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en:craftingguide [2025/05/25 16:02] juras17en:craftingguide [2026/07/18 14:06] (current) – order of skin by level narsil
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-======Forging / Smelting Guide======+====== Crafting Guide ======
  
-Smelting forge now utilizes the size of the flames for the purpose of difficulty and number of ingots gained: +{{:en:craftroom.png?nolink&250 |Crafting room}}
-  * largest flames equals to basic difficulty, but only 1 ingot gained (if ore is input, can be more with crafted items of same ore) +
-  * medium flames will increase difficulty level by 1 and 1-2 ingots are gained +
-  * smallest flames will increase difficulty level by 2 and 1-3 ingots are gained+
  
-This allows to level up faster in smelting as you gain more XP when working on medium/small flames.+Crafting lets you gather resources and turn them into materials, equipment, potions, tools, and other useful items. The main crafting room contains a trader and all of the workstations described in this guide.
  
-===== Mining guide ===== +  * Basic crafting tools can be bought from the trader in the crafting room. 
-  +  * Improved tools can be made through Weapon-Smithing. These tools increase your chance of success. 
-It requires a pickaxe. Mining and forging ingots go hand in hand with the progression of crafting.+  * To check your crafting leveling progress, open **Journal → Crafting Skills**. 
 +  * Standard recipes use the materials associated with their craft. Some recipes also need an extra component, usually gathered from a monster through Hunting, such as a boar tusk or a minotaur horn.
  
-Materials are located in mines and dungeons. You should start with the mine closest to the starting town loften. South 1map then east until you find Old mine occupied by goblins.+===== Difficulty colours =====
  
-Several boulders can be found. Difficulties can be displayed by the colour of the text highlighting the material noting from easy to harder to be successful. +The name of material or recipe is colour-coded to show its difficulty compared with your current crafting skill. From easier to harder, the colours are:
-White +
-Green +
-Light blue +
-Dark blue +
-Red.+
  
-You can start on  +^ Relative difficulty ^ Display colour ^ 
-greenstone - iron - copper and silver once level and above.+| 1 — easiest | **White** | 
 +| 2 | **Green** | 
 +| 3 | **Light blue** | 
 +| **Dark blue** | 
 +| 5 — hardest | **Red** |
  
-When mining you will be prompted if the material you have found needs to be struck with a light or heavy strike+The colour is a relative guide, not a displayed percentage. Improving the relevant skill or using a better tool increases the chance of success. 
-Sparse finding require you to hit light+ 
-Dense findings require you to hit heavyOnce completed cycle you should have nice piece of ore ready to be smelt in forge.+===== Crafting overview ===== 
 + 
 +^ Craft ^ Maximum level ^ What it does ^ Tool ^ Workstation or target ^ 
 +| Mining | 40 | Gathers smithing ores, precious-metal ores, and gemstones. | Pickaxe | Boulders and mineral deposits in mines and dungeons | 
 +| Weapon-Smithing | 80 | Creates weapons, tools, and weapon-making intermediate products. | Blacksmith's hammer | Anvil | 
 +| Armor-Smithing | 80 | Creates helmets, circlets, shields, armour, and intermediate products. | Blacksmith's hammer | Anvil | 
 +| Jewel-Making | 80 | Cuts gemstones and creates jewellery, staves, and off-hand accessories. | Gem-cutting chisel | Gem Cutter, Mould Machine, and Jeweller's Table | 
 +| Sewing | 80 | Uses prepared hides and other textiles to make wearable equipment. | None | Loom | 
 +| Tanning | 40 | Converts raw skins into materials ready for Sewing. | None | Curing Tub and Hide Rack | 
 +| Hunting | 40 | Gathers skins and other useful parts from animals and monsters. | Skinning knife | Animal or monster remains in the world | 
 +| Alchemy | 40 | Makes potions, acid vials, poisons, and other alchemical products. | None | Alchemist's Apparatus | 
 +| Smelting | 40 | Converts mined ores into ingots. | None | Smelting Forge | 
 + 
 +The main production chains are: 
 + 
 +  * **Mining → Smelting → Weapon-Smithing, Armor-Smithing, or Jewel-Making** 
 +  * **Hunting → Tanning → Sewing** 
 +  * **Hunting and herb gathering → Alchemy** 
 +  * **Alchemy → acid vials → Tanning** 
 + 
 +---- 
 + 
 +===== Mining ===== 
 + 
 +{{:en:mining.png?nolink&250 |Mining}} 
 + 
 +Mining requires a **pickaxe**. Click boulders or mineral deposits in mines and dungeons to search for ore or gemstones. 
 + 
 +After completing the mining cycle, the gathered ore can be taken to a Smelting Forge. A good starting location is the Old Mine occupied by goblins: travel one area south from Loftenwood, then continue east until you find the mine. 
 + 
 +==== Mining materials ==== 
 + 
 +^ Smithing ores ^ Precious-metal ores ^ Gemstones ^ Crafted item required level ^ 
 +| Copper | Silver | Greenstone | 4 | 
 +| Iron |  | Amethyst | 8 | 
 +| Syenite |  | Topaz | 12 | 
 +| Rubicite | Gold | Flame Opal | 16 | 
 +| Verdicite |  | Sapphire | 20 | 
 +| Mithral |  | Ruby | 25 | 
 +| Adamantine | Platinum | Emerald | 30 | 
 +| Myrkandite |  | Diamond | 35 | 
 + 
 +---- 
 + 
 +===== Smelting ===== 
 + 
 +{{:en:smelting.png?nolink&250 |Smelting}} 
 + 
 +Smelting uses ores gathered through Mining to produce ingots. Smithing ores become ingots for Weapon-Smithing and Armor-Smithing. Silver, gold, and platinum are used mainly by Jewel-Making. 
 + 
 +==== How to smelt ==== 
 + 
 +  - Place suitable ore into the Smelting Forge. 
 +  - Choose the flame size. Smaller flames are more difficult but can produce more ingots. 
 +  - Complete the crafting interaction and collect the resulting ingots. 
 + 
 +^ Flame size ^ Difficulty modifier ^ Ingots gained ^ 
 +| Largest flames | Basic recipe difficulty | 1 ingot | 
 +| Medium flames | Difficulty increased by 1 level | 1–2 ingots | 
 +| Smallest flames | Difficulty increased by 2 levels | 1–3 ingots | 
 + 
 +Medium and small flames can award more crafting experience because they increase the recipe difficulty. 
 + 
 +==== Smelting materials ==== 
 + 
 +^ Input group ^ Confirmed examples ^ Output ^ 
 +| Smithing ores | Copper, Iron, Syenite, Rubicite, Verdicite, Mithral, Adamantine, Myrkandite | Matching ingots | 
 +| Precious-metal ores | Silver, Gold, Platinum | Matching ingots for Jewel-Making | 
 + 
 +---- 
 + 
 +===== Weapon-Smithing ===== 
 + 
 +{{:en:weapon_smithing.png?nolink&250 |Weapon-Smithing}} 
 + 
 +Weapon-Smithing requires a **blacksmith's hammer** and an **anvil**. Use ingots and any recipe-specific components on the anvil, choose a recipe family, and complete the crafting interaction. Weapon-Smithing also creates improved crafting tools, which increase the chance of success in their associated crafts. 
 + 
 +==== Recipe families ==== 
 + 
 +  * Light blades 
 +  * Heavy blades 
 +  * Axes 
 +  * Bludgeoning weapons 
 +  * Polearms 
 +  * Exotic and oriental weapons 
 +  * Throwing weapons 
 +  * Tools 
 +  * Intermediate products 
 + 
 +==== Materials ==== 
 + 
 +^ Material type ^ Use ^ 
 +| Metal ingots | Main material for metal weapons and crafting tools | 
 +| Intermediate products | Components made in an earlier crafting step | 
 +| Hunting components | Extra recipe-specific materials, such as tusks or horns | 
 + 
 +==== Crafted item examples ==== 
 + 
 +^ Item ^ Level required ^ Special properties ^ 
 +| Verdicite Longsword | 20 | Socketed (1) [Normal]; Damage Bonus: Acid 1d12 Damage; Enhancement Bonus: +5 | 
 +| Myrkandite Longsword | 40 | Socketed (1) [Masterful]; Damage Bonus: Piercing 1d20 Damage; Enhancement Bonus: +8 | 
 + 
 +---- 
 + 
 +===== Armor-Smithing ===== 
 + 
 +{{:en:armor_smithing.png?nolink&250 |Armor-Smithing}} 
 + 
 +Armor-Smithing requires a **blacksmith's hammer** and an **anvil**. Place the required ingots and any additional components on the anvil, choose the equipment category, and complete the crafting interaction. 
 + 
 +==== Recipe families ==== 
 + 
 +  * Helmets 
 +  * Circlets 
 +  * Shields 
 +  * Armour 
 +  * Intermediate products 
 + 
 +==== Materials ==== 
 + 
 +^ Material type ^ Use ^ 
 +| Metal ingots | Main material for helmets, shields, and armour | 
 +| Leather | Additional material required for armour recipes | 
 +| Intermediate products | Components made in an earlier crafting step | 
 +| Hunting components | Extra materials required by selected recipes | 
 + 
 +==== Crafted item examples ==== 
 + 
 +^ Item ^ Level required ^ Special properties ^ 
 +| Crafted Mithral Tower Shield | 25 | Ability Bonus: Strength +6; Armor Bonus: +6 (AC Shield Modifier) | 
 +| Crafted Adamantine Chain Shirt Armor | 30 | Armor Bonus: +7 (AC Armor Modifier); Damage Resistance: Physical Resist 5/- | 
 + 
 +---- 
 + 
 +===== Jewel-Making ===== 
 + 
 +{{:en:jewel_making.png?nolink&250 |Jewel-Making}} 
 + 
 +Jewel-Making is a three-stage craft. A **gem-cutting chisel** is used to cut gemstones, precious-metal ingots are formed into jewellery settings, and the finished components are assembled at the Jeweller's Table. 
 + 
 +==== 1. Cut gemstones ==== 
 + 
 +Use a Gem Cutter to cut a mineral gemstone into one of four shapes: 
 + 
 +  * Square 
 +  * Sphere 
 +  * Navette 
 +  * Radiant 
 + 
 +==== 2. Make jewellery settings ==== 
 + 
 +Use silver, gold, or platinum ingots at the Mould Machine to create a ring or amulet setting. 
 + 
 +==== 3. Assemble the item ==== 
 + 
 +Combine a cut gemstone with the appropriate setting at the Jeweller's Table. The Jeweller's Table is also used to create staves and off-hand accessories. 
 + 
 +==== Materials ==== 
 + 
 +^ Stage ^ Materials ^ Result ^ 
 +| Gem cutting | Greenstone, Amethyst, Topaz, Flame Opal, Sapphire, Ruby, Emerald, Diamond | Square, Sphere, Navette, or Radiant cut gemstone | 
 +| Setting creation | Silver, Gold, or Platinum ingot | Ring or amulet setting | 
 +| Jewellery assembly | Cut gemstone + matching setting | Ring or amulet | 
 +| Staves and off-hand accessories | **[PLACEHOLDER: add confirmed component lists]** | Staff or off-hand accessory | 
 + 
 +==== Crafted item examples ==== 
 + 
 +^ Item ^ Level required ^ Special properties ^ 
 +| Crafted Dexterity Ring With Emerald | 30 | Ability Bonus: Dexterity +7; Skill Bonus: Hide +15; Skill Bonus: Move Silently +15 | 
 +| Crafted Scarab With Sapphire | 20 | Armor Bonus: +5 (AC Natural Modifier); Improved Saving Throws: Universal +5 | 
 + 
 +---- 
 + 
 +===== Hunting ===== 
 + 
 +{{:en:hunting.png?nolink&250 |Hunting}} 
 + 
 +Hunting requires **skinning knife**. Use it on suitable animal or monster remains to gather skins and other components
 + 
 +Each skin tier has small, medium, and large variants. Different animals provide different sizes and tiers. Hunting can also produce monster parts used by Alchemy, as well as rarer components required by selected recipes in other crafts. 
 + 
 +==== Skin tiers and animals ==== 
 + 
 +^ Skin quality ^ Small skin ^ Medium skin ^ Large skin ^ 
 +| Poor quality | Rabbit | Badger | Deer | 
 +| Average | Boar | Hyena | Brown Bear | 
 +| Quality | Dire Boar | Dire Wolf | Dire Bear | 
 +| Above average | Cave Boar | Shadow Mastiff | Grizzly Bear | 
 +| Superior | Sewer Rat | Worg | Tiger | 
 +| First-rate | Polar Boar | Shadow Beast | Polar Bear | 
 +| Masterful | Malar Bat | Malar Panther | Dire Tiger | 
 + 
 +Hunting can also produce monster parts used by Alchemy, as well as rarer components required by selected recipes in other crafts. Examples include a boar tusk or minotaur horn. 
 + 
 +---- 
 + 
 +===== Tanning ===== 
 + 
 +{{:en:tanning.png?nolink&250 |Tanning}} 
 + 
 +Tanning converts skins gathered through Hunting into materials ready for Sewing. 
 + 
 +==== How to tan skins ==== 
 + 
 +  - Use the **Curing Tub** to create cured skins
 +  - Use the **Hide Rack** to turn cured skins into materials ready for Sewing. 
 + 
 +==== Cured-skin recipes ==== 
 + 
 +^ Size ^ Quality ^ Tanning level ^ Skin required ^ Acid required ^ 
 +| Small | Poor quality | 1 | 1 × Skin of Rabbit | 1 × Acid Vial, Giant Spider | 
 +| Medium | Poor quality | 3 | 1 × Skin of Badger | 1 × Acid Vial, Giant Spider | 
 +| Large | Poor quality | 5 | 1 × Skin of a Deer | 2 × Acid Vial, Giant Spider | 
 +| Small | Average | 10 | 1 × Skin of a Boar | 1 × Acid Vial, Bloodfly | 
 +| Medium | Average | 13 | 1 × Skin of a Hyena | 1 × Acid Vial, Bloodfly | 
 +| Small | Quality | 15 | 1 × Skin of a Dire Boar | 1 × Acid Vial, Dire Spider | 
 +| Large | Average | 15 | 1 × Skin of a Brown Bear | 2 × Acid Vial, Bloodfly | 
 +| Medium | Quality | 18 | 1 × Skin of a Dire Wolf | 1 × Acid Vial, Dire Spider | 
 +| Small | Above average | 20 | 1 × Skin of a Cave Boar | 1 × Acid Vial, Cave Spider | 
 +| Large | Quality | 20 | 1 × Skin of a Dire Bear | 2 × Acid Vial, Dire Spider | 
 +| Medium | Above average | 23 | 1 × Skin of a Shadow Mastiff | 1 × Acid Vial, Cave Spider | 
 +| Small | Superior | 25 | 1 × Skin of a Sewer Rat | 1 × Acid Vial, Dark Spider | 
 +| Large | Above average | 25 | 1 × Skin of a Grizzly Bear | 2 × Acid Vial, Cave Spider | 
 +| Medium | Superior | 28 | 1 × Skin of a Worg | 1 × Acid Vial, Dark Spider | 
 +| Small | First-rate | 30 | 1 × Skin of a Polar Boar | 1 × Acid Vial, Wywern | 
 +| Large | Superior | 30 | 1 × Skin of a Tiger | 2 × Acid Vial, Dark Spider | 
 +| Medium | First-rate | 33 | 1 × Skin of a Shadow Beast | 1 × Acid Vial, Wywern | 
 +| Small | Masterful | 35 | 1 × Skin of a Malar Bat | 1 × Acid Vial, Primeval Spider | 
 +| Large | First-rate | 35 | 1 × Skin of a Polar Bear | 2 × Acid Vial, Wywern | 
 +| Medium | Masterful | 38 | 1 × Skin of a Malar Panther | 1 × Acid Vial, Primeval Spider | 
 +| Large | Masterful | 40 | 1 × Skin of a Dire Tiger | 2 × Acid Vial, Primeval Spider | 
 + 
 + 
 +After curing, use the matching cured skin at the Hide Rack to create the prepared material used by Sewing. 
 + 
 +---- 
 + 
 +===== Sewing ===== 
 + 
 +{{:en:sewing.png?nolink&250 |Sewing}} 
 + 
 +Sewing uses mainly the prepared hides made through Tanning to produce wearable equipment and intermediate products. Bring the required materials to the **Loom**, choose recipe category, and complete the crafting interaction. 
 + 
 + 
 +==== Recipe families ==== 
 + 
 +  * Boots 
 +  * Gloves 
 +  * Cloaks 
 +  * Belts 
 +  * Clothing and armour 
 +  * Other items 
 +  * Intermediate products 
 + 
 +==== Materials ==== 
 + 
 +^ Material type ^ Use ^ 
 +| Prepared hides | Main material for many wearable items | 
 +| Intermediate products | Components made in an earlier Sewing or Tanning step | 
 +| Hunting components | Extra recipe-specific materials | 
 + 
 +==== Crafted item examples ==== 
 + 
 +^ Item ^ Level required ^ Special properties ^ 
 +| Crafted Superior Cloak of Fortification | 20 | Armor Bonus: +6 (AC Deflection Modifier); Improved Saving Throws: Universal +6 | 
 +| Crafted Superior Belt of Strength | 25 | Ability Bonus: Strength +6; Skill Bonus: Discipline +20 | 
 + 
 +---- 
 + 
 +===== Alchemy ===== 
 + 
 +{{:en:alchemy.png?nolink&250 |Alchemy}} 
 + 
 +Alchemy uses gathered herbs and selected monster parts obtained through Hunting. At the **Alchemist's Apparatus**, these materials can be turned into potions, acid vials for Tanning, poisons, and other alchemical products. 
 + 
 +==== Recipe families ==== 
 + 
 +  * Healing potions 
 +  * Enhancing potions 
 +  * Other potions 
 +  * Protective potions 
 +  * Bombs and grenades 
 +  * Traps 
 +  * Poisons 
 +  * Intermediate products, including acid vials for Tanning 
 + 
 +==== Materials ==== 
 + 
 +^ Material type ^ Use ^ 
 +| Gathered herbs | Main ingredients for potion and alchemical recipes | 
 +| Monster parts gathered through Hunting | Ingredients for selected potions, poisons, and other products | 
 +| Intermediate products | Inputs for later Alchemy recipes or other crafts | 
 + 
 +==== Crafted item examples ==== 
 + 
 +^ Item ^ Level required ^ Special properties ^ 
 +| Potion of Endurance | 10 | Ability Bonus: Constitution +4; Potion Duration: 1 hour; Use: Potion Single Use | 
 +| Poison Vial, Strong | 16 | Damage Bonus: Poison 1d8 Damage; Potion Duration: 2 minutes; Use: Poison Weapon Single Use |
  
en/craftingguide.1748188969.txt.gz · Last modified: 2025/05/25 16:02 by juras17