Balauria

Professions, materials and potions

A hero learns two of four professions. Gatherers (herbalism, prospecting) send the hero out for hours and bring back materials; crafters (alchemy, smithing) turn materials and camp spoils into potions and hero gear. Materials trade on the stash market between players.

  • HerbalismThe hero walks the woods and marshes for healing herbs and rare flowers.
  • ProspectingThe hero searches hills and old mines for ore, silver and stranger stones.
  • AlchemyBrews potions from herbs and camp spoils: healing, war tonics, swift elixirs.
  • SmithingForges hero gear of a chosen slot and a sure rarity from ore and spoils.

Materials

  • BitterleafA common herb with a sharp taste; the base of every remedy.
  • MoonmossPale moss that glows faintly at night.
  • EmberbloomA red flower that grows only where dragonfire once burned.
  • WyrmrootA black root that beats like a heart.
  • IronstoneHeavy rust-red stone, good iron inside.
  • Silver veinA seam of bright silver from deep in the hills.
  • StarsteelMetal from a fallen star, cold to the touch.
  • DragonglassBlack glass melted by the Balaur in another age.
  • Rusted bladesBroken bandit knives, still good for the forge.
  • Wolf peltThick grey fur from the wolf dens.
  • Witch eyeA glass eye from the bog covens. It still looks around.
  • Grave dustGrey dust from the barrows, cold and dry.
  • Alpha fangThe fang of a pack leader. Rare.
  • Wight crownA tarnished crown from a barrow lord. Very rare.

Potions

  • Healing draughtCloses the hero's wounds at once.
  • Tonic of warAttack +4 % for the army the hero leads, 8 hours.
  • Swift elixirMarch speed +10 % for the army the hero leads, 8 hours.
  • Stoneskin brewDefence +5 % in the capital while the hero is home, 12 hours.
  • Scholar's inkHero experience +10 %, 12 hours.
  • Plunderer's draughtLoot capacity +10 % for the army the hero leads, 8 hours.
  • Dragon blood elixirAttack +8 % for the army he leads and hero strength +40, 8 hours.

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