Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Ember Crucible ====== The **Ember Crucible** is a player-housed crafting altar that consumes ingots, Rough Stones, and "Relic"-titled gear to build up **crafting charges**. Each charge produces one of four randomly chosen pieces of jewelry stamped with the //Infernal Mastery// title, carrying fixed offensive caster/melee bonuses and three random +30 skill bonuses drawn from a large skill pool. The forge is dropped as a deed by the **Demigod** variant of a Random Dungeon Boss. In-game, the placed forge is named the **"Ember Crucible Of The Demigod"**. ===== Acquisition ===== The forge deed drops from the Demigod variant of a Random Dungeon Boss. * Any Random Dungeon Boss has a flat **5%** chance to spawn as a Demigod. * Demigod variants are heavily buffed: Strength x4, Dexterity x4, Intelligence x4, Hit Points x4, and Virtual Armor 80. They also carry a Boss Title of the form //<MapName> Demigod//. * On death, a Demigod boss drops one **Ember Crucible** deed and one **Petri Dish Enhancement Power** into its corpse. * Random Dungeon Bosses are summoned at Dungeon Boss Altars. ===== Placement and Properties ===== The deed places a multi-tile addon: an animated component, a stone component, and the interactive **Ember Crucible** component. All pieces share the same hue. The interactive component is non-movable. Its tooltip shows the running totals you have accumulated: * **Title:** Encompassing The Rage of a Demigod * **Requires:** 200.0 Blacksmith Skill * **Running scores:** Ingot Material, Relic Material, Rough Material, Crafting Charges ===== Skill Gate ===== Double-clicking the forge enforces a hard skill check before opening the confirmation gump: * **200.0 Blacksmith** required to use the Ember Crucible. If you do not meet the requirement, the forge displays: //"You need at least 200.0 Blacksmith skill to use the Ember Crucible."// No region restriction, no cooldown, and no other skill requirement applies. ===== Feeding the Forge ===== The forge accepts three fuel types via drag-and-drop. Each successful drop consumes the stack, plays a bolt/fire effect, and updates the running scores. After every drop, surplus material is automatically rolled into crafting charges. ^ Fuel ^ What it accepts ^ Points awarded ^ | Ingots | Any ingot type | (Resource tier) x (ingot amount) | | Rough Stone | Rough Stone items | 1 per stone | | Relic gear | Armor, weapons, or hats carrying the "Relic" title | +1 per item | **Ingot scoring:** higher-tier ingots award proportionally more material per ingot. A stack of 100 Iron ingots awards 100 (Iron is tier 1). Higher resources scale with their tier index, so Valorite and other top-tier ingots are far more efficient per ingot. **Relic scoring:** only items carrying the "Relic" title are accepted. These come from the Relic Generator system and may be tagged //Relic//, //Quality Relic//, or //Superior Relic// — all three are accepted, and all three award +1 regardless of tier. Any non-relic armor, weapon, or hat is rejected with the message //"This forge is fueled by ingots and the relics of fallen foe."// ===== Charge Conversion ===== A crafting charge is generated whenever **all three** material pools simultaneously meet the thresholds below. The forge will keep converting as long as you have enough material in every pool, decrementing each pool per charge produced. ^ Material pool ^ Cost per charge ^ | Ingot Material | 50,000 | | Relic Material | 50 | | Rough Material | 100 | ===== Crafting a Jewel ===== With at least one charge available, double-clicking the forge opens a confirmation gump asking //"Are you ready to spark the forge?"// Confirming consumes one charge and randomly produces one of four jewels with equal 25% chance: ^ Item produced ^ Name ^ | Gold Bracelet | "Infernal Crucible Bracelet" | | Gold Ring | "Infernal Crucible Ring" | | Gold Necklace | "Infernal Crucible Necklace" | | Gold Earrings | "Infernal Crucible Earrings" | ==== Fixed Attributes ==== Every jewel produced carries identical magical attributes: ^ Attribute ^ Value ^ | Faster Casting | +2 | | Faster Cast Recovery | +3 | | Swing Speed Increase | +20 | | Hit Chance Increase | +20 | Each jewel also carries the //Infernal Mastery// title. ==== Random Skill Bonuses ==== Each jewel receives three independent random skill bonuses, each at **+30**. The three slots are rolled independently from the candidate pool, so duplicates on the same jewel are possible. The candidate pool contains **54** skills: Alchemy, Anatomy, Animal Lore, Animal Taming, Archery, Arms Lore, Begging, Blacksmith, Bushido, Camping, Carpentry, Cartography, Chivalry, Cooking, Detect Hidden, Discordance, Eval Int, Fencing, Fishing, Fletching, Focus, Forensics, Healing, Herding, Hiding, Imbuing, Inscribe, Item ID, Lockpicking, Lumberjacking, Macing, Magery, Magic Resist, Meditation, Mining, Musicianship, Mysticism, Necromancy, Ninjitsu, Parry, Peacemaking, Poisoning, Provocation, Remove Trap, Snooping, Spellweaving, Spirit Speak, Stealing, Stealth, Swords, Tactics, Tailoring, Taste ID, Throwing, Tinkering, Tracking, Veterinary, Wrestling. On a successful craft, you receive the message //"A jewel with extreme heat falls into your pack."// accompanied by a hellfire explosion effect at your feet. ===== Bulk Feeding via Storage Keys ===== You can mass-feed banked relic gear into the forge directly from a Storage Key stash using the Forge Feeder gump. * The forge must be within **2 tiles** of you. * Filter checkboxes let you select tiers to feed: //Relic (all)//, //Relic//, //Quality Relic//, or //Superior Relic//. The //Relic (all)// option matches any item whose title contains "Relic". * Only armor, weapons, and hats are eligible. * Confirmation requires typing a randomly generated **4-digit code** (1000-9999) shown in the gump. * Feeding processes in batches of **500 items**, with a **100 ms** delay between batches to avoid server stalls. Each fed item adds +1 to your Relic Material score, and any resulting charges are awarded automatically using the same thresholds as on-forge feeding.