The Gift of Craftsmanship: Trade Skill Distribution
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The Gift of Craftsmanship: Trade Skill Distribution
Trade Skill Distribution is now on Arelith Wiki for better formatting
Please give the hard-working wiki volunteers round of applause. All the updates will likely go there from now on.
This thread focuses on the distribution of points for crafting whether a PC has taken the gift of craftsmanship or not.
Keep in mind that crafting-oriented PCs might want to have the strength score to carry most of the materials, see this link for more information.
We start with the 6 crafting skills and some of the good breaking point for distribution. Things to consider are whether a craft is a consumable or not! Dedicating skill points into a 1-time craft can be often seen as wasted if there are ways to secure the initial template (God Saves). Unless certain non-consumable craft is in high demand (Masterly Damask weapons, for example).
Forging (Dwarf, Half-Orc, Hobgoblin):
12 - Gold, silver, brass, bronze ingots for other crafts, fixtures as well.
18 - Repair Kits
43 - Masterwork Runes
51 - Masterly Damask Weapons
Carpentry (Elf):
18 - Repair Kits
20 - All Fixtures
19~26 - Instruments
38 - Masterwork Runes, Ashwood Stabilizer (available from Alchemy)
47/50 - Ashwood Bow/Crossbow
Tailoring (Human, Drow):
1 - All pieces of cloth and leather
13 - Gem Bag, Spell Component Pouch
18 - Repair Kits, all fixtures
38 - Masterwork Runes
42~46 - Non-ranger, but high tier cloaks and armors
54 - Runic Ranger's Armors (Shirt/Studded Leather)
Art Crafting (Half-Elf):
1 - Glass, bottles, Malachite and Greenstone
17 - Spell Component
20 - All gems
22 - All Fixtures
38 - Masterwork Runes, Prisms
44 - Headband of Protection
Herbalism (Halfling, Wild Dwarf):
4 - Tanning Acid (used for Tailoring)
13 - Flask of Oil (used for repair kits) & Mojos (required for Potions of Heal and Attunement)
19 - Potion of Heal
26 - Poisons (30 for all, may need Alchemy at 20 for Arsenic)
28 - Abeyant Template (available from Alchemy)
33 - Healing Kits +10, Dragon Oil
Alchemy (Gnome):
14 - Skleen, Dust of Appearance
17 - Spell Component
22 - All essences and catalysts
28 - Abeyant Template (available from Herbalism)
33 - Ashwood Stabilizer (available from Carpentry), Dragon Oil (available from Herbalism)
Please give the hard-working wiki volunteers round of applause. All the updates will likely go there from now on.
This thread focuses on the distribution of points for crafting whether a PC has taken the gift of craftsmanship or not.
Keep in mind that crafting-oriented PCs might want to have the strength score to carry most of the materials, see this link for more information.
We start with the 6 crafting skills and some of the good breaking point for distribution. Things to consider are whether a craft is a consumable or not! Dedicating skill points into a 1-time craft can be often seen as wasted if there are ways to secure the initial template (God Saves). Unless certain non-consumable craft is in high demand (Masterly Damask weapons, for example).
Forging (Dwarf, Half-Orc, Hobgoblin):
12 - Gold, silver, brass, bronze ingots for other crafts, fixtures as well.
18 - Repair Kits
43 - Masterwork Runes
51 - Masterly Damask Weapons
Carpentry (Elf):
18 - Repair Kits
20 - All Fixtures
19~26 - Instruments
38 - Masterwork Runes, Ashwood Stabilizer (available from Alchemy)
47/50 - Ashwood Bow/Crossbow
Tailoring (Human, Drow):
1 - All pieces of cloth and leather
13 - Gem Bag, Spell Component Pouch
18 - Repair Kits, all fixtures
38 - Masterwork Runes
42~46 - Non-ranger, but high tier cloaks and armors
54 - Runic Ranger's Armors (Shirt/Studded Leather)
Art Crafting (Half-Elf):
1 - Glass, bottles, Malachite and Greenstone
17 - Spell Component
20 - All gems
22 - All Fixtures
38 - Masterwork Runes, Prisms
44 - Headband of Protection
Herbalism (Halfling, Wild Dwarf):
4 - Tanning Acid (used for Tailoring)
13 - Flask of Oil (used for repair kits) & Mojos (required for Potions of Heal and Attunement)
19 - Potion of Heal
26 - Poisons (30 for all, may need Alchemy at 20 for Arsenic)
28 - Abeyant Template (available from Alchemy)
33 - Healing Kits +10, Dragon Oil
Alchemy (Gnome):
14 - Skleen, Dust of Appearance
17 - Spell Component
22 - All essences and catalysts
28 - Abeyant Template (available from Herbalism)
33 - Ashwood Stabilizer (available from Carpentry), Dragon Oil (available from Herbalism)
Last edited by Kenji on Tue Oct 13, 2020 11:07 am, edited 32 times in total.
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Trade Skill Distribution
Foreword:
Keep in mind that the current system favors careful point distribution over mastery, as any trade points invested beyond the highest (DC-2) of a craft provides little benefits, which are Mastery for crafting point efficiency and the mechanical interpretation for RP. This means folks do not have to invest up to 50 points in order to be successful crafters, they can always mix and match the other trades to see what they want out of their crafting experience.
Note: All players are suggested to invest at least 1 point into Art Crafting, Herbalism, and Tailoring.
Excel Format
Trade Skill Distribution w/ Gift of Craft (71 Max = 60 base + 10 Gift + 1 racial point)
Trade Skill Distribution w/o Gift of Craft (61 Max = 60 base + 1 racial point)
Old Code Format (No longer being updated)
Master Smiths:
Master Tailor/Seamstress:
Master Carpenter/Woodworker:
Maester/Master Artist/Artisan
Alchemy/Herbalism
Miscellaneous:
Keep in mind that the current system favors careful point distribution over mastery, as any trade points invested beyond the highest (DC-2) of a craft provides little benefits, which are Mastery for crafting point efficiency and the mechanical interpretation for RP. This means folks do not have to invest up to 50 points in order to be successful crafters, they can always mix and match the other trades to see what they want out of their crafting experience.
Note: All players are suggested to invest at least 1 point into Art Crafting, Herbalism, and Tailoring.
Excel Format
Trade Skill Distribution w/ Gift of Craft (71 Max = 60 base + 10 Gift + 1 racial point)
Trade Skill Distribution w/o Gift of Craft (61 Max = 60 base + 1 racial point)
Old Code Format (No longer being updated)
Master Smiths:
Code: Select all
Trade Skills Master Rune
Forging 51 43
Tailoring 18 18
Art Crafting 1 1
Herbalism 0(1) 8(9)
Code: Select all
Trade Skills Master Rune Expert
Tailoring 52 38(39) 45
Herbalism 4 13 3(4)
Forging 13(14) 18 0
Art Crafting 1 1 22
Code: Select all
Trade Skills Master Rune Fletcher
Carpentry 50 38(39) 28
Herbalism 10 12 1
Forging 8(9) 18 1
Tailoring 1 1 17(18)
Art Crafting 1 1 1
Alchemy 0 0 22
Code: Select all
Trade Skills Master Rune
Art Crafting 44 38
Alchemy 22 22
Forging 2(3) 8(9)
Tailoring 1 1
Herbalism 1 1
Code: Select all
Trade Skills Potion Chemist QMstr Arcnist Advntr
Alchemy 22 33 22 22 0
Herbalism 33 7 11(12) 28 33
Forging 13(14) 9(10) 18 0 18
Tailoring 1 1 18 1 18
Art Crafting 1 20 1 19(20) 1(2)
Code: Select all
Trade Skills Fixture Hndyman Bag Mkr Jrnlist Mchnic
Carpentry 20 18 13 18 0
Forging 11(12) 18 20 18 25
Tailoring 16 18 16(17) 13 1
Art Crafting 22 3(4) 20 20 13(14)
Herbalism 1 13 1 3(4) 13
Alchemy 0 0 0 3 18
Last edited by Kenji on Sat Dec 28, 2019 8:55 pm, edited 34 times in total.
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Craftsmanship
Hi guys,
To kick off the thread's discussion, I'd like to ask folks to:
To kick off the thread's discussion, I'd like to ask folks to:
- double check the craft's DC as well as possible points to distribute.
- Provide insight and experience in regards to whether dedicating skills to achieve mastery in a certain craft (50+) is worth the investment, or would you have rather done something different?
- What is your PC's current crafting skill distribution?
- What terminologies do you use to avoid OOC tells in order to convey information?
Things such as progress points completed, mastery of a certain craft, how many time you need in order to complete the craft, what do you call the initial craft (templates? Patterns? assembly?), and etc.
Re: The Gift of Craftsmanship
I think a big decision is whether or not you want to be able to make Masterly Damask Forging items. You can shave a lot of points out of forging if you're willing to forsake being a "master forger". The same goes for carpentry and tailoring. Of these I would consider forging the most important to go high end in, as high end forging items also have very high DCs to repair - and forging also has the most annoying necessary item for their repair kits (oil flasks). For tailoring and Carpentry I'd probably be OK stopping at runes.Provide insight and experience in regards to whether dedicating skills to achieve mastery in a certain craft (50+) is worth the investment, or would you have rather done something different?
I planned to do your high forging distribution, but as a human starting with Tailoring 1 for free, you can afford a 2nd craft at 1 - likely Herbalism to make my own oil flasks, but otherwise identical.What is your PC's current crafting skill distribution?
Other layouts I've done were 42 artcrafting 28 herbalism (poisons), 30 alchemy 30 artcrafting (my first character, and made before the new helms, and abeyant templates and runes were added), and 38 tailor 20 artcrafting 1 herbalism 1 carpentry (to spam chances for cheap fixtures).
I would also consider 28 alch (templates), and some unknown spread for the rest, probably a repair kit pickup, with 1 point of arts for cheap gems and glass. I feel ALL PCs should strongly consider 1 point of arts to be able to make glass, bottles, vials, greenstone, and malachite, which are always in demand. It takes 17 alchemy or 17 artscrafting to make spell components, and I would consider that a valuable breakpoint to consider stopping at as well. I have funded 4 multimillionaire characters almost entirely off the backs of temporary essences and spell components. There's basically 0 cost to your mats (lead, glass, brass, cheap 2 GP gems people want to get rid of en masse) and you sell them for massive profit.
I'm pretty vague. I call a full set of crafting points a "day's work". Objects are just "works in progress". If something takes 5 cycles it'll be done in 5 days. I would consider a "Master" of a craft to be able to manufacture any object that craft makes with only a 5% failure chance. I feel like the more specific I get the more "Gamey" I have to get with my terminology.What terminologies do you use to avoid OOC tells in order to convey information?
Things such as progress points completed, mastery of a certain craft, how many time you need in order to complete the craft, what do you call the initial craft (templates? Patterns? assembly?), and etc.
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Re: The Gift of Craftsmanship
The ashwood stabiliser is DC 35 (so, 33 skill, just like the dragon oil) for Alchemy, my current character has 33 alchemy and it's served pretty well.
Edit: Dust of appearance too
Edit: Dust of appearance too
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Re: The Gift of Craftsmanship
Does anyone know if subraces will change the initial trade skill? Such as Shield Dwarf vs Wild Dwarf, regular Half-Elf vs Hobgoblin, Hin vs Goblin, etc.
And what's Half-Elf's initial trade skill again? I haven't bothered to test it yet.
Last but not least, I'll try and come up with a better format for the distribution post.
And what's Half-Elf's initial trade skill again? I haven't bothered to test it yet.
Last but not least, I'll try and come up with a better format for the distribution post.
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Re: The Gift of Craftsmanship
When I had only a few points in artistry, and needed to make something of higher DC without mucking up a material, I just asked the person to "inspect my materials", and see if my granite and other materials were solid and that they wouldn't break mid crafting.What terminologies do you use to avoid OOC tells in order to convey information?
Things such as progress points completed, mastery of a certain craft, how many time you need in order to complete the craft, what do you call the initial craft (templates? Patterns? assembly?), and etc.
When describing expertise (I actually even employ this for spell foci) - split them into "Elder Scrolls"-like way. Apprentice is someone just beginning the craft or doing a bit of minor work, like ingot work. Journeyman is just above middle point, I call myself one in case of holding GSpellFs but not ESFs, and likewise so when someone asks me for Artistry work. And then Master for when the only thing hidden from one are racial/classial crafts. I also give an example when describing my crafting capability, to give a display of what could be made DC wise. I have only 20 Art Crafting, and in the writing I wrote advertising my capabilities, I've added in a note that "asking for a portal lens would be the most I could do for one."
As for times needed to do a craft, the thing I saw both with myself and with others, you just avoid the time aspect for anything that is 50+ points. People aren't 24/7 up, so you cant really predict the frquency of how often will they login to hammer on that project.
EDIT: By the way, my professions are 20 Art Crafting, 33 Alchemy, 17 Tailoring (and one carpentry, because race), as I wanted to be doing most of items that others would need. This gives me the repair kits, full mastery of alchemy, and portal lenses/rare gem cutting. I also thought about 20 AC, 22 Alchemy, 14 Tailoring and 14 Forging, to be able to make both types of repair kits, but I thought against that.
In the past I did 6 Art Crafting (should've pushed extra point or two for topazes) (minor gems and casting molds for arrow making), and then Carpentry onwards (wasnt Gift of Crafts).
Currently playing: Sabina Paultier
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Re: The Gift of Craftsmanship
This is Astra's current set with the craftsmenship gift, she also has a crafting god due to me getting angry of rolling two 1's in a row on runes I should not of failed.
I find this pretty nice since I can make both types of componates, on top of being able to craft most the warding essences which was my goal, had the unforeseen effect of being able to make dragon oil over the course of a few days to supplement the fact I can make the memory prisms.
I do think this load out could be improved for such though, if a few the 1's i invested could be moved over to alchemy.
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Re: The Gift of Craftsmanship
I'd just like to add that you can craft Ashwood Stabilizers using Carpentry as well.
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Re: The Gift of Craftsmanship
Fixed, thxMastersir3 wrote: ↑Mon Sep 03, 2018 11:19 pmI'd just like to add that you can craft Ashwood Stabilizers using Carpentry as well.
I was just talking to another "Master Artisan" IG a short while ago before this post, she is currently 50+ art crafting and is hoping that future updates might provide higher DC crafts such as rings and what not.Atlantahammy wrote: ↑Mon Sep 03, 2018 10:37 pmThis is Astra's current set with the craftsmenship gift, she also has a crafting god due to me getting angry of rolling two 1's in a row on runes I should not of failed.
I find this pretty nice since I can make both types of componates, on top of being able to craft most the warding essences which was my goal, had the unforeseen effect of being able to make dragon oil over the course of a few days to supplement the fact I can make the memory prisms.
I do think this load out could be improved for such though, if a few the 1's i invested could be moved over to alchemy.
Currently the highest DC craft for Art Crafting is 46, this means a 44 of art crafting is the highest investment of trade skills without having anything further to be wasted. I'd probably just do 44 AC / 22 Alch and whatever remaining points allocated to wherever folks need them. The 1 point in tailoring (most basic cloth and leather) is fine, so is 1 in herbalism (80% on tanning acids), not sure about the 1 in carpentry. I'd probably put the three points left in Forging for ingots.
I have been thinking about putting up a "Mastery Roll" suggestion for crafting, the idea is to provide a second roll vs DC+20 on top of the first roll vs DC. It'll augment the result if successful, and does nothing if failed. This way it changes almost nothing but rewards the PCs who dedicated mastery to certain crafts. It might change the economy, too, but that's beyond my scope of speculation.
I had thought about using the elder scroll's skill system for making the information more transparent, as well!ltlukoziuz wrote: ↑Mon Sep 03, 2018 10:23 pmWhen describing expertise (I actually even employ this for spell foci) - split them into "Elder Scrolls"-like way. Apprentice is someone just beginning the craft or doing a bit of minor work, like ingot work. Journeyman is just above middle point, I call myself one in case of holding GSpellFs but not ESFs, and likewise so when someone asks me for Artistry work. And then Master for when the only thing hidden from one are racial/classial crafts. I also give an example when describing my crafting capability, to give a display of what could be made DC wise. I have only 20 Art Crafting, and in the writing I wrote advertising my capabilities, I've added in a note that "asking for a portal lens would be the most I could do for one."
1-10 = Novice | 11-20 = Apprentice | 21-30 = Journeyman | 31-40 = Expert | 41-50 = Master | 51+ = Grand Master
The one I have implemented in Skaljard (via my PC's own board) is a lot more lenient than the aforementioned, since most folks in Skaljard usually leave by the time they reach enough level to get over 30+ skill in a trade, anyway. Using a fully scaled one would just discourage folks from advertising themselves, or so I speculate. It might even give the wrong impression of "this crafter isn't good enough for a certain job because I always need a master!" if they are relatively new to the crafting system.
But it is a good idea to use a certain craft to indicate where one's at. "Runesmith" can indicate that the smith is probably good enough for most forging runes (38 & 43) for example. The whole attaching ranks based on numerical values from Elder Scrolls can still be misinforming at times if not all players are consistent about it.
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Re: The Gift of Craftsmanship
Shameful bump, use this so much..
I don't suppose this could be stickied? lol
I don't suppose this could be stickied? lol
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Re: The Gift of Craftsmanship: Trade Skill Distribution
For forging, the Masterly Barbed Slayer (club) is DC 60, so if you wanna crank those out as a dwarf you will only be able to throw 2 in tailoring and 1 in art.
Re: The Gift of Craftsmanship: Trade Skill Distribution
Sticky please!
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Re: The Gift of Craftsmanship: Trade Skill Distribution
Can anyone share their experiences with poisons? I personally haven't mass produced or used those much, but I see the potential of the usage of those leading to interesting RP opportunities.
Would it be prudent to include some skill cutoff for poisons?
Would it be prudent to include some skill cutoff for poisons?
Re: The Gift of Craftsmanship: Trade Skill Distribution
Eyeblast is super worth it.
Elemental Rime is good for gimmick situations and spellswords.
Widow's Bane seems hilarious. Never used. Would explode spiders from people again, A+++.
None of the rest seem very great.
Elemental Rime is good for gimmick situations and spellswords.
Widow's Bane seems hilarious. Never used. Would explode spiders from people again, A+++.
None of the rest seem very great.
Re: The Gift of Craftsmanship: Trade Skill Distribution
Cave terror is easy to make & great against low will opponents.
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Re: The Gift of Craftsmanship: Trade Skill Distribution
Hi guys,
With the new update on Crafting Points regeneration, I have tested that every server tick (6 minutes IRL, 1 hour IG) has the following regen rate:
50CP: 2/tick
60CP: Alternates in between 2/tick to 3/tick
70CP: 2/tick at first, then 3/tick until the decimals are exhausted.
If somehow anyone has 3 CP per tick, please let us know how many maximum CP your PC has and at what skill level for craft armor/weapon as well as the feats.
Thanks in advance,
Kenji
With the new update on Crafting Points regeneration, I have tested that every server tick (6 minutes IRL, 1 hour IG) has the following regen rate:
50CP: 2/tick
60CP: Alternates in between 2/tick to 3/tick
70CP: 2/tick at first, then 3/tick until the decimals are exhausted.
If somehow anyone has 3 CP per tick, please let us know how many maximum CP your PC has and at what skill level for craft armor/weapon as well as the feats.
Thanks in advance,
Kenji
Last edited by Kenji on Tue Jan 08, 2019 9:40 pm, edited 1 time in total.
Re: The Gift of Craftsmanship: Trade Skill Distribution
You can get 2 points from 70 per tick, but it saves the decimal and you'll get more next turn.
My character gets 3 then 4 CP per tick.
My character gets 3 then 4 CP per tick.
Katernin Bersk, Chancellor of Divination; Kerri Amblecrown, Paladin of Milil; Xull'kacha Auvry'rae, Redcap Fey-pacted; Sadia yr Thuravya el Bhirax, Priestess of Umberlee; Lissa Whitehorn, Archmage of Artifice
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Re: The Gift of Craftsmanship: Trade Skill Distribution
Right, I just figured that out. The decimals are actually accumulative! This encourages flexibility when it comes to skill distribution (if craft armor/weapon is involved) so players can know that their investments into CP aren't always wasted.
Continuing on with the extrapolation, then:
50 CP = 2/tick, 3/tick at 12th tick
60 CP = alternate in b/w 2/tick and 3/tick
72 CP = 3/tick
84 CP = alternate in b/w 3/tick and 4/tick
96 CP = 4/tick
Please verify these calculations if able.
Continuing on with the extrapolation, then:
50 CP = 2/tick, 3/tick at 12th tick
60 CP = alternate in b/w 2/tick and 3/tick
72 CP = 3/tick
84 CP = alternate in b/w 3/tick and 4/tick
96 CP = 4/tick
Please verify these calculations if able.
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Re: The Gift of Craftsmanship: Trade Skill Distribution
New Spread Introduced:
Arcanist
Herbalism 28
Alchemy 22
Art Crafting 19
Tailoring 1
Note: Racial trade point preferably into one of the above so Art Crafting can be 20.
The spread is capable of crafting the following crafts:
Spell Components (Both Alchemy and Art Crafting)
Chisel all gems
Abeyant Template (w/ Herbalism 28)
All Catalysts/Essences
Skleens, Mojos, Potion of Heal, and Potion of Attunement
Expert Tailor
Tailoring 45
Art Crafting 22
Herbalism 3
Note: Racial trade point preferably into one of the above so Herbalism can be 4.
The spread can safely craft most of the non-class or non-racial tailoring crafts. All the while having fast access to gem dusts by being able to chisel the rough gems itself.
Last but not least, all characters are encouraged to put at least 1 trade skill in Tailoring and Art Crafting (maybe even herbalism) as TimeAdept has stated before. Best be done at the low level if possible, as this actually opens up a few interactions for said PC to help on crafting some of the basic crafts.
Arcanist
Herbalism 28
Alchemy 22
Art Crafting 19
Tailoring 1
Note: Racial trade point preferably into one of the above so Art Crafting can be 20.
The spread is capable of crafting the following crafts:
Spell Components (Both Alchemy and Art Crafting)
Chisel all gems
Abeyant Template (w/ Herbalism 28)
All Catalysts/Essences
Skleens, Mojos, Potion of Heal, and Potion of Attunement
Expert Tailor
Tailoring 45
Art Crafting 22
Herbalism 3
Note: Racial trade point preferably into one of the above so Herbalism can be 4.
The spread can safely craft most of the non-class or non-racial tailoring crafts. All the while having fast access to gem dusts by being able to chisel the rough gems itself.
Last but not least, all characters are encouraged to put at least 1 trade skill in Tailoring and Art Crafting (maybe even herbalism) as TimeAdept has stated before. Best be done at the low level if possible, as this actually opens up a few interactions for said PC to help on crafting some of the basic crafts.
Re: The Gift of Craftsmanship: Trade Skill Distribution
Thank you for the pin!
Re: The Gift of Craftsmanship: Trade Skill Distribution
Journalist crafter? Build your own media empire.
*Drop 1 point off of herbalism if you do not have the trade skill gift. Tanning acid's components are more plentiful than printing ink's.
^70 points with the gift, invest the remainder into carpentry and forging for the repair kits side hustle; outsourcing flasks of oil.
Code: Select all
Trade Skills Journalist(61)* Journalist(70)^ PRODUCTS/components(DC)
Alchemy 3 3 PRINTING INK(5)
Art Craft 19 19 QUILL PEN(21)
Carpentry 13 18 BOOK(1), PAPER(1), NOTEBOOK(12), WOODCUT(15) // REPAIR KIT(20)
Forging 14 18 brass ingot(16) // REPAIR KIT (20)
Herbalism 4 4 tanning acid(6)
Tailoring 8 8 medium leather(3), BOOK BAG(10)
^70 points with the gift, invest the remainder into carpentry and forging for the repair kits side hustle; outsourcing flasks of oil.
Who is the audience for this post?
Re: The Gift of Craftsmanship: Trade Skill Distribution
Mechanic: grenadelike & thief tools
Still a little short on art craft for the sapphire dust, with all 71 points, but that's just the one component for thunderstones.
Still a little short on art craft for the sapphire dust, with all 71 points, but that's just the one component for thunderstones.
Code: Select all
Skill Mechanic Items
Alchemy 18 GRENADELIKE(20)
Art Craft 14 glass vial(3), fluorspar(6), sapphire dust(19)
Carpentry 0
Forging 25 THIEF TOOL +12(27)
Herbalism 13 flask of oil(15)
Tailoring 1 small leather(1)
Who is the audience for this post?
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Re: The Gift of Craftsmanship: Trade Skill Distribution
Updated the Distribution Post (2nd post) with parenthesis for any unused point from racial craft skill.
Also, fixed Fletcher and Bag Maker distribution as they had a discrepancy in the sum of skill points.
Last but not least, Mattamue's distribution spreads are added with a few minor modifications. Great ideas all around.
Also, fixed Fletcher and Bag Maker distribution as they had a discrepancy in the sum of skill points.
Last but not least, Mattamue's distribution spreads are added with a few minor modifications. Great ideas all around.
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Re: The Gift of Craftsmanship: Trade Skill Distribution
Introduced new excel format for the spreads. The old spread in code still exists, but will no longer be updated due to difficulty of correction.
Please let me know if anyone is interested in spreads for commoners, as 130 points are a lot to play with and possibilities are abundant!
Please let me know if anyone is interested in spreads for commoners, as 130 points are a lot to play with and possibilities are abundant!