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war_campaign:harvesting [2025/02/02 09:05] mortacuswar_campaign:harvesting [2025/04/01 21:11] (current) mortacus
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     * Roll d20 for every chance on the harvesting table     * Roll d20 for every chance on the harvesting table
  
-=== Currently Owned Materials: ===+=== Currently Owned Materials and Crafting Progress(as of S.29): === 
 +  * 1 Heart of an Ogre - Can be made into Amulet of Health(R) //**(6/7 days)** - Karan's Apprentice//
   * 5 Skins from a hand of an Ogre - 2x can be made into Gauntlets of Ogre Power //**(0/7 days)** - in queue//   * 5 Skins from a hand of an Ogre - 2x can be made into Gauntlets of Ogre Power //**(0/7 days)** - in queue//
-  * 1 Heart of an Ogre - Can be made into Amulet of Health(R) //**(4/7 days)** - Karan's Apprentice// +  * 1 Will of Wisp Ectoplasm - Oil of Etherealness(R) //**(2/7 days)** - Dwarves of Khazad Ak'Nor// 
-  * 1 Will of Wisp Ectoplasm - Oil of Etherealness(R) //**(0/7 days)** - Dwarves of Khazad Ak'Nor// +  * 1 Forlarren Hand - Forlarren Effigy: target and caster make WIS DC 13 save or be stunned for 1d4 rounds. //**(2/3 days)** - Dwarves of Khazad Ak'Nor//
-  * 1 Forlarren Fingerbones - Forlarren Effigy: target and caster make WIS DC 13 save or be stunned for 1d4 rounds. //**(0/3 days)** - Dwarves of Khazad Ak'Nor//+
  
 === Crafting Rules: === === Crafting Rules: ===
  * ToDo, write out better, but:  * ToDo, write out better, but:
   * Items: Rare and up rarity require harvesting pieces/components from monsters.   * Items: Rare and up rarity require harvesting pieces/components from monsters.
 +    * Uncommon and below can be crafted for just their gold cost if suitable craftsman is found
   * Having the component(s) negates gold cost or halves the time required   * Having the component(s) negates gold cost or halves the time required
   * Regular crafting: (Consumable is half)   * Regular crafting: (Consumable is half)
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 ==== Enchantment Rules: ==== ==== Enchantment Rules: ====
 +  - Two types of Enchantments exist:
 +    - Innate - Either caused by material or construction method/process, an item usually has only 1, rarely more related ones. Removing it destroys the item and is not guaranteed to be extracted fully.
 +    - Added - additional ones added on after item's creation. Weaker overall, but can be easily transferred.
   - Each weapon/armor can have additional enchantments up to its enchantment level   - Each weapon/armor can have additional enchantments up to its enchantment level
     - Non-magical items can have maximum of 1 which will turn them magical.     - Non-magical items can have maximum of 1 which will turn them magical.
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 === Currently Owned Enchantments: === === Currently Owned Enchantments: ===
   * 2x Lightning charge enchantment - Heavy crossbow(Pilv), Greataxe+1(Loktar)   * 2x Lightning charge enchantment - Heavy crossbow(Pilv), Greataxe+1(Loktar)
-  * 1 Lighting Skin enchantment - Leather armor +1(Elam)+  * 1x Chaos Infused - Slaad spear(Loktar) 
 +  * 1x Chaos Charged - Bart had it on something 
 +  * 1 Lighting Skin enchantment - Displacer armor(Studded leather) +2(Elam)
  
 ==== Harvesting knowledge ==== ==== Harvesting knowledge ====
  
-  * **Echhidna/Siren** +  * **Blood Abomination:** 
-    * Blood - Potion of Charm Person +    * Blood - Necrotic Charged Infusion(1d6 Necrotic on Crit) 
-    * Fingers 10 for Choker of Illusion(grants charm person) +    * Essence ??? 
-    * Vocal Cords //unknown// +    * Core ??? 
 +  
   * **Cave Fisher**   * **Cave Fisher**
     * Blood – Alcoholic and can be refined into Alchemist fire or Dwarven Alcohol     * Blood – Alcoholic and can be refined into Alchemist fire or Dwarven Alcohol
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     * Heart - //unknown//     * Heart - //unknown//
  
 +  * **Echhidna/Siren**
 +    * Blood - Potion of Charm Person
 +    * Fingers - 10 for Choker of Illusion(grants charm person)
 +    * Vocal Cords - //unknown//
   * **Forlarren**   * **Forlarren**
     * Blood - Darkvision potion     * Blood - Darkvision potion
war_campaign/harvesting.1738487100.txt.gz · Last modified: 2025/02/02 09:05 by mortacus

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