
Trades & Economy
The economy at Incursion runs on crafting resources and traditional coin. If you can't find the resources to craft what you need you can certainly buy it!

Trades
The characters who have chosen talents from the trade tree are the backbone of the economy at Incursion. Combatants can't continue to effectively do battle without the blacksmiths, alchemists, healers, and scriveners who support them.
Props
Just as characters who have chosen martial talents are expected to bring weapons and armor to engage in combat, characters who have chosen a trade talent should plan to bring props to represent their trade. Bandages, rubber leaches, or prop surgical equipment for healers; mortar and pestle, beakers, or prop herbs to hang from a booth for alchemists; An ornate quill and and an actual inkpot, or other specialized writing utensils for scriveners; A hammer, anvil, leather apron, etc. for Blacksmiths and Enchanters. These props will help signal to other players what kind of character you are, as well as help you with your character's roleplay. Every character who has a timed ability should bring a sand timer as well to keep track of your abilities.
Roleplay
Roleplaying for martial and combat related talents is in some ways easier than for the trades as a large portion of their abilities are centered on shooting/hitting/casting spells at enemy combatants. Roleplay for trades based characters are centered around their specialized type of crafting, haggling, and bartering. If you're going to be a character with a trade talent lean don't be scared to lean into your crafting process!



Alchemist
Alchemists are masters of potions, tonics, and any other liquid that needs to be brewed or concocted. If you chose the Alchemist talent during character creation you'll be able to craft the following items to sell, trade or gift at your discretion.
Health Potion
Health Potions restore all missing hit points to the user
Resources Required: 10x bloodleaf petals
Crafting Time: 5 minutes
Inkpot-
Inkpots are used by scriveners to create spell scrolls and enchantment sigils.
Resources Required: 2x demoncap mushrooms, x5 bloodleaf petals
Crafting Time: 5 minutes
Cleansing Potion- Cleansing potions cure the user of any negative magical or non-magical effects.
Resources Required: x5 skyleaf petals, and x5 bloodleaf petals
Crafting Time: 5 minutes

Scrivener
What happens when a spellcaster has used up all of their spell slots but still want to feel useful? In steps the scrivener. Scriveners have the unique ability to create magic scrolls that can be used by players with specific talents. They also have the ability to create enchantment sigils which are used by enchanters to create magical arms and armor. If you chose the Scrivener talent while creating a character you can craft the following items.
Spell Scroll- Create a spell scroll for use by players who have proficiency in scrolls. Only spells of basic or intermediate level may be scribed. See the Magic page for more detail.
Required Resources: x1 inkpot
Crafting Time: 5 minutes
Enchantment Sigil- Create a scroll used by enchanters to imbue magic into arms, and armor.
Required Resources: 1x inkpot x5 allspar
Crafting Time: 5 minutes.



Blacksmith
Blacksmiths are essential to support the martial characters of each faction. After armor receives damage, the only ways to repair it are by using a mending spell, or by visiting a blacksmith. If you chose the Blacksmith talent while creating a character you can perform the following actions.
Repair Shield - You remove the broken condition from a shield (person wielding the shield must be out of combat)
Required Resources: x2 iron ore
Crafting Time: 5 minutes
Repair Armor - You restore armor points to all strike areas on an individual (that individual must be out of combat)
Required Resources: 1x iron ore per armor point
Crafting Time: 30 seconds per armor point.

Healer
Healers are the primary source for restoring character hit points and keeping expedition members healthy and in fighting shape. If you chose the Healer talent while creating a character you can perform the following actions.
First aid - By bandaging a conscious or unconscious target and watching over them you restore 1 hit point to all areas and remove the unconscious status from them if they have it.
Required Resources: x1 bandage
Crafting Time: 1 minute
Extended Care- by continuing to aid a player you’ve given first aid, you restore all remaining hit points to them
Required Resources: 1x Bandage
Crafting Time: 3 Minutes



Enchanter
Enchanters are a special trade. Enchanter is the only hybrid trade talent (it requires you to have talents from two other trees). As such Enchanters have unique abilities to magically upgrade arms and armor. If you chose the Enchanter talent while creating a character you can craft the following items.
Craft Enchanted Weapon- using the Enchanting Ritual you imbue a weapon with magical energies causing it to deal 1 extra damage with each hit for the next 24 hours
Required Resources: 10x Iron ore & 10x Allspar
Crafting Time: 10 minutes
Craft Enchanted Armor- Using an Enchanting Ritual you imbue a piece of armor with magical energies increasing its armor value by 2 for the next 24 hours (Helms can not be enchanted, and this armor can allow the wearer to exceed the normal armor cap)
Required Resources: 15x Iron ore & 20x Allspar
Crafting Time: 10 Minutes


Resources
There are several different resources that are required both for crafting and by the expeditionary forces of each faction to send back to their home countries.
Allspar- Allspar was first discovered on the Silent Isle during Vaerün Trading Company's first expedition. After samples being mined and sent back for alchemical and mystical study it was determined that the ore itself has inherent magical abilities, and could potentially be used to magically enhance arms and armors.
Deathcap mushroom- Deathcap mushrooms in their foraged form are incredibly poisonous, but when properly processed by an alchemist are able to turned into a durable ink that's useful for Scriveners
Bloodleaf Petals- Bloodleaf petals are bright red flower petals that have been found by Vaerün Trading Company alchemists to be useful in creating effective healing tonics, among other things.
Skyleaf Petals- Skyleaf Petals are a deep bright blue, and so far have found to be useful in fortifying the body against both mundane ailments as well as magical ailments.
Inkpots- Inkpots are required for Scrivener's to be able to create spell scrolls and enchantment sigils, and are created by alchemists from other resources.
Bandages- Bandages are used by healers while performing either of their healing abilities. Bandages are a unique resource in that they are supplied by the player, and are reusable. While we use the phrase "bandages" healers are encouraged to use any of numerous equivalents that might work for their character.
Enchantment Sigils: Enchantment Sigils are specially scribed magical scrolls that allow enchanters to imbue weapons and armor with magic, augmenting them beyond their normal capabilities.
Currency: In Incursion there are two types of coins used for currency. Copper is the most common coin, and gold is slightly less common. 10 coppers hold the equivalent value of 1 gold piece.
