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Crafting Magic Items


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

  1. Double click a pile of gold near a forge to get gold ingots. 100 gold per ingot.

  2. 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


  3. 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.

  4. 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

  5. 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.

Magic Wands

Alchemists can infuse wands with magic charges.  Failure at any step in the following process means you need to start over again:

  1. Obtain a blank wand, which can be crafted by a tinker or found as loot.

  2. 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.

  3. 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

  4. 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

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:

  1. 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.

  2. 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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