
I'm almost done with the general Economy changes, and now its time for me to get to work on crafts. Since I'm going to work on crafts anyway, I decided to include some ideas to un-fuzzyfy things.
I'm very interested in your opinions and ideas. I especially want to hear from crafters. Need your help in figuring out the weak points in this design.
I just want to repeat, this is draft-draft-draft. Trying to get you guys involved as early in the process as possible, so just quote this bit to anyone who starts to rant.

oh, and sorry for the long and possibly unstructured text.

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ON CRAFTS, GENERAL:
On learning/unlearning crafts:
- You learn any craft for a few copper from a NPC craftsman.
- You learn a specialisation for one Mitril coin from a craftsman.
Each specialisation you learn after that costs two Mitril coins
and so on.
- You learn a mastery for five Adamantium coins from a craftsman.
Each mastery you learn after that costs ten adamantium coins and
so on.
- You can unlearn your specialisation, causing you to loose both your
specialisation and your mastery. You can also unlearn your mastery.
Note that this doesn't reset the mastery and specialisation skill
buy cost.
- PRE-PATCH crafters instantly gain their specialisations and masteries
based on their percentage. A 100% percentage currently trades in for
level e300 in your chosen craft.
On crafting levels:
- All crafts will work with levels.
- Like normal levels crafting levels will be advertised on your score/whois.
So you could be a Level 20 wizard/20 blacksmith, a level 5 rogue/35
weaponsmith, or an e10 swashbuckler/e 50 swordmaster.
- You level a craft by using it. :P
On crafting costs:
- All crafting items require half the objects normal price in coins.
- The rest is supplied by resources, parts, and reagents.
Differences with pre-patch:
- All crafted items bind-on-wear
- Anything you can craft, you can craft without failing.
CREATION CRAFTS:
- Crafting allows:
- A level in your craft.
- Crafting ITEMS up to uncommon quality.
- Crafting ITEMS up to your craft level.
- selection of 1 Specialisation (at craft level 30)
- Reverse engineer ITEMS up to common quality into a blueprint. (see below)
- Refactoring ITEMS up to common quality. (see below)
- Stripping ITEMS up to common quality with more success. (see below)
- Specialisation allows:
- Crafting a SUBSET OF ITEMS up to rare quality.
- Crafting a SUBSET OF ITEMS up to your craft level.
- selection of 1 Mastery (at craft level e1).
- Reverse engineer SUBSET OF ITEMS up to uncommon quality into a blueprint. (see below)
- Refactoring SUBSET OF ITEMS up to rare quality. (see below)
- Stripping SUBSET OF ITEMS up to rare quality with more success. (see below)
- Mastery allows:
- Crafting a SPECIFIC ITEM TYPE up to artifact quality.
- Crafting a SPECIFIC ITEM TYPE up to your craft level.
- Reverse engineer SPECIFIC ITEM TYPE up to rare quality into a blueprint.(see below)
- Refactoring SPECIFIC ITEM TYPE up to artifact quality. (see below)
- Stripping SPECIFIC ITEM TYPE up to artifat quality with more success. (see below)
can craft can craft
Craft Rank Example with common parts With rare parts
:::::::::::: ::::::::::: ::::::::::::::::::: :::::::::::::::
Common All metal up to Common up to Uncommon
Specialised Weapons up to Uncommon up to Rare
Mastery Swords up to Rare up to Artifact
On item Stripping:
- Item stripping gives you a SMALL chance of retreiving a re-usable part of an item.
- You will only be successful at stripping those parts relevant for your crafts.
So someone without enchanting wont be extracting any enchanting tokens, likewise,
someone without mining wont be restoring any ingots.
- Your success is defined by your combined crafts. For example, A miner+swordmaster
will have a higher success rate at retrieving ingots from swords than shields.
On item Refactoring:
- Improves one item by upgrading its material up to to one category better.
- Refactoring costs half the items value in coins, and 1.5 times its crafting
resources.
On crafting blueprints / reverse engineering:
- For all your creation crafts you need blueprints.
- Blueprints do not wear out.
- Blueprints exist for all items in the game.
- Shops bear blueprints.
- Monsters pop blueprints.
- Quests bestow blueprints.
- Crafters can reverse engineer non-crafted-items into blueprints.
- Blueprints are stored in a blueprints book on your waist
- Blueprints bind-on-wear (when placed in blueprints book)
- Reverse-engineered blueprints are bind-on-touch
- Quest rewards CANNOT be blueprinted.
On sharpening
- Sharpening becomes part of the stonecarving skill. You will be able to
craft weighstones and grindingstones which players can use to sharpen
their items.
- Weighstones and grindingstones can be used on weapons of their relative
level. (So e10 weighstone can be used on lvl 1-e10 weapons).
HARVESTING CRAFTS: (Mining, Woodcutting, Salvaging, Fishing, Skinning, Foraging)
- Harvesting allows:
- A level in your harvest craft, which defines gather speed.
- Low quality harvesting of BASE RESOURCES.
- selection of 1 Specialisation (at harvesting craft level 30)
- Stripping items of BASE RESOURCES with more success.
- 1/1 resource return when processing.
- Specialisation allows:
- Gaining access to AN EXTENDED SUBSET OF RESOURCES.
- Mastery skill level of this specialisation (at craft level e1).
- Stripping items of AN EXTENDED SUBSET OF RESOURCES with more success.
- 2/1 resource return when processing.
- Mastery allows:
- Gaining access to A SPECIFIC RESOURCE.
- Stripping items of A SPECIFIC RESOURCE with more success.
- 3/1 resource return when processing.
For example, take Teluth, a master in meteorite mining.
His 'Mining' base craft allows access to a small number of mining materials,
like iron, copper and carnalian.
His specialisation in ore mining allows access to silver, gold, and mitril.
His Mastery in ore mining allows access to meteorite.
On Fishing:
- I see no need to change this, so other than remapping the craft percentages
to levels it will probably function exactly the same.
On Foraging:
- What an absolutely weird craft. Specialising in worm foraging. @_@ What
was I thinking.
On Skining/Salvaging:
- Raw Bones and Leather will probably be categorised so they scale properly
with metal alternatives.
On Cloth:
- More Cloth variants will be made available to scale properly with cloth
alternatives.
ENCHANTING:
Enchanting cost:
- Enchanting requires 10% the objects normal price in coins.
- The rest is supplied by parts and reagents.
On enchantments:
- Enchantments are used by an enchanter to enchant an item.
- Enchantments can contain more than one effect:
(Example Level 1 Enchantment: 'Power of the Orkieporkie', +2 STR, +5 HP, -50 MANA)
- Most enchantments are wear-loc specific.
- Enchantments do not wear out.
- Shops bear enchantments.
- Monsters pop enchantments.
- Quests bestow enchantments.
- Enchantments are stored in a codex on your waist.
On item enchant space:
- Items are limited in their number of enchantments allowed.
(remember, each enchantment may contain more than 1 effect)
- Common, Uncommon items allow 2 enchantments
- Rare, Extremely rare items allow 3 enchantments.
- Artifact items allow 4 enchantments.
- Item enchantments can be replaced.
- The enchantment must be equal or lower level than the object
being enchanted.
- Enchanting allows:
- A level in enchantment.
- Using low level enchantments up to your craft level.
- Enchanting ITEMS up to your craft level.
- selection of 1 Specialisation (at enchant level 30)
- Stripping ITEMS with more success.
- Specialisation allows:
- Enchanting a SUBSET OF ITEMS up to your craft level.
- Using strong enchantments up to your craft level on a SUBSET OF ITEMS.
- selection of 1 Mastery (at craft level e1).
- Stripping SUBSET OF ITEMS with more success.
- Mastery allows:
- Crafting a SPECIFIC ITEM TYPE up to your craft level.
- Using powerful enchantments up to your craft level on a SPECIFIC ITEM TYPE.
- Stripping SPECIFIC ITEM TYPE with more success.