Crafting works in the following way:
- Crafting points are divided in two ways - your assigned skills, and your 'energy points'.
- Every character gains 2 Tradeskill Points per level, which they can assign to any trade (listed below) using the Book of Trades.
- Every character has a fixed 50 (60 if you have the Gift of Craftsmanship) crafting points that determine how much you can actively exercise your trade each in-game day.
- Every 2 points in Craft Weapon and Craft Armor (base ranks and feat bonuses only) add 1 crafting point to use per IG day.
- Some races receive +1 competence bonus to come crafting skill.
- Crafting/repairing may only be attempted by a character who has at least 1 point in the Trade.
- Crafting an item works as follows:
- Find the appropriate items required to make the desired item (through the Trade Book or this Wiki).
- Put those items into the appropriate workstation.
- Click 'Create New Production.'
- Navigate to find the desired 'crafted' item and click on it.
- Click 'Okay.'
- Your character will roll a d20 (random number from 1 to 20) and add their Tradeskill Points assigned to that particular Trade. If the roll ends up being equal to or higher than the 'DC' in the Trade Book, then your character has started the project. Doing his requires no crafting points.
- * If you fail on the 'Initial Craft' the project (and all items put in) will be destroyed
- * Rolling a 1 will always fail. Similarly, rolling a 20 will always succeed.
- When this has happened there will be a placeholder item in the crafting station which can be moved around like any other item. By putting this in the workstation you can 'Proceed With Production' and spend crafting points (your full amount, not the amount you've assigned to the specific Trade) to try and complete the production. Each 'roll' (point spent) is just like starting the project; d20 + skill. If it is greater than or equal to the DC, the project is one point closer to being finished. The more difficult products need to be crafted repeatedly over several IG days or by several craftsmen till they are finished. Once the project has filled it's points, it becomes the final item.
Resources are of two types. They can be either:
- Opened - Containers that include the resources inside, e.g. Bushes or Sand deposits, or
- Bashed - e.g. Trees, Ore and Gem deposits
Some resources can produce new materials only once per server reset to demonstrate their rarity (such as sweetberry or food resources in Underdark). Other resources can produce random amount of new materials after some time of being picked up.
Resources that can be bashed produce different random amount of materials. The more rare the resource, the lower chance of obtaining any result. Mining coal or salt is likely to provide more resources than mining diamonds or adamantine. The minimum yield a deposit may offer is 2 chunks of ore.
Ore deposits aren't entirely fixed. The deposit always respawn in the same place, but depending the value of the spot, it may offer a plethora of different yields. The tiers of rarity scale as Common (Coal, Tin, Copper, Lead), Noble (Iron, Silver, Gold, Zinc), Rich (Mithril, Arjale, Adamantine), and Grandiose (Guaranteed Rich).
Coal, tin and copper may spawn commonly in a local mine, as it would be full of common deposits, but rarely you may even see gold and silver in the same place, since every resource deposit may offer something one tier higher, or one tier lower. The deposits usually take between 2 and 4 RL days to rotate.
The system works as follows.
- Each resource has a % chance associated with it. So coal might have 90%, emeralds might have 10%.
- Resources have 250 hitpoints (with a few rare exceptions, like tinder fungus).
- Every 25 damage done to a resource triggers a roll against the % chance. If passed, you get one resource. If not, nothing happens.
- Only physical, fire and cold damage counts.
- You don't need to bash the resource node at melee - magic and summons (using the Player Tool 1 to command them) can be used instead.
- If you are within 10 feet of the resource node, the resources acquired will go to the damage dealer's (or summoner if the commanded companion is doing the job) inventory. Otherwise, the resources will fall to the floor.
That's it. There are two small subtleties though.
- If you have more than three attacks (and so are doing 2+ attacks per flurry), then due to a biobug, the damage used on the -last- attack in the flurry is used for -all- attacks that hit. So if you attack twice in a flurry and hit for 20 and 40 damage, you will be counted as doing 80 damage (but if you hit for 40 and 20, you are counted as doing just 40).
- If you do say 105 damage when the resource has only one hitpoint left, you get rolls for 250, 275, 300, 325 and 350 damage points - so you basically get 4 extra rolls. This is the only bias in the system in favour of doing large amounts of damage.
Repairing equipment works as follows: (it may be helpful to see the section on 'Damaged Equipment')
- Put the damaged equipment in the appropriate workstation
- Click 'Repair'
As if you were 'crafting' the damaged equipment you will roll the standard (d20 + skill vs. DC) to see if you succeed. If you do, one charge will be added to the item's durability (seen by 'examining' the item and looking at "Charges:") up to the maximum number of charges the item can have.
Some crafting recipes within the very trades are exclusive to certain races, classes, and sometimes, even alignments. These restrictions usually have their own required class level, though if it's not specified, only 3 levels in the class may be necessary to perform the craft.
The restrictions may be specific to Arelith's subraces, though wearing or using an item that says, for example "Only Usable By: Halfling" means that all mechanical halfling, such as Ghostwise Halflings, Kobolds and Goblins, can use said item, but only proper halflings can craft it. Warning: This may change in the future.
- Rolling a 1 is an automatic failure. Rolling a 20 will always succeed.
- If you fail on the 'Initial Craft', the project (and all items put in) will be destroyed.
- All items require a certain level, based on the item's value, before a character can use them. Please view this chart and compare the item cost with the character's level if you want to see which items can be used.
- Items can be also customized: changed in shape or colour, renamed or given new description.
- Adding the name of a character in brackets at the end of the item's name will allow that character to alter its description using the enchantment basin as if it was their own. An item would have to look something like "Completely Generic Sword [Joe Doe]".
- Details about weapons, their customization and level requirements can be found in weapon guide.