Crafting

Equipment Crafting

Equipment Crafting is a talent that players can purchase to use materials they acquire in-game. A purchase of this skill allows the player to craft within one Crafting Category using materials with one Material Type (for example, the player would purchase proficiency in Smithing Creature-type materials). The player can tell what Material Types a material is, but cannot tell what properties they have without experimentation. Players can work together to combine their skill proficiencies. The Master Crafter skill allows the player to work with multi-type materials that have only one Material Type the player is not proficient in.

 

Skill Purchasing

  • The player can purchase whichever iterations of this skill they want for 5 XP each purchase.
  • The player can spend a maximum of 30 XP on Equipment Crafting.
  • The Master Crafter skill costs 15 XP and the player can only purchase it after spending 30 XP on Equipment Crafting.

 

Material Types and Acquiring Materials

There are five Material Types: Metal, Rock, Creature, Flora, and Aether. A material can have more than one Material Type. 

 

Each event, players can choose one material per purchase of Equipment Crafting they have from a selection of materials that share at least one of the Material Types they are proficient with. Each player with Equipment Crafting will also get one random material after each quest.

 

Crafting Categories

There are three Crafting Categories: Smithing, Modifying, and Gilding.

 

  • Smithing
    • Smithing creates new pieces of equipment with the properties of the materials used.
    • The player can only Smith equipment in town.
    • A player must have the ability to Smith all of the Material Types of a material to Smith with it.
    • Materials needed:
      • One material is required to Smith one-handed weapons, bucklers, throwing knives, and throwing axes
      • Two materials are required to Smith two-handed weapons, medium shields, and bows
      • Three materials are needed to Smith armor and great shields
  • Modifying
    • Modifying adds modifications to or changes the modifications of an existing piece of equipment.
    • The player can only Modify equipment in town.
    • Modifying equipment does not require materials if the player is filling empty modification slots, but it requires one material per change if the player is changing existing modifications.
      • To change modifications, the player must have the same material as the piece of equipment.
    • The player must have the ability to Modify all of the Material Types of a piece of equipment to modify it.
    • See the Equipment Modifications list for modifications
  • Gilding
    • Gilding creates temporary effects on a piece of equipment based on the attributes of the materials used.
      • The longevity of the effect is determined by the material’s properties.
    • Gilding a piece of equipment requires a 10-second focus and one material.
    • The piece of equipment being Gilded must have at least all of the Material Types of the Gilding material.
    • A piece of equipment can only be Gilded with one material at a time.
    • A player must have the ability to Gild all Material Types of the Gilding material.

 

Equipment Modifications

  • All
    • Ornate1 slot - The item is decorated (engraved, polished, encrusted, etc.) per the player's description. 
    • Gem Setting1 slot - Places a setting into the item that gems may be swapped in and out of. Gems may be used by the wielder or wearer of the gem set item.
  • Weapons
  • Light Construction - The weight is reduced by 1 per slot to a minimum of 1.
  • Wieldy - Once per encounter per slot, the first ability called that doesn't trigger due to this weapon not hitting as required (i.e. missed after calling Crushing Blow) is not expended like it would be otherwise.
  • Spring-tempered - Melee - The weapons must reach its breakpoint an extra time per slot before breaking in a quest.
  • Shockproof 1 slot - The weapon cannot be broken by its own damage.
  • Soft TemperMelee 1 slot - If the weapon takes enough damage to be broken, the weapon is still usable but only swings for a maximum of 1 damage (even with talents) until repaired.
  • Twin Only usable on two identical 1-handed weapons1 slot - The weapons are designed to fit into a single sheath, making their combined weight that of a single weapon. The player must have two of the same weapon with this mod on each. 
  • Sturdy 1 slot - The base damage of this weapon can only be reduced by the wielder.
  • Ranged
    • Light Construction 1 slot stackable - The weight is reduced by 1 to a minimum of 1.
    • Wieldy1 slot stackable - Once per encounter per slot, the first missed ability (i.e. missed after calling Deadeye) is not expended as it would be otherwise.
    • Precision Crafted1 slot - The base damage of this weapon can only be reduced by the wielder.
    • Quick Access (Spring-loaded bow/Spring hinge Sheath)1 slot stackable +1 weight - Once per encounter, the player can halt enemies to switch to or put away this weapon.
    • Multi-function1 slot stackable - The item is shaped in such a way as to be used effectively as one other type of tool. Options: Pickaxe, trowel, or hammer.
    • Hydrodynamic  - 1 slot stackable - The weapon does +1 base damage under water per slot.
    • Serrated 2 slots stackable - The weapon does +1 base damage.
    • Reinforced 1 slot - The bow can reach its breakpoint twice in a single encounter before it breaks.
    • Custom Fit2 slots - The player can reduce any countdown talent by 5 seconds.
    • Rigid2 slot - After using an ability, the weapon does +3 base damage on its next attack.
    • Compounded 2 slots - The weapon does+2 base damage on its next attack after successfully hitting a target with an out-of-game projectile.
    • Tillered - 1 slot - Two Rank I abilities can be combined into a single Rank II ability.
  • Armor
    • Fitted -1 slot nonstackable- The weight class is reduced by 1 for the purposes of movement (weight stays the same).
    • Extra Pockets -1 slot stackable- The player has 1 additional carry weight for non-equipment per slot.
    • Padded - 1 slot - The player reduces collision damage to 1.
    • Warm/Vented1 slot nonstackable - The player is resistant to cold or warm.
    • Cloth Lined - 1 slot - The armor is quiet.
    • Prefab - The player reduces don/doff time by 10 seconds per slot.
  • Shield
    • Reinforced Rim 1 slot - If broken, hits to the shield count as hits to that arm, but with an additive DR 1.
    • Shock-absorbing Cover 1 slot - The first stun effect the player receives in an encounter is mitigated. 
    • Custom Bracing 1 slot - The player can change the stun effect of a shield to a different shield class’s stun effect.
    • Supported Enarm1 slot - The wearer has a DR 6 against non-weapon objects that hit them anywhere.

 

Experimentation

  • A player can experiment with a material and Crafting Category they are proficient in once per event.
  • Experimenting with a material will allow the player to learn the properties of that material for one of the following property categories: Unique Effects, Gild Effects, Blades (Daggers Short Swords, Long Swords, Great Swords), Hammers (Hammer, Battle Hammer, War Hammer Great Hammer), Axes (Hatchet, Battle Axe, War Axe), Ranged Weapons (Bow, Throwing Knife, Tomahawk), Armor, and Shields (Buckler, Medium Shield, Great Shield).
  • A player must have the material to be able to experiment on it, but experimenting does not use up the material.
  • Two players can work together to experiment with a material (for example, if the material has multiple types that both players combined can cover), but they will both utilize their experimentation for the event.

 

Repairs

Weapons and Armor are not repairable unless specified on the item card (common-material weapons and armor are typically repairable). Items that are repairable will repair automatically upon return to the Adventurer’s encampment.

 

All items can receive mending during a quest, but non-repairable items will break on completion of the quest if they have been mended. A player can refuse mending.

 

 

Magical Crafting

Magical Crafting is a talent that players can purchase to write magical scrolls or enchant magical gems that can be used to produce a variety of magical effects. This ability is only available to magical classes (i.e., Clerics, Spellbinders, and Wizards). This talent provides a number of crafting points for each purchase per event. These crafting points can be spent to recreate the effect of a magical ability using the costs shown below. Scrolls can only reproduce the effects of magical abilities the player has at the same rank being crafted. Gemstones can be used to reproduce the effect of a magical ability the player has or has access to for a reduced cost, or to produce the effect of a magical crafting recipe. Gemstones have a maximum number of Magical Crafting points that can be used on them. Magically crafted items disappear when used.

 

Players can create their own recipe once per event by describing their intended effect as a downtime. The GMs may modify or alter the requested effect as they see fit. At the next event, the GMs will provide an item card with the magical crafting recipe. Once the player has a recipe, they can create that effect whenever they would like if they have enough crafting points. Crafting scrolls or enchanting gems must be done in town.

 

Magical Crafting Points

The player gets Crafting Points (CrP) per event per purchase. These points expire at the end of an event, but the points can be used toward partial completion of a crafted item before they expire.

  • Rank I: +4 Crafting Points
  • Rank II: +6 Crafting Points
  • Rank III: +12 Crafting Points

 

Magical Crafting Costs

Different abilities have different crafting point costs to craft.

  • Rank I Ability: Costs 1 Crafting Point
  • Rank II Ability: Costs 3 Crafting Points
  • Rank III Ability: Costs 5 Crafting Points
  • Faction: Costs +1 Crafting Point
  • Abilities the player does not own: +rank cost again, -cost of highest rank owned. (So if a player has a Rank I but wants to enchant a Rank III onto a gem, they add an extra 4 Crafting Points to the base Rank III 5 Crafting Point cost: +5 for the Rank III, -1 because they already have the Rank I, for a total cost of 9 Crafting Points)

 

Gem Types

Different tiers of gems have different Crafting Point value maximums and Crafting Point reductions. All gems break after use.

  • Stained Gems: Can be enchanted with a spell with a Crafting Point value of a maximum of 6.
  • Tinted Gems: Can be enchanted with a spell with a Crafting Point value of a maximum of 16. The Crafting Point cost of non-recipes is reduced by 2.
  • Dense Gems: Can be enchanted with a spell of any Crafting Point value. The Crafting Point cost of non-recipes is reduced by 6.

 

Potion Crafting - Elixirs and Poisons

Elixirs and Poisons are skills that allow Clerics and Rogues, respectively, to craft consumable items out of plants (flowers, herbs, and fungi) found in game. Elixirs, poisons, and recipes must be made in the Adventurer’s Encampment. 

 

Rank Differences 

(Rank I) The player can make Rank I elixirs or poisons if they have the materials.

(Rank II) The player can make Rank I and II elixirs or poisons if they have the materials. The player receives four random or two specific plants per event. The player gets and learns one random recipe when they purchase this skill.

(Rank III) The player can make Rank I, II, and III elixirs or poisons if they have the materials. The player receives 12 random or six specific plants per event. The player gets and learns another random recipe when they purchase this skill.

 

Plant Types and Acquiring Plants

Each plant is associated with three possible effects–flowers have elixir effects; fungi have poison effects, and herbs have both elixir and poison effects. For herbs, a cleric can only make the elixir effects, and a rogue can only make the poison effects.

 

Players with either of these skills will get plants at the start of each event based on what rank of Elixirs/Poisons they have. If a cleric selects random plants they will be given a mixture of flowers and herbs; If a rogue selects random plants they will be given a mixture of fungi and herbs. The player will also get a random plant after each quest. Plants expire at the end of the event, but elixirs and poisons do not. 

 

Creating Potions In Game

In order to create an elixir or poison, the player needs the plants with the proper effects. A GM or RM must approve and the player will gain the appropriate item card.

 

At the first rank of the skill, the player only needs one plant to create a Rank I elixir or poison. With the second rank of the skill, the player needs two plants with the same effect to create a Rank II elixir or poison. With the third rank of the skill, the player needs three plants with the same effect to create a Rank III elixir or poison.

 

A player can combine effects if the plants being used are unique and share the same effects. For example, two different plants that both have Numbness and Paralyze as an effect could be combined to create a Rank II Numbness Rank II Paralyze combination poison by a player with Rank II Poisons. The same is true at the third rank. For example: if a player with Rank III Poisons has three unique plants and all three have the Zombieism effect and two of the three have the Toxin effect, the player can combine them to create a Rank III Zombieism Rank II Toxin combination poison.

 

Recipes

Players get recipes when they purchase the second and third rank of their respective potion skill. They can also find recipes while playing. Once a player has a recipe, they can either learn it, or they can give it to another player. The player can learn a recipe they have while in the Adventurer's Encampment by writing the player’s name on the recipe card. Once the recipe is learned, the player who learned the recipe can create potions from that recipe in the future. That copy of the recipe cannot be learned by another player. There is no limit to how many recipes a player can learn.

 

Potion Usage

Elixirs take a roleplay action to consume. Any player can consume an elixir.

 

Poisons take a roleplay action to apply. Only rogues can apply poisons to weapons, but any player can use a poison once it has been applied. No more than one poison can be applied to a single weapon. Rogues with the Poisons skill can decide when to use a poison that has been applied to a weapon; non-rogue players must use the poison on their next strike with that weapon.

 

Potion Effects

Coming Soon