You eat some Tasty Fruit, The sweet flavor invigorates you some.
Going to sleep, You are plagued by Horrible night terrors, The abject fear you feel is comparable to that of someone under the effects of a horrifyingly strong hallucinogen It feels like days of Screaming, robots, warped clouds, demons, undead and Clerics alike, Hellfire seems to rain up from the earth as everything falls into an endless abyss...
You awaken Screaming as loud as you can, feeling even more tired then when you went to sleep, But as you begrudgingly admit. The mad Dreamscape has left you with quite a bit to think about. +8 Pontification points. +10 Mana, +4 Elbow grease.
It seems Dublin had a similar effect. as there is a good deal of lighting striking as he shouts out curses involuntarily for a bit.
You fuse a bone and a seed, And get something familiar you just cannot place. Oh right, The dream. -2 Mana
This is the combination of one bone, and one red hot seed.
It will grow in 2 days time, given water, soil, and A supply of 1 Mana per day. A lack of Any of these extends the growing time to a week. 1 Mana is enough to sustain the growth of no less than 5 plants. 5 plants, 1 mana per day, 10 Plants, 2, and so on.
It grows into three bones with a seed at the tip of each.
The bones are filled with spicy pepper marrow.
if given a Week, along with all the proper care, it will produce 9 Fruit, Which while very spicy, are Delectable otherwise. and full of protein, calcium, and Vitamins A, C, and D.
Each of these fruit will in turn contain 1 Seed.
The seeds are extraordinarily Spicy, So handle with care.
This plant is wildly hated and loved by florists, due to it's duel purpose spores.
While beautiful, The dust that these plants Exude causes Horrific nightmares in those exposed. While it is a very short term effect, most are effected enough to be scarred from a single dose of the Plants hallucinogenic effects.
It's Popularity comes from the beautiful display however, created by the flowing spores, Many say it is akin to the northern lights, with it's beautiful and mesmerizing display, they consider a sighting to be a worthy risk.
These mundane fish scales are from the majestic Rainbow trout.
They fetch a fair price due to their beauty, and ease of crafting with.
When hit with raw mana, they exude a white Magic slime, which reeks of Copper. And also Exudes a ray of Magic which creates the sensation of running water on an object, These both intensify as mana applied increases.
You learn the make bar command. -1 Pontification Point.
You Name one turtle Shelder, and give the other one to Harkim as a familiar. That could be something to put on the list, Making familiars was never your shtick, since necromancy is kind of that, but better, although Familiars do have their use in amplifying a mages power, You never have sought out companionship though after your 10th birthday.
He seems to like the turtle somewhat, though it seems the turtle thoroughly despises him.
Wizard Zombie, and Brain slime are on their final day, Without flesh to consume, or a sustaining spell, They will soon become inert.
Fatmill has completed it's job, and you retrieve the bone dust from it.
"Hey, dublin, want to talk about it?""Fire, Death. Giants, and Dead Orcs everywhere. It was bad dream.He is physically disturbed.
Those are rocks, really strange looking ones, but rocks nonetheless.
Normal Story Goals
Get Obsidian wood []
Become Heiflam Daged's student (Profit?) []
Make Kickass Flying Superfortress (Use Arcane reactors to power antigravity crystals, Awe inspiring Horror of metal, Magic and Flesh.) (Badass Flying superfortress) []
Figure out what the hell Daged's Poem Means. (Unlock Track 1) []
Normal Story Blueprints
[]
Giant Death magic battery, made of bone and using the mana draining machine to draw death magic into it.
Made of bone for safe containment.
[]
Sunlight crystals to light up the parts of our cities away from the light.
For underground places or areas with lots of tall buildings.
Will mimic the day-night cycle, For healthy citizens.
[]
Sky illusions that replicate what the skies look like, To give the illusion of open space.
Good for psychological health.
[]
Create growing towers, Where you grow vegetables and various plant life in vertical towers fed artificial sunlight.
Allows for controlled growth.
Gives options for greater variety.
One floor deals in common fruit, Another in tropical etc.
More food over a larger surface area.
Good for isolated experiments on plants.
Can be safely sealed off and purged with fire if experiments go out of control.
[]
Energy reactors capable of powering entire cities such as our future capital superfortress.
Though if electricity is used then go nuclear, Safest source of clean energy there is apart from fusion power.
It would give radio-active material for experiments and weapons.
[]
Energy conduits capable of holding great amounts of power as well as separating it into lesser amounts of power.
Preferably something like a mixture of crystal dust and some kind of fluid mixture inside a cable or casing, Giving us conduits that glows when power surges through them.
Side Story Goals
Get back the Hammerhead Brothers' Heat Star []
Figure out who screwed with the Funnel []
Metaquest
Name 13 references made (9/13) (3 Free Spellbooks) []
Solve a Story section with a Sly Cooper-Esque Heist (Free Technique Book) []
Finish a boss fight with an overly cheesy one liner (no wait don't do that) You sicken me. [✔]
Refrain from Defeating a boss using something stupid. Wait, no stop giving them ideas. []
Day 6. Encounter 1
53/102 Health points
0 Elbow grease (Used for performing actions)
65 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)
5 Mana (Cast spells with this)
Level 5 Broken Magic filled Catrat Roserod equipped (Bonus skill "Grow fruit", Requires mana to use.)
Level 1 Shotgun Headache equipped (Looks cool, enhances headbutts.)
Level 1 Seasilver Gauntlets and Skystone Scythe (Scythe is weightless, Gauntlets resist and contain magics)
:Spells:
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.
Flame inhale: Stores 10 charges of fire within your stomach, which can be imbued with any other spell you know and breathed out as either a fireball or a gout of flame.
Detect object, Spoken: Attempts to divine the location of an object by speaking it's name.
Blood circle: Use blood to create a circle that transforms blood poured onto it into ambient magic. 100% 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.
Craft Golem Core: Transform an object into a golem core, the material used affects the core's potential.
Craft Golem: Transform a Statue of any material into a golem, The statue must already be in the intended shape, Requires Golem Core.
Crackpot Sigil I: Engrave a magical symbol on a solid container, objects placed inside will slowly melt into their liquid form.
Changing Sigil: Draw a symbol on the ground, which allows you to manipulate a solid lump of matter like clay.
Circle of Life: Draw a circle where organic materials can be easily manipulated, requires material to make circle.
Deep quaff: Absorb ambient blood magic as Mana.
Fusion Sigil: Draw a symbol on the ground, which will fuse the concept of two objects placed inside.
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.
Craft scroll: Creates an identification scroll.
Self Proclaim: Causes a voice to announce your good and evil deeds of note.
Craft Cells: Create the most basic form of organic life, Requires Carbon, Water, and Sodium.
Crackpot Sigil III: Engrave an incredibly powerful symbol on a solid container, Objects placed inside will melt into their pure atomic form.
Sustain spell: Allows any spell to be cast as a glowing orb, which will only activate normally on your command.
Rejuvinate: Restores damaged and dead cells using necromancy. Harms living things based on how much of their health is missing.
Purify: Activates the dwarven extruder, Crafting an object from Material inside, turns Ores into Lumps, and removes impurities from objects placed inside.
Near Death: Forces a refined Lance of black Magic through the Target, This spell is incapable of killing. Only weakening.
Engrave Runes: Activates the dwarven extruder, engraving runes of a spell onto an object inside.
Salvage: Activates the dwarven extruder, Crafting an object from Material inside.
Craft Basic Shape: Activates the dwarven extruder, Crafting an object from Material inside.
Craft Bar: Activates the dwarven extruder, Crafting an object from Material inside.
:Strategies:
Using strategies consumes Pontification Points, but practicing them stimulates the mind a great deal, returning and potentially increasing investments the next day.
Reinforce: Call minions out of and into reserve, giving them bonuses during battle, 1 PP for a day of use, Increases PP regen.
(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, wizard and dwarf zombies, Sustained by flesh/magic:
17 Total Health points
2 days of sustenance (Dwarf gnome)
1 days of sustenance (wizard)
5 Zombie power
Level 1 Prehensile chest-and-back vine equipped (Dwarf)
Covered in Poison (Gnome Dwarf)
Level 1 wizard hat equipped (Wizard)
Level 1 wizard robe equipped (wizard)
Skeleton duo, sustained by magic:
72 Total Health points
193 Total Sustenance
2 zombie power
Covered in Poison
Wizard butler, Sustained by magic:
45 Health points
Feasibly unlimited sustenance
3 Zombie power
Level 1 Sturdy Stave equipped
Wolf zombie pack (3), Sustained by flesh:
72 Total Health points
2 days of sustenance
8 zombie power
Bandit zombies (3), sustained by flesh:
38 Total Health points
2 days of sustenance
3 zombie power
Fingernails, Inert
Criminal skeletons,(9) Sustained by magic:
72 Total Health points
801 Total Sustenance
12 zombie power
7 Level 2 Glass cannons equipped.
Ghastly Quote: Nevermore
110 Health
Golem core is functioning at 100%
1 Zombie power
Internal mana storage at 100% capacity, and 12% density.
Level 1 Mechanical Gun equipped (Fires Mundane pellets at superspeed towards targets using an Electrical battery.)
Luggage, Sustained by magic:
90 Total Health points
84% Sustenance
2 zombie power
Giant skeleton Sustained by magic:
110 Total Health points
100% Sustenance
3 zombie power
Fire Skeleton Sustained by magic:
100% Sustenance.
10 zombie power
Bone Cloud Inert:
0% Sustenance
Toxic
Fat Zombies (2), sustained by flesh:
602 Total Health points
10 days of sustenance
2 zombie power
Muscle engine Mark 1, sustained by flesh:
100 Heath points
2 Days of sustenance
12 zombie power
Fatmill, sustained by flesh:
300 Health points
10 Days of sustenance
1 zombie power
Brain slime, sustained by flesh:
8 Health points
1 days of sustenance
0 Zombie power
Blood cattle
35/100 Health
0/1 Mana
Level 1 Facemask equipped (Looks scavengy)
Level 1 Inert Blood Nails equipped (Refer to fingernails in "Undead")
Pile of Bone dust
Scroll about Shimmering scale.
March Lich Seed.
Scroll about March Lich Seed
Scroll about Skeel
Shelder the turtle.
Fish Skeleton
Turtle shell
Shimmering scales
7 Fuming Lilypads
40 Pounds of Rich soil.
1 Corpse, missing brain and eyes.
Skeel Bar
Swollen muscle
Scroll about Mechanisms
19 Silver Bars
4 Steel Bars
10 Copper Bars
3 Iron bars
1 Gold Half-Bar
100 Pounds of Muscle
900 Pounds of Fat
1 Warped Skeleton
Assorted organs
Sheet of torn skin
4 Mechanical components
Burnt clump of flesh and bone. (94 Lb)
Scroll about Robot
Lightly rusted steel box
Tin Soup ladle
Scroll about Miracle Serum
Research notes; Heiflam Daged Necromantic Spells.
Scroll about Necromancer's grave.
Treasure Chest
600 Pounds of flesh
24 Bones
Scroll about Glass Cannons
Scroll about Dwarven Extruder
Scroll about Skeleton Spell
Scroll about Fenrir's Core
8 Identification scrolls.
Goop covered bone
Core of Fenrir
Jug of ink, 80% full
4 Wooden panels
400 Sheets of paper
9 Charcoal sticks
1 Charcoal stick 99% left.
Burlap sheet (Slight damage)
Red and white flower
Scroll about Death melon
3 Tombstones
7 Corpses
8 Skeletons
Mantis blade
20 berries
4 Red hot seeds
Giant gourd
Tarp
3 filled bodybags
6 Scarred green bones
9 Purple gems
Shiny dust
1 plank of wood
Flawless Copper plate
Zigzerro Seed
3 Wolf corpses
2 druid's teeth
8 tasty fruit
1 Sturdy Stick
1 Juice filled Clay Jar
1 Oasis Water Filled Clay Jar, 98% full
4 Crackpot Silver bowls
1 Crackpot Silver bowl Filled with Bone Plates, 100% full
1 Crackpot Silver bowl Filled with Sustained Flame Inhale, 100% full
Enchanted Metal Tube
Alchemical recipe for "Caliber"
9 Treasure Chests.
8 High quality Statues
135 Metal pellets
1 Jar of Miracle Serum, 97% full
4 Mechanical Guns
1 Battery
1 Robot
Scythe & Gauntlets
Sustained Spell, Sustained Spell
Sustained Spell, Unknown
3 Phoenix melon seeds
Reinforced juicer
Fabulous bed
Brawler's Blaster
Map of Eadlestein
King's permission
3 large human coin
390 small Human coins
Dwarven extruder
Canteen
Stump seat
7 Glass cannons
Homunculi
Circle of Life: Draw a circle where organic materials can be easily manipulated, requires material to make circle, Learned.
Craft Cells: Create the most basic form of organic life, Requires Carbon, Water, and Sodium, Learned
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. Learned
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. Learned
Fusion Sigil: Draw a symbol on the ground, which will fuse the concept of two objects placed inside. Learned.
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. Learned
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. Learned.
Craft Golem: Transform a Statue of any material into a golem, The statue must already be in the intended shape, Requires Golem Core. Learned.
Craft Secondary Core: Create a golem core designed to serve as a backup when a golems main core is damaged. 50% Chance to learn.
Empower golem: alter a golems magical structure so it cannot cease function unless its core is rendered inert. 50% Chance to learn.
Edit Core: Alter a golem core more precisely, in order to give it specific, or altered purposes. 35% 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. learned
Deep quaff: Absorb ambient blood magic as Mana. Learned
Ritual of Bloodsteel: Transforms any metal object into a bloodsteel version of it, Bloodsteel objects generate life energy when used, healing the user. Learned
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. Learned
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. Learned
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. Learned.
The Dragon turtle's flame, a Dimensional guide to the elements part I
Flame inhale: Stores 10 charges of fire within your stomach, which can be imbued with any other spell you know and breathed out as either a fireball or a gout of flame. Learned.
Immunity Flame: Learn sheer control over your fire, it will only hurt what you will it to, even if spell infused. 25% chance to learn.
Magma Gulp: Store a globule of molten lava in your stomach to hawk up later, Can be imbued with any other spell you know, Requires swallowing a meltable object. 50% chance to learn
Dwarven extruder scroll
Melt Metal: Activates the dwarven extruder, Melting whatever you put into it. Learned
Craft Sword: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Dagger: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Tetrinominode: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Gauntlet: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Crown: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Hilt: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Attach Hilt: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Melt Delicate: Activates the dwarven extruder, Melting sensitive objects placed inside 100% chance to learn
Melt Non-metal (Only works on meltable non metals such as glass): Activates the dwarven extruder, Melting an object placed inside. 100% chance to learn
Apply Leaf: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Nail: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Screw: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Pipe: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Bolt: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Valve: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Container Cap: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Mace: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Hammer: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Crossbow Bolt: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Metal Bow: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Wire: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Chain: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Split Alloy: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Purify: Activates the dwarven extruder, Crafting an object from Material inside. Learned.
Salvage: Activates the dwarven extruder, Crafting an object from Material inside. Learned.
Craft Bar: Activates the dwarven extruder, Crafting an object from Material inside. Learned.
Craft Rod: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Basic Shape: Activates the dwarven extruder, Crafting an object from Material inside. Learned.
Craft Shield: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Platemail Chest: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Platemail Greaves: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Platemail leggings: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Craft Chainmail Sheet: Activates the dwarven extruder, Crafting an object from Material inside. 100% chance to learn
Engrave Runes: Activates the dwarven extruder, engraving runes of a spell onto an object inside. Learned.
Heiflam Daged's Necromantic Notes
True Resurrection (Heiflam Daged): Brings life to a corpse, Restoring their body, mind and spirit to the land of the living, Requires 1 Corpse, 1 Willing Soul, and 12 Pounds of fresh soil. 50% chance to learn
True Ressurection (Valeric Nerkun): Develop a Spell of your own, to bring life to dead things. Reagents of your choosing, Your Preferred Ritual, It's all up to you. Every Necromancer needs his own style of this spell. 25% chance to learn.
Advanced Raise Dead: Allows one to Carefully and meticulously only raise the necessary parts of a minion, Reducing Mana cost, but increasing failure chance, passively Increases Resurrection precision, allowing for specific Blueprints in a minion, and resurrection of organs. 90% chance to learn.
Black Wager: Summons a minion of death to the plane of the living, who will attack whoever is closest to death Stronger minions increase the risk, and the damage, Specify mana spent when casting. 10% chance to learn.
Call spirit: Attempts to request the presence of a soul from the afterlife. They may have demands of their own, or Pursuers to prevent their escape from a plane of torment. 25% chance to learn
Near Death: Forces a refined Lance of black Magic through the Target, This spell is incapable of killing. Only weakening. Learned.
Death Infusion: Enchants an object with death magic. Which will confer appropriate bonuses. Shields and armor will absorb death magic, Swords and spears will expend it. Ranged weapons will fire it in place of Ammunition, or Infuse Ammunition present. Tools will kill what they harvest. 50% chance to learn
Detect Bones: Causes Bones to emit a Powerful light, sound and odor when near the user of the spell, making finding them a breeze. 100% chance to learn