Mist Village – Buildings

 

Forge of Heavens

●        Level 1

●        Elementum

●        Durability: 5,500,000/5,500,000

●        Self-healing

●        Quality: CORE.

Building bonuses

●        Can assign the Job: Smith

●        +10% chance of an item of a given quality being automatically upgraded to a higher quality once completed

●        Elementum Bonus:  Weapons have +10% Damage to spell barriers.  Each piece of armor has a 2% resistance to a specific type of damage determined by the properties of your Forge.

●        Each Magic Forge will have a specific character based upon the location where it has been created.  The movements of heavenly bodies are now clearly seen by you, even in the light of day.  Based upon which cosmic alignments are present above, there is a small chance of the weapon or armor obtaining certain powers.

Known enchantments

●        Weapons

 

▪          Attack +1 (5) (static)  : increases attack by +1

▪          Attack +2 (10) (static) : Increases attack by +2

▪          Freeze (3) I/V.  +1 Cold Damage (+100% vs Fire ) : +1% chance to Freeze

▪          Ignore Defense (3) I/IV: ignores +2% of Target’s Defense

▪          Goblin Slaying (3) I/IV : 6% Damage vs Goblins

▪          Dark Attack (2) I/IV : +1 Dark Damage (+100% vs Light)

▪          Tracking (2) I/II : Struck creatures leave obvious trail for 250 yds

▪          Analysis (4) I/II : Know information about the struck creature.  Depth of knowledge dependent upon multiple factors including, but not limited to, rank of enchantment, level of creature, etc.  Each enchantment rank can Analyze up to 5 levels.

▪          Mana Stealing (3) I/II : 2 mana stolen per hit

▪          Beast Slaying (3) I/III : +6% Damage vs Beasts

▪          Multishot (5) I/V : Creates 1 extra projectile upon being shot

▪          Confusion (2) I/II : +1% chance to cause Confusion

▪          Savage (3) I/I : +1% Critical Hit Chance.  +25% Critical Hit Damage

▪          Fire Attack (2) I/III : +1 Fire Damage (+3 vs Water)

 

●        Armor

 

▪          Earth Resistance (2) I/II : Increases Earth Resistance by +1%

▪          Fire Resistance (2) I/II : Increases Fire Resistance by +1%

▪          Death Skill (4) I/I.  Increases Death Magic skill by +1

▪          Defense +2 (10) (static) : Increases Defense by +2

▪          Shockwave (10) I/I : Increases Spell Strength of Shockwave by +5 base 5

▪          Darkvision (2) I/I : Provide 10 yards of Darkvision

▪          Increase Attack Speed (4) I/II : Increases Attack Speed by 1%

▪          Increase Movement Speed (4) I/III : Increases Movement Speed by 1%

▪          Increase Unarmed Attack Damage (3) I/I : Increases Unarmed Attack Damage by 5%

▪          Decay Metal (3) I/II : +0.1 points of Durability damage to the weapon that strikes this armor per charge expended   Works only against metal weapons

▪          Distract (4) I/II : Looking at this item decreases Concentration by 1%

▪          Balance (5) I/I : Increases balance by +1

 

●        General

▪          Durability (2) I/III (static) : Increase Durability by +10

Dragon’s Cauldron

●        Level 1

●        Aged Glass

●        Durability: 8,000,000/8,000,000.

●        Quality: CORE.  

●        Self-healing.

Building bonuses:

●        Any potions created by the Dragon’s Cauldron will have a 0.08% chance of having an extra effect that will permanently increase a characteristic, skill, affinity, or resistance.  Potions you create will grow stronger over time.

●        +10% chance of a potion being automatically upgraded to a higher quality once completed.  

●        +10% chance of a potion being successfully created.  

●        Placing any one base ingredient or resource into the central cauldron will allow you to transmute it into another.  The conversion ratio will be greatly determined by the abundance of both the initial resource and the final resource in the surrounding lands. The Cauldron can only make ingredients or resources that have already been placed in the central cauldron and subsequently consumed.  

●        Placing an assortment of ingredients into the central cauldron will allow you to know if a potion can be created from that combination.  At the Cauldron’s current level, this can be used once per day.  

●        Placing a potion into the central cauldron will give you the chance to learn the exact recipe used to create the potion.  The potion is used up during this procedure.  If local equivalents of the ingredients exist, those will be provided as a substitute recipe.

●        Each time the potion is created there is a small chance to learn another recipe for either that potion level, the level below, or the level above.  

●        Your Map Making skill is synergistic with your Cauldron.  While ingredients common to your location will not be marked, the general location of rarer ingredients may be indicated.  Increase your Herb Lore and exploration skills to increase the effectiveness of this bonus.  

●        If a potion is successfully created, it can be placed into the central cauldron.  If enough materials can be provided, there is a 100% chance to make nine additional potions of the same level and strength.  Potions created in this way cannot be used to trigger this or the Cauldron’s other powers.

 

Known Recipes (partial):

 

●        Selak’s Luck -- Luck Potion.  Level: Elixir

●        Restore Health.  Level: Brew, Tincture, Solution

●        Restore Stamina.  Level: Brew, Tincture

●        Restore Mana. Level: Brew, Tincture, Solution

Portal

●        Apprentice Level

●        Qualifies as a Minor Wonder in The Land

Composition:

●        various rare types of stone

●        emeralds, diamonds, pure gold and other precious resources

●        the tear of a basilisk

●        powdered dragon’s tooth

●        the elemental iron heart of a lava djinn and other magical resources

●        four seventh-tier, special level souls

●        other (unnamed) …

Settlement bonuses:

●        +9% Movement Speed for every member of your settlement

●        +5,000 Relationship Points with any other settlement you connect to via your apprentice Level Portal

Townhall/Goblinhold

●        Level 2

●        Quality: Well Built

●        Marbled Quartz

Building Bonuses

●        Can assign the Job: Town Administrator

●        Diplomacy Points can now be collected.  Max: 1000 DP/Foreign Settlement

●        Max level of buildings in your settlement has increased to the level of your Townhall +1 (Current Max Building Level: 2)

●        You may now institute taxes with decreased Morale and Loyalty Penalties

o   1-5% Taxation = No Penalty

o   Each 1% increases Penalty until reaching 10% Taxation = -50% Penalty

o   >10% Taxation = Full Penalty

●        Increases Loyalty and Morale by +1/day (Max Change: +1,000 Points each)

●        Can now know daily rate change in City Mechanics  

●        Informs the ruler of the settlement as to average change in settlement Mechanics (Morale, Loyalty, Health, Commerce, etc) on a day-by-day basis (base without changes)

o   Loyalty: +1.03

o   Morale: +1.2

o   Health: -0.02

●        Can Assign 2 Diplomats and 2 Spies.  Each Diplomat has +1 Relationship rank with other settlements

●        Provides 100 units of storage space

●        Housing for 25 people (Adequate housing Quality)

●        Can now generate specific quests.  100 XP generated daily which can be used as a reward.

 

Barracks

●        Level 3

●        Quality: Well built

●        Marbled Quartz

Building bonuses:

●        Can assign the job: Captain of the Guard

●        Can train 4 basic units at a time

●        -30% training time

●        unusual unit upgrades available

●        Provides housing for 100 people (No drop in Morale for housing nonfighters)

●        Can train 2 specialized units at a time.  2 Specialized Units currently available: Meidon Archers and Pixie Scouts

●        Training in a Barracks increases acquisition of Martial skills by +30% (cumulative with trainer bonus)

●        Can train War Leaders

●        +25% Building Durability

●        This is a Fortified Structure: +20% to Attack and Defense for friendly fighters while in this Building

●        Fighting Spirit of Barracks-trained Units increased by +1 rank

 

Healer’s Hut

●        Level 3

●        Quality: Well built

●        Marbled Quartz

Building bonuses:

●        Can assign the Job: Healer

●        +5% village Health

●        +5% disease prevention

●        +5% recuperation speed after injury

●        +100 Relationship Points with any villagers possessing healing skills
 

For creating a Level 3 House of Healing over a Life Place of Power your village is given the following boons:

●        The incidence of those being born with an affinity greater than 50% in Life magic has increased by a factor of 3.

●        Every villager with Life magic has their Life Magic skill affinity increased by +15%

●        Every villager with Life magic gains 3 levels in Life Magic

●        Advancing this building in level again will increase these boons

Workshop

●        Level 1

●        Quality: Well built

●        Durability 15,988/15,988.  

●        Wood

Building bonuses:

●        Can assign the job: Builder

●        +1.2% chance of a building being increased one quality level on completion.

●        12% increase to Production when erecting buildings.

●        12% increase to village building Durability.

 

House of Scholarship

●        Level 3

●        Quality: Well built

●        Marbled Quartz

Building bonuses:

●        Can assign the job: Wiseman

●        +30% Research Speed

●        + 30% Scribing Speed and success rate

●        +30% Village Education, Lore and Lore acquisition

●        +5% Chance to have an Epiphany

●        +50% Max RPs/day

●        +10% Durability

●        Daily Research Points 0.2/RP/day per Researcher per Rank

●        Research Points can now be used to reverse engineer Blueprints, Templates, Recipes, Schematics, etc. if an example is available.  Known magical documents can be advanced using Research Points if the prerequisite tech is known

 

Ship’s Cradle

●        Level 1

●        Quality: Well built

●        Durability: 156/163

●        Wood

Building Bonuses:

●        +5% Shipbuilding speed bonus

●        +5% bonus to ship stats

 

 

Bat Roost (DEFUNCT)

●        Quality: Above Average

●        Durability: 131/573

●        Wood

Building Bonuses: (All bonuses negated until Durability increased above 50%)

●        +10% to strength of bats living in the roost

●        +10% attraction of bats

●        +10% chance of attracting a more powerful bat

 

Longhouse x 8

●        Quality: Well Built

●        Durability: 1272/1272

●        Wood

●        Houses 30/60/90 people (luxuriously/comfortably/overcrowded).

Livestock Pen x4

●        Quality: Above Average

●        Durability: 170/170

●        Wood

●        Pen capacity varies based on animal

Skath Pen x4

●        Quality: Well Crafted

●        Durability: 613/614

●        Steel Net

●        Circular pen 20 feet in diameter.

Walls

●        Mix of earthwork and marbled quartz

●        5 feet tall.

Properties of types of wall:

●        Hard-packed Earthworks (31%).

o   Durability: Variable due to variation in Building Quality

o   Building Quality: Slum to Well Crafted.  Defense: +2 to +7.

●        Marbled Quartz (69%)

o   Durability: 15,225/15,225.  

o   Building Quality: Well Built.  Defense: +38

Bonuses:

●        +10% defense for defenders (2% per foot)

●        +15% Line of Sight (3% per foot)

●        +10% distance to ranged attacks (2% per foot)

Inner Trench

●        20 feet deep x 30 feet wide

●        Lined with wooden stakes

Outer Trench

●        15 feet deep x 21 feet wide

●        Lined with wooden stakes

Towers x 18

●        Durability 276/276

●        Building Quality: Slum

●        Defense: +3

●        +60% Line of Sight (3% per foot).

Roads

●        Gravel

●        +6% travel speed while on gravel roads