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- Alchemy:
- - Requires either a character with the Alchemy skill, or the services of an alchemist.
- - Has a (31-Luck)% failure rate during creation that could waste the ingredients, the luck taken from the alchemist.
- NPC Alchemist Lck Rates
- - Novice: 1 Luck
- "Cheap as they come, but you get what you pay for. Should probably bring back up ingredients."
- - Apprentice: 6 Luck
- "So you can't afford the actual alchemist, but his/her prodigy offers to do it for you at a cheaper cost."
- - Journeyman: 11 Luck
- "Probably found this guy/gal in a village. No fancy training, but has enough to succeed more often than not."
- - Proficient: 16 Luck
- "Could find him/her in a city or keep, knows his stuff and has been doing this for a while."
- - Master: 21 Luck
- "A good alchemist, probably known in the region for his skill. Expensive."
- - Grandmaster: 26
- "A major person of note, most likely known throughout the country. Good luck affording them."
- - Legendary: 30
- "Affording this guy will be tough, much less finding one this good."
- Items
- - Metal Draft: A 3 QL item that raises DEF by 6 for 3 rounds. Each round this bonus drops by 2.
- - Pure Water: A 3 QL item that raises RES by 6 for 3 rounds. Each round this bonus drops by 2.
- - Muscle Tonic: A 3 QL item that raises STR by 6 for 3 rounds. Each round this bonus drops by 2.
- - Imbued Tea: A 3 QL item that raises MAG by 6 for 3 rounds. Each round this bonus drops by 2.
- - Bitter Drink: A 3 QL item that raises SPD by 6 for 3 rounds. Each round this bonus drops by 2.
- - Lucky Liquor: A 3 QL item that raises LCK by 6 for 3 rounds. Each round this bonus drops by 2.
- - Steady Brew: A 3 QL item that raises SKL by 6 for 3 rounds. Each round this bonus drops by 2.
- - Fortifying Tincture: A 3 QL item that raises CON by 6 for 3 rounds. Each round this bonus drops by 2.
- - Healthy Salve: A 3 QL item that raises Max HP by 15 for 3 rounds. Each round this bonus drops by 5.
- - Jittery Juice: A 3 QL item that raises EVA by 15 for 3 rounds. Each round this bonus drops by 5.
- - Focusing Drug: A 3 QL item that raises HIT by 15 for 3 rounds. Each round this bonus drops by 5.
- - Wrath Extract: A 3 QL item that raises CRIT by 15 for 3 rounds. Each round this bonus drops by 5.
- - Satisfying Spirit: A 3 QL item that raises DODGE by 15 for 3 rounds. Each round this bonus drops by 5.
- - Smelling Salt: A 3 QL item has 100% prevention/cure of Sleep and Fear for 3 rounds. Each round the %'s drops by half.
- - Fragile Bone: A 3 QL item has a 100% prevention/cure of Paralyze and Silence for 3 rounds. Each round the %'s drops by half.
- - Antitoxin: A 3 QL item has a 100% prevention/cure of Poison and Scurvy for 3 rounds. Each round the %'s drops by half.
- - Memorable Memento: A 3 QL item has a 100% prevention/cure of Berserk for 3 rounds. each round the %'s drops by half.
- - Slate Pearl: A 3 QL item has a 100% prevention/cure of Stone for 3 rounds. Each round the %'s drops by half.
- - Nul Needle: A 3 QL item has a 100% prevention/cure of any ailment for 3 rounds. Each round the %'s drops by half.
- - Vulnerary: A 3 QL item that heals 15 HP for 3 rounds. Each round the amount healed drops by half.
- - Concoction: A 3 QL item that heals 30 HP for 3 rounds. Each round the amount healed drops by half.
- - Elixir: A 3 QL item that heals 100% HP for 3 rounds. Each round the amount healed drops by half.
- - Panacea: A 1 QL item has a 100% prevention/cure of any ailment and heals 100% HP for 3 rounds. Each round the %'s drop by half.
- - Potion: A 3 QL item that restores the number of times someone may be downed for 3 rounds. Each round it restores it by one point.
- - Elements can conflict with one another, either ruining the brew or harming the user of the items with the conflict. If there is a conflict, the effects of all items involved in the conflict are nulled the turn after the use of the conflicting item, and the unit gains all conflict effects that are valid.
- Different conflicts give different effects:
- - Conflict of the Soul and Body/Mind causes Poison.
- - Conflict of the Body and Ethos causes Sleep.
- - Conflict of the Mind and Ethos causes Fear.
- - Elements:
- - Elements of War/Body
- - Fire (Power/Might/Health): Conflicts with Light, Anima
- - Ice (Endurance/Toughness/Resilience): Conflicts with Light, Anima
- - Thunder (Speed/Agility/Aim): Conflicts with Light, Anima
- - Elements of Morality/Ethos
- - Light (Humble/Selflessness/Order): Conflicts with Fire, Ice, Thunder
- - Dark (Strength/Selfishness/Chaos): Conflicts with Water, Wind, Earth
- - Elements of Peace/Mind
- - Water (Calm/Ease/Malleable): Conflicts with Dark, Anima
- - Wind (Wit/Acuity/Intellect): Conflicts with Dark, Anima
- - Earth (Willpower/Wisdom/Sagacity): Conflicts with Dark, Anima
- - Elements of Soul/Spirit
- - Anima (Healing/Large Changes/Renewal): Conflicts with Fire, Ice, Thunder, Water, Wind, Earth
- - Heaven (Cleansing/Resetting/Null): Conflicts with None.
- - Three elements in a combination creates an item.
- Item Element Combinations:
- - Metal Draft: Ice, Ice, Ice
- - Pure Water: Earth, Earth, Earth
- - Muscle Tonic: Fire, Fire, Fire
- - Imbued Tea: Wind, Wind, Wind
- - Bitter Drink: Thunder, Thunder, Thunder
- - Lucky Liquor: Water, Water, Water
- - Steady Brew: Wind, Thunder, Fire
- - Fortifying Tincture: Ice, Water, Fire
- - Healthy Salve: Ice, Ice, Fire
- - Jittery Juice: Thunder, Thunder, Wind
- - Focusing Drug: Wind, Wind, Thunder
- - Wrath Extract: Fire, Thunder, Dark
- - Satisfying Spirit: Light, Water, Earth
- - Smelling Salt: Heaven, Thunder, Water
- - Fragile Bone: Heaven, Earth, Ice
- - Antitoxin: Heaven, Fire, Ice
- - Memorable Memento: Heaven, Water, Water
- - Slate Pearl: Heaven, Fire, Thunder
- - Nul Needle: Heaven, Heaven, Anima
- - Vulnerary: Anima, Light, Light Anima, Dark, Dark
- - Concoction: Anima, Light, Dark
- - Elixir: Anima, Anima, Light Anima, Anima, Dark
- - Panacea: Anima, Anima, Heaven
- - Potion: Anima, Anima, Anima
- Ingredients (Max stack of 3):
- - Fire Extract: Distilled, pure fire. Contains 3 Fire. Can be brewed with 3 Fire Shrouds.
- - Ice Extract: Distilled, pure ice. Contains 3 Ice. Can be brewed with 3 Kelvin's Scales.
- - Thunder Extract: Distilled, pure thunder. Contains 3 Thunder. Can be brewed with 3 Novice's Folly.
- - Water Extract: Distilled, pure water. Contains 3 Water. Can be brewed with 3 Weeping Caps.
- - Earth Extract: Distilled, pure earth. Contains 3 Earth. Can be brewed with 3 Gregarious Reeds.
- - Wind Extract: Distilled, pure wind. Contains 3 Wind. Can be brewed with 3 Bluster Pitchers.
- - Anima Extract: Distilled, pure anima. Contains 3 Anima. Can be brewed with 3 Angel's Tears.
- - Heaven Extract: Distilled, pure heaven. Contains 3 Heaven. Can be brewed with 3 Death Stalks.
- - Dark Extract: Distilled, pure dark. Contains 3 Dark. Can only be brewed with 3 Solumnis Weeds.
- - Light Extract: Distilled, pure light. Contains 2 Light. Can only be brewed with 3 Lumin Notiri.
- - Solumnis Weed: A dark colored plant that glows faintly in moonlight. Contains 1 Dark
- - Angel's Tear: A blood-red bulb plant that grows under small pools of water. Contains 1 Anima
- - Fire Shroud: A moss that often catches fire during particularly hot days. Contains 1 Fire
- - Bluster Pitcher: A pitcher plant that emits a foul smelling odor. Contains 1 Wind
- - Weeping Cap: A capped mushroom that leaks a clear fluid. Contains 1 Water
- - Gregarious Reed: A particularly hard reed that shivers when approached. Contains 1 Earth
- - Lumin Notoria: A multi-colored fern who's hues seem to shift overtime. Contains 1 Light
- - Kelvin's Scale: A merchant's scale-shaped plant that only grows in the cold. Contains 1 Ice
- - Death Stalk: A single leafed plant that only grows out of corpses. Contains 1 Heaven
- - Novice's Folly: An innocent looking shrub who's berries cause paralysis. Contains 1 Thunder
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