Prof:Talismancy: Difference between revisions
From NFNC
No edit summary |
No edit summary |
||
Line 19: | Line 19: | ||
{{Ritual|Salvage{{ref}}| |
{{Ritual|Salvage{{ref}}| |
||
− | Break down an existing {{gloss| |
+ | Break down an existing {{gloss|magical item}} into valuable spare parts. Needs 1 {{gloss|participant}} per level of the item. Must be done at a {{gloss|portal}}. Requires a bead draw. White gives 25% of the value, Red 75%, black gives nothing and the {{gloss|leader}} takes a {{gloss|wound}} as the item explodes.}} |
|- |
|- |
||
|{{nowrap|Talismancy 2}} |
|{{nowrap|Talismancy 2}} |
||
| |
| |
||
{{Ritual|Artifice{{ref}}| |
{{Ritual|Artifice{{ref}}| |
||
− | Make and recharge a {{gloss|magic |
+ | Make and recharge a piece of {{gloss|magic equipment}} that replicates a single L1 or 2 profession or combat {{gloss|skill}} other than Talismancy. One {{gloss|participant}} must know the {{gloss|skill}} you are creating equipment for. The targets are an object to be empowered and at least one {{gloss|participant}} that is providing the skill. |
*L1 Item: 40 {{gloss|Ducatto}} to create, 32 to recharge. |
*L1 Item: 40 {{gloss|Ducatto}} to create, 32 to recharge. |
||
*L2 Item: 80 {{gloss|Ducatto}} to create, 64 to recharge.}} |
*L2 Item: 80 {{gloss|Ducatto}} to create, 64 to recharge.}} |
||
{{Ritual|Custom Job{{ref}}| |
{{Ritual|Custom Job{{ref}}| |
||
− | Each week you may make or recharge a single {{gloss|magic |
+ | Each week you may make or recharge a single piece of {{gloss|magic equipment}} that only works for yourself. This costs 0 {{gloss|Ducatto}} and otherwise works the same as ''Artifice''.}} |
|- |
|- |
||
|{{nowrap|Talismancy 3}} |
|{{nowrap|Talismancy 3}} |
||
Line 42: | Line 42: | ||
| |
| |
||
{{Ritual|Masterpiece {{ref}}| |
{{Ritual|Masterpiece {{ref}}| |
||
− | You may make and recharge a {{gloss|personal magical device}}. This costs no money to create or recharge, does not count as your one{{gloss|magic |
+ | You may make and recharge a {{gloss|personal magical device}}. This costs no money to create or recharge, does not count as your one piece of {{gloss|magic equipment}}, is permanently {{gloss|attuned}} to you and can replicate a single L1-3 {{gloss|skill}}.}} |
{{Ritual|Attunement| |
{{Ritual|Attunement| |
||
− | Perform this {{gloss|ritual}} with someone who knows the {{gloss|skill}} you want your {{gloss|personal device}} to copy. Your {{gloss|personal device}} now holds that {{gloss|skill}} for you. You may only update your device once a week.}} |
+ | Perform this {{gloss|ritual}} with someone who knows the {{gloss|skill}} you want your {{gloss|personal magical device}} to copy. Your {{gloss|personal magical device}} now holds that {{gloss|skill}} for you. You may only update your device once a week.}} |
|- |
|- |
||
|{{nowrap|Talismancy 5 {{locked}}}} |
|{{nowrap|Talismancy 5 {{locked}}}} |
||
| |
| |
||
{{Ability|Prototype{{ref}}| |
{{Ability|Prototype{{ref}}| |
||
− | Can attempt to create novel {{gloss|magic |
+ | Can attempt to create novel {{gloss|magic equipment}} or {{gloss|talismans}} with effects similar to known {{gloss|skills}} or entirely novel functions. Expense may vary.}} |
|} |
|} |
||
<noinclude>[[Category:Rules]][[Category:Skills]]</noinclude> |
<noinclude>[[Category:Rules]][[Category:Skills]]</noinclude> |
Revision as of 21:53, 1 October 2014
Faction Skill of the Hegemony
Skills marked with require a ref to use.
Skills marked with are currently unavailable and will require player action to be unlocked.
Profession Skills give you access to various support, investigation and enhancement abilities.
Your Faction gives you a discount on one of these skills.
A profession skill gives you access to all rituals and abilities described for that level of the skill.
Skill | Effect |
---|---|
Talismancy 1 |
Ritual - Petty Talismancy
Ritual - Salvage
|
Talismancy 2 |
Ritual - Artifice
Ritual - Custom Job
|
Talismancy 3 |
Ritual - Greater Talismancy
Ability - Efficiency
|
Talismancy 4 |
Ritual - Masterpiece
Ritual - Attunement
|
Talismancy 5 |
Ability - Prototype
|