Magical Food
Those more skilled in the art of cooking may master the art
of creating magical food. These foods will assist in many different
ways but most require an experts touch to concoct. Many ingredients
can be purchased from NPC Vendors but not all are in plentiful
supply. Some ingredients are not available for purchase and you
will need to source these yourself. There are some talented chefs
around the lands with player vendors that sell these magical
creations. The gains from these foods may seem small but sometimes
every little bit helps.
Food |
Skill Enhanced |
Gain |
| Beef Jerky |
Wrestling |
+3 |
| Onion Rings |
Invocation |
+2 |
| Apple Fritters |
Tinkering |
+2 |
| Carrot Cake |
Alchemy |
+2 |
| Peach Cobbler |
Parry |
+2 |
| Coconut Creme Pie |
Taming |
+3 |
| Lemon Meringue Pie |
Poisoning |
+4 |
| Key Lime Pie |
Poisoning |
+4 |
| Banana Creme Pie |
Fishing |
+4 |
| Mincemeat Pie |
Fencing |
+3 |
| Chicken Pot Pie |
Fencing |
+3 |
| Spicy Fish |
Meditation |
+2 |
| Vegie Bread Bowl |
Camping |
+2 |
| Sushi |
Magery |
+4 |
| Marinated Drumsticks |
Mining |
+2 |
| Lamb Tangine |
Inscription |
+4 |
| Lemon Tarts |
Provocation |
+2 |
| Vegie Pizza |
Anatomy |
+2 |
| Lime Cake |
Stealing |
+3 |
| Fruit Cake |
Druidry |
+4 |
| Coconut Cake |
Macefighting |
+4 |
| Honey Baked Hams |
Tactics |
+2 |
| Lemon Cake |
Hiding |
+3 |
| Onion Pizza |
Magic Resistance |
+2 |
| Fancy Salad |
Lumberjacking |
+3 |
| Sausage Pizza |
Healing |
+3 |
Crafting Stat-Raising Magic Jewelry
- Double click a pile of gold near a
forge to get gold ingots. 100 gold per ingot.
- Use tinkering tools on the gold. You
will be asked to target a Gem. Use the table below to select the type of
stat boost you wish to have.
Gem |
Stat Affected |
Initial Boost |
Maximum Boost |
Skill Check |
Obsidian Required |
| Diamond |
Strength |
+3 to +5 |
+5 |
90 |
50 |
| Sapphire |
Dexterity |
+3 to +5 |
+5 |
90 |
50 |
| Star Sapphire |
Intelligence |
+3 to +5 |
+5 |
90 |
50 |
| Emerald |
Strength |
+2 to +4 |
+4 |
80 |
30 |
| Ruby |
Dexterity |
+2 to +4 |
+4 |
80 |
30 |
| Amethyst |
Intelligence |
+2 to +4 |
+4 |
80 |
30 |
| Citrine |
Strength |
+1 to +3 |
+3 |
70 |
15 |
| Tourmaline |
Dexterity |
+1 to +3 |
+3 |
70 |
15 |
| Amber |
Intelligence |
+1 to +3 |
+3 |
70 |
15 |
- To enchant the item, use the toolkit on
it. You'll require obsidian to enchant it (amount to be discussed soon),
and there'll be both a tinkering and a magery skillcheck to determine if
you succeed. The obsidian must be in the top level of your backpack to
work.
The type of gem you use determines what stat will be enhanced after the
item is enchanted. Diamonds, emeralds, and citrines enhance strength,
sapphires, rubies, and tourmalines enhance dexterity, and star
sapphires, amethysts, and amber enhance intelligence.
The type of gem used also determines the maximum stat boost, the
difficulty of enchanting the item, and the amount of obsidian required
to enchant it. Citrines, tourmalines, and amber have a maximum stat
boost of +3, have a skill check of 70 in both tinkering and magery to
create, and require 15 obsidian to enchant or upgrade. Emeralds,
sapphires, and amethysts have a maximum skill boost of +4, a skillcheck
of 80 in tinkering and magery, and require 30 obsidian. Diamonds,
sapphires, and star sapphires have a maximum skill boost of +5, a
skillcheck of 90, and require 50 obsidian.
- Each level of +stat now has a
description that appears in the item's name.
- +1 - polished
- +2 - glowing
- +3 - lustrous
- +4 - radiant
- +5 - shining
- As shown in the table, the initial stat
boost that an item gives may be less than the maximum that it could
have. In that case, you can try to upgrade the item by using tinker
tools on the created item. There will be another skillcheck the same as
the one to create the item, and the same obsidian cost. If you pass the
skillcheck, the item will gain at least +1 to the bonus (Sometimes, but
not always, +2 if the item can gain +2 without going over the maximum
bonus for that gem type.) Failing the skillcheck will destroy the item.
Alchemists can infuse wands with magic charges.
Failure at any step in the following process means you need to start
over again:
- Obtain a blank wand, which can be crafted by a
tinker or found as loot.
- Have a tinker create the appropriate alchemy symbol
that you want by tinkering on clay ingots. The icon that you use
represents the spell that your wand will end up with.
- Charge the symbol by using a heating stand on the
symbol. Next you will be asked to target the appropriate gem (see
which gem in table below). You can target a stack and it will only use
one gem and not the stack. The harder the spell, the more rare/expensive
the gem will be, and the more difficult it will be to succeed. The
symbol when charged turns a really cool blue color.
Tile |
Spell |
Gem |
 |
Summon Daemon |
Ruby |
 |
Lightning |
Sapphire |
 |
Hellfire (Flamestrike) |
Diamond |
 |
Meteor Storm |
Star Sapphire |
 |
Healing |
Amber |
 |
Protection |
Citrine |
 |
Venom (Poison) |
Amethyst |
 |
Magic Reflect |
Sapphire |
 |
Resurrection |
Emerald |
 |
Bless |
Tourmaline |
 |
Fire Wall (Fire Field) |
Emerald |
- Use the inscription skill on the wand, target the charged
symbol and then target that same type of gem used to charge the symbol.
There are two skill checks in this step -- one for magery and one for
inscription. If you fail, you must go back to step one and not collect
$200. Succeed and you can start targeting gems one at a time, with
another skill check for each gem. You can target the stack and it
will only use one at a time. Keep on adding gems until you fail or run
out. When you fail, you are done and the wand is charged with the number
of gems you were able to add.
Wands can never be recharged. If you
get zero charges it is destroyed. If you get one charge, then you just
spent a lot of time and money to get a one-shot deal. When making
magic wands with inscription, you now get more than 1 charge for each
gem used. The amount of charges/gem is somewhat random and depends on
the type of wand being made, but is always more than 1. Each charge put
on a wand makes it more difficult for further charges to be added. The
rate at which the difficulty increases is dependant on the type of wand
being made.
Using a wand will try to
unequip your weapon and shield and equip the wand. Wands now have a
short time delay between uses (2-5 seconds, depending the spell.) Wands
made with inscription are new style wands. The primary benefit
of new style wands is that they act as though you have 100 magery and
100 invocation, whereas the old style wands used your own skills.
Wands that you've previously made will remain as they were. Also,
the wand's end can now be dyed with a dye tub.
Mana stones are actually made by a tinker, but
require an elixir made by an alchemist. Elixirs require an empty
bottle, a diamond, a wyrm's heart, a heating stand and your mortar and
pestle. Then you find a tinker to turn the potion, a gold bar, and 10
star sapphires into the stone (use the tools on the potion). And that's
about it.
Merging Magical and Non-Magical Items with a Mana Stone
Mana stones can be used to
merge magical items with unique, nonmagical items. The items have to be
similar in nature, like shields for shields or black staves and Druid/Lich
staves. To merge the items use the mana stone on the magical item and
then pick the target item. The magical item and mana stone will be
detsroyed and the mundain item will take on the properties of the magical
item.
Examples:
- Take a magic shield (durable kite shild of guarding for example), a
mana stone and a non-magical order/chaos shield. The result will be a
durable order/chaos shield of guarding.
- Take a magic stave (tempered black staff of might), a mana stone and
a non-magical druid/lich stave. The result will be a tempered druid/lich
staff of might.
Again, the items have to
be of similar nature. You could not use a magical sword or quarter staff
to make a magical druid/lich staff.
You can not use a mana
stone on any item that is .owned.
Crafting Magic Mounts
You'll need 200 obsidian,
tinkering skill, magery skill, and some tools. Use the tools on the
obsidian and you can then choose what kind of obsidian creature to make.
Then there's a 90 skillcheck in tinkering. If you fail, you'll use up
some of the obsidian, success will produce a totem that, when used,
turns into a obsidian steed (Black Horse/Llama/Ostard).
Tinker/mages can now make
porcelain steeds. The process is similar to making obsidian steeds: Use
the tools on the porcelain. Making a steed requires 200 porcelain ingots
and a skillcheck of 90 in tinkering. If you fail, you'll use up some of
the porcelain, success will produce a totem that, when used, turns into
a porcelain steed (White Horse).
A colored glaze can now be applied, ask your local Tinker.
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