Randomly decided to check in after years and see talk of Doordie and Amel. Lots of fun memories! Arguably my first long time character, Narwyn, ended up closely aligned with Amel as his protege.
Doordie was one of the best RP's I ever played with. His stories, with his character Amel, were amazing. Rich, deep, complex. I hope Doordie is doing well! You have a really great Uncle!
*lurks from behind the screen* Registered Member #682
Joined: 11:18:25 pm GMT 01/09/06
Posts: 2836
Hello everyone!
With the new roll out of a more robust crafting system this post is the new equivalent of the Handbook of Armor & Weapon Crafting.
The new system allows for the crafting of most equipable items with the following baseline skills:
Craft Armor: Armor, Cloaks, Helmets and Shields Craft Trap: Amulets, Belts, Boots, Bracers, Gloves/Gauntlets and Rings Craft Weapon: Weapons
A complete breakdown of what can be done currently through the Item Crafting System can be found below or in the spreadsheet here:
Please keep any discussion to the original thread. That way this will stay as the most current information regarding the crafting system.
Be aware there are some changes to the original spells used in the system. So bear in mind that a few of the requirements have changed from what is currently listed in the Handbooks.
Also note that any "Cast Spell" effects the spell listed is also the required spell.
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The Handbook of Item Crafting
This is a comprehensive handbook that explains the procedure for crafting of weapons and armor with the use of special crafting components.
//This book is only for the person whom the DM has given it to, so do not put it in the barter window--you'll crash the server! If you'd prefer to RP a non-magical crafting process that just improves the quality of something, then you would do well to use Trilynn's anvil in the Qui Vive shop or Marisa's mannequin in Steinkreis. Other anvils/mannequins/tinkering tables are presumed to use a magical process of enchanting with a spell and will have a magical VFX, while Trilynn and Marisa will have some muted sparks from hammering or tanning. It would seem to make sense to limit crafting on the mannequins to cloth and leather armors, crafting on the anvils to metal armors and weapons, and limit crafting on the tinkering tables to small items, but there's no rule against it.
To enchant a weapon or armor, open the anvil, mannequin or tinkering table of an NPC master crafter and place the item to be modified inside. Place one of your Stone of Enchantments in the container as well (not required to add/remove Light or Dispel all properties). Then place an enchanted spell-gem in the container. Some item properties require a final component and if that's required, put that in the container too. Close the container.
Some sanity checks will be run, the process will ensure you have at least 50% of the delta cost of the new item vs the old item, and if something's wrong, you'll get an OOC feedback message. If everything works, your character will execute a "get-mid" animation and there will be some sort of VFX on the container. After seeing the VFX and before opening the container you can perform some optional cosmetic customizations on the item. The commands for these are as follows:
/itemname New Name This command will rename the item. It can be performed after any customization operation.
/itemresize This command will remove any race restrictions on the item, which is RP'd as resizing the item to fit the intended user. It can be performed after any customization operation.
/itemdesc New description This command will alter the description of the item. If you enter "/itemdesc reset" it will reset the description to the item's original description. It can only be performed after a customization operation that requires a Stone of Enchantment.
After you have performed any of the optional customizations, you can remove the item. Spell-gem to property pairings depend on the Stone of Enchantment used and are as follows:
*lurks from behind the screen* Registered Member #682
Joined: 11:18:25 pm GMT 01/09/06
Posts: 2836
Stone of Enchantment Large (+3):
ARMOR...
AC Bonus +3: Premonition
Damage Resistance 15/- : Energy Buffer (would require acid flask, coldstone, Celestial crystal, alchemist's fire, Riftstone, or thunderstone and have a 10% vulnerability to an opposed element)
Base Item Weight Reduction 60% : Ethereal Visage
Saving Throw Bonus Universal +2 : Lucky Coin + Aid
Skill Bonus + 5...
Animal Empathy : Charm Animal
Appraise : Fox's Cunning
Concentration : Clarity
Discipline : Endurance
Heal : Cure Serious Wounds
Hide : Camouflage
Listen : Amplify
Lore : Legend Lore
Move Silently : Silence (not allowed on heavy armors)
Elemental Damage Bonus 1d4 : Darkfire (Requires an acid flask, coldstone, celestial crystal, quartz crystal, alchemist's fire, riftstone or thunderstone)
Skill Bonus +5 ...
Bluff : Confusion
Concentration : Clarity
Craft Armor : Magic Vestment
Craft Trap: Quillfire
Craft Weapon: Blade Thirst
Intimidate : Scare
Parry : Cat's Grace
Perform : Eagle's Splendor
Pickpocket : Improved Invisibility
Spellcraft : Lesser Spell Mantle
Tumble : Freedom of Movement
**Craft Skills only work on: Daggers, Kukris, Light Hammers, Maces, Slings, Short Swords and War Hammers ** Tumble only works on: Daggers, Kukris, Light Hammers, Maces, Short Swords, Hand Axes, Kamas, Light Crossbows, Slings, Long Bows, Short Bows, Sickles, Quarterstalves, Whips and Rapiers. ** Damage Bonus properties cannot be added to weapons that already have a Damage Bonus on them.
Cloaks...
AC +3 : Premonition
Cast Spell - 3 Uses/Day
Aid
Damage Resistance 5/- (will have a 25% vulnerability of an opposite type)