Crafting¶
"Adventurers loot. Crafters multiply."
Crafting takes raw materials - pelts, ore, herbs, wood, scraps - and turns them into gear you can wield, drink, sell, or enchant. Five trades carry most of the weight (smithing, tinkering, alchemy, herbalism, enchanting), each with its own venue, master NPC, and skill ladder. You can dabble across all five, or you can pick one and ride it to mastery.
The system is deterministic: every recipe lists exact ingredients, an exact station, and a difficulty number. The d100 roll-over check decides whether you fail, succeed, or critically succeed - but the what of every craft is fixed before the dice hit the table.
How recipes work¶
Each recipe lives in a registry keyed on:
| Field | What it means |
|---|---|
| Station | Where you have to be - forge / cookfire / workbench / alchemy bench / loom / pharmacy lab |
| Skill | The sub-skill that gets the SP credit (e.g. forge_weapon, brew_potion, tan_hide) |
| Difficulty | Modifier on the d100 roll-over check |
| Stat | The attribute contributing to the roll (Strength / Dexterity / Intelligence / ...) |
| Ingredients | Exact item-template + quantity list |
| Output | Item produced (plus a possible critical-bonus quantity) |
| Faction gate | Some recipes lock behind faction rep (e.g. Arcane Collegium friendly) |
The roll: d100 + stat_bonus + skill_rank - difficulty ≥ target.
Positive bonuses lower the bar. A natural 95+ crits and bumps
output quantity; a fumble (5-) loses everything. Either way, the
sub-skill gets SP - failure trains you just like success does.
Use /recipes at a station to see what's available there.
/cookbook browses the full registry with can-craft markers.
craft <recipe> (or cr <recipe>) does the work.
The five trades¶
Smithing - Blacksmith venue¶
Weapons, armor, and the metal that holds the city together. Recipes range from a plain iron blade to layered alloy plate. Station: forge.
Train at the Iron-Scale Forge Bench in Ghelmyon's smithy. Talk
to Reinhold Cassel - he runs the bench, signs the ledger, and
posts paid repair + fabrication tickets through the day. The shift
loop is /shift start → resolve tickets → /shift end (or the
class-named alias /forge_shift). Tier ladder runs easy →
standard → challenging → esoteric.
There's no dedicated "blacksmith" class - smithing is a profession any class can develop, with the Warrior and Tinkerer onramps the most natural fits.
Tinkering - Tinkerer venue¶
Gadgets, traps, clockwork, lock mechanisms. Station: workbench.
Tinkering also drives lock and trap interaction - lockpicking and
engineering are sibling sub-skills under the same bench.
Train at the Academy Tinker Bench - see the Tinkerer onramp. Master Tinker Pivot teaches up to rank 70 across tinkering / engineering / lockpicking.
Alchemy - Alchemist venue¶
Potions, tinctures, oils, elixirs. Stations: alchemy bench for the volatile work, pharmacy lab for the clinical brews.
Train at the Mortar & Leaf Brew Counter - see the Herbalist onramp. Mistress Ilva Greenfinger teaches up to rank 70 across herbalism / alchemy / identify.
Herbalism - overlaps with Alchemy¶
Forage → identify → brew. The Herbalist economy works as a loop: forage in Greenweald → identify the haul → brew what you've got. Most herbalism recipes route through the same brew counter as alchemy, but some workbench-based salves and poultices live alongside the leatherwork rail.
See the Herbalist onramp for the full forage-brew-sell loop.
Enchanting - Arcane track¶
Adds magical properties to existing gear. Station: workbench (rune-inscription) or alchemy bench (oil-imbued enchants). Recipes are scarce, faction-gated through the Arcane Collegium, and ingredient-heavy - this is the "rare drop into permanent upgrade" trade. The Mage and Scholar onramps cover the academic side; the Tinkerer's workbench has the inscription tools.
Cooking - adjacent trade¶
Food and drinks restore HP and stamina, and some buff-foods stack on top. Station: cookfire. Most taverns let you use theirs for free; longer rests let you cook in the wild. Not gated by class - anyone with a recipe and a pot can cook.
Tailoring & leatherwork¶
Stitching pelts and weaving cloth. Station: workbench (heavy work) or loom (cloth). Recipes range from rat leather caps to spider silk cloaks. Often paired with hunting / foraging output since the ingredients are pelts and fibers.
The skill ladder¶
Each crafting sub-skill (weapon-forging, potion-brewing, hide-tanning, engineering, lockpicking, identify, ...) has its own rank. Every successful or failed attempt gives SP toward that skill.
Tier ladder at each venue: easy → standard → challenging → esoteric. Higher tiers pay more and unlock the rarer recipes. New hands start at easy and earn the harder tickets by keeping the routine ones clean.
Master NPCs teach up to rank 70 in their sub-skills. Twenty clean shifts at a venue typically earn a referral letter the sibling venues in other cities honor - opens doors at the same trade in Hollowford, Edgeholm, and the smaller settlements without having to start over from apprentice tier.
Beyond rank 70 you graduate the apprentice tier - further progress
comes from rare scrolls, master-tier recipes, and the
mastery-system arcs (see game/mastery_crafting.py and the
masterwork-quality ladder).
Quality tiers¶
The same recipe can produce Crude → Common → Fine → Superior → Masterwork output depending on your roll, your rank, and your ingredients' quality. A masterwork iron sword from a rank-60 smith beats a common steel sword from a rank-10 hand. Quality matters at the sell table too - vendors price it in.
See also¶
- Class onramps - each crafting-aligned class has a full "Training & Practice" section pointing at its venue
- Survival essentials - what you need before you can usefully craft
- Arcane Collegium - gating faction for enchanting recipes
- Merchants Guild - buys finished goods at the best rates