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	<updated>2026-04-06T17:11:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Corhite_Crafted_Items&amp;diff=2273</id>
		<title>Corhite Crafted Items</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Corhite_Crafted_Items&amp;diff=2273"/>
		<updated>2025-08-30T12:25:54Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Typo changes, minor note about having to wear a circlet for it to work, Added Alchemical Flask&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A subsect of Wondrous Items are those crafted utilizing Corhite by Corhite Adepts. Each items crafted in this method require two skills alongside their component cost: a player with the Corhite Crafting attunement power and a player (the same or a different player) with the Advanced crafting skill listed on the item recipe. All recipies will list the skill required, a list of standard components required, and a color and power level or Corhite required. Certain recipies may require a single piece of Corhite with the appropriate power level but others can use multiple pieces totaling to a power level (Power Level = 15 vs Total Power Level = 15). The workshop required for each recipe will also be listed on the recipe, but generally aligns with the crafting skill required.&lt;br /&gt;
&lt;br /&gt;
== Corhite Tag Explanation ==&lt;br /&gt;
There are 4 parts to a Corhite tag that players will need to know about for crafting with Corhite: Color, Quality, Cut, and Power&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
Color is essentially the type of Corhite you have, each color has its own use in terms of roleplay but crafting recipies are rather straightforward. Each recipe will specify a Color and a Power. This part of the tag tells you the color.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
This represents the quality of the crystal you have in your hand. This number ranges from 1-5 and cannot be changed by the player in any way. The quality number is part of calculating the Power of the Corhite tag.&lt;br /&gt;
&lt;br /&gt;
=== Cut ===&lt;br /&gt;
This is the quality of the cut of Corhite for the tag. After harvesting, this will read &amp;quot;Uncut&amp;quot; but if gained as part of a treasure split it might already be cut. The crystal can be cut utilizing the [[Craftsman (Corhite Lapidarist)]] skill and can only be cut from 1-5 simmilar to how Quality works. Once cut, you cannot cut a piece again to improve its cut further. The cut number is part of calculating the Power of the Corhite tag.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
This is the overall strength of the Corhite tag. This number is purely utilized for crafting purposes and has a formula for its calculation. &#039;&#039;&#039;Quality x Cut = Power&#039;&#039;&#039; (Uncut is treated as 0.5 for this math).&lt;br /&gt;
&lt;br /&gt;
== Corhite Crafted Item Effects ==&lt;br /&gt;
&lt;br /&gt;
=== Yellow Corhite Quiver ===&lt;br /&gt;
&#039;&#039;This quiver holds arrows whose tips have been replaced by a small chunk of Yellow Corhite. When fired, there is a noticeable decrease in accuracy but when the arrow hits a target there is a flash of light and a small explosion. This quiver holds 10 shots that grant the Stun carrier. These arrows are expended when used.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Yellow Corhite Clip ===&lt;br /&gt;
&#039;&#039;This clip holds cartridges whose bullets have been replaced by a small chunk of Yellow Corhite. When fired, there is a bright flash as the Yellow Corhite explodes in the gun and sends hot chunks of slag and Yellow Corhite at the enemy. This does cause damage to your barrel but with a skilled Engineer can be repaired. (This damage is purely for flavor). This quiver holds 10 shots that grant the Stun carrier. These arrows are expended when used.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Minor Orange Corhite Healing Lantern ===&lt;br /&gt;
&#039;&#039;This item is a lantern whose glass panes have been replaced by a latice of Orange Corhite lenses that help disperse it&#039;s healing light to a wide area. Any wounds that the lantern&#039;s light shines on will slowly begin to heal. While not immediately useful in combat, the effect can be temporarily empowered for a short burst in healing over the area of a small conflict.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Effects&lt;br /&gt;
&lt;br /&gt;
* Whenever a player is within 10’ of the lantern, they gain &#039;&#039;&#039;Fast Healing 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Orange Corhite Healing Lantern ===&lt;br /&gt;
&#039;&#039;This item is a lantern whose glass panes have been replaced by a latice of Orange Corhite lenses that help disperse it&#039;s healing light to a wide area. Any wounds that the lantern&#039;s light shines on will slowly begin to heal. While not immediately useful in combat, the effect can be temporarily empowered for a short burst in healing over the area of a small conflict.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Effects&lt;br /&gt;
&lt;br /&gt;
* 1 use of “All Allies (Voice) 10 Healing” per reset&lt;br /&gt;
* Whenever a player is within 10’ of the lantern, they gain &#039;&#039;&#039;Fast Healing 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Blue Corhite Staff ===&lt;br /&gt;
&#039;&#039;This staff is of a relatively simple design except for the Blue Corhite crystal embedded in the tip of the staff and the channel of powdered Blue Corhite carved along its length. This serves as a secondary crafting method for a Runed Staff.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Major Blue Corhite Staff ===&lt;br /&gt;
&#039;&#039;This staff is of a relatively simple design except for the Blue Corhite crystal embedded in the tip of the staff and the channel of powdered Blue Corhite carved along its length. This serves as a secondary crafting method for a Master Staff.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Minor Blue Corhite Wand ===&lt;br /&gt;
&#039;&#039;This wand is of a relatively simple design except for the Blue Corhite crystal embedded in the tip of the wand and the channel of powdered Blue Corhite carved along its length. This serves as a secondary crafting method for a Minor Runed Wand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Blue Corhite Wand ===&lt;br /&gt;
&#039;&#039;This wand is of a relatively simple design except for the Blue Corhite crystal embedded in the tip of the wand and the channel of powdered Blue Corhite carved along its length. This serves as a secondary crafting method for a Standard Runed Wand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Major Blue Corhite Wand ===&lt;br /&gt;
&#039;&#039;This wand is of a relatively simple design except for the Blue Corhite crystal embedded in the tip of the wand and the channel of powdered Blue Corhite carved along its length. This serves as a secondary crafting method for a Major Runed Wand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Minor Blue Corhite Mana Gem Ring ===&lt;br /&gt;
&#039;&#039;This ring has a cut piece of Blue Corhite worked into it with channels to allow for mana from the crystal to be utilized as a mana gem. This ring can store up to 5 mana in it and can be recharged during an event. This ring starts each event filled.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Blue Corhite Mana Gem Ring ===&lt;br /&gt;
&#039;&#039;This ring has a cut piece of Blue Corhite worked into it with channels to allow for mana from the crystal to be utilized as a mana gem. This ring can store up to 10 mana in it and can be recharged during an event. This ring starts each event filled.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Telepathic Circlet ===&lt;br /&gt;
&#039;&#039;This circlet is made as a pair and allows two players to communicate between each other by Out Of Game methods. This only works if both players are on the same plane, if both players are wearing the circlets, and only works between paired circlets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Psionic Focusing Headband ===&lt;br /&gt;
&#039;&#039;This headband allows for improved focus of psionic abilities, granting the wearer 5 additional points to their total Psionic Points pool. This headband&#039;s bonus psionic points resets with the player&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alchemical Flask ===&lt;br /&gt;
&#039;&#039;This flask is constantly being mixed by pieces of Green Corhite stored within. Up to three Potions or Elixir Chemistries can be placed inside the flask, which are then mixed similar to the effects of a Lesser Catalyst. Once a liquid is placed inside the flask the potion/chemistry cannot be recovered. This item is reusable.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Wondrous_Item&amp;diff=2141</id>
		<title>Wondrous Item</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Wondrous_Item&amp;diff=2141"/>
		<updated>2025-08-28T13:44:19Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Added Corhite Crafted Items link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Rules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the creation of Wondrous Items does not follow the same rules as most production skills nor the intricacies of Ritual casting, they do have a few similarities. For a character to craft items with this skill they must first have access to a Reliquary. Second for each item that is to be crafted the character must have the Formula Scroll for the item and all the necessary Components. Lastly it takes down time to create items; the time will vary based on the Recipe being used, this time must be spent at a Reliquary where the player must roleplay making the item; by default, the times are 20 minutes for Minor, 40 minutes for Standard, and 60 minutes for Major. Once complete the character must find go to Operations and hand them the Scroll and Components, the marshal will verify the character’s skill. They will be issued a temporary Magic Item tag that will expire at the close of the current event, they will need to turn the tag in at the end of the event and will receive the permanent tag no later than the beginning of the next event they attend. Turning this in can be done by taping or stapling the tag to your character sheet when turned into the box at the end of the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to creating magical items a player can use this knowledge to research and discover a random Formula Scroll. To do so the player goes to Operations and informs the attendee they are going to do Wondrous Item Research and then must NPC a shift equal to the tier of scroll they are attempting to get, 1 hour per tier; and must turn in 1/2/3 Rare Components and use 2/4/6 Knowledge Points (Magic), these are consumed in the creation of the Recipe. At the end of their shift they will receive a random Formula of the appropriate tier. Characters with the Scholar Background, Knowledge (Magic)Rank 5, and Knowledge (Magic) as one of their favored Knowledge (Area) skills can research 2 formulas at one time. A character may also use this time to copy a formula they already have instead or make two copies if they meet all the requirements mentioned for researching 2 recipes at the same time. If they are only copying a formula, then they may spend 20 minutes at a Reliquary and a Vellum instead.  This can also be done by using a BGA but only once per submission. To research a specific Formula, the component cost is doubled. Note: we will make sure there is a copy of all publicized CWI Recipes are available Friday night of the event. After that, it&#039;s the luck of the draw if you&#039;re picking a random.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Applicable Skills&lt;br /&gt;
!Time Spent&lt;br /&gt;
!Resources Spent*&lt;br /&gt;
!Reward*&lt;br /&gt;
|-&lt;br /&gt;
|Craft Wondrous Item&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)&lt;br /&gt;
|Random CWI Recipe&lt;br /&gt;
|-&lt;br /&gt;
|Craft Wondrous Item&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)x2&lt;br /&gt;
|Specific CWI Recipe&lt;br /&gt;
|-&lt;br /&gt;
|CWI, Scholar, Favored KA:Magic R5&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)x2&lt;br /&gt;
|2 Random CWI Recipes&lt;br /&gt;
|-&lt;br /&gt;
|CWI, Scholar, Favored KA:Magic R5&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)x4&lt;br /&gt;
|2 Specific CWI Recipes&lt;br /&gt;
|-&lt;br /&gt;
|Craft Wondrous Item&lt;br /&gt;
|20 minutes or BGA&lt;br /&gt;
|# Rare Component(s) or a Vellum&lt;br /&gt;
|Copy of recipe&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;see above for number of components and tier of recipe&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Formulas&#039;&#039;&#039; ===&lt;br /&gt;
While all formulas are somewhat unique, they all follow certain guidelines; each scroll will list the tier of skill required to craft, as well as the components required and what the stats of the completed item will be. &lt;br /&gt;
&lt;br /&gt;
Formula Scrolls are one use items and are destroyed in the creation of the item, and there is no way to copy them. The following are the items that can be created with this ability. More will be added as time goes on and a player may use their time to research new ones.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Magic Item Rules&#039;&#039;&#039; ===&lt;br /&gt;
Some magical items will allow the user to emulate a &#039;&#039;Skill&#039;&#039; or &#039;&#039;Spell&#039;&#039;, this will either be an Always On, while the item is being correctly used, or will have effects that have a (x #) this is the number of times it can be used each reset. Additionally, the use of any magic item is considered &#039;&#039;Active.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Activates&#039;&#039;&#039; ===&lt;br /&gt;
Items with once ever or per reset uses have to be activated to generate the listed effect. To do so the character must be able to speak In Game and must be able to complete the necessary locomotion to deliver the spell. To use the item, the character must call “Activate Magic &amp;lt;Effect&amp;gt;”.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Magic Item Limits&#039;&#039;&#039; ===&lt;br /&gt;
Magic items that are wearable gear must be done so for their effects to work, such as armors, weapons, rings, necklaces, and so on. This also means there is a limit to the number of certain magic items that can be used at a given time. The following are the items that are limited:&lt;br /&gt;
&lt;br /&gt;
·        Armor- Limit 1&lt;br /&gt;
&lt;br /&gt;
·        Weapon- Limit 1 in per hand&lt;br /&gt;
&lt;br /&gt;
·        Rings- Limit 2&lt;br /&gt;
&lt;br /&gt;
·        Necklace or Cloak- Limit 1&lt;br /&gt;
&lt;br /&gt;
·        Bracers- Limit 1&lt;br /&gt;
&lt;br /&gt;
·        Belt-Limit 1&lt;br /&gt;
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·        Head- Limit 1&lt;br /&gt;
&lt;br /&gt;
·        Boots- Limit 1&lt;br /&gt;
&lt;br /&gt;
== Minor Items ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Darkness&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Shadows twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Evocation&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Evocation twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Mental Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Sleep&#039;&#039;, &#039;&#039;Charm&#039;&#039; and &#039;&#039;Fear&#039;&#039; effects twice each day. Additionally, the armor can be activated to grant the wearer &#039;&#039;Mind Guard&#039;&#039; once each day at no cost.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Elusion&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Binding&#039;&#039; and &#039;&#039;Prison&#039;&#039; effects twice each day. Additionally, the armor can be activated to generate the &#039;&#039;Freedom&#039;&#039; effect once each day at no cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor of Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Spirit twice each reset.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bag of Holding I&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This formula enchants a bag so that it may carry up to 5 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Boots of Trackless Step&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This creates a pair of footwear that when used reduces the chance that the wearer will be tracked; giving any would be tracker a 2 Failure penalty to their &#039;&#039;Contested Roll&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bracers of Health&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These enchanted bracers, when worn, increase the characters Maximum &#039;&#039;Body Points&#039;&#039; by 3 points. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cloak of the Woodlands&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grants the wearer the use of the &#039;&#039;Conceal&#039;&#039; skill once per day so long as they are in natural wooded terrain.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Collapsible Rope&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This formula enchants a 50-foot length of rope so that is can be collapsed down to 6 inches for easy storage. A simple activation can be used to collapse or expand the rope.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Create Stone Golem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a Golem made of stone that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;: &#039;&#039;0 Body, 70 Natural Armor, +4 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Massive Strike x 3/day, Natural Stun Strike x 1/day, Refit heals 20, Immune to Slay, Crumbles at 0, Resist Magic x 1/day, Cannot run, Shatter deals 20, and Destroy deals 40.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Elemental Aura-Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a weapon with the elemental property of stone. Five times each day the weapon can be used to mimic the &#039;&#039;Blade&#039;&#039; spell granting the wielder +5 &amp;lt;Flavor&amp;gt; damage on a single weapon swing.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Enchant Wand&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell allows the character to craft a minor rune wand. While wielding the wand the characters Spell Pool is increased by 10 points.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ever Torch&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a light that will function whenever it is night or the item is in a dark or dimly lit location. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Goggles of Minute Seeing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants a pair of goggles that improve the wearer’s vision. While worn it will grant the wearer +2 Bonus on &#039;&#039;Tracking&#039;&#039; &#039;&#039;Contested Rolls&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Magic Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will allow the wielder to use 5 Blade type spells that have the damage type &#039;&#039;Magic&#039;&#039; added to their call and deal +5 damage per reset.. This replaces weaker damage types such as &#039;&#039;Normal&#039;&#039; and &#039;&#039;Silver.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Mana Gem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a gem to store a limited amount of magical energy that can be used at a later time. A newly forged gem will contain the power of 10 mana. When casting spells, the caster can choose to use the magic levels in the gem, instead of their own. Once the mana in the gem is used the gem is destroyed.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Nimble Gloves&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While worn these enchanted gloves will give the character +2 Bonus when making &#039;&#039;Disable&#039;&#039; &#039;&#039;Contested Rolls&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Featherfall&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants a ring that so long as it is worn that character is constantly under the effects of &#039;&#039;Featherfall&#039;&#039; and will not take any falling damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Mind Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This magical ring guards the wearers mind from being intruded. The player is immune to the &#039;&#039;Detect Thoughts&#039;&#039; ability; additionally, each reset the first &#039;&#039;Psionic&#039;&#039; attack is &#039;&#039;Resisted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Spell Storing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants an item so that up to a 3 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Active &amp;lt;Spell Name&amp;gt;” and then throwing a packet. &lt;br /&gt;
&lt;br /&gt;
== Standard Items ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Darkness&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Shadows four times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Evocation&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Evocation four times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Mental Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Sleep&#039;&#039;, &#039;&#039;Charm&#039;&#039; and &#039;&#039;Fear&#039;&#039; effects four times each day. Additionally, the armor can be activated to grant the wearer &#039;&#039;Mind Guard&#039;&#039; once each day at no cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Elusion&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Binding&#039;&#039; and &#039;&#039;Prison&#039;&#039; effects four times each reset. Additionally, the armor can be activated to generate the &#039;&#039;Freedom&#039;&#039; effect once each reset at no cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Spirit&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Spirit four times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bag of Holding II&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This formula enchants a bag so that it may carry up to 10 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Belt of Constitution&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This belt increases the character’s fortitude and resistance to infections. Once each reset the character can &#039;&#039;Resist Toxin&#039;&#039; as per the species skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Belt of Might&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This belt strengthens the character and gives great boost when exerting force. When performing &#039;&#039;Feats of Strength,&#039;&#039; their strength is increased by 2. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bracers of Deflection&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These enchanted bracers increase the wearer’s armor value. The bracers count as 10 points of armor that stacks with other sources, up to the character’s maximum value. These points are readjusted with physical armor, and not separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cloak of the Ray&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This cloak is created from a grey-blue cloth and when worn looks similar to a large manta ray. When worn the character is treated as though they had the skill &#039;&#039;Underwater Combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cloak of the Woodlands&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grants the wearer the use of the &#039;&#039;Conceal&#039;&#039; skill, once per day, so long as they are in natural wooded terrain. If the Character already has the &#039;&#039;Conceal&#039;&#039; skill this item will instead allow them to enter hide on a 3 counted action.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Create Iron Golem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a Golem made of iron that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;: &#039;&#039;0 Body, 100 Natural Armor, +4 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Threshold 3, Healed by Fire, Refit heals 20, Poison Weakness (packet) x 3/day, Immune to Slay, Crumbles at 0, Resist Magic x 1/day, Shatter deals 20, and Destroy deals 40.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elemental Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a weapon with the elemental property of fire granting the wielder +0 &amp;lt;Flavor&amp;gt; damage on all attack made with the weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Enchant Standard Wand&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell allows the character to craft a Standard rune wand. While wielding the wand the characters Spell Pool is increased by 20 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hat of Disguise&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ordinary looking headgear makes it far easier to hide your actual appearance. First this allows the character to use the &#039;&#039;Disguise&#039;&#039; skill once each reset; Second once each day it allows the wearer to give a false answer to the out of game question &amp;quot;What do I See?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Headband of Concentration&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchanted headband is often a pendant put could be worked into a more traditional helm. When wore it lowers the time to perform concentration skills by up to 1 minute, to a minimum of 1 minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Magic Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants a normal weapon so that it now has the damage type &#039;&#039;Magic&#039;&#039; added to its call. This replaces weaker damage types such as &#039;&#039;Normal&#039;&#039; and &#039;&#039;Silver.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Elemental Resistance&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a ring that causes the wearer to take half damage for a specific flavor of damage (Fire, Ice, Lightning, or Stone) rounded down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Refracting Force&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This magic ring, while worn, will allow the wearer to ward off harmful magic. Once each day the character can use the &#039;&#039;Spell Turning&#039;&#039; skill without having to pay any cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Spell Storing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants an item so that up to a 6 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Activate&amp;lt;Spell Name&amp;gt;” and then throwing a packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Wizardry&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This very powerfully enchanted ring allows the character to retain 2 spells, up to 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level, that they have cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shifters Vestments&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This vestment increases the character natural armor, by 10 points, while they are &#039;&#039;Shapechanged.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Winged Boots&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
These supple boots can sprout small but powerful wings upon command. Once each day the wearer can use the &#039;&#039;Fly&#039;&#039; ability, and it will last for up to 10 minutes.&lt;br /&gt;
&lt;br /&gt;
== Major Items ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Darkness&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Shadows six times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Evocation&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Evocation six times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Mental Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Sleep&#039;&#039;, &#039;&#039;Charm&#039;&#039; and &#039;&#039;Fear&#039;&#039; effects six times each reset. Additionally, the armor can be activated to grant the wearer &#039;&#039;Mind Guard&#039;&#039; once each day at no cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Elusion&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Binding&#039;&#039; and &#039;&#039;Prison&#039;&#039; effects six times each reset. Additionally, the armor can be activated to generate the &#039;&#039;Freedom&#039;&#039; effect once each day at no cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bag of Holding III&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This formula enchants a bag so that it may carry up to 20 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Belt of Might&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This belt strengthens the character and gives great boost when exerting force. When performing &#039;&#039;Feats of Strength,&#039;&#039; their strength is increased by 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Boots of the Strider&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These boots have very bizarre soles that on land leave a unique print, however their real power shows up on water. These boots allow the wearer to move across the surface of water, as though it was solid ground, so long as they remaining moving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bracers of Deflection&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These enchanted bracers increase the wearers’ armor value. The bracers count as 20 points of armor that stacks with other sources, up to the characters’ maximum value. These points are readjusted with physical armor, and not separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cincture of Light&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchanted belt if often made of simple leather or even woven cord. While it is worn it will grant the character 1 addition use of &#039;&#039;Lay on Hands&#039;&#039; each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cloak of the Spider&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchanted clock, slightly moves around on its own while being worn. The wearer of the cloak gains the following abilities; each reset they can use the ability &amp;quot;&#039;&#039;Natural Web&amp;quot;&#039;&#039; twice, and &#039;&#039;Aspect of the Spider&#039;&#039; once each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Create Pure Water&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a powerful tonic that has to be combined with a few final ingredients in a ritual to create a life well; most importantly the final step of this spell can only be performed at certain locations where the River is strong enough to form a well. Once all is said and done this will create a Life Well that can be used for resurrections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Create Steel Golem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a Golem made of steel that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;: &#039;&#039;0 Body, 130 Natural Armor, +6 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Refit heals 20, Immune to Slay, Crumbles at 0, Resist Magic x 2/day, Guard x 2/day, Damage Cap 5, Can use weapons, Strike x 10, Shatter deals 20, and Destroy deals 40.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Darkskull&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is all that remains of a severed head of a thief or villain. Once enchanted the skull takes on a pitch black aura. So long as it is in a character’s possession and on their person they take half damage from &#039;&#039;Shadow&#039;&#039; flavor and &#039;&#039;Inflict Damage&#039;&#039;; additionally, the vast majority of Shadow property monsters will see them as a similar creature so long as they are not currently engaged in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elemental Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a weapon with the elemental property of fire granting the wielder +0 &amp;lt;Type&amp;gt; damage on all attack made with the weapon. Additionally, once each day the weapon can be used to deliver a powerful strike; to use this effect the call is &#039;&#039;“Arcane 100 &amp;lt;Flavor&amp;gt;”&#039;&#039;, this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Enchant Major Wand&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell allows the character to craft a major rune wand. While wielding the wand the characters Spell Pool is increased by 20 points. Additionally, once each reset the character can refresh their Spell Pool on a 3 counted action, instead of the normal 3 minute count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Blasting&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants a ring so that it allows the wearer to send forth a few bolts of magic each day. To use the effects of the ring the wearer must call “Activate Arcane 20 Ward” and then throw a packet. This ring can be activated 3 times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Elemental Command&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ring is forged from the purest stuff of the Inner Plane, giving great sway among those creatures. The wearer can, twice each reset, use the ability &amp;quot;&#039;&#039;Voice Command Elemental&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Major Elemental Resistance&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a ring that causes the wearer to take minimal damage (1 point) for a specific flavor of damage &amp;lt;Flavor&amp;gt; rounded down; however, they take double damage from the opposed flavor while wearing the ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Wizardry&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This very powerfully enchanted ring allows the character up to retain 2 spells, up to 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level, that they have cast each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Spell Storing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants an item so that up to a 9 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Active &amp;lt;Spell Name&amp;gt;” and then throwing a packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Corhite Crafted Items]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Corhite_Crafted_Items&amp;diff=2140</id>
		<title>Corhite Crafted Items</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Corhite_Crafted_Items&amp;diff=2140"/>
		<updated>2025-08-13T22:42:32Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Update with Corhite Tag Explanation and more available Corhite Crafted Items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A subsect of Wondrous Items are those crafted utilizing Corhite by Corhite Adepts. Each items crafted in this method require two skills alongside their component cost: a player with the Corhite Crafting attunement power and a player (the same or a different player) with the Advanced crafting skill listed on the item recipe. All recipies will list the skill required, a list of standard components required, and a color and power level or Corhite required. Certain recipies may require a single piece of Corhite with the appropriate power level but others can use multiple pieces totaling to a power level (Power Level = 15 vs Total Power Level = 15). The workshop required for each recipe will also be listed on the recipe, but generally aligns with the crafting skill required.&lt;br /&gt;
&lt;br /&gt;
== Corhite Tag Explanation ==&lt;br /&gt;
There are 4 parts to a Corhite tag that players will need to know about for crafting with Corhite: Color, Quality, Cut, and Power&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
Color is essentially the type of Corhite you have, each color has its own use in terms of roleplay but crafting recipies are rather straightforward. Each recipe will specify a Color and a Power. This part of the tag tells you the color.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
This represents the quality of the crystal you have in your hand. This number ranges from 1-5 and cannot be changed by the player in any way. The quality number is part of calculating the Power of the Corhite tag.&lt;br /&gt;
&lt;br /&gt;
=== Cut ===&lt;br /&gt;
This is the quality of the cut of Corhite for the tag. After harvesting, this will read &amp;quot;Uncut&amp;quot; but if gained as part of a treasure split it might already be cut. The crystal can be cut utilizing the [[Craftsman (Corhite Lapidarist)]] skill and can only be cut from 1-5 simmilar to how Quality works. Once cut, you cannot cut a piece again to improve its cut further. The cut number is part of calculating the Power of the Corhite tag.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
This is the overall strength of the Corhite tag. This number is purely utilized for crafting purposes and has a formula for its calculation. &#039;&#039;&#039;Quality x Cut = Power&#039;&#039;&#039; (Uncut is treated as 0.5 for this math).&lt;br /&gt;
&lt;br /&gt;
== Corhite Crafted Item Effects ==&lt;br /&gt;
&lt;br /&gt;
=== Yellow Corhite Quiver ===&lt;br /&gt;
&#039;&#039;This quiver holds arrows whose tips have been replaced by a small chunk of Yellow Corhite. When fired, there is a noticeable decrease in accuracy but when the arrow hits a target there is a flash of light and a small explosion. This quiver holds 10 shots that grant the Stun carrier. These arrows are expended when used.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Yellow Corhite Clip ===&lt;br /&gt;
&#039;&#039;This clip holds cartridges whose bullets have been replaced by a small chunk of Yellow Corhite. When fired, there is a bright flash as the Yellow Corhite explodes in the gun and sends hot chunks of slag and Yellow Corhite at the enemy. This does cause damage to your barrel but with a skilled Engineer can be repaired. (This damage is purely for flavor). This quiver holds 10 shots that grant the Stun carrier. These arrows are expended when used.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Minor Orange Corhite Healing Lantern ===&lt;br /&gt;
&#039;&#039;This item is a lantern whose glass panes have been replaced by a latice of Orange Corhite lenses that help disperse it&#039;s healing light to a wide area. Any wounds that the lantern&#039;s light shines on will slowly begin to heal. While not immediately useful in combat, the effect can be temporarily empowered for a short burst in healing over the area of a small conflict.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Effects&lt;br /&gt;
&lt;br /&gt;
* Whenever a player is within 10’ of the lantern, they gain &#039;&#039;&#039;Fast Healing 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Orange Corhite Healing Lantern ===&lt;br /&gt;
&#039;&#039;This item is a lantern whose glass panes have been replaced by a latice of Orange Corhite lenses that help disperse it&#039;s healing light to a wide area. Any wounds that the lantern&#039;s light shines on will slowly begin to heal. While not immediately useful in combat, the effect can be temporarily empowered for a short burst in healing over the area of a small conflict.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Effects&lt;br /&gt;
&lt;br /&gt;
* 1 use of “All Allies (Voice) 10 Healing” per reset&lt;br /&gt;
* Whenever a player is within 10’ of the lantern, they gain &#039;&#039;&#039;Fast Healing 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Blue Corhite Staff ===&lt;br /&gt;
&#039;&#039;This staff is of a relatively simple design except for the Blue Corhite crystal embedded in the tip of the staff and the channel of powdered Blue Corhite carved along its length. This serves as a secondary crafting method for a Runed Staff.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Major Blue Corhite Staff ===&lt;br /&gt;
&#039;&#039;This staff is of a relatively simple design except for the Blue Corhite crystal embedded in the tip of the staff and the channel of powdered Blue Corhite carved along its length. This serves as a secondary crafting method for a Master Staff.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Minor Blue Corhite Wand ===&lt;br /&gt;
&#039;&#039;This wand is of a relatively simple design except for the Blue Corhite crystal embedded in the tip of the wand and the channel of powdered Blue Corhite carved along its length. This serves as a secondary crafting method for a Minor Runed Wand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Blue Corhite Wand ===&lt;br /&gt;
&#039;&#039;This wand is of a relatively simple design except for the Blue Corhite crystal embedded in the tip of the wand and the channel of powdered Blue Corhite carved along its length. This serves as a secondary crafting method for a Standard Runed Wand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Major Blue Corhite Wand ===&lt;br /&gt;
&#039;&#039;This wand is of a relatively simple design except for the Blue Corhite crystal embedded in the tip of the wand and the channel of powdered Blue Corhite carved along its length. This serves as a secondary crafting method for a Major Runed Wand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Minor Blue Corhite Mana Gem Ring ===&lt;br /&gt;
&#039;&#039;This ring has a cut piece of Blue Corhite worked into it with channels to allow for mana from the crystal to be utilized as a mana gem. This ring can store up to 5 mana in it and can be recharged during an event. This right starts each event filled.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Standard Blue Corhite Mana Gem Ring ===&lt;br /&gt;
&#039;&#039;This ring has a cut piece of Blue Corhite worked into it with channels to allow for mana from the crystal to be utilized as a mana gem. This ring can store up to 10 mana in it and can be recharged during an event. This right starts each event filled.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Telepathic Circlet ===&lt;br /&gt;
&#039;&#039;This circlet is made as a pair and allows two players to communicate between each other by Out Of Game methods. This only works if both players are on the same plane and only works between paired circlets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Psionic Focusing Headband ===&lt;br /&gt;
&#039;&#039;This headband allows for improved focus of psionic abilities, granting the wearer 5 additional points to their total Psionic Points pool. This headband&#039;s bonus psionic points resets with the player&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Skill_descriptions&amp;diff=2096</id>
		<title>Skill descriptions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Skill_descriptions&amp;diff=2096"/>
		<updated>2025-05-14T23:06:11Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Removed Craftsman (Corhite Lapidarist) requirement to mine Corhite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;EVERYMAN:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BASIC:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Adrenaline Rush -&#039;&#039;&#039; Gain +4 Permanent Strength for Feats of Strength for up to 10 seconds, can Break Free From a single Pin/Bind effect, or increase their Bleed Out count by up to 60 seconds (this option can be used while Bleeding Out).This skill can be used once each reset. This is usable once per time purchased and cannot be stacked with itself.&lt;br /&gt;
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&#039;&#039;&#039;Brawl -&#039;&#039;&#039; Allows a character to use Short Weapons as fists (one in each hand), for melee combat. These weapons must be Yellow in color, cannot have a cross guard, and deal 1 points of base damage. Characters can apply Focus and Precision damage to their attacks made with this skill; however, they cannot use any Class Features or Combat Techniques. The weapons gained from this skill do not count as claws for the purposes of prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brew Potion -&#039;&#039;&#039; This skill allows the character to create potions that store the power of magical spells to be used later. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.&lt;br /&gt;
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&#039;&#039;&#039;Chemistry -&#039;&#039;&#039; This skill allows the character to create poisons and elixirs. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.&lt;br /&gt;
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&#039;&#039;&#039;Cook -&#039;&#039;&#039; This skill allows a character to spend time in game creating items that can be consumed for some in game benefit, such as healing, curing of ailments, granting them temporary defense, or even restoring expended resources. Each cooking recipe will have the cost, time to prepare, and effect listed on it. If taken at character creation, the character will begin with 1 Recipes per Rank.&lt;br /&gt;
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&#039;&#039;&#039;Craftsman -&#039;&#039;&#039; This skill can be taken for any art of crafting the player chooses. Some examples are: Glassblower, Brewer, Herbalist, Baker, Etc. At Event Check In, for each purchase of this skill, the character will either receive 10 Copper per rank, or produce appropriate tagged items related to their art of crafting at a rate of one tagged item per rank/event. This skill has a max of 20 Ranks. This skill may not be used to duplicate or emulate an existing skill i.e. smithing, brew potion, chemistry etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craftsman (Corhite Lapidarist) -&#039;&#039;&#039; This skill is functions as the regular Craftsman (___) skill listed above along with secondary purposes. The secondary purposes of this skill are:&lt;br /&gt;
&lt;br /&gt;
# This skill can be used to cut a piece of Uncut Corhite. For each level of this skill the player posesses, you may cut a piece of Uncut Corhite to improve it&#039;s Cut Level by one by expending 5 minutes per Cut Level you wish to improve. Once cut, a piece of Corhite cannot be cut again to improve its Cut Level. This skill requires no workshop to utilize. A piece of Corhite cannot be improved beyond Cut Level 5, but the Craftsman (Corhite Lapidarist) skill can be purchased up to a maximum of 20 Ranks for the purposes of collecting money at event checkin. This ability serves as the skill usage originally listed as &amp;quot;produce appropriate tagged items related to their art of crafting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diagnose -&#039;&#039;&#039; This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disable device -&#039;&#039;&#039; This skill allows the character to use and understand both simple and complex locks, traps, physical puzzles, tools, and even mechanical devices. The use of this skill requires a Contested Roll, must be roleplayed, and takes 2 minutes of concentration to attempt. This skill can also be used to arm traps which also take 2 minutes of concentration. Some traps or puzzles may have physical components that can be disarmed without a Contested Roll, and the player has the option to still make the Contested Roll or can choose to physically try and disable the trap/puzzle and once the choice is made you cannot go with the other option. A large advantage to physically disabling the trap is that there is no time restriction and you can disable as fast as you physically can. A player can spend 30 seconds to analyze the object to be disabled at the end of which the marshal will tell them the level of the item as well as how well-crafted it is. Trap/Lock level is equal to the production cost of the item. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.&lt;br /&gt;
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&#039;&#039;&#039;Engineering -&#039;&#039;&#039; This skill allows the character to create traps, locks and other anachronisms. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section of the book.&lt;br /&gt;
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&#039;&#039;&#039;Estimate Value -&#039;&#039;&#039; This skill allows a character to spend 1 minute studying an item to determine its market value. The value will be given by a Marshal or will have a code on it that will tell the player the value. This skill also allows you to view/receive a copy of the current Nexus Market Standards from logistics once per game.  &lt;br /&gt;
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&#039;&#039;&#039;Farmer, Minor/Standard/Major :&#039;&#039;&#039;This skill allows a character to operate a Node and collect Herb/Food components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;br /&gt;
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&#039;&#039;&#039;First Aid:&#039;&#039;&#039;  This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption.&lt;br /&gt;
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&#039;&#039;&#039;Improved Instructor:&#039;&#039;&#039;  This skill reflects the characters’ skill at educating others. While anyone can instruct another character in a skill they have, a character with this skill can do it far quicker, taking only 5 minutes to teach a Basic skill or spell and only 15 minutes to teach an Advanced skill.&lt;br /&gt;
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&#039;&#039;&#039;Healing Arts:&#039;&#039;&#039; This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge (Area):&#039;&#039;&#039; This will allow the characters to access knowledge that they have trained in. How much information may be garnered is based on the character’s rank in that area. Knowledges are ranked from 1 to 5, with 1 being just above basic education and 5 being a versed scholar in the field. You may ask questions to a Marshal or Plot member during a game; however, they may or may not have an answer for you at that time. Reasonable answers will be given immediately. Each time a rank of Knowledge (Area) is purchased, the character will gain 1 knowledge point. Purchasing the 5th rank will award 2 points instead of 1. All knowledge points are in a shared pool and can be used as the character needs with any Knowledge (Area) that they have. Appendix 2 has a list of what each knowledge area can do and the point cost to generate said effects. The highest effect that can be generated is capped by the rank in that Knowledge (Area) the player has purchased. Each reset a player can spend a limited number of the Knowledge points in a given Knowledge; they can spend a maximum of 2 times their current rank in the associated skill from their pool of points. The following is a list of Common Knowledge (Area) skills; others would need to be approved by the local plot team: Astronomy, Cycle, Deep Elf, Dwarf, Ent, Felis, Geography, Gnome, Half Troll, High Elf, History, Human, Magic, Nature, Nautical, Nobility, Planes, Rok’Shen, and Warfare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miner, Minor/Standard/Major:&#039;&#039;&#039; This skill allows a character to operate a Node and collect Ore components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.  &lt;br /&gt;
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&#039;&#039;&#039;Portal Manipulation&#039;&#039;&#039;:  Portal Manipulation is the means one can use portals to move between worlds.  The cost for a given manipulation depends on the portal in question and the desired result of manipulating it.  Portal Manipulation generally requires a marshal present to adjudicate the outcome. &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Level One&#039;&#039;:&#039;&#039;&#039;  This skill alerts the user to the presence of portals within his usual sensory range - it does not highlight portals behind closed doors, underground, or around corners.  Using this in Nexus is usually a waste of time (it&#039;s like Detect Air) but it can be extremely helpful far from home.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Level Two&#039;&#039;:&#039;&#039;&#039;  Opens a portal for which the user has/does/knows the gate key.  Also allows for closing that portal.  This takes ten minutes, or can be rushed at a cost of one mana per minute or 1 energy per 2 minutes (rounding up if necessary).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Level Three&#039;&#039;:&#039;&#039;&#039;  Allows a user to use planar shortcuts to travel between places on the same plane.  This acts as a Hasten Travel effect, but only between places for which a planar shortcut exists (see your marshal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Level Four&#039;&#039;:&#039;&#039;&#039;  Allows for minor adjustment of a portal&#039;s exit location.  This is the means by which Nexus portaleers open portals directly onto their couches after a hard adventure.  One can alter the facing of the exit and the location by up to one hundred yards for free, and may extend out to two hundred yards at a cost of one mana per ten yards (1 energy per 20 yards) of adjustment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Level Five&#039;&#039;:&#039;&#039;&#039;  Allows a user to change the exit plane of a portal long enough for his party to pass through it.  This has no mana/energy cost, but isn&#039;t guaranteed; no portal can be adjusted to exit into Acheron (for example) and some portals are connected in distances or ways that exclude links to certain other places.  Importantly, Nexus can &#039;&#039;always&#039;&#039; be used as an exit node; no matter where you are, if you can find any portal going anywhere, you can always get home.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Read and Write:&#039;&#039;&#039; This skill allows you to read and write in the designated language and must be purchased once for each language. The following common languages can be purchased without a specific instructor: Common, Deep Elf, Dwarf, Felis, Gnome, High Elf, and Rok’Shen. Any other languages must have a specific instructor.&lt;br /&gt;
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&#039;&#039;&#039;Resurrection:&#039;&#039;&#039; This skill allows the character to resurrect another character that has died and dissipated. To use this skill, the character must be at a Life Well and must perform a Contested Roll. It takes 15 minutes to resurrect a target, and the end effect varies on how skilled the person performing the resurrection is. For further information, see the chapter on Death and Dying. This skill has a max of 10 Ranks; each Rank adds +1 Bonus to the Contested Roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scribe Sctoll:&#039;&#039;&#039; This skill allows the character to create magical Scrolls that store the power of their spells to be used at a later time. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smithing:&#039;&#039;&#039; This skill allows the character to create armor and weapons, as well as craft advanced specialty items. Each time the skill is purchased what they can produce and the amount they can produce is increased. For more information, see Page 64 the Production section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival:&#039;&#039;&#039; This skill allows the character to make the best of their surroundings. When used, this skill can have different effects chosen at the time of use. Increase the character&#039;s death count by 120 seconds (this option can be used while Dead; or to scrounge up loose objects that can be used as crude tools or make-shift weapons for a single encounter; or ignore a Minor negative effect of a Terrain they are in for a combat. This skill can be used once each reset.&lt;br /&gt;
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&#039;&#039;&#039;Theurgist, Minor/Standard/Major:&#039;&#039;&#039; This skill allows a character to operate a Node and collect Residuum components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tracking]]:&#039;&#039;&#039; This skill allows the character to detect and follow the marks a target&#039;s passage leaves on the environment it passes through, or to conceal the user&#039;s trail from others. It can also be used to gain information about the target creature, or creatures being tracked. To track, you must have a Marshal to perform a Contested Roll. Unless tracking conditions change drastically, only Contested Roll pick should ever be needed to determine success or failure. Once you have failed a Contested Roll you are considered to have lost the trail and may not try again. At the time you wish to Track, you may choose to first make what is called an “Observation”, where the character spends 5 minutes studying the area. This Contested Roll, if successful, will allow you to learn information about the target being tracked, though if you fail this pick you cannot make a normal Track Contested Roll. The advantage of the Tracking  “Observation” is that you do not incur as many of the normal negatives since they do not yet apply. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.  &lt;br /&gt;
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&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039; This skill allows the character to fight underwater as if they were on land. Only the following mechanics are affected by this skill and anything not listed remains the same: weapons deal full damage, Spells can now be thrown, &#039;&#039;Bombs&#039;&#039; can be used (dealing only half damage), &#039;&#039;Acid Vials&#039;&#039; can be used (dealing only half damage), and the character can move at a slow walk.&lt;br /&gt;
&lt;br /&gt;
===  &#039;&#039;&#039;ADVANCED:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion:&#039;&#039;&#039; This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&lt;br /&gt;
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&#039;&#039;&#039;Memorize Ritual:&#039;&#039;&#039; This skill allows a character to memorize a Ritual Scroll into their memory and allows them to cast the Ritual without need of a physical scroll when casting that Ritual. They must meet all the prerequisites to cast the Ritual in order to memorize it. This skill does not require an instructor, and destroys the Ritual Scroll when it is memorized.&lt;br /&gt;
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&#039;&#039;&#039;Planar Scholar:&#039;&#039;&#039; This skill allows the character to apply their knowledge learned on the Prime to any other Prime shard by accounting for and calculating the subtle differences in the fundamental truths of the various Prime planes across the universe. Each rank of this skill allows a character to apply their relevant knowledge skills of the same rank. Applicable knowledge skills all common knowledge skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practitioner:&#039;&#039;&#039; This skill improves upon the character’s ability in Healing Arts. The time to treat a target is reduced to 15 minutes and can now be applied to 3 targets at once and will additionally remove Curses afflicting them. Similar to Healing Arts the user can choose to spend only 10 minutes but will generate only one of the effects instead of all. Additionally, the character can work with a single target to identify and even temporarily suppress one of a character’s Derangements for up to 6 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Professions]]:&#039;&#039;&#039; Professions are a set of skills that reflect a character’s study in that field. Each profession consists of 5 ranks each having a different ability, the ranks must be purchased in order. Each profession also functions under its own set of rules; this is because different abilities have different usages and limits of use. The cost for each rank is based on the number of Professions you have meaning, your 1st Profession all ranks are the same cost. Your 2nd Profession all ranks are at the cost noted on the table, and so on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritualism:&#039;&#039;&#039; This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Item:&#039;&#039;&#039; This skill allows the character to field repair damaged items with a 2 minute counted action. For 2 Common Ore this will remove the Breached status from a suit of armor, and for 1 Uncommon Ore this will remove the Broken status from an item. This skill will not restore special properties of an item that are not from Advanced Smithing/Engineering. This skill has no component cost if it is used at a Forge.&lt;br /&gt;
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===  &#039;&#039;&#039;SPECIES SKILLS:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Impairment:&#039;&#039;&#039; This ability allows the character to resist a single impairing attack. The following are the most common types of effects, though others may be added: Slow, Pin, Bind, Web, Repel, and Stun. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Magic:&#039;&#039;&#039; This ability allows the character to resist a single magical effect that is a Spell cast by Incant or with the Magic Delivery Type. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Toxin:&#039;&#039;&#039; This ability allows the character to resist a single Poison Delivery or Disease Family attack. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; This skill allows the character to recover from a variety of conditions. At the time the skill is used, the player chooses one of the following effects: Heal 10, Cure Metabolic, or Regenerate. This skill only affects the character using it and they must be Conscious to activate it; however, it can be used even if they are currently denied the use of Abilities. This is a 3 counted action. At 10th level the Heal 10 effect becomes Heal 20. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Enchantment:&#039;&#039;&#039; This ability allows the character to resist spells and effects from the Enchantment School of Magic. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camouflage:&#039;&#039;&#039; This ability functions like the Conceal skill with the following changes; first the player must be touching a tree larger than the player in width or must be surrounded by bushes and plants. Secondly, the player cannot move while under this effect, and lastly the duration of this effect is 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Mind:&#039;&#039;&#039; This ability allows the character to resist a single Mental attack. The following effects cannot be resisted with this skill: Enslavement, Feeblemind, Forget, Horrify, and Slumber. This skill can be used once each reset per purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage:&#039;&#039;&#039; When this effect is activated the character activating it gains the following temporary benefits, +15 Body Points, +2 Permanent Weapon Damage for the duration, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battle rage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst of Strength&#039;&#039;&#039;: A Fae troll&#039;s true strength isn&#039;t measured by his personal best bench press, but rather by what he will do in a crisis. When using Burst of Strength a Fae Troll simply rips free of any Binding effect including Prison but still takes the damage as if he had ripped out normally. Burst of Strength can also be used to run with a downed comrade, hold someone else in a binding strike type effect, and other thematically appropriate ways as approved by the Plot Marshal  in the field at the time.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Corhite_Crafted_Items&amp;diff=2100</id>
		<title>Corhite Crafted Items</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Corhite_Crafted_Items&amp;diff=2100"/>
		<updated>2025-03-18T00:21:03Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Started adding Corhite Crafted Items to the rules wiki as the item enters the players availability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A subsect of Wondrous Items are those crafted utilizing Corhite by Corhite Adepts. Each items crafted in this method require two skills alongside their component cost: a player with the Corhite Crafting attunement power and a player (the same or a different player) with the Advanced crafting skill listed on the item recipe. All recipies will list the skill required, a list of standard components required, and a color and power level or Corhite required. Certain recipies may require a single piece of Corhite with the appropriate power level but others can use multiple pieces totaling to a power level (Power Level = 15 vs Total Power Level = 15). The workshop required for each recipe will also be listed on the recipe, but generally aligns with the crafting skill required.&lt;br /&gt;
&lt;br /&gt;
== Corhite Crafted Item Effects ==&lt;br /&gt;
&lt;br /&gt;
=== Orange Corhite Healing Lantern ===&lt;br /&gt;
&#039;&#039;This item is a lantern whose glass panes have been replaced by a latice of Orange Corhite lenses that help disperse it&#039;s healing light to a wide area. Any wounds that the lantern&#039;s light shines on will slowly begin to heal. While not immediately useful in combat, the effect can be temporarily empowered for a short burst in healing over the area of a small conflict.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Effects&lt;br /&gt;
&lt;br /&gt;
* 1 use of “All Allies (Voice) 10 Healing” per reset&lt;br /&gt;
* Whenever a player is within 10’ of the lantern, they gain &#039;&#039;&#039;Fast Healing 2&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Skill_descriptions&amp;diff=2011</id>
		<title>Skill descriptions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Skill_descriptions&amp;diff=2011"/>
		<updated>2025-02-13T21:19:06Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Added the skill Craftsman (Corhite Lapidarist)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;EVERYMAN:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BASIC:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Adrenaline Rush -&#039;&#039;&#039; Gain +4 Permanent Strength for Feats of Strength for up to 10 seconds, can Break Free From a single Pin/Bind effect, or increase their Bleed Out count by up to 60 seconds (this option can be used while Bleeding Out).This skill can be used once each reset. This is usable once per time purchased and cannot be stacked with itself.&lt;br /&gt;
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&#039;&#039;&#039;Brawl -&#039;&#039;&#039; Allows a character to use Short Weapons as fists (one in each hand), for melee combat. These weapons must be Yellow in color, cannot have a cross guard, and deal 1 points of base damage. Characters can apply Focus and Precision damage to their attacks made with this skill; however, they cannot use any Class Features or Combat Techniques. The weapons gained from this skill do not count as claws for the purposes of prerequisites.&lt;br /&gt;
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&#039;&#039;&#039;Brew Potion -&#039;&#039;&#039; This skill allows the character to create potions that store the power of magical spells to be used later. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemistry -&#039;&#039;&#039; This skill allows the character to create poisons and elixirs. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cook -&#039;&#039;&#039; This skill allows a character to spend time in game creating items that can be consumed for some in game benefit, such as healing, curing of ailments, granting them temporary defense, or even restoring expended resources. Each cooking recipe will have the cost, time to prepare, and effect listed on it. If taken at character creation, the character will begin with 1 Recipes per Rank.&lt;br /&gt;
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&#039;&#039;&#039;Craftsman -&#039;&#039;&#039; This skill can be taken for any art of crafting the player chooses. Some examples are: Glassblower, Brewer, Herbalist, Baker, Etc. At Event Check In, for each purchase of this skill, the character will either receive 10 Copper per rank, or produce appropriate tagged items related to their art of crafting. This skill has a max of 20 Ranks.&lt;br /&gt;
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&#039;&#039;&#039;Craftsman (Corhite Lapidarist) -&#039;&#039;&#039; This skill is functions as the regular Craftsman (___) skill listed above along with secondary purposes. The secondary purposes of this skill are:&lt;br /&gt;
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# This skill along with Miner Standard is required to successfully harvest material from a Corhite deposit.&lt;br /&gt;
# This skill can be used to cut a piece of Uncut Corhite. For each level of this skill the player posesses, you may cut a piece of Uncut Corhite to improve it&#039;s Cut Level by one by expending 5 minutes per Cut Level you wish to improve. Once cut, a piece of Corhite cannot be cut again to improve its Cut Level. This skill requires no workshop to utilize. A piece of Corhite cannot be improved beyond Cut Level 5, but the Craftsman (Corhite Lapidarist) skill can be purchased up to a maximum of 20 Ranks for the purposes of collecting money at event checkin. This ability serves as the skill usage originally listed as &amp;quot;produce appropriate tagged items related to their art of crafting&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;Diagnose -&#039;&#039;&#039; This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them.&lt;br /&gt;
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&#039;&#039;&#039;Disable device -&#039;&#039;&#039; This skill allows the character to use and understand both simple and complex locks, traps, physical puzzles, tools, and even mechanical devices. The use of this skill requires a Contested Roll, must be roleplayed, and takes 2 minutes of concentration to attempt. This skill can also be used to arm traps which also take 2 minutes of concentration. Some traps or puzzles may have physical components that can be disarmed without a Contested Roll, and the player has the option to still make the Contested Roll or can choose to physically try and disable the trap/puzzle and once the choice is made you cannot go with the other option. A large advantage to physically disabling the trap is that there is no time restriction and you can disable as fast as you physically can. A player can spend 30 seconds to analyze the object to be disabled at the end of which the marshal will tell them the level of the item as well as how well-crafted it is. Trap/Lock level is equal to the production cost of the item. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.&lt;br /&gt;
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&#039;&#039;&#039;Engineering -&#039;&#039;&#039; This skill allows the character to create traps, locks and other anachronisms. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section of the book.&lt;br /&gt;
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&#039;&#039;&#039;Estimate Value -&#039;&#039;&#039; This skill allows a character to spend 1 minute studying an item to determine its market value. The value will be given by a Marshal or will have a code on it that will tell the player the value.&lt;br /&gt;
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&#039;&#039;&#039;Farmer, Minor/Standard/Major :&#039;&#039;&#039;This skill allows a character to operate a Node and collect Herb/Food components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;br /&gt;
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&#039;&#039;&#039;First Aid:&#039;&#039;&#039;  This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption.&lt;br /&gt;
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&#039;&#039;&#039;Improved Instructor:&#039;&#039;&#039;  This skill reflects the characters’ skill at educating others. While anyone can instruct another character in a skill they have, a character with this skill can do it far quicker, taking only 5 minutes to teach a Basic skill or spell and only 15 minutes to teach an Advanced skill.&lt;br /&gt;
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&#039;&#039;&#039;Healing Arts:&#039;&#039;&#039; This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.&lt;br /&gt;
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&#039;&#039;&#039;Knowledge (Area):&#039;&#039;&#039; This will allow the characters to access knowledge that they have trained in. How much information may be garnered is based on the character’s rank in that area. Knowledges are ranked from 1 to 5, with 1 being just above basic education and 5 being a versed scholar in the field. You may ask questions to a Marshal or Plot member during a game; however, they may or may not have an answer for you at that time. Reasonable answers will be given immediately. Each time a rank of Knowledge (Area) is purchased, the character will gain 1 knowledge point. Purchasing the 5th rank will award 2 points instead of 1. All knowledge points are in a shared pool and can be used as the character needs with any Knowledge (Area) that they have. Appendix 2 has a list of what each knowledge area can do and the point cost to generate said effects. The highest effect that can be generated is capped by the rank in that Knowledge (Area) the player has purchased. Each reset a player can spend a limited number of the Knowledge points in a given Knowledge; they can spend a maximum of 2 times their current rank in the associated skill from their pool of points. The following is a list of Common Knowledge (Area) skills; others would need to be approved by the local plot team: Astronomy, Cycle, Deep Elf, Dwarf, Ent, Felis, Geography, Gnome, Half Troll, High Elf, History, Human, Magic, Nature, Nautical, Nobility, Planes, Rok’Shen, and Warfare.&lt;br /&gt;
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&#039;&#039;&#039;Miner, Minor/Standard/Major:&#039;&#039;&#039; This skill allows a character to operate a Node and collect Ore components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;br /&gt;
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&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.  &lt;br /&gt;
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&#039;&#039;&#039;Portal Manipulation&#039;&#039;&#039;:  Portal Manipulation is the means one can use portals to move between worlds.  The cost for a given manipulation depends on the portal in question and the desired result of manipulating it.  Portal Manipulation generally requires a marshal present to adjudicate the outcome. &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Level One&#039;&#039;:&#039;&#039;&#039;  This skill alerts the user to the presence of portals within his usual sensory range - it does not highlight portals behind closed doors, underground, or around corners.  Using this in Nexus is usually a waste of time (it&#039;s like Detect Air) but it can be extremely helpful far from home.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Two&#039;&#039;:&#039;&#039;&#039;  Opens a portal for which the user has/does/knows the gate key.  Also allows for closing that portal.  This takes ten minutes, or can be rushed at a cost of one mana per minute or 1 energy per 2 minutes (rounding up if necessary).&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Three&#039;&#039;:&#039;&#039;&#039;  Allows a user to use planar shortcuts to travel between places on the same plane.  This acts as a Hasten Travel effect, but only between places for which a planar shortcut exists (see your marshal).&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Four&#039;&#039;:&#039;&#039;&#039;  Allows for minor adjustment of a portal&#039;s exit location.  This is the means by which Nexus portaleers open portals directly onto their couches after a hard adventure.  One can alter the facing of the exit and the location by up to one hundred yards for free, and may extend out to two hundred yards at a cost of one mana per ten yards (1 energy per 20 yards) of adjustment.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Five&#039;&#039;:&#039;&#039;&#039;  Allows a user to change the exit plane of a portal long enough for his party to pass through it.  This has no mana/energy cost, but isn&#039;t guaranteed; no portal can be adjusted to exit into Acheron (for example) and some portals are connected in distances or ways that exclude links to certain other places.  Importantly, Nexus can &#039;&#039;always&#039;&#039; be used as an exit node; no matter where you are, if you can find any portal going anywhere, you can always get home.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Read and Write:&#039;&#039;&#039; This skill allows you to read and write in the designated language and must be purchased once for each language. The following common languages can be purchased without a specific instructor: Common, Deep Elf, Dwarf, Felis, Gnome, High Elf, and Rok’Shen. Any other languages must have a specific instructor.&lt;br /&gt;
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&#039;&#039;&#039;Resurrection:&#039;&#039;&#039; This skill allows the character to resurrect another character that has died and dissipated. To use this skill, the character must be at a Life Well and must perform a Contested Roll. It takes 15 minutes to resurrect a target, and the end effect varies on how skilled the person performing the resurrection is. For further information, see the chapter on Death and Dying. This skill has a max of 10 Ranks; each Rank adds +1 Bonus to the Contested Roll.&lt;br /&gt;
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&#039;&#039;&#039;Scribe Sctoll:&#039;&#039;&#039; This skill allows the character to create magical Scrolls that store the power of their spells to be used at a later time. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section&lt;br /&gt;
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&#039;&#039;&#039;Smithing:&#039;&#039;&#039; This skill allows the character to create armor and weapons, as well as craft advanced specialty items. Each time the skill is purchased what they can produce and the amount they can produce is increased. For more information, see Page 64 the Production section.&lt;br /&gt;
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&#039;&#039;&#039;Survival:&#039;&#039;&#039; This skill allows the character to make the best of their surroundings. When used, this skill can have different effects chosen at the time of use. Increase the character&#039;s death count by 120 seconds (this option can be used while Dead; or to scrounge up loose objects that can be used as crude tools or make-shift weapons for a single encounter; or ignore a Minor negative effect of a Terrain they are in for a combat. This skill can be used once each reset.&lt;br /&gt;
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&#039;&#039;&#039;Theurgist, Minor/Standard/Major:&#039;&#039;&#039; This skill allows a character to operate a Node and collect Residuum components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;br /&gt;
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&#039;&#039;&#039;[[Tracking]]:&#039;&#039;&#039; This skill allows the character to detect and follow the marks a target&#039;s passage leaves on the environment it passes through, or to conceal the user&#039;s trail from others. It can also be used to gain information about the target creature, or creatures being tracked. To track, you must have a Marshal to perform a Contested Roll. Unless tracking conditions change drastically, only Contested Roll pick should ever be needed to determine success or failure. Once you have failed a Contested Roll you are considered to have lost the trail and may not try again. At the time you wish to Track, you may choose to first make what is called an “Observation”, where the character spends 5 minutes studying the area. This Contested Roll, if successful, will allow you to learn information about the target being tracked, though if you fail this pick you cannot make a normal Track Contested Roll. The advantage of the Tracking  “Observation” is that you do not incur as many of the normal negatives since they do not yet apply. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.  &lt;br /&gt;
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&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039; This skill allows the character to fight underwater as if they were on land. Only the following mechanics are affected by this skill and anything not listed remains the same: weapons deal full damage, Spells can now be thrown, &#039;&#039;Bombs&#039;&#039; can be used (dealing only half damage), &#039;&#039;Acid Vials&#039;&#039; can be used (dealing only half damage), and the character can move at a slow walk.&lt;br /&gt;
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===  &#039;&#039;&#039;ADVANCED:&#039;&#039;&#039; ===&lt;br /&gt;
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&#039;&#039;&#039;Evasion:&#039;&#039;&#039; This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&lt;br /&gt;
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&#039;&#039;&#039;Memorize Ritual:&#039;&#039;&#039; This skill allows a character to memorize a Ritual Scroll into their memory and allows them to cast the Ritual without need of a physical scroll when casting that Ritual. They must meet all the prerequisites to cast the Ritual in order to memorize it. This skill does not require an instructor, and destroys the Ritual Scroll when it is memorized.&lt;br /&gt;
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&#039;&#039;&#039;Planar Scholar:&#039;&#039;&#039; This skill allows the character to apply their knowledge learned on the Prime to any other Prime shard by accounting for and calculating the subtle differences in the fundamental truths of the various Prime planes across the universe. Each rank of this skill allows a character to apply their relevant knowledge skills of the same rank. Applicable knowledge skills all common knowledge skills.&lt;br /&gt;
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&#039;&#039;&#039;Practitioner:&#039;&#039;&#039; This skill improves upon the character’s ability in Healing Arts. The time to treat a target is reduced to 15 minutes and can now be applied to 3 targets at once and will additionally remove Curses afflicting them. Similar to Healing Arts the user can choose to spend only 10 minutes but will generate only one of the effects instead of all. Additionally, the character can work with a single target to identify and even temporarily suppress one of a character’s Derangements for up to 6 hours.&lt;br /&gt;
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&#039;&#039;&#039;[[Professions]]:&#039;&#039;&#039; Professions are a set of skills that reflect a character’s study in that field. Each profession consists of 5 ranks each having a different ability, the ranks must be purchased in order. Each profession also functions under its own set of rules; this is because different abilities have different usages and limits of use. The cost for each rank is based on the number of Professions you have meaning, your 1st Profession all ranks are the same cost. Your 2nd Profession all ranks are at the cost noted on the table, and so on. &lt;br /&gt;
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&#039;&#039;&#039;Ritualism:&#039;&#039;&#039; This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.&lt;br /&gt;
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&#039;&#039;&#039;Repair Item:&#039;&#039;&#039; This skill allows the character to field repair damaged items with a 2 minute counted action. For 2 Common Ore this will remove the Breached status from a suit of armor, and for 1 Uncommon Ore this will remove the Broken status from an item. This skill will not restore special properties of an item that are not from Advanced Smithing/Engineering. This skill has no component cost if it is used at a Forge.&lt;br /&gt;
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===  &#039;&#039;&#039;SPECIES SKILLS:&#039;&#039;&#039; ===&lt;br /&gt;
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&#039;&#039;&#039;Resist Impairment:&#039;&#039;&#039; This ability allows the character to resist a single impairing attack. The following are the most common types of effects, though others may be added: Slow, Pin, Bind, Web, Repel, and Stun. This skill can be used once each reset per purchase.&lt;br /&gt;
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&#039;&#039;&#039;Resist Magic:&#039;&#039;&#039; This ability allows the character to resist a single magical effect that is a Spell cast by Incant or with the Magic Delivery Type. This skill can be used once each reset per purchase.&lt;br /&gt;
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&#039;&#039;&#039;Resist Toxin:&#039;&#039;&#039; This ability allows the character to resist a single Poison Delivery or Disease Family attack. This skill can be used once each reset per purchase.&lt;br /&gt;
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&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; This skill allows the character to recover from a variety of conditions. At the time the skill is used, the player chooses one of the following effects: Heal 10, Cure Metabolic, or Regenerate. This skill only affects the character using it and they must be Conscious to activate it; however, it can be used even if they are currently denied the use of Abilities. This is a 3 counted action. At 10th level the Heal 10 effect becomes Heal 20. This skill can be used once each reset per purchase.&lt;br /&gt;
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&#039;&#039;&#039;Resist Enchantment:&#039;&#039;&#039; This ability allows the character to resist spells and effects from the Enchantment School of Magic. This skill can be used once each reset per purchase.&lt;br /&gt;
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&#039;&#039;&#039;Camouflage:&#039;&#039;&#039; This ability functions like the Conceal skill with the following changes; first the player must be touching a tree larger than the player in width or must be surrounded by bushes and plants. Secondly, the player cannot move while under this effect, and lastly the duration of this effect is 1 minute.&lt;br /&gt;
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&#039;&#039;&#039;Resist Mind:&#039;&#039;&#039; This ability allows the character to resist a single Mental attack. The following effects cannot be resisted with this skill: Enslavement, Feeblemind, Forget, Horrify, and Slumber. This skill can be used once each reset per purchase&lt;br /&gt;
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&#039;&#039;&#039;Battle Rage:&#039;&#039;&#039; When this effect is activated the character activating it gains the following temporary benefits, +15 Body Points, +2 Permanent Weapon Damage for the duration, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battle rage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&lt;br /&gt;
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&#039;&#039;&#039;Burst of Strength&#039;&#039;&#039;: A Fae troll&#039;s true strength isn&#039;t measured by his personal best bench press, but rather by what he will do in a crisis. When using Burst of Strength a Fae Troll simply rips free of any Binding effect including Prison but still takes the damage as if he had ripped out normally. Burst of Strength can also be used to run with a downed comrade, hold someone else in a binding strike type effect, and other thematically appropriate ways as approved by the Plot Marshal  in the field at the time.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
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