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Ingredients and Materials: Difference between revisions

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There are three main types of ingredients and materials in the game:
There are three main types of ingredients and materials in the game:

:*'''Raw''' ingredients and materials, which can be gathered in the wild in play via the [[Foraging]] and [[Gathering]] skills.
:*'''Finished''' ingredients and materials, which may be created in game through [[Alchemy]] and the various crafting skills.
:* '''Raw''' ingredients and materials, which can be gathered in the wild in play via the [[Foraging]] and [[Gathering]] skills.
:*'''Passive''' ingredients and materials, which may be created in game or produced as a '''byproduct''' of other processes.
:* '''Finished''' ingredients and materials, which may be created in game through [[Alchemy]] and the various crafting skills.
:* '''Passive''' ingredients and materials, which may be created in game.


All ingredients and materials can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.
All ingredients and materials can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.


{| class="wikitable" id="Rarity" style="background-color: #ECE2FF"
{| class="wikitable" style="background-color: #ECE2FF"
|-
|-
| '''Rarity'''
| '''Rarity'''


A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity:
A resource's rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity:


:*Very Common (VC)
:* Very Common (VC)
:*Common (C)
:* Common (C)
:*Uncommon (U)
:* Uncommon (U)
:*Rare (R)
:* Rare (R)


Rarity reflects how easy it is to find in the game, and should roughly indicate value.
Rarity reflects how easy it is to find in the game, and should roughly indicate value.
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====Alchemical Traits====
====Alchemical Traits====


Alchemy ingredients have three mystical alchemical traits: one '''primary''', one '''secondary''' and one '''tertiary'''.
Alchemy ingredients have three mystical alchemical traits: one '''primary''', one '''secondary''' and one '''tertiary'''.


Traits including the spheres of magic, mystical aspects and other properties. These traits will suggest how best to use the ingredient in brewing and research.
Traits include the spheres of magic, mystical aspects and other properties. These traits will suggest how best to use the ingredient in brewing and research.


:'''Examples'''
:'''Example'''
:A herb might have the traits “corporeal/healing, “anti-hope” and “sorrow.”''
:A herb might have the traits "corporeal/healing," "anti-hope" and "sorrow."


The skill [[Alchemical Analysis]] allows the character to identify an ingredient’s primary alchemical trait.
The skill [[Alchemical Analysis]] allows the character to identify an ingredient's primary alchemical trait.


==Raw Ingredients and Materials==
==Raw Ingredients and Materials==
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{{Raw Materials}}
{{Raw Materials}}


'''Note:''' Characters may not choose specific-colour gems with the Resources skill. They must specify '''agates''', '''topazes''' or '''quartzes''', but will receive random-coloured gems of that type each event.
'''Note:''' Characters may not choose specific-colour gems with the [[Resources]] skill. They must specify '''agates''', '''topazes''' or '''quartzes''', but will receive random-coloured gems of that type each event.


====Preservation====
====Preservation====


Items [[Surgery#Butchery and Bloodletting|harvested]] from dead bodies spoil '''one hour''' after removed, and must be preserved before being issued an [[Equipment and Resources#Item Tracking|item card]] as a resource.
Items [[Surgery#Harvesting|harvested]] from dead bodies spoil within '''one hour''' of being removed, and must be preserved before being issued a resource card.


Preservation must take place in an [[Alchemy#Laboratories|alchemist’s laboratory]], at a cost of '''1 [[Creation#Work Units|work unit]]''' per item (body part, hide, blood etc.). It consumes one [[#Passive Ingredients|passive ingredient]] per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues an item card for the preserved item in turn.
Preservation must take place in an [[Alchemy#Laboratories|alchemist's laboratory]], at a cost of '''1 [[Creation#Work Units|work unit]]''' per item (body part, hide, blood and similar). It consumes one [[#Passive Ingredients|passive ingredient]] per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues the appropriate resource card with standard expiry.


If it is important (e.g. for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.
If it is important (for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.

See [[Surgery#Harvesting|Surgery: Harvesting]] for full details on harvesting creatures.


==Finished Ingredients and Materials==
==Finished Ingredients and Materials==
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====Finished Ingredients====
====Finished Ingredients====


:*'''Essences:''' Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an '''essence'''. Essences have a rarity one step higher than the rarity of the raw herb.
:* '''Essences:''' Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an '''essence'''. Essences have a rarity one step higher than the rarity of the raw herb.


:*'''Humours:''' Students of the natural world know that blood is not one fluid but an admixture of three '''humours''', the near-mystical substances that carry the body’s magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white '''chymos'''; thin, blackish-green '''cruor''' and rich purple '''ichor'''.<br/>There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.
:* '''Humours:''' Students of the natural world know that blood is not one fluid but an admixture of three '''humours''', the near-mystical substances that carry the body's magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white '''chymos'''; thin, blackish-green '''cruor''' and rich purple '''ichor'''.

There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.


:'''Example'''
:'''Example'''
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|}
|}


'''Note:''' Jewellery metal includes e.g. lead, nickel, tin, copper, silver or gold.
'''Note:''' Jewellery metal includes lead, nickel, tin, copper, silver or gold.


====Gemstones====
====Gemstones====


Jeweller can refine gems in two ways. When gathered in the wild, gems start out '''impure''', with mixed colours, and '''uncut''', with no facets. The [[Gemcutter]] skill allows the jeweller to [[Crafting Designs#Gemstones|'''cut''']] stones, focusing their magic; and the [[Gem Cleansing]] skill allows them to '''cleanse''' them, which simplifies and aligns the magics within them.
Jewellers can refine gems in several ways. When gathered in the wild, gems start out '''cloudy''', with mixed colours, and '''uncut''', with no facets. The [[Gemsmith]] skill allows the jeweller to '''cleanse''' stones to simplify their colours, '''cut''' them to unlock their magical potential, and '''etch seals''' into them to attune them to specific magical effects.


See [[Gemsmithing]] for full details on gem cleansing, cutting, etching and setting.
By default, a cut gem [[Equipment and Resources#Expiry|expires]] '''three years''' after receiving its '''first cut'''. Cleansing a gem does not affect its expiry.


==Passive Ingredients and Materials==
==Passive Ingredients and Materials==


Already largely stripped of magic, passive ingredients and materials have use to both [[Alchemy|alchemists]] and [[Crafting|crafters]] – tanners use cream to make leather, papermakers use fluid to bleach vellum, alchemists use oil as a base for their potions.
Already largely stripped of magic, passive ingredients and materials have use to both [[Alchemy|alchemists]] and [[Crafting|crafters]]. Tanners use cream to make leather, papermakers use fluid to bleach vellum, and alchemists use oil as a base for their potions.


Costs and materials to produce passive materials are listed below. Many passive materials are also produced as a '''byproduct''' of other processes: cutting and polishing gems yields powdered gemstone, burning charcoal produces ash, working metal yields powdered metal etc. Byproducts are listed under the respective designs.
Costs and materials to produce passive materials are listed below.


By default, all passive ingredients and materials [[Equipment and Resources#Expiry|expire]] '''two years''' after being produced, unless used.
By default, all passive ingredients and materials [[Equipment and Resources#Expiry|expire]] '''two years''' after being produced, unless used.


====Passive Ingredients====
====Passive Ingredients====

{{Passive Ingredients}}
{{Passive Ingredients}}



Latest revision as of 15:08, 1 April 2026

Alchemy, crafting and surgery make use of a range of ingredients and materials available in the Renewal campaign.

There are three main types of ingredients and materials in the game:

  • Raw ingredients and materials, which can be gathered in the wild in play via the Foraging and Gathering skills.
  • Finished ingredients and materials, which may be created in game through Alchemy and the various crafting skills.
  • Passive ingredients and materials, which may be created in game.

All ingredients and materials can also be received via the Resources skill, bought from traders, received as a reward in plot or otherwise acquired in play.

Rarity

A resource's rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity:

  • Very Common (VC)
  • Common (C)
  • Uncommon (U)
  • Rare (R)

Rarity reflects how easy it is to find in the game, and should roughly indicate value.

Alchemical Traits

Alchemy ingredients have three mystical alchemical traits: one primary, one secondary and one tertiary.

Traits include the spheres of magic, mystical aspects and other properties. These traits will suggest how best to use the ingredient in brewing and research.

Example
A herb might have the traits "corporeal/healing," "anti-hope" and "sorrow."

The skill Alchemical Analysis allows the character to identify an ingredient's primary alchemical trait.

Raw Ingredients and Materials

Raw ingredients and materials can be gathered in play using the Foraging and Gathering skills. Alchemists and crafters can refine these materials in various ways, creating finished ingredients and materials.

Lists of standard raw ingredients and materials follow. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.

By default, all raw ingredients and materials expire two years after being harvested, unless refined or used.

Raw Ingredients

Material Rarity Material Rarity Material Rarity
Abcess root C Fenugreek C Muira puama C
Acacia C Fire beetle blood C Nux vomica C
Acorn C Fireweed C Oidium sano C
Agaric C Flowering desert C Pine root C
Agrimony C Gelsemium C Prophet’s poppy C
Amaranth C Gentian C Purple tuna skin C
Ammoniacum C Grave root C Raknid blood C
Belladonna C Guardian’s breath C Rock snake liver C
Benne C Hawthorn C Rosemary C
Beth root C Hellebore C Scarlet radish C
Black horehound C Hemlock C Scopolia C
Black mushroom C Hyssop C Skullcap C
Blue rock lichen C Jambul seed C Spider venom C
Box leaves C Jewel weed C Spikenard C
Bugle C Lotus leaves C Stag horn C
Cayenne C Lucerne C Sweet geranium C
Chokeweed C Lycopodium C Unicorn horn C
Colewort C Marjoram C Viper venom C
Comfrey C Master wort C White bryony C
Crystal primrose flower C Mistletoe C White horehound C
Cumin seed C Moonflower seed C Yellow fungus C
Digitalis C

Raw Materials

Common Materials Rarity Gems Rarity Ores Rarity
Chalk VC Blue agate U Cold iron ore R
Clay VC Crimson quartz U Copper ore U
Fleece VC Green agate U Gold ore U
Hide VC Navy quartz U Lead ore C
Ore VC Purple topaz U Nickel ore C
Rock VC Red agate U Platinum ore R
Sand VC Sage quartz U Silver ore U
Timber VC Turquoise topaz U Tin ore C
Wax VC Yellow topaz U

Note: Characters may not choose specific-colour gems with the Resources skill. They must specify agates, topazes or quartzes, but will receive random-coloured gems of that type each event.

Preservation

Items harvested from dead bodies spoil within one hour of being removed, and must be preserved before being issued a resource card.

Preservation must take place in an alchemist's laboratory, at a cost of 1 work unit per item (body part, hide, blood and similar). It consumes one passive ingredient per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues the appropriate resource card with standard expiry.

If it is important (for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.

See Surgery: Harvesting for full details on harvesting creatures.

Finished Ingredients and Materials

The following finished ingredients and materials can be created from various raw materials. The required skills, materials and cost in work units vary, and are listed below.

By default, all finished ingredients and materials expire three years after being refined, unless used.

Finished Ingredients

  • Essences: Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an essence. Essences have a rarity one step higher than the rarity of the raw herb.
  • Humours: Students of the natural world know that blood is not one fluid but an admixture of three humours, the near-mystical substances that carry the body's magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white chymos; thin, blackish-green cruor and rich purple ichor.

There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.

Example
Sergey Kostova steeps three units of lycopodium (common) in one oil and presses them, spending 1 work unit and yielding 1 unit of essence of lycopodium (uncommon).

Finished Materials

Material Rarity Skill Costs Work Units
Bone (O) C Artisan 1 body part, 1 sand 1
Bone (H) U Artisan 3 body part, 1 sand 3
Cloth (O) C Artisan 1 fleece, 1 fluid 1
Cloth (H) U Artisan 3 fleece, 1 fluid 3
Copper metal R Blacksmith or Jeweller 1 copper ore, 1 charcoal 9
Glass (O) C Artisan or Jeweller 1 sand, 1 charcoal 1
Glass (H) U Artisan or Jeweller 3 sand, 1 charcoal 3
Gold metal R Blacksmith or Jeweller 1 gold ore, 1 charcoal 9
Lead metal U Blacksmith or Jeweller 1 lead ore, 1 charcoal 3
Leather (O) C Artisan or Blacksmith 1 hide, 1 cream 1
Leather (H) U Artisan or Blacksmith 3 hide, 1 cream 3
Metal (O) C Blacksmith 1 ore, 1 charcoal 1
Metal (H) U Blacksmith 3 ore, 1 charcoal 3
Nickel metal U Blacksmith or Jeweller 1 nickel ore, 1 charcoal 3
Paper (O) C Artisan 1 timber, 1 fluid 1
Paper (H) U Artisan 3 timber, 1 fluid 3
Silver metal R Blacksmith or Jeweller 1 silver ore, 1 charcoal 9
Stone (O) C Artisan 1 rock, 1 sand 1
Stone (H) U Artisan 3 rock, 1 sand 3
Tin metal U Blacksmith or Jeweller 1 tin ore, 1 charcoal 3
Wood (O) C Artisan or Blacksmith 1 timber, 1 fluid 1
Wood (H) U Artisan or Blacksmith 3 timber, 1 fluid 3

Wire

Some crafting designs and surgical procedures call for wire, which crafters can make as follows:

Material Skill Costs Work Units
Metal wire (for 3) Blacksmith or Jeweller 1 metal (H), 1 charcoal 1
Jewellery metal wire (for 3) Jeweller 1 jewellery metal, 1 charcoal 3

Note: Jewellery metal includes lead, nickel, tin, copper, silver or gold.

Gemstones

Jewellers can refine gems in several ways. When gathered in the wild, gems start out cloudy, with mixed colours, and uncut, with no facets. The Gemsmith skill allows the jeweller to cleanse stones to simplify their colours, cut them to unlock their magical potential, and etch seals into them to attune them to specific magical effects.

See Gemsmithing for full details on gem cleansing, cutting, etching and setting.

Passive Ingredients and Materials

Already largely stripped of magic, passive ingredients and materials have use to both alchemists and crafters. Tanners use cream to make leather, papermakers use fluid to bleach vellum, and alchemists use oil as a base for their potions.

Costs and materials to produce passive materials are listed below.

By default, all passive ingredients and materials expire two years after being produced, unless used.

Passive Ingredients

Material Rarity Skill Costs Work Units
Cream (3 units) VC Alchemist 1 oil 1
Fluid (3 units) VC Alchemist 1 oil 1
Ink (3 units) VC Alchemist or Artisan 1 charcoal 1
Oil (3 units) VC Alchemist 1 herb 1
Powder (3 units) VC Alchemist 1 herb 1
Powdered dye (3 units) VC Alchemist or Artisan 1 herb 1

Note: Any herb can be used; this has no mechanical effect unless specified otherwise.

Passive Materials

Material Rarity Skill Costs Work Units
Ash (3 units) VC Artisan or Blacksmith 1 timber 1
Charcoal (3 units) VC Artisan or Blacksmith 1 timber 1
Ink (3 units) VC Alchemist or Artisan 1 charcoal 1
Powdered bone (3 units) VC Artisan 1 bone 1
Powdered dye (3 units) VC Alchemist or Artisan 1 herb 1
Powdered gemstone (3 units) C Jeweller 1 gem 1
Powdered metal (3 units) VC Blacksmith 1 metal 1

Note: Any herb can be used; this has no mechanical effect unless specified otherwise.