Important Custom Items - What are they?

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Custom Items System



In Mortals and Mythos there will be more freedom afforded to the players that which allows them to create their own items through in-game commands. Although there are certain restrictions as to what can be created. Players can make their own items as long as it is Common, nor does it break the current Techlock. Below is a list of what Professions would require a application regardless of Rarity:
  • Specialized Cooking: Custom applications for cooking would yield unconventional or innovative cuisine related to one's path. These items could grant special boons, effects, or custom functions within reason.
  • Archaeology: Custom applications for archaeology would allow the archaeologist to inscribe specific recipes or effects.
  • Alchemy: Custom applications for alchemy would yield new concoctions, infused items, or anomalous and abnormal creations. This includes Reagents.
  • Smithing Creations: Utilizing resources that are found in the Wiki, excluding:
    • Iron (Steel), Copper (Bronze), Tin
  • Advanced Creations: Alloys, or complex mechanisms that would require oversight.
However, not all professions need to engage in custom applications. Hunting and Gathering both rely on harvesting and are better reflected through events and/or in-game nodes that can be interacted with. They may still apply but require very good creativity and justification.

Custom Item Creation:
As mentioned, players possess the ability to create their own Custom Items, provided they have a rarity of Common. No items may be created above a Common rarity as players may lack both the exotic materials or the technical means to be able to do so.
For Custom Item creation, players must use the /ie lore commands, with the exception of the /ie rename command that allows a player to rename an item.

  • Using the command /ie lore add <Text> will add the contained text into the description of a Minecraft item. It is encouraged to use up to 45 characters per line for better readability.
  • In addition, these commands allow users to change the color of their text by using the basic Minecraft color codes. This is done, for example, by formatting the command as /ie lore add &7<Text> to keep the description a nice, clean gray. <Color Codes>
  • In the event of a mistype, players can use the command /ie lore remove to erase mistakes. This is done by specifying the line the mistake occurred on.
  • If the player wishes to redo the line without deleting the content entirely, /ie lore insert will ask the player to choose a line to alter along with the text they would like to insert instead.
  • The commands /ie lore copy and /ie lore paste allow the item description to be copied from one item to another. However, the name of the new item will not change unless the rename command is used.
Rules and Expectations and Guide —
  • All creation roleplay must be your own. Plagiarism is not allowed.
  • All creation roleplay must be conducted in-game and time-stamped.
  • Be realistic but also be creative with your creation. Research is encouraged, but we do not expect you to have a degree on the topic, so just have fun with it.
  • Provide your own item/descriptions within reason of your argued/created craft.
  • It is expected that you will essentially pay double, to craft the item yourself, describe it yourself, and provide additional materials for said craft.
  • Any ingredients that are prefix/suffixed with shard, fragment, pieces, etcetera, will need nine to make one full piece. Keep this in mind when regarding gathering supplies to craft your Custom Items.
  • Through Item Edit, you can create common items, unless it is Alchemy-related. Anything through Custom Item system is automatically considered Uncommon.
When creating your Custom Item, here is the standardized template to use when naming, describing and tagging your items. However, this can also serves as a guide for creating non-CIT items on the daily basis too.

:common: Name
COMMAND: [/ie rename :common: <name>]

[ Roleplay Item ] or [ Roleplay Ingredient
]
COMMAND: /ie lore add &7&l[ &fRoleplay Item &7&l]

/ie lore add &7&l[ &fRoleplay Ingredient &7&l]
[add space]
COMMAND: /ie lore add
YOUR DESCRIPTION GOES HERE. IDEALLY KEEP THEM ALIGNED, 45-50 CHARACTERS per line.
  • Class refers to the type of item, this is for the rolling/combat/stats system that we use. This can be a long-sword or a crossbow, for example.
    • Mention Unique such as: Dagger, Unique - if it has unique mechanics
    • Lifebind - Druid-based
  • Type refers to spell-crafting enchantments or if the item is consumable, or deployable, though current types are:
    • Consumable - Used on emotion /action
    • Soulbound - Ectoplasm based
    • Enchanted - any magical concept based enchantment.
    • Cursed - Event Related, more typically malevolent enchantment related to ectoplasm/quintessence
    • Hexed - a more neutral based enchantment related to ectoplasm
    • Enchant/Hex/Curses all have Tiers to them. Ex: [Enchanted, II]
    • Infused - Spellcrafting
    • Balanced - Spellcrafting
    • Unbalanced - Spellcrafting
  • Duration refers to active duration whether it refers to time OOC such as days or hours, or emote count. Examples of these can be, +12 Hours, 4 Emotes, or 2 Emote wind-up then lasts 4 Rounds.
  • Toxicity refers to the Alchemy related Toxicity system. For potions/brews/decoctions. This can be +2 or even -3 for example.
  • Modifiers are extra mechanics to an item most always gathered/made in events, shops or our Custom Item system. Examples can include:
    • 1d4 Poison Damage
    • Flat (2) Reduced Physical Damage, with additional 1d4 reduction.
COMMANDS:
/ie lore add &8&l[ &cClass: &fTEXTHERE &8&l]
/ie lore add &8&l[ &cType: &fTEXTHERE &8&l]
/ie lore add &8&l[ &cDuration: &fTEXTHERE &8&l]
/ie lore add &8&l[ &cModifiers: &fTEXTHERE &f&8&l]

EXAMPLES:
1727236108606.png1727236180371.png1727236213885.png1727237709445.png

Unbalanced Conduit:

Infusing a shard of raw Crystallised Essence into a rune-inscribed conduit creates an Unbalanced Conduit. This conduit grants a +2 bonus to casting rolls and rolls to hit for spells within the same school as the inscribed rune but imposes a -1 penalty to casting rolls and rolls to hit for spells from other schools.

Balanced Conduit:

For a more harmonised power, Spellcrafters can opt to create a Balanced Conduit. This involves a ritual where a medium to large Crystallised Essence shard is further augmented with diverse essence. This involves either striking and targeting the rune with several spells, or by utilising the prowess of an expert transfigurationist to imbue runes and essence into the crystal. Multiple runes may be inscribed onto the conduit, culminating in the infusion of a richly imbued crystal that offers a +1 bonus to casting rolls and rolls to hit for all spells. Balanced Conduits also exhibit enhanced resilience to overloading, ensuring stability during intensive spellcasting, events, or scenarios that may require it.


Crafting Application –
Date and Time:
Username:
Minecraft username / IGN.
Character Name:
Profession and Path:

Crafting Pictures: link with Imgur.
Material Storage: Link coordinates (x x x, do not add , just put spaces between each number) where you store the materials used, if applicable.
Materials Listed/Used:

Additional information/arguments:

(This section, is what would want to be argued for regarding the ability/feat/aesthetics/mechanics the item(s) would have. An example can be something as simple as, in the RP the blade has been refined so much, and or added with razored edges to give some sort of Bleeding Modifier, or that since this weapon is made from Silver, it would have the Silvered Modifier. To something as complex as magical enchantments, summons/creations.)

Rarities and Exhaustion –

Rarity of Materials / Craft Exhaustion
Common-
Uncommon(2) Unique items per week.
+ (2) Repeat items per week

Explanation: Bob makes x1 Silver Sword, x6 Black-Iron Arrows.
Bob can make another x1 Silver Sword and Black Iron
Arrows within the week. As they are the same items.

(4) Unique Advanced Alchemy creations per week.
(1) Decoction per week.
Rare(1) item per week.
Mutagen: (1) per day.
Artefact / Mythic(1) item per month
Any Inventions(1) item per month. [Closed for now] [Staff are stretched thin]

[Proof may be warranted for crafting things of higher quality, in regards to how one had acquired knowledge of procedures.]

[ Something to Note: Similar to how a Smith might put their own brand on a weapon to indicate it is theirs, and to add their own design. Alchemists can do the same within reason of the boundaries of the Alchemy potions function that they are making. If you are making an Alchemy concoction, and want to put the mechanics such as Tox and Duration yourself, you may, and simply keep it in your inventory for the respective DM to sign it when approving the application. ]
 

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Additional Information regarding Metalloids and their combat-use:
These can be altered, through special use-cases in a CIT argument and or supernatural means, but the below are default capabilities of the material(s).
Black Iron WeaponBlack Iron - Using a Bonus Action, light the blade on fire for (2) emotes, causes Burn I if attacking same creature for its duration.
Black Silver WeaponBlack Silver - Using a Bonus Action, light the blade on fire for (2) emotes, causes Burn I if attacking same creature for its duration. The weapon will melt after this however. Does an additional (+2) damage to necrosis-based material, that includes Necrophages, the Undead.
Silvered WeaponPure Silver - Does an additional (+2) damage to necrosis-based material, that includes Necrophages, the Undead.
Silvered Alloy WeaponAlloyed Silver - Does an additional (+1) damage to necrosis-based material, that includes Necrophages, the Undead.
Witchsteel WeaponWitchsteel - Additional (+2) damage to Specters. Causes (-3) MS, and CHILLED I when held by a non-mystic. Can use BLOCK class-factor to block essence-based spells. Cooldown still applies.
Auramite WeaponMagos Gold - Does an additional (+2) damage to ectoplasm-based creatures, that includes Specters, the Dead.
Wyrmsteel WeaponWyrmfire - Every second attack inflicts Burning I, ignites the flammable, and does not go out beneath water or ice.
Jadesteel
Weapon
Jadesteel - Durable, lightweight and able to withstand temperatures similar to that of hot magma.

Ammunition: [x3 Arrows per Ingot of material]
These can be altered, through special use-cases in a CIT argument and or supernatural means, but the below are default capabilities of the material(s).
Obsidian ArrowObsidian Arrow - Does not inflict damage to AC. Does Bleeding I for 2 rounds, on targets without AC. A consecutive attack does Bleeding II for 2 rounds. Any more after that does not refresh the bleeding until the final bleed-damage has been dealt.
 
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Oils, Fats and Tallow
These are the exchange rates for the Alchemicals or Reagents. [Exchanges can only be done twice per week.]
ProductRequirement
Wheat Oil x1x3 Stacks of Wheat Seed
Barley Extract x2x1 Stack of Wheat
Red-Rye Oak Extract x2x1 Stack of Mangrove Log
Hard Oak Extract x2x1 Stack of Oak Log
Soft Ricebean Oil x2x32 Torchflower Seeds
Thick Maize Extract x2x30 [any mixture of Mushrooms/Flowers/Ferns]
Beef Tallow x2x32 Cooked Beef
Pork Lard x2x32 Cooked Pork
Chicken Tallow x2x32 Cooked Chicken
Duck Tallow x2x32 Raw Chicken
Lizard Grease x1x5 Lizard Meat
Drako-Lizard Grease x1x15 Drako-Lizard Meat
Longfish Blubber Essence x2x32 Tropical Fish
Herring Oil Emulsion x2x32 Cooked Cod
Sardine Slick Extract x2x32 Cooked Salmon
Rotten Flesh x1 x7 Raw Meat
Irradiated Water x1[x4 Empyrean Stone, Bucket of Water] or
[x1 Large Essence Crystal, Bucket of Water] or
[x3 Medium Essence Crystal, Bucket of Water] or
[x6 Small Essence Crystal, Bucket of Water]
 
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