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Giving the Crafting System some Love; Recipe Suggestions
Posted: Sat May 30, 2015 8:06 pm
by CragOrion
A lot of us in the playerbase seem to believe that the crafting system needs some love, so we can use this thread to brainstorm and make suggestions for the matrix.(not the one with Keanu)
So, without further ado...
ALCHEMY
Resources
Gear
Fixtures
Consumables
TAILORING
Resources
Code: Select all
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
Code: Select all
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
Gear
Fixtures
Consumables
SMITHING
Resources
Gear
Code: Select all
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
Code: Select all
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
Fixtures
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: ????
Durvayas 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.
COOKING
Resources
Code: Select all
Grain: Basic nutritional resource
DC 15
Crafting Points 10
Output 1 sack
Weight 20 lb
Units/Gold worth 200
Reagents - x8 Wheat Bushel
Gear
Fixtures
Code: Select all
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
Maragaram 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
Consumables
Code: Select all
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
Maragaram 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
ARTISTRY
Resources
Code: Select all
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
Gear
Fixtures
Consumables
CARPENTRY
Resources
Gear
Fixtures
Code: Select all
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
Consumables
Re: Giving the Crafting System some Love; Suggestions
Posted: Sat May 30, 2015 9:38 pm
by Syrima
Not sure if I agree with the player head on pike. It just seems like it'd be weird to have someones head on a pike, but they're still alive walking around to see their own head on a pike, but they also have to forget they died.
Re: Giving the Crafting System some Love; Suggestions
Posted: Sat May 30, 2015 11:54 pm
by Maragaram
Yes! Wheat, grain, and bread! We neeeeed these things. It's just so weird that the only foods on Arelith are fruits (including berries), nuts, and meat. Could we also get some non-fruit vegetables? Non-fruit vegetables would be ~amazing~! If the cooking skill could use anything besides better high-end crafting projects, it's variety.
I also think the recipes for Healing Poultices need to be updated. They're still listed in the crafting menu as "meals," implying that food is some kind of magical healing item (which it isn't). And the required ingredients reflecting that are equally nonsensical. Nobody should be putting a mixture of fruit, berries, nuts, meat, and salt on their wounds. EW. I suggest that Healing Poultices instead require various mixtures of herbs.
Maybe healing poultices could be a mixture of Belladona, Garlic, and Lady's Tear? Since Garlic and Belladona currently have no almost use outside of providing minimal bonuses against undead and lycanthropes, respectively, for an incredibly short period of time. Garlic is actually good for a lot of real-life health problems, too, so it makes sense! And Belladona is sometimes used as an anesthetic (and it's not being ingested in this case - much less danger of poisoning yourself). If we want to keep it at five ingredients, water and harnak seeds (which in their description are said to be good for the health) would probably make the most sense. Actual real-life poultices require oils or water.
Also, craftable Garlic seeds and Garlic plants.
SUGGESTED CHANGES (COOKING)
Quick Meal -> Change to Healing Poultice (Weak)
-> 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)
Standard Meal -> Change to Healing Poultice (Average)
-> change recipe to:
4 Garlic
4 Belladona
4 Harnak
4 Lady's Tear
4 Water
Produces: 10 Healer's Kit +4
Good Meal -> Change to Healing Poultice (Strong)
-> change recipe to:
7 Garlic
7 Belladona
7 Harnak
7 Lady's Tear
7 Water
Produces: 10 Healer's Kit +7
Superb Meal -> change to Healing Poultice (Superb)
-> change recipe to:
10 Garlic
10 Belladona
10 Harnak
10 Lady's Tear
10 Water
Produces: 10 Healer's Kit +10
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.
Who's with me?
(EDIT: Thinking more on this... it would make sense for all poultice recipes to include cloth, since the bandages used to hold the poultice in place need to come from somewhere. And Mintspear could also used an additional use...)
Re: Giving the Crafting System some Love; Suggestions
Posted: Sun May 31, 2015 12:56 am
by SpymasterGend
On realism for the technological era, healing poultices often used cobwebs, spiderwebs, or moss, rather than cloth, which required a whole economy/industry of its own to produce. Maybe a few different recipes for the same end product?
Re: Giving the Crafting System some Love; Suggestions
Posted: Sun May 31, 2015 1:17 am
by Maragaram
Spider's silk can be used to create "cloth" already though, I think. Right?
Re: Giving the Crafting System some Love; Suggestions
Posted: Sun May 31, 2015 3:25 am
by Sazu
Yes... and in fact most of these are just recipes which probably cannot be added to the server because of limited resources already mentioned(that's what the whole guildhouse discussion was about)
But here's my idea for better crafting:
Make crafted gear such as robes and boots, to 'tack' on the added stats the same way a fighter receives bonuses for armor. This way, the items can be enchanted as well as giving bonuses. We'll see how many crafted items are ignored then, right?
Re: Giving the Crafting System some Love; Suggestions
Posted: Sun May 31, 2015 5:30 am
by msterswrdsmn
I'm just going to give some general suggestions
Know the intended audience
If your going to make something like say..."rogue gloves", don't slap concentration/animal empathy/taunt on them and call it a day. Theres a few crafting items that do things similar to this (fighter helmets come to mind). Give them some bonuses that would be applicable to a reasonable rogue-type build.
Make it useful
I never had a request for a warded leather suit when I played a tailor. The main selling point is its spell resistance...of 14. Spell resistance is pretty much caster level+1d20+spell penetration feats vs spell resistance. Meaning a level 4 caster had a 50% chance of shooting through it. Its only really usable at low levels vs lowbie npcs...but the level restrictions make it so that by the time you can wear it, its useless, unless you have a crippling fear of being shot at with low-level wanded offensive spells.
Bear in mind, a lot of the crafting reciepes are really really old, back from the days when the creators were making things like the terrible damask weapon versions (+3 AB, +1 enchantment, I think it was? It was awful). Not everything in there is...well. Useful. Look closely at the properties and try to figure out WHAT it could be used for.
Make it unique
It doesn't have to be something like "BOOTS OF F***ING AWESOME!!!!" or "Sword of instacrit-death", but something players can't expect to obtain from enchanting or looting. It doesn't even have to be useful on its own, so long as further enchanting is an option.
The +5 skill cloaks are a good example of how this could be done, if their value wasn't artifically inflated to 10k+. Limited use per day properties (a token with light so players can see in dark areas) can be done, but a bit of careful consideration needs to be done for these.
Some things you might not even have to make from scratch. Theives tools +1 with an iron ingot. +4 with a steel ingot and a knock scroll. Etc.
Re: Giving the Crafting System some Love; Suggestions
Posted: Sun May 31, 2015 5:45 am
by Lorkas
Syrima wrote:[...]but they also have to forget they died.
Characters don't have to forget they died--only anything that happens in the Fugue.
Re: Giving the Crafting System some Love; Suggestions
Posted: Sun May 31, 2015 7:26 am
by The Man of the Moon
While there may de designed several systems it is not a good idea as it is posible to just fix things keeping the current one.
What we should do, is revise the current items and suggest the boost those may recquire to make them useful and wanted.
As has been already suggested, often will be enough to fix the price to the real bonus, so those could be enchanted.
With others, we may suggest enhanced versions that may recquire the same resources, DC and crafting points as recquire right now (so saving work for our Staff in case they decided to tweak the items)
Also, is clear that we need other abilities boosted and not just CHR, that seems to be the promoted one.
SO maybe more recipes using the same scheme those with CHR, but modifying a bit the resources recquired as the crafted item may boost DEX, STR, CON or INT instead?
Finally, may be quite awesome if while crafting an item, there was a chance to create a mastery craft if the roll got a 20. Giving then to the item an extra +1 ability, +1 AC or +5 skill additional to the standard bonus it has.
Re: Giving the Crafting System some Love; Suggestions
Posted: Sun May 31, 2015 9:12 pm
by Cortex
Here's something:
A system where you craft a weapon using certain materials(not different from now) will get you a weapon with base stats(not different from now). However, depending on quality and material, the weapon gets "enhancement slots". Examples:
Iron: One physical enhancement.
Steel: One physical enhancement, one magical enhancement.
Silver: Two magical enhancements.
Damask: Two physical enhancements, one magic enhancement.
Adamantine: Three physical enhancements.
Enhancements could be based on basic weapon properties and maybe even scripted ones, and also exclusive properties to make it all the better and give some weapons more mojo, such as:
•Cleaver(slashing only): Once per round, if you land a hit AND deal damage, you roll attack vs an adjacent enemy for partial damage(this doesn't changes target or interrupts actions).
•Crushing Blow(bludgeoning only): Once per round, if the target wears heavy armor and you land a hit, their AC drops by X for Z, capped at Y.
•Lethality(piercing only): Non-critical hits damage is increased by 10%.
•Agile(small shields only): +1 dodge AC for every enemy attacking the character, lasting one round.
•Spell Aegis(medium shields only): % of blocking a spell, cooldown of 1 minute.
•Great Shield(Tower Shield): Increased AC(on some parameter such as double base or something), decreased attack/movement speed.
They could be added depending on the player's crafting skill, each property having a price and chance of success according to the skill, material and existing properties. And instead of the item just exploding on success, there could be % of item destruction, % of only the gold going to waste and % of the gold going to waste and the slot locking permanently(the item stays with base/previous properties).
BONUS IDEA: Make so improved critical and keen DON'T stack, but allow keen to be added via enhancement slots. This will create more weapon variety, and since weapons would be stronger, a small nerf to melee criticals wouldn't be so bad.
Edit: Further enhancements could be added via 5%, where upon a failure the item breaks or locks from more attempts.
More edit: Make so certain classes can enhance equipment with rarer, more powerful properties(just one example: (Blackguard) Cursed, on-hit drain).
Re: Giving the Crafting System some Love; Suggestions
Posted: Thu Jun 04, 2015 12:46 pm
by RockandRollOutlaw
You mean the FL crafting system?
Re: Giving the Crafting System some Love; Suggestions
Posted: Thu Jun 04, 2015 5:13 pm
by Hunter548
Maybe, just maybe, the people on the forums already know about the FL server, and just don't want to play there.
Re: Giving the Crafting System some Love; Suggestions
Posted: Thu Jun 04, 2015 7:54 pm
by Mr_Rieper
Hunter548 wrote:Maybe, just maybe, the people on the forums already know about the FL server, and just don't want to play there.
How do I like this
FL srvr, pls
Re: Giving the Crafting System some Love; Suggestions
Posted: Thu Jun 04, 2015 10:12 pm
by Morderon
Having a chance to reduce equipment-based charges when casting spells activating feat abllities (mostly looking at the polymorph-type ones here). Preferably while in combat for casting spells, or at least a higher percentage there, and chance anytime when changing shape. Perhaps a chance on death as well; though never enough to reduce an item below 1 charge here.
Always struck me as wrong that certain classes (casters) never have to repair their equipment, or at least much more rarely then other classes. Especially given these classes are very likely to get their equipment through the basin. And with more people needing repairs the value of crafting points goes up. Maybe even choice of trade will matter a bit more.
Re: Giving the Crafting System some Love; Suggestions
Posted: Fri Jun 05, 2015 2:06 am
by RockandRollOutlaw
Sorry for saying the "F" word, I am glad the obligatory snide remark was not forgotten. I was simply implying that Mithreas has already taken the time to create an enhanced and improved crafting system and you would probably be more likely to see introduced to the classic server over something from scratch.
The FL "F" word crafting system at a glance:
All improvements that can be made to items are considered either mundane or magical. Certain materials are better suited for mundane improvements while others will take magical improvements more easily. You can improve items at any crafting station via the dialogue initiated when closing the station's inventory. Certain types of improvements can only be placed on specific types of items. How costly it is to improve an item, how powerful an improvement you can make, and the chance of success all vary based on the skill in the corresponding trade, the type of material the item being improved is made out of, and the current value of the item.
I have found the system to work very well. The process itself is a lot more interesting and I have found it allows room for more creativity from the player.
Re: Giving the Crafting System some Love; Suggestions
Posted: Fri Jun 05, 2015 5:35 pm
by CragOrion
Morderon wrote:
Always struck me as wrong that certain classes (casters) never have to repair their equipment, or at least much more rarely then other classes.
I think this is balanced by their requirement for spell components, which, if you dont make them yourself with your crafting points, can get pretty expensive
RockandRollOutlaw wrote:
The FL "F" word crafting system at a glance:
...
This thread isn't for redesigning the current system. It's more for submitting idea's for new crafting items/recipes.
If you want to change the system, best make a separate suggestion thread for that.
(Also, updated OP to include maragam's suggestions)
Re: Giving the Crafting System some Love; Suggestions
Posted: Fri Jun 05, 2015 7:32 pm
by Nekonecro
You know what I would love?
Smithing being able to make silver weapons, I'd love to be able to decribe up a nice werewolf slayer

Re: Giving the Crafting System some Love; Suggestions
Posted: Fri Jun 05, 2015 10:57 pm
by CragOrion
well this is your chance! come up with a recipe for silver weapons and drop it in here! thats what this thread is for, to put our money where our mouths are and stop saying "we need more of type x items" and actually say, "how bout item 2285r464x95 that's made with xyz reagents and takes xyz crafting points, bladdabladdabla"
Re: Giving the Crafting System some Love; Recipe Suggestions
Posted: Sat Jun 06, 2015 2:04 am
by Durvayas
Why not make a series of craftable items that work like essences in that they add properties to an item?
Examples:
Reinforcement bars:
Item restriction: Shields, medium armor, heavy armor, helms
cost: 4 steel ingots, 12 coal
Effect when applied to item: +1 CON.
Value: ????
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.
Re: Giving the Crafting System some Love; Recipe Suggestions
Posted: Sat Jun 06, 2015 2:38 am
by JediMindTrix
Durvayas wrote:Why not make a series of craftable items that work like essences in that they add properties to an item?
Examples:
Reinforcement bars:
Item restriction: Shields, medium armor, heavy armor, helms
cost: 4 steel ingots, 12 coal
Effect when applied to item: +1 CON.
Value: ????
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.
You're a genius!
With rampant Artefacts this wouldn't be too relatively overpowering. Possibly a limit of 1 stat application and 1 skill application? Affords a far greater range of customizability.
Re: Giving the Crafting System some Love; Suggestions
Posted: Sat Jun 06, 2015 5:59 pm
by Cortex
CragOrion wrote:well this is your chance! come up with a recipe for silver weapons and drop it in here! thats what this thread is for, to put our money where our mouths are and stop saying "we need more of type x items" and actually say, "how bout item 2285r464x95 that's made with xyz reagents and takes xyz crafting points, bladdabladdabla"
The craft system is in dire need of a redesign.
Re: Giving the Crafting System some Love; Suggestions
Posted: Sun Jun 07, 2015 2:23 am
by CragOrion
Cortex wrote:CragOrion wrote:well this is your chance! come up with a recipe for silver weapons and drop it in here! thats what this thread is for, to put our money where our mouths are and stop saying "we need more of type x items" and actually say, "how bout item 2285r464x95 that's made with xyz reagents and takes xyz crafting points, bladdabladdabla"
The craft system is in dire need of a redesign.
aaaaaaaand thanks for being constructive and on topic!
(and added durv's ideas to the OP)
Re: Giving the Crafting System some Love; Recipe Suggestions
Posted: Sun Jun 07, 2015 6:44 am
by Durvayas
JediMindTrix wrote:Durvayas wrote:Why not make a series of craftable items that work like essences in that they add properties to an item?
Examples:
Reinforcement bars:
Item restriction: Shields, medium armor, heavy armor, helms
cost: 4 steel ingots, 12 coal
Effect when applied to item: +1 CON.
Value: ????
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.
You're a genius!
With rampant Artefacts this wouldn't be too relatively overpowering. Possibly a limit of 1 stat application and 1 skill application? Affords a far greater range of customizability.
So just add a property to the item code that makes them incompatible. IE: Flag artifacts as already upgraded.
Re: Giving the Crafting System some Love; Suggestions
Posted: Tue Jun 09, 2015 3:28 pm
by furryn
Hunter548 wrote:Maybe, just maybe, the people on the forums already know about the FL server, and just don't want to play there.
This
Re: Giving the Crafting System some Love; Recipe Suggestions
Posted: Tue Jun 09, 2015 11:39 pm
by CragOrion
Okay, everybody gets it. Can we move on with our lives?
