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The Techmaturgy

De Runarcana Wiki
Esta página é uma versão traduzida da página A Tecmaturgia. Sua tradução está 77% completa.
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Este artigo está em conformidade com a versão 0.94 do Runarcana RPG

Although the meaning of Techmaturgy is usually simplified as “the union of magic and technology”, this simplification is not accurate, since magic itself is already a form of technology.

Technology is a set of skills, methods, processes or techniques that produce a result that solves a problem or produces an effect. These results produce a body of knowledge that can be reproduced, studied and even taught. It is common to confuse Technology itself with the application of some technology, especially because each technology is based on a principle, such as mechanics, electrical, among others. When using technology linked to a certain principle, the results obtained are also often seen as the technology itself.

Magic is the use of magical energy sources, whether linked to other realms, such as the spiritual or celestial, or even to energies that permeate the physical universe, called elemental energy. Magic permeates all existences in Runeterra, with many creatures being able to use it naturally, but not all creatures have this ability. Techmaturgy, in turn, is a technology that uses magic as a principle. While magic requires a natural talent to be used, meaning that those who do not have this talent cannot use it normally, techmaturgy allows anyone who can interact with a techmaturgical invention to use magical effects.

In Runeterra there are several sources and manifestations of magic, with the use of each of these sources forming a techmaturgical line. The use of hextech is the best known way, but it is not the only one, with each magical manifestation producing results that can be used across a techmaturgical line to reproduce these magical effects.

By default, each region of Runeterra has at least two techmaturgical lines, one considered stable and the other unstable. While a stable line is considered reasonably common, has studies, a body of traditional or broad-based knowledge, an unstable line usually does not have enough studies or practitioners, for this reason they are considered dangerous and can produce unexpected results.

Techmaturgy originally appears in each region through the observation and experimentation of available magical resources, so resources that exist in one region can often be completely absent in another. Still, it is not uncommon for there to be resources common to more than one region and for exchanges to take place between practitioners.

Below are the most common relationships of magical resources/techmaturgical lines existing in each region. Note that, although each region has these lines, some of them have no known applications, being much more theoretical than practical. This set of information is presented as a common base, so that it can be used in an adventure or in building the world version for your campaign.

  • Bilgewater
    • Stable. Buhru Magic
    • Unstable. Marine Implants
  • Demacia
    • Stable. Petricite
    • Unstable. Azakana
  • Freljord
    • Stable. True Ice
    • Unstable. Dark Ice
  • Ionia
    • Stable. Nature
    • Unstable. Azakana or Chemtech
  • Ixtal
    • Stable. Axiom
    • Unstable. Flora
  • Noxus
    • Stable. Hemomancy
    • Unstable. Azakana or Chemtech
  • Piltover and Zaun
    • Stable. Hextech
    • Unstable. Chemtech
  • Shurima
    • Stable. Ascendant Technology
    • Unstable. Void Vestige
  • Targon
    • Stable. Celestial
    • Unstable. Crystal

Some techmaturgic lines, such as True Ice and Dark Ice, have already been used on a large scale in the past, with the technology to use them being lost in recent days. Still, as a narrative component, it is not impossible that a techmaturgical line could resurface.

By default, the master can veto certain techmaturgical lines, either because they are in a certain moment in time or even because of the cut they make of the lines actually available within their world construction.

All the techmaturgical lines presented here are intended as an available collection so that techmaturgical products are possible in any region, even so, some of them may be extremely rare and even have their processes unknown, even though a stable techmaturgical line is considerable.

The Techmaturge

Just as techmaturgy exists throughout Runeterra, the same goes for its practitioners, a techmaturge is first and foremost a visionary, capable of understanding the principle of how things work through an understanding that is almost transcendental in its practicality. Where a mundane individual sees the huge eye of a fish to be thrown in the trash, or at most devoured, a techmaturge sees a rich electrolytic liquid capable of activating an energy cell, where a builder sees a rock difficult to explode, a techmaturge can see a vein of rare ore capable of giving supernatural resistance to armor.

Techmaturges are experts in using the potential of apparently mundane components, giving them new functions and often managing to produce wonderful inventions with the most diverse uses, with a special notoriety for those with a military function.

A techmaturge's initial technology typically derives from his region of origin, although this is not a rule. Since contact with other technologies, different from those you are used to, can be the trigger to awaken interest in using, creating and understanding a particular technology line, it is common for a stable technology line to be the beginning of a relationship with techmaturgy.

During the evolution of a techmaturge, he may come to know other techmaturgical lines and use them in a creative way, combining different concepts and paradigms to produce even more impressive inventions, often creating a style signature completely different from any other.

Tecmaturgical Expressions

As previously stated, each region has its own techmaturgical lines, they are generated around the resources that are found in that region, this means that the inventions of each region have an aesthetic similarity, arising precisely from the use of the elements of a techmaturgical line.

=Bilgewateɹ

Being a region that contains a little of all of Runeterra within itself, the greatest visual signature of Bilgewater technology is the use of carcasses of animals, monsters and beasts, using horns and fangs and even pieces of these creatures that are kept functional even though they are no longer alive.

Even so, the Islands that make up this region are home to the Buhru, an ancient people with ancient traditions and connections with magic, having produced various amulets, idols and even constructions based on technology.

=Bandle Citʏ

The technology of Bandle City is the technology of the improbable. A small magnifying glass could actually be a device that emits sound waves, while an old pair of glasses with a broken stem could be an animated minion that flies around in a funny way. In Bandópolis, magic is applied directly to objects and it is not known whether this magic imbues them or just awakens them to what they truly always wanted to be.

Still, when a Yordle techmaturge dedicates himself to learning a techmaturgical line, he usually does so using a line that delights him and is common in a region, from the Hextech in Piltover to even the Crystals in Targon.

Demacia

In this realm where magic is not well regarded, one would imagine that techmaturgy does not exist, however it is possible to find a few techmaturges who operate on the edge of the region's anti-magic fear or, often, under the aegis of a powerful family.

Techmaturgy using the mineral and animal elements found is very rare, but still exists, with the most common techmaturgy line being the use of Petricite, a material that in itself is capable of storing magic, although the secrets of how to use this magic are hidden from the general population.

Even so, being a vast kingdom, in some places there are people who experiment with the azakana technology line, using fragments of dead azakanas, parts of animals contaminated by the azakana energy, or even processes that imbue the azakana energy into something.

Still, the most common thing is for techmaturgy in Demacia to manifest itself through more discreet inventions that seek to distance themselves as much as possible from what may be visually similar to magical effects.

Freljord

In the icy kingdom of Freljord, experimentation with True Ice was even common in the distant past, with the secrets of this techmaturgy having been lost or kept secret. Simply using True Ice is impossible in the hands of those who are not Iceborn, and with the technique for creating True Ice being unknown, although stable, it is an extremely unlikely line.

In the Præglacius fortress, experimentation with Black Ice is common, a corrupted form of True Ice that can be manipulated by non-iceborn, which, although in many aspects a weaker version of True Ice, ends up having different properties.

Still, it is also possible to find both True Ice and Dark Ice inventions among the Avarosians and the Winter's Claw, bringing the possibility to the Termestrians (the non-iceborns) even if it is not in all its glory.

Ionia

In the same way that the general culture of Ionia seeks harmony and integration with the environment and nature, Ionian technology most often contains these traits, with seeds of strange powers, wood that seems to have grown into different shapes and even raw stones without any cutting. As Ionia's soil is extremely fertile in magic and the connection with the spiritual world is extremely strong, this techmaturgical line is the most common.

The same ease of relationship with the spiritual world, which allows harmonic technology to exist, also allows the azakana technology line to exist, with several experiments being possible and many of them being passed on, especially after the Noxian invasion.

Ixtal

Ixtal's technological expressiveness usually manifests itself in large equipment that aligns with the natural lines of greatest magical flow. In small and portable pieces, they stand out for their elegant and simplified design features, metals with well-designed lines and quality gemstones. Repetitive patterns can be part of the theme although they are not the rule, this is the Axiom line of techmaturgy.

Another techmaturgical line of Ixtal, is linked especially to those who do not master the Axioms, using the natural elements of the exuberant, vivid and magical flora that permeates the region and are a source of not only food, but also the main source for these resources, a lot similar to Ionia.

Noxus

The Empire assimilates any possibility of tactical advantage, this means that practically any technological line is well accepted there. Still, a constant factor in technology in Noxus is its visual signature, extremely focused on military aspects and often with inventions having their appearance modified to hide their usefulness for strategic purposes, or to create an atmosphere of fear.

The main tematurgical line practiced in the empire is linked to hemomancy, with experiments being carried out for a long time and producing noticeable results recently, results that are sponsored by a portion of the Noxian military elite.

The Azakana techmaturgical line can also be found there, especially with people linked to the Black Rose, but not limited to them. Finally, chemtech managed to find its way into Noxus, especially during the Noxian invasion, when it became a widespread school.

Piltover and Zaun

The “Twin” cities are the jewel of techmaturgy and the mecca of techmaturges, especially Piltover for having its Faculty of Techmaturgy that generated the main inventors and propagators of techmaturgy.

This exclusive relationship between the two cities, which share the same geography, ends up being expressed in a major way with Hextech in Piltover and Chemtech in Zaun. Even so, in Piltover it is not uncommon for techmaturges of the most diverse levels of training to use and study other techmaturgical lines in addition to these two.

Piltover's techmaturgy is based mainly on Hextech crystals (real or synthetic) and has refined features, pulsating energy signatures and a great deal of metallic use in brushed steel, brass and even gold. Zaun, on the other hand, has a technology similar to Zaun's own gray, caustic and suffocating.

Using remnants of Chemtech creation processes, as well as other mutations arising from this unhealthy environment, techmaturgy in Zaun can be seen in bubbling liquids, micro-explosions in extremely portable combustion engines, among other visually dangerous applications.

Shurima

In Shurima, techmaturgy has already played a leading role in the glorious past of the empire, with the Solar Disc itself being a techmaturgical marvel capable of channeling energies not yet understood in their entirety by even the wisest ascendants.

The ascendent techmaturgical line in particular uses metals such as gold, copper, brass, iron and steel, as catalysts for formulas that can direct the still existing magic of the Solar Disc. It is common to find constructions made with sand and sandstone, with magical cores maintaining their functionality, and not surprisingly, some of these cores derive from ascending artifacts or even objects that, in contact with these artifacts, acquired some magical traits.

The unstable and extremely experimental line found there is the void line, which uses limbs, carcasses, fluids and organs of creatures from the void, to make the most diverse types of inventions.

Targon

The direct relationship that the Targonians have with the celestial realm, as well as the creatures native to that realm and with the aspects, means that there is a celestial technology, capable of powerfully channeling magic through mainly glyphs and the use of precious metals.

As an unstable line, crystal technology expresses another part of Targon's techmaturgical expression, not limited to gems, but the same as the main catalysts of these energies. It is common for rocks, stones and ores to have remnants of celestial energy, which makes them unpredictable when used for techmaturgy but still completely usable.

Constructs

The origin of the constructs is usually referred to as “the origin of robots”, giving the impression that all constructs are creatures made of metal, being similar to Blitzcrank, what further fuels this view is the origin of the Antroplantae, which in many cases resemble constructs made with wood or plants.

While the Antroplantae may indeed originate in a similar way to a construct, the main difference that governs them is their living and organic nature, which is the same as that of trees and plants, being in constant growth and undergoing biological processes.

The constructs, on the other hand, can originate from the most diverse types of materials, from metals and metallic alloys, to a combination of organic materials such as wood and leather, and even rocks or parts of living beings. Not limited to just one type of material as, in many cases, they are made of combinations.

The reason why they are different from the Antroplantae is mainly the fact that they do not have an organic activity, any component of organic nature that may be part of this amalgam is in a state of stasis, not suffering a deterioration action, but also not having a regenerative organic activity.

What maintains the unity of a construct is usually a techmaturgical core, whether created intentionally by mortal hands or even by divine action, or even by a spontaneous action of interaction between the many magical sources.

The rules for the Construct origin include an extrapolation that applies to all the examples mentioned above, with the necessary changes and adaptations that can be made in a conversation between master and player during character creation, enabling different narrative possibilities.

Energy

As incredible and magical as they may be, Inventions made with Techmaturgy need at least one source of energy so that they can function and perform their functions. Each techmaturgical style has its own bases of energy matrices, which can range from chemical reactions boosted by magical and alchemical reactions, or even the extraction of light energy from some substances.

Many of these bases have similar principles, but the specifications of how energy is extracted and used by each device are conditioned by the parameters of each technology style. For this reason, although technmaturgical devices can be powered by different types of energy sources, a knowledge of the styles involved is necessary so that appropriate adaptations can be made.

There are three basic types of Energy Source, Cells, Cores, and Reactors, although the three may look exactly the same to a layman, the particularities of each one are clear to those who know techmaturgy, with their values ranging from 1 simple gold coin to even extremely high values exceeding tens of thousands.

Some objects, instead of having energy, are capable of converting different forms of energy into an energy compatible with the invention, or even are capable of channeling energy from energy matrices of one style to another, allowing there to be different ways of powering a techmaturgical item.

Energy Sources

There are three basic types of energy source for Techmaturgy, Cells, Cores and Reactors: Cells are cheaper to produce but have the disadvantage of being disposable and cannot be used again after their energy has been consumed; Cores are more expensive to produce, but their energy can be recharged later through some Techmaturgical procedures or even the use of engines; Reactors are the most expensive type of energy source due to their autonomous nature in terms of recharging, generally absorbing magical energy from the environment.

Cells can either occur naturally or be the result of some specific procedure, be it magical, techmaturgical or even alchemical. Regardless of how it is obtained, the cell goes through a process that enables it to be used as a cell, be it activation, size adjustment or even compaction, this varies for each type of cell. Although cells cannot be recharged once they run out of energy, they are disposable and recycling returns 1/10 of the value invested.

Organisms with Energy

Although Energy is more easily directed through cells, Cores and reactors, some organisms are able to use it naturally, managing to interact with technological inventions. Some characteristics of Class, Origin, Heritage, Enhancements, Runes and Runessences, among others, can provide energy points for a character.

A character who has the Energy characteristic can use it to interact with a techmaturgical device using the Technology skill. A Technology roll DC = 10 + Invention Level is required if the character does not have the Invention's techmaturgical line and is interacting with it for the first time. On a success, he can normally use the Invention with his energy, not needing to make the same roll again with this equipment. On a failure, energy is expended but the Invention receives no energy.

On a critical failure, the effects can range from breaking the invention to catastrophic failures such as its explosion, among others relating to the technological line of the invention in question.

If the character using his own Energy has knowledge of the Invention's techmaturgical line, the move is not necessary, and he can normally use his Energy capacity to activate the invention. Some creatures may be able to interact with technological inventions naturally.

Recharging a Core

What makes a core more valuable than a cell is its ability to recharge its energy, being able to undergo techmaturgical, alchemical or even magical processes that recharge its ability to activate inventions.

The procedure for recharging a core through magic requires magical knowledge (whether arcane or divine) and that the person doing the recharging is skilled in a mystery (or spell) that resonates with the core's style.

Similar to casting a spell, mana is directed through the Mystery to the Core, transferring 1 point of mana to it, which converts into 1 point of energy every 5 minutes.

A DC 15 (or 19 + the amount of energy in the core) Arcana roll is required to perform this, the duration of the procedure varies according to the amount of mana that will be directed to the Core, requiring 5 minutes for each point of mana that is converted into energy.

Em uma falha, a criatura gasta os pontos de mana investidos, mas o núcleo não recebe nenhuma carga, podendo fazer novamente a jogada. Em caso de uma falha crítica, o núcleo queima se tornando inutilizável.

Alterando Fontes de Energia

Todo invento é feito com um estilo Tecmatúrgico como base, sendo necessário uma célula ou núcleo do mesmo estilo para que seja possível utilizá-lo. Um tecmaturgo pode mudar o estilo de fonte de energia de um Invento caso tenha conhecimento, tempo e material para isso.

Ao modificar o estilo de fonte de energia de um Invento, ele se torna um híbrido, podendo criar dificuldades para pessoas que tentem interagir com ele. Demais interações feitas por pessoas que não possuam nenhum dos dois estilos, seja o do invento em si, ou o de sua fonte de energia, recebem um aumento de CD variável com base nessas mudanças.

Abaixo estão células e núcleos de cada linha tecmatúrgica. Essas células e núcleos são apenas exemplos gerais que se ligam a cada estilo de Tecmaturgia, com muitos outros exemplos sendo possíveis em cada uma dessas linhas especialmente quando desenvolvidos dentro de histórias.

— Células e Núcleos —
Linha Célula Núcleo Recarga Mágica
Ascendente Chenu Ushabti Magia de Luz
Axiomata Mana Condensada Safira Magia Elemental (Água, Fogo, Gelo, Terra)
Azakana Obsidiana Espiritual Opala das Sombras Magia Sombria ou Umbral
Buhru Coral de Naga Talismã Magia de Adivinhação
Celestial Poeira estelar Runas Celestes Magia de Runomancia
Cristal Poeira de Cristal Cristais Vivos Magia de Étermancia
Floral Sementes Plantas Mágicas Vivas Magia Floral
Gelo Sombrio Fragmento de Gelo Sombrio Gelo Sombrio Magia de Gelo
Gelo Verdadeiro Gelo Alquímico Fragmento de Gelo Verdadeiro Magia Ártica
Hemomante Hemocristal Hemorrubi Magia Hemomante
Hextec Hexita Sintética Reator Hex Magia da Tempestade
Vida Marinha Partes de Animais Marinhos Safilita Magia de Água
Natureza Partes de Animais, Plantas e Pedras Conduíte Magia de Encantamento
Petricita Camafeu Relicário Magia
Quimtec Bateria Ácida Vitriol Magia de Ácido
Vastinata Partes Vastinatas Organismo em Estase Magia de Água

A ideia central das células é a de que elas podem energizar equipamentos ao passo que são consumidas ou descarregadas, sem que possam ser recarregadas novamente ao terem sua carga completamente utilizada. Já os núcleos funcionam como as células mas podem ser recarregados através de procedimentos tecmatúrgicos que sejam compatíveis com o estilo em específico.

Adicionalmente, como os núcleos são tecmatúrgicos, é possível recarregá-los utilizando magia, o que conecta-se ao componente mágico da tecmaturgia. Através dos mistérios ressonantes com cada linha tecmatúrgica, um núcleo pode ser utilizado e recarregado diversas vezes.

  • Ascendente: A Tecmaturgia Ascendente se vale principalmente da capacidade energética de alguns materiais, provida por uma ressonância com o Disco Solar. Por esse motivo, é comum que muitas vezes as células e núcleos desse estilo tecmatúrgico tenham sido parte de artefatos ascendentes.
    • Chenu: O Chenu é uma espécie de cartucho com inscrições em shurimane antigo, feitos de areia ressonante com o disco solar compactada, contendo traços de ouro, cobre, bronze ou mesmo combinações desses metais em sua composição. Sua cor dourada se torna opaca conforme sua energia é esgotada.
    • Ushabti: Os Ushabti são similares aos Chenu, com a diferença sendo seu invólucro metálico que contém uma mistura similar à do Chenu mas com uma quantidade maior dos metais em ressonância com o Disco Solar.


  • Axiomata: A Tecmaturgia Axiomata se pauta na manipulação da energia elemental em um grande nível de refinamento , sendo possível criar tanto células quanto núcleos através de pequenas condensações de energia elemental.
    • Mana Condensada: Os casos naturais de mana condensada acontecem quando algum objeto ressonante com energia elemental consegue aglutinar quantidade suficiente dessa energia, condensando-se em uma forma estável normalmente na forma de cristais. Predominantemente da cor Azul clara, o brilho desses cristais se torna opaco quando sua energia é consumida.
    • Safira de Mana: Embora tenha o nome de uma pedra preciosa, a Safira de Mana é uma construção tecmatúrgica feita com o alinhamento preciso de pequenos fios axiomáticos em forma hexagonal, formando uma pedra azulada que pode possuir em seu interior algo similar a um vapor de cor ligada ao axioma usado para recarregar esse Núcleo.


  • Azakana: A Tecmaturgia Azakana utiliza a energia espiritual deixada pelos azakanas, uma energia que ressoa fortemente com o elemento sombra e com o mistério da Umbramancia.
    • Obsidiana Espiritual: Essa condensação de energia sombria consegue manter de forma inerte uma combinação de energia espiritual umbral e energia elemental sombria, se ressecando e se tornando quebradiço conforme a energia que contém é utilizada.
    • Opala das Sombras: As Opalas das Sombras são construções que usam como base a Obsidiana Espiritual para formar um núcleo que pulsa energia através de veios espalhados pelo seu corpo.


  • Buhru: A Tecmaturgia Buhru segue os preceitos de Nagacáburos, mantendo fluidez para todas as coisas e utilizando componentes naturais ligados ao Oceano e às Ilhas das Serpente.
    • Coral de Naga: Formações naturais, os Corais de Naga se destacam de sua colônia naturalmente chegando às areias das Ilhas da Serpente onde são coletados e usados em diversos artesanatos. Essas peças de coral azuladas possuem carga de energia naturalmente e conforme tem sua energia consumida se tornam opacas.
    • Talismã: Utilizando os Corais de Naga entre outros materiais naturais das Ilhas da Serpente, os talismãs Buhru são núcleos capazes de armazenar energia e serem recarregados.


  • Celestial: A Tecmaturgia Celestial é encontrada em minérios que se tornam secos e fragmentados ao terem contato com energia celestial.
    • Poeira Estelar: Essa poeira é encontrada em locais de contato com o mundo celestial ou em pontos onde grande energia celestial transitou. Esses grãos tendem a se atrair uns aos outros, formando aglutinações que se tornam sólidas e pulsam com energia iridescente, essa mesma energia se torna opaca quando a energia é esgotada.
    • Runas Celestes: Utilizando os melhores sólidos de Poeira Estelar, é possível compactá-los para que possam ser usados como base para a inscrição de Runas Celestes, nas quais são depositados metais preciosos como Ouro (solari) ou Prata (lunari) e até mesmo Cobre.


  • Cristal: A Tecmaturgia dos Cristais utiliza minérios que pulsam energia naturalmente, com alguns desses minérios sendo realmente vivos.
    • Poeira de Cristal: São os restos deixados durante a lapidação de cristais mágicos, passando por um processo de moagem e posterior aglutinação, tomando uma aparência de brilho translúcido que se torna opaco quando a energia é esgotada.
    • Cristais Vivos: Os produtos da lapidação de Cristais Mágicos, são ativados com uma combinação de metais percorrendo o corpo cristalino, o que confere a esses cristais uma pulsação viva.


  • Floral: A Tecmaturgia Floral utiliza madeira, sementes, folhas e raízes que pulsam naturalmente com energia mágica.
    • Sementes: Algumas sementes como a semente de ferrobrasa, de pinstouro ou mesmo de florividente podem ser usadas como células, geralmente rachando e secando quando sua energia é esgotada.
    • Plantas Mágicas Vivas: Essas pequenas plantas pulsam com energia e normalmente são colocadas em pequenas cápsulas.


  • Gelo Sombrio: O Gelo Sombrio é Gelo Verdadeiro corrompido, um processo que ao mesmo tempo permite que qualquer um possa manipulá-lo sem sofrer congelamento por não ser um Glacinata, tem uma redução de seu poder.
    • Fragmento de Gelo Sombrio: Os fragmentos de Gelo Sombrio são peças instáveis que tem sua carga energética se esvaindo lentamente, inevitavelmente desaparecendo. Conforme um Fragmento de Gelo Sombrio perde sua carga de energia ele evapora até sumir completamente.
    • Gelo Sombrio: Essas peças de gelo sombrio são envoltas em invólucros de pedra ou metal contendo runas inscritas que evitam que o Gelo Sombrio evapore, o que permite a recarga do mesmo.


  • Gelo Verdadeiro: A Tecmaturgia que utiliza os princípios do Gelo verdadeiro depende primariamente da existência de um fragmento de Gelo Verdadeiro por menor que seja.
    • Gelo Alquímico: Nos mais variados formatos, essa combinação de substâncias alquímicas ao entrar em contato com gelo verdadeiro consegue reter parte de sua capacidade e potencial energético. O brilho azulado e frio se mantém enquanto essa substância existe, desaparecendo completamente ao evaporar. Alguns estudiosos acreditam que tenha relação com o Gelo Sombrio.
  • Fragmento de Gelo Verdadeiro: Como apenas Glacinatas são capazes de manipular gelo verdadeiro, o núcleo feito com uma fração menor que 1cm cúbico desse material é contida em uma cápsula de pedra e metal que permite sua interação como fonte de energia.


  • Hemomante: A Tecmaturgia Hemomante utiliza a energia vital contida na magia do sangue para alimentar magicamente invenções.
    • Hemocristal: O Hemocristal pode surgir tanto como consequência direta do uso da Hemomancia quanto como o produto da decomposição de corpos que foram afetados pela Hemomancia. Os Hemocristais são normalmente de um vermelho levemente opaco que se torna totalmente opaco e quebradiço quando tem sua energia esgotada.
    • Hemorrubi: Um hemorrubi é feito utilizando hemocristal e um rubi que tenha ressonância com magia hemomante.


  • Hextec: O minério galsita, sob pressão e calor se transforma em Hexita. Quando o processo acontece naturalmente, a Hexita formada possui uma capacidade energética muito acima da Hexita sintética que é usada normalmente.
    • Hexita Sintética: A hexita sintética é encontrada em formato de cristais que possuem diversos tamanhos e tem seu brilho enfraquecido conforme tem sua energia consumida.
    • Reator Hex: Um reator hex é feito com hexita sintética em um invólucro metálico com um circuito interno que permite ao reator emanar energia de forma eficaz.


  • Vida Marinha: Nas Ilhas das Serpentes a Safilita é um material extremamente raro e valioso, ainda assim, alguns alquimistas sabem como extrair pequenas quantidades através de processos feitos com os órgãos internos de algumas criaturas marinhas.
    • Partes de Animais Marinhos: Alguns órgãos específicos de alguns animais marinhos são secos, triturados e condensados, no processo uma parcela ínfima de safilita também se torna condensada e consegue gerar energia pela célula que conforme perde energia, deixa para trás um pó preto carbonizado sem cheiro, fumaça ou calor.
    • Núcleo Safilítico: Uma quantidade mínima de Safilita permanece em uma suspensão transparente em uma cápsula rudimentar feita de dentes de leviatãs ou similares. Devido a sua natureza oleosa, o pouco de safilita não se mistura com a suspensão, conseguindo assim gerar energia de forma controlada para um núcleo.


  • Natureza: Carcaças de animais possuem sua magia, assim como órgãos internos e partes como penas, dentes e garras.
    • Partes de Animais: Podem ser tanto condensados alquímicos de órgãos internos de animais, como algumas partes específicas como o olho de uma criatura mágica. Ao terem sua energia completamente utilizada, se tornam secos e facilmente se transformam em pó.
    • Conduíte: Um conduíte é uma estrutura que contém alguma parte de animal ou condensado alquímico, capaz de armazenar energia.


  • Petricita: A Petricita por si não possui magia, mas sua capacidade de absorver magia a torna perfeita para criar células e núcleos desde que o conhecimento de como liberar essa energia seja conhecido.
    • Camafeu: Devido a sua capacidade de drenar e armazenar magia, a Petricita pode ser trabalhada através de escultura para direcionar sua energia. Quando um camafeu de petricita perde sua energia, o mesmo se torna seco, opaco e quebradiço.
    • Relicário: Um relicário é similar a um Camafeu, com um pequeno vasilhame contendo petricita irradiada ou envelhecida, suspensa em uma concocção alquímica que mantém sua capacidade de reter energia e dispensá-la sem sofrer alterações físicas.


  • Quimtec: O Quimtec consegue através da Alquimia amplificar as características de diversas substâncias, tornando-as mais resistentes ou poderosas, como Ácidos ou mesmo bases.
    • Ácidos: Uma combinação de ácidos em uma base que ao ser ativada produz energia. A luminescência verde dessa célula se torna cada vez mais opaca até que toda energia seja descarregada.
    • Vitriol: O Vitriol é uma combinação precisa de ácidos alquímicos que aliados a um contentor cristalino conseguem não apenas manter uma carga elétrica, mas também pode ter essa carga reposta.


  • Vastinata: Os organismos vastinatas possuem características extremamente exóticas, com muitos deles podendo permanecer ativos e emitindo energia enquanto se decompõem.
    • Partes Vastinatas: Alguns órgãos internos de Vastinatas podem produzir luz, gases ou mesmo energia, podendo ser utilizados como células.
    • Organismo em Estase: Esses mesmos organismos vastinatas podem ser mantidos em um estado de estase, quase vivos, evitando a decomposição.