Alchemy and Crafting
Oct. 11th, 2013 05:09 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
I decided the currency was called 'Libris'.
Alchemy Items and Crafting
Libra has a large number of talented crafters, all capable of making a wide variety of items, potions, and weapon enhancements. Additionally, players themselves can also craft items should they so choose with the following restrictions:
1) You must pay the cost of an item's materials if you do not have them.
Synthesis items have a cost which represent acquiring the materials. You must have materials to craft. If you have 100% of the required synthesis materials, you may craft without paying.
2) You must make a [Craft + Will] roll to craft something.
While anyone can technically craft an item, they must have and use the appropriate skill to craft.
3) If you fail, you lose.
If you fail to complete the Craft roll, you lose all of the material components you used. Somehow, you botched it.
4) You must make a [Craft + Will] roll to add items into sockets, though not to remove them.
You may add elemental stones to your gear to give them extra properties. These stones can be removed without issue, and without destroying them, but to add them to gear you do need to make a roll. Should you fail this roll, you lose the stone, but not the item. You broke it or something.
5) You can only craft items you have found already in the world.
You may only synthesize items that you have already found. Some items may be unsynthesizable, because they are special materials.
Metals
Iron – 500 Libris – A very weak metal that is useful in synthesis.
Steel – 800 Libris – A weak metal that is useful in synthesis.
Mythril – 1500 Libris – As strong metal that is useful in synthesis.
Orichalcum – N/A – An extremely strong, unique metal that is used in crafting but cannot be synthesized.
Metal Combine: You may take two Iron and turn them into one Steel, and take two Steel and turn them into one Mythril. You may not combine Mythril to make Orichalcum.
Elemental Components
Elements Include: Air, Fire, Ice, Earth, Life, Death.
[Element] Shard – 200 Libris – Elemental fragments used in synthesis to add Resist [Element] to a piece of armour.
Dense Shard – 300 Libris – A concentrated, small elemental fragment that grants +2 Armour to piece of armour.
Power Shard – 300 Libris – A powerful, small elemental fragment that grand +1 Primary Attribute to an item.
Serenity Shard – 300 Libris – A serene, small elemental fragment that grants +2 M.Armour to a piece of armour.
Speaking Shard – 400 Libris – A shard that speaks, granting Immune Silence.
Seeing Shard – 400 Libris – A shard that sees, granting Immune Blind.
[Element] Stone – 400 Libris – A large elemental fragment used in synthesis to add Immune [Element] to a piece of armour.
Dense Stone – 500 Libris – A concentrated elemental fragment that grants +3 Armour to a piece of armour.
Power Stone – 500 Libris – A powerful elemental fragment that grants +2 Primary Attribute to an item.
Serenity Stone – 500 Libris – A serene elemental fragment that grants +3 M.Armour to a piece of armour.
Swift Stone – 500 Libris – A smooth elemental fragment that grants +1 to Initiative.
Poison Stone – 600 Libris – A bezoar, perfectly shaped for alchemy, granting immunity to Poison.
[Element] Gem – 800 Libris – A complete elemental core used in synthesis to add Absorb [Element] to a piece of armour.
Dense Gem – 1000 Libris – A complete, concentrated elemental core that grants +4 Armour to a piece of armour.
Power Gem – 1000 Libris – A complete, powerful elemental core that grants +3 Primary Attribute to an item.
Serenity Gem – 1000 Libris – A complete, serene elemental core that grants +4 M.Armour to a piece of armour.
Swift Gem – 1000 Libris – A complete, smooth elemental core that grans +2 to Initiative.
[Element] Crystal – 5000 Libris – A cluster of elemental energy in convenient Crystal form. Each element type grants a different power:
* Air Crystal – Allows you to reroll your Initiative once per Round. You must keep the second result.
* Earth Crystal – Grants 10% HP.
* Fire Crystal – Grants immunity to Burning.
* Ice Crystal – Grants immunity to Frozen.
* Life Crystal – Grants immunity to Low HP and Attribute DOWN.
* Death Crystal – Grants immunity to Seizure.
Dense Crystal – 5000 Libris – A concentrated cluster of elemental energy that grants +6 Armour to a piece of armour.
Serenity Crystal – 5000 Libris – A serene cluster of elemental energy that grants +6 M.Armour to a piece of armour.
Power Crystal – 5000 Libris – A powerful cluster of elemental energy that grants +4 Primary Attribute to an item.
Bright Crystal – N/A – A bright cluster of elemental energy that serves as a special crafting item, but cannot be synthesized.
Magic Crystal – N/A – A magical cluster of elemental energy serves as a special crafting item, but cannot be synthesized.
Spirit Crystal – N/A – A spiritual cluster of elemental energy serves as a special crafting item, but cannot be synthesized.
Polished Crystal – N/A - A polished cluster of elemental energy serves as a special crafting item, but cannot be synthesized.
Elemental Combine: You may combine three shards of the same element type to upgrade them to a stone, etc. You may not combine non-elemental things.
Armour Pieces
Iron Wristlet
A magical wristlet balanced to protect from physical and elemental harm.
Defenses: +2 Armour, +2 M.Armour
Sockets: 1
Requires: 2 Iron
Iron Charm
A magical charm on a chain that emphasizes elemental protection over physical protection.
Defenses: +1 Armour, +3 M.Armour
Sockets: 1
Requires: 2 Iron
Iron Chain
Magical intertwined links that emphasizes physical protection over elemental protection.
Defenses: +3 Armour, +1 M.Armour
Sockets:: 1
Requires: 2 Iron
Steel Wristlet
A magical wristlet balanced to protect from physical and elemental harm.
Defenses: +4 Armour, +4 M.Armour
Sockets: 2
Requires: 3 Steel
Steel Charm
A magical charm on a chain that emphasizes elemental protection over physical protection.
Defenses: +3 Armour, +5 M.Armour
Sockets: 2
Requires: 2 Steel
Steel Chain
Magical intertwined links that emphasizes physical protection over elemental protection.
Defenses: +5 Armour, +3 M.Armour
Sockets:: 2
Requires: 2 Steel
Mythril Wristlet
A magical wristlet balanced to protect from physical and elemental harm.
Defenses: +6 Armour, +6 M.Armour
Sockets: 3
Requires: 3 Mythril
Mythril Charm
A magical charm on a chain that emphasizes elemental protection over physical protection.
Defenses: +5 Armour, +7 M.Armour
Sockets: 3
Requires: 3 Mythril
Mythril Chain
Magical intertwined links that emphasizes physical protection over elemental protection.
Defenses: +7 Armour, +5 M.Armour
Sockets:: 3
Requires: 3 Mythril
Rainbow Crown
A circlet that sparkles with prisms and elemental might.
Defenses: +12 Armour, +12 M.Armour, +10% EP/TP at the beginning of combat, +10% HP and max EP/TP.
Sockets: 4
Requires: 1 Orichalcum, 1 Bright Crystal, 1 Spirit Crystal, 1 Magic Crystal, 1 Polished Crystal.
Special: This item is Unique.
Weapon Enhancements
In addition to the various pieces of armour you can create, you may also add enhancements to your basic weapon. Weapons only have one socket, unless they are special, upgraded weapons.
Air (Shard/Stone/Gem/Crystal) – Add +5%/+10%/+15%/+20% to your Accuracy using that weapon.
Earth (Shard/Stone/Gem/Crystal) – Add +1/+2/+4/+8 to your Damage using that weapon.
Fire (Shard/Stone/Gem/Crystal) – Add 10%/30%/60%/90% chance of Burn to your Attacks using that weapon.
Ice (Shard/Stone/Gem/Crystal) – Add 10%/30%/60%/90% chance of Frozen to your Attacks using that weapon.
Life (Shard/Stone/Gem/Crystal) – Gain 1%/4%/8%/10% Life-Steal to your Attacks using that weapon.
Death (Shard/Stone/Gem/Crystal) – Gain 1%/4%/8%/10% chance to Dispel status effects to your Attacks using that weapon.
If you add Orichalcum to your weapon, gain another Socket, which can be used for:
Bright Crystal: You may instantly kill Death elementals that have less HP than you.
Spirit Crystal: You may instantly kill Life elementals that have less HP than you.
Magic Crystal: You may instantly disperse Air and Ice elementals that have less HP than you.
Polished Crystal: You may instantly disperse Earth and Fire elementals that have less HP than you.
Potions and Consumables
You may also create or purchase potions and consumables, which have a one-time use effect, then are expended. You may not create potions or consumables that you have not yet found in the world. These potions require non-specific materials, which pretty much means you just spend money and go.
N/A means 'cannot be synthesized'.
50 - Red Potion – Restores 30% of max HP to one person. Mm, cherry!
100 - Garnet Potion – Restores 60% of max HP to one person . Mm... rock?
500 - Vermillion Potion – Restores 100% of max HP to one person. “What's 'vermillion'?” “It's kind of an orangey-red.”
150 - Salmon Potion – Restores 30% of max HP to all allies (including yourself). “We have a name for 'lightish red'. It's called pink.”
50 - Blue Potion – Grants 30% of max EP to one person. Ooh, swirly.
100 - Sapphire Potion – Grants 60% of max EP to one person. Seems solid to me.
500 - Ultramarine Potion – Grants 100% of max EP to one person. “This smells like homolust and shame.” “How do you know what that smells like?” “...because, shut up.”
50 - Yellow Potion – Grants 30% of max TP to one person. This better not be pee.
100 - Topaz Potion – Grants 60% of max TP to one person. Seriously. Not. Pee.
500 - Saffron Potion – Grants 100% of max TP to one person. Smells like...
1000 - Violet Potion – Grants all HP and Resources to one person. Vi... stands for Violet.
N/A - Amethyst Potion – Grants all HP and Resources to all allies (including yourself). Note to self, check clocks.
50 - Antidote – Cures Poison/Deadly Poison.
50 – Eye Drops – Cures Blind.
50 – Echo Screen – Cures Silence.
100 – Soft – Cures Petrify.
1000 - Smelling Salts – Removes KO'd status effect, restoring target to 10% HP.
1000 – Wheel of Fortune – Allows you to reroll one dice roll, but you must keep the result.
N/A - Remedy – Cures all status effects on one target.
Alchemy Items and Crafting
Libra has a large number of talented crafters, all capable of making a wide variety of items, potions, and weapon enhancements. Additionally, players themselves can also craft items should they so choose with the following restrictions:
1) You must pay the cost of an item's materials if you do not have them.
Synthesis items have a cost which represent acquiring the materials. You must have materials to craft. If you have 100% of the required synthesis materials, you may craft without paying.
2) You must make a [Craft + Will] roll to craft something.
While anyone can technically craft an item, they must have and use the appropriate skill to craft.
3) If you fail, you lose.
If you fail to complete the Craft roll, you lose all of the material components you used. Somehow, you botched it.
4) You must make a [Craft + Will] roll to add items into sockets, though not to remove them.
You may add elemental stones to your gear to give them extra properties. These stones can be removed without issue, and without destroying them, but to add them to gear you do need to make a roll. Should you fail this roll, you lose the stone, but not the item. You broke it or something.
5) You can only craft items you have found already in the world.
You may only synthesize items that you have already found. Some items may be unsynthesizable, because they are special materials.
Metals
Iron – 500 Libris – A very weak metal that is useful in synthesis.
Steel – 800 Libris – A weak metal that is useful in synthesis.
Mythril – 1500 Libris – As strong metal that is useful in synthesis.
Orichalcum – N/A – An extremely strong, unique metal that is used in crafting but cannot be synthesized.
Metal Combine: You may take two Iron and turn them into one Steel, and take two Steel and turn them into one Mythril. You may not combine Mythril to make Orichalcum.
Elemental Components
Elements Include: Air, Fire, Ice, Earth, Life, Death.
[Element] Shard – 200 Libris – Elemental fragments used in synthesis to add Resist [Element] to a piece of armour.
Dense Shard – 300 Libris – A concentrated, small elemental fragment that grants +2 Armour to piece of armour.
Power Shard – 300 Libris – A powerful, small elemental fragment that grand +1 Primary Attribute to an item.
Serenity Shard – 300 Libris – A serene, small elemental fragment that grants +2 M.Armour to a piece of armour.
Speaking Shard – 400 Libris – A shard that speaks, granting Immune Silence.
Seeing Shard – 400 Libris – A shard that sees, granting Immune Blind.
[Element] Stone – 400 Libris – A large elemental fragment used in synthesis to add Immune [Element] to a piece of armour.
Dense Stone – 500 Libris – A concentrated elemental fragment that grants +3 Armour to a piece of armour.
Power Stone – 500 Libris – A powerful elemental fragment that grants +2 Primary Attribute to an item.
Serenity Stone – 500 Libris – A serene elemental fragment that grants +3 M.Armour to a piece of armour.
Swift Stone – 500 Libris – A smooth elemental fragment that grants +1 to Initiative.
Poison Stone – 600 Libris – A bezoar, perfectly shaped for alchemy, granting immunity to Poison.
[Element] Gem – 800 Libris – A complete elemental core used in synthesis to add Absorb [Element] to a piece of armour.
Dense Gem – 1000 Libris – A complete, concentrated elemental core that grants +4 Armour to a piece of armour.
Power Gem – 1000 Libris – A complete, powerful elemental core that grants +3 Primary Attribute to an item.
Serenity Gem – 1000 Libris – A complete, serene elemental core that grants +4 M.Armour to a piece of armour.
Swift Gem – 1000 Libris – A complete, smooth elemental core that grans +2 to Initiative.
[Element] Crystal – 5000 Libris – A cluster of elemental energy in convenient Crystal form. Each element type grants a different power:
* Air Crystal – Allows you to reroll your Initiative once per Round. You must keep the second result.
* Earth Crystal – Grants 10% HP.
* Fire Crystal – Grants immunity to Burning.
* Ice Crystal – Grants immunity to Frozen.
* Life Crystal – Grants immunity to Low HP and Attribute DOWN.
* Death Crystal – Grants immunity to Seizure.
Dense Crystal – 5000 Libris – A concentrated cluster of elemental energy that grants +6 Armour to a piece of armour.
Serenity Crystal – 5000 Libris – A serene cluster of elemental energy that grants +6 M.Armour to a piece of armour.
Power Crystal – 5000 Libris – A powerful cluster of elemental energy that grants +4 Primary Attribute to an item.
Bright Crystal – N/A – A bright cluster of elemental energy that serves as a special crafting item, but cannot be synthesized.
Magic Crystal – N/A – A magical cluster of elemental energy serves as a special crafting item, but cannot be synthesized.
Spirit Crystal – N/A – A spiritual cluster of elemental energy serves as a special crafting item, but cannot be synthesized.
Polished Crystal – N/A - A polished cluster of elemental energy serves as a special crafting item, but cannot be synthesized.
Elemental Combine: You may combine three shards of the same element type to upgrade them to a stone, etc. You may not combine non-elemental things.
Armour Pieces
Iron Wristlet
A magical wristlet balanced to protect from physical and elemental harm.
Defenses: +2 Armour, +2 M.Armour
Sockets: 1
Requires: 2 Iron
Iron Charm
A magical charm on a chain that emphasizes elemental protection over physical protection.
Defenses: +1 Armour, +3 M.Armour
Sockets: 1
Requires: 2 Iron
Iron Chain
Magical intertwined links that emphasizes physical protection over elemental protection.
Defenses: +3 Armour, +1 M.Armour
Sockets:: 1
Requires: 2 Iron
Steel Wristlet
A magical wristlet balanced to protect from physical and elemental harm.
Defenses: +4 Armour, +4 M.Armour
Sockets: 2
Requires: 3 Steel
Steel Charm
A magical charm on a chain that emphasizes elemental protection over physical protection.
Defenses: +3 Armour, +5 M.Armour
Sockets: 2
Requires: 2 Steel
Steel Chain
Magical intertwined links that emphasizes physical protection over elemental protection.
Defenses: +5 Armour, +3 M.Armour
Sockets:: 2
Requires: 2 Steel
Mythril Wristlet
A magical wristlet balanced to protect from physical and elemental harm.
Defenses: +6 Armour, +6 M.Armour
Sockets: 3
Requires: 3 Mythril
Mythril Charm
A magical charm on a chain that emphasizes elemental protection over physical protection.
Defenses: +5 Armour, +7 M.Armour
Sockets: 3
Requires: 3 Mythril
Mythril Chain
Magical intertwined links that emphasizes physical protection over elemental protection.
Defenses: +7 Armour, +5 M.Armour
Sockets:: 3
Requires: 3 Mythril
Rainbow Crown
A circlet that sparkles with prisms and elemental might.
Defenses: +12 Armour, +12 M.Armour, +10% EP/TP at the beginning of combat, +10% HP and max EP/TP.
Sockets: 4
Requires: 1 Orichalcum, 1 Bright Crystal, 1 Spirit Crystal, 1 Magic Crystal, 1 Polished Crystal.
Special: This item is Unique.
Weapon Enhancements
In addition to the various pieces of armour you can create, you may also add enhancements to your basic weapon. Weapons only have one socket, unless they are special, upgraded weapons.
Air (Shard/Stone/Gem/Crystal) – Add +5%/+10%/+15%/+20% to your Accuracy using that weapon.
Earth (Shard/Stone/Gem/Crystal) – Add +1/+2/+4/+8 to your Damage using that weapon.
Fire (Shard/Stone/Gem/Crystal) – Add 10%/30%/60%/90% chance of Burn to your Attacks using that weapon.
Ice (Shard/Stone/Gem/Crystal) – Add 10%/30%/60%/90% chance of Frozen to your Attacks using that weapon.
Life (Shard/Stone/Gem/Crystal) – Gain 1%/4%/8%/10% Life-Steal to your Attacks using that weapon.
Death (Shard/Stone/Gem/Crystal) – Gain 1%/4%/8%/10% chance to Dispel status effects to your Attacks using that weapon.
If you add Orichalcum to your weapon, gain another Socket, which can be used for:
Bright Crystal: You may instantly kill Death elementals that have less HP than you.
Spirit Crystal: You may instantly kill Life elementals that have less HP than you.
Magic Crystal: You may instantly disperse Air and Ice elementals that have less HP than you.
Polished Crystal: You may instantly disperse Earth and Fire elementals that have less HP than you.
Potions and Consumables
You may also create or purchase potions and consumables, which have a one-time use effect, then are expended. You may not create potions or consumables that you have not yet found in the world. These potions require non-specific materials, which pretty much means you just spend money and go.
N/A means 'cannot be synthesized'.
50 - Red Potion – Restores 30% of max HP to one person. Mm, cherry!
100 - Garnet Potion – Restores 60% of max HP to one person . Mm... rock?
500 - Vermillion Potion – Restores 100% of max HP to one person. “What's 'vermillion'?” “It's kind of an orangey-red.”
150 - Salmon Potion – Restores 30% of max HP to all allies (including yourself). “We have a name for 'lightish red'. It's called pink.”
50 - Blue Potion – Grants 30% of max EP to one person. Ooh, swirly.
100 - Sapphire Potion – Grants 60% of max EP to one person. Seems solid to me.
500 - Ultramarine Potion – Grants 100% of max EP to one person. “This smells like homolust and shame.” “How do you know what that smells like?” “...because, shut up.”
50 - Yellow Potion – Grants 30% of max TP to one person. This better not be pee.
100 - Topaz Potion – Grants 60% of max TP to one person. Seriously. Not. Pee.
500 - Saffron Potion – Grants 100% of max TP to one person. Smells like...
1000 - Violet Potion – Grants all HP and Resources to one person. Vi... stands for Violet.
N/A - Amethyst Potion – Grants all HP and Resources to all allies (including yourself). Note to self, check clocks.
50 - Antidote – Cures Poison/Deadly Poison.
50 – Eye Drops – Cures Blind.
50 – Echo Screen – Cures Silence.
100 – Soft – Cures Petrify.
1000 - Smelling Salts – Removes KO'd status effect, restoring target to 10% HP.
1000 – Wheel of Fortune – Allows you to reroll one dice roll, but you must keep the result.
N/A - Remedy – Cures all status effects on one target.