So, without further ado...
ALCHEMY
Resources
Gear
Fixtures
Consumables
TAILORING
Resources
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Bolt of Cloth: Clothe and blanket the city!
-change existing to-
DC 10
Crafting Points 10
Output 1
Weight 10 lbs
Unit/Gold worth 100
Reagents - 20 cotton
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Bolt of Silk: Really nice blankets for the homeless, only in Cordor!
-change existing to-
DC 15
Crafting Points 10
Output 1
Weight 5 lbs
Unit/Gold worth 200
Reagents - 20 Spider Silk
Fixtures
Consumables
SMITHING
Resources
Gear
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Fencing Saber: Adds skill to existing material type rapiers (bronze, iron, steel, etc)
Base Item - Rapier
DC (standard DC+5)
Gold Value ??
Reagents (Standard + 1 Silver Ingot, 1 Coal)
Special Properties - Skill Bonus: +5 Parry on standard, or Skill Bonus: +10 Parry on Masterly
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Weapon Variation - Devastating [Weapon]: Adds property to each weapon type (longsword, mace, spear, etc)
DC 15
Crafting Points 75
Gold Value ??
Special Properties - Massive Criticals: 1D10
Reagents - 1 Bronze Ingot, 1 Silver Ingot, 3 Coal
Consumables
Durvayas wrote: Reinforcement bars:
Item restriction: Shields, medium armor, heavy armor, helms
cost: 4 steel ingots, 12 coal
Effect when applied to item: +1 CON.
Value: ????
COOKINGDurvayas wrote: Leather softener:
Item restriction: light armor, boots, gloves, bracers.
Cost: 15 Aventurine dust, 15 greenstone dust, 2 tanning acid, 2 blood of a magic creature, 1 glass bottle.
Effect when applied to item: +3 move silently.
Resources
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Grain: Basic nutritional resource
DC 15
Crafting Points 10
Output 1 sack
Weight 20 lb
Units/Gold worth 200
Reagents - x8 Wheat Bushel
Fixtures
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Wheat: Common high output agricultural commodity
DC 25
Crafting Points 140
Output 1 seed
Fixture Type - lootable plant
Spawns 1d4+1 Wheat Bushels (non-consumable item)
Reagents - 1 Wheat Bushel
ConsumablesMaragaram wrote:New Recipe: Seed (Garlic Bush)
DC: 29
Required Crafting Points: 160
Crafting ID: whatever works
Material Requirements: 1 Garlic
End Product(s): 1 Seed (Garlic Bush)
And a new Herb (Garlic) placeable to go with it. Use the same fixture appearance as the Herb (Belladona) placeable, since the bulb of the garlic is actually underground, and the top is leafy
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Bread Loaf: A cheap but filling food source
DC 5
Crafting Points 1
Output 1
Weight 2 lbs
Charges 5
Unit/Gold worth 25
Adjusted Value - *40% (to make gold cost 10g)
Reagents - 1 Wheat Bushel
Special Properties - Use/1charge (+25% Food meter)
Maragaram wrote:Quick Meal -> Change to Healing Poultice (Weak)Maragaram
-> Change recipe to:
1 Garlic
1 Belladona
1 Harnak
1 Lady's Tear
1 Water
Produces: 10 Healer's Kit +1 (numbers of individual ingredients is equal to the bonus number, much more logical and easy to remember)
Maragaram wrote:Standard Meal -> Change to Healing Poultice (Average)Maragaram
-> change recipe to:
4 Garlic
4 Belladona
4 Harnak
4 Lady's Tear
4 Water
Produces: 10 Healer's Kit +4
Maragaram wrote:Good Meal -> Change to Healing Poultice (Strong)Maragaram
-> change recipe to:
7 Garlic
7 Belladona
7 Harnak
7 Lady's Tear
7 Water
Produces: 10 Healer's Kit +7
ARTISTRYMaragaram wrote:Superb Meal -> change to Healing Poultice (Superb)Maragaram
-> change recipe to:
10 Garlic
10 Belladona
10 Harnak
10 Lady's Tear
10 Water
Produces: 10 Healer's Kit +10
Resources
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Bricks: Building blocks of civilization!
-change existing to-
DC 10
Crafting Points 10
Output 4 Bricks
Weight 25 lbs
Units/Gold worth 50
Reagents - x8 Clay, 4 Coal
Fixtures
Consumables
CARPENTRY
Resources
Gear
Fixtures
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Head on a Pike: Display your trophies or warn criminals!
DC 5
Crafting Points 1
Weight 10 lbs
Gold Worth 50
Reagents - 2 Hardwood, 1 Head of a Leader -or- 1 player head