Post by Artemis on Oct 1, 2015 14:36:54 GMT -6
Crafting is a very complex system. To get a trade all your own, be sure to do this quest.
So first off, unlike other skills which increase on success, because crafting is limited to a handful of times a day you get 1 skill point towards either the overall skill or the specific skill you used, even for failure. On a success you actually get two skill points to put towards either the overall skill or the specific skill used.
So to start let me define some terms.
Attempts per day: When you start you can craft twice a day. As you increase the general skills (Alchemy, Tailoring, Blacksmithing) you will get more attempts per day FOR THAT SKILL ONLY. Every 25 points gives you 1 extra try per day in that skill.
You will still have 2 "general" crafts per day, then extra based on those skills.
Appraisal works a little differently. You may only attempt an Appraisal on each item once per day, but you may attempt to appraise any number of items.
Crafting points: This is how you customize your items. You get a certain number of crafting points based on the tier of the item and your skill. Every 25 points, you get one more point to spend on your item. This also lets you buy different abilities for the item to have.
Level requirement of an item will be the total number of points spent on the item. You may have 5 points to spend on an item, but if you choose to only spend 3 then the level requirement of the item is 3.
Durability starts at Poor with 25 and increases 5 for every tier without spending bonus points.
Item Tiers:
Poor (No Bonus)
Common (+1)
Uncommon (+2)
Rare (+3)
Masterwork (+4)
Perfect (+5)
Epic (+6)
Legendary (+7)
Ascended (+8)
Artifact (+9)
Unique (+10)
Material Salvage: On certain rolls you will fail at crafting but will be able to regain half of the materials used. Other rolls you will lose all materials and not gain an item.
To create an item you must write out a post describing your attempt at creating the item and this post will be your crafting roll. Every crafting roll counts as an attempt unless it is a complete failure where you lose all your materials.
Example of crafting:
Nick is in his shop thread and wishes to make a simple straight sword to sell. He has Common materials and 50 blacksmithing skill.
He must use a number of materials equal to the item tier x 2. So two Common materials to make a Common item.
He posts and so makes a crafting roll:
dugJu61U1-20
He managed to make an Uncommon item!
This gives him 2 points for being an uncommon item and 2 points for being level 50 in his profession. So the total number of points he can spend on this new straight sword is 4. If he spends all 4 points, the items Level requirement is 4.
Item Abilities
Abilities list for item creation. If there is something that you want to add to an item that is not in this list, submit it for review here.
(W) = Weapon, (G) = general, (A) = all armor, (H) = Heavy Armor, (Li) = Light Armor, (Le) = Leather, (C) = consumable. * = lasts for a single thread
1 point abilities:
+1 damage(W)
+5 durability(G)
+1 damage reduction (H)
+1 defense rolls (Le)
+5 health recovery (C)
+1 reusable (C)
2 point abilities:
+1 skill (A)(C*)
+1 attack rolls (W)(C*)(Le)
+1 defense rolls (Li)(C*)
+1 damage reduction (Li)
+1 craft roll (Le)
+1 appraisal roll (Le)
+1 repair roll (Li)
3 point abilities:
+1 defense rolls (H)
+1 damage reduction (Le)
+1 stat point (C*)(A)
+5 health regen for +3 turns (C)
Poison Spread: Enemy takes +1 damage a post for +2 rounds(C)
4 point abilities:
Lifesteal: On hit, gain +1 health. On a crit (9-10) gain +2 health. (W)(C)
Skills:
Subskills do not need to be leveled up. They come with the main skill and are just things you can choose to do.
Appraisal:
This skill allows you to appraise items, negotiate for better prices, and find out about an item's abilities. +1 to all Appraisal rolls per skill tier.
Appraisal Roll Results:
1: This means you cannot retry appraising this item, it is just beyond your skill level.
2-10: Nothing
11-13: Item tier, worth
14-16: Item tier, worth, 1 magical properties
17-19: Item tier, worth, 2 magical properties
20: Item tier, worth, all magical properties
Sub-Skills:
Gear Appraisal:
This skill allows you to appraise gear giving you the item tier, amount of Col to sell to an NPC, and information about any magical properties.
Weapons Appraisal:
This skill allows you to appraise Weapons giving you the item tier, amount of Col to sell to an NPC, and information about any magical properties.
+1 to all Weapons Appraisal rolls per skill tier.
Purchase Negotiation:
The skill allows you to lower your prices to buy from NPC's by a certain percentage.
Sales Negotiation:
The skill allows you to raise your prices to sell to an NPC by a certain percentage.
Blacksmithing:
This skill allows the crafting of weapons as well as metal armors. +1 to blacksmithing attempts per day for blacksmithing per skill tier.
Blacksmithing Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. Materials are lost.
2-10: Failure, you may salvage half of the crafting materials and add them back to your list.
11-14: Create an item of the tier equal to materials used.
15-18: Create an item of one tier above the materials used.
19-20: Create an item two tiers above the materials used.
Repair Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. Materials are lost.
2-5: Failure, you damage the item more! It loses half of it's durability and you lose half of the materials used in the attempt.
6-10: Failure, you manage to simply lose half the materials used in the attempt.
11-13: You manage to repair 25% of the items durability.
14-17: You manage to repair 50% of the items durability.
18-19+: You manage to repair 75% of the items durability.
20: Ignores bonuses. You manage to repair the item back to pristine condition. (100% durability)
Sub-Skills:
Repair:
Allows the repair of metal equipment and weapons. Half of the tier value of materials must be used in order to attempt.
Slashing Weapons:
Allows for the creation of slashing weapons.
Stabbing Weapons:
Allows for the creation of stabbing weapons.
Blunt Weapons:
Allows for the creation of blunt weapons.
Heavy Metal Armor:
Allows for the creation of heavy metal armor and shields.
Light Metal Armor:
Allows for the creation of light metal armor and shields.
Alchemy:
Used to create items for immediate benefits in combat, apply poisons to weapons, or create crystals for various uses. +1 alchemy crafting attempts and points per skill tier.
Alchemy Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. Materials are lost.
2-10: Failure, you may salvage half of the crafting materials and add them back to your list.
11-14: Create an item of the tier equal to materials used.
15-18: Create an item of one tier above the materials used.
19-20: Create an item two tiers above the materials used.
Sub-Skills:
Medicine Mixing:
Allows the creation of healing and stat buffing potions.
Poisons:
Allows the mixing of poisons and toxins as well as damage buff potions.
Crystal Creation:
Allows the creation of Teleport, Communication, Tracking, and Homing crystals.
Tailoring:
This skill allows the crafting of weapons as well as metal armors. +1 to tailoring attempts and points per skill tier.
Tailoring Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. Materials are lost.
2-10: Failure, you may salvage half of the crafting materials and add them back to your list.
11-14: Create an item of the tier equal to materials used.
15-18: Create an item of one tier above the materials used.
19-20: Create an item two tiers above the materials used.
Sewing Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. Materials are lost.
2-10: Failure, you damage the item more! It loses half of it's durability and you lose half of the materials used for the attempt.
11-13: You manage to repair 25% of the items durability.
14-17: You manage to repair 50% of the items durability.
18-19+: You manage to repair 75% of the items durability.
20: Ignores bonuses. You manage to repair the item back to pristine condition. (100% durability)
Sub-Skills:
Cloth Armor:
This skill allows the creation of cloth armor which is particularly good for crafters and other artisans.
Leather Armor:
This skill allows the creation of leather armor which is particularly good for quick and agile fighters.
Sewing:
Allows the repair of cloth and leather armor. Half of the tier value of materials must be used in order to attempt.
Fishing:
This skill is used to fish from the various places in the world. Synergizes very well with Cooking. +1 to all fishing rolls per skill tier.
Fishing Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. You lost your bait completely.
2-10: Failure, you manage to save your bait, but catch nothing.
11-14: Catch a fish of the tier equal to materials used to create the bait.
15-18: Catch a fish one tier above the materials used to create the bait.
19-20: Catch a fish one tier above the materials used to create the bait.
Cooking:
The skill used to master the culinary arts, this allows you to create food that when eaten will give you a certain buff for a certain number of posts or regain health outside of combat. +1 to all Cooking attempts and points per skill tier.
Cooking Roll Results:
1: Ignores bonuses. Complete failure, you burn everything. Ingredients are lost.
2-10: Failure, you may salvage half of the cooking ingredients and add them back to your list.
11-14: Create a dish of the tier equal to materials used.
15-18: Create a dish of one tier above the materials used.
19-20: Create a dish two tiers above the materials used.
1-20
So first off, unlike other skills which increase on success, because crafting is limited to a handful of times a day you get 1 skill point towards either the overall skill or the specific skill you used, even for failure. On a success you actually get two skill points to put towards either the overall skill or the specific skill used.
So to start let me define some terms.
Attempts per day: When you start you can craft twice a day. As you increase the general skills (Alchemy, Tailoring, Blacksmithing) you will get more attempts per day FOR THAT SKILL ONLY. Every 25 points gives you 1 extra try per day in that skill.
You will still have 2 "general" crafts per day, then extra based on those skills.
Appraisal works a little differently. You may only attempt an Appraisal on each item once per day, but you may attempt to appraise any number of items.
Crafting points: This is how you customize your items. You get a certain number of crafting points based on the tier of the item and your skill. Every 25 points, you get one more point to spend on your item. This also lets you buy different abilities for the item to have.
Level requirement of an item will be the total number of points spent on the item. You may have 5 points to spend on an item, but if you choose to only spend 3 then the level requirement of the item is 3.
Durability starts at Poor with 25 and increases 5 for every tier without spending bonus points.
Item Tiers:
Poor (No Bonus)
Common (+1)
Uncommon (+2)
Rare (+3)
Masterwork (+4)
Perfect (+5)
Epic (+6)
Legendary (+7)
Ascended (+8)
Artifact (+9)
Unique (+10)
Material Salvage: On certain rolls you will fail at crafting but will be able to regain half of the materials used. Other rolls you will lose all materials and not gain an item.
To create an item you must write out a post describing your attempt at creating the item and this post will be your crafting roll. Every crafting roll counts as an attempt unless it is a complete failure where you lose all your materials.
Example of crafting:
Nick is in his shop thread and wishes to make a simple straight sword to sell. He has Common materials and 50 blacksmithing skill.
He must use a number of materials equal to the item tier x 2. So two Common materials to make a Common item.
He posts and so makes a crafting roll:
dugJu61U1-20
He managed to make an Uncommon item!
This gives him 2 points for being an uncommon item and 2 points for being level 50 in his profession. So the total number of points he can spend on this new straight sword is 4. If he spends all 4 points, the items Level requirement is 4.
Item Abilities
Abilities list for item creation. If there is something that you want to add to an item that is not in this list, submit it for review here.
(W) = Weapon, (G) = general, (A) = all armor, (H) = Heavy Armor, (Li) = Light Armor, (Le) = Leather, (C) = consumable. * = lasts for a single thread
1 point abilities:
+1 damage(W)
+5 durability(G)
+1 damage reduction (H)
+1 defense rolls (Le)
+5 health recovery (C)
+1 reusable (C)
2 point abilities:
+1 skill (A)(C*)
+1 attack rolls (W)(C*)(Le)
+1 defense rolls (Li)(C*)
+1 damage reduction (Li)
+1 craft roll (Le)
+1 appraisal roll (Le)
+1 repair roll (Li)
3 point abilities:
+1 defense rolls (H)
+1 damage reduction (Le)
+1 stat point (C*)(A)
+5 health regen for +3 turns (C)
Poison Spread: Enemy takes +1 damage a post for +2 rounds(C)
4 point abilities:
Lifesteal: On hit, gain +1 health. On a crit (9-10) gain +2 health. (W)(C)
Skills:
Subskills do not need to be leveled up. They come with the main skill and are just things you can choose to do.
Appraisal:
This skill allows you to appraise items, negotiate for better prices, and find out about an item's abilities. +1 to all Appraisal rolls per skill tier.
Appraisal Roll Results:
1: This means you cannot retry appraising this item, it is just beyond your skill level.
2-10: Nothing
11-13: Item tier, worth
14-16: Item tier, worth, 1 magical properties
17-19: Item tier, worth, 2 magical properties
20: Item tier, worth, all magical properties
Sub-Skills:
Gear Appraisal:
This skill allows you to appraise gear giving you the item tier, amount of Col to sell to an NPC, and information about any magical properties.
Weapons Appraisal:
This skill allows you to appraise Weapons giving you the item tier, amount of Col to sell to an NPC, and information about any magical properties.
+1 to all Weapons Appraisal rolls per skill tier.
Purchase Negotiation:
The skill allows you to lower your prices to buy from NPC's by a certain percentage.
Sales Negotiation:
The skill allows you to raise your prices to sell to an NPC by a certain percentage.
Blacksmithing:
This skill allows the crafting of weapons as well as metal armors. +1 to blacksmithing attempts per day for blacksmithing per skill tier.
Blacksmithing Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. Materials are lost.
2-10: Failure, you may salvage half of the crafting materials and add them back to your list.
11-14: Create an item of the tier equal to materials used.
15-18: Create an item of one tier above the materials used.
19-20: Create an item two tiers above the materials used.
Repair Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. Materials are lost.
2-5: Failure, you damage the item more! It loses half of it's durability and you lose half of the materials used in the attempt.
6-10: Failure, you manage to simply lose half the materials used in the attempt.
11-13: You manage to repair 25% of the items durability.
14-17: You manage to repair 50% of the items durability.
18-19+: You manage to repair 75% of the items durability.
20: Ignores bonuses. You manage to repair the item back to pristine condition. (100% durability)
Sub-Skills:
Repair:
Allows the repair of metal equipment and weapons. Half of the tier value of materials must be used in order to attempt.
Slashing Weapons:
Allows for the creation of slashing weapons.
Stabbing Weapons:
Allows for the creation of stabbing weapons.
Blunt Weapons:
Allows for the creation of blunt weapons.
Heavy Metal Armor:
Allows for the creation of heavy metal armor and shields.
Light Metal Armor:
Allows for the creation of light metal armor and shields.
Alchemy:
Used to create items for immediate benefits in combat, apply poisons to weapons, or create crystals for various uses. +1 alchemy crafting attempts and points per skill tier.
Alchemy Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. Materials are lost.
2-10: Failure, you may salvage half of the crafting materials and add them back to your list.
11-14: Create an item of the tier equal to materials used.
15-18: Create an item of one tier above the materials used.
19-20: Create an item two tiers above the materials used.
Sub-Skills:
Medicine Mixing:
Allows the creation of healing and stat buffing potions.
Poisons:
Allows the mixing of poisons and toxins as well as damage buff potions.
Crystal Creation:
Allows the creation of Teleport, Communication, Tracking, and Homing crystals.
Tailoring:
This skill allows the crafting of weapons as well as metal armors. +1 to tailoring attempts and points per skill tier.
Tailoring Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. Materials are lost.
2-10: Failure, you may salvage half of the crafting materials and add them back to your list.
11-14: Create an item of the tier equal to materials used.
15-18: Create an item of one tier above the materials used.
19-20: Create an item two tiers above the materials used.
Sewing Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. Materials are lost.
2-10: Failure, you damage the item more! It loses half of it's durability and you lose half of the materials used for the attempt.
11-13: You manage to repair 25% of the items durability.
14-17: You manage to repair 50% of the items durability.
18-19+: You manage to repair 75% of the items durability.
20: Ignores bonuses. You manage to repair the item back to pristine condition. (100% durability)
Sub-Skills:
Cloth Armor:
This skill allows the creation of cloth armor which is particularly good for crafters and other artisans.
Leather Armor:
This skill allows the creation of leather armor which is particularly good for quick and agile fighters.
Sewing:
Allows the repair of cloth and leather armor. Half of the tier value of materials must be used in order to attempt.
Fishing:
This skill is used to fish from the various places in the world. Synergizes very well with Cooking. +1 to all fishing rolls per skill tier.
Fishing Roll Results:
1: Ignores bonuses. Complete failure, you can't even salvage anything. You lost your bait completely.
2-10: Failure, you manage to save your bait, but catch nothing.
11-14: Catch a fish of the tier equal to materials used to create the bait.
15-18: Catch a fish one tier above the materials used to create the bait.
19-20: Catch a fish one tier above the materials used to create the bait.
Cooking:
The skill used to master the culinary arts, this allows you to create food that when eaten will give you a certain buff for a certain number of posts or regain health outside of combat. +1 to all Cooking attempts and points per skill tier.
Cooking Roll Results:
1: Ignores bonuses. Complete failure, you burn everything. Ingredients are lost.
2-10: Failure, you may salvage half of the cooking ingredients and add them back to your list.
11-14: Create a dish of the tier equal to materials used.
15-18: Create a dish of one tier above the materials used.
19-20: Create a dish two tiers above the materials used.
1-20