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Technology is partially broken down into 8 Technological Disciplines. Each discipline has 7 Degrees, defining the type of matter transformation that they can effect. Higher tier degrees of a discipline can only be learned after learning its lower tier degrees. Learning degrees is also limited by a Player's Intelligence (IN).

Note that there are many items can be crafted using bought or found Schematics rather than having to be learned, and that there are also 4 Tech Skills independent of these disciplines.

Herbology[]

Herb01
  • Healing Salve
    • Minimum requirements: IN 5
    • Components: Kadura Stem and Ginka Root
    • Result: Restores 20 Health Points (HP), 5 units are made
  • Fatigue Restorer
    • Minimum requirements: IN 8
    • Components: Coca Leaves and Tobacco Leaves
    • Result: Restores 20 Fatigue Points, 4 units are made
  • Poison Cure
    • Minimum requirements: IN 11
    • Components: Venom and Kadura Stem
    • Result: Removes 80 Poison level, 3 units are made
  • Fatigue Limiter
    • Minimum requirements: IN 13
    • Components: Fatigue Restorer and Witchbane
    • Result: Halved Fatigue consumption, 2 units are made
  • Accelerate Healing
    • Minimum requirements: IN 15
    • Components: Healing Salve and Coca Leaves
    • Result: Slowly regenerates 25 Health Points over the course of 90 seconds, 1 unit is made
  • Wonder Drug
    • Minimum requirements: IN 17
    • Components: Accelerate Healing and Poppy Flowers
    • Result: Restores 60 Health and Fatigue Points, 1 unit is made
  • Cure All
    • Minimum requirements: IN 19
    • Components: Wonder Drug and Big Chief Snake Oil
    • Result: Fully restores Health and Fatigue Points, and removes all Poison, 1 unit is made

Chemistry[]

Chem01
  • Strong Poison
    • Minimum requirements: IN 5
    • Components: Varham's Aqua Vitae and Monroe's Cleaner
    • Result: Adds 290 points of Poison to the target, 3 units are made
  • Charges
    • Minimum requirements: IN 8
    • Components: Electrolyte Solution and Metal Plates
    • Result: Used and consumed for various technological items, 50 units are made
  • Animal Scent
    • Minimum requirements: IN 11
    • Components: Bromide and Morning Star Perfume
    • Result: Prevents wild animals from entering combat with the player or their party, and will assist the player in combat against enemies, 1 unit is made
  • Corrosive Acid
    • Minimum requirements: IN 13
    • Components: Pete's Carbolic Acid and Sulphur Pills
    • Result: Thrown weapon similar to a grenade, 1 unit is made
  • Hallucinite
    • Minimum requirements: IN 15
    • Components: Mushrooms and Varham's Aqua Vitae
    • Result: Causes the target to attempt to flee, 1 unit is made
  • Paralyzer
    • Minimum requirements: IN 17
    • Components: Potassium Chloride and Strong Poison
    • Result: Temporarily paralyzes any target, 1 unit is made
  • Anaesthisizer
    • Minimum requirements: IN 19
    • Components: Hallucinite and Bromide
    • Result: Causes the target to fall asleep, 1 unit is made

Electric[]

Elec01
  • Electric Light
    • Minimum requirements: IN 5
    • Components: Lantern and Filament
    • Result: Illuminates the area around the character equipping it, scaling with TA
  • Charged Ring
    • Minimum requirements: IN 8
    • Components: Copper Ring and Capacitor
    • Result: +2 Dexterity, scaling with TA
  • Flow Specktrometer
    • Minimum requirements: IN 11
    • Components: Small Electrical Parts and Compass
    • Result: Detects all non-magickal traps within the character's field of vision while equipped, requires charges
  • Shocking Staff
    • Minimum requirements: IN 13
    • Components: Large Capacitor and Staff
    • Result: Melee weapon; inflicts 5-10 additional Electrical Damage, requires charges
  • Healing Jacket
    • Minimum requirements: IN 17
    • Components: Electrical Harness and Leather Armour
    • Result: AC 8, DR 14, FR 5, Restores 4 Health Points (HP) per 5 seconds
  • Tesla Rod
    • Minimum requirements: IN 19
    • Components: Tesla Coil and Shocking Staff
    • Result: Treated as a Firearm. Deals 10-40 additional Electrical Damage, requires charges

Explosives[]

Exp01
  • Molotov Cocktail
    • Minimum requirements: IN 5
    • Components: Fuel and Rag
    • Result: Causes AoE Fire Damage and pushback, 1 unit is made
  • Flash Grenade
    • Minimum requirements: IN 8
    • Components: Magnesium and Wine
    • Result: Causes AoE blindness (-30% TH), 5 units are made
  • Smoke Grenade
    • Minimum requirements: IN 11
    • Components: Tom's Fertilizer and CK Sugar
    • Result: Creates a 6x4 area of smoke within which ranged attacks are prevented, 5 units are made
  • Stun Grenade
    • Minimum requirements: IN 13
    • Components: Stearic Acid and Saltpeter
    • Result: Stuns all characters in the blast radius, 4 units are made
  • Explosive Grenade
    • Minimum requirements: IN 15
    • Components: Black Powder and Metal Can
    • Result: Causes AoE physical damage, 3 units are made
  • Fire Obstruction
    • Minimum requirements: IN 17
    • Components: Kerosene and Liquid Soap
    • Result: Creates a 3x3 area of fire damage lasting about 10 seconds, 3 units are made
  • Dynamite
    • Minimum requirements: IN 19
    • Components: Nitroglycerin and Saltpeter
    • Result: Used and placed, not thrown, dealing AoE Physical Damage, 1 unit is made

Gun Smithy[]

GunSmith01
  • Hand Crafted Flintlock
    • Minimum requirements: IN 5
    • Components: Broken Flintlock Pistol and Small Metal Tub
    • Result: D 2-6; FT 1-4; ТН +5; RNG 15; speed 5
  • Fine Revolver
    • Minimum requirements: IN 8
    • Components: Revolver Parts and Revolver Chamber
    • Result: D 3-12; FT 3-9; ТН +15; RNG 15; speed 12
  • Repeater Rifle
    • Minimum requirements: IN 11
    • Components: Hunting Rifle and Revolver Chamber
    • Result: D 2-10; FT 1-5; RNG 15; speed 12; 2 bullets per shot
  • Hushed Revolver
    • Minimum requirements: IN 13
    • Components: Fine Revolver and Engine Muffler
    • Result: D 2-9; FT 2-5; RNG 9; speed 8
  • Looking Glass Rifle
    • Minimum requirements: IN 15
    • Components: Marksman's Rifle and Looking Glass
    • Result: D 40-40; FT 40-40; TH +20; RNG 25; speed 1
  • Hand Cannon
    • Minimum requirements: IN 17
    • Components: Clarington Rifle and Fancy Pistol
    • Result: D 5-20; FT 1-10; RNG 12; speed 8
  • Elephant Gun
    • Minimum requirements: IN 19
    • Components: Hunting Rifle and Big Pipe
    • Result: D 20-40; FT 1-10; RNG 15; speed 4

Mechanical[]

Mech01
  • Spike Trap
    • Minimum requirements: IN 5
    • Components: Railroad Spike and Large Spring
    • Result: Causes passive damage, 3 units are made
  • Trap Springer
    • Minimum requirements: IN 8
    • Components: Metal Casing and Small Spring
    • Result: Disarms trapped containers, 3 units are made
  • Auto Skeleton Key
    • Minimum requirements: IN 11
    • Components: Lockpicks and Small Spring
    • Result: Increases Pick Locks skill by 10%, 1 unit made
  • Eye Gear
    • Minimum requirements: IN 13
    • Components: Pocket Watch Parts and Eyeglasses
    • Result: +2 Perception (scales with TA), 1 unit made
  • Bear Trap
    • Minimum requirements: IN 15
    • Components: Metal Clamp and Large Spring
    • Result: Causes passive damage and Immobilizes a target, 3 units are made
  • Clockwork Decoy
    • Minimum requirements: IN 17
    • Components: Clockwork Parts and Small Spring
    • Result: Distracts NPCs from the player character, 2 units are made

Smithy[]

Smithy01
  • Pure Ore
    • Minimum requirements: IN 5
    • Components: Iron Ore and Steel
    • Result: Quest Item and crafting ingredient
  • Balanced Sword
    • Minimum requirements: IN 8
    • Components: Pure Ore and Fine Hilt and Guard
    • Result: 3-12 HD, 3-9 FT, 18 SP, 40 WE, 100 QU
  • Feather-Weight Axe
    • Minimum requirements: IN 11
    • Components: Dwarven Ore and Oak Axe Handle
    • Result: 1-16 HD, 3-11 FT, 12 SP, 70 WE, 100 QU
  • Dwarven Gauntlets
    • Minimum requirements: IN 13
    • Components: Sheet Metal and Leather Gloves
    • Result: 3 AC, 5 DR, 7 D, Wgt 15, HPs 100
  • Helmet of Vision
    • Minimum requirements: IN 15
    • Components: Great Helm and Leather Straps
    • Result: 3 AC, 7 DR, Wgt 50, HPs 130, no Perception penalty
  • Feather-Weight Chainmail
    • Minimum requirements: IN 17
    • Components: Spool of Heavy Wire and Leather Armor
    • Result: 13 AC, 25 DR, 5 FR, -10 ER, -25 NP, 270 WE, 200 QU
  • Elite Platemail
    • Minimum requirements: IN 19
    • Components: Dwarven Steel and Feather-Weight Chainmail
    • Result: 20 AC, 40 DR, 30 FR,-35 NP, 800 WE, 400 QU

Therapeutics[]

Ther01
  • Elixir of Persuasion
    • Minimum requirements: IN 5
    • Components: Migraine Cure and Thermometer
    • Result: Increases Persuasion +2/20 for 4 hours, 3 units are made
  • Liquid of Awareness
    • Minimum requirements: IN 11
    • Components: Migraine Cure ang Doolittle's Glyceride
    • Result: +2 Perception for 4 hours, 3 units are made
  • Revitalizer
    • Minimum requirements: IN 19
    • Components: Mind Marvel and Energizer
    • Result: +2 to all Stats for 3 hours, 1 unit is made

See Also[]

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