Template:CraftProp
Common attributes
Type
Type is specified for all Crafting Materials by adding t= to the template. For clarity, this should be placed at the front of the CraftProp template. Possible values include:
- a = Alchemy
- b = Bone
- c = Cloth
- l = Leather
- m = Metal
- s = Stone
- w = Wood
Rarity
Rarity is specified for all Crafting Materials by adding r= inside the template. Possible values include:
- c = common
- u = uncommon
- r = rare
- vr = very rare
- s = special. Denote the Source for special rarity (e.g. Quest, Festival)
Value
The Kronar value per volume for 99 purity material. Make sure to follow the Elanthipedia standard of putting commas in the values. For example, "75,000".
Source
This property is optionally used to describe the material's source. The most common value would include "-" (none). For leather you should indicate the skinned creature as a source, and for metal or stone you should indicate the rock formation type.
- "-" = none, the most common Source
In the case of a special source avoid ambiguous terms such as "Unique". Instead use "Quest", "Festival", "Auction" or combination.
- auction = auction only
- festival = festival specific materials such as smokewood sold at Hollow Eve
- quest = quest only, including microtrans quests
Combined terms should be a comma separated list in alphabetical order, for example, "Auction, Festival".
- auction, quest
Category
This template automatically includes the article in Category:Crafting materials, unless CAT is set to "-".
Crafting Property Types and Examples
Alchemy
{{CraftProp|t=a|Workability|Potency|Efficacy|Solubility|Toxicity|Value|Source|r=}} |
- If the catalyst is a metal, see the Metal Source note below
Alchemy Example
{{CraftProp|t=a|95|70|70|30|35|20,625|quest|r=s}} |
Bone
{{CraftProp|t=b|Hardness|Durability|Workability|Electrical resist|Thermal resist|Physical resist|Density|Size|Value|Source|r=}} |
- Source for bone should include the creature that can be skinned, when possible.
Bone Example
{{CraftProp|t=b|45|40|40|25|25|85|2.75|4|400|Ship rat|r=c}} |
Cloth
{{CraftProp|t=b|Durability|Workability|Electrical resist|Thermal resist|Physical resist|Density|Value|Source|r=}} |
Cloth Example
{{CraftProp|t=c|60|20|35|50|85|2.00, 2.25, 2.50, 2.75, 3.00|?|-|r=c}} |
Leather
{{CraftProp|t=b|Durability|Workability|Electrical resist|Thermal resist|Physical resist|Density|Size|Value|Source|r=}} |
- Source for leather should include the creature that can be skinned, when possible.
Leather Example
{{CraftProp|t=l|60|50|50|35|85|3.80|4|?|Granite gargoyle|r=c}} |
Metal
{{CraftProp|t=b|Hardness|Durability|Workability|Electrical resist|Thermal resist|Physical resist|Ductility|Capacity|Density|Value|Source|r=}} |
- Source for mined metal should include the rock type:
- alluvial
- igneous
- metamorphic
- sedimentary
- igneous, metamorphic, sedimentary
Metal Example
{{CraftProp|t=m|85|80|95|40|80|94|90|12|5.2|20,625|-|r=s}} |
Stone
{{CraftProp|t=b|Hardness|Durability|Workability|Density|Value|Source|r=}} |
- Source for mined stone should include the rock type:
- alluvial
- igneous
- metamorphic
- sedimentary
- igneous, metamorphic, sedimentary
Stone Example
{{CraftProp|t=s|30|15|60|40,000|277|metamorphic|r=c}} |
Wood
{{CraftProp|t=w|Durability|Workability|Hardness|Stiffness|Physical resist|Enchant capacity|Shortbow affinity|Longbow affinity|Composite bow affinity|Density|Value|Source|r=}} |
- Source for lumberjacked wood should include the forest type:
- boreal
- coniferous
- deciduous
- tropical
- boreal, coniferous
Wood Example
{{CraftProp|t=w|60|35|20|64|44|60|15|10|18|4.4|301.7|boreal|r=u}} |