World of Equinox


Jack of All Trades

Jack of All Trades

Alchemy
Taught by: Alchemist, Mage, and Scribe vendors.

Rather than turning scraps of metal into gold, Alchemists at Equinox focus on mixing and brewing potions with all kinds of effects. To most of the inhabitants of the lands the potions that Alchemists make are magical, though a few here and there will see healing and curing drinks as just herbal remedies.


Homoculous Creation

Homoculous are little creatures that follow you around. If you die while it is in the same area as you, it will take your place, and you will not suffer any skill loss etc. However, you will be stuck in the homoculii body for a while.

Monsters ignore him. If he does get hit though, he will run away. If he dies, he just dies.

Commands he will obey include all follow me, cure, heal, light, fetch, give, loot.

To make one requires an Elixer and a Totem. Double click the totem to attempt to make one.

At 100 skill, there is still only roughly a 25% chance of success. If you fail, one of the following will happen:

1. You get poisoned, worse than deadly.
2. Your hair falls out.
3. Your skin color temporarily turns blue.
4. Temporary sex change from male to female or vice versa

Advanced Alchemy Potions

Sorins Protect from Paralization
Effect: One-time protection from paralysis
Requires: Mortar an heating stand
Reagents: 1 G.Agility Potion, 5 Spider Silk, 2 Bones
Skill: 90

Invisibility
Effect: Invisibility
Requires: Mortar and Heating Stand
Reagents: 1 Nightsight Potion, 3 Executioner's Caps
Skill: 60

Phandels Intellect

Effect: Intelligence Boost
Requires: Mortar and Heating Stand
Fine (30 Skill): 1 fertile dirt, 1 volcanic ash
Fabulous (60 Skill): 2 fertile dirt, 3 volcanic ash
Fantastic (80 Skill): 5 fertile dirt, 7 volcanic ash

The Homeric Might
Effect: Boosts all stats
Requires: Mortar and Heating Stand
Normal (40 skill): 1 dragonblood and 1 G.Strength potion
Greater (70 skill): 4 dragonblood and 1 G.Strength potion

Tamalas Heal
Effect: Full Heal
Requires: Mortar and Heating Stand
Reagents: 1 G.Heal potion, 1 Wyrmheart, 2 Star Sapphires
Skill: 99

Taints Transmutation

Effect: Polymorph
Requires: Mortar and Heating Stand
Minor (70 skill): 1 fertile dirt and 3 deadwood
Major (90 skill): 5 fertile dirt and 3 deadwood

Totems
Use: Used in Homoculous creation
Requires: Mortar and Heating Stand
Reagents: 2 Batwings, 5 Daemonbones, 6 Trollhides
Skill: 100

Megos Invulnerability
Effect: AR Increase
Requires: Mortar and Heating Stand
Lesser (30 skill): 1 serpent scale, 1 ginseng
Normal (30 skill): 4 serpent scales, 3 ginseng
Greater (30 skill): 6 serpent scales, 5 ginseng

Elixer
Use: Needed for Mana stones and Homoculous creation
Requires: Mortar and Heating Stand
Reagents: 1 Wyrmheart, 1 Diamond
Skill: 100

Essence of Flame

Use: Enchants a bow or 100 arrows with flame.
Reagents: 5 Volcanic Ash, 2 Brimstone, Ruby
Skill: 80

 

Blacksmithy
Taught by: Armorer and Tinker vendors.

Blacksmithy is mainly used for the creation, upgrade, and repair of metal goods, chiefly arms and armor. The chief resource needed for this skill is ore, smelted into iron bars called ingots.

Magical weapons and armors are able to be laminated, or coated with another metal to change their color. To do this, a smith must use their hammer on the item and when prompted, select a pile of metal that they want to laminate the item with. This process requires at least ninety Blacksmithy skill and half the ingots required to create the item the smith is trying to laminate. There are some risks associated with this process as well, on a failure there is a ten percent chance to lose ingots, and a one tenth percent chance that the item you are trying to laminate will be destroyed. Failure and success are determined randomly, having nothing to do with skill.

With the use of tongs, a smith can turn an item created from metal back into ingots. This smelting process only yields a small percent of the ingots used to originally create the item, but its far better than simply throwing the item away.

When an item is targeted using the Blacksmithy skill, the item will be identified and the smith will be told some information about its quality. They will see both the item's newness and condition of the item. The item's newness is a measure of how many more repairs it can take, and its condition tells the smith if the item needs repaired or not.

The skill checked when determining the condition of an item varies from item to item. Clothing and armor made from hides will check against the character's Tailoring skill, wooden items will check against Woodworking, and metal armors will be checked against their Blacksmithy. Additionally, weapons and shields will use either the checker's Blacksmithy skill or combat skill to use the item, whichever is higher. For example, if a smith's Archery is higher than their Blacksmithy, the check will be made against their Archery skill when looking over a bow or crossbow.

 
Metal & Skill Needed
   
Iron
30
 
Malacite
90
Shale
40
 
Amethyst
90
Bronze
45
 
Dwarven Bronze
95
Dull Copper
50
 
Elven Gold
95
Copper
60
 
Azurite
95
Jaydite
65
 
Rubysteel
95
Onyx
75
 
Bluesteel
95
Bloodstone
80
 
Blackheart
98
Pyrite
85
 
Crystalline
98

Smelting Gold
Gold is the only item that uses Blacksmithing for smelting. When you smelt gold you will get 1 gold ingot per 100 gold. Don't worry if you accidently smelt a pile of gold. Just sell a gold ingot to a vendor and get coins back. The only reason for smelting gold is for making wands and jewelry. Smelting gold requires 40 blacksmithing.

 

Cartography
Taught by: Fisherman, Ranger, and Shipwright vendors.

Cartography is the ability to write, decipher, and follow maps.

Charting a map is a relatively simple process. Start by purchasing a blank map from a provisioner for a handful of gold. Next, move to the center of the area you want to chart and double click on the blank map. A window will appear with a few map types, depending on skill. Select one of those and your map will be finished.

There are three kinds of maps that players can create. Detailed maps have the smallest area of coverage, but as the name says they are very detailed. Treasure maps are detailed maps. Regional maps cover a larger area than detailed, but have fewer landmarks to help find your way. A world map is just that, a very large map not suited for small scale navigation. It can, however, be used for navigation over water.

Cartography is also an important skill for finding buried treasure. First, attempt to decipher the map by double clicking on it. The higher your Cartography skill, the older the maps you will be able to read. Once the map has been decoded, use any mining tool on it to be told where to head. The higher your mining skill is the further you can be from the actual treasure chest and still dig it up, but be careful as chests tend to be well guarded.

 

Cooking
Taught by: Baker, Barkeep, Beekeeper, Cobbler, Farmer, Fisherman, Provisioner, and Shipwright vendors.

The Cooking skill is used for the preparation of food and drink. A cookbook, which can be bought, will give you recipies. Some foods even give temporary bonuses to skills.

Recipies can be found in in-game "cookbooks"

Special Foods & Bonuses

Carrot Cake
Alchemy +2
 
Onion Flat Bread
Magic Resist +2
Vegetarian Flat Bread
Anatomy +2
 
Spicy Fish
Meditation +2
Corned Beaf & Cabbage
Archery +3
 
Marinated Chicken
Mining +2
Stewed Capon
Blacksmithy +2
 
Venison Fricassee
Musicianship +3
Veggie Bread Bowl
Camping +2
 
Peach Cobbler
Parry +2
Bangers and Mash
Cartography +2
 
Key Lime Pie
Poisoning +4
Fish in Garlic Sauce
Cooking +3
 
Lemon Meringue
Poisoning +4
Fruitcake
Druidry +4
 
Lemon Tarts
Provocation +2
Mincemeat Pie
Fencing +3
 
Lime Cake
Stealing +3
Chicken Potpie
Fencing +3
 
Spaghetti
Stealth +2
Banana Cream Pie
Fishing +4
 
Porridge
Swordsmanship +3
Sausage Flat Bread
Healing +3
 
Honey Baked Ham
Tactics +2
Lemon Cake
Hiding +3
 
Trout a la Creme
Tailoring +3
Lamb Tangine
Inscription +4
 
Coconut Cream Pie
Taming +3
Onion Rings
Invocation +2
 
Apple Fritters
Tinkering +2
Buttered Popcorn
Lockpicking +3
 
Tur-pah Stew
Tracking +2
Fancy Salad
Lumberjacking +3
 
Apple Raisin Salad
Veterinary +3
Cocnut Cake
Mace Fighting +4
 
Beef Jerky
Wrestling +3
Sushi
Magery +4
 

 

Fishing
Trained by: Farmer, Fisherman, Provisioner, Ranger, and Shipwright vendors.

Fishing is perhaps the most relaxing trade skill in the game. There are a handful of fish breeds that you can pull up with this skill as well as boots, shoes, containers, treasure maps, and message bottles. Treasure maps require at least seventy skill, and message bottles require 100. This skill only works on large bodies of water, water barrels and troughs do not hold fish.

Along with fish and footwear, its also possible to dredge up unfavorable creatures. Water Elementals, Tentacle Beasts, and walruses. While the first two creatures are the most lethal, the walrus is certainly the most annoying. While a walrus remains in the area, it will scare away all the fish causing you to either move or kill it.

The fishing pole isn't the only tool at a fishermans disposal, however. The fishing net, found as loot on monsters and in treasure chests, can be used to pull up more than one thing at a time. I say thing because along with multiple fish, boots, and containers, it also carries the possibility of carrying up more than one Wave Elemental, Tenticle Beast, walrus, or even Sea Serpent. Fishing nets also require deep water to be used, meaning that the user must be at least twenty tiles from the coast.

Message bottles, if found, can be quite profitable to a fisherman. They are distress messages from ships that have since sunk, sending their treasures to the bottom of the sea. To read a message, simply double click the bottle and an note will appear. Use a ship and sextent to navigate to the note's coordinates and use a fishing pole on the water there. After a few casts you will haul up a locked chest that, when unlocked, will contain treasure, unique items, and maybe some things with magical properties. The skill required to pick a treasure chest lock is random, somtimes it could require twenty skill, other times you may need ninety.

 

Inscription
Trained by: Alchemist, Mage, and Scribe vendors.

People trained in Inscription are responsible for the spread of writings of all kinds. They create and copy books, create spell scrolls, and transfer scrolls to books among other things.

First of all, Scribes may make their commonly used raw materials; Blank books and scrolls. To make scrolls, you requite some Dates, some Hides, and a scraper tool. One bunch of dates is needed for every 3 hides used, and the dates are used to 'wash' the hides so they are ready to be made into magical scrolls, written upon, etc. The scraper is used to scrape the wash off when ready. To initiate this process, use the scraper on the hides.

Books are a continuation of this process; to make a book, you will require 16 scrolls, and one hide. Using the inscription skill on the scrolls will prompt you to select a hide to use as the binding for the book.

One use of Inscription is the creation of scrolls. To do this, you only need to have the spell that you want to copy in your spellbook, and a blank scroll. To start the process, open your book, and click the scroll icon in the bottom right corner of the book. This will take you to the spell descriptions, from which each spell will have a 'copy scroll' button at the very top of the page. Clicking this will prompt you to target the blank scrolls to use, and will then attempt to copy the scroll.

Using a scroll is a bit different from casting out of your spellbook. For one, you can't fail with a scroll as long as you meet the requirements for casting it. To use a scroll, you must have a Magery rating of at least twenty below the minimum skill to cast the spell.

Another use for a scroll is as a sealed letter. To write upon a scroll, use a pen and ink tool upon it. In addition to the letter, you can specify who it is from and who it is to. The advantage of this system over books is that the letter can be sealed; only can be opened by the designated recipient. (So make sure you spell their name correctly!) Though due to this, a decent skill in inscription is required. To seal it, you need a wax stick, and a candle.

Scribes may also enchant a staff, so it can be used as a tool to cast spells. All you need do use inscription on the staff, and target the spellbook to link it too. While holding such a staff, all the character needs to do is speak the spell's power words, and they will cast the spell, much in the same way as if holding their spellbook.

To copy the text of a book into a blank one, use the Inscription skill and target the book you wish to copy, then the one you wish to copy into.

 

Lumberjacking
Taught by: Baker, Beekeeper, Farmer, Tailor, and Tinker vendors.

Lumberjacking is your characters ability to gather resources, from logs to carrots. Your Lumberjacking skill determines the types and amounts of logs you gather, listed below. It also sets how much kindling you get at a time and how quickly you harvest crops from the fields. There are some random events while lumberjacking such as disturbing a bees nest, angering an ent, collecting amber or deadwood. While harvesting crops you may find a patch of fertile dirt. Certain abilities of the crafter's class can reduce (but not eradicate) the attacks pausible through Lumberjacking.

Normal Logs
0
Cherry Logs
70
Smaltwood Logs
40
Chalkwood Logs
80
Myrtlewood
50
Ebony Logs
90
Olivewood Logs
60

 

Mining
Taught by: Armorer and Tinker vendors.

Mining is your character's ability to dig things up, from ore to treasure chests. Your mining skill determines the types and amounts of materials you dig up, listed below. You can currently mine ores, sand, and clay blocks from different tilesets. There are also random events while mining, such as unearthing a monster, treasure map, or piece of amber.

To turn raw ore into useable ingots, double click a pile of ore while standing near a forge. A skill check will be performed, and you will either smelt all the ore into ingots or lose one ore to failure.

While mining for ore there are different things that can happen to you. You can find a slime or earth elemental, find a tattered map, find a piece of amber or break your mining tool.

Ores
Whatever you mine (Sand, Clay, Ore) the following table shows how much you will dig up at your skill level.

Up to 60 Skill
4-8 Units
60 - 80 Skill
5-9 Units
80+ Skill
6 - 10 Units

 

Ore
Skill to Mine
Skill to Smelt
 
Ore
Skill to Mine
Skill to Smelt

Iron

0
30
 
Malachite
80
90
Shale
30
40
 
Amethyst
80
90
Bronze
35
45
 
Dwarven Bronze
85
95
Dull Copper
40
50
 
Elven Gold
85
95
Copper
50
60
 
Azurite
90
95
Jaydite
55
65
 
RubySteel
90
95
Onyx
65
75
 
BlueSteel
90
95
Bloodstone
70
80
 
Blackheart
95
99
Pyrite
75
85
 
Crystalline
95
99


Additionally, Azurite and Crystalline can only be found in caves or mountainsides. Rubysteel, Bluesteel and Blackheart may only be found in dungeons.

Magic Shovels
To use a magic shovel you have to be able to mine the type of ore normally. If you only have 60 mining you would not be able to use an onyx shovel. Magic shovels increase your chances of finding particular types of ore. There are no magic shovels for sand or clay as that is all you find when mining for that.

There is a corresponding shovel for each type of ore. Having one of these shovels means you will find that type of ore faster, along with any "lower difficulty" ore. For example, an Onyx shovel increases the rate at which you will find onyx, copper, dull copper, bronze and iron ore. You will still find pyrite, malachite and bluesteel/rubysteel/azurite ores but at the same frequency that you would find them with a normal shovel or pickaxe.

Magic shovels have other benefits. You can find tattered and frazzled maps, sapphires and star sapphires if using iron - malachite shovels. If you are using an azurite/bluesteel/rubysteel shovel you can find frazzled and frayed maps, rubies, emeralds or diamonds.

The increased benefits are not with out risks. All types of magic shovels have a chance of uncovering a granite elemental. Azurite/bluesteel/rubysteel shovels also have a chance to uncover 4 earth elementals at once or a giant slime.

Sand and Clay
Sand can only be mined on a beach, and Clay can only be mined on a swamp. Grains of sand can be smelted into glass with 40 skill. Clay does not need to be smelted.

Tinkers can turn Glass into Obsidian, and Clay into porcelain. This requires 90 skill.

 

Tailoring
Taught by: Beekeeper, Cobbler, Farmer, Leatherworker, and Tailor vendors.

Tailoring is mainly used for the creation, upgrade, and repair of cloth and leather goods, mainly clothes and light armor. The primary resources for this skill are cloth, created by using a sewing kit on a cloth bolt, and hides harvested from killed animals and monsters.

Tailors have the knowledge to fortify normal hats with various kinds of helms, giving the wearer the protection of the helm with the style of the hat. To do this, a tailor needs a hat and helm of some kind, and a sewing kit. Use the sewing kit and target the hat and when prompted, target the helm. After a skill check, the helm will disappear lending the hat its name and armor value. These newly created items are dyeable, and the color of the helm used to fortify the hat has no bearing on the combined item color.

Tailors can also work with magical leather and studded armour, to an extent. A highly-skilled tailor can alter the gender of a piece of leather or studded armour, or re-inforce it with a different type of hide, which effectivly changes the colour of the armour.

Pack animals are wonderful tools for resource gatherers, and tailors are responsible for crafting the bridle to hold the packs. When a bridle is used on a horse or llama it disappears, and the animal is turned into a pack animal, capable of hauling things for its owner.

Additionally, when bandages are created by using a pair of scissors on cloth, there is a Tailoring skill check. Unwanted clothing can also be cut into bandages in this manner.

Tailors also have access to the advanced colour ranges on a dye tub. To be able to use anything but the basic colours, you will need 70 skill in Tailoring.

Leather Hides

Hides
Creatures Killed for Hides
Tan (Normal Hides)
forest/desert ostards, cows, bulls, bears, rabid cats/dogs, goats, sheep, llamas, horses, deer, great hart
Brown (Rat Hides)
rats, giant rats, ratmen
Green (Lizard Hides)
frenzied ostards, crcodiles/alligators, some lizards
Green #2 (Lizardman Hides
all lizardmen
Blue (Troll Hides)
trolls
Red (Dragon Hides)
dragons, drakes
Silver (Serpent Hides)
giant serpents, ophidian queens
Yellow (Titan Hides)
titan, cyclopses
Purple (Liche Hides)
all liches
Bronze (Hopper Hides)
all hoppers
White (Snow Hides)
polar bears, snow leopards
Black (Dusk Hides)
dire wolves, panthers


Bone Armour

Bone armour can now be crafted by tailors, in much the same way as leather armour. Use your sewing kit on a sufficient ammount of bones, and you will be asked which type to create. The one major difference is that crafting bone armour requires both Bones and Hides (the hides needed depend on the colour of bone). However, upgrading the armour will only require the use of hides.

Below are the types of bone, and hides required.

Normal (Bone)
Leather used: Tan

Blue (Trollbone)
Leather used: Troll Hides

Red (Daemonbone)
Leather used: Dragon

Black (Enchanted Bone)
Leather used: Dusk

 

Tinkering
Taught by: Armorer and Tinker vendors.

Tinkering is mainly used for the creation of tools, jewelry, and house decoration items. This skill uses seven different resources for its items, metals, clay, porcelain, glass, obsidian, lumber, and gold. A majority of what a tinker can make requires metal ingots, and things made from metal with the exception of large metal chests do not take the color of the material used.

This skill is also used to preserve the heads of fallen enemies to keep as trophies. Unpreserved, the head of a creature will decay in three days. To prevent this from happening, a tinker will need a set of tools, a bail of hay, and a greater cure potion. Use the tinker's tools on the head with the other items in your pack and, if you pass a skill check, the item will be preserved. IF you fail the check the hay and potion will be lost, but the head will remain, letting the tinker try again.

The gold bars used by tinkers for certain items are smelted using the Blacksmithy skill. To make a gold bar, double click on a pile of gold while standing near a forge, then click okay when the prompt comes up. One gold bar requires 100 gold coins, but you can sell any extra gold bars back to a vendor for 100 gold.

Tinkering Items

Preserved Heads
Heads decay in a few days. They'll last for 3 days from when you cut them off. You can now preserve them, though. A tinker can do it with the head, straw (You can buy this from a farmer), and a greater cure potion (I'm very, very sorry for this horrible pun, but I was unable to resist it. ) Use either tinker tools or a tool kit on the head while you have the other two items in your main backpack and you'll preserve the head so that it won't decay. Its a skill based difficulty check (so 60 skill = 60% chance of success.) You won't ruin the head even if you fail, but you'll use up the other items. Preserved heads will have a title to them "the preserved head of (mob/character name here)"

Pen and Ink
To make a pen and ink, you will require one each of the following three items; Blackmoor (ink), Glass ingot (bottle), and Feather (pen). To asemble the items, use your tinker's tools on the feather.

Wax Sealing Sticks
To make wax sealing sticks, used in letter-sealing, you will need a pot of wax (use 5 beeswax on a kettle). To convert the wax to the sealing sticks, use a bladed item (dagger, sword, etc.) to 'cut' it into shape.

Candles
You need 5 wax, a kettle, a dipping stick and a head (carve monster for head) to make a skull candle. If you just want candles, you dont need the head. There is a tinkering skill check.
Steps are as follows:
1) Use head on kettle to get skull (if you want skull candle)
2) Use 5 beeswax on kettle to get a pot of wax
3) Use dipping stick on the pot of wax to get a candle
4) Use skull on the candle to get a skull candle (unlit)

Clocks
To make a clock, you need a clock frame, springs, gears, and an axle. Use the gears and it'll automatically go together with the axle to make an axle with gears. Use that and it'll go together with the springs to make clock parts. Use the clock frame and you get a clock.

Mana Stones
Mana stones allow you to transfer magical enchantments from one item to another. However, the items must be of a similar type, e.g. you cannot transfer an enchantment from a buckler to a katana, but you could transfer it from a buckler to a heater shield. See the section on "Mana Stones" under "Life Imbued with Magic" for more information.

To make one requires an Elixer potion (see Alchemy), a gold bar, and 10 star sapphires. To attempt to make one, use your tinker's tools on the potion.

 

Woodworking
Taught by: Ranger and Tinker vendors.

Woodworking is mainly used for the creation, upgrade, and repair of wooden goods, mainly bows and house decoration items. Logs are the primary resource for this skill (see lumberjacking for a list of log types).

Most of the furniture items created by a woodworker can be rotated by double clicking on them. All house add-on items except stoves and fireplaces are created by woodworkers, these two items can be bought from a baker vendor.


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