A day just to make it weightless, much less move it at all, or even keep it facing a certain way. It would take 10 potions.
The studs would be very enchantable, this would provide an excellent place to store the enchantments, and from there, branch them out into the steel. It would be a simple matter if you had a way to drill the holes, or just hammer the studs into it.
It would save on effort to use Mana potions for their nodes, but you would use twice as many, counting the fact that there would still be some strain.
She is already doing that, very happy to have a working gun in a short time... oh god she is going to name it something cheesy you bet.
Borrowing a massive pot and making use of a nearby water supply, you help by creating some crystal bottles for Quidives and Nahme to make potions.
Kirek takes a little time out of his enchanting, to provide life nodes for a potion, which is in with the batch being brewed.
Using some of the Malt-o-magic, they brew a potion using a pinch of it, the potion looks like oatmeal.
Quidives see's the value in such a thing, One that varies depending on the potion would be difficult and redundant however, since such a potion COULD be used in a common squirtgun, Due to the nature of Potions affecting things they cover, and things that drink them. A flame potion could just be squirted out of a squirtgun, and set things on fire.
Kirek quietly continues his work, glyphs flying through the air, swirling around him.
Quidives pours a mana potion down his throat-hole.
No proficiency to consider, And yes, it decreases damage taken.
You purchase the items on your list, and hammer studs of gold in them. it comes to a total of 600 gold.
You also buy some sandsteel thimbles for The Baby dragon to gorge himself on, After consuming all of it he passes out and begins to grow slightly. You spend 100 Gold on it.
You commission the lamp to be remade using some steel for 50 Gold
You commission some gold dice, It take all of a few minutes, and costs 20 Gold.
You use your knowledge of the Ancient arts to dedicate them to the Goddess of luck.
Nahme looks around the different little stores, and finds a lovely set of China teacups and teapot, which are all resilient to residue, which can cause side effects in tea. 500 Gold.
You consider the reason you came here, which was to investigate the Necromancer and Lord winter purchasing large amounts of hourglasses from this very town.
Kirek turns the gem on and everyone looks a little... off.
17 total turns of enchanting remain.((My bad, changed the update to reflect that.))
((Clothing? Do you mean the goddess garb?))
3409 Gold
1 turns before Day
Kirek ShnappsLevel 6
Exp; 56%
Health; 100/100
Mana; 30/100 -1 per turn
SD; 100/100 (2 turns daylight shielding)
Tranced out for at least 1 more turn. Receives no Experience during trance.
Mana regen for 3 turns.Prince Richard BlubfyshLevel 5
Exp; 84%
Health; 150/150
Mana; 50/100
Favor; Martial arts
Quidives ArcheLevel 4
Exp; 81%
Health; 68/70
Mana; 43/100
Studying; Potion launchers
(2 days left on transformation potion)
EvimeriaLevel 4
Exp, 56%
Health; 50/50
Mana; 200/200
Godly Status; 12/100
Nahme FaivtunainLevel 2
Exp; 40%
Health; 50/50
Mana; 50/50
Necromantic chunk; a Chunk of negative energy, bound to Kirek by way of magic, Able to reverse the intended effect of spells of all kinds, Has a tendency to 'lock on' to enemies. (Cannot speak)
Baby Black Dragon; A Little dragon with tough skin, dragons are known for adapting physically to their environments, and taking on characteristics of what they commonly eat, it's scales appear to be black like obsidian, with small slivers of crystal clear in some places, a rare few of it's scales have become blackish brown, with streaks of obsidian. It is wearing a rather nice cowboy hat, with a flawless emerald set into the front. (Grey with red shadow)
Gelly hat:With no strengths and many weaknesses, this rather large gelly has made itself useful as a hat for Kirek, provides 1 additional turn of Daylight shielding. (Cannot speak)
Immunity Gelly: A high level tiny slime imbued with the power to resist magic itself, it is adorable like many of it's kind. (Cannot speak)
John "Average Joe" Doe: He wears a suit, and his name is "John Doe". (None)
Jimmy Liquorsoul: He is currently not attacking you, so you suppose he is a follower. (Pitch black) (Blue with black shadow)
Fireball: Handily in a new lamp, his burn has been curbed, allowing Mana regen once more. (Red with pink shadow)
Derrick Dahlson: Known by his friends lovingly as 'friggen nitwit' He serves as the engineer of the pirate gang, and knows the ship's workings inside and out. (Red stripe) (Navy with Green shadow)
Jo-un Dear: Cook of the Pirate gang, he serves as their cook, making Horrible monstrosities into more edible horrible monstrosities. Could make anything edible. (Blue stripe) (Navy with blue stripe)
Jimbabwe: He is Jimbabwe, He kills things. (Pink stripe) (Purple)
Damien Liquorsoul: Powder monkey to the pirate crew, he is well versed in many types of weaponry. (Green stripe) (Navy with red stripe)
Grandbeck Sands: Leader of the remaining pirate gang, He was once Lord Aestival's first mate. (Yellow stripe) (Navy)
Shadow Claw: Allows for basic grapple, claw, and slash attacks, shadow density can be expended to extend it temporarily to reach far off targets, or to grapple to new area's. (Kirek)
Massive Shaded Wings: allows for gust attacks, gliding, and unlimited flight. Shadow density can be expended to severely increase feather growth, and subsequent molting. these feathers are each the size of an arm, and are permanent unless exposed to bright light, at which point they evaporate. (Kirek)
Dark Arms: allows for weapons and arm armor to be equipped, Can be transformed completely, within Euclidian space. (Kirek)
Meditative state(LV1); Puts the user in a state where node manipulation is far easier. (Requires a turn to start and stop it, no experience is gained in this state.)
Healing shadow(LV6); Equalizes your concentration of Shadow Density, Mitigating wounds, can also be used to stitch mortal wounds together in others using their shadows. (Mana Cost is trivial)
Enchanting(LV21); No artificer is quite complete without this, it will allow you to enhance Material Objects to your hearts desire, you can also perform a temporary version of it on yourself and objects for a much smaller effort (Permanent mana cost is Easy, Temporary mana cost is Incredibly Trivial.)
Shadowmancy(LV4); Grants it's user the ability to control shadows and see though them, even to craft objects from solid darkness. Gives a higher chance of success compared to normal enchanting (Permanent mana cost is Medium, Temporary cost is trivial)
Diplomancy(LV7); Gives your words more sway, Allowing for temporary suggestions to be made to most beings. also allows magical effects to be applied to your words, from fire to healing if such a spell is available.(mana cost is medium) (Spellword cost is heavy)
Glorious Blast(LV5); Send forth a blast of holy energy, from the Gods themselves, Which ones send it depends on your Favor. (Mana cost is Variable, Specify strength)
Shine Shape(LV6); Create an object from light itself, as is your birthright, for a single turn. It will not give you what you want, but rather, what you need. (Mana cost is Easy, state a usage rather than an object, eg. "Shine Shape a weapon that can reach that foe"
Alchemical Prodigy(LV???);At it's current level it allows the user to readily identify and understand all bases of Alchemy, It also causes a daily Study subject to appear under the user's stat page
Mix and match(LV10) Allows the user to Jerry-rig a Mechanical or magical machine from parts provided, guaranteed to be of use or your money back!
Natural Lifetime(LV9) Allows the user to draw on experience given only by a life through the eye's of a cog in nature's grand machine, Allows for complete control over one's body and provides insight on mundane creatures immediately on encounter.
Steal (LV7); Allows the user to attempt to steal something. (Currently at a 33% chance)
Temporal magic (LV10); Alters the flow of time, the more focus a person's mind has, the more effective the spell is. (Mana cost is minor while conscious, sending solid objects back in time is currently beyond your mana limits.)
Quicken (LV1); Creates a small portal to the future, one way for now. (Mana cost is moderate, increases with further distances through time, Base distance is one turn, battles excluded.)
Dice affinity (LV3); All but the most powerful dice are merely an extension of you, allowing you to control them on a whim. (Allows control of physical dice outcomes when godly power is high, also allows moderate psychic powers regarding dice.
Imitate (LV3); Nahme attempts to learn a dance.
Perform (LV3); Allows Nahme to perform a dance that she has learned.
Clean (LV2); Nahme Cleans and restores an item, increasing their effectiveness. (Effectiveness depends on item equipped)
Brew (LV3); Creates tea using a liquid container and any item.
Tandem Cutter(LV1); Kirek and Quidives Work together to unleash a flurry of incredible attacks, learned in the way only years of practice can. (Mana cost is incredible, can be used without cost during auspicious moments.)
Bobslash (LV1); Richard summons the true power of Bob to unleash a devastating slash. (Mana cost is Heavy, Requires a source of holy energy as a catalyst.)
Renewable nodes
Light
Dark
Necromantic
Earth
Reinforcing
Illusion
Light life
Items
Facemask (Withered life)
2 Bombs (None)
Curvy sword (None)
3 Bottles of Absinthe (Toxic)
2 Bottles of Alchoheal (99%) (Healing, Toxic)
Bottle knight's Blade (Special item)
Wizard's pot (Spacial warping, Structural, Light mana draining)
Dragon chew toy (4/7) (None)
Turban EQUIPPED EVIMERIA (Withered life)
Bob EQUIPPED RICHARD (Special item, Holy, light, Destiny, unknown,)
Extendable rod EQUIPPED EVIMERIA (Strengthening)
Utility belt (5 slots) EQUIPPED EVIMERIA (None)
Bandanna of holding; (6 Slots) EQUIPPED QUIDIVES (Spacial warping, Light mana draining)
Recipe for (Advanced Anthropomorphic potion) (None)
Mortar and Pistil EQUIPPED QUIDIVES (Magic immunity)
Flask of (Advanced Anthropomorphic Potion) (3/3) (Changing, control, life, corrupting, chaos, fire, stabilizing, natural, raw, divine, magical, self enhancing)
Tongue Cap EQUIPPED QUIDIVES (Absorbing, converting, dissolving)
Jug of (Impure Alchahest) (5/10) (Dissolving)
Burgundy satchel (10 slots seperate) (Regenerating, Spacial warping, Light mana drain)
Holy Symbol EQUIPPED KIREK (Special item)
Shadow Stiletto EQUIPPED KIREK (Toxic, control, inverted illusion, necromantic, strengthening, shadow, sleep, corrupting)
Sweet ass bandanna EQUIPPED KIREK (None)
Blue leather coat (5 slots) EQUIPPED KIREK (None)
Crown of the Prince EQUIPPED RICHARD (Special item)
Necromantic Chunk (LV1) EQUIPPED KIREK (Necromantic, Control, levitation, Empathetic, structural)
Goddess Gown (4 Slots) EQUIPPED EVIMERIA (Regenerating, Light mana drain, light heath drain, converting
Edgardo Bracer (Special item)
Ante-Ante (Special item)
Steel Crackpot (Strengthening, Magic immunity)
Haversack (2 slots) (None)
Gelly (Life, mind, control, soul)
Lightstone (Generates liquid light) (Light, control, mana drain, light draining, conversion)
Crystal ball (Psychic, Control)
Wand of Pew pew (46%) (Converting, control)
Vial of (Healant) (Restoring, Light necromantic)
Charging Dock (Mana absorbing, Sending)
9 crystal phials (Morte-morte) (Special Item)
Crystal Cluster (Life, divine, toxic, natural, fire, magic, trace)
Awesome box (Bottle of "Morte-morte") (None)
Poison soapstone (68%) (Special item)
Bottle of "Morte-morte" (Special item)
4 curvy swordchucks EQUIPPED FOLLOWERS (Poison, strengthening)
1 curvy swords (Poison, strengthening)
"Turban your own damn self" (75%) (None)
Blazing Lamp (Life, fire, control, mind, soul)
Sharp re-mind-control crystal (Control, levitation, strengthening)
Potion of something? 2/3 (Shadow, strengthening)
Attuned gemstone (None)
2 curvy swords (None)
Illusionary cloth (Illusion)
Crystal pan (Illusion dust) (20%) (Illusion)
Glass orb (Inverted illusion, light, mana absorption, control)
2 Cristal phials (Mana potion) (Mana)
3 marked crystal Phials (6/6) (Mana potion) (Mana)
Crystal Teapot (Residue) (None)
Divice 'T' (Holy, Light, Mana, Shape specific indestructibility, Sleep.)
Divice 'L' (Holy, Light, Mana, Shape specific indestructibility, Sleep.)
Gold scrap (868 Lb) (None)
Angle sword (Holy, Light, Mana, Purification, Channeling, Summoning, Attunement)
Green Gemstone: A mysterious gem, the only recognizable node is a toggle switch, for on and off. (Special item)
Glasses: Help you see! (Being enchanted for 6 more turns)
2 Gold thimbles (none)
Handcannon shell: A shaped lump of iron, perfect for capsizing tiny boats. (Being enchanted for 1 more turn)
20 oz Black powder (Energy)
0.9 lb malt-o-magic (Life, Mana, Spacial warping)
2 ropes (none)
3 servings of bait (Being enchanted for 1 more turn)
Monster trap (Being enchanted for 2 More turns)
Water skin (Bubbling concoction) (85%) (Intoxication)
Properties
Gambling joint in Macguffin town: Slowly produces a stock of Divine energy for Evimeria, Slowly produces a stockpile of gold, has a 100 inventory capacity.
1 dedicated room, 1 free room, one stockpile room.
Broken down airship in Goddess road outskirts: Requires 1 chunk of magicite to be made operational.
1 engine room, 3 free rooms, 4 broken rooms, 1 sleeping quarters, 1 captains quarters, 1 locked treasure room
Wagon in goddess road outskirts: has one room and a 50 inventory capacity.
-39/50-
20? pounds of misty equipment (Illusion)
Illusion scale (Illusion, life)
Mirage shark Cartilage (Life, time, illusion)
Mirage Skin (Life, time, illusion)
Mirage shark Flesh (Life, time, illusion)
Mirage shark Fat (Strong Life, time, illusion)
Mirage shark Eyes (Life, time, illusion)
Mirage shark Brain (Life, time, illusion, control)
Obsidian totem (Mana drain, Sending)
Runic paper (Magical structure)
Runic ink (Magic)
Magical Metallurgy & you! (Book)
Big book of earth magic (Book)
Complete collection of necromantic magic books (Book)
Grimouire of poisoned magic (Book)
A big pile in your room holds all the crap you have been getting.
Steel knuckleduster (None)
Steel great stiletto (Being enchanted for 4 more turns)
Steel great chakram (Being enchanted for 4 more turns)
Gold dice (Control, Godly)
Tea paraphenalia
19 Crystal bottles of (Mana potion) (Mana)
81 empty Crystal bottles (None)
Massive pot of Brewing potion (Mana)
1 Crystal bottle of (Life potion) (Life, regeneration, healing)
Half pound of Magicite (Magic, Mana, energy, Fire, Mineral, Earth)