Make it so ripple bark, barrelstalk, bloodroot, larval colonies can only be created by underdark races.
Remove the greensteel ingot recipe that requires iron.
Make it so crafts that can be created in two trades can be completed in both. Example: Start arrows in forging and a carpenter is able to finish it as well.
Remove salt from the food ration recipe. It's heavy and it's not generally worth it to pay someone to gather it for you given how cheaply available food rations are.
Set it so only drow can create drow crossbows.
Set it so only elves, and half-elves, can create the elven items from tailoring. That is only if the other races get an equally, yet differently, powerful item to make up for it's lack.
Replace glass vials/bottles with a generic glass container.
Crafting misc:
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Re: Crafting misc:
Outcasts and such count as UD races in this case, I hope.Morderon wrote:Make it so ripple bark, barrelstalk, bloodroot, larval colonies can only be created by underdark races.
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Re: Crafting misc:
Currently they still count as Surface races. Which is good in the sense that they can create the items that are marked surface only (there's a few that already exist). Also makes sense for a UD trade city or however you want to label the UD city to have a wide variety of products. Though I'd admit it's arguable what set of products they should have.
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Re: Crafting misc:
Would it be possible to make the DC for UD bushes 10 higher for Surfacers, and vice versa? It stands to reason that a suitably dedicated botanist should be able to grow an exotic plant, albeit with greater difficulty.
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New to Arelith? Read this!
This is not a single player game. -Mithreas
You have enemies? Good. That means you've stood up for something, sometime in your life. -Winston Churchill