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Alchemy and crafting
The alchemy table, disciplines, the scribe desk and the crafting arts.
Anyone makes common pills at the alchemy table; one alchemy discipline per colonist (Brewmeister, Crystalmancy or Demolitionist) opens the rest. The scribe desk writes technique scrolls of anything a ninja knows, except clan techniques.
Alchemy table
- Anyone can make the common pills and potions here.
- Each colonist aged 13+ can follow one alchemy discipline (button on the pawn). The first choice is free; changing it uses a Revamp Scroll.
- Brewmeister: brews for rage, courage, healing, energy and protection. Crystalmancy: crystals that heal or shield, and gem grenades. Demolitionist: all bombs, bigger batches, cluster bombs and land mines.
Crafting arts (passive)
- Alchemy arts and Artisan arts are passive perks: faster work, better yields, tougher bodies, and a chance to make items one quality level better (Cutting Corners, Alchemical Perfection, Mastercraft).
- Alchemy enhancement: what an alchemist knows is stamped on everything they make at the alchemy table. Bombs can hit harder, burn, daze, stun or ignore armour; drinks and pills can last longer or not be used up.
- Mad science: an alchemical companion animal, a body of energy, poison spit, paralysing strikes and more.
Scribe desk
- Write technique scrolls: pick a technique with the "Scroll to write" button. A ninja can write any technique they know, up to the rank they know it at, but never clan or bloodline techniques. Written scrolls can be sold.
- Seals and Revamp Scrolls can be made here too.
Bombs, oils and poisons
- Demolitionists can make more than twenty alchemical bombs: fire, shrapnel, lightning, freezing wind, blinding sand, sticky goo, spores and poison gas, up to the S-rank Apocalypse. Many leave everyone in the blast dazed, blinded, slowed or drained of chakra.
- Any alchemist can make coatings: oils and poisons rubbed onto the weapon in hand. A coating lasts a number of hits and takes no seal slot. Some oils only bite into animals, big foes, insects, machines or people; poisons build up toxins, cripple, confuse or frighten.
- Unguents: tough skin liniment, stop-bleeding ointment and vapours of easy breathing.
Alchemist's tricks
A passive tree with the rest of the archive's universal alchemy techniques: faster alchemy in steps (Fast Item Creation through Tireless Alchemist and Journeyman), Master Mixologist (brewing), Master Poisoner (drugs and poisons), Mineral Attunement (crystalmancy and mining yield), Herbalist's Eye (harvest yield), Cautious Handler (toxic resistance), Scald Ward, Watchful Eye, Duck and Weave, Bullfighter's Step, Low Blow, Precision Poisoning, Shrug It Off, Sixth Sense and Improved Sleight of Hand.
Alchana
Made by any alchemist at the alchemy table:
- Feather tokens: tree (a fully grown oak), campsite (a campfire and two bedrolls), tar and feathers (thrown: blinds and glues).
- Jumping spider scrolls (thrown): flame, frost and shock.
- Exploding spiders: flame, frost and shock traps, built from the Security tab.
- Create fire and create stone vials (thrown): a line of fire or a short stone wall.
Sunrod: leaves a floating light for a day.