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[✓] [Rewrite - Alchemy] [War-Forging]


ronin_champloo
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The purpose of this rewrite was following how Warforging was not used at all because it was exclusive to normal, open materials. Hopefully with this, there'll be some actual use of it -- and people will spread the recipe.

 

I will not be grand-fathering myself, or anyone in a playerbase that I currently reside in, rather I'd like for the individual Warforging Recipes to be 'grandfathered' to the Dwarven Playerbase -- one for each clan. Should they have no Alchemists in their Clan, I'd request that the 'grandfather' is via an old book of their recipe.

 

It saddens me to see something that the Dwarven Playerbase had originally created, yet so few of them bear the actual recipe for it.

 

Ice-Forging is to be given to the Frostbeards.

Storm-Forging for the Irehearts.

Lava-Forging is to be given to the Grandaxes. (Even though they didn't get anything in the lore.)

Star-Forging is to be given to the Starbreakers.

Light-Forging is to be given to Ironguts.

 

WARFORGING

Warforging stands as the alchemical method of creating specific concoctions to imbue metallic objects with the aesthetics of various elements. It was developed by the Dwarves of Eld many a century ago, with the primary intent of decorating their creations with something to showcase the heritage of their clan. The art is protected, with very few cases of it slipping out of the hands of Dwarves for centuries. It had once become a forgotten art, but some decades ago a dwarf by the name of Dormin had written detailed accounts of the ancient art, which had traveled through the hands of select dwarves for some time after.

 

It was once assumed, by those who translated ancient accounts of these techniques, that a specific material was needed which could absorb these specially created Alchemicals. However, in recent years it has been discovered by one particularly devoted Doomforged that with special care, and a few extra steps to the techniques, these oils can be applied to almost any metal.

 

The only exceptions, found through quite expensive bouts of experimentation were Carbarum, Azhl, Thanhium, and Lunarite. It would seem that the already extreme visual appearances, durability or strange conditions of these metals did not allow for the oils to create desirable effects upon them.

 

- Warforging does not give any combative advantage at all, in any circumstance.

- The process of applying the oil can be applied to existing items via re-heating and applying.

- Should there be an aesthetic not seen yet, you are able to create a MArt of the rare recipe.

- While the change is the same for all Open Materials, ST-Locked Metals have a different effect on them. They will be mentioned below.

- To learn Warforging techniques, one must have an accepted Alchemy application, as well as be taught by someone who knows Warforging already.

- All Warforging potions are Tier 2, and do not require an ST signature.

- They are all considered rare potions and require being taught IRP.

________________________________________________________________

 

LAVAFORGING

When the Lava-Forged Oil is applied to the metal once, it takes upon the visual appearance of hot, blazing metal as if it were freshly taken from a forge. It carries a warm touch to it, though nothing extreme. Should it be applied twice, cracks soon would form on the metal – bearing a kinetic flow to it, as if rivers of molten metal flowed upon the blade.

 

Recipe:

Base: Oilx1

 

Mundane: Impediment x4

Mundane: Lethargy x1

Fire: Heat x4

Mundane: Balance x2

 

- This cannot be applied to Thanhium, Ironwood, Lunarite or Rokodra.

- This can be applied to Azhl, Carbarum, Lunarite, and Boomsteel. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, and Lunarite’s ability to glow. The application of the oil cannot obscure the identity of the metal.

- The item must be let to rest in the sun for [1] narrative hour, allowing its effects to only appear on the material's surface.

 

STARFORGING

Should the Star-Forged oil be applied once, the metal soon takes on the characteristics of the shifting, night sky – mimicking it, though not fully comparing to the sights above. The metal soon becomes purple, with countless parks of light – akin to stars – held within it. Some may move, twinkle or even fade out in time with lights anew replacing them in white, yellow, and red colours of the treated metal.

 

Recipe:

Base: Oilx1

 

Mundane: Swiftness x1 

Mundane: Endurance x2 

Mundane: Light x4

Mundane: Clarity x2 

 

- This cannot be applied to Ironwood.

- This can be applied to Azhl, Carbarum, Lunarite, Thanhium and Boomsteel. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, Lunarite’s ability to glow, and Thanhium’s misty frost still lingers around the metal. The application of the oil cannot obscure the identity of the metal.

- The item must be let to rest out in the night, where no clouds cover the sky, for [1] narrative hour, allowing its effects to only appear on the material's surface.

 

STORMFORGING

Should Storm-Forged oil be applied to a metal, it bares little change to the surface of it – more so creating thin, short arcs of ‘lightning’ that dance vehemently around the metal. On some occasions, the appearance of fog, resembling clouds, may surround the surface.

 

Recipe:

Base: Oilx1

 

Mundane: Life x2 

Air: Swiftness x1 

Mundane: Strength x2

Water: Peace x4

 

- This cannot be applied to Thanhium, Lunarite or Ironwood.

- This can be applied to Azhl, Carbarum, Lunarite, and Boomsteel. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, and Lunarite’s ability to glow. The application of the oil cannot obscure the identity of the metal.

- The item must be let to rest out in the rain, amidst storms and thunder, for [1] narrative hour, allowing its effects to only appear on the material's surface.

 

ICEFORGING

Ice-Forged concoctions bear the strongest illusion as when applied, the metal appears as if it has been thickly iced over. This is not translucent and takes on the colour of the metal that it was applied to. The item will bear a frosted-over aesthetic to it, as well as give off a rather gentle haze – along with a cool touch to it. 

 

Recipe:

Base: Oilx1

 

Mundane: Slowness x3

Mundane: Strength x2

Mundane: Connection x1

Mundane: Freezing x2

 

- This cannot be applied to Boomsteel, Lunarite or Ironwood.

- This can be applied to Azhl, Carbarum, Lunarite, and Thanhium. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, Lunarite’s ability to glow, and Thanhium’s misty frost still lingers around the metal. The application of the oil cannot obscure the identity of the metal.

- The item must be let to rest out in the snow, in a cold environment, for [1] narrative hour, allowing its effects to only appear on the material's surface.

 

LIGHTFORGING

Light-Forged potions grant a glowing effect to an item, with the edges being brighter than the others – showcasing that it isn’t perfectly even. It carried a slight light-catching tint to it as if various gems were woven within the outer layer of the metal, hidden amidst the glowing hue.

 

Recipe:

Base: Oilx1

 

Mundane: Light x3

Mundane: Purity x2

Mundane: Vigour x1

Mundane: Endurance x4

Optional: Dyex1

 

- This cannot be applied to Ironwood, Lunarite or Rokodra.

- This can be applied to Azhl, Carbarum, Lunarite, Boomsteel and Thanhium. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, Lunarite’s ability to glow, and Thanhium’s misty frost still lingers around the metal. The application of the oil cannot obscure the identity of the metal.

- The item must be let to rest out in a dark room, only granted light by nearby flames, for [1] narrative hour, allowing its effects to only appear on the material's surface.

 
 

SHADOWFORGING

A human alchemist who was eager to invent and tinker found that although 'Warforging' had 'Lightforging' it did not have a counterpart. Basing that every symbol had an opposite, he started tinkering the way to deplete the light of a metal, and although he did not succeed in depleting a metal from any and all light, he made an oil that warped the light around the metal, darkening the metal and leaving an orange-ish aura around it. This aura moved as the metal did, the oily concoction being first made in Aevos.

 

Recipe
Base: Oil 1x

Aether: Dark 3x
Mundane: Purity 2x
Mundane: Vigour 1x
Mundane: Endurance 4x
Optional: Dye 1x

Creation
T
o create the concoction the alchemist shall heat up the oil and immediately add the [Aether] Dark symbols, then mix thoroughly. Once the solution visibly darkens, the alchemist should add all three mundane symbols into the batch, the mixture starting to darken objects around it as if they were under a heavy shadow. During this stage, the mixture would start to release a few orange sparks, in which, if the alchemist prefers, can then add the dye into the mix and stir to finalize the concoction.

Effects

Applying this concoction/oil into a metallic weapon/armor will darken the area significantly, although not make it completely black. Light will wrap around its borders to make a small streak akin to an 'aura' surrounding the area (able to be dyed). Much like its counterpart 'Lightforging', the shadows are not perfectly even, the center of the sword being darker. This aura grows brighter the closer it is to the edges. This is purely aesthetic, and grants no advantage.
 

 

-This Cannot be applied to Ironwood or Lunarite.
-This can be applied to all other metals, they would retain their original color, although darkened as if in a deep shadow.
- Upon being applied to significant lore metals like Carabrum, Thanhium, Boomsteel, Rokodra & Azhl, the aura will be given a secondary color in trace amounts depending on the material at play (deep blue for Carabrum, red for Azhl as examples).
-This can NOT make invisible items, nor can darken already dark items past what it would under a shadow.
-This cannot be used for CRP advantage, the weapon will always be visible to others.
-
This item would give off an aura, akin to the light warped off a black hole.

-The item must be left to rest in a dark room, without any lightning whatsoever for [1] OOC day for it to retain the dark properties.
-This potion is T2 and is considered ‘rare’ knowledge.

-This potion does NOT require ST signing.

 

________________________________________________________________

 

GEMFORGING

       A unique feat of alchemical prowess that provides dwarven crafters and gemcutters great accentuations to their craft, as well as dwarven merchants a pretty object that serves for great bluffs; Gemforging is an additional step to Warforging that provides the ability to do warforging on gems and having the effects permeate the gems. In contrast to metallic Warforging, Gemforging gives the appearance of the gem at hand being permeated by the Warforging applied to it. A sapphire Gemforged and then Lavaforged twice allows for molten magma to seemingly flow within the gem, or a ruby Gemforged and then Stormforged will have lighting crackle within the red gem in heat-lighting formations.

 

 

Recipe:

Base: Oilx1

 

Mundane: Connection x4

Mundane: Balancex2

Mundane: Clarityx1

 

Method:

       The extra step of Gemforging must be done after all steps of the soon-to-be-applied Warforging are done. As the oil sits in whichever mixing container, one must add lard to the mix. The two materials then need to be set on a flame to heat it so that it becomes liquid and mixes naturally. With the ingredient of Connection sufficiently extracted and prepared, one may begin mixing the four measures into the liquid. With lard and oil being a thick substance, this must be thoroughly mixed, so that the Connection element of the oil may be mixed enough for the warforging to affect all of the gem. Once homogenous, the lard will agglomerate and pulse along with any other effects the Warforging already has such as arcs of lightning or molten rock, seemingly of a mind of its own, despite still being liquid. Next comes the introduction of Balance, which is put in by two measures, and once mixed, the lard and oil’s pulsing ceases, and one may stop heating. At the cooling of the mixture to room temperature, Clarity is added to the mix, turning the mixture into a more clear substance, and giving it less viscosity, for ease of application and less globules of material on the gemstone. One now has Gemforged oil, whichever base Warforging that was used is now able to be applied to a gemstone of the alchemist’s choice. 

 

Redlines:

  • Gemforging does not have to be reapplied until after the covering Warforging wears off.
  • Gemforging is an aesthetic alchemical method and is considered rare in RP. One must learn this recipe IRP.
  • Items that are Gemforged do not require ST signature.
  • Warforged does not seep into the crystalline material, but it visually appears to do so.
  • All of the redlines of Warforging.
  • Cracking open gems with this alchemy property does nothing volatile, but rather curiously only displays the fascinating view on the unbroken side-if split in half and viewed from the cleave, the alchemical oils are not spread on that surface and do not display the effect.
  • This only applies to crystalline materials such as semi-precious and precious gemstones.
  • Crystalline materials (not those metals of crystalline grain structure such as iron and steel) like anorum, refined anorum, and quartz work with this technique well.
  • Gemforging does not work with ST materials, both noded, and open. Specific items from ST events that don't fall under these categories are up to the discretion of the ST overseeing the /sreq if one wishes to Gemforge the item.



     

CHANGELOG:

Spoiler

24/02/2024:
'Shadowforging' added as a base potion

 

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that was fast, very well written and easier to read than previous post. 

 

EDIT: contradiction in storm forging, says thanhium is incompatible but offers an example of it later in redlines

 

overall dont mind making aesthetic changes to st materials since its just more diverse flavor

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It's more concise than the prior rewrite, but being able to warforge lunarite and other 'rare' st material is too much. Kind of defeats the purpose.

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3 minutes ago, Luciloo said:

It's more concise than the prior rewrite, but being able to warforge lunarite and other 'rare' st material is too much. Kind of defeats the purpose.

 

I thought the purpose was that it was to apply aesthetics onto metals? Regardless, following the acceptance of the prior write, I have not seen it used -- barring a few people -- that much, which is why I wrote this.

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poopforging

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I was upset when i heard that spoonz the evil st rewrote it but mi think its good. 

Edited by Tabby64
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got bored so I opened this post and realized, ah yes stormforging redlines go brr
this cannoy be applied to lunarite, this can be applied to lunarite. 
 

- This cannot be applied to Thanhium, Lunarite or Ironwood.

- This can be applied to Azhl, Carbarum, Lunarite, and Boomsteel. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, and Lunarite’s ability to glow.

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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