WANTED: ROLEPLAY-ERS 09/04/18A new roleplay section has been added to the forum. Jump back into Naerath in a whole new way!
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Following the change log record dated 18/01/2016, the time has come to share some more information about the new crafting skills and the associated processes. There are currently 6 core crafting skills that allow to create new in-game items and 2 accessory skills that apply to most of the core skills. Some of the core skills utilize a "sub-skill" needed to obtain their crafting ingredients (e.g. mining for blacksmithing). However, some crafting skills work on their own (e.g. Alchemy). The core skills are: 1) Blacksmithing 2) Leatherworking 3) Tailoring 4) Carpentry 5) Alchemy 6) Cooking And the 2 accessory skills that interact with the existing items are: 7) Disenchanting 8) Enchanting Although each skill requires a similar number of crafting ingredients (a base item, a catalyst and at least one effect item or an "extra"), crafting ingredients come from a variety of sources and some of them are a result of another crafting skill. Therefore, some crafts are more "layered" than the others, and some of them are easier to master without performing other crafts. For example, all ingredients for Alchemy can be found in gardens and public farms; this skill does not relate to another craft, even though it has a sub-skill of "herbalism", and can therefore be considered "easy". Blacksmithing, on the other hand, is the most complex skill in the game as it touches two other crafts (disenchanting and enchanting), utilizes a sub-skill of mining and requires the catalysts to be processed (ore transformed into ingots). More on each skill in the separate threads in this forum! There is a cap of 10 skill levels per character level, so a level 50 character can raise any craft to 500 by practising it. However, you can exceed that maximum via the skill bonuses from magical items, plus you receive 5 skill points to allocate wherever you like upon each level up (skill points are manually added on top of the skill levels obtained via practice and ignore the skill cap). One character can master every single craft, there is no restriction. But it will take a while, as the more skill levels you have in total, the more experience it takes to get to the next skill level. E.g. for a character with no skills it takes around 100xp to get to the second level of carpentry. However, if I have 500 in blacksmithing and enchanting, it would take a lot more than 100xp for level 2 carpentry. And one more thing I should probably mention in relation to crafting is what the skill levels actually affect and stand for: Your crafting level does *not* limit the core items you can create (i.e. you can equally attempt to create any kind of armour or weapon even with 1 skill level, provided that your blueprint's level is lower or equal to your character's level), but it does affect the chances of item creation and maximum quality you can build (and for enchantment/alchemy/cooking the skill level allows to add more effects to the crafted item). For example, with level 1 blacksmithing you can craft Junk quality weapons and armour, with 15% success chance. Attempting to craft items of higher quality (common, uncommon etc.) is possible, but the success chance drops to 1% and below, so without a bit of practice on the Junk items you're likely to just waste the resources. And most importantly, skill levels allow you to "improve" the final values of your items by "[skill level] / 3". For example, if you're building a sword that would initially deal 10-15 damage (initial value defined by the item's level on the blueprint), which is increased to 20-30 by the rare metal that you decide to use, and your blacksmithing level is 300, you can improve this item by x100, meaning that the final damage of this sword would be 2000-3000. As you can see, buffs and item enchantments increasing your blacksmithing level become really useful here, as with a skill level going beyond the allowed maximum you can potentially craft some really powerful weapons and a very strong armour (possibly better than what you could get from the quest rewards or looting). Almost: blueprints will remain of the same quality (which depends on the quality of item you're disassembling: disassembling a legendary item will charge the State Capsule with a "Legendary" quality and produce a better blueprint in general), but the higher level disenchanting allows to detach more special effects from the item: for example, if you only have 1 level in Disenchanting, you can use only 1 Property Container gem in the process, so if an item you're disenchanting has 3 enchantments your Property Container will be charged with one random effect (and all others will be lost). However, if you have 300 levels of disenchanting, you can use 3 Property Containers which will absorb all enchantments from the item you're disassembling. Of course, if you're not worried about the enchanting you can omit the Property Containers entirely and just obtain the blueprint with a charged State Capsule. In this case you're only worried about disenchanting levels because they increase your general chances of success (attempting to process a Legendary item on level 1 disenchanting would probably be unwise and lead to a complete disaster :)). Please do not hesitate to post if there are any other questions you'd like me to answer!