Once more, as the month comes to a close and the Disciples reap the consequences of their actions, for good or ill, another scatter brained series of scribblings can be found all around the Sect.
Wuyin's Declassified Sect Survival Guide Part 5: Alchemists and Artificers Anonymous
Hello fellow Disciples! Once more, you have encountered another series of random scribblings! We all know how this works by now, so I'll just get right into it.
With the recent renovations at the Pagoda of Spirits, rumor has it that we Disciples will be able to gain access to equipment that will greatly enhance our ability to craft things, so long as we use some of our effort to aid the Sect.
But how does crafting even work anyhow? The Giant Hand has given us answers, and this humble Disciple hopes to convey these answers to her fellow Disciples!
The Costs of Creativity
Sadly, nothing in this world is for free. In order to craft just about anything, resources and materials are required. Specifically, there's a few things you'll need.
First, you need to have a technique that enables crafting. Without an appropriate technique, you cannot craft anything yourself. Different techniques enable different types of crafting, so please consult with the Giant Hand in the Sky if you wish to know the specifics for any given technique. I hear they are quite responsive on Discord.
Luckily, for those of us who have learned the Red Dew School, this technique allows us to craft just about anything, from artifice to alchemy! Along with a few other important aspect that I will get into later.
Regardless, if you have an appropriate technique for crafting, then the next thing you'll need is a recipe, as well as the materials called for by said recipe. By default, all Disciples know how to make the following:
Body Tempering Elixir - 2 Spirit Stones, 2 Spirit Herbs
Pure Essence Pill - 10 Spirit Stones, 10 Spirit Herbs
Treasures operate a bit differently, as they don't require a specific recipe, and the costs for them vary based on what you're trying to make. But in general:
Normal Treasure - 100 Spirit Stones, 10 Natural Treasures
Qi Tools - 200 Spirit Stones, 20 Natural Treasures
Again, consult the Giant Hand in the Sky for specific requirements for specific treasures. But as you can see, treasures are very expensive to craft!
It is worth noting that Spirit Beast Corpses can be used in place of either Spirit Herbs or Natural Treasures. But! You need to have a specific technique that allows a Disciple to process and butcher said corpses into usable materials! Luckily, the Red Dew School also qualifies for this purposes as well! With a technique for processing a corpse, a given corpse will yield 15 spirit herbs or 2 Natural Treasures. You can get more if you dedicate an action to butchering a corpse, but these are the default rates anyone with a butchering technique can turn a corpse into without an action!
Regardless, if you want to craft, you'll also need to dedicate your action towards crafting. Luckily, at our level, crafting just about anything will only require 1 action dedicated towards the process, and this can include processing spirit corpses for the default rate of materials without penalty!
Into the Flames!
So, assuming you've got all the things you need: the technique, the materials, and crucially, the time. How does the actual process go?
Well, you'll be thankful to hear that in order to successfully craft 1 of your given recipe, you only need to roll 1 success! That's it! Doesn't matter what it is you're making, as long you meet the material and technique requirements, you only need to roll 1 success to get 1.
But, and here's the big but, you get out exactly what you put in.
Say I decide to try brewing a Body Tempering Elixir. I am but a poor disciple though, and can only afford to use Peasant Realm Stones, and Clay Grade Herbs. If I roll 1 success on the process, then I will only yield a single Clay Grade Body Tempering Elixir. Not bad, but it could be much better.
How to make your own Drugs with Alchemy!
Now, before I go on, I must specify that this section applies ONLY to Alchemy. That is to say, the art of crafting Elixirs and Pills.
For Cooking, that is to say, the creation of Spiritual Meals, this works the same way. But sadly, we Disciples do not know any Cooking recipes to start off with, and must spend time seeking them out and learning them in order to craft them. So I cannot cover them in depth here.
Artifice is it's own kettle of fish I'll get to later.
Regardless, here's how crafting medicines work:
For every success above 1 a disciple rolls when brewing medicine, they can choose to either improve the quality of the final product, or increase the quantity of the yield.
By default, a disciple who crafts will split all of their excess successes equally between quality and quantity, but you can specify which one you want to focus on in your action, and the Giant Hand in the Sky will distribute the successes accordingly.
Normally, quantity of a crafting session only yields 1, and the quality of your product is based solely off of the Grade of your ingredients. If you use Clay Grade herbs, you get a Clay Grade product by default. If you use Iron Grade Herbs, you get an Iron Grade Product. Very intuitive!
But how does rolling extra successes impact this? Allow me to work through an example.
I am attempting to brew a Pure Essence Pill. I am using Clay Grade ingredients, and I manage to roll 4 successes. Wow!
If I did not specify a focus on either quality or quantity, the successes will be distributed as such:
2 Successes - 2 pills made. Note that, if you only roll 1 success, you HAVE to spend that one success on quantity in order to get anything at all!
1 Success - +1 final Grade to Pill 1.
1 Success - +1 final Grade to Pill 2.
This would leave me with a final yield of 2 Copper Grade Pills.
If I focused on quantity, all 4 of those successes would be spent to yield 4 Clay Grade Pills.
If I focused on quality, the first success would be spent to produce 1 pill, and the remaining 3 would be used to raise it's grade, such that the final product will be 1 Silver Grade Pill.
A few notes to close out this section: First, the maximum yield you can get from a set of ingredients is 5. It's possible to get more, but you will consume more ingredients in this case!
Only 1 elixir can be consumed per turn. Conversely, you can eat as many pills as you want in a turn, but every pill beyond the first bears an increasing risk of poisoning yourself, so be cautious!
Artificer, construct thyself!
Now I'm going to cover Artifice, or the creation of Treasures, and the processes that govern them, because they work a bit differently compared to Alchemy.
So, let's say you've accomplished the herculean task of gathering 100 Peasant Realm Spirit Stones and 10 Clay Grade Natural Treasures, and you're ready and able to forge them into a mighty weapon!
Well, first off, I'd ask you to cool your jets. While you only need 1 success to actually forge your weapon, you'll only get a Clay Grade treasure out of it, which only gives you either a +1 to your dice on relevant actions, or a -1 to relevant enemy actions.
And unlike Alchemy, there is no way to get more than 1 treasure. You will only ever get 1 treasure out of a single set of ingredients.
And in order to increase the quality of the final product, you need to roll 5 Successes to yield an improvement of 1 grade!
Yes, you read correctly. 5 Successes! And there's no prizes getting less! 5 successes gives you the same result as 9!
So if I'm forging a Clay Grade treasure, and I roll 5 successes, I will produce a Copper Grade Treasure. If I want to make an Iron Grade treasure from Clay Grade ingredients, I will need to roll a whopping 10 successes!
Closing Thoughts, and an Idle Proposal
If you've read this far, than I thank you for being willing to take the time to read what I've written, and I hope I've at least peaked your interest in the art of crafting, an art which has sadly gone a bit neglected due to the nature of the resources involved to get it started, as well as the fact that at our level, it's far easier to simply purchase goods from the market at a mark-up rather than produce them ourselves.
But I would like to point out something for my fellow disciples to consider, even for those uninterested in ever touching a furnace themselves.
If we so choose, it is perfectly possible for a crafter to make a profit off of simply crafting a medicine for the cost of production, simply by increasing their quantity of medicines produced.
Any Disciple with herbs or a Spirit Beast Corpse could approach a Disciple capable of crafting, give them only enough stones and or materials needed to create the medicine they desire, and the crafter would still be able to make a tidy profit off of that if they are capable of rolling more than 1 success, as they could give 1 of the pills they produce to the Disciple who provided the ingredients, and use the rest for themselves, either to sell or to consume.
This practice is already common amongst other Disciples, but usually only among friends and allies. But would it not lead to greater prosperity for all if this practice were the norm?
Just an idle thought.
And for those of you with an interest in artifice, I have a few words in particularly. First, I am sorry. The path ahead of you will be long and hard. And second, I would offer a small thought as well.
Multiple Disciples can contribute their dice pool to a crafting effort. Only one of the Disciples participating needs to know the requisite crafting technique in order for them all to contribute towards the quality or quantity if applicable, of the final product.
Work with your fellow Disciples if you can. To accumulate and share wealth, and to hopefully one day have the funds and resources to build the works of your dreams.
That will be all. Good luck, and good crafting!