» Contents
» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (5) Item and monster details
» (6) Character details
» (6.2b) Demolition charges
» (7) Tactics & strategy
» (8) Miscellanous

Search
Previous
(6.2a) Maiar initiation effects
Next
(6.3) Abilities
(6.2b) Demolition charges                                                       
-------------------------
At 5.000 Digging skill your character acquires the passive 'Demolitionist' perk
that allows finding certain chemicals and crafting explosive charges from them.
See 'Digging' skill in (6.2) for details about acquiring chemicals.
Use a grinding tool (available at the alchemist store) to grind items that you
don't need anymore to easily obtain wood chips or reactive metal powder.

By pressing 'A' to activate ingredients or mixtures you can combine them to
create new ingredients or to create new mixtures. The order in which mixing is
done is not important.
Mixtures are works in progress containing at least two different ingredients,
that can be combined with further ingredients until you are satisfied with the
combination. In that case you can activate the mixture and 'combine' it with
itself (think of it as some kind of drying process maybe :-p) and if you used a
valid combination of chemicals you will craft a type of blast charge from it!

A mixture that contains no valid combination of ingredients in the correct
amounts is ruined and you can just discard it with 'k'.

You then activate the blast charge to place and arm it. Its fuse will burn down
in a matter of seconds and it will go off, so depending on the fuse length you
might want to hurry up and get away.
If you change your mind in time, you can try to disarm an armed charge before
it goes boom, take care.
See the table below about fuse lengths and note the hint about !F inscription.

An alternative method is to just throw the charge, which will auto-arm it.
(Basically the same conditions as for activating a charge will apply.)

Obtaining chemicals/ingredients:
--------------------------------
Ingredient            | mining  | looting              | other source
----------------------+---------+----------------------+-----------------------
Water                 |         | Potion               | Freshwater sources
Salt water            |         | Potion               | Seawater sources
Lamp oil              |         | Flask                | General store
Acid                  |         |                      | Crafting
Wood chips            | Trees,  |                      | Grinding
                      | bushes  |                      |
Charcoal              |         |                      | Burning wood, crafting
Sulfur                | Magma   | Medium firebreathers |
Saltpetre             | Sandwall| Bats, Birds, Hybrids, Novice Mages (rarely)
Ammonia salt          |         | Quadrupeds, Canines, Hydras, Yetis,
                      |         | Medium poisonbreathers
Reactive metal powder | Quartz  |                      | Grinding
Caustic metal ash     |         |                      | Crafting
Caustic salt          |         |                      | Crafting
Vitriol               | Magma   | Medium acidbreathers |

Crafting ingredients from raw materials:
----------------------------------------
- Wood chips can be processed into charcoal (needs a fire-based light source).
- Sulfur + saltpetre + water = flask of acid.
- Vitriol + water or salt water = flask of acid.
- Reactive metal powder + salt water or ammonia salt = caustic metal ash.
- Reactive metal powder + acid or vitriol = caustic salt.

Crafting actual explosive charges:
----------------------------------
Activate a mixture with itself after you added all required ingredients, to
craft an explosive charge from it. The type will depend on the ingredients.
Note that you can inscribe charges !Fn where n ranges from 1 to 15 and sets
the fuse timer in seconds until it blows up. If the inscription is omitted
the charges use type-specific standard fuse lengths listed in this table.

Charge type     | Char- Sul- Salt- Ammonia Reactive Caustic Caustic Lamp | Std.
                | coal  fur  petre salt    m.powder m.ash   salt    oil  | fuse
----------------+--------------------------------------------------------+-----
Blast           |   1    1     2                                         |  3s
 (alternative)  |                    3                                1  |
Large Blast     |   1    1     3                                         |  5s
 (alternative)  |                    3                 1              1  |
Surgical        |   2    2     3     3                                   |  5s
Ground-shaking  |   1    1     3                              1          |  9s
Destructor      |   2    2     3                              3          | 10s
Fire            |   2    1     2                       1                 |  5s
Firestorm       |   2    2     3                       2                 |  9s
Firewall        |   3    2     2                       1                 |  2s
Wrecking        |                    3                 1              2  |  2s
Cascading       |                    3                 3              2  |  2s
Tactical        |                    3                 2              2  |  2s
Flash bomb      |   1    1     2               2                         |  2s
Concussive      |   1    1     2                       1                 |  2s
L-Concussive    |   1    1     2                       2                 |  3s
Underground     |   1    2     2                              1          |  7s

Aside from blast charges it's possible to craft fireworks:
----------------------------------------------------------
Charcoal + sulfur + 2x saltpetre + 2x reactive metal powder
 + scroll of light or scroll of fire = scroll of firework (random outcome)
Previous
(6.2a) Maiar initiation effects
Next
(6.3) Abilities