Materials are what give your creations their special properties. Not everything you make will necessarily
need special materials but they do offer useful benefits.
The list of available materials can be found on the
Materials page. Keep in mind that material costs and availability can vary by tier and location.
Permission must be obtained before obtaining tier 5 materials and part of this process also involves a quest of sorts. Your sector mod will give you a prompt and you will be required to write one or more threads to obtain the material. Multiple people can participate in the same thread. Each participants that pays the fee is entitled to recieve the material.
Tier 6 materials only come from modded threads or events.
Crafter I can work on materials up to T3. Masterwork can work on materials up to T5. Legendary can work on materials up to T6.
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Crafting Slots |
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The process of crafting is fairly straightforward. If all involved materials are at the T4 level or under, you can craft items instantly outside of battle as often as you can afford. Otherwise, you gain 6 crafting slots when you obtain Crafter, 6 more for Masterwork, and 12 more for Legendary.
Each T5 material you use consumes 1 slot and each T6 material you use consumes 3 slots. This puts a practical limit as to how many items can be crafted. You regenerate all your slots on a seasonal basis.
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Armor and Weaponry |
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Armor and Weaponry can be constructed using up to 3 different materials and their corresponding effects. Only one of these can be used to grant additional durability, and if you're using a material for its durability you lose out on any other effects it may have.
. You can use two of the same material in order to use both effects. Keep in mind that Weaponeer makes your weapons indestructable, so you wouldn't need to use a material for durability.
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Repairs |
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Damage to your equipment persists after battles end. Some organizations may offer free repairs at times, but more often than not you'll be required to pay to have your things repaired. The repair cost is 25% of the material cost of the item in question. This can be pricey, but it is much cheaper than making a new item from scratch and you don't need to quest for the materials again.
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Tech Items |
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A fairly broad category, and for this reason this section is largely a WIP. These can range from barriers, to explosives, to ship upgrades.
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Spellcraft |
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Spellcraft requires the Mystic Skill, which is an exceedingly rare study in-universe. The process consists of applying glyphics to something – typically paper, skin, weapons, etc. Glyphics are instructions for a spell. They specify exactly what the Condensed Ki is supposed to do. Instructions have to be very specific, and for this reason not all spells are a good candidate for spellcraft. For example, something like ‘creates a fireball from the Elemancy Skill and casts it with High reserves in a straight line’ is nice and simple.
Players may only create spellcraft from magic skills they possess. Spellcraft made from Major Skills cannot be used by those who do not have said Major Skill.
It is free to create glyphics, but charging the spells will still require you to fill it with Refuelers (see Items).
If you are not a mystic and want to use spellcraft, you must work with a player character mystic. They will help you do the initial spellwork and you will also need them every time you want to refuel it. Players are able to charge fees if they wish to.
Note: As ADBZ6 is new and there are many abilities, it is not feasible to list out everything that is or is not allowed. If you have an idea, feel free to ask if it’s viable. ALL spellcraft must have approval from the lead admin or be chosen from a list of preapproved concepts.
Banned Spellwork Concepts:
Teleportation – teleporting needs an innate knowledge of where you at the time of casting are and where you are trying to go. It is impossible to put this information into glyphics.
Necromancy – creating an undead and issuing commands is far too complex to put into glyphics.
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Arcane Forging |
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Arcane Forging is an upgrade to Mystic and comes with a handful of abilities that affects Spellcraft. This information is listed here for the sake of convenience, but will eventually be moved to a more appropriate area.
Well of Power - Arcane forgers can connect their glyphics to a central well of energy that is filled with refuelers. This allows their Spellcraft to draw from the power source as needed, without needing to charge spells in advance. This service cannot be sold, as it takes very special care and knowledge to keep the Well stable.
Instant Casting – You may activate your spellcraft instantly. This effectively allows you to cast a spell every turn without taking up an action.
Power Within – Allows you to power spellcraft using your own energy reserves. Only works for skills you know.
Power Without – Arcane forgers can dedicate time to studying other branches of magic. This allows them to create spellcraft for skills they haven’t purchased with experience. The process entails dedicating a season of research towards the skill in question. Must be conducted in a magical sector. Doesn’t bypass race and org requirements. May not be used on Major Skills.
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