Did a bunch of updates to the manual today to catch up to version 1.2x changes.
1.25
* bugfix: typo fluidcaster blueprint @ arcane forge should be 100% product, not 10
* Updates to manual w.r.t. version 1.2x changes
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The Meadhall also contains the facilities to brew warriors' spiced meads, such as the rejuvenating Black Draught and the strength-giving Sharkey's Firewater (never mind the slight loss of fine motor skills!), and to craft special bloodsteel lupine masks that put fighters in the right frame of mind for combat. The Ulfzerker's mask promotes the fighting spirit and suppresses pain; the Opaque mask suppresses fear; and the Elite Clanguard's mask boosts the wearers kinesthetic sense.
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Obsidian Spire Library
It is a time-honored tradition among Orcish magic users: Spells are learned from Mojos, and Mojos are discovered randomly. Sometimes, mojos are granted in a flash of inspiration to dreamwalkers who perform spiritual rituals at the Places of Power. Sometimes, mysterious forces guide our brave raiders to find odd mojos here and there, in far corners of foreign lands. However it is whispered that some Drow researchers have mastered the art of crafting specific "scrolls" -- their profane foreign word for mojos -- on demand. Longstanding practice would demand that you hunt down and purge these heretics, raze their Obsidian Spire libraries to their scorched foundations, and cast any record of their blasphemous existence into the firey abyss.
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Runesmith
Until today you have never understood the Free-peoples' obsession with writing and rune-letters. "Oh powerful warchief, please take this tribute and refrain from burning our humble library, it is only full of tide-tables and geological data." Pah. But this: a fine Dwarven steel axe, traced with inlaid letters of finely worked silver. You thought little of it at first, the sort of pointless frippery that a Thieves Guild caravaneer would pay a premium for. Until your warband was ambushed by a werewolf, and one of your guards grabbed this strange axe and cut the beast down in two quick strokes; the silver runes suddenly glowing with a curious internal light. A convert to the mysterious power of the written word, you make up your mind to take a return trip and destroy those tide-tables.
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Outlander Allies' Technology
Ashland Glassblower: The ashclan elves live a semi-nomadic lifestyle, with outposts scattered outside the primeval forests and off the major routes of trade. Without reliable access to steeloak or mithril ore, they have developed an alternative crafts tradition of glassblowing. They make expensive "ruby stained" glass from powdered gold, and fine "cobalt stained" glass from cobaltite. With access to moonstone and malachite, or obsidian, they can make weapons-quality metallic glasses that rival the mithril gear of their silvan cousins, including the sharp, lightweight green ashland glass and heavy ebonglass.
Underdark Nethermill: Deep drow traditionally patrol the caverns of the underdark with wicked curved blades and crossbows made from crystalwood, devilthorn warhammers, and curious fire-resistant leather armor made from netherwood. Although their motives are suspect, traders from the deep realms sometimes appear offering to share these technologies with their allies.
Buccaneer's Tavern: Human bandits are well known for the raucous pirate dens found in their harbor towns. Gamble for coin, with games available for every price point! Lose money in the long run, but maybe you'll get lucky. Or win the other guy's jewels, weapons, ship... or more if you play at the Shadowbroker's somnium table. Orcs can play some human- or dwarven-style instruments for musical effects, or thoroughly use up any type of instrument by playing Orcish jazz for tips.
Legion Auxilla Outposts: Orcish warriors usually favor their slashing weapons, but those who have fought alongside (or against) the forces of the grim Dwarven Legion can attest to the efficient killing power of an army with a mixed arsenal. The auxilla outpost can craft deadly hammers and piercing spears, cast a variety of bolts and javelins, and combine these dwarf-style weapons into versatile mixed-arms kits which are deadly at both melee and ranged combat.
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Dreamwalker Elite Castes
SORCERERS focus on destructive spells effective at relatively close range, particularly those which cripple the enemy and make him vulnerable to counterattack. Their signature spells include the crippling Rite of Pain and the debilitating Decay. Some choose to enter the melee, using Bone Armor to boost their own toughness and the Witchknight's Sigil to make enemies vulnerable to orichalcum and bloodsteel weapons, delivering the killing blow with their heavy Wraithblade swords. Others prefer the dark power of necromancy, either raising corpses with the Barrowdraugr spell, or attempting to turn the living with wraithbinding shards. They reserve the Oblivion's Embrace as personal protection against the unpredictable dead.
DRUIDS use savage nature magic to support the warbands. They employ a variety of magics that slow or weaken enemies. They are also adept skirmishers, harassing foes with sticky mud, toxic clouds, or poisonous swarms. Some druids will employ the wild Polymorph magic which briefly changes an enemy into a wild beast, or the powerful Hibernate spell to force enemies into a deep slumber.
FROSTSKALDS use the powers of frost and storm to destroy opponents. They pelt enemies simultaneously with super-chilling freezing vapors, water, and ice, performing both physical and frostbite damage. They use a strange meditative state to stabilize their own internal body temperature, but their frost spells can be dangerous to other orcs after prolonged exposure. Many Frostskalds also add paralyzing lightning spells to their arsenal, and all greedily seek out the Chill Blood spell which renders enemies greatly vulnerable to their attacks.
ORACLES can fill a wide range of roles, from blinding enemies with Solar Flare to pelting them with a Meteor Storm. Some Oracles serve in a support role using Tarot and Warming Rays to boost the luck and recuperation of allies, while others embrace their destructive nature with Nova and Apocalypse spells. Strangest of all is their ability to forecast the doom of a single enemy with Prophesy, or to tie a foe's madness to the phase of the moon with Lunacy.
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There are four ways for dreamwalkers to use magic.
Dreamwalkers automatically learn a unique, powerful set of spells when they undertake a spirit journey and enter an advanced spellcasting society, or caste. This process requires a caste CODEX which can be crafted at great expense, or occasionally looted by raiders. The CODEX is preserved on use.
Any Dreamwalker including those who have joined an advanced caste can learn single spells by using a MOJO at the right Place of power. The spell is learned permanently, but the MOJO is used up. MOJOS can be created at random when Orcs perform sacred rituals at the places of power, or somewhat commonly looted by raiders. It is whispered that some Drowen researchers have mastered the arcane art of crafting specific "scrolls" -- their profane foreign word for MOJOs -- on demand.
Any Dreamwalker including those who have joined an advanced caste can temporarily learn additional spells by wielding ENCHANTED WEAPONS, and by carrying DREAMCATCHERS in their off hand. Enchanted gear is crafted at the Arcane Forge.
ENCHANTED WEAPONS can also fire spells at range using special ammo. Bladed magic weapons can interchangeable share any SHARD type ammo, while druidic and mage type magic weapons can interchangeably share MAGICMISSLE type ammo. First "blank" spell ammo is crafted at the arcane forge, or through rituals at the place of power. These blanks can be fired at enemies to do mundane damage. Or, they can instead be enchanted at the Places of Power with additional magical effects. Note, rune-ammo magic is notoriously volatile even by Orcish standards -- spells including Chainlightning, Nova, or Wraithbinding may not be particularly safe to fire into a melee with friendly forces.