Class Navigation
Classless
Equipment Crafting
Every piece of equipment will have one or a combination of the following 5 Material Types:
Aether
Creatures
Flora
Rock
Metal
Players can choose one material per purchase of Equipment Crafting they have from a selection of materials that share at least one of the Material Types they are proficient with.
Players with Equipment Crafting will also receive 1 random material after each quest.
Experimentation:
A player can experiment with a material and Crafting Category they are proficient in once per event.
Experimenting with a material will allow the player to learn the properties of that material for one of the following property categories:
Unique Effects
Gild Effects
Blade Stats (Daggers, Short Swords, Long Swords, Great Swords)
Axe Stats (Hatchet, Battle Axe, War Axe)
Ranged Weapon Stats (Bow, Throwing Knife, Tomahawk)
Armor Stata
Shield Stats (Buckler, Medium Shield, Greatshield)
A player must have the material to be able to experiment on it, but experimenting does not use up the material.
Two players can work together to experiment with a material, (for example, if the material has multiple types that both players combined can cover), but they will both utilize their experimentation for the event.
Equipment is not repairable unless otherwise specified. Most “basic” things are repairable, like bronze, iron, steel, leather, etc. it will be written on the item card if the item is repairable. All items can receive mending during a quest, but will break on completion of the quest (unless otherwise specified/repairable). Equipment that is repairable will automatically be fully repaired when the player comes back to Wilshire regardless of modification.
Once you’ve spend 30 XP into equipment crafting, you can then spend an additional 15 XP to get the master crafter skill. This allows you to use any material even if it has one material type you’re not proficient in.
Skills
Adds to a player’s max carrying capacity.
- (Rankless) The player gains 1 additional max carrying capacity (1 weight addition costs 2 XP).
Allows the player to Gild materials on equipment to create temporary effects. The effect provided by gilding and the effect’s longevity is determined by the material used. Some effects last for a few attacks, some last a full quest.
The piece of equipment must have at least all of the Material Types of the Gilding material and a piece of equipment can only be Gilded with one material at a time.
The player must have the ability to Gild all Material Types of the Gilding material. Gilding a piece of equipment requires a 10-second focus and uses one material.
- (Rankless) Gain proficiency in Gilding with a Material Type
Allows the player to add or change the modifications of an existing piece of equipment based on the properties of the materials used. The player must have the ability to Modify all the Material Types of a piece of equipment to modify it. The player can only modify equipment in town.
Modifying equipment does not require materials if the player is filling empty modification slots, but it requires one material per change if the player is changing existing modifications. To change modifications, the player must have the same material as the piece of equipment.
(Rankless) Gain proficiency in Modifying with a Material Type
Equipment Modifications are as follows:
All
Ornate - 1 Slot - The item is decorated (engraved, polished, encrusted, etc.) per the player's description.
Gem Setting - 1 Slot - Places a setting into the item that gems may be swapped in and out of. Gems may be used by the wielder or wearer of the gem set item.
Weapons
Light Construction - Weight reduced by 1 per slot to a minimum of 1.
Wieldy - Once per encounter per slot, the first ability called that doesn't trigger due to this weapon not hitting as required (i.e. missed after calling Crushing Blow) is not expended like it would be otherwise.
Spring-tempered - Melee - Weapons breakpoint is now a damage point, with 2 durability points per slot.
Shockproof - 1 Slot - Weapon cannot be broken by its own damage.
Soft Temper - Melee - 1 Slot - If “broken” the weapon is still usable but only swings for a maximum of 1 damage (even with talents) until repaired.
Twin - 1 Slot - Only 1 handed Weapons. Must have 2 of the same weapon with this mod on each. Designed to fit into a single sheath, making their combined weight that of a single weapon.
Sturdy - 1 Slot - The base damage of this weapon can only be reduced by the wielder.
Armor
Fitted - The player may move as if their armor is one weight class lighter. (the weight and weight class stays the same).
Extra Pockets - adds 1 constitution of carry weight for non-equipment per slot.
Padded - 1 Slot - Reduced collision damage to 1
Warm - 1 Slot - Increase cold resistance by 1.
Vented - 1 Slot - Increase heat resistance by 1.
Cloth Lined - 1 slot - The armor is quiet.
Prefab - reduces don/doff time by 10s per slot
Bow
Tillered - 1 Slot - can combine two Rank one uses of an ability into a single rank two.
When purchased the player selects 1 of 5 senses to be particularly good with. The player may focus for 10 seconds to use this skill.
(Rankless) Gain Sense for a chosen sense
Sight
Hearing
Taste
Smell
Touch
Allows the player to to create new pieces of equipment with the properties of the materials used. A player must have the ability to Smith all the Material Types of a material to Smith with it. The player can only Smith equipment in town.
One material is required to Smith one-handed weapons, bucklers, and throwing weapons.
Two materials are required to Smith two-handed weapons, medium shields, and bows.
Three materials are required to Smith armor and greatshields.
- (Rankless) Gain proficiency in Smithing with a Material Type
Every class of weapon requires its own dexterity to use to its fullest extent.
(Rankless) Gain a chosen Weapon Dexterity
Abilities
The player can produce magical scrolls or enchant magical gems that can be used to produce a variety of magical effects. This talent provides a number of magical points for each purchase that refresh and are available at the start of each event. These magical crafting points can be spent to recreate the effect of a spell using the costs shown below. Scrolls can only reproduce the effects of spells (or abilities for clerics and spellbinders) the player has purchased. Gemstones can be used to reproduce the effect of a spell for a reduced cost, or to produce the effect of a magical crafting recipe. Gemstones have a maximum number of magical crafting points that can be used on them. Magically crafted items disappear when used. To make a new recipe, players can create their own recipe once per event by including their intended creation during downtime. The GM will give the player an item card with the recipe at the next event. The player will receive 1 random gem after each quest.
Magical Crafting Points
You get a certain number of crafting points per event per purchase.
(Rank I) +4
(Rank II) +6
(Rank III) +12
Magical Crafting Costs
Base: 0
R1 spell: +1 point cost
R2 spell: +3 point cost
R3 spell: +5 point cost
Faction: +1 point cost
Tier 3: +2 point cost
Don’t Own: +Rank cost again -cost of highest rank owned. (So if a player has a R1 but wants to enchant a R3 onto a gem, they add an extra 4 points to the cost: 5 for the R3 minus 1 because they already have the first rank)
Spells you don’t own must be enchanted on a gem.
Magical Crafting Enchantment Max Cost
This is determined by the highest level the player has purchased since all the points are pooled together.
(Rank I) 4
(Rank II) 12
(Rank III) Uncapped
Gem Types
All gems break after use
Rough: Max of 6 crafting points, reduce enchanting cost by 0
Dense: Max of 16 crafting points, reduce enchanting cost by 2
Pure: No max, reduce enchanting cost by 6