Crafters, people of skill, are the backbone to any functioning society. They are the ones who make the clothes you wear, the beds you sleep in, the food you eat, the blades and armor you use to defend yourself. Here you will find a host of information on how to make a successful artisan. Once you’re through reading this Overview, check out the pages on all the individual skills listed.
Using just the command .craftinfo, you will get a list of all the crafting skill menus. Simply select one and the crafting menu will open. A shorter way, is to use .craftinfo <skillname>. For instance, .craftinfo blacksmithy or .craftinfo lumberjacking. This way is most often used if there’s a particular catagory you wish to view.
If you have a certain item in mind you want to find out the materials for, use .craftinfo <itemname>. This can be tricky, as sometimes the name you see on the item isn’t the name used to craft it. For example, if you have ‘a candle’ and try to use .craftinfo candle, you won’t find anything. The item ‘a candle’ is listed in the as ‘candle9’ in the Alchemy craft menu. When in doubt, just look though the sub-menus.
The item name can also be followed by the word ‘care’ (.craft skirt care). This allows for more chance of success, and better quality, but also spends more materials. Crafting with care also increases the chance of creating a Mastercraft item.
Here is an example of what you’ll see when using .craftinfo <itemname>, using a chainmail tunic:
| Crafting Information for: Chainmailtunic |
|---|
| Skill: Blacksmithy |
| Catagory: Chainmail |
| <Difficulty Message> |
| Item can be dismantled |
| Total units of materials used: 52 |
| Must be near the following: |
| * Forge |
| * Anvil |
| Must possess the following: |
| * Smithy Hammer |
| Also consumes the following: |
| * curedhide 20 |
| * ingot 32 |
Use this to gague how hard an item will be to craft. If you try to make something to difficult you will often fail and waste large amounts of resources. Here are a list of the messages:
If an item can be dismantled, it means you can recover resources from it. For instance, if you find a chainmail tunic from a brigand or from a dungeon its possible to pull it apart. Likewise, items that you craft that you think are of inferior quality (common lore), you can dismantle to get resources back.
The amount of materials you regain is 1/2 those required to make the item, rounded down. If an item takes 1 ingot to craft, it will dismantle to 0 ingots returned. To dismantle an item, use .dismantle and target the item you want broken up. Make sure not to target another item!
These are items you must be near, not have in your pack, in order to craft the item. These are things such as forges, anvils, and ovens. These items can be crafted (.craftinfo anvil), or can be found in the public craft halls of most cities.
These are the tools required to craft something. You must have these in your pack.
These are the materials required to craft the item. In this case, you need 20 cured hides (tailoring) and 32 ingots of any type (iron, steel, rare metals). The total number of materials used affects the skill you gain. The more materials used, the better the gain.
After creating your crafter, you should find you already possess some of the basic tools needed for your craft. Once you’ve obtained the required tools and materials for crafting the item you want, you can go ahead and attempt to make it using .craft <itemname>. You will get a screen for how many of the item you want to make. The number can be 1 to more than you ever dream of crafting. If you are successful, the item will appear in your backpack. If you are unsuccessful, you will waste 1/2 the materials required. Crafting will continue until you run out of resources or you successfully complete the number of items you wanted to.
The quality of the item you produce is dependent upon your skill and the difficulty to make an item. Dont be shocked when you create a “normal difficulty item” and it comes out “average”. For the most part, quality only matters in weapons and armor.
The quality of the weapons you use determine how strudy they are. Items have their own set of ‘hit points’, so to speak. In the case of weaponry, the more you attack with a sword, the more worn down it becomes. You’ll notice as a weapon’s condition degrades that it will do less damage. Weapons can be repaired at a small cost to quality using .repair. For clothing, traps will destroy items that are too frayed. Much the same, you can repair any clothing items. The skill to repair an item is the same skill required to craft the item. Make sure for very important items you only let the best crafter repair them less the quality drops drastically.
Mastercrafted items are items made by an extremely skilled crafter, that are of better quality and duration than regular ones. A crafter can only make one mastercrafted item every 24 hours. Crafting with ‘care’ (.craftinfo <itemname> care) increases the chances of crafting a mastercrafted item.
Mastercrafted items can be given a unique name and description by the crafter, using the commands .setname and .setdescription, as well as an amount of cut gems. Cut gems are crafted by miners from uncut gems found from treasures, mountains, and dungeons.
Materials such as iron ore, logs, wool, normal hides, are common materials and can be found pretty much anywhere in the world. Better quality comes in better materials. Things such as mithril ore, drake bones, drake hides are much better quality and therefore, harder to get. These are are just a few examples of rare materials. Rare metals can only be found in certain regions of the world, taking great skill in mining to extract. Rare hides can only be gotten though the slaying of powerful monsters, such as drakes and wyrms. Gathering these fine materials will take some effort, be it though making a party of warriors to kill a drake, or bartering with hunters for them.
The purpose of rare materials is two fold:
In the case of bowcrafting, if you used entwood logs the chance of crafting an exceptional bow increases. Yet this comes at a cost. The rarer the resource, the great chance of making an item exceptional, but the harder it is to work with that item. Dont be shocked if you’re working on an item that is of ‘normal difficulty’ or ‘rather easy to make’ and fail with a very rare resource.
The reasoning is, an item isn’t rare if it isn’t hard to make. Even if your a grandmaster carpenter, there should still be some difficulty in working something from the most expensive of logs.
Likewise, its possible to come upon rare materials that are actually of negative quality such as, human hides. Tailors who try to make armor from this will find it, not just disgusting, but that the armor is more or less worthless. Every craft skill has positive and negative quality items. Generally, negative quality items reduce the difficulty of making an item, but guarentee the quality of the item is terrible.