Crafting is the catch-all term for a series of new creation systems that were introduced into DragonRealms as part of the Mechanical Lore split. There are now five new crafting-specific Lore skills, each of which control three creation disciplines. While all five skills have been released, not every discipline has been released.
The CRAFT command can be used to display a range of information related to crafting, both general and specific to your character.
Not all the disciplines have been released. Currently, the following are available:
- Currently, only stage 1 of furniture making is released, which is limited to tables.
- Identifying who crafted an item that hasn't been marked with a maker's mark can only be done by the crafter of that item, who gets the message "You recognize this work as your own."
- July 2010 - Carving discipline released
- January 2011 - Blacksmithing discipline released
- July 2011 - Weaponsmithing and Armorsmithing disciplines released
- January 2012 - Tailoring discipline released
- July 2013 - Remedies discipline released
- June 2015 - Shaping discipline released
- May 2016 - Tinkering discipline released
- June 2019 Artificing discipline released
- TBD Reactants discipline released
- TBD Cooking discipline released
- TBD Artistry discipline released
- TBD Jewelry Making discipline released
- TBD Binding discipline released
- TBD Invoking discipline released
The crafting skills all work on the same fundamental concepts, though each have their own quirks and mechanics. The following crafting player guides are available:
- Artificing - Enchanting Guide
- Carving - Guide to Stonecarving and The No-Nonsense Guide to Carving
- Forging - Forging guide
- Remedies - Remedies Player Guide
- Shaping - Shaping guide
- Tailoring - Tailoring player guide
- Tinkering - Tinkering guide
Feedback and Bugs
A list of crafting bugs is being maintained on the crafting feedback page, to assist GMs in tracking them.
- For a detailed list of crafting materials and their properties, see here
- There are mining locations near Stone Clan, Dirge, Riverhaven, Therenborough, Shard, north of Raven's Point in Forfedhdar, Ain Ghazal, and Fang Cove.
- There are logging locations near Riverhaven, Ker'Leor, Dragon's Spine, Mistwood Forest, Wyvern Forest and the Darkling Wood.
- See Crafting Tools for an in depth discussion of them.
The final quality of an item is determined by difficulty modified by workability, with bonuses from having career/hobby, using high quality material, using high quality tools, and knowing the appropriate tech.
- Weapons receive a bonus to durability from being masterfully-crafted.
|Quality Levels from High to Low|
Tool Crafting Speed
On tools used during the crafting process, there is also a scale for how quickly the given tool will perform the task directed. Further information on crafting tool speed can be found on the Crafting Tools page.
|Speed Levels from High to Low|
|sort of effective||6|
|not very effective||5|
Skills, Disciplines and Techniques
- There will be 5 skills, each broken down into 3 disciplines, each with approximately 25 techniques.
Skill Discipline Notes Forging skill Blacksmithing discipline crafting tools, smelting, metal containers, metal sundries Armorsmithing discipline metal armor (including shields) Weaponsmithing discipline metal weapons Engineering skill Tinkering discipline caravans, crossbows and bolts, instruments, lockpicks, siege engines, toys, traps and locks/keys, metal imagery, metal assemblies (orlogs, sextants, wind chimes, etc.) Shaping discipline wood: bows and arrows, decorative wear, furniture and containers, imagery, weapons and shields
clay: containers and accessories, decorative wear, imagery
Carving discipline bone and stone: armor and shields, tools, containers, decorative wear, furniture, imagery, weapons Outfitting skill Jewelry Making discipline jewelry Tailoring discipline tanning, leather and cloth armor and items Artistry discipline embellishment, alterations, and possibly applying barbarian warpaint Alchemy skill Remedies discipline healing potions, salves, tinctures Reactants discipline Poisons and other substances Cooking discipline food and drink, stat buffs Enchanting skill Artificing discipline founts, foci, runestones, wands, and other tools (devices that require both arcana skill and mana to use); analogous to blacksmithing's role in forging Binding discipline Constellation Jewelry. Devices that require arcana skill to use, but not mana. Invoking discipline Devices that work automatically with no use involvement.
- All guilds receive 3 bonus technique slots in areas selected by their guild (Note: These are currently subject to change):
Guild Bonus #1 Bonus #2 Bonus #3 Barbarian Weaponsmithing Weaponsmithing Weaponsmithing Bard Tinkering Shaping Carving Cleric Artificing Binding Invoking Empath Remedies Remedies Cooking Moon Mage Artificing Binding Invoking Necromancer Reactants Reactants Carving Paladin Armorsmithing Armorsmithing Armorsmithing Ranger Carving Tailoring Tailoring Thief Carving Carving Reactants Trader Blacksmithing Blacksmithing Artistry Warrior Mage Artificing Binding Invoking
Players can specialize in a discipline by choosing careers and hobbies. To choose a career or hobby, go to the appropriate crafting society, and ASK <MASTER> ABOUT CHOOSING CAREER/HOBBY <DISCIPLINE>.
Careers and hobbies can now be reset once per calendar year, but are otherwise meant to be permanent choices. As long as your character isn't under the effects of a recent warning, you can visit your local crafting trainer and ASK them ABOUT RESET. For 100 platinum Kronars, they'll take care of the paperwork necessary to wipe out all career, hobby and technique choices in one go.
A career or a hobby is NOT required to be successful at crafting. You can train any of the skills just fine without choosing a career or hobby. It is highly recommended to try out the various crafts to see if it is something you would enjoy specializing in before choosing a career or hobby.
When you choose a Career, you will automatically receive a number of technique slots equal to the number you have already gained from skill up to 12. From then on, each technique slot you earn from skill will grant you one extra technique slot up to 12. You also get a small bonus to creating items in that discipline.
When you choose a Hobby, you will receive technique slots in the same manner as if you had chosen a career except that it caps at 6 slots. You also get a tiny bonus to creating items in that discipline.
Technique slots are recalculated whenever you learn or forget a crafting technique. When you choose a hobby or career; hobby/career awarded technique slots are used first, potentially freeing up general skill awarded technique slots.
Career and Hobby Slots:
- Lore Primaries get 2 careers and 1 hobby
- Lore Secondaries get 1 career and 2 hobbies
- Lore Tertiaries get 1 career and 1 hobby.
At any time, you can check what careers & hobbies you have chosen, how many techniques you have available, etc. with the CRAFT command.
NOTE: You can never re-choose a hobby or career, short of the yearly reset, but can forget a technique by talking to a crafting instructor. It currently costs
10 25 50 platinum lirums, but is temporary while the system is getting set up - eventually it will be on some sort of timer like forgetting spells.
With rare exception (like stamps), and unless specifically stated, techniques are not required to perform a task, but instead give a skill bonus to it. However, enhancements (tempering, reinforcing, lightening, ect.) require techniques to perform.
- Up to 13 general technique slots per crafting skill are earned based on skill. These can be spent on any discipline within their respective skill.
- Careers and hobbies provide up to 12 and 6 bonus technique slots respectively and are also earned based on skill. These can only be spent within their specific discipline.
- Guilds provide 3 bonus technique slots, up to 3 within a single discipline depending on your guild, and are also earned based on skill. These too can only be spent within their specific disciplines.
|50||2||2||2||2 (if applicable)|
|75||3||3||3||3 (if applicable)|
Players can STUDY crafting society masters for help.
- [You can ASK <NPC> ABOUT <discipline> to learn more about that crafting Discipline]
- [You can ASK <NPC> ABOUT <career/hobby> to learn more about those]
- [You can ASK <NPC> ABOUT CHOOSING <career/hobby> <discipline> to pick that as your own]
- [You can ASK <NPC> ABOUT LEARNING <technique> to learn that technique]
- [You can ASK <NPC> ABOUT FORGETTING <technique> to forget that technique]
- [You can ASK <NPC> ABOUT TECHNIQUE <technique name> to learn more about that technique]
- [You can ASK <NPC> FOR <difficulty> <discipline> WORK while holding a logbook]
- [You can ASK <NPC> ABOUT MINING for instructions on how to do that]
See the Work order page for more information on them and their relative difficulty.
|Difficulty||Base Ranks*||With Techs*|
|Tier 1||Extremely Easy||25||~18|
|Tier 2||Very Easy||50||~36|
|Tier 6||Somewhat Challenging||425||~304|
|Tier 11||Very Difficult||?||?|
|Tier 12||Extremely Difficult||N/A||?|
- NOTE: It is currently impossible to mastercraft a T12 recipe with materials below 40 workability. Even with 2100 effective forging ranks, the corresponding techniques, 99 quality tools and materials, you will fail. Kodius declined to comment further.
Workability Difficulty Multiplier
Workability works as a difficulty multiplier for the template you are attempting to craft. At 1 workability, the difficulty is increased to 300%. At 100 workability, the difficulty is reduced to 40%. The difficulty described by STUDYing a crafting book assumes a 70 quality, 50 workability material per Kodius' posts. The formula for the difficulty modifier applied to the template by workability has been reverse engineered as follows:
When workability is < 50
Multiplier = 100 + ((100 - workability) - 50) * 4)
When workability is >= 50
Multiplier = (((100 - workability) * 120 / 100) + 40)
Your understanding of the instructions shows how well you are capable of crafting an item based on your skill, technique, and career/hobby bonuses.
Barring poor tool condition and crafting errors, once you "completely understand all facets of design" you should be able to create masterfully-crafted items using 70 quality / 50 workability materials and well-crafted (store bought) tools. (This is not true as of 8-2-2020. 70 quality/80 workability materials and masterfully-crafted tools consistently got 11/12 results.)
When you can "comprehend all but several minor details" you can generally create masterfully-crafted items using 99 quality / 50 workability materials and masterfully-crafted tools.
Below is a listing of potential messages when you STUDY an instruction book:
- You <scan/review/peruse> the X instructions <with a glance> and completely understand all facets of the design.
- You <scan/review/peruse> the X instructions <with a glance> and comprehend all but several minor details in the text.
- You <scan/review/peruse> the X instructions <with a glance> and confidently discern most of the design's minutiae.
- You <scan/review/peruse> the X instructions <with a glance> and interpret many of the design's finer points.
- You <scan/review/peruse> the X instructions <with a glance> and absorb a handful of the design's finer points.
- You <scan/review/peruse> the X instructions <with a glance> and fail to grasp all but the simplest diagrams on the page.
- You <scan/review/peruse> the X instructions <with a glance> and quickly realize the design is far beyond your abilities.
Another way to improve your success is to receive assistance from people in your group. CRAFT ASSIST will enable a small boost to the player performing the crafting actions. Up to 3 characters may assist the primary crafter. CRAFT ASSIST HELP will give an overview of the syntax to use the system.
- note that this section needs further information on amount of skill bonused, duration, etc.
Each Society Master within the crafting halls can help you determine what items are at your skill level through the issue of a work order.