====== Labs, Components & Recipes ====== Crafting in Volaire depends not just on skill, but on the tools and materials you use. This guide explains lab requirements, crafting components, and how recipes are discovered or used in play. ---- ===== 🧪 Lab Physreps & Leniency ===== Crafting labs are required to create potions, poisons, and alchemy after your 4th event. ^ Event # ^ Lab Requirement ^ | 1–2 | Assumed access to lab | | 3–4 | No physrep = 50% Production Points | | 5+ | No physrep = No Production | Labs must be clearly marked, functional, and match the aesthetic of your craft (e.g., potion table, alchemy station, poisoner’s toolkit). One lab may only be used by **one character per event**:contentReference[oaicite:0]{index=0}. ---- ===== 🧰 Crafting Components ===== Crafting components fall into three categories: **1. Common Components** * Herbs, minerals, liquids, scavenged parts * Usually obtained through modules, roleplay, or event shops **2. Rare Components** * Elemental shards, venom sacs, special extracts * Found on boss mobs, via trades, or with staff guidance **3. Coin & Tags** * Many recipes require silver coin or tagged goods * Always turn in tags at Check-In to receive production results Tags expire after **1 year**. ---- ===== 🧾 Recipes ===== Recipes define what items can be created and at what cost. They are: * Discovered **in-play** or taught by other players * Sometimes require translation via **Decipher Script** * May require certain lore skills to understand or use **Sample Recipe Entry:** ^ Name ^ Lab ^ PP Cost ^ Silver ^ Notes ^ | Vorpal Blade +2 | Alchemy | 4 | 8 | Weapon gains +2 and "Acid" tagline for 1 hour | | Toxin Shield | Potion | 4 | 8 | Blocks next poison effect | | Hallucinoid | Poison | 4 | 8 | Induces hallucinations | Recipes vary based on lab type and component access. ---- ===== 🔬 Supported Labs ===== ^ Lab Type ^ Used For ^ Description ^ | Potion Lab | Potions | Healing, buffs, shields | | Alchemy Lab | Alchemical items | Damage, utilities, elixirs | | Poison Lab | Toxins | Ingested, gas, and applied poisons | After Event 4, a valid **lab physrep** is required for each. Players may not use one lab for multiple crafts. ---- ===== 🧙 Herbal & Poison Lore ===== These lore skills allow: * Detection of substances in food/drink * Identification of tagged or untagged items * Access to bonus recipes with staff permission Use: Examine item for **10 uninterrupted seconds**, verbally counting: > “Identifying one... identifying two...” ---- ===== 📌 Component Tags ===== All created items are issued as **tags** from Check-In. Tags must: * Be kept with the item at all times * Be surrendered when used, consumed, or turned in * Not be copied or forged Misuse of tags may result in penalties or staff review. ---- ===== Related Sections ===== * [[operations:public:interactive_rulebook:core:crafting|Crafting & Alchemy]] * [[operations:public:interactive_rulebook:core:poisons|Poison Crafting & Application]] * [[operations:public:interactive_rulebook:core:magic|Magic & Spellcasting]] ---- **Volaire LARP** – //The right tools, the rarest herbs, the price of knowledge.//