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[✗] [Alchemy] - [Warforging Rewrite]

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MonteGiant

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lil OOC bit: I'm rewriting this lore piece because, as the old lore stands, it was very contradictory in its use within redlines and is kind of just bad lore for something as simple as a literal aesthetic. In addition, I will be fitting in the post “Warforger's Paint” as well, so as to simplify the number of alchemy posts and keep this topic within one singular post. (Warforger’s paint is really good lore that I quite enjoy, nothing bad with it, I just think it can fit within this post.)

 

 

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Warforging stands as the alchemical method of creating specific concoctions to imbue metallic objects with the aesthetics of various elements. It was once assumed, by those who translated ancient accounts of these techniques, that a specific material was needed that could absorb these specially created Alchemicals. However, in recent years, it has been discovered by one particularly devoted alchemist that with special care and a few extra steps to the techniques, these oils can be applied to any metal.

 

Redlines:

  • Warforging does not give any combative advantage at all; in any circumstance, it is just aesthetic
  • 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 can create an amendment for this lore page.
  • The aesthetic changes from the Warforge oils apply to all materials, including ST materials as well.
    • ST Material weapons that are Warforged cannot, under any circumstances, obscure the identity of the metal. Such metals will have identifiable tells as per standard (Crimson veins of Azhl, Lunarite’s shine,  and Carbarum’s gem-like visage)
  • To learn Warforging techniques, one must have an accepted Alchemy application, as well as learn these concoctions from either someone who knows warforging, a book, or through experimentation.
  • All Warforging potions are Tier 2 and do not require an ST signature.
  • These alchemical concoctions are considered common knowledge (They are literally in every library, even if it was rare, it's common in this day and age.)

 「GEMFORGING」

Overview

A unique feat of alchemical prowess that provides jewelers and craftsmen with great accentuations to their craft, as well as merchants with a pretty object that serves for great bluffs; Gemforging is an additional step to Warforging that provides the ability to perform warforging on gems and have 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 lightning 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 them so that they become liquid and mix 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. Upon cooling of the mixture to room temperature, Clarity is added to the mix, turning the mixture into a clearer substance, and giving it less viscosity, for ease of application and fewer 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.
  • The Redlines of standard Warforging apply.
  • Gemforging potions are not ST signed.
  • 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 as well.
  • Specific items from ST events are, however, up to the discretion of the ST overseeing the /sreq if one wishes to Gemforge the item

「WARFORGER’S PAINT」

Origin/Backstory

Not too long ago, a Dwarven artist and alchemist used his combined knowledge of the creation of tattoos and the creation and usage of Warforging to create a mixture, an oil that could be used to imbue the effects of the Warforging into the skin. This knowledge, long hidden within his books, has finally reached the outside world.

 

Recipe

Base: Warforging Oil 1x


Water: Impediment 2x
Mundane: Slowness 2x
Mundane: Growth 1x

Mundane: Life 3x (optional)

 

Creation

To create the ink, one starts by heating the Warforging oil, stirring it to make sure the heat is applied evenly. After this, one first applies the Impediment and Slowness Symbols, keeping the stirring until the oily base has turned sluggish, after which they can add in the Growth Symbol. The Alchemist must then continue stirring to allow the oil to become a smooth consistency. When this happens, the Alchemist should add the Life Symbols to make sure the tattoo doesn’t fade. This isn’t required, but if this isn’t done, the tattoo will fade within [4] weeks.

 

Effects

The result of combining the additional ingredients with Warforging Oil will be an inky fluid that can be used to make tattoos. This oil, when injected into the skin, will give off the same effect as the original creations, though this effect will weaken over time if a specific step isn't taken during the crafting process, this step being the addition of the Life Symbols into the oil.

 

Redlines:

  • One potion can create a tattoo up to the size of a limb before running out and requiring the usage of another potion.
  • The tattoos that are a product of this craft cannot give any combative or mechanical advantages.
  • The tattoos, when giving off light (e.g., Lightforging, Lavaforging, or Stormforging), cannot create enough light to enhance the vision of an area.
  • When the Life Symbols aren’t added to the mixture, the tattoo will fade in [4] OOC weeks.
  • Only [2] effects can be applied to a person at a time.
  • Tattoos require OOC consent before they can be placed.
  • One can only craft a tattoo after learning of Warforging Potions IRPly.

「LAVAFORGING」

Lava-Oil

When the Lava-Forged Oil is applied to an item once, it takes on the visual appearance of hot, blazing metal as if it were freshly taken from a forge. It would carry a warm touch to it, though nothing extreme. Should it be applied twice, cracks would soon form on the metal, bearing a kinetic flow to it, as if rivers of molten metal flowed upon the blade. After the application of this oil upon an item, the item must be left to rest out under the blazing sun for [1] narrative hour, allowing its effects to appear upon the material's surface where the oils were applied. 

 

Lava-Tattoo

A tattoo crafted with this recipe will seem to be made of fire after applying it once, or like molten rock after applying it for a second time. They give off a slight bit of light, betraying one's location in pitch black darkness, but this doesn't allow the carrier to see in it. Lava Tattoos will also be slightly warm to the touch, though this isn't to extreme levels.

 

Recipe:

Base: Oil x1

 

Mundane: Impediment x4

Mundane: Lethargy x1

Fire: Heat x4

Mundane: Balance x2

「STARFORGING」

Star-Oil:

Should the Star-Forged oil be applied, the metal would soon take on the characteristics of the shifting, night sky, mimicking it, though not fully compared to the sights above. The item would soon become purple, with countless points 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. After the application of this oil upon an item, the item must be left to rest out under the night sky for [1] narrative hour, allowing its effects to appear upon the material's surface where the oils were applied. 

 

Star-Tattoo:

Star tattoos will take on the characteristics of the ever-shifting night sky, making it look like the skies above, though not accurately following the movements of the stars. The tattoo itself will either become near-black or deep purple with stars in a range of colours which move around and may even flicker out.

 

Recipe:

Base: Oil x1

 

Mundane: Swiftness x1 

Mundane: Endurance x2 

Mundane: Light x4

Mundane: Clarity x2 

 

「STORMFORGING」

Storm-Oil:

Should Storm-Forged oil be applied to an item, it bears little change to the surface of it, more so, creating thin and short arcs of ‘lightning’ that dance vehemently around the metal. On some occasions, the appearance of fog, resembling clouds, may surround the surface. After application of this oil upon an item, the item must be left to rest out within the storming skies for [1] narrative hour, allowing its effects to appear on where the oil is applied.

 

Storm-Tattoo:

A Storm tattoo will seemingly create a slightly shifting storm cloud on the skin of the carrier, sparks of lightning moving through the clouds. They will give off a little bit of light, which may betray the location of the carrier in extremely dark places, though they cannot help the carrier to see in the dark.

 

Recipe:

Base: Oil x1

 

Mundane: Life x2 

Air: Swiftness x1 

Mundane: Strength x2

Water: Peace x4

「ICEFORGING」

Ice-Oil:

Ice-Forged concoctions bear the strongest illusion 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 mist-like haze, along with a cool touch to it. After application of the oil upon an item, it must be left out to rest within a cold environment laden with snow, for [1] narrative hour, allowing its effects to only appear on the material’s surface.

 

Ice-Tattoo

These tattoos make the tattooed area look frozen over, and they may even feel cool to the touch, though not to extreme levels. The ice can take on a range of colours, ranging from nearly clear to deep blue or white, with the full range in between.  

 

Recipe:

Base: Oil x1

 

Mundane: Slowness x3

Mundane: Strength x2

Mundane: Connection x1

Mundane: Freezing x2

「LIGHTFORGING」

Light-Oil:

Light-Forged potions grant a glowing effect to an item, specifically the edge of the item that is applied with such an oil would glow more than its core. It would carry 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. Should the oil be applied to an item, it must be left to rest within a darkened room, the only light within being that of a nearby flame for [1] narrative hour to allow the effects to appear on the item.

 

Light-Tattoo:

These tattoos are the brightest of the available tattoos, creating a soft light from where the tattoo is applied, which looks like it comes from within the skin itself. They will give off a fair bit of light, which will betray the location of the carrier in extremely dark places, though it cannot help the carrier to see in the dark.

 

Recipe:

Base: Oil x1

 

Mundane: Light x3

Mundane: Purity x2

Mundane: Vigour x1

Mundane: Endurance x4

Optional: Dye x1

 

Redlines:

  • When applied to Lunarite, as it already has a clear shine, with such an application of oil, the material will now shine at all times, regardless of its presence in sunlight or in moonlight.
  • Upon being applied to significant lore metals like Carbarum, Thanhium, Boomsteel, Rokodra, Azhl, etc, the glow granted would simply be that of the color of the material.
    • This includes if painted with colorstone

「SHADOWFORGING」

Shadow-Oil:

An alchemist who was eager to invent and tinker found that although 'Warforging' had 'Lightforging', it did not have a counterpart to its form. Basing that every symbol had an opposite, they began tinkering with the way to deplete the light from an item, and although he did not succeed in depleting an item of all its light, near akin to a black hole. The alchemist created an oil that would warp the light around the metal, darkening the metal significantly and leaving a strange glowing aura around it, moving along with the metal. Upon application of the oil to an item, the item must be left to rest within a dark room without access to any lighting for [1] OOC day for it to retain its oil.

 

Recipe:
Base: Oil x1

Aether: Dark x3
Mundane: Purity x2
Mundane: Vigour x1
Mundane: Endurance x4
Optional: Dye x1

 

Redlines:

  • Upon being applied to significant lore metals like Carbarum, Thanhium, Boomsteel, Rokodra, Azhl, etc, the aura will be given a secondary color in trace amounts depending on the material at play (deep blue for Carbarum, red for Azhl, as examples).
    • Should these above materials be additionally painted with colorstone, the color of the paint would be merely shaded, whilst the aura would be the above secondary colors of the material.

Citation links:

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It wasn't able to be applied to Lunarite because per lunarite lore it cannot be affected by alchemical treatments.

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33 minutes ago, tasty_cheesecake said:

It wasn't able to be applied to Lunarite because per lunarite lore it cannot be affected by alchemical treatments.

 

See I thought of this, but my issue is this, or rather my reasoning. Lunarite by redlines, is only stated to be not affected/resistant to natural and artificial/alchemical rust and wear. seeing as these alchemical concoctions dont affect the item used in any weakening, say unlike fire oil which will warp the weapon (which i have and have seen been done before by many). so i mean i dont really see the issue fr in an aesthetic application on lunarite via alchemy. I mean lowkey it might even work better on it, but aye if LT wants me to change that, then its coo

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It’s pretty heat

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6 minutes ago, Metamancy said:

oh my god who formatted this it's so pretty

me

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6 hours ago, ihateyougiant said:

These alchemical concoctions are considered common knowledge (They are literally in every library, even if it was rare, it's common in this day and age.)

I don't think just bc its perceived widespread means it should be made common. If its rare, its rare knowledge; not everyone has to have it. 

 

Tbh tho alchemy "rarity" is a joke bc you can do to any library and learn every potion ever made 

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13 hours ago, PrimnyaQuorum said:

I don't think just bc its perceived widespread means it should be made common. If its rare, its rare knowledge; not everyone has to have it. 

 

Tbh tho alchemy "rarity" is a joke bc you can do to any library and learn every potion ever made 


That is what common knowledge means, if its widespread then it is not rare. also this, as like all alchemical potions, are not inherently known once you have a FA, you must be taught or learn it through some other means, or by experimentation you learn it. IMO, its like daemonsteel, technically its rare knowledge, but its too widespread to warrant that. Unless LT straight up just tell me it has to be rare for a fuckin aesthetic, this shit is common knowledge because it is common knowledge.

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"Dis es ah grudge..."

 

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Should not be common knowledge as that would literally make the existing books useless. As you said, it's in like every library so it gives you a reason to go and read the books and learn the recipes. By that logic, Auric oil should also be common knowledge as that information is incredibly widespread.

As for applying them to ST metals, it would be cool and as the redlines in specifically Lunarite state, it is specifically only with rusting and wear so this would not go against the redlines. Although, it would be kind of unfortunate because you'd lose a core component of Starsteel which is its ability be enchanted in place of mage-gold, glow super bright, and remove enchanters sickness (from an enchanted 1 ingot starsteel implement) especially if you're not a mage with resistance to such. Rule of cool tho so.

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7 minutes ago, Cheezboi9 said:

Should not be common knowledge as that would literally make the existing books useless. As you said, it's in like every library so it gives you a reason to go and read the books and learn the recipes.


Absolutely agree! I've Always perceived the "rare" mark on the warforging recipes to refer to the unique requirements of applying each of the oils, rather than the crafting recipe itself.
Having "rare" doesnt necessarily mean its hard to make, just means that there is some unique aspect that requires either written instruction or personal instruction that wouldn't be able to be discovered by the alchemist naturally during experimentation.
(for example, lightforging oil - I promise you no alchemist naturally thinks\ dark room+candles when testing the recipe)

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25 minutes ago, Cheezboi9 said:

Should not be common knowledge as that would literally make the existing books useless. As you said, it's in like every library so it gives you a reason to go and read the books and learn the recipes. By that logic, Auric oil should also be common knowledge as that information is incredibly widespread.

 

bro books for common recipes still exist, this wont render them inert in the slightest if you would read above, also auric oil is already common knowledge what you mean? As with all alchemy potions, you dont inherently know any potions unless you learn them, either from a teacher, a book, or in this instance since its common knowledge as with all common knowledge potions, through dutiful experimentation.

 

27 minutes ago, Cheezboi9 said:

As for applying them to ST metals, it would be cool and as the redlines in specifically Lunarite state, it is specifically only with rusting and wear so this would not go against the redlines. Although, it would be kind of unfortunate because you'd lose a core component of Starsteel which is its ability be enchanted in place of mage-gold, glow super bright, and remove enchanters sickness (from an enchanted 1 ingot starsteel implement) especially if you're not a mage with resistance to such. Rule of cool tho so.

 
This bit im even more confused about purely because it literally takes nothing away from starsteel. I dont know what you mean genuinely, this comment truly befuddles me.

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23 minutes ago, ArgentEra said:

Absolutely agree! I've Always perceived the "rare" mark on the warforging recipes to refer to the unique requirements of applying each of the oils, rather than the crafting recipe itself.
Having "rare" doesnt necessarily mean its hard to make, just means that there is some unique aspect that requires either written instruction or personal instruction that wouldn't be able to be discovered by the alchemist naturally during experimentation.
(for example, lightforging oil - I promise you no alchemist naturally thinks\ dark room+candles when testing the recipe)

 
Yeah, no one naturally thinks anything. . . That is why we have experimentation bro, its call trying shit out after a dutiful process to make stuff work. you can naturally experiment for anything.

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