Citizens of Port Katherine,
As many of you know, this winter the merchant Jan began selling engineering schematics more advanced than any that were previously available in the colony. These schematics are more expensive to purchase than their basic counterparts (30 ducats each), and require more trade goods and time to produce, but the Port Katherine Guild of Engineers hope that you will find the results worth your coin to commission from one of our members.
Below you’ll find a complete listing of all known intermediate schematics, as well as the time and resources needed to make them. You may find it useful to refer to Comptess Northmarch’s summary of the basic schematics, since many intermediate schematics use them as a base.
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 intermediate schematics are permanent 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.
Weapon Supplies and Enhancements
Explosive Cannon Shot: Single use. Take 1 minute to load 6 foam balls into a cannon. Grants 6 by-my-voice fireballs on targets within 10 feet of where the foam balls strike, on up to 6 valid targets. Anyone physically struck by a foam ball also receives a fireball. Requires 3 lead, 2 iron, any “in a bottle” elixir, 2 arcanum, and 4 hours of work.
Mechanized Reloading Aid: Single use. Once ever, add to a firearm. That firearm reloads 20 seconds faster for the rest of the event. Does not stack. Requires 1 reloading aid, 1 piston, 2 wheels, 1 coolant oil (produced by apothecaries), 2 arcanum, and 22 hours of work.
Reinforced Automatic Poisoner: Requires calibration. Connects to a single melee weapon. As many times as you wish, you may spend a Venom vial to add a Venom augment to the weapon that may be used whenever you wish during the same event, not only on the next swing. Requires 1 electricity per event for operation. Requires 1 automated poisoner, 1 lead lining, 2 arcanum, and 17 hours of work.
Reinforced Reloading Aid: Requires calibration. Attach to a single firearm. That firearm now reloads 10 seconds faster. Does not stack. Requires 1 reloading aid, 1 copper reinforcement, 2 arcanum, and 17 hours of work.
Armor Supplies
Active Countermeasures: Requires calibration. Apply to armor. When worn, grants Evasive Maneuvers. Requires 1 basic active countermeasures, 1 copper reinforcement, 1 iron reinforcement, 2 arcanum and 21 hours of work.
Armor Reinforcement: Adds 3 permanent, repairable armor points to one armor location. Must be wearing the armor for the enhancement to apply. Requires 1 minor armor reinforcement, 1 iron reinforcement, 1 leather reinforcement, 2 arcanum, and 18 hours of work.
Heavy Armor Reinforcement: Requires calibration. Apply to armor. When worn, grants retreat. Requires 1 minor heavy armor reinforcement, 1 iron reinforcement, 1 leather reinforcement, 2 arcanum, and 21 hours of work.
Reusable Armor Patch: May repair all armor points and chest armor on a single individual, instantly. May recharge each use with a leather patch. 1 armor patch, 1 leather reinforcement, 1 iron reinforcement, 2 arcanum, and 21 hours of work.
Body Enhancements
Artificial Larynx: Requires calibration. Installed with elective surgery. Allows speech after a major complication from a surgery. Requires 1 electricity per event. Requires 2 wire coil, 2 hermetic seal, 2 piping, 1 silver lining, 2 arcanum, and 26 hours of work.
Implanted Calibration Port: Requires calibration. Installed with elective surgery. Max purchaseable vitality decreased by 2, gain 2 calibration slots. Requires 2 spring, 2 piping, 1 copper reinforcement, 1 hermetic seal, 2 arcanum, and 23 hours of work.
Powered Clockwork Limb: Requires calibration. Installed with elective surgery. Limb is immune to maim. Treat as maimed/unusable until 1 electricity is applied at each event. Requires 1 clockwork limb, 1 copper reinforcement, 1 leather reinforcement, 1 coolant oil (produced by apothecaries), 2 arcanum, and 33 hours of work (not including the apothecary).
Reinforced Chemical Augmentation: Requires calibration. Installed with elective surgery. Spend 1 minute to slot a vial as the artificer skill. Requires 1 electricity per event to power. Requires 1 chemical augmentation, 1 leather reinforcement, 1 iron reinforcement, 2 arcanum, and 21 hours of work.
Between-Festival Supplies
Automated Milker: Requires calibration. Farmer may both make a trade good and double the component used. Requires 1 electricity per use (may be used more than once in a single BGS period). Requires 4 piping, 4 piston, 1 chain, 1 sprocket, 2 arcanum, and 34 hours of work.
Automated Sprinkler: Requires calibration. Gardener may both make a trade good and double the component used. Requires 1 electricity per use (may be used more than once in a single BGS period). Requires 3 piping, 1 chain, 1 sprocket, 2 gears, 1 bottle, 2 arcanum, and 28 hours of work.
Extrusion Mold: Requires calibration. During each BGS, choose an engineering part. Make as many copies as you have resources, using only one of the craft basic engineering schematic skill. Requires 2 gears, 3 springs, 2 piping, 2 pistons, 2 iron reinforcements, 2 arcanum, and 39 hours of work.
Honey Super: Requires calibration. Beekeeper may both make a trade good and double the component used. Requires 1 electricity per use (may be used more than once in a single BGS period). Requires 1 gear, 2 spring, 1 piping, 1 piston, 1 iron reinforcement, 2 arcanum, and 23 hours of work.
Reinforced Alembic: Grants 4 free uses of Distillation to a true apothecary each BGS. Requires 1 alembic, 1 reinforced glass, 2 arcanum, and 24 hours of work.
Reinforced Bullet Mold: Craft up to 4 bullets using 1 use of the craft basic engineering schematic skill and the Bullet schematic, at the normal cost per bullet. Requires 1 iron reinforcement, 2 lead lining, 2 arcanum, and 16 hours of work.
Reinforced Preservation Jar: You may use this to prevent one component from rotting during each BGS period. Requires 1 preservation jar, 1 reinforced glass, 2 arcanum, and 21 hours of work.
Reinforced Reading Aid: Requires calibration. Grants 3 free uses of Research to a true scholar each BGS. Requires 1 reading aid, 1 reinforced glass, 2 arcanum, and 21 hours of work.
Additional Gadgetry
Battery: Requires calibration. Stores 3 electricity. May recharge with capacitance oil. Starts charged. Requires 3 capacitance jars, 1 lead lining, 1 piping, 2 arcanum, and 38 hours of work.
Hot Plate: Once ever, allows a cook to cook and serve one recipe any time outside of mealtimes. Requires 1 wheel, 1 chain, 1 sprocket, 1 lens, 2 arcanum, and 16 hours of work.
Regular Lock: Permanent 4-digit lock. Requires 4 gears, 2 pistons, 3 axles, 1 spring, 2 arcanum, and 40 hours of work.
Reinforced Concealing Pouch: Requires calibration. Items are concealed when inside the pouch. Requires 1 concealing pouch, 1 leather reinforcement, 2 arcanum, and 14 hours of work.
Reinforced Decorative Brooch: Requires calibration. Grants +1 political influence each event worn. Requires 1 flimsy decorative brooch, 1 lead lining, 2 arcanum, and 17 hours of work.
Sztuka Glass Perfume Bottle: Allows use of perfume elixirs. Requires 1 bottle, 1 lead lining, 2 wire coil, 1 piston, 2 piping, 2 arcanum, and 26 hours of work.
Processes
Processes are intermediate schematics that are used only in conjunction with other schematics. They must be crafted and used at the time of crafting the final product, and cannot be built and saved for a later date. They are listed here for reference and material cost purposes only.
Copper Reinforcement: 8 copper, 4 coal, 2 arcanum
Iron Reinforcement: 8 iron, 4 coal, 2 arcanum.
Lead Lining: 8 lead, 4 coal, 2 arcanum.
Leather Reinforcement: 10 leather, 2 arcanum.
Reinforced Glass: 1 lead lining, 2 magnesium, 2 arcanum.
Silver Lining: 8 silver, 4 coal, 2 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.