You send the Skeletons and zombies over to open the door.
Upon it opening you hear a click and a foul odor wafts out, poisoning the zombies already rotting flesh, but otherwise rendering them no worse for wear.
You then go inside, having the zombies ram the cart though the door. It holds up nicely.
The poison seems to have come from a bellows attached to the door, controlled by a mechanism.
Nothing else of interest is in the room other than a patch of lighter colored floor.
Day 3. Encounter 2
49/100 Health points
7 Elbow grease (Used for performing actions)
5 Zombiepower (This determines how big your tank-castle can be and still move.)
0 Pontification points (Spend these during peacetime To develop new actions and learn new Spells)
11 Mana (Cast spells with this)
Level 3 Magic filled Catrat Rod equipped (Has a minor capacity for magic, which increases as you use it)
Under the effect of:
Re-dispel: Remove a negative effect, then recasts itself (Recast at 4) 1 Day
False target: Negative magical effects are drawn to a copy of yourself. 1 Day
You can choose how much energy you wish to put in a spell.
Splintered life: Animate dead plants using magic.
Raise Dead: Raise an Undead minion, requires (1X) corpses.
Sustain dead: Add days to a zombies sustenance.
Mutate: Attempt to warp a creatures flesh in any way you desire.
Melt Metal: Activate the Dwarven extruder, melting whatever you put in it.
Make Plate: Activate the Dwarven extruder, making a metal plate out of whatever metal you put in it.
Blood boil: Spend Health to gain mana.
Re-Dispel: Dispels a negative effect on the user, and recasts itself once for every point of mana used in the initial casting if the user is affected by another negative effect.
False Target: Creates an illusion of the user that draws negative effects onto it by sacrificing a small amount of your own health.
(Undead require one of three forms of sustenance to survive, Flesh fed zombies can last for long periods and survive crippling blows, but are unintelligent and weak, Blood fed zombies require a constant source of blood, stored either in an organic or mechanical container, and are faster and stronger than their flesh fed brethren, but a single blow to their blood container will render them inert. and the final food is magic, either from you, an object, or a soul, These zombies can be intelligent, strong, and hardy, they also last forever with a soul, but souls are a difficult resource to acquire.)
Gnome zombie, Sustained by flesh:
18 Health points
2 days of sustenance
1 Zombie power.
Covered in Poison
Dwarf zombie, Sustained by flesh:
22 Health points
3 days of sustenance
1 Zombie power
Level 1 Prehensile chest-and-back vine equipped
Covered in Poison
Big skeleton, sustained by magic:
10 Health points
94% Sustenance
1 zombie power
Covered in Poison
Blue eyed skeleton, sustained by magic:
17 Health points
95% Sustenance
1 zombie power
Covered in Poison
Short skeleton, sustained by magic:
12 Health points
94% Sustenance
1 zombie power
Level 1 Axe hammer equipped
Covered in Poison
Chunk of Gem
Shiny dust
1 plank of wood
Dented copper plate
Maneater Seed
5 small Human coin
Dwarven extruder
Satchel of food
Canteen
Stump seat
Homunculi
Circle of Life: Draw a circle where organic materials can be easily manipulated, requires material to make circle, 100% chance to learn.
Craft Cells: Create the most basic form of organic life, Requires Carbon, Water, and Sodium, 75% chance to learn.
Craft Tissue: Combine and align cells to form tissue, Requires Cells, 50% chance to learn, Prerequisite "Craft Cells"
Craft Organ: Combine several tissues to make an organ, Requires Tissues and Cells, 25% chance to learn, Prerequisite "Craft Cells" and "Craft Tissue"
False life: Use organic compounds to create a fake creature, Requires Carbon, Water, Sodium, Iron and Soil, 25% chance to learn, Prerequisite "Circle of life" and "Craft Cells"
Alchemical sigils for dummies
Crackpot Sigil I: Engrave a magical symbol on a solid container, objects placed inside will slowly melt into their liquid form. 100% chance to learn
Crackpot Sigil II: Engrave a magical symbol on a solid container, Objects placed inside will slowly melt into their pure chemical form. 75% chance to learn
Crackpot Sigil III: Engrave an incredibly powerful symbol on a solid container, Objects placed inside will melt into their pure atomic form. 50% chance to learn
Fusion Sigil: Draw a symbol on the ground, which will fuse the concept of two objects placed inside. 75% chance to learn
Separation Sigil: Draw a symbol on the ground, which will split an object into two objects of equal value. 75% chance to learn
Changing Sigil: Draw a symbol on the ground, which allows you to manipulate a solid lump of matter like clay. 50% chance to learn.
Golem creation, a step by step process
Craft Golem Core: Transform an object into a golem core, the material used affects the core's potential. 75% chance to learn.
Craft Golem: Transform a Statue of any material into a golem, The statue must already be in the intended shape, Requires Golem Core. 75% chance to learn.
Blood Rituals, and the creation of living weapons.
Blood circle: Use blood to create a circle that transforms blood poured onto it into ambient magic. 100% chance to learn
Deep quaff: Absorb ambient blood magic as Mana 50% chance to learn
Ritual of Bloodsteel: Transforms any metal object into a bloodsteel version of it, Bloodsteel objects generate life energy when used, healing the user. 50% chance to learn.
Ritual of Living Metal: Transforms any metal object into a Living metal version of it, these objects are sapient and retain memories of before their awakening. 50% chance to learn.
Ritual of Vlad's Offering: Temporarily makes a blood circle transform blood into Random objects of value equal to the blood sacrificed. 25% chance to learn, Prerequisite "Ritual of bloodsteel" and "Ritual of Living Metal"
Defense against the dark arts.
Re-Dispel: Dispels a negative effect on the user, and recasts itself once for every point of mana used in the initial casting if the user is affected by another negative effect. Learned
False Target: Creates an illusion of the user that draws negative effects onto it by sacrificing a small amount of your own health. Learned
Previve: Places a revive token on the user, when the user's health dips to 0, they are automatically revived with 1 point of health for every point of mana spent casting it. 5% chance to learn.
Anti-Aura: Prevents Auras of any kind from affecting the user, 25% chance to learn, Prerequisite "Re-Dispel"
Divination, finding what can be found
Detect object, Spoken: Attempts to divine the location of an object by speaking it's name. 100% chance to learn.
Detect object, Sigil: Creates a sigil which will point in the direction of an object placed on it. 50% chance to learn.
Detect object, Destroy: Sacrifice an object to a map, and the locations of every object like it will be marked on that map. 25% chance to learn.
Unnamed Book
Random Utterances: This incantation has no instructions, or description. 5% chance to learn.
Random Utterances: This incantation has no instructions, or description. 5% chance to learn.
Random Utterances: This incantation has no instructions, or description. 5% chance to learn.
The art of Sustained spells
Sustain spell: Allows any spell to be cast as a glowing orb, which will only activate normally on your command. 25% chance to learn.