- For alternative view of the data, see the tables.
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[]
- 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[]
- 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[]
- 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
- Chapeau of Magnetic Inversion
- Minimum requirements: IN 15
- Components: Electrical coil and Top Hat
- Result: DR 20
- 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[]
- 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[]
- 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[]
- 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
- Mechanized Arachnid
- Minimum requirements: IN 19
- Components: Small Steam Engine and Large Gears
- Result: Creates a free, mechanical follower, 1 unit is made
Smithy[]
- 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[]
- Elixir of Persuasion
- Minimum requirements: IN 5
- Components: Migraine Cure and Thermometer
- Result: Increases Persuasion +2/20 for 4 hours, 3 units are made
- Elixir of Physical Prowess
- Minimum requirements: IN 8
- Components: Famous Blood Pills and Spirit of Camphor
- Result: +2 Strength for 4 hours, 3 unites 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
- Tonic of Increased Reflexes
- Minimum requirements: IN 13
- Components: Tincture of Arnica and Rheumatism Cure
- Result: +2 Dexterity for 4 hours, 3 units are made
- Mind Marvel
- Minimum requirements: IN 15
- Components: Nerve Pills and Elixir of Persuasion
- Result: +2 Intelligence, Willpower, Perception, Charisma for 4 hours, 1 unit is made
- Energizer
- Minimum requirements: IN 17
- Components: Quinine and Elixir of Physical Prowess
- Result: +2 Strength, Constitution, Dexterity, Beauty for 4 hours, 1 unit is 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[]
- Technology - for info about the mechanics of crafting, and Technology in general
- Bought and Found Schematics - for crafting items not part of the learned Disciplines
- Technical Manuals - for boosting specific Discipline Aptitudes
- Essence of Intellect - for use in conjunction Schematics and Technical Manuals
- Tech Skills for another type of earned Technology