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The Techmaturgy

From Runarcana Wiki
This page is a translated version of the page A Tecmaturgia and the translation is 100% complete.
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This Article is in accordance with the version 0.94 of 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.

Bilgewater

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.

On a failure, the creature spends the invested mana points, but the core does not receive any charge, allowing it to make the roll again. On a critical failure, the core burns and becomes unusable.

Changing Power Sources

Every invention is made with a Techmaturgical style as its base, and a cell or core of the same style is required for it to be used. A techmaturge can change the power source style of an Invention if he has the knowledge, time and materials to do so.

By changing the style of an Invention's power source, it becomes a hybrid, which can create difficulties for people trying to interact with it. Other interactions made by people who do not have either of the two styles, either the invention itself or its power source, receive a variable DC increase based on these changes.

Below are cells and cores for each techmaturgical line. These cells and cores are just general examples that tie into each style of Techmaturgy, with many more examples being possible in each of these lines especially when developed within stories.

— Cells and Cores —
Line Cell Core magic Recharge
Ascendant Chenu Ushabti Light Magic
Axiomata Condensed Mana Sapphire Elemental Magic (Water, Fire, Ice, Earth)
Azakana Spiritual Obsidian Shadow Opala Dark or Umbral Magic
Buhru Naga Coral Talisman Divination Magic
Celestial Stardust Celestial Runes Runomancy Magic
Crystal Crystal Dust Living Crystals Ethermancy Magic
Floral Seeds Living Magical Plants Floral Magic
Dark Ice Dark Ice Shard Dark Ice Ice Magic
True Ice Alchemical Ice True Ice Shard Arctic Magic
Hemomantic Bloodcrystal Bloodruby Hemomantic Magic
Hextech Synthetic Hexite Hex Reator Storm Magic
Marine Life Parts of Marine Animals Saphilite Water Magic
Nature Parts of Animals, Planta e Stones Conduit Enchantment Magic
Petricite Cameo Reliquary Magic
Chemtech Acid Battery Vitriol Acid Magic
Voidborn Voidborn Parts Organism in Stasis Water Magic

The central idea of ​​cells is that they can power equipment as they are consumed or discharged, without being able to be recharged again when their charge is completely used. Cores work like cells but can be recharged through technological procedures that are compatible with the specific style.

Additionally, because the cores are techmaturgical, they can be recharged using magic, which ties into the magical component of techmaturgy. Through the mysteries resonating with each techmaturgical path, a core can be used and recharged multiple times.

  • Ascendant: Ascendant Tecmaturgy relies primarily on the energetic capacity of some materials, provided by a resonance with the Solar Disc. For this reason, it is common for the cells and cores of this tecmaturgical style to have often been part of ascending artifacts.
    • Chenu: The Chenu is a type of cartridge with inscriptions in ancient Shuriman, made of compacted sand resonant with the solar disc, containing traces of gold, copper, bronze or even combinations of these metals in its composition. Its golden color becomes opaque as its energy is depleted.
    • Ushabti: The Ushabti are similar to the Chenu, with the difference being their metallic casing that contains a mixture similar to that of the Chenu but with a greater quantity of metals in resonance with the Solar Disc.


  • Axiomata: Axiomata Tecmaturgy is based on the manipulation of elemental energy at a high level of refinement, making it possible to create both cells and cores through small condensations of elemental energy.
    • Condensed Mana: Natural cases of condensed mana occur when an object resonating with elemental energy manages to agglutinate a sufficient amount of this energy, condensing into a stable form, usually in the form of crystals. Predominantly light blue in color, the brightness of these crystals becomes dull when their energy is consumed.
    • Mana Sapphire: Although it has the name of a precious stone, the Mana Sapphire is a techmaturgical construction made with the precise alignment of small axiomatic threads in a hexagonal shape, forming a bluish stone that can have inside something similar to a vapor of color linked to the axiom used to recharge this Core.


  • Azakana: Azakana Techmaturgy utilizes the spiritual energy left behind by the Azakanas, an energy that resonates strongly with the shadow element and the mystery of Umbramancy.
    • Spirit Obsidian: This condensation of shadow energy can inertly hold a combination of shadow spiritual energy and shadow elemental energy, drying out and becoming brittle as the energy it contains is used.
    • Shadow Opal: Shadow Opals are constructs that use Spirit Obsidian as a base to form a core that pulsates energy through veins spread throughout its body.


  • Buhru: Buhru Techmaturgy follows the precepts of Nagakaburos, maintaining fluidity for all things and utilizing natural components linked to the Ocean and the Serpent Islands.
    • Naga Coral: Natural formations, Naga Corals naturally detach themselves from their colony, reaching the sands of the Serpent Islands where they are collected and used in various crafts. These bluish coral pieces naturally have an energy charge and as their energy is consumed they become opaque.
    • Talisman: Utilizing Naga Corals among other natural materials from the Serpent Islands, Buhru talismans are cores capable of storing energy and being recharged.


  • Celestial: Celestial Techmaturgy is found in ores that become dry and fragmented upon contact with celestial energy.
    • Stardust: This dust is found in places of contact with the celestial world or in points where great celestial energy has passed through. These grains tend to attract each other, forming agglutinations that become solid and pulsate with iridescent energy, this same energy becomes opaque when the energy is depleted.
    • Celestial Runes: Using the best Stardust solids, it is possible to compact them so that they can be used as a base for the inscription of Celestial Runes, in which precious metals such as Gold (solari) or Silver (lunari) and even Copper are deposited.


  • Crystal: Crystal Techmaturgy uses ores that naturally pulsate energy, with some of these ores being truly alive.
    • Crystal Dust: These are the remains left during the lapidary of magical crystals, which undergo a grinding process and subsequent agglutination, taking on a translucent shiny appearance that becomes opaque when the energy is exhausted.
    • Living Crystals: The products of the lapidary of Magic Crystals are activated with a combination of metals running through the crystalline body, which gives these crystals a living pulse.


  • Floral: Floral Techmaturgy uses wood, seeds, leaves, and roots that naturally pulse with magical energy.
    • Seeds: Some seeds, such as the bramble seed, the bast cone seeds, or even the scryer's bloom seed, can be used as cells, often cracking and drying out when their energy is depleted.
    • Living Magical Plants: These small plants pulse with energy and are usually placed in small capsules.


  • Shadow Ice: Shadow Ice is corrupted True Ice, a process that allows anyone to manipulate it without being frozen for not being an Iceborn, but also reduces its power.
    • Shadow Ice Shard: Shadow Ice Shards are unstable pieces that have their energy charge slowly fading, inevitably disappearing. As a Shadow Ice Shard loses its energy charge, it evaporates until it disappears completely.
    • Shadow Ice: These pieces of shadow ice are encased in stone or metal casings containing inscribed runes that prevent the Shadow Ice from evaporating, allowing it to recharge.


  • True Ice: Techmaturgy that uses the principles of True Ice depends primarily on the existence of a fragment of True Ice, no matter how small.
    • Alchemical Ice: In the most varied forms, this combination of alchemical substances, when in contact with true ice, manages to retain part of its capacity and energy potential. The cold, bluish glow remains as long as this substance exists, disappearing completely when it evaporates. Some scholars believe that it is related to Dark Ice.
  • Fragment of True Ice: As only Iceborn are capable of manipulating true ice, the core made with a fraction smaller than 1 cubic cm of this material is contained in a stone and metal capsule that allows its interaction as an energy source.


  • Hemomancer: Hemomancer Techmaturgy uses the life energy contained in blood magic to magically fuel inventions.
    • Bloodcrystal: A Bloodcrystal can emerge either as a direct consequence of using Hemomancy or as a product of the decomposition of bodies that have been affected by Hemomancy. Bloodcrystals are normally a slightly opaque red that becomes completely opaque and brittle when their energy is depleted.
    • Bloodruby: A bloodruby is made using a bloodcrystal and a ruby ​​that resonates with hemomancy magic.


  • Hextech: The galsite ore, under pressure and heat, transforms into Hexite. When the process occurs naturally, the Hexite formed has an energy capacity much higher than the synthetic Hexite that is normally used.
    • Synthetic Hexite: Synthetic hexite is found in the form of crystals that have different sizes and its brightness weakens as its energy is consumed.
    • Hex Reactor: A hex reactor is made with synthetic hexite in a metal casing with an internal circuit that allows the reactor to emanate energy effectively.


  • Marine Life: In the Serpent Islands, Saphylite is an extremely rare and valuable material, yet some alchemists know how to extract small amounts through processes involving the internal organs of some marine creatures.
    • Sea Animal Parts: Some specific organs of some marine animals are dried, crushed and condensed. In the process, a tiny portion of Saphylite also becomes condensed and is able to generate energy through the cell, which, as it loses energy, leaves behind a carbonized black powder with no smell, smoke or heat.
    • Saphylite Nucleus: A minimal amount of Saphylite remains in a transparent suspension in a rudimentary capsule made from the teeth of leviathans or similar. Due to its oily nature, the small amount of sapphylite does not mix with the suspension, thus generating energy in a controlled manner for a nucleus.


  • Nature: Animal carcasses have their magic, as do internal organs and parts such as feathers, teeth and claws.
    • Animal Parts: They can be either alchemical condensations of internal organs of animals, or some specific parts such as the eye of a magical creature. When their energy is completely used, they become dry and easily turn to dust.
    • Conduit: A conduit is a structure that contains some part of an animal or alchemical condensation, capable of storing energy.


  • Petricite: Petricite itself has no magic, but its ability to absorb magic makes it perfect for creating cells and cores, provided the knowledge of how to release this energy is known.
    • Camaeo': Due to its ability to drain and store magic, Petricite can be worked through sculpture to direct its energy. When a petricite cameo loses its energy, it becomes dry, opaque, and brittle.
    • Reliquary: A reliquary is similar to a Cameo, with a small vessel containing irradiated or aged petricite, suspended in an alchemical concoction that maintains its ability to hold energy and release it without undergoing physical alteration.


  • Chemtech: Through Alchemy, Chemtech can amplify the characteristics of various substances, making them more resistant or powerful, such as Acids or even bases.
    • Acids: A combination of acids in a base that, when activated, produces energy. The green luminescence of this cell becomes increasingly opaque until all the energy is discharged.
    • Vitriol: Vitriol is a precise combination of alchemical acids that, combined with a crystalline container, can not only maintain an electrical charge, but can also have this charge restored.


  • Voidborn: Voidborn organisms have extremely exotic characteristics, with many of them being able to remain active and emit energy while they decompose.
    • Voidborn Parts: Some internal organs of Voidborn can produce light, gases or even energy, and can be used as cells.
    • Stasis Organism: These same voidborn organisms can be kept in a state of stasis, almost alive, avoiding decomposition.