CRAFTING

SotA_Crafting_Sigil_concept

Recipes:
All refining and production requires recipes. Recipes can be purchased, traded, or discovered through experimentation.

Crafting Skills:
Crafting skill trees have two skill types: Generalized (darker) and Specialized (lighter). Generalized skills affect things like quality, quantity, tool use, etc and they modify all the results of that particular crafting school. Specialized skills improve success chances for types of items. For ultra-high quality items the chances may be so low that specialized skills are required. Gathering and Refining skills are lumped into two schools that cover all the types of gathering and refining in those two schools. Production skills are divided out into individual schools of each Production type.

Crafting-Trees

Gathering:
Gathering is getting raw resources that can be refined or in some cases (reagents) used directly. This is the innermost ring on the Crafting Sigil and includes: Mining, Forestry, Agriculture, Field Dressing, and Foraging.

  • Generalized Skills:
    • Surveying: Increases range that resource nodes are visible
    • Speed: Increases the speed that resources are gathered
    • Quantity: Increases the quantity of resources gathered from each resource node
    • Quality: Increases chance to get higher quality resources from each resource node
  • Specialized Skills:
    • Mining:
      • Resources Gathered: metallic ore, salts, gems, minerals, and chemicals
      • Tools: Pickaxe, Facemask (for toxic fumes)
      • Resources For: Smelting, Cooking, and Alchemy
    • Forage:
      • Resources Gathered: Herbs, wild fruit & berries, grasses, mosses, etc.
      • Tool: Gathering Knives (sickle)
      • Resources For: Alchemy, Cooking, Textiles
    • Forestry:
      • Resources Gathered: Wood, Tamed Animals, Fish
      • Tools: Axes, Saws, Fishing Poles, Taming Collars
      • Resources For: Milling, Butchery, Cooking
      • NOTE: Not just chopping wood. This skill includes Taming and Fishing.
    • Agriculture:
      • Resources Gathered: Food Crops and Textile Crops
      • Tools: Hoes, Scythes, Plows
      • Resources For: Cooking, Alchemy, Textiles
    • Field Dressing:
      • Resources Gathered: Meat and Hides
      • Tools: Skinning Knife
      • Resources For: Butchery, Tanning, Textiles

Gathering-Crafting-Tree-3

So players will probably quickly find that harvesting takes longer and has a failure chance. If you’re low level, with no skill and no special item to harvest, you are pretty much stuck with hitting tier 1 and 2 stuff. For a level 5 with no skill or special tool, your odds are around 80% for a tier 1 and 25% for a tier 2. It falls after fast after that to 4% and <1% for levels up to 10. Failing an attempt can result in tool damage so it might not be wise to sit and try that <1% node 100 times in a row. Critical success can result in a much faster harvest.

The difficulty calculation is based on your crafter level + your skillful harvest skill + any tool bonus + any other buffs or bonuses. So a level 5 with nothing else has a total skill of 5. A level 20 with 5 skill levels has 45. A high level with everything might approach a number of 150-200. I won’t share the exact math for calculating the odds but here is a shot of resource nodes 1-5 (they go to 10!) and total skill.

[IMG]

So our level 20 example above would have a 71% chance of getting a tier 3 on his first try vs a 4% for the level 5 with no skills. The target was to make it so players will mostly be isolated to tier 1 and 2 stuff for their first few levels unless it was something they specialized in. As they level up, more tiers will move into the trivial category. Also, we will be adding a small bonus for each time you fail a node to reward the persistent types.

Also, you’ll find that harvesting takes a bit more time than it used to. It will get down to about the same times you’re used to once you invest in a few levels of harvesting speedup skills. For higher level nodes though, this is intentional so it adds some risk to the harvesting. Time allows for patrols or spawns or other player to find you and interrupt you.

In future releases there will be ways to get a buff or blessing to boost your harvesting skill. There will be different quality harvesting tools that give bonuses of up to 25 or 30 points. We will even have foods that can add to your harvest skill. 

Refining:
Refining is taking raw resources and turning them into refined elements that can be used to make complete items. This is the middle ring of the Crafting Sigil and includes: Smelting, Milling, Textiles, Tanning, and Butchery.

  • Generalized Skills:
    • Quality: Increases chance to get higher quality elements from raw resources
    • Quantity: Increases the quantity of elements created from raw resources
  • Specialized Skills:
    • Smelting:
      • Elements Created: Ingots, Wire, Sword Blanks, Sheet Metal
      • Tools: Smelting Table, Crucible & Tongs
      • Elements For: Blacksmithing, Alchemy
    • Milling:
      • Elements Created: Timber, Boards, Poles
      • Tools: Milling Table, Saw
      • Elements For: Carpentry, Blacksmithing
    • Butchery:
      • Elements Created: Chops, Ribs, Roasts, Steaks, Organs
      • Tools: Butcher’s Table, Cleaver
      • Elements For: Cooking
    • Tanning:
      • Elements Created: Leathers, Skins
      • Tools: Tanning Table, Punch
      • Elements For: Tailoring
    • Textiles:
      • Elements Created: Thread, Cloth, Yarn
      • Tools: Textile Table, Loom Needle
      • Elements For: Tailoring

Refining-Crafting-Tree-2

Production:
Production is taking refined elements or raw resources and turning them into finished goods like weapons, furniture, potions, etc. This is the outermost ring of the Crafting Sigil and includes Blacksmithing, Carpentry, Tailoring, Cooking, and Alchemy. Each Production school starts by learning to make and use the tools of that trade. Each point spent on a specialized Production skill increases the chance for success when making that item type.

Smithing:  *NOTE: This is the only tree we took down to a fourth tier. We will likely not go this deep for Episode 1.*

  • Tools Used: Smithing Table, Hammer
  • Items Created: Metal Tools, Weapons, Armor, Construction Materials (nails)
  • Generalized Skills:
    • Tools: Improves chances when making metal tools like hammers, punches, etc. Also lowers wear when using Smithing Tools
    • Quality: Increases chances for success when making higher quality items
    • Repair: Increases the amount of damage repaired
    • Enhance: Improves chances when enhancing items to make them higher quality
  • Specialized Skills:
    • Tinker: mechanical objects like clocks, lanterns, lamps, etc.
    • Weaponsmith:
      • Blades / Tangs (Swords, Daggers)
      • Shafted Weapons (Bludgeons, Axes, Polearms)
      • Ranged (Crossbows, Arrows, Bolts)
    • Armorsmith:
      • Forged: Splint & Plate
      • Shields
      • Riveted: Chain & Scale

Smithing-Crafting-Tree-31

Carpentry:

  • Tools Used: Carpentry Table, Claw Hammer
  • Items Created: Wooden Tools, Weapons, Furniture, Musical Instruments
  • Generalized Skills:
    • Tools: Improves chances when making wooden tools. Also lowers wear when using Carpentry Tools
    • Quality: Increases chances for success when making higher quality items
    • Repair: Increases the amount of damage repaired
    • Enhance: Improves chances when enhancing items to make them higher quality
  • Specialized Skills:
    • Furniture:
      • Chairs
      • Tables
      • Storage
    • Musical Instruments:
      • Drums
      • Strings
    • Weapons:
      • Blade Handles (Swords, Axes, Daggers)
      • Shafted Weapons (Bludgeons, Polearms)
      • Ranged (Bows, Arrows, Bolts)

Carpentry-Crafting-Tree-6

Tailoring:

  • Tools Used: Tailoring Table, Needle, Punch
  • Items Created: Armor, Bandages, Clothing, Textiles, Taming Collars
  • Generalized Skills:
    • Tools: Lowers wear when using Tailoring Tools
    • Quality: Increases chances for success when making higher quality items
    • Repair: Increases the amount of damage repaired
    • Enhance: Improves chances when enhancing items to make them higher quality
  • Specialized Skills:
    • Armory:
      • Cloth Armor
      • Leather Armor
      • Taming Collars
    • Clothing
      • Common
      • Finery
    • Textiles:
      • Rugs & Tapestries
      • Linens
      • Bandages

Tailoring-Crafting-Tree-3

Alchemy:

  • Tools Used: Alchemy Table, Bottles, Mortar & Pestle
  • Items Created: Consumable Items including Potions, Enchanted Items, Poisons
  • Generalized Skills:
    • Tools: Lowers wear when using Alchemy Tools
    • Quality: Increases chances for success when making higher quality items
  • Specialized Skills:.
    • Potions:
      • Buffs
      • Cures
      • Effects (Invisibility, Explosion, etc.)
    • Enchantments: Requires one scroll with the spell needed. Each charge requires the same reagents as casting the spell. Each item can only hold one spell at a time. Number of charges each item can hold based on quality and size of item.
      • Wands & Staves
      • Weapons
      • Armor
    • Poisons:
      • De-Buffs
      • Weapons
      • Ingestibles

Alchemy-Crafting-Tree-3

Cooking:

  • Tools Used: Cooking Table, Pot, Spatula, Spoon
  • Items Created: Baked Goods, Alcohol, Cheese, Stews, Soups, etc.
  • Generalized Skills:
    • Tools: Lowers wear when using Cooking Tools
    • Quality: Increases chances for success when making higher quality items
  • Specialized Skills:
    • Baking:
      • Breads
      • Sweets (cakes, cookies, pies)
    • Fermenting:
      • Wine
      • Beer
      • Spirits
      • Cheese (“Blessed are the cheese makers”)
    • Cooking:
      • Preserving (jams, jellies, pickles, jerky, salted meats)
      • Frying
      • Grilling
      • Stewing

Cooking-Crafting-Tree-3