Of rare and useful materials, a terminology on beasty bits.
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Of rare and useful materials, a terminology on beasty bits.
Undead of all varieties have different body parts associated with magic in some form, though not always negative energy.
Of the most common includes skeletons knuckles, which are a key component in traps and spells that revolve around negative energy.
Variants of skeletons knuckles exist, include frost knuckles and fire knuckles, from their respective elemental imbued cousins.
Of uncommon parts include mort flesh, or the flesh of zombies, often used in spells and rituals.
Ghoul claws are yet another uncommon item, often used in spells.
Of rarer parts include vampire fangs, bodak teeth, and the rare gems called King's Tears.
Vampire Fangs are obviously acquired from any manner of vampire and vampire spawn.
Bodak teeth are acquired from the equally deadly bodak. Both are used in magic.
King's Tears are gems formed from the crystallized tears of liches whose lovers died after their ascension. Because non-evil liches are rare, let alone ones that care for others, these items are rarely found.
Of parts found in giant kind include the following:
Hair from elemental tied giants are often used in creating gloves and belts of giant strength. The following are usable, Stone, Frost, Fire, Storm, Cloud, with their strength in that order. Trolls are a giant that has remarkable regenerative abilities, and their blood and brains are often used in potions as well as enchanted accesories that give an effect from the respective creature. Treants are giants that resemble plants as well as literally have leaves and moss growing on them. They inner body has a material called Heartwood, often used in many magical bows, crossbows, shields, and spears.
Of parts from Dragons:
Everyone has heard of Dragonscale Armor. It is usually slightly lighter than heavy armors and medium armors of the same size, with the added effect of elemental immunity. Dragonhide usually has enough material to make one suit of armor and a medium shield. However Dragon Blood is magical in origin, and thus sought after by many for almost everything. Ordinary dragon scales have a minor effect for enhancing helmets, as well as making excellent jewelry.
Of parts from Beasts:
Displacer Beasts are magical beasts, or more accuratly put, an aberration than combines a puma, with tentacles covered with spikes, and a natural displacement ability. Their hides are used in making both suits of armor and cloaks, but are of use in little else. These suits of armor enhance ones reflexes and offer higher defense, while the cloaks mimic the natural ability of displacement that these beasts have.
Ankhegs are large insects that are also aberrations. They are covered in a carapace called chitin. Chitin is a material which makes up insects outer covering as well as the nails of humanoids and such. However ankheg chitin can be acquired in entire body size, and is often crafted into heavy armor, as it is too large for anything else, and because it must be carved, it remains in remarkably similar shape and appearence as the Ankheg. Akheg Chitin, like dragonhide, is made up of the entire outerbody of the creature, and is enough to create one armor, and by a skilled smith one shield.
[ In Aenea, ankheg chitin can be used by a spellcaster with the Enchant Arms & Armor feat to create a suit of chitin armor, which a strong, lightweight, and benefits spellcasters that wear it. ]
Umberhulks are yet another being that looks like a being that could be magical or natural, but is an aberration found in the underdark as well as caves. These huge bulky creatures have a hide that can be made into medium and heavy armor, though there is rarely enough left over for a shield. Only Large Shields and Towers shields are crafted from hides of Umberhulks. Their hides offer immunity to mind influencing effects, while sadly being very heavy, but very durable.
Beholder's are sought by many for their eyes and eystalks, as they can be used in creating magic items as well as being used as magic items. While many will often make a Cloak of Eyes or a Robe of Eyes from such a being, a skilled alchemist or necromancer, can pickle the central or eyestalk, enabling it for use a projectile weapon, much like a wand.
Of parts from humanoids beings:
Only a savage would care for making these items, or those of little moral fiber. However I will list them anyway
The bones of certain humanoids can be combined together in a cross shape, combined with tanned 'skin' to make a totem of fear. These are not small objects but objects of the size of the creature used to make it.
Human Fear totems affect humans, elves towards elves, and orcs will affect orcs. They are commonly crafted by goblinoids as well the mentally unstable.
The Lichskull helm is a helm made from the skull of a humanoid servant. When a lich ascends, if they still have a living servant, and one that has absolute loyalty toward him, the creation of lichskull can be performed. It requires dragonblood, a large ruby, succubus hair, and the skull of a willing servant that wishes to be immortalized. The creation of the lichskull takes approximatly 2 days, not much time away from 3 days, the average amount of time needed for a living being to ascend into lich-hood. In the end the soul of the servant is bound into the helm.
Drow ascendency is acheived by a drow devouring a elf or human brain in close proximity to a shrine to an evil deity he or she worships where the elf or human victim is sacrificed. It benefits the drow enhancing them with heightened spell resistance, mental faculties, and vision beyond dakrvision.
Finally the crafting of soul gems which are used to store souls are usually done in a variety of ways, but for one with many captives, it is a simple process to destroy their soul and collect the crystallized divine energy as it attempts to retreat to the heavens or hells and combine it into a soul gem. This is garuanteed to anger the deity the being worshipped.
Of the most common includes skeletons knuckles, which are a key component in traps and spells that revolve around negative energy.
Variants of skeletons knuckles exist, include frost knuckles and fire knuckles, from their respective elemental imbued cousins.
Of uncommon parts include mort flesh, or the flesh of zombies, often used in spells and rituals.
Ghoul claws are yet another uncommon item, often used in spells.
Of rarer parts include vampire fangs, bodak teeth, and the rare gems called King's Tears.
Vampire Fangs are obviously acquired from any manner of vampire and vampire spawn.
Bodak teeth are acquired from the equally deadly bodak. Both are used in magic.
King's Tears are gems formed from the crystallized tears of liches whose lovers died after their ascension. Because non-evil liches are rare, let alone ones that care for others, these items are rarely found.
Of parts found in giant kind include the following:
Hair from elemental tied giants are often used in creating gloves and belts of giant strength. The following are usable, Stone, Frost, Fire, Storm, Cloud, with their strength in that order. Trolls are a giant that has remarkable regenerative abilities, and their blood and brains are often used in potions as well as enchanted accesories that give an effect from the respective creature. Treants are giants that resemble plants as well as literally have leaves and moss growing on them. They inner body has a material called Heartwood, often used in many magical bows, crossbows, shields, and spears.
Of parts from Dragons:
Everyone has heard of Dragonscale Armor. It is usually slightly lighter than heavy armors and medium armors of the same size, with the added effect of elemental immunity. Dragonhide usually has enough material to make one suit of armor and a medium shield. However Dragon Blood is magical in origin, and thus sought after by many for almost everything. Ordinary dragon scales have a minor effect for enhancing helmets, as well as making excellent jewelry.
Of parts from Beasts:
Displacer Beasts are magical beasts, or more accuratly put, an aberration than combines a puma, with tentacles covered with spikes, and a natural displacement ability. Their hides are used in making both suits of armor and cloaks, but are of use in little else. These suits of armor enhance ones reflexes and offer higher defense, while the cloaks mimic the natural ability of displacement that these beasts have.
Ankhegs are large insects that are also aberrations. They are covered in a carapace called chitin. Chitin is a material which makes up insects outer covering as well as the nails of humanoids and such. However ankheg chitin can be acquired in entire body size, and is often crafted into heavy armor, as it is too large for anything else, and because it must be carved, it remains in remarkably similar shape and appearence as the Ankheg. Akheg Chitin, like dragonhide, is made up of the entire outerbody of the creature, and is enough to create one armor, and by a skilled smith one shield.
[ In Aenea, ankheg chitin can be used by a spellcaster with the Enchant Arms & Armor feat to create a suit of chitin armor, which a strong, lightweight, and benefits spellcasters that wear it. ]
Umberhulks are yet another being that looks like a being that could be magical or natural, but is an aberration found in the underdark as well as caves. These huge bulky creatures have a hide that can be made into medium and heavy armor, though there is rarely enough left over for a shield. Only Large Shields and Towers shields are crafted from hides of Umberhulks. Their hides offer immunity to mind influencing effects, while sadly being very heavy, but very durable.
Beholder's are sought by many for their eyes and eystalks, as they can be used in creating magic items as well as being used as magic items. While many will often make a Cloak of Eyes or a Robe of Eyes from such a being, a skilled alchemist or necromancer, can pickle the central or eyestalk, enabling it for use a projectile weapon, much like a wand.
Of parts from humanoids beings:
Only a savage would care for making these items, or those of little moral fiber. However I will list them anyway
The bones of certain humanoids can be combined together in a cross shape, combined with tanned 'skin' to make a totem of fear. These are not small objects but objects of the size of the creature used to make it.
Human Fear totems affect humans, elves towards elves, and orcs will affect orcs. They are commonly crafted by goblinoids as well the mentally unstable.
The Lichskull helm is a helm made from the skull of a humanoid servant. When a lich ascends, if they still have a living servant, and one that has absolute loyalty toward him, the creation of lichskull can be performed. It requires dragonblood, a large ruby, succubus hair, and the skull of a willing servant that wishes to be immortalized. The creation of the lichskull takes approximatly 2 days, not much time away from 3 days, the average amount of time needed for a living being to ascend into lich-hood. In the end the soul of the servant is bound into the helm.
Drow ascendency is acheived by a drow devouring a elf or human brain in close proximity to a shrine to an evil deity he or she worships where the elf or human victim is sacrificed. It benefits the drow enhancing them with heightened spell resistance, mental faculties, and vision beyond dakrvision.
Finally the crafting of soul gems which are used to store souls are usually done in a variety of ways, but for one with many captives, it is a simple process to destroy their soul and collect the crystallized divine energy as it attempts to retreat to the heavens or hells and combine it into a soul gem. This is garuanteed to anger the deity the being worshipped.
Last edited by The Amethyst Dragon on Sun May 10, 2009 2:38 am; edited 2 times in total (Reason for editing : Edited to add Aenea-specific info in green.)
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Registration date : 2008-07-22
Re: Of rare and useful materials, a terminology on beasty bits.
The following is an explanation of the PIE System costs structure:
For making most items with the player item enchantment system, I designed things so that characters could enchant them like in standard 3rd edition D&D.
Start with a masterwork item (or empty potion bottle, blank scroll, or bone wand). You can purchase most of these at various shops or find some as loot.
You would need to have full access to the required spells that match the item properties (or close to them). Scrolls don't count for this (nor do wands), so being able to actually cast the spells is necessary. Why have to have it memorized/castable? It's the only way the game engine has of telling if you have access to the spell or not.
The gold cost is 1/2 the gp value of the finished item and the xp cost is 1/25 the gp value of the finished item...just like in PnP. Yes, these are abstract values designed to help balance "enchanting" vs "finding or buying" items.
I know the system could rely more on actual materials, but I think it would slow down player enchantment, since gp and xp are relatively easy to come by compared to specific items.
The example of the chitin armor and the ankheg chitin...I don't reduce the gp cost simply because the chitin is really easy to come by. Find the right place, kill one ankheg, and you've got yourself enough chitin for an entire suit of armor.
Maybe we should have a way to denote Aenea-specific information from general role-playing game information. Perhaps changing the text color...perhaps "Green"...
For making most items with the player item enchantment system, I designed things so that characters could enchant them like in standard 3rd edition D&D.
Start with a masterwork item (or empty potion bottle, blank scroll, or bone wand). You can purchase most of these at various shops or find some as loot.
You would need to have full access to the required spells that match the item properties (or close to them). Scrolls don't count for this (nor do wands), so being able to actually cast the spells is necessary. Why have to have it memorized/castable? It's the only way the game engine has of telling if you have access to the spell or not.
The gold cost is 1/2 the gp value of the finished item and the xp cost is 1/25 the gp value of the finished item...just like in PnP. Yes, these are abstract values designed to help balance "enchanting" vs "finding or buying" items.
I know the system could rely more on actual materials, but I think it would slow down player enchantment, since gp and xp are relatively easy to come by compared to specific items.
The example of the chitin armor and the ankheg chitin...I don't reduce the gp cost simply because the chitin is really easy to come by. Find the right place, kill one ankheg, and you've got yourself enough chitin for an entire suit of armor.
Maybe we should have a way to denote Aenea-specific information from general role-playing game information. Perhaps changing the text color...perhaps "Green"...
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:: Game Information :: Aenean Lore :: Items of Interest
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