilmentConsume / Apply AlchemyProgressive2 Rare (Stone), 1 Scarce (Plant), 1 Scarce (Magic), 3 Common (Plant), 5 Abundant (Plant). 22g 3s 5c27g 9s 4c16g 7s 6cRoleplay - Constant 2 HP Damage. It cannot be healed until cured.
Tongues Effect AlchemyTier 3EnhanceHeld or worn itemsEvokeUntil Used2 Scarce (Stone), 1 Common (Ore), 2 Abundant (Animal). 2g 1s 2c2g 6s 5c1g 5s 9cAllows a character to understand and speak other languages for the rest of the day.Allows for 1 use.
Diplomacy Effect AlchemyTier 2CreateConsumableConsume / Apply AlchemyUntil Used2 Scarce (Ore), 1 Scarce (Magic), 7 Abundant (Chemical). 3g 7c3g 8s 4c2g 3sTarget is thoroughly convinced that nobody has intentions of physical harm toward them for 1 minute or target character is harmed by player.
Fear Effect AlchemyTier 2CreateConsumableConsume / Apply AlchemyUntil Used1 Rare (Animal), 2 Scarce (Animal), 2 Scarce (Magical), 2 Common (Plant). 14g 2s17g 7s 5c10g 6s 5cTarget cowers for 30 seconds and is afraid of everyone. The target can defend themselves.
Magic Resistance Effect AlchemyTier 2CreateConsumableConsume / Apply AlchemyUntil Used2 Scarce (Ore), 1 Scarce (Magic), 2 Common (Stone), 3 Abundant (Chemical).3g 2s 3c4g 4c2g 4s 2cAllows the user to ignore 1 Magic-based ability.  Cannot be used retroactively.
Social Resistance Effect AlchemyTier 2CreateConsumableConsume / Apply AlchemyUntil Used2 Scarce (Animal), 1 Scarce (Magic), 2 Common (Chemical), 3 Abundant (Ore).3g 2s 3c4g 4c2g 4s 2cAllows the user to ignore 1 social-based ability. Cannot be used retroactively.
Stun Effect AlchemyTier 2CreateConsumableEvokeUntil Used1 Scarce (Ore), 1 Scarce (Animal), 3 Common (Chemical), 4 Abundant (Chemical).2g 3s 4c2g 9s 3c1g 7s 6cTarget is unable to move, attack or use abilities for 30 seconds, but may defend themselves.
Create Arrows ArtisanTier 5CreateArrowEvokeUntil Spent2 Abundant (Ore), 3 Abundant (Plant). 5c7c3cResource requirements are per arrow created. Any number of arrows may be made with one use of crafting. Arrows that strike a target are spent and must be re-crafted.
Enhance Polearms ArtisanTier 5EnhancePolearmsEvokeUntil Used3 Common (Ore)10 Abundant3s14g 3s 8c8g 6s 3cAll creatures in line of sight are knocked backwards 10 feet. It does not fall to the ground.Allows for 1 use.
Create Ammo ArtisanTier 5CreateAmmoTriggerUntil Spent3 Abundant (Ore), 3 Abundant (chemical). 6c8c4cResource requirements are per ammo created. Any number of ammo may be made with one use of crafting.Any Shot fired is considered spent. Spent ammo can be used as 1 abundant (Ore).
Repair Synthetic or Natural Armor ArtisanTier 5RepairArmorRepairNA1 Common (Animal), 3 Abundant (Plant). 1s 3c1s 6c1cRepair Cloth/Leather Armor. Recipe is for 1 point of armor. Multiply recipe by number of points you are repairing.
Repair Metal Armor ArtisanTier 4RepairArmorRepairNA1 Common (Ore), 3 Abundant (Plant).1s 3c1s 6c1sRepair Metal Armor. Recipe is for 1 point of armor. Multiply recipe by number of points you are repairing.
Enhance Equipment ArtisanTier 5EnhanceHeld or worn itemsTriggerUntil Used2 Common (Ore), 1 Abundant (Animal).2s 1c2s 6c1s 6cAllows the user to ignore 1 physical ability.Allows for 1 use.
Enhance Strikes ArtisanTier 5EnhanceBlunt weapons.TriggerUntil Used1 Common (Ore), 1 Common (Stone), 1 Common (Animal).3s3s 8c2s 3cAn Enhanced Strike gives one use of Sunder to a blunted weapon. You may want to mark the weapon in some way.Allows for 1 use.
Advanced Trap ArtisanTier 4CreateTrapTriggerVariable4 Common (Animal), 10 Abundant (Plant), 4 Common (Ore). 9s1g 1s 3c6s 8cWhen Trigger Maim limb causes limb damage to the named limb unless Disable Device is used.Allows for 1 use.
Basic Trap ArtisanTier 4CreateTrapTriggerVariable2 Common (Animal), 5 Abundant (Plant), 2 Common (Ore). 4s 5c5s 6c3s 4cWhen Triggered, Entanglement snares a target for 30 seconds Unless Disable Device is used.Allows for 1 use.
Surgeons Kit ArtisanTier 3CreateKitEvokeUntil Used4 Common (Chemical), 5 Abundant(Plant), 5 Abundant(Animal). 5s6s 3c3s 8cHeals 2 points of health to a Torso or up to 2 Limbs - Takes 1 min to use.Allows for 1 use.
Repair Equipment ArtisanTier 5RepairShield / WeaponRepairNA3 Common (Ore), 6 Abundant (Plant). 3s 6c4s 5c2s 7cRepair Shield or Weapon from Sunder.
Bookshelf ArtisanTier 2CreateStationEvokeUntil Damaged1 Scarce (Plant), 8 Common (Plant), 1 Abundant (Ore).1g 8s 1c2g 2s 6c1g 3s 6cUser can ask a two questions with one use of Lore while here.May be damaged with 2 uses of sunder.
Med Station ArtisanTier 2CreateStationTriggerUntil Damaged1 Scarce (Chemical), 5 Common (Plant), 4 Abundant (Ore), 3 Abundant (Animal). 1g 5s 7c1g 9s 6c1g 1s 8cHealing Items made here give 2 health points instead of one.May be Damaged with 2 uses of sunder.
Shrine ArtisanTier 2CreateStationEvokeUntil Damaged1 Scarce (Ore), 7 Common (Stone), 3 Abundant (Ore). 1g 7s 3c2g 1s 6c1g 3sSpend 1 min here to receive 1 Ability Armor. Any person can gain this benefit once per day.(Max 3 Ability Armor) May be damaged with 2 uses of sunder.
Trade Station ArtisanTier 2CreateStationEvokeUntil Damaged1 Scarce (Animal), 4 Common (Plant), 5 Abundant (Ore), 4 Abundant (Animal). 1g 4s 9c1g 8s 6c1g 1s 2cCan trade 10 Abundant materials for 1 copper at this station. Max of 10 Copper per person.May be damaged with 2 uses of sunder.
Well ArtisanTier 2CreateStationEvokeUntil Damaged1 Scarce (Chemical), 3 Common (Plant), 11 Abundant (Stone). 1g 4s 1c1g 7s 6c1g 0s 6cUse to regain 1 use of a 4 or 5 use ability once per day.May be damaged with 2 uses of sunder.
Workbench ArtisanTier 2CreateStationEvokeUntil Damaged1 Scarce (Stone), 6 Common (Plant), 4 Abundant (Ore), 1 Abundant (Animal).1g 6s 5c2g 6c1g 2s 4cOnce per crafting at this station, you use a higher level resource in place of up to 9 of the same type of resources 1 step down.May be damaged with 2 uses of sunder.
Infirmary ArtisanTier 1CreateBuildingEvokeUntil Damaged1 Rare (Chemical), 5 Common (Plant), 2 Common (Magic), 7 Abundant (Stone). 10g 7s 7c13g 4s 6c8g 0s 8cTime spent Here can heal wounds. 5 Mins – 1 health or a limb. 10 Mins – 2 health or a torso. 15 Mins – fully healed. The Infirmary cannot regrow limbs or cure status effects.May be damaged with 3 uses of sunder.
School ArtisanTier 1CreateBuildingEvokeUntil Damaged1 Rare (Ore), 2 Common (Tech), 4 Common (Plant), 4 Common (Stone), 1 Abundant (Stone). 11g 1c13g 7s 6c8g 2c 6cYou receive 1 additional point towards training an ability when it is trained within this building.May be damaged with 3 uses of sunder.
Shop ArtisanTier 1CreateBuildingEvokeUntil Damaged1 Rare (Ore), 5 Common (Plant), 1 Common (Tech), 9 Abundant (Stone).10g 6s 9c13g 3s 6c8g 0s 2cOrder a recipe or material for its "Buy" Value from the full catalogue. That recipe will be available for you at the next event.May be damaged with 3 uses of sunder.
Spa ArtisanTier 1CreateBuildingEvokeUntil Damaged1 Rare (Animal), 2 Common (Magic), 3 Common (Ore), 11 Abundant (Stone).10g 6s 1c13g 2s 6c7g 9s 6cAnyone spending time here can regain 1 use of a 2 or 3 use ability once per day.May be damaged with 3 uses of sunder.
Temple ArtisanTier 1CreateBuildingEvokeUntil Damaged1 Rare (Ore), 5 Common (Stone), 4 Common (Magic), 3 Abundant (Plant). 10g 9s 3c13g 6s 6c8g 2sSpend 2g 5s here to cleanse you of any Ailments. These Coins are returned to the GMs.May be damaged with 3 uses of sunder.
Name Crafting Type Level Action Item Trigger Duration Recipe Cost to make: Buy Sell Description Notes
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