Engineering Guild: Basic Schematics

Citizens of Port Katherine,

Because I have received several inquiries about the basic schematics which the Guild of Engineers can provide, I am posting a complete list of known basic schematics for your perusal, along with the time and resources needed to make them. The complete list of known intermediate schematics has been posted separately.

If you have questions about any of this, feel free to send a note to me, or find me at the next festival in person.

Best,

Scrap Hirun Teuthida Alizé

President of the Port Katherine Guild of Engineers

All of these items are single use unless otherwise noted.

Please fill out our survey to indicate which items you might be interested in purchasing, to help inform where we put our efforts first as a guild.

Ammunition and other Firearms Supplies

Air Round: Load a single air strike into a gun. Requires 1 air vial (produced by apothecaries), 1 arcanum, and 3 hours of work

Bullet: Refresh a single use of the Bullet skill. Requires 1 lead, 1 arcanum, and 3 hours of work.

Cannon Ball: Load a cannon with 3 foam balls (takes 1 minute). When fired, may use up to 3 line of voice fireballs at targets within 5 feet of strike, plus anyone the balls hit. You cannot hit anyone more than once. Requires 3 lead, 2 iron, 1 arcanum, and 3 hours of work.

Dragon’s Breath: You may load a gun once. The next shot from that gun should use the “Fireball” call. An Engineer must spend one minute cleaning the barrel before the gun may be used again. Requires 1 fire vial (produced by apothecaries), 1 copper, 1 arcanum, and 3 hours of work.

Earth Round: Load a single earth strike into a gun. Requires 1 earth vial (produced by apothecaries), 1 arcanum, and 3 hours of work.

Fire Round: Load a single fire strike into a gun. Requires 1 fire vial (produced by apothecaries), 1 arcanum, and 3 hours of work.

Reloading Aid: Add to a firearm. That firearm reloads 10 seconds faster for the rest of the event. Does not stack. Requires 1 gear, 1 spring, 1 arcanum, and 9 hours of work.

Remote Injector: Creates two shots. Load a purify into a gun. Requires 1 purify vial (produced by apothecaries), 2 bullets, 1 arcanum, and 9 hours of work.

Wake Up Round: Load a single awaken into a gun. Requires 1 alertness vial (produced by apothecaries), 1 bullet, 1 arcanum, and 6 hours of work.

Water Round: Load a single water strike into a gun. Requires 1 water vial (produced by apothecaries), 1 arcanum, and 3 hours of work.

Blade Enhancements

Automated Poisoner: Use a venom vial to add a single venom augmentation to your melee weapon. Does not need to be used on the next swing of your weapon, but must be used by the end of the event. Requires 1 spring, 1 wire coil, 1 arcanum, and 9 hours of work.

Double-Bladed Sharpening Mechanism: Requires calibration. Permanent item. Connects to a single melee weapon. As many times as you want, you may spend five minutes sharpening a weapon to add a cleave augment. Requires 1 electricity per event for operation. Requires 1 gear, 2 edged blades, 1 arcanum, and 12 hours of work.

Grooved Edge: You may apply a two venom vials to your blade, and call “Venom” on your next two hits. Requires 1 edged blade, 1 piping, 1 arcanum, and 9 hours of work.

Sharpening Mechanism: Requires calibration. Permanent item. Connects to a single melee weapon. As many times as you want, you may spend five minutes sharpening a weapon to add a maim augment. Requires 1 electricity per event for operation. Requires 1 gear, 1 edged blades, 1 arcanum, and 9 hours of work.

Training Sword: Can be wielded by anyone, include those who are not trained in Short Weapon use. If wielded by someone without the Short Weapon skill, it cannot be used to strike someone for damage without an augment. Requires 1 wood, 1 arcanum, and 3 hours of work.

Armor Supplies

Armor Patch: Repair all armor points and chest armor on a single individual one time, instantly. Requires 1 hermetic seal, 1 leather patch, 1 arcanum, and 9 hours of work.

Basic Active Countermeasures: Apply this item to a piece of armor to gain a single use of the Evasive Maneuvers skill. Requires 1 hermetic seal, 1 piston, 1 arcanum and 9 hours of work.

Minor Armor Reinforcement: Apply this item to a piece of armor to grant +3 temporary, non-repairable armor points to one armor location. Must be wearing the armor for the enhancement to apply. Requires 1 leather patch, 1 arcanum, and 6 hours of work.

Minor Heavy Armor Reinforcement: Apply this item to a piece of armor to gain a single use of the Retreat skill. Requires 1 leather patch, 1 piping, 1 arcanum, and 9 hours of work.

Body Enhancements

Clockwork Limb: Requires calibration. Installed with elective surgery. A permanent replacement for a lost limb. Cannot replace limbs mutated due to aetheric corruption. Requires 1 sprocket, 1 chain, 1 pulley, 2 gears, 1 spring, 1 arcanum, and 21 hours of work.

Chemical Augmentation: Once, you may spend one minute to slot a vial as the artificer skill. Requires 1 spring, 1 piping, 1 arcanum, and 9 hours of work.

Between-Festival Supplies

Alembic: Grants 4 free uses of Distillation to a true apothecary for one BGS cycle. Requires 2 bottles, 1 piping, 1 arcanum, and 12 hours of work.

Bullet Mold: Once, for a single BGS period, you may create up to 4 bullets using 1 Craft Engineering skill use and the Bullet schematic (at normal cost per bullet). Requires 1 iron, 1 arcanum, and 3 hours of work.

Preservation Jar: You may use this to prevent one component from rotting during a single BGS period. Requires 1 hermetic seal, 1 bottle, 1 arcanum, and 9 hours of work.

Reading Aid: Grants 3 free uses of Research to a true scholar during a single BGS period. Requires 1 lens, 1 wire coil, 1 arcanum, and 9 hours of work.

Additional Gadgetry

Capacitance Jar: Once ever, generates one unit of electricity. Requires 1 bottle, 1 piping, 1 arcanum, and 9 hours of work.

Concealing Pouch: Single use. One small pouch and the items within it are concealed. Requires 1 leather patch, 1 arcanum, and 6 hours of work.

Engineer’s Light: Produces a permanent red flashlight that may be used in game. Requires 1 electricity per event for operation. Requires 1 lens, 1 arcanum, and 6 hours of work.

Flimsy Decorative Brooch: Grants +1 Political Influence for one event. Requires 1 spring, 1 axle, 1 arcanum, and 9 hours of work.

Magnifying Scalpel: When performing a single elective surgery, add bead(s) as appropriate for your surgery skill but do not pull beads to determine if the patient dies. Requires 1 edged blade, 1 lens, 1 arcanum, and 9 hours of work.

Simple Lock: Permanent 3-digit lock. Requires 1 gear, 3 pistons, 1 axle, 1 spring, 1 arcanum, and 15 hours of work.

Basic Schematic Components

The items below have no effect on their own, and are simply used as components in other, more complex schematics. Each of them requires 3 hours of work. I hope that these provide a helpful reference point for those trying to gather trade goods for an engineering commission.

Axel: 1 copper, 1 arcanum

Bottle: 1 magnesium, 1 arcanum

Chain: 1 coal, 1 arcanum

Edged Blade: 1 iron, 1 arcanum

Gear: 1 copper, 1 arcanum

Hermetic Seal: 1 cactus, 1 arcanum

Leather Patch: 1 leather, 1 arcanum

Lens: 1 sapphire, 1 arcanum

Piping: 1 copper, 1 arcanum

Piston: 1 coal, 1 arcanum

Pulley: 1 copper, 1 arcanum

Spring: 1 iron, 1 arcanum

Sprocket: 1 iron, 1 arcanum

Wheel: 1 iron, 1 arcanum

Wire Coil: 1 copper, 1 arcanum

Thank you for reading, and please fill out our survey to indicate which items you might be interested in purchasing, to help inform where we put our efforts first as a guild.

Out of Game Note

I use the term “hours of work” to indicate the number of CP an object requires - for example, craft intermediate schematic is a 4 CP skill, and craft basic schematic is a 3 CP skill. If I were making a Reusable Armor Patch, which requires 3 basic schematics and 3 intermediate schematics, I would use a total of 21 CP worth of skills, or “21 hours of work.” Also, use these numbers as a guide an not an absolute - I may have missed a component of a schematic on one or two of these, so I don’t guarantee their complete accuracy. Also note that hours of work calculations do not include the work of apothecaries who make any vials used in the schematic.

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This post can no longer be edited, but note that the Double-Bladed Sharpening Mechanism actually grants a Pierce augment, not a Cleave.

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Hi all - here is your periodic reminder of what the Engineering Guild can do for you! If you’re interested in a commission, you an approach any member of the guild to learn more and get more detailed pricing information.

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Hello friends,

Since it’s been a while, here is a reminder of some of what your friendly local engineers can make for you! Since we are a thriving engineering community, we also have some newly invented or purchased schematics to add to this list. I’m including schematics which have been donated to me personally or to the Guild here. Other engineers should feel free to comment with their own inventions as well.

Articulated Gripper: Once ever, during a single BGS period, grant 3 free uses of experimentation. Requires 1 iron, 1 copper, 3 arcanum, and 9 hours of work. [Parts used: wheel, wire coil]

Doubled Merchant’s Quill: Once ever, you may expend one use of Merchant to purchase one item on the Merchant lot list twice. Requires 2 iron, 1 coal, 4 arcanum, and 12 hours of work. [Parts used: edged blade, spring, chain]

Slime Terrarium: Requires calibration. Every game, you may spend 3 gardener to grow a slime mold, which gives you a deployable bubble wrap style trap. Requires 1 magnesium, 1 copper, 1 cactus, 4 arcanum, and 12 hours of work. [Parts used: bottle, hermetic seal, piping]

Tiyagan Capacitance Jar: Once ever, generates one unit of electricity. Requires 1 copper, 20 arcanum, and 6 hours of work. [Parts used: piping]

Tiyagan Reading Aid: During one BGS cycle ever, you may, as many times as you wish, spend 1 arcanum to double 1 point of research. Requires 1 sapphire, 1 copper, 3 arcanum, and 9 hours of work. [Parts used: lens, wire loop]

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Decoy Foot: Attach this device to your foot. You may call Resist to a Root call once - when you do so, this device is destroyed. Requires 1 iron, 1 copper, 3 arcanum, and 9 hours of work. [Parts used: 1 spring, 1 wire coil].

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