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Crafting, making items

In addition to your main class, in our world you can take up an additional profession, or craft. Currently available crafts:

  • Tattooists: apply stat-boosting tattoos on top of equipment
  • Carpenters: build polearms, bows, arrows and other wooden items
  • Blacksmiths: smelt ingots and forge weapons, armour, and tools
  • Jewelers: drill sockets into gear and set stones into them

A character can have only one craft, and it cannot be swapped for another later, so choose with care.

The process of creating new items through a craft is usually called crafting. Crafting new items is possible not only through additional professions -- some classes have their own dedicated skills (for example, make bow for rangers). In most cases craft produces higher-quality items than a bare class skill.

Format: craft desired item

Format: craft desired item for character

Creates the desired item given the right recipe, tool, and ingredients. With for, the item is made to another player's measure: they must stand in the same room until the work is done, and the finished piece goes straight to them, and armor, weapons, jewelry and chests belong to them. The client must have reached the blueprint's level. Gear is built for the client's class and alignment and fitted to the lower level of the two of you; the bonuses of your mastery shrink with that level too. A katana is forged only for yourself.

RECIPES Recipes are craft-specific and describe a particular production process. Tattoo designs help tattooists make specific masterpieces, blueprints describe how to craft a specific item, and so on. To understand how each recipe works, just look at it.

Recipes are usually tiered and correspond to your mastery level in the craft. Basic first-tier recipes are usually sold by some guildmasters, while the rest may drop with small chance from the bodies of fallen sentient enemies. For gear and constellation blueprints, complexity sets the lowest level they work at: complexity 3 (rare) from 30, 4-5 (epic) from 45, 6 and up (legendary) from 60. A blueprint's card shows its level. Below that you can't craft from one, form its constellation, have it made for you, or find it on a body. Tattoo designs, ingots, stones and chests keep their own level.

A tome of recipes carries your blueprints for you. Bound into it they still count for crafting, and the world stops handing you a sheet the tome already holds.

INGREDIENTS AND TOOLS Every craft and recipe has its own ingredients. Typically the ingredients are consumed by the craft, but some can last for a few uses.

The required tool is also described in the recipe. Most carpenter blueprints need a small axe, tattooists need a sharp knife, and so on.

Crafting for yourself is free. To craft for another player, or to tattoo someone else, you need a license, which can be purchased from a municipal clerk once you have the profession (their windows are listed in residency). The license lasts a month of real time, and its cost depends on your level.

PROFESSION LEVELS Craft professions have their own levels and their own experience scale. The maximum proficiency level in any craft is 10. The profession level decides which recipes you can use. The strength of a product comes from its blueprint: the rarer the blueprint, the stronger the piece and the sooner it wears out. Arrows are the exception: they still follow the profession level. Every level from 6 on adds a little mastery on top, except for jewelers, and takes noticeably more experience than the one before. If you keep crafting the same thing, or work on recipes too easy for you, you will earn less experience.

LUCK OF THE FORGE Common and uncommon work always comes out the same. From rare blueprints up, a piece is a gamble: part of its strength is set, the stats its material leans to, and the rest is rolled from the same pool as random items -- resists, spell defense, skills, procs and more. Its materials always leave their mark: steel hardens armor, adamantite takes blows, silver wards off disease, a ruby inlay guards against fire, and so on. The roll can land well below or well above the blueprint's usual strength, and once in a while a crafter turns out a true masterpiece, a whole rarity above the blueprint. Masters do it more often: every level of the craft from 6 on adds to the chance.

REFITTING

Format: craft refit item

Format: craft refit item for character

Re-forges a crafted armor, weapon or piece of jewelry to its owner's current level, but never above your own. You need the item's own blueprint, loose or in a tome, the same tools as for crafting it, and one unit of the blueprint's main material for every 20 levels gained. The item must be in your hands, not worn. It keeps its rarity, owner, sockets and wear-out date. Its bonuses stay the same and grow with the level, nothing is rolled again. A slip spoils some material, never the item.

Format: craft reroll item

Format: craft reroll item for character

Reworks a rare or finer crafted piece from scratch: the rolled part goes and is rolled anew, at the owner's current level (but never above yours or below the item's own). Same blueprint, same tools, and on top of any refit cost two units of the main material for the first rework of a piece, four for the second, six for the third and so on, at most five reworks per piece. It works without a level gain. What comes out can be worse than what went in, and a rework never turns out a new masterpiece, but a masterpiece reworked keeps its rarity.

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