Dwarf
Inactive Player
Gold:
Tailor
Acrobat
Guild:
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Post by Sark on Oct 13, 2015 8:28:56 GMT
Hey there, I should prefix by saying: I like the craft system, and I think the system as a whole works well. However, the crafting page has a few heritage items that have been replaced, or items that are no longer on par. This is based on the crafting page hereThe out of date items are: - Mana Liner shield is a specific accessory requiring a lvl 10 alchemist. It grants +0.1 DEF per level, lasts for a short time, and only 1 can be equipped. In comparison from level 5 tailors can craft a generic accessory which grants +0.25 DEF per level with no other limitations. Could Mana Liner shield either match this, or be better in some way? (eg: Grants twice the DEF of a tailor-accessory, but lasts for a short time)
- Equipment Mold seems to be a prequel to speed crafting (ie: this can be done already automatically with speed crafting)
- Crafting Toolset (Metal) is a specif accessory which is an exact duplicate of (Metal Accessory) [Production Class] reforge.
- Burn Cream - It refers to the 'average level' of materials used to make it, but in the modern system we don't have average levels of materials. (Same for most pharmacy items)
- Satchel Bag - I'm not sure if it as an accessory or an inventory item or what? It also seems like a downgraded version of the magic bag we also have but I am assuming IC it is quicker to find the items.
Suggested fixes: That these items are removed where they are duplicates within the same craft, or lined up so they are not worse. If things are to be "similar but different" than the specialist item should be better than the generalist item. Items that need clarification are: - Magic Accessories listed under the artisan and alchemist could be clarified as it sounds like they get both a benefit of crafter's choice and an accessory reforge effect.
- Blacksmith "Metal Equipment" - it might be nice to reword this into the modern style? So instead of wording this as something only a new blacksmith would do, have the line "Its quality depends on the average level of the materials used to make it." Our level 90 blacksmith is still using this recipe after all and is not a 'fledgling blacksmith.'
- It mentions in the subclass section that brewing takes Real Life amounts of time (eg: dozens of years for good scotch) but none of the recipes indicate timeframes. Could we either remove the real life time frames, or list indicative time-frames for things like wine & soda?
- Magician's Reloader seems really bad. Like horribly bad. The idea is cool but has so many drawbacks (including 10 seconds of semi-blindness per reload.) Could this be clarified for its intent, upgraded, or be removed?
- Magnus Card does not explain or suggest what can be absorbed into the card. Monsters? Weapons? Random loot? Elemental mana? Could we please get an idea of what can be captured so we are all on the same page?
- Woodcrafters are considered second-rate equipment makers. I assume they are OK for things like bows, blunt weapons, wands, etc? As woodcrafter seems like an unpopular crafting choice, perhaps we could make them more appealing by removing the "second rate equipment" stigma?
- In the woodenmartials arts recipe for woodcrafters we could specify these items are considered "unarmed" or something? It is made for monks, but Monks can only equip "unarmed" and "thrown" weapons.
- Runed Weapon should mention that this allows casting magic or attacking with melee, as it was described initially.
A significant bugbear of mine is: - Lots of "materials" need to be researched. It puts an extra deterrent to join in crafting and also does not follow MMO-tropes. It also seems somewhat randomly distributed. Brewers do not need to research how to make a cup, but blacksmiths need to research how to make nails for instance. These also clash with the idea of "material fee" I feel.These are the alchemist recipes that must be learned to make alchemist equipment/items/gadgets: mana crystal, elemental bauble, magitech inductor, Magnus Transmutation Essence, Reinforced Wire, Stabilized Mana Fragment, Unstable Mana Core, Potassium Nitrate, [Element] Source Sphere, IO Regulator. This means of the 20 alchemist recipes, exactly half of them do nothing. All of these items are amazing flavour to add immersion, but they feel much more like a material than like something that needs its own dedicated research.
- Examples from other classes that are making materials, not making craft: Artisan - chalk. Blacksmith - Iron Nails(5), Iron Screwdriver, Metal Sheet, Grenade Shell, Fuse. Chef - Sauce. Mechanic - Wind-Up Mechanism, Mana Shard Battery, Small Wheels. Scribe - Parchment Paper, Quill Pen, Notebook, Sorcerer's Quill. Tailor - fuse. Woodworker - fuse
- Could we remove these items from "research craft" instead into "material list"? Things like IO Regulators would be a great Rank III - X item.
- I have not done a list of "items required" but I think some of these are also out of date. eg: The special gloves required to make alchemy gloves cannot be obtained, nor the improved engine for a steam engine. Could we go through this list and see what is still available, or required?
As a second-to-final suggestion also related to the craft thread: Instead of the 1st post being some in-character items we might choose to craft with (such as iron, steel or polish) could it be similar to the 14 classes with helpful links to each crafting class? A simple version would be to have each class have its own post, then linking to each post. As a final suggestion related to the craft thread: Could items be organised by their required level, or alphabetically? I think they were originally alphabetically, but new additions were just added at the end of the list, now making it hard to find any recipe in particular. I would be happy to do this for you if you could PM me the plain text BB code.
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Post by Deleted on Oct 13, 2015 9:02:15 GMT
So I read this over, and what you are pointing out makes sense. The issues with the out of date items as well as the clarification. Though if you read "Satchel Bag" in your "out of date" items it explains what it does and it is not out of date if you plan to have multiple build paths on the same character.
My biggest problem with your suggestion is your "significant bugbear" area where you say the problem but give no solutions to. You say that a lot of materials need to be researched and that it clashes with the material fee. Why do you feel that way? Also yes half of the items you create in alchemy do nothing, but what do you want to do to change that. Why do you want to change that? How do you want to change that? Isn't the purpose of researching to expand on the items made and to possibly make brand new ones?
The way the post feels is that you almost want to completely rework how crafting works. If you were to re-work it, how would the new version be? What are the major differences between what we have now and what you're suggesting?
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Dwarf
Inactive Player
Gold:
Tailor
Acrobat
Guild:
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Post by Sark on Oct 13, 2015 9:15:30 GMT
Thanks Sayha. I've edited my post to hopefully make my intent more clear :)
Overall, I am happy with the crafting system. Speaking as a tailor I enjoy learning meaningful new things such as armour, and also quaint new things such as a plushie or soft blanket. So I like both "useful" items and "vanity" items. The next crafting class I plan is brewer, where I will be learning recipes that expand my choices such as soda & spirits. I think these 2 crafting classes are a good example of crafts. Most of the things there are "final products." My suggestion is that other classes mimic this, so Alchemist would go from 20 craft recipes down to 10~12 as the 'non-product' items would be removed such as mana crystals. Removing these recipes would not change the crafting system as pharmacists would still make tablets and blacksmiths would still make metal weapons, but it would remove the "clutter" and help to stream-line our system but it would put classes are an equal footing.
I hope by streamlining the system we will encourage more crafters (less barrier to entry, greater understanding of classes & progress) and by extension more research or at least more options. From what I can gather there are 5 serious, active crafters: Weaver the alchemist, Saber the everything, myself the tailor, Hiro the mechanic & Capsule the pharmacist.
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"La vie est drôle."
Human
Inactive Player
Gold:
Artisan
Exorcist
Guild:
Looking for Guild
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Post by Elkeid on Oct 13, 2015 12:39:43 GMT
Two things: monks are not limited to unarmed or throwing weapons. They also have access to specialized weapons; it is in their class information. Specialized weapons are just not something you can acquire as starter gear, so it is not listed as such for Monks on that page. Second thing that was left out altogether, that you very well may be unaware of: The Avon expansion patch notes, Under V3. In this patch, a few crafting classes were semi merged; artisan and woodcrafter, and brewer and pharmacist. These four classes could borrow recipes from their respective partners, but were limited to the skill set of the class they chose. I recall crafting woodcrafter items last year, but that recollection only came recently. Why? Because there was no mention of it in the crafting thread. That means that a lot of potential went wasted, as most people would be unable to find it (or be bothered to read through old announcements). A note of that should really be left on the crafting page (and maybe the subclass thread, as well). Although we do not have many active woodworkers, pharmacists, artisans, or brewers, it may inspire a few and lessen the burden of choosing for newcomers. That is all I have to contribute for the moment.
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Dwarf
Inactive Player
Gold:
Tailor
Acrobat
Guild:
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Post by Sark on Oct 13, 2015 12:49:04 GMT
Two things: monks are not limited to unarmed or throwing weapons. They also have access to specialized weapons; it is in their class information. Specialized weapons are just not something you can acquire as starter gear, so it is not listed as such for Monks on that page. Thanks! You were right that I relied on the starting gear & the skill list for proficiencies; good to know about specialised weapons! Second thing that was left out altogether, that you very well may be unaware of: The Avon expansion patch notes, Under V3. In this patch, a few crafting classes were semi merged; artisan and woodcrafter, and brewer and pharmacist. These four classes could borrow recipes from their respective partners, but were limited to the skill set of the class they chose. I recall crafting woodcrafter items last year, but that recollection only came recently. Why? Because there was no mention of it in the crafting thread. That means that a lot of potential went wasted, as most people would be unable to find it (or be bothered to read through old announcements). A note of that should really be left on the crafting page (and maybe the subclass thread, as well). Although we do not have many active woodworkers, pharmacists, artisans, or brewers, it may inspire a few and lessen the burden of choosing for newcomers. That is all I have to contribute for the moment. That is an excellent link! It has some really good information in there (like trends between different magical weapons.) Completely off-topic but having that information somewhere would be amazing - if there is any other posts that you're aware of that have great updates I'd love to know it.
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Dwarf
Inactive Player
Gold:
Tailor
Acrobat
Guild:
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Post by Sark on Oct 13, 2015 14:02:57 GMT
OK! Saki had a quick chat and suggested that I make life easy for the mod team (in particular Data Holder) by doing everything. So I will do a few different versions because I am not sure what said team wants. VERSION ONE: CONVERSATIVE No changes, but each craft has had its recipes organised alphabetically. I also moved charcoal into its relevant crafts instead of in "general crafts" Alchemist
Alchemist's Gloves Materials Required: 10 Gold x Item Level, 1 Magitech Inductor, 1 Mana Fragment Posts Required: 1 Other Requirements: Level 20 Alchemist Very simply, a combination of insulating gloves and a Magitech Inductor. This accessory can substitute for the 'Insulating Gloves' tool and is considered a magitech item, with all relevant proficiency required. The benefits of this item are that the Insulating Gloves feed back into the Inductor, allowing for a more efficient and accurate means of sending mana to objects at a distance. Further, by combining these two items together, it's possible to create a safe space for even the most volatile mana fragment variants, preventing their dispersion or corruption. For non-alchemists, the strength of this item is that you can throw mana at distant mana-using objects. Difficulty and efficiency change with distance. Please don't blow up lightbulbs with this. The Inductor is included for all calculations.
Basic Scope Materials: 15 x Item Level Post Requirement: 4 Posts Requirement: Level 15 Mechanic/Level 15 Alchemist A simple scope for firearms, crafted through mechanical insight and infusing glass with alchemy. This small device improves the sight range when equipped on a firearm, offering a small bonus to accuracy when shooting at things.
Charcoal Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith / Level 1 Woodcrafter / Level 1 Alchemist A black, charred substance left behind after burning wood until all impurities are gone. It can be used to light a fire in place of coal should lighter fluid be applied.
Elemental Bauble Materials Required: Stabilized Mana Fragment, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 10 Alchemist, A 2-layer sphere, this bauble has an outer layer that almost looks like ice, followed by a denser inner layer, and a hollow vacuum on the inside. The sphere can be handled without dissipating. Its most unique property is that it will gain the magic elemental properties of nature around itself, as well as anima and mana, until sealed by an Alchemist. Explicitly, this is Fire, Ice, Lightning, Earth, Wind, Water, Darkness, Light, Anima, and Mana. For the most experienced of alchemists, it might be possible to mirror other elements. This sphere has two caveats, however. First, it naturally attains the elements around itself until magically sealed. It cannot be created sealed, as the entire construct would cave in on itself due to the vacuum. Therefore, it often has a mix of muddy elements taken in itself and requires serious effort to get a pure elemental sample inside one of these orbs. Second is that artificial creation of an element will never create a sphere of purity and use equal to one derived from nature. Due to this, it can often be incredibly difficult to get a good majority of one element or a pure sample inside a sphere. The more elementally pure a sphere, the better a material it can become, so cheating this is not advised. The inside of the sphere reflects the nature of the elements it has come in contact with, from frosting over or swirling air inside, although there is no set pattern for any one element.
[Element] Source Sphere Materials Required: 1 Elemental Bauble Posts Required: 1 per element wanted Requirement: Level 21 Alchemist, [Alchemist's Gloves] equipped or in crafter's inventory. Description: Fire, Ice, Lightning, Earth, Wind, Water, Light, and Darkness. The successor to the Elemental Bauble, this is a highly pure sample of an element taken from a natural source of that element made in between the user's hands using Alchemist's Gloves. Higher alchemist levels allow for a more pure (and thus more efficient) sample. Examples of attaining a pure sample include jumping off a cliff for wind, shoving your hands in lava for fire, and swimming to a distant island for water. Taken from a source itself, these items are nearly inexhaustible sources of that element, powered by mana or psyche and are highly stable non-consumables. As before, the sphere reflects its elemental nature and properties. The ability to create this allows a special caveat, "Mixed Source Sphere", an object that can be created in order to determine the elemental concentrations in the area (including Miasma, Anima, and Mana).
Firearm Mana Fragment Materials Required: 1 Stabilized Mana Fragment, 2 Mana Fragments Posts required: 3 Requirement: Level 1 Alchemist A Mana Fragment with its magical energy converted to a semi-volatile state. While it may be stable enough to carry or hold in one's hand, impact with anything when thrown or smashed will cause the fragment to discharge a minor amount of energy. Of course, lower quality fragments have a small chance to backfire on the user and become duds that simply scatter with no explosion. Its power is comparable to a low level grimoire.
IO Regulator Materials Required: 1 Stable Mana Fragment, 1 Reinforced Wire, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 11 Alchemist Originally devised to help control the IO (Input/Output) of Element Source Spheres, Scoria has created this as a means to control how much mana flows into a device in the form of an 'on' and 'off' setting. Surpassing a certain flow of input mana (wind up) to the leads will cause the device to send a specific amount of mana through. If the input mana flow drops below a threshold (wind down, lower than wind up), the device will stop the flow of mana out to the connected device. Both the wind up and wind down values are changed with some alchemic know-how. The actual amount of mana that is outputted is changed with some knowledge, but this is not possible on the fly without Alchemist's Gloves to adjust from a distance. It requires sitting down and calmly tinkering. Usages of this device would be creating a constant stream of an element from an element sphere or producing a constant stream of light or allowing a motor to turn on only when its attached generator surpasses a required amount of output power. The device can be powered by mana fragments or your own mana.
Lunar Illusion Material Required: 1 Magician's Reloader, 1 Grimoire, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 10 Alchemist Lunar Illusion, like its predecessor, is a template contract that can become attached to a singular weapon. However, the weapon and contract are linked by alchemic spell circles that relate to ID values and requires 2 signatures. By applying this contract, the contracted weapon can automatically reload her ranged weapon with ammunition made of mana. The ammo costs 5% of the user's mana per shot and will do half the damage of physical ammuniciton. These projectiles also glow dimly of a color of your choice. By combining the magic properties of the grimoire and the Magician's Reloader together, the range is increased slightly and reload speed limits are reduced when using mana projectiles. In return for the contract, the weapon becomes locked to the user and cannot be traded away. The entire contract can be negated by signing the release line at the bottom, writing 'Void' across the contract, and ripping it into four pieces. Doing so destroys the contract. In order to use this contract, the weapon must be specified and the contract is locked to the weapon. Because of the nature of this contract, proficiency in this weapon requires the user be proficient in the enchanted weapon. This enchantment can only be applied to ranged weapons such as bows or grimoires.
Magic Accessory Materials Required: 2 Mana Crystals, Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Alchemist The Alchemist's answer to accessories, using basic magitech-producing abilities to create small trinkets that react with mana sources. Most accessories producible at early levels provide basic magic boosting effects, such as increased magic damage, increased magic resistance, or very minor changes in MP costs, cast time, skill duration, or cooldowns. Average damage/defense value is equal to Item Level / 4, MP costs are usually decreased by 1% per 2 Item Levels, and cast time, skill duration, cooldowns are typically 0.1 seconds per Item level. The Alchemist that crafts this item may rewrite its name and description.
Magitech Inductor Materials Required: 1 Stabilized Mana Fragment, 1 Reinforced Wire Posts Required: 1 Requirement: Level 10 Alchemist This is in all technicality, a magitech object. As such, those without the required proficiency may find this particular object takes up more power than they'd like. This is a loop of wire coated in a crystalline material that is almost like mana fragments. The crystal has bonded to the wire, so it will not easily dissipate, but is malleable when mana is applied. The main benefit of this item is that it allows someone to feed mana into it in order to remotely power items at short distances such as the mana-powered flashlight or lamp that could normally be powered by hand-to-object contact. The quality of materials determines how many items can be powered, with how much power, at what range, and what the mana loss is in powering an object. In other words, this is a means of transferring power indirectly. You can now keep your lantern at your hip. Because this object must transfer power wirelessly, it has to be at least about wrist-sized. Much smaller than that and its range and utility are sharply decreased. Naturally, unless you are an incredibly experienced Alchemist or Magician or this item is of incredibly high quality (or both), there will always be some loss of mana. Practice with this is required. And of course, you can't use this to push mana into someone. Don't even try. This item can be used by people under its own item level and acts independently of any item it is crafted into for the purposes of its functionality, unless specifically specified. It is ignored in all calculations, unless noted otherwise.
Magnus Transmutation Essence Materials Required: 4 Mana Fragments, 1 Stabilized Mana Fragment, 1 Unstable Mana Core Posts Required: 2 Requirement: Level 10 Alchemist A type of magitech engineering that was based around one being able to summon items from the inventory. Much as one would be able to call out an item from the inventory and have it materialize in the hand, Magnus describes the process of turning something into its psyche and anima essences. Transmutation Essence works essentially as a solvent, breaking down an object into its elements. It can later be precipitated by an Alchemist's power in order to restore the item back to its previous condition. Through this invention's power, things that normally cannot be captured in the form of an item, such as a burning flame or a lingering flower scent can be replicated. Due to being exposed directly to the elements, the Magnus Transmutation Essence will discard these added essences and revert back to its original form after a short time, however. The time it takes for a Magnus Essence to be depleted of an object's essence is equal to its item level in minutes.
Mana Fragment Materials Required: None Posts Required: 1 Requirement: Level 1 Alchemist Condensed and crystallized mana extracted from an individual who was performing a magic-based skill at the time. It is a fragile crystal that melts upon contact with the body and is said to be a possible fuel supply. You obtain 1 Mana Fragment for every post you make in a research or crafting thread. Mana Fragments cannot be speed crafted, but can be bought by spending a Material Fee of 5 x (number of fragments). Purchased Mana Crystals and crafted Mana Crystals may be utilized together in the same craft as long as the crafter indicates how much of each they would like to use.
Mana Liner Shield Materials Required: 5 Mana Fragments, Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Alchemist A basic magitech device by Tessia. It can be attached to a person's clothing or armor in order to create a force field barrier made from psyche. The force field is seen only when anything impacts the character's body with decent force. It is equipped as an accessory and only one can be equipped at a time. When a Mana Liner Shield is equipped and the character is damaged, it will increase the apparent level of the character's armor by an amount equal to the Mana Liner Shield's item level / 10. Note that although this defense is fairly decent, once initiated it will only last for a short time. After the character is struck by any attack, Mana Liner Shield will activate and last for a number of turns equal to its item level / 10 (min duration: 1 post) before turning off for the rest of the thread.
Mana-Powered Flashlight Materials Required: 5 Mana Fragments, Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Alchemist An on-the-go craft proposed by Alchemist Edison. The efficiency of the lamp's energy consumption has been sacrificed for better light functionality. The light from this flashlight is about three times brighter than a regular mana-powered lamp, although it is still fairly dim in the long run and is only really somewhat effective at night. It uses up a Mana Fragment in a mere half minute, but gripping the flashlight with one's hand can also provide a complete circuit, providing light while sapping MP very slowly. Its utility depends on the level of the materials used to make it.
Mana-Powered Lamp Materials Required: 5 Mana Fragments, Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Alchemist Proposed by Tesla of the Embargo Guild's Alchemist division, an Ancient Age lamp restored back to decent functionality, although the bulb's light is very dim. It can be powered by placing a Mana Fragment into its chamber, where it will provide a minute's worth of light before completely using up the crystal. Alternately, you can touch your finger to its chamber and provide near-unlimited light as long as your finger remains in direct contact with the chamber. Its utility depends on the level of the materials used to make it.
Reinforced Wire Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Alchemist A stronger piece of wire that is reinforced by mana during its creation, despite not being intrinsically magical itself. It conducts mana well, an analogous conductor for mana as copper might be for electricity or heat. Useful for future projects but no more than a shiny wire for now. Can replace for any two old filaments in a recipe.
Stabilized Mana Fragment Materials Required: 2 Mana Fragments Posts Required: 1 Requirement: Level 1 Alchemist Researched by Alchemist Endrin, a stabilized mana fragment that can even be held with bare hands without the energy immediately dissipating into the body. It is still very fragile, however, and will immediately shatter if even if struck by a moderate force. Mana Fragments should be kept in a well-protected container if transported. A Stabilized Mana Fragment can also be used to substitute for any two Mana Fragments in a single recipe.
Potassium Nitrate Materials Required: Material Fee (20 Gold x Item Level) Posts Required: 2 Requirement: Level 25 Alchemist A white crystallized substance made after a long period of curing manure with natural substances and animal urine. It can also be extracted from Fertilizer once it has already been made. It is used in making fertilizer and explosives.
Pound of Black Dust Materials Required: 1 Charcoal, 2 Potassium Nitrate, 1 Gallon Drum Posts Required: 2 Alchemist Requirement: Level 45 Alchemist A black powdery substance which is highly volatile created by the Funeral Parlor. In its current form, the powder is not deadly. However, upon applying a slight amount of open flame to the powder, it will ignite. Lower amounts of the powder will simply burn. Larger amounts of the powder can, and will, explode. Increase the amount of powder and more heat to create a larger explosion. Keep this item away from any sources of high heat or open flames. Store it in a sealed and thermal resistant container during transport. You have been warned.
Telepath Countermeasure Material Required: 1 Magitech Conductor, 1 Unstable Mana Core, 1 Reinforced Wire Posts Required: 3 Requirement: Level 20 Alchemist A recipe for a basic magitech device from the toolbox of the Stratford Wardens. It was found that many of the Heretic collaborators they had imprisoned were still able to relay orders to others through telepathy. In response, this invention was designed. It seems to be a popular item among the Lander underground markets for similar reasons as well. This simple device consisting of refined wiring consists of a circuit hooked up to an unstable energy source. A small lever on the side of the device pushes the circuit into place, causing the unstable core to become rapidly depleted. This causes psyche to become released into the atmosphere in short but strong pulses, distorting the sounds of any telepathy communication that happens to be occurring nearby. The device itself is silent but the light from depleted mana it emits is very obvious. A recipient of the telepathy message will usually find themselves having trouble hearing and sometimes even understanding the affected party. The effective range of a Telepath Countermeasure in meters is equal to its item level divided by 5. The effect lasts for an amount of seconds equal to its item level unless it is turned off or broken. After a Telepath Countermeasure is used, it becomes non-functional for the rest of the thread.
Unstable Mana Core Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Alchemist Researched by Alchemist Vayne, a moderate source of psyche energy produced by oversaturating mana into a compact space. It is the opposite of the Stabilized Fragment, providing greater energy but at the sacrifice of stability. Merely placing one's uncovered hand a few inches from it will cause it to dissolve, so it should best be placed in a container. An Unstable Mana Core can also be used to substitute for any two Mana Fragments in a single recipe.
Artisan
Chalk Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Description: Made from the scraps of used art supplies, Clay is an easily accessible tool for scribes, sigilmakers, and artisans to draw what they wish. Simply mix the ingredients, add water, pour into a mold and cook until solid.
Combat Crystal Ball Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Artisan A crystal orb enchanted with magic, allowing it to float beside the user in battle. The user may control it as a mid-range weapon, allowing it to float up to 1 meter away to damage a foe with indirect blunt damage. It is slightly magnetized to the user through mana, allowing it to stay close to them even when it or its wielder is knocked away. The Artisan that crafts this item may rewrite its name and description. Additionally, a Combat Crystal Ball can be upgraded to a higher level by performing a Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Combat Crystal Ball crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Combat Crystal Ball crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Force Accessory Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Artisan Enchanted trinkets and jewelry with effects that amplify the life force of the body, allowing it to achieve a level of achievement higher than the wearer's usual abilities. Most accessories producible at early levels provide basic combat boosting effects, such as increased physical damage, increased physical resistance, or very minor changes in MP costs, attack speed, skill duration, or cooldowns. Average damage/defense value is equal to Item Level / 4, MP costs are usually decreased by 1% per 2 Item Levels, and changes in attack speed, skill duration, cooldowns are typically 0.1 seconds per Item level. The Artisan that crafts this item may rewrite its name and description.
Painting Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1+ Requirement: Level 1 Artisan A painting drawn by an Artisan. Its NPC market value in gold is equal to (10 x [Item Level]) + (50 x the number of posts the Artisan spent making this painting). If speed crafted, the post multiplier is considered to be 0. The Artisan that crafts this item may rewrite its name and description.
Pottery Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1+ Requirement: Level 1 Artisan Pottery work handshaped by an Artisan. Its NPC market value in gold is equal to (10 x [Item Level]) + (50 x the number of posts the Artisan spent making this pottery). If speed crafted, the post multiplier is considered to be 0. The Artisan that crafts this item may rewrite its name and description.
Sculpture Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1+ Requirement: Level 1 Artisan A sculpture created by an Artisan. Its NPC market value in gold is equal to (10 x [Item Level]) + (50 x the number of posts the Artisan spent making this sculpture). If speed crafted, the post multiplier is considered to be 0. The Artisan that crafts this item may rewrite its name and description.
Stone Stamp Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Artisan A small hand-sculpted stamp designed by Artisan Graham. Because of the usually unique design of these stamps, it's often used by Scribes in place of a person's signature in legal documents. The Artisan that crafts this item may rewrite its name and description.
Stone Whistle Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Artisan Recipe by Adler. A small hand-sculpted whistle commonly made and used by shepherds and children. Though small and simple, the sound can travel up to five kilometers if there are no obstacles between you and your target.
Blacksmith
Charcoal Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Blacksmith Requirement: Level 1 Blacksmith / Level 1 Woodcrafter / Level 1 Alchemist Description: A black, charred substance left behind after burning wood until all impurities are gone. It can be used to light a fire in place of coal should lighter fluid be applied.
Crafting Toolset (Metal) Materials Used: Material Fee (10 Gold x Item Level) Posts Required: 4 Requirement: Level 10 Blacksmith Description: Special Accessory. Recipe by Blacksmith Caerbannog. A set of crafting tools made of various grades and types of metal ores and alloys, each tool created to suit the crafting class of the user. The accessory level is lower than or equal to the crafting class level of the user. It has one reforge effect which is Increased Production Quality. The effect is applicable only if the Crafting Toolset is equipped in one of the user's accessory slots. The blacksmith who crafts this may edit the description while retaining the effect.
Equipment Reforging Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Blacksmith The Blacksmith takes an existing piece of equipment and reforges it to give a random enchant, which can vary between elemental damage, damage increases for certain skills, cooldown reductions, increased attack range for certain skills, etc. The type of enchant depends on the type of equipment it is and the types of classes which can wield the equipment. Note that although the crafter can request a certain enchant, it's mostly random so you might not get your desired enchant as easily. Only one reforge can be placed on an item at a time. Equipment bought from the NPC Shop cannot be reforged.
Equipment Mold Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith A recipe by Blacksmith Tenkai. The Blacksmith creates a mold of an equipment design in order to streamline the process taken to perform a craft. This allows the Blacksmith to create multiple types of the same equipment in a shorter period of time. When this item is crafted, the Blacksmith must choose either Weapon or Armor to be made into a mold. For Metal Equipment with an item level equal to or below the item level of this mold, reduce the post requirement needed to craft the Equipment by 1. Equipment Mold is consumed at the end of the crafting thread when the craft is claimed, so it is recommended to craft multiple items before claiming the thread craft.
Flat Irons Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith An item made only of pure iron, which is used in smoothing clothes, primarily used by Tailors. Coals were placed inside the Flat Irons, and the flat metal below will be heated by the coals. The hot, flat metal will be used as the smoother. It can be used as a bonus in a craft claim thread to reduce the post requirement needed to craft the Cloth Equipment item by 1, but will be consumed at the end of the craft.
Fuse Material Fee: 10 Gold Posts Required: 1 Requirement: Level 2 Blacksmith / Tailor / Woodcrafter Description: Created by the Funeral Parlor. An extremely short length of rope fibers twisted together in such a way that causes the object to burn for a certain amount of time. Longer fibers mean more time; one inch is 2.5 seconds of burn time. However, the makeup of ropes makes the burn-time unreliable. To create consistency, it is suggested that a crafter dries out the fuses before use.
Gallon Drum Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Blacksmith Requirement: Level 5 Blacksmith Description: A large metal drum capable of storing up to 1 gallon of liquid or the equivalent in solid materials. If this item is crafted in bulk in a single crafting request, the crafter may choose to add their volume and Material Fees together rather than craft them individually. For example, a 10-Gallon Drum will have a total Material Fee of 50 Gold x Item Level.
Grenade Shell Material Fee: 10 Gold Posts Required: 1 Requirement: Level 10 Blacksmith Description: Created by the Funeral Parlor. A circular object that has a small hole at the top with a hollow core. Its shell is hard enough to contain the mechanisms of the grenade itself, but thin enough to be used as shrapnel for when the object explodes. The shell is also small enough to be attached to the body of the player or held in a small pouch for quick use. This shell does not contain any of the actual mechanisms required of the grenade.
Hand Grenade Material Fee: 1 Grenade Shell, 1 Fuse, 1/4 Pound of Black Dust Posts Required: 4 Requirement: Level 75 Blacksmith Description: An object of destruction, that is what this is. Created by the Funeral Parlor, this weaponized form of hand-held magic is a virtual form of the real life grenade. It is just slightly bigger than the average palm and nestles comfortably into one's grip. It operates using a two-pin safety system and houses enough Black Dust to blast the shell into hundreds of small pieces of shrapnel. To activate the grenade, one must first release the safety pin, which keeps the main lever from accidentally being pulled. Then, the user yanks on the main lever. Inside, two pieces of flint light the fuse. Said fuse burns for five to six seconds before lighting the explosive powder within. Due to the tight space and compression, the Black Dust erupts and explodes. This weapon of doom causes fire damage, can cause bleed effects, and may potentially stun the opponent if they are extremely close to the blast. But beware, once the lever is pulled; the grenade is no longer your friend.
Iron Arrow Heads (10) Required Materials: Material Fee (10 Gold x Item Level) Posts Required: 2 A set of arrowheads that are stronger than the mass produced ones available in stores. This allows for a higher quality arrow to be crafted.
Iron Chain Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith A small shackle of about 2 feet in length, made from metal and designed by Blacksmith Capone. It is considered an accessory and can be fastened to a weapon or shield to allow it to be quickly retrieved if knocked to the ground. Some also use it for the sake of extending the range of their melee attacks to midrange. It's said that there is a fighting technique where the fighter wears a chain on each of their limbs, allowing for the chains to act as auxiliary yet minor damage dealers whenever their attacks don't reach far enough. This is known as the Fugitive style, popularized by Monk Cody due to these chains' classification as accessories and not weapons. Its sturdiness depends on the level of the materials used to make it.
Iron Nails Materials Required: Material Fee (5 Gold x Item Level) Number of Posts: 2 Requirement: Level 1 Blacksmith Rather shoddy nails made of dark iron, they're particularly useful for Artisans and Woodcrafters for building houses and other such things, though it's possible that Mechanics or Alchemists could also find uses for them. They're rather square in shape and look rather easily prone to rust, though they seem sturdy enough for their purposes. The weakest point in at the base, where the head connects to the nail; perhaps with better materials, it could be made stronger. A recipe by Cocktail. Every Iron Nails craft creates five nails.
Iron Screwdriver Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith Proposed by Blacksmith Saber, an item made entirely of pure iron which is used in the tightening of objects with the same head-slot as the tip. The screwdriver can vary between three tips: "Phillips-Head" (which has a plus-end tip), to a "Flat-Tip" (which has a wedge-type tip), or a "Star-tip" (which can have multiple different numbers of edges depending on the fabrication method). It seems like it'll come in handy as a tool for Mechanics and Woodcrafters especially.
[Housing] Lantern and Lamp Recipe Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Blacksmith Description: Special Accessory. A recipe by Blacksmith Caerbannog. It is a metal lantern or lamp which may come with lantern sticks and lamp posts or lamp mounts. The crafted item is optimized so that it will be able to hold a natural light source such as a candle safely and for a longer period of time. It may also contain a mana-powered light source instead, though the crafted item itself does not respond to mana. If used with the Magic Light skill, the skill-created light that it contains will have its duration increased accordingly. Effect: Magic Light Skill duration increase by Item Level x 0.1 seconds for all classes. Maximum duration increase is up to 150% normal duration. Example: Level 10 Lantern will increase Magic Light duration by 1 second. The blacksmith that crafts this may rewrite the description while keeping the item effect.
Metal Accessory Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Blacksmith Accessories crafted from metal and worn as small trinkets. They can be worn as a fashion statement or utilized for their effects. Every time a Metal Accessory is produced, it will come with a Weapon-based reforge. Metal Accessories possess no defense value. The Blacksmith that crafts this item may rewrite its name and description. The higher the accessory's crafted level, the more potent the reforge's effects will be.
Metal Bat Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Description: Recipe by Blacksmith Caerbannog. A blunt weapon that may also be a sports implement. This item is specially made so that it will work well with softballs or baseballs instead of just inflicting blunt force trauma. The Blacksmith that crafts this item may rewrite its name and description. Comes with a reforge called [Increased Projectile Knockback], increasing the knockback distance of projectiles hit by this bat by a percentage equal to the bat's level.
Metal Equipment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith A simple metal weapon or armor forged by fledgling blacksmiths. It is crafted from metal and forging methods that increase in complexity. The Blacksmith that crafts this item may rewrite its name and description. Additionally, a Metal Equipment can be upgraded to a higher level by performing a Metal Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Metal Equipment crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Metal Equipment crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Metal Sheet Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Blacksmith Requirement: Level 1 Blacksmith A simple sheet of metal capable of being mended into different shapes or being used to cover things.
Mount Whistle Materials: Material Fee (10 Gold x Item Level) Posts Required: 1 Requirement: Level 21 Blacksmith A recipe created by the blacksmith Caerbannog based on the mount whistles of woodcrafters, it is a metal whistle that can call forth a domesticated terrestrial mount, commonly a shire horse or pony. Animal Trainers may use this item to summon a specific trained animal of theirs. Otherwise, only domesticated animals (e.g. farm animals, shire horses) or wild creatures with naturally Friendly or Docile nature (e.g. young pittered boar, briar weasel) can be used as mounts. Mounts summoned this way have very little HP and will dismount their rider and run at the first sign of danger. Cavalier personal mounts are unaffected by this item. Only one mount may be summoned at a time using this or similar items. The blacksmith that crafts this item may change the description but the effect must be retained.
Pet Armor (Metal) Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 15 Blacksmith Description: Special Accessory. This takes up an accessory slot. A recipe by Blacksmith Caerbannog and Tailor Kumori. Allows an animal trainer (the user) to equip a pet with an armor that was specifically crafted for that creature. The total of the armor's defense rating and reforge level may be lower than or equal to the animal trainer subclass level of the user. The defense rating only increases the defense of the pet, not of the user. The reforge effect affects only the user, not the pet; its effect applies only if the pet is currently summoned. The material may be made of metal (blacksmith), leather or cloth (tailor), a mix of leather and cloth (tailor), or a mix of metal/leather/cloth (blacksmith+tailor). The blacksmith or tailor who crafts this may rewrite the description.
Pet Carrier Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Blacksmith Description: A recipe by Blacksmith Caerbannog. Allows an Animal Trainer to store otherwise undomesticated or simple animals around for later use or care. The level of the carrier must be equal to or higher than the creature's level, as most can easily break out of low leveled containers. It is also well advised that said monster or animal be on at least friendly terms with the trainer, else you run the risk of them mauling you when they're finally free.
Scaled Armor Required Materials: Material Fee (20 Gold x Item Level) Requirement: Level 30 Blacksmith Description: Armor which has been forged after tireless days of hard work and research done by the Funeral Parlor. Scaled armor is formed out of an array of tiny pieces, or scales (and that is where the name derives from). The pieces, or scales, are formed and welded together in such a way which increases flexibility for the user while keeping the same level of protection and weight as an equivalent piece of Light Armor does. The armor is much easier to maintain than plated or leathered armor, as the damaged pieces can be removed and replaced by a skilled blacksmith. In addition to that, the armor is slightly modular, allowing the user to "personalize" the armor by increasing or decreasing the amount of surface area they wish the armor to have (Ex. A full sleeve of scaled armor, or just half-of a sleeve). Anyone intending to craft this armor, however, must know the dimensions of the person they are crafting for, as the number of scales required in the armor will be proportional to those dimensions. Cloth can be attached underneath the metal to make it more comfortable to the wearer.
Specialized Weapon - Martial Arts Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Blacksmith Adapted after Woodcrafter techniques, this recipe allows the Blacksmith to make standard martial arts equipment such as bo staves and nunchuks. Specialized weapons of the Martial Arts category are primarily tailored toward Monks. These weapons are considered blunt weapons but may be used by any class without equipment penalties. Keep in mind that most classes specialize in certain weapons because their respective class focuses on that type whenever performing skills. Therefore, while flexible in combat, specialized weapons may come at the cost of a more limited skillset. Due to the high wood content, note that reforging this type of weapon still requires a Woodcrafter.
Brewer
Basic Wine Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer or Level 5 Chef An alcoholic beverage generally made from fermented grapes, though other fruits can be used as an alternative. Drinking this drink provides a slight HP restoration. Due to the qualities of this item as a cooking ingredient, it can not only be used by a brewer to make beverages, but also a chef to give a distinctive flavor to their cuisine. If this item is used in a craft, the resulting crafted item's HP restoration effect is doubled. This effect does not stack or carry over. The Brewer that crafts this item may rewrite its name and description.
Distilled Spirits Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer A recipe designed to take the user from 0 to drunk in 3.2 seconds, this potent ethanolic beverage burns at the throat and at the taste buds. Restores moderiate health, but mades the consumer rapidly drunk.
Iced Beverage Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer or Level 5 Chef An alternate recipe to the ordinary beverage that calls for the additional of some Britain Snow. This creates a cool drink that can greatly quench the thirst on a hot sunny day. Careful not to drink too quickly though, since brain freeze is still a thing here. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post. The Brewer that crafts this item may rewrite its name and description, but must retain its effect.
Ordinary Beverage Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer or Level 5 Chef Players who have taken the Brewer crafting subclass are able to create drinks that actually retain their taste. In order to do this, though, the brewer must utilize their knowledge from the old world in order to know the proportions that go into a good drink. Comes in alcoholic and non-alcoholic varieties, depending on the recipe used. Drinking this drink provides a slight HP restoration. The Brewer that crafts this item may rewrite its name and description.
Soda Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer A fizzy beverage loved by children and college students alike. It's generally made with carbonated water, sweeteners and a flavoring agent. Drinking this drink provides a slight HP restoration and a minor increase to movement speed. The Brewer that crafts this item may rewrite its name and description.
Unfounded Drink Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: N/A The default result of mixing alcoholic beverages together using the system menu. Craftable by any player, even those who are not Brewers. Using this option will allow you to pretty much create a variety of drinks, except that they come with absolutely no taste at all. The character that crafts this item may rewrite its name and description.
Chef
Desserts Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 It isn't just ordinary food, but it's much more than a sweet confection. Giving a slight restoration in both MP and HP, desserts are a carefully crafted work of art in the cooking industry with their icings and colors and decorative pieces. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Fried Meal Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef Junk food now comes with taste! Due to the nature of this food, eating it provides a slightly greater HP restoration, but makes the character more vulnerable to sickness debuffs for the duration of their next post. Not to mention, weight gain is apparently possible in this world as well. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Frozen Food Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Chef An alternate recipe to ordinary food that requires refrigeration or Britain Snow, or a recipe to create completely frozen food; proposed by Chef Caerbannog after a whole day of being lost in Snowdonia. This creates a cold meal or dessert that can cool down the user. May cause brain freeze. May provide HP restoration or MP restoration, but not both. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Medicinal Pastilles Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Chef A chewy, flavored pastille that has medicinal effects of either restoring HP or MP depending on the Base Herb that is used. Candies are delicious and convenient, especially for getting children (or adults) to take their medication without fuss. To create this successfully, chefs are required to have prior knowledge of crafting Ordinary Food and Sweet Confection.
Monster Bait Materials Required: Material Fee (5 Gold x Item Level) Requirement: Level 5 Chef A food item that is more appealing to monsters then humanoids. Does not provide any bonuses from being eaten, but can lure monsters to a specific location, draw agro when held, or act as a distraction. May not effect monsters whose level is higher then the item’s.
Ordinary Food Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef or Level 5 Brewer Players who have taken the Chef crafting subclass are able to create food that actually retain their taste. Doing so requires that the Chef rely not on the system menu, but on their real-life cooking skills. As such, pretty much any foods in real life can be made as long as the proper ingredients are provided. Eating this food provides a slight HP restoration. The Chef that crafts this item may rewrite its name and description. Drinks may be made by Chefs, but they will usually lack any special effects that a Brewer may otherwise be able to add.
Poison Resistance Confection Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef A specialized recipe for producing candy-like food items which may be sweet, tangy, bitter or spicy. It typically uses a bitter ingredient such as chamomile and provides a 10% resistance to poison attacks for the next 15s. Cooldown is 60s.
Pet Food Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Chef Based on Ordinary Food, this specialized recipe can coerce regular mobs to ally with animal trainers. Alternatively, it provides 25% HP restoration over 15 seconds per item Grades to scouted/domesticized pets or to summons (Grade 1 Pet Food = 25% HP/15 seconds, Grade 2 Pet Food = 50% HP/15 seconds, Grade 3 Pet Food = 100% HP/15 Seconds.) It typically uses ingredients that the pet or summon likes. Cooldown is 60s. Effects are halved when used in combat.
Rien's Ice Cream Cake Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 10 Chef The winning recipe of the July Cooking Contest. It is a celebratory cake baked from white chocolate and egg batter, topped with ice cream and syrup. If eaten by an Adventurer, it provides the same bonuses as a Sweet Confection. If eaten by a monster or animal, it makes the monster's nature friendlier (Docile and Curious become Friendly, Cowardly and Wary become Docile, Predatory and Aggressive become Wary).
Sauce Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Chef Researched by Chef Caerbannog. The result of mixing food ingredients together with one base ingredient, a seasoning and an additional ingredient or seasoning. Craftable by any player even those who are not Chefs, and some may not require actual cooking. This adds some flavor to other food items, even to Unfounded Food, however the taste is highly dependent on materials used. The character that crafts this item may rewrite its name and description.
Spicy Snack Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef Spicier variants of a normal dish! You just want to eat something cold after a single bite. Eating this food provides a slight HP restoration. After using this item, the character takes 10% less damage from Ice-based attacks but takes 10% more damage from Fire-based attacks for their next post. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Sweet Confection Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef A specialized recipe for producing sweet candy-like foods. An item produced by this recipe instead of the basic default provides a slight MP restoration. Be careful of eating too much, lest you spoil your supper. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Unfounded Food Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: N/A The default result of mixing food ingredients together using the system menu. Craftable by any player, even those who are not Chefs. Using this option will allow you to pretty much create a variety of foods, except that they come with absolutely no taste at all. The character that crafts this item may rewrite its name and description.
Mechanic
Basic Locking Mechanism Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 3 Mechanic A physical lock which can be engaged by setting the mechanism and disengaged by popping in the right key. Guild Halls and player-owned zones are locked not by these mechanisms, but by a special menu that is accessed through the interface. Still, for those who don't have the luxury of officially purchasing their own safe base, this lock can be used to keep things secure. But keep in mind that its composition from old material means that a dedicated thief can probably open it by brute force without too much trouble. Its utility depends on the level of the materials used to make it.
Basic Music Box Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Mechanic A small toy that can play about a few dozen recorded notes in repeat as long as it is winded. It comes in a rather old and flimsy wooden box, and its utility depends on the level of the materials used to make it. Keep in mind that this is only the music box's mechanism, considering that many will also want to collaborate with a woodcrafter to make a nice box to hold this item in. The Mechanic that crafts this item may decide what song it plays.
Basic Scope Materials: 15 x Item Level Post Requirement: 4 Posts Requirement: Level 15 Mechanic/Level 15 Alchemist A simple scope for firearms, crafted through mechanical insight and infusing glass with alchemy. This small device improves the sight range when equipped on a firearm, offering a small bonus to accuracy when shooting at things.
Mana Shard Battery Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Mechanic A recipe by Mechanic TheEnd. This item is extremely fragile due to the fact that it is made with weak materials, but it is made from two straightened energy coils then wrapped together in a way similar to a basic basket shape, where a mana fragment could be placed to provide some kind of energy that could be charged or discharged upon command. Right now it doesn't hold energy for very long, though if you're quick and place enough mana into it, you could give a small jolt to a wet finger touching it.
Musket (Revolver or Clip) Materials: 15 x Item Level Post Requirement: 3 Posts Requirement: Level 20 Mechanic Crafted by Mechanic Hirosame. Not quite as simple as the pistols that it was based off of, this gun category involves a much longer barrel and a clip that loads in in front of the trigger, much like the M1 Garand of the olden days of war. Likewise, it can also be revolver-fed, like a Lever-Action Rifle. Also an upgrade from the Warden's Musket style, these also feature some extra customization aspects to them. The bullets they fire are of a higher caliber than that of a pistol, and fire more accurately, but costs at least 3 times more than just a pistol, since the machinations inside are much more complex.
Pistol (Revolver or Clip style) Materials: 5 x Item Level Post Requirement: 3 Posts Requirement: Level 20 Mechanic Crafted by Mechanic Hirosame. A simple small-arm pistol. This mechanism features the capacity to hold clips or fire from a revolver-style method of ammunition consumption. Clips are decided upon at the creation of the pistol. Originally figured out by having learned from the pistols that Wardens had started with, this is a slightly upgraded version, that has a little more customization than the original ones that they were forged from. These guns boast slightly higher accuracy, as well as some form of customization. Explanation: As Mechanics are able to make bullet-based guns, this is the first iteration of just such a contraption. After having used Quality Control to examine a normal gun, from the Wardens armory, Hirosame learned how to make these types of guns, and improved upon them. Simply an upgrade in technology.
Portable cooking stove Material Fee: (15 Gold x Item Level), Mana shard battery. Posts Required: 2 Requirement: Level 5 mechanic Description: A small box-like stove used for cooking while out in the field. Powered by a mana-shard battery. Very useful when heading into dangerous dungeons where one cannot find good wood or tinder to light a fire. It is not large or powerful enough to heat a person or prevent them from freezing. The mana-shard battery only lasts for a short while, so use it wisely. (5 posts per battery)
Roller Blades Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Mechanic Boots fitted to the user, with four wheels in a straight line on the bottom. There is space between the boot and wheels to allow the wheels to turn, but can be stepped down on to apply some sort of a brake. User need only kick their legs forward to move. Moderately useless outside of paved ares.
Shape-Shifting Weapon Materials: 15 x Item Level, and both weapons/utensils included (Max 2). Post Requirement: 4 Posts Requirement: Level 20 Mechanic Crafted by Mechanic Hirosame. A weapon that can shift into another weapon or utensil, necessary for combat. The way that it works is that it shifts into one weapon or utensil from another weapon or utensil, and then back, depending on the situations. For example, a Great Sword shifting into a Tower Shield, then back into a Great Sword, when one wants to successfully swap from offense to defense without much difficulty, or the need to switch weapons mid-battle. These weapons can shift form by a certain designated motion that the user applies to it, in order for it to shift into said changes. Versatility in the field is enough to change a war. The animation time on a shift is 1 second; the cooldown is 5 seconds.
Skateboard Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 5 Mechanic A Board with wheels on the bottom. Good for travelling around city areas at a good speed, and requiring only the use of one's legs to power. User need only kick their leg against the ground to gain/maintain speed, or go down a hill. Moderately useless outside of paved areas.
Small Wheels Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 post Requirement: Level 1 Mechanic Little wheels used to make Skateboards or Roller Blades. Made from average materials. 1 unit of Small Wheels makes 4 wheels all together.
Steam Engine "Caerbannog" Materials Required: 1 Upgraded Steam Engine, Material Fee (10 Gold x Item Level) Posts Required: 3 A Locomotive Engine created by Mechanic Hirosame, in honor of his friend Caerbannog. This Steam Engine is designed to move along tracks at a steady pace of up to 50 km/h or 31 mph. This type of train is designed to move cargo or passengers across a long distance while maintaining speed and efficiency. It will use coal or some other resource to power the engine in order for it to move. Can be powered by magic or magitech in later iterations. This is effectively the first locomotive made ready for use.
Steam Engine “Kumori" Materials Required: 1 Upgraded Steam Engine, Material Fee (10 Gold x Item Level) Posts Required: 3 A Locomotive Engine created by Mechanic Hirosame, in honor of his friend Kumori. This is an experimental engine, not meant for being on the tracks for now. Should the Caerbannog Engine work well, and further advancements are made, the idea is to have this be the base for said advancements. The engine's capacity can go as fast as 70 km/h, or 43.5 mph, but at the cost of more coal or other resource being used at once. While inefficient, it is meant for being a base for advanced methods of transportation. Can be used to transport items, but at high costs.
Upgraded Steam Engine Materials Required: Material Fee (20 Gold x Item Level) Posts Required: 5 Requirement: Level 11 Mechanic A Steam Engine that has been upgraded to a larger size and a higher efficiency output. While it in and of itself isn't that much greater of an upgrade, it is meant to be a preliminary step towards higher-tiered engines. This is basically something that a Level 11 Mechanic could make just by using the Quality Control ability, disassembly and reassembly are possible due to this. An expensive, yet necessary, upgrade that will bring the future of trains into reality.
Warden Armor Materials: 20 x Item Level Post Requirement: 4 Posts Requirement: Level 10 Mechanic Crafted by Mechanic Hirosame. A set of Warden Armor forged by fledgling mechanics. It is crafted from metal and forging methods that increase in complexity. The Mechanic that crafts this item may rewrite its name and description. Additionally, Warden Armor can be upgraded to a higher level by performing a Warden Armor craft with the item to be upgraded and then paying 2/3 the required Material Fee. Warden Armor crafts at Level 31-60 have a Material Fee of (30 Gold x Item Level). Warden Armor crafts at Level 61-90 or higher have a Material Fee of (40 Gold x Item Level).
Wind-Up Mechanism Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Mechanic A basic gear piece that allows a small machine like a music box to run for a few seconds. It's said that the Industrial Revolution guild is trying to make this concept work on a larger scale. Its utility depends on the level of the materials used to make it.
Pharmacist
Anti-Poison Poultice Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Pharmacist A recipe by Capsule. A poultice made from herbs that counteracts poisonous substances, by applying it to the affected area. The poultice has a very minor healing effect that should not be relied upon, nor should it be ingested. Ingesting it has a chance of worsening the poison debuff.
Anti-Stun Tablets Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Pharmacist Researched by Pharmacist Hanelli. A tablet that can be quickly ingested while in the heat of battle, this can help recover against the Stun debuff, allowing whoever has taken it to move right after being inflicted with the Stun debuff. Normally comes in tablet form, but instead if it being chewable, it is soluble, because once the player ingests this, it dissolves and becomes a liquid form, therefore allowing movement once the body has absorbed its liquid form.
Anti-blindness Vapor Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 30 Pharmacist A recipe by Pharmacist Capsule. A potion derived from an herb that restores vision to a victim effected by the blind debuff. It is stored within an ampoule for easier access and usage, and is released as a vapor when the capsule is shattered. Its effectiveness depends on the average level of the materials used to make it.
Appearance Change Potion Material Required: Material Fee (250 Gold) Posts Required: 3 Requirement: Level 50 Pharmacist A sweet-smelling indigo liquid that can be drunk before bed overnight, causing the drinker to wake up as a new person altogether. The appearance is dependent upon one's mindset upon drinking the potion, so there have been cases where intoxicated individuals... received quite a wake-up call. A character may use this item in the Market Center to change their in-game FC to any other FC of their choice. This item is consumed upon use afterward.
Appearance Reversion Potion Material Required: Material Fee (200 Gold) Posts Required: 3 Requirement: Level 30 Pharmacist A sweet-smelling blue liquid that can be drunk to change the drinker's body in a matter of minutes. It's said that Adventurers are able to use this potion to change their appearance back to a form not unlike their original appearance back in their old world. This wondrous effect does not seem to apply to Landers as they do not have such a form to transform into, but it will still get rid of scars and is a decently demanding cosmetic item. An Adventurer may use this item in the Market Center to change their in-game FC into the real-world FC or appearance description they stated in their character profile. This item is consumed upon use afterward.
Burn Cream Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Pharmacist Based on Pharmacist Capsule's recipe. A thick, yellowish paste that can be applied to minor burns. The paste provides a cooling and minor healing sensation when applied to the affected area. Its potency depends on the average level of the materials used to make it.
Charm Potion Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Pharmacist A potion made from aromatic and aphrodisiac herbs. This reddish concoction causes a charm effect when used against an enemy, causing them to temporarily turn against their allies. A good wallop to the head or death can usually counteract it, however. The duration depends on the level of the materials used to make it.
Corrosive Poison Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Pharmacist A recipe by Pharmacist Capsule. A potion that is made by combining an impure poison with two mana shards. When shaken and tossed at an opponent, the mana activates and causes the poison within to become corrosive, like a weaker form of acid. When it makes contact with its intended target, the concoction causes a moderate burning effect, along with a stronger poison debuff. Unlike the standard impure poison, however, the duration of this debuff lasts only thirty seconds, but acts faster. The sickness debuff remains the same; all stats lowered for about a minute. Drinking it directly will lower the player's health by 200. Its potency depends on the average level of the materials used to make it.
Greater Mana Potion Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 30 Pharmacist A recipe by Capsule. An upgraded version of the lesser mana potion, that restores about 20 MP per average level of the materials used to make it. Its base level is level thirty, making it unavailable for crafting for those below this level. It also requires that the Pharmacist have knowledge of the lesser mana potion.
Henna Dye Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Pharmacist Made from crushed leaves from the mignonette plant, the resulting powder can be mixed with acidic liquids and applied to the hair, skin, nails or fabric. It's popular among those who enjoy body art like tattoos, or just want to appear exotic. It is equipped like a "skin," but does not take up an accessory slot. The quality of the dye depends on the level of materials used to make it. The Pharmacist who makes this product may rewrite the description. It's possible that an Artisan could make these (useful) accessories, with actual effects.
Impure Poison Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Pharmacist A fairly diluted poison suggested by Pharmacist Polio. It has a toxicity rating of 5. Drinking it directly will lower the character's current HP by about 100. Of course, its attributes as a poison makes it more useful when applied to a weapon and used to attack an enemy. Enemies struck by a weapon affected by Impure Poison have a chance of acquiring a minor poison debuff which slowly lower HP over the course of a minute and sickness debuffs which lower all stats for about a minute. Its potency depends on the average level of the materials used to make it.
Lesser Mana Potion Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Pharmacist A recipe by Capsule. A basic mana potion that restores about 10 MP per average level of the materials used to make it. It's good for lower levels, but lacks the oomph higher levels need.
Medicinal Formula Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Pharmacist A basic healing potion that restores about 20 HP per average level of the materials used to make it. At low levels, this amount is essentially a player's entire amount, but higher level players will require a few in order to heal back to full HP. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Medicinal Pastilles Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Pharmacist A chewy, flavored pastille that has medicinal effects of either restoring HP or MP depending on the Base Herb that is used. Candies are delicious and convenient, especially for getting children (or adults) to take their medication without fuss. To create this successfully, Pharmacists are required to have prior knowledge of crafting Medicinal Formula and Lesser Mana Potion.
Medicinal Tablet Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Pharmacist A healing pill that restores about 30 HP per average level of the materials used to make it. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 2. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Miasma-Cleansing Spray Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Pharmacist A recipe passed down among the citizens of the Avon Valley to combat the threat of the Heretics. By breaking down mana into its basic composition of psyche, the element is infused into a spray that serves to clean away traces of Miasma. Applying this spray to a character affected with Corruption will reduce their Corruption points by 5. It also deals minor damage to monsters of the Miasma element.
Miasma Perfume Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Pharmacist Smell like pure evil. A spray that seems to induce aggression toward whoever this is sprayed on. For the next 3 posts, all monsters that interact with the target makes the monster's nature more hostile (Friendly becomes Docile, Docile and Curious become Wary, Cowardly becomes Predatory, Wary becomes Aggressive).
Minor Potion of Luck Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Pharmacist A basic potion which increases the chances of landing a critical hit for a short period of time. It has a toxicity rating of 1. The duration and strength depends on the level of the materials use to make it.
Pet Medicine Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist Medicinal pills and shots for pets/tamed beasts. The pills can be lightly roasted or left to dry after combining the powdered herbs and solvent, mostly based upon the pet's temperament. The shots are reserved for fleshy monsters and animals, and are generally not advised for the squeamish. The medication itself restores 18 HP per average level of the materials used to craft it. Low leveled pets can get by with the lower doses, but high leveled pets require much more.
Potion of Nighteye Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist Researched by Pharmacist Icyferno. A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it.
Potion of Water Breathing Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist A recipe by Capsule. A potion derived of herbs from the sea, it allows the user to spend an additional two minutes underwater. This makes underwater combat or diving expeditions less wearisome. One should still be wary of swallowing too much salt water, however.
Repel Essence Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 15 Pharmacist An orange liquid suspension that appears as a murky mist once unbottled. Pouring it over a target's body causes the mist to attract itself to the body, making the target appear as though they were emitting this mist. Nevertheless, the presence of this mist is repulsive to most predators, keeping them from attacking. For the next three posts after use, monsters of the Aggressive and Predatory nature become Wary toward the target. If a monster's level is higher than the item level of the used potion, it is not affected.
Smoke Grenade Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist A flask containing powder derived from plants which can produce smoke spontaneously when ignited. The neck of the flask contains powder derived from a herb which burns slowly when it comes into contact with mana, which can be released through the flask. This gives the user a maximum of three seconds to prepare before the flask explodes and releases a large torrent of smoke.
Sleeping Potion Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist Based on Pharmacist Capsule's recipe. A potion made from herbs that are famous for their ability to induce slumber. Drinking it results in an almost instantaneous sleep that can last up to a minute or until the target is struck. Its potency depends on the average level of the materials used to make it, with monsters whose level is higher and sleep-resistant monsters suffering noticeably fewer effects.
Stat Booster Materials required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 20 Pharmacist A recipe by Icyferno. A potion which temporarily increases a specific stat, allowing the user to momentarily go beyond their current limits. It is especially useful when used in a fight with an opponent much stronger than oneself. The effects of the potion do not stack with itself, even if the stat increased is different, but will stack with anything else. The stat that will be boosted must be referenced in the crafting thread, where it is made. The boost in stats is equal to that of a number between 1 and 5 Levels higher than what the user's current level is, capping at Level 100. Item Level determines the level increase, in that Item level 1-22 will increase by 1, 23-54 will increase by 2, 55-70 will increase by 3, 71-99 will increase by 4, and 100 will increase by 5. The duration and extent of the increase depends on the level of the materials used to make it, directly correlating to the stat bonus, and it has a toxicity rating of 2. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Skinwalking Potion Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 50 Pharmacist A recipe by Pharmacist Capsule. A deep violet potion that allows the user to transform into an animal or monster in the area. In doing so, they lose the ability to attack or speak, but their identity (IGN, guild, etc.,) is replaced with the basic info of the creature they are mimicking. The disguise is shattered when the user is assaulted or leaves the area. The level of the potion depends the highest level of monster the user may mimic. While great for espionage, it is not advised to masquerade as higher leveled monsters or field bosses, as others may attack you on sight. It has a toxicity rating of 3.
Tranquilizer Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 30 Pharmacist A recipe by Pharmacist Capsule. A liquid sedative in a syringe that causes tranquility within the affected person or beast. Lower doses have a desirable calming effect, while higher doses can inflict drowsiness, slurred speech, poor judgement, clumsiness, and lowered reflexes. It does not quite work like the Animal Trainer's Pacify skill, in that it does not lower a monster's nature. The effects do last for thirty seconds, however. Its potency is reliant on the average level of the materials used to make it, and has a toxicity rating of 4.
Scribe
Basic Contract Material Required: 1 Magic Ink, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Scribe A basic contract for anything the two partys signing the contract want. Since it is the very basic one, it has to be 50/50, the requirements have to be small, the drawback from not fulfilling it is very small and it needs one witness. Can be used as a basis for upgraded ones. It will only work if both parties are willing to sign.
Basic Grimoire Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Scribe, [Quill Pen] in crafter's inventory Through Scribe Hemmurabi's research, basic spellbooks that have been enchanted with enough mana that they are able to shoot weak magic bolts similar to the grimoires available from shops and starter lists. The magic bolts are non-elemental, utilize the player's MP to cast, have a maximum range of 2 meters, and possess a cooldown of 2 seconds. The Scribe that crafts this item may rewrite its name and description.
Call The Stars Mats Required: 1 Parchment Paper or 1 Crystal Dreams, 1 Magic Ink Posts Required: 1 Requirement: Level 15 Scribe, [Quill Pen] in crafter's inventory Originally created for the purpose of maps, this craft is one part enchantment and one part crafted object. In the case of maps, this object allows for said map to have the capacity to record 3 dimensions of information instead of just two. It, following the properties of Crystal Dreams (and by extension Magician's Paper) allows for free scrolling and 3-d projections of the recorded data. The main bonus of this item is that it allows extra data to be recorded and held. In the case of other schematics, it'll just allow for the diagram to be projected. Because it's Magician's Paper, edits are freely possible for the owner. Naturally, this works with Heart Compass and it's recommended to be used with Half-Gaia Map so the entire world's map becomes topographical and you can have all the data. In the case of instances with different map data, all instances will be recorded and can be switched between. It overwrites some of the basic functions of the minimap in order to engage in shenanigans. Also it's an Enchantment, so it naturally doesn't destroy the object it enchants, just augments it. And should be noted as such when crafted. The Schematic is not consumed. Use maps. If it's anything but a map, you're wasting some money. The schematic needs to be made of Crystal Dreams.
Crystal Dreams Materials Required: 1 Magician's Paper, 1 Invisible Ink Post Required: 1 Requirement: Level 10 Scribe Crystal Dreams provides a one sided upwards projection of whatever the owner wants, essentially projecting a hologram. The hologram cannot extend horizontally beyond the bounds of the paper it's on, meaning that if you have a 1 square meter paper, it can't extend outside that square. The complexity and height of creations is dependent on both the ingenuity of the user, their proficiency with magic objects, and a hard cap produced by the level of Crystal Dreams itself. This object is essentially able to create holograms that can go anywhere from completely transparent to completely opaque, making it useful for setting up sight walls and blocking vision for the less intelligent AI. The object itself is highly vulnerable, so cutting a scroll made of this will result in half becoming unusable. Good for shenanigans, although because everything is holographic, there's no solid component. Some people swear the object itself 'feels' like mana, which often results in a different feeling based on the creator of the illusion. The scribe that makes this object can rewrite its description for size purposes. This object can be used on any object that needs Magician's Paper.
Explosive Runes Materials Required: 2 Magic Ink, 1 Mana Fragment Posts Required: 1 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory. Explosive Runes is a type of ink with a rather unique function. When someone reads the words written by this item, the ink will explode, dealing both concussive and fire damage proportional to the amount of ink used. The damage of the runes and the range at which they can activate from being read scale with level, although the writer can minimize the range if they would like. At level one, the range is 5 meters maximum. Perhaps the best point of this item is that it comes in both liquid ink form and chalk form, allowing even those without a quill to engage in dangerous hijinks. Due to how much ink is used, this item can be used up to three times before it is completely consumed. Using it all at once will surely leave an 'impression' though.
Half-Gaia Map Materials Required: 1 Magician's Paper Posts Required: 1 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory. This map of the whole world offers some special features. First, a compass in the corner that will always point north, as well as pointing out where north is on the map itself. Second, the map is dynamic and can be zoomed out or in and have its content moved across the map 'pane', allowing one to write in very small notes or get a cohesive view. Finally, this map automatically updates in relation to the user's minimap, not requiring the user to press their quill to it. To view or interact with the map, a nominal amount of mana is required. It features some downsides and limitations, of course. The map will not update if the user does not own an area map. No "UFK - London Map" means this map won't update for the 'London Area'. This naturally includes dungeons within the area of any given map. And of course, the map does not reveal any area that a normal map would not reveal. It simply acts as a way to pull every map into a single, easy to use map with space for the whole world's maps.
Heart Compass Materials Required: 1 Magic Ink, Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 3 Scribe, [Quill Pen] in crafter's inventory This item is a 2-part spell circle. The first is applied to a 'tracker' object, usually a card or something small. The second is applied to a decent sized writing surface, the 'receiver'. The item functions by matching wavelengths between receiver and tracker, with range increasing based on quality of the materials. Whenever activated, the tracker glows obviously and has the word 'Tracking' appear on it. In its basic form, a mana-formed 3-d arrow appears on the receiver dynamically pointing towards the tracker. The arrow gets bigger the closer you are. In the special case that the receiver is a map crafted with Magician's Paper, the receiver gains special bonuses. Namely, the map can also show a dynamic radar of any trackers within range on the map itself, with each expressly labeled and showing up as dots. Note that the limits of the map are still in place. For instance, being on the wrong floor. By creating this object, it is assumed any number of parchment or maps have the receiver function. The maps and parchment are not consumed. Any number of 'tracker' objects can be tracked, but beware of flooding your page to the point no arrow can be seen. Tracker objects can be voided easily by destroying them or overloading them with mp. The Scribe crafting this can change the name and description to become the desired 'tracker' object.
Invisible Ink Materials Required: 1 Magic Ink, 1 Mana Fragment Posts Required: 1 Requirement: Level 3 Scribe Invisible Ink is a lacquer-like transparent substance that glows in the dark or when a nominal amount of mana is applied to it. Because of its transparent nature, this item is especially good for hijinks and much less so for secret messages and whatnot. The item itself can come in paint form, ink form, spray paint can form, and the like and conforms to the properties of the material it's mixed with. The only effect it has is to make the material transparent and to glow in the dark or when mana is applied. The ink gathers the energy to glow from natural light sources and mana, so ink left alone in a dark place won't exhibit these properties until exposed once more. Paint the town! The Scribe that crafts this can alter the description and name for purposes of indicating what the item is.
Magic Ink Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Scribe Enchanted ink from Scribe Nostradamus's repertoire that glows with mana when text created from the ink is read. It seems to possess properties of magical ability. As Scribes do not possess the ability to extract Mana Fragments, they will generally require an Alchemist's assistance. It's said that Scribe Nostradamus himself buys hundreds of Mana Fragments from beginner Alchemists daily to satisfy his research needs.
Magician's Reloader Material Required: 1 Magic Ink, 1 Parchment Paper Posts Required: 2 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory Scribe Scoria has made a new discovery. The Magician's Reloader is a basic enchantment. Unlike the enchantments applied by weapon crafters, this is a contract between a weapon user and her weapon. Using spell circles to link the contract specifying 'function' to the enchanted weapon by assigning specific 'ID' values, the user links the contract holder to her weapon. Requiring a scribe in order to craft the linking circles, a witness (usually the scribe) and the weapon owner to sign the contract, the contract allows the user to automatically reload his weapon when attempting to reload. The time for the projectile to appear is abyssal at low levels, making this only useful if someone had an unreasonably complex weapon that was hard to reload. For instance, a cane that fires harpoons. In return for the contract, the weapon becomes 'locked' to the user and cannot be traded away. Furthermore, the contract owner is semi-blinded for 10 seconds during the reloading sequence. The entire contract can be negated by signing a 'release' line at the bottom, writing 'Void' across the contract, and ripping it into at least four pieces. When using this contract, the weapon must be specified.
Magical Card Materials Required: 1 Magician's Paper, 1 Magic Ink Posts Required: 2 Requirement: Level 5 Scribe, [Sorcerer's Quill] in crafter's inventory A special card that has been enchanted with magical energy, causing them to feel inexplicably distinct to someone who has had experience with handling these cards. They are often drawn upon using regular ink and turned into playing cards. Card sharks with magical affinity especially like these cards in order to cheat whenever they face up against an unaware opponent. Often magical cards of different mana signatures are mixed together, allowing the user to create a loaded deck they can cheat with. The quality of materials used to create this card should be as top-notch as possible if you want to cheat people safely.
Magnus Card Materials Required: 1 Magical Card, 1 Magnus Transmutation Essence Posts Required: 1 Requirement: Level 15 Scribe, [Sorcerer's Quill[ in crafter's inventory An invention that was collaborated with the Alchemists to create a magical card made from enchanted cards. The card itself appears blank until it is exposed to anything that can be transformed into Magnus Essence. This card has the ability to transform the object into Magnus Essence by raising the card and pointing its blank face toward the intended object. After a few seconds, the card will glow with a flash of light and an image of the absorbed object will be pictured on the card's face. Like Magnus Transmutation Essence, the essence of the absorbed object will fade over time. The time it takes for a Magnus Card to be depleted of an object's essence is equal to its item level in hours.
Magician's Paper Material Required: 1 Magic Ink, 1 Parchment Paper Posts Required: 1 Requirement: Level 5 Scribe Scribe Scoria has made a new discovery. Magician's Paper is the paper variant of the Magic Ink item. Each paper object has its own unique 'ID' suitable for later shenanigans and is a good deal sturdier than its Parchment Paper predecessor. The piece of paper exhibits a unique quality to alter its visage when mana is added to it, allowing one to use it as a means of communication or to cheat at pictionary. If you wanted to cheat at pictionary. The greatest benefit of this item is what it enables. Thanks to the 'magic parchment' core, one can write dynamically on this piece of paper without ink or, if your imagination is keen and precise, without quill. One can even slide parts of the document beyond the edge of the paper and pull them back into view later. Be wary that for more precise tasks, the quill is still required. This item can be used in place of Parchment Paper for any craft (and imparts the properties of this item into the crafted object)
Notebook Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Required: Level 1 Scribe A simple binding of paper that forms an ordinary notebook which can be used for a variety of things. Its quality depends on the materials used to make it.
Parchment Paper Material Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Scribe Decent quality paper brought up by Scribe Papyrus by taking old pieces of paper, soaking them together, then merging the fibers together to create a paper that doesn't tear quite as easily. Its quality depends on the level of the materials used to make it, but even still, it's just about as durable as a thin piece of paper.
Quill Pen Material Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Scribe A feather pen that has been refined by Scribe B. Franklin so that its writing is fairly consistent. Much as a blacksmith's signature tool is the hammer and a tailor the needle, this can be considered the scribe's main tool. The Quill Pen is not used up during a craft.
Score Scroll Materials Required: 1 Parchment Paper, 1 Magic Ink Posts Required: 1 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory The Score Scroll is a template that can be filled out with any kind of music and shifts accordingly. The music can be added by anyone capable of playing the music or with the knowledge to write the notes in, no matter who they are. Once finished, the scroll either becomes blank or stays as it is, depending on the wish of the composer. Then, this scroll is usable by anyone when performing music. The scroll will help to system-assist the user into playing the contained song, but it does not control the user. Therefore, lacking experience and practice will result in mistakes being made. Naturally, if you do not know how to 'shift' to the correct octave for different instruments and keys, using this scroll creatively may be difficult. The scroll will wear out over time. The scribe that makes this creates an empty template, so the composer may edit the description and name of this item. Beware conductors who may put in a full concerto. Each 'craft' creates 3 scrolls.
Sorcerer's Ink Materials Required: 1 Mana Fragment, 1 Invisible Ink Posts Required: 1 Requirement: Level 5 Scribe, [Sorcerer's Quill] in crafter's inventory Ink that takes some of the properties of its parent elements and combines them, creating an ink substance that can be used to write on air itself. It can come in the form of a paint can, spray paint, regular ink, or whatever else. You can write on almost any surface with this, but a strong gust or errant hand will wipe all that way. Messages won't stay for long free-floating in harsh currents. Adding mana into the floating message causes it to glow more brightly. The quill is not consumed. Any contracts must be placed on some kind of paper, and writing cannot be placed on weapons or armor.
Sorcerer's Quill Materials Required: 1 Quill Pen, 1 Mana Fragment Posts Required: 1 Requirement: Level 5 Scribe Like the name says, the Sorcerer's Quill is a special quill used by many in the magic business. Its unique abilities and magical properties makes it an ideal tool for magicians and mages interested in devising new spells or curses. Does not disappear if used in crafting. This item is considered as a Quill Pen in any recipe.
Two-Beam Grimoire Materials Required: 2 Magic Ink, Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 10 Scribe An modified Grimoire recipe. It has an increased range of 4 meters and launches two bolts of magic out instead of one. The magic bolts are non-elemental, utilize the player's MP to cast, and possess a cooldown of 3 seconds. The Scribe that crafts this item may rewrite its name and description.
Unfounded Kingdom Map - London Area Material Required: 1 Parchment Paper Posts Required: 2 Requirement: Level 1 Scribe, [Quill Pen] in crafter's inventory A largely incomplete map of the Unfounded Kingdom with a basic template designed by Scribe Hearst, focusing on the London area. Just having it in your possession gives your minimap interface the map data that was recorded on it. Due to maps created by the Britain Royal News, most players are able to obtain a decent starting map that aspiring Scribes can copy to complete their own map. Otherwise, new map data can be filled in by simply standing in the middle of an uncharted area and gently pressing the quill pen down upon the parchment. While it is possible for anyone to fill in a map, certain subclasses like Scribe, Pathfinder, and Courier have the advantage when it comes to filling in larger portions of the map.
Tailor
Cloth Accessory Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Tailor Accessories usually made from cloth and sometimes decorated by small bits of jewelry. They can be worn as a fashion statement or utilized for their effects. Every time a Basic Accessory is produced, it will come with an Armor-based reforge. If a reforge was not requested, one can be added later. Basic Accessories possess no defense value. The Tailor that crafts this item may rewrite its name and description. The higher the accessory's crafted level, the more potent the reforge's effects will be.
Cloth Equipment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Tailor A simple leather or cloth armor crafted by fledgling tailors. It is crafted from basic materials and isn't that much better than an equivalent beginner item, but it's a start. The Tailor that crafts this item may rewrite its name and description. Whips can be crafted by this recipe as well. Additionally, a Cloth Equipment can be upgraded to a higher level by performing a Cloth Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Cloth Equipment crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Cloth Equipment crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Cloth Furniture Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Tailor Description: A recipe for things like beanbags, futons, curtains, and otherwise large home decorations that require a more extensive amount of fabric. They are often stored inside personal or guild housing for convenience. The Tailor that crafts this item may rewrite its name and description.
Cold Resistant Clothing Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Tailor A simple leather or cloth armor crafted by fledgling tailors. In a slight contrast to the Beginner Equipment recipe, this clothing design focuses more on providing enough layers for cold protection. The Ice resistance provided by this equipment is equal to the Item Level +1, while its defensive values are equal to the Item Level -1. The Tailor that crafts this item may rewrite its name and description.
Equipment Reforging Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Tailor The Tailor takes an existing piece of armor and reforges it to give a random enchant, which can vary between elemental defense, defense increases for certain skills, cooldown reductions, passive HP regeneration, etc. The type of enchant depends on the type of equipment it is and the types of classes which can wield the equipment. Note that although the crafter can request a certain enchant, it's mostly random so you might not get your desired enchant as easily. Only one reforge can be placed on an item at a time. Equipment bought from the NPC Shop cannot be reforged. Its potency depends on the average level of the materials used to make it.
Fuse Material Fee: 10 Gold Posts Required: 1 Requirement: Level 2 Blacksmith / Tailor / Woodcrafter Description: Created by the Funeral Parlor. An extremely short length of rope fibers twisted together in such a way that causes the object to burn for a certain amount of time. Longer fibers mean more time; one inch is 2.5 seconds of burn time. However, the makeup of ropes makes the burn-time unreliable. To create consistency, it is suggested that a crafter dries out the fuses before use.
Pet Armor (Leather, Cloth) Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 15 Tailor Description: Special Accessory. This takes up an accessory slot. A recipe by Blacksmith Caerbannog and Tailor Kumori. Allows an animal trainer (the user) to equip a pet with an armor that was specifically crafted for that creature. The total of the armor's defense rating and reforge level may be lower than or equal to the animal trainer subclass level of the user. The defense rating only increases the defense of the pet, not of the user. The reforge effect affects only the user, not the pet; its effect applies only if the pet is currently summoned. The material may be made of metal (blacksmith), leather or cloth (tailor), a mix of leather and cloth (tailor), or a mix of metal/leather/cloth (blacksmith+tailor). The blacksmith or tailor who crafts this may rewrite the description.
Plushie Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Tailor A recipe suggested by Tailor Masami of a toy plushie, usually that of a stuffed animal. It is mostly given as gifts to young children, but its nostalgic appearance is popular among Adventurers to remind them of their world. The Tailor that crafts this item may rewrite its name and description. Its sturdiness depends on the average level of the materials used to make it.
Satchel Bag Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Tailor A small satchel bag suggested by Tailor Aeon that can store items for quick access without needing to open the inventory menu. It's mostly used by Couriers and individuals who need to grab a quick potion from the heat of battle. Its sturdiness depends on the average level of the materials used to make it.
Soft Blanket Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Tailor A soft blanket that's essential for getting a good night's sleep during the winter months. Its sturdiness depends on the average level of the materials used to make it.
Vanity Clothing Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Tailor Clothes that can be equipped from the inventory and do not actually take up an equip slot. These types of items possess no defense values, cannot be reforged, and are mostly for aesthetic value. The Tailor that crafts this item may rewrite its name and description.
Weatherproof Cloak Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 3 Tailor An accessory cloak by Tailor Aeon that can be worn over one's armor, possibly for aesthetic purposes but mostly for its utility use in protection against the weather. This accessory gives Water and Ice Resistance equal to half its Item Level, but also makes the wearer slightly vulnerable to Fire attacks equal to half its Item Level. The Tailor that crafts this item may rewrite its name and description.
Woodcrafter
Balsa-Wood Stick of Fish Smiting Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Woodcrafter The ultimate tool against small fish in streams across the world! Supposedly. The tool is used by throwing it, much like a javelin but above water, towards one's prey with hopes to spear the creature or immobilize it. The harpoon can also be used to spear ones prey, to defend oneself from a predator, or at least be used as a deterrent if assaulted. Due to the lack of strength, this variety of Harpoons doesn't tend to last very long unless it is maintained constantly.
Blackboard Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Description: Made with the combination of three plank and a black colour paint, the blackboard is a reusable surface which an individual can easily write or draw on with chalk and can also easily erase any doodle created on it with a simple cloth or the back of an individual hand.
Charcoal Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith / Level 1 Woodcrafter / Level 1 Alchemist A black, charred substance left behind after burning wood until all impurities are gone. It can be used to light a fire in place of coal should lighter fluid be applied.
Control Bar & Pierrot Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Woodcrafter A crafting recipe for a wooden puppet that comes with strings and a control bar, proposed by Woodcrafter Geppetto. It is most notably used by Puppeteers to assist them in battle, but anyone who isn't a Puppeteer may still find some use in playing with these toys. The Woodcrafter that crafts this item may rewrite its name and description. Its sturdiness depends on the level of the materials used to make it.
Equipment Wood Reforging Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Woodcrafter The Woodcrafter takes an existing wooden weapon or armor and reforges it to give a random enchant, which can vary based on the type of equipment it is and the types of classes which can wield the equipment. Note that although the crafter can request a certain enchant, it's mostly random so you might not get your desired enchant as easily. Only one reforge can be placed on an item at a time. Equipment bought from the NPC Shop cannot be reforged.
Fishing Pole Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 3 Woodcrafter Description: A simple fishing pole and reel, created by Woodcrafter Hawk. Throw the line, and reel them in!
Fuse Material Fee: 10 Gold Posts Required: 1 Requirement: Level 2 Blacksmith / Tailor / Woodcrafter Description: Created by the Funeral Parlor. An extremely short length of rope fibers twisted together in such a way that causes the object to burn for a certain amount of time. Longer fibers mean more time; one inch is 2.5 seconds of burn time. However, the makeup of ropes makes the burn-time unreliable. To create consistency, it is suggested that a crafter dries out the fuses before use.
Hollow Compartment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Woodcrafter A bit more complicated than you'd expect, the Hollow Compartment is a container with a false interior. Open it up the wrong way and you'll find the interior of an ordinary wooden box. The secret compartment inside can carry small things around the size of a small water bottle. Perhaps you can engineer something that utilizes a hollow compartment in a grander design.
Ladder Material Fee: 5 x Item Level Posts Required: 1 Requirement: Level 1 Woodcrafter Description: A simple, usable, affordable, and useful ladder constructed of wooden planks of two different sizes. One size to form the rungs, and the other size for form up the sides of the ladder. Generally sanded down to make grabbing onto it easier, a ladder can be whatever length needed, and can be disclosed by the crafter. Default length is 4 meters.
Miniature Boat Material Required: Material Fee (10 Gold x Item Level) Posts Required: 4 Requirement: Level 5 Woodcrafter An ordinary crafting recipe proposed by Woodcrafter Archimedes. It's not really much of a boat as it is a bunch of wooden planks fitted together in order to create something that doesn't immediately sink in the water when you sit in it. This item is summoned from the inventory and is automatically returned if it takes any damage or is left alone for a few minutes. Its sturdiness depends on the level of the materials used to make it.
Mount Whistle Materials: Material Fee (10 Gold x Item Level) Posts Required: 1 Requirement: Level 21 Woodcrafter The original Woodcrafter’s recipe for creating Mount Whistles. used to call forth a domesticated terrestrial mount, commonly a shire horse or pony. Animal Trainers may use this item to summon a specific trained animal of theirs. Otherwise, only domesticated animals (e.g. farm animals, shire horses) or wild creatures with naturally Friendly or Docile nature (e.g. young pittered boar, briar weasel) can be used as mounts. Mounts summoned this way have very little HP and will dismount their rider and run at the first sign of danger. Cavalier personal mounts are unaffected by this item. Only one mount may be summoned at a time using this or similar items. The blacksmith that crafts this item may change the description but the effect must be retained.
Puppet Brute Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Woodcrafter An alternative to the basic Pierrot model puppet. While the Pierrot is smaller and thus makes a good companion for entertainment, the bulky Brute, standing at 2 meters tall, was designed for manual labor. It can carry the weight of roughly an adult human when carefully controlled by a skilled Puppeteer. It also packs a decent punch, dealing 50% more damage but with a reduction of 25% in attack speed. When this item is in a character's inventory, it can be summoned to automatically attach itself to a pair of Control Bars. The Woodcrafter that crafts this item may rewrite its name and description. Its sturdiness depends on the level of the materials used to make it.
Simple Horse-Drawn Cart Material Fee: 10 x Item Level Posts Required: 1 Requirement: Level 5 Woodcrafter Description: A Simple cart, used to carry goods to and fro, without having to make as many trips as one would have to with just carrying the items. This can be drawn by either oxen or horses. While it may not be structurally sound, for the time being, the item in question can be improved upon in future iterations. A start to carriages and the like, this will get the job done.
Simple Locked Door Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 5 Woodcrafter A recipe by Renai. A basic wooden door of solid construction, this Sturdy Locked Door has hinges and a lock. It swings open and closed like a regular door. It is also solid. It prevents people from walking through. This door can be considered a solid object. It of course comes with a key to unlock the door itself. It serves as a method of entering buildings and keeping people out. The Woodcrafter that crafts this can rewrite the name and description of the door. Fancy doors are fancy. This might be useful for putting in walls? It can basically turn a structure into a room. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. Its sturdiness depends on the level of the materials used to make it.
Simple Wall Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Post Requirement: Level 5 Woodcrafter A recipe by Renai. It's a wall. It can be load-bearing or a partition wall, but it's waterproof and does what walls do. Prevents most people from walking through it. Pretty good for making houses, you'd say. At least, that's what you'd say if you were a Woodcrafter. And didn't have free will. The wall can support doors and windows. Description and appearance subject to change according to the Woodcrafter who makes this item, though adding in doors might require actually using up doors. They don't magically appear out of nowhere, you know. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. Its sturdiness depends on the level of the materials used to make it.
Sliding Wooden Door Materials Required: 1 Painting OR 1 Parchment Paper OR 1 Soft Blanket, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 5 Woodcrafter A recipe by Renai. A sliding door made out of wooden struts in the eastern style. You can put it into a wall and create a sliding door that you can move through. Obviously you cannot walk straight through. It moves side to side. It can slide along a rail. It prevents people without thumbs from opening the door. It serves as a method of splitting off areas inside a building. The wooden struts itself provide structural support. One needs to provide some sort of cloth to fill in the empty space. A painting, parchment paper, or soft blanket fabric is recommended. The Woodcrafter that makes this door can rewrite its name and description accordingly. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. Its sturdiness depends on the level of the materials used to make it.
Specialized Weapon - Martial Arts Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Woodcrafter This recipe allows the Woodcrafter to make standard martial arts equipment such as bo staves and nunchuks. Specialized weapons of the Martial Arts category are primarily tailored toward Monks. These weapons are considered blunt weapons but may be used by any class without equipment penalties. Keep in mind that most classes specialize in certain weapons because their respective class focuses on that type whenever performing skills. Therefore, while flexible in combat, specialized weapons may come at the cost of a more limited skillset.
Wooden Equipment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Woodcrafter Beginner weapons or shields crafted from wood. Although the woodcrafter is not meant for creating equipment as well as blacksmiths and tailors can, there isn't really much of a difference at the lower levels. The Woodcrafter that crafts this item may rewrite its name and description. Additionally, a Wooden Equipment can be upgraded to a higher level by performing a Wooden Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Wooden Equipment crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Wooden Equipment crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Wooden Furniture Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Woodcrafter Description: Basic wooden furniture like chairs, tables, and bedframes. They are often used to decorate guild or personal housing and combined alongside Cloth Furniture in order to create larger furniture such as beds. The Woodcrafter crafting this recipe may rewrite its name and description when crafting their furniture.
Wooden Musical Instrument Materials Required: Material Fee (10 Gold x Item Level) Posts Required: Variable based on size. examples- 1 post. Flute, Maracas. 2 posts. Violin, Guitar. 3 posts. Piano Requirement: Level 1 Woodcrafter A recipe by Renai. Say goodbye to the dreary days without music! A crafting recipe to create any musical instrument out of wood, this recipe allows one to create anything from a megaphone to an organ to a piano to a clarinet. Although the variety of instruments is large, including woodwinds and stringed orchestra instruments, they are all wooden. Thus, much of the brass group of instruments may be out of reach. Quality of sound and tone obviously increases as the level of the instrument increases. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. The Woodcrafter that crafts this item may rewrite its name and description.
Hybrid Recipes
Slightly Reinforced Wooden Boat Material Required: Material Fee (15 Gold x Item Level) Posts Required: 6 (3 for Mechanic, 3 for Woodcrafter) Requirement: - Mechanic: Level 10 - Woodcrafter: Level 10 A different approach at making a boat through the combined collaboration of Mechanic Hirosame and Woodcrafter Renai. By overhauling the base design of the Miniature Boat and substituting some of the weaker points with metal screws instead of glue, this creates for a two-person boat which can withstand a little more wear. This item is summoned from the inventory and is automatically returned if it takes any damage or is left alone for a few minutes. Its sturdiness depends on the level of the materials used to make it.
Runed Metal Weapon Materials Required: Material Fee (15 Gold x Item Level) Posts Required: 3 Craftable by: Blacksmiths or Scribes Requirements: - Blacksmith: Level 11 or higher. In-character knowledge of ancient runes via research, subclass or interaction with a Scribe. - Scribe: Level 11 or higher. In-character knowledge of acid etching via research or interaction with a Blacksmith. Description: Recipe by Blacksmith Caerbannog and Scribe Nisha. A hybrid weapon that may be crafted by a fairly experienced blacksmith or scribe. It is crafted from smithing materials and etched with acid. Ink, used by scribes, is used to reversely write runes as a magic circuit on the metal. The ink will protect the coated parts of the metal while the acid eats through the exposed areas partially, leaving an etched magic circuit. The Blacksmith or Scribe that crafts this item may rewrite its name and description. Additionally, a Runed Metal Weapon can be upgraded to a higher level by performing a Runed Metal Weapon craft with the item to be upgraded and then paying 2/3 the required Material Fee. Runed Metal Weapon crafts at Level 31-60 or higher have a Material Fee of (25 Gold x Item Level). Runed Metal Weapon crafts at Level 61-90 or higher have a Material Fee of (35 Gold x Item Level).
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Oct 13, 2015 20:31:17 GMT
I'll give more comments when I can, but for now, something that's very important in seeing why there are so many recipes for things that seem useless.
The majority of recipes in the crafting list are player-suggested.
This includes effects otherwise considered underpowered or outdated. This includes recipes that otherwise would have had a purpose but the crafter went inactive. This includes researches made for the sake of research and free items. There is just no communication or coordination between crafters a lot of the time, and that leads to clutter and redundancy.
One thing to possibly consider to help improve research quality is to create a member-run research committee where crafters get together and discuss and coordinate plans for technology or concepts to craft. I'll leave that to people to decide whether it's something that could work.
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Dwarf
Inactive Player
Gold:
Tailor
Acrobat
Guild:
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Post by Sark on Oct 14, 2015 9:45:35 GMT
I'll give more comments when I can, but for now, something that's very important in seeing why there are so many recipes for things that seem useless. The majority of recipes in the crafting list are player-suggested.This includes effects otherwise considered underpowered or outdated. This includes recipes that otherwise would have had a purpose but the crafter went inactive. This includes researches made for the sake of research and free items. There is just no communication or coordination between crafters a lot of the time, and that leads to clutter and redundancy. I think it is awesome that our site is flexible to allow players to run the crafting research, I really do. Perhaps to smooth over extra-hesitant players as part of the mod recipe process, could Data Holder (or the other mods) ensure that new recipes are not needlessly weak? Or like how we update skill cooldowns, could recipes occasionally be refined if it comes to light that they are unclear in their intent or underpowered wrong? (I understand a craft from a lvl 1 recipe will be worse than a similar item from a lvl 50 recipe - part of the reason why I assume grenades must be powerful). I assume a lot of the drawbacks listed in items were because crafters were worried about being OP as they did not know what they would be allowed to do. One thing to possibly consider to help improve research quality is to create a member-run research committee where crafters get together and discuss and coordinate plans for technology or concepts to craft. I'll leave that to people to decide whether it's something that could work. I love it! If other players are interested and a thread is made, could it be pinned somewhere? I think that could really encourage people to work together.
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Dwarf
Inactive Player
Gold:
Tailor
Acrobat
Guild:
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Post by Sark on Oct 14, 2015 11:28:54 GMT
Updated crafting list V2 To emphasise this is not the final product, and not my ideal. This is the slightly more radical version that my previous list. I will probably have 5 versions in total, with version 5 being my ideal :) Hopefully one of the 5 versions will match the mod-team preferences (and player preferences) and the crafting should then be a bit easier. I've tried to mimic existing styles when writing up the crafting items so they do not align with how I would normally write them. That said - please critique! Version 2 Part 1: The changes. THIS IS THE AVON EXPANSION VERSION.
What this means: - New recipes (below) - Merged craft lists Changes only Additional items & updates from Avon Expansion As there is no official write up, here are my versions. Brewers and Pharmacists are getting a semi-merge. Due to the similar nature of these 2 classes, members of each class will have access to the other's crafting lists. Picking Brewer or Pharmacist will be primarily for flair and class focus and will determine which set of skills you receive. Artisans and Woodcrafts are getting a semi-merge. Due to the similar nature of these 2 classes, members of each class will have access to the other's crafting lists. Picking Artisan or Woodcrafter will be primarily for flair and class focus and will determine which set of skills you receive. NEW LIST! Alchemist
Alchemist's Gloves Materials Required: 10 Gold x Item Level, 1 Magitech Inductor, 1 Mana Fragment Posts Required: 1 Other Requirements: Level 20 Alchemist Very simply, a combination of insulating gloves and a Magitech Inductor. This accessory can substitute for the 'Insulating Gloves' tool and is considered a magitech item, with all relevant proficiency required. The benefits of this item are that the Insulating Gloves feed back into the Inductor, allowing for a more efficient and accurate means of sending mana to objects at a distance. Further, by combining these two items together, it's possible to create a safe space for even the most volatile mana fragment variants, preventing their dispersion or corruption. For non-alchemists, the strength of this item is that you can throw mana at distant mana-using objects. Difficulty and efficiency change with distance. Please don't blow up lightbulbs with this. The Inductor is included for all calculations.
Audio Magitech Storage Materials: Material fee (5 Gold x Item Level) Post Requirement: 2 Posts Requirements: Level 10 Alchemist A craftable item which is a small, enchanted stone. It can record and playback a finite amount of audio based on the level of the item. It remains in a dormant state until powered by magitech.
Basic Magitech Weapons Materials: Material Fee (10 Gold x Item Level) Post Requirement: 3 Posts Requirements: Level 10 Alchemist 1 handed guns, swords and spears which rely on magictech and sap the user’s MP with each hit. The melee weapons are magical in nature while the guns rely on a magitech battery. The alchemist is not meant for creating equipment as well as blacksmiths and tailors can, although there isn't really much of a difference at the lower levels. The alchemist that crafts this item may rewrite its name and description. Additionally magitech weapons can be upgraded to a higher level by performing a Basic Magitech Weapons with the item to be upgraded and then paying 2/3 the required Material Fee. Magitech Weapons crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Magitech Weapons crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Basic Scope Materials: 15 x Item Level Post Requirement: 4 Posts Requirement: Level 15 Mechanic/Level 15 Alchemist A simple scope for firearms, crafted through mechanical insight and infusing glass with alchemy. This small device improves the sight range when equipped on a firearm, offering a small bonus to accuracy when shooting at things.
Charcoal Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith / Level 1 Woodcrafter / Level 1 Alchemist A black, charred substance left behind after burning wood until all impurities are gone. It can be used to light a fire in place of coal should lighter fluid be applied.
Elemental Bauble Materials Required: Stabilized Mana Fragment, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 10 Alchemist, A 2-layer sphere, this bauble has an outer layer that almost looks like ice, followed by a denser inner layer, and a hollow vacuum on the inside. The sphere can be handled without dissipating. Its most unique property is that it will gain the magic elemental properties of nature around itself, as well as anima and mana, until sealed by an Alchemist. Explicitly, this is Fire, Ice, Lightning, Earth, Wind, Water, Darkness, Light, Anima, and Mana. For the most experienced of alchemists, it might be possible to mirror other elements. This sphere has two caveats, however. First, it naturally attains the elements around itself until magically sealed. It cannot be created sealed, as the entire construct would cave in on itself due to the vacuum. Therefore, it often has a mix of muddy elements taken in itself and requires serious effort to get a pure elemental sample inside one of these orbs. Second is that artificial creation of an element will never create a sphere of purity and use equal to one derived from nature. Due to this, it can often be incredibly difficult to get a good majority of one element or a pure sample inside a sphere. The more elementally pure a sphere, the better a material it can become, so cheating this is not advised. The inside of the sphere reflects the nature of the elements it has come in contact with, from frosting over or swirling air inside, although there is no set pattern for any one element.
[Element] Source Sphere Materials Required: 1 Elemental Bauble Posts Required: 1 per element wanted Requirement: Level 21 Alchemist, [Alchemist's Gloves] equipped or in crafter's inventory. Description: Fire, Ice, Lightning, Earth, Wind, Water, Light, and Darkness. The successor to the Elemental Bauble, this is a highly pure sample of an element taken from a natural source of that element made in between the user's hands using Alchemist's Gloves. Higher alchemist levels allow for a more pure (and thus more efficient) sample. Examples of attaining a pure sample include jumping off a cliff for wind, shoving your hands in lava for fire, and swimming to a distant island for water. Taken from a source itself, these items are nearly inexhaustible sources of that element, powered by mana or psyche and are highly stable non-consumables. As before, the sphere reflects its elemental nature and properties. The ability to create this allows a special caveat, "Mixed Source Sphere", an object that can be created in order to determine the elemental concentrations in the area (including Miasma, Anima, and Mana).
Firearm Mana Fragment Materials Required: 1 Stabilized Mana Fragment, 2 Mana Fragments Posts required: 3 Requirement: Level 1 Alchemist A Mana Fragment with its magical energy converted to a semi-volatile state. While it may be stable enough to carry or hold in one's hand, impact with anything when thrown or smashed will cause the fragment to discharge a minor amount of energy. Of course, lower quality fragments have a small chance to backfire on the user and become duds that simply scatter with no explosion. Its power is comparable to a low level grimoire.
IO Regulator Materials Required: 1 Stable Mana Fragment, 1 Reinforced Wire, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 11 Alchemist Originally devised to help control the IO (Input/Output) of Element Source Spheres, Scoria has created this as a means to control how much mana flows into a device in the form of an 'on' and 'off' setting. Surpassing a certain flow of input mana (wind up) to the leads will cause the device to send a specific amount of mana through. If the input mana flow drops below a threshold (wind down, lower than wind up), the device will stop the flow of mana out to the connected device. Both the wind up and wind down values are changed with some alchemic know-how. The actual amount of mana that is outputted is changed with some knowledge, but this is not possible on the fly without Alchemist's Gloves to adjust from a distance. It requires sitting down and calmly tinkering. Usages of this device would be creating a constant stream of an element from an element sphere or producing a constant stream of light or allowing a motor to turn on only when its attached generator surpasses a required amount of output power. The device can be powered by mana fragments or your own mana.
Lunar Illusion Material Required: 1 Magician's Reloader, 1 Grimoire, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 10 Alchemist Lunar Illusion, like its predecessor, is a template contract that can become attached to a singular weapon. However, the weapon and contract are linked by alchemic spell circles that relate to ID values and requires 2 signatures. By applying this contract, the contracted weapon can automatically reload her ranged weapon with ammunition made of mana. The ammo costs 5% of the user's mana per shot and will do half the damage of physical ammuniciton. These projectiles also glow dimly of a color of your choice. By combining the magic properties of the grimoire and the Magician's Reloader together, the range is increased slightly and reload speed limits are reduced when using mana projectiles. In return for the contract, the weapon becomes locked to the user and cannot be traded away. The entire contract can be negated by signing the release line at the bottom, writing 'Void' across the contract, and ripping it into four pieces. Doing so destroys the contract. In order to use this contract, the weapon must be specified and the contract is locked to the weapon. Because of the nature of this contract, proficiency in this weapon requires the user be proficient in the enchanted weapon. This enchantment can only be applied to ranged weapons such as bows or grimoires.
Magic Accessory Materials Required: 2 Mana Crystals, Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Alchemist The Alchemist's answer to accessories, using basic magitech-producing abilities to create small trinkets that react with mana sources. Most accessories producible at early levels provide basic magic boosting effects, such as increased magic damage, increased magic resistance, or very minor changes in MP costs, cast time, skill duration, or cooldowns. Average damage/defense value is equal to Item Level / 4, MP costs are usually decreased by 1% per 2 Item Levels, and cast time, skill duration, cooldowns are typically 0.1 seconds per Item level. The Alchemist that crafts this item may rewrite its name and description.
Magitech Inductor Materials Required: 1 Stabilized Mana Fragment, 1 Reinforced Wire Posts Required: 1 Requirement: Level 10 Alchemist This is in all technicality, a magitech object. As such, those without the required proficiency may find this particular object takes up more power than they'd like. This is a loop of wire coated in a crystalline material that is almost like mana fragments. The crystal has bonded to the wire, so it will not easily dissipate, but is malleable when mana is applied. The main benefit of this item is that it allows someone to feed mana into it in order to remotely power items at short distances such as the mana-powered flashlight or lamp that could normally be powered by hand-to-object contact. The quality of materials determines how many items can be powered, with how much power, at what range, and what the mana loss is in powering an object. In other words, this is a means of transferring power indirectly. You can now keep your lantern at your hip. Because this object must transfer power wirelessly, it has to be at least about wrist-sized. Much smaller than that and its range and utility are sharply decreased. Naturally, unless you are an incredibly experienced Alchemist or Magician or this item is of incredibly high quality (or both), there will always be some loss of mana. Practice with this is required. And of course, you can't use this to push mana into someone. Don't even try. This item can be used by people under its own item level and acts independently of any item it is crafted into for the purposes of its functionality, unless specifically specified. It is ignored in all calculations, unless noted otherwise.
Magnus Transmutation Essence Materials Required: 4 Mana Fragments, 1 Stabilized Mana Fragment, 1 Unstable Mana Core Posts Required: 2 Requirement: Level 10 Alchemist A type of magitech engineering that was based around one being able to summon items from the inventory. Much as one would be able to call out an item from the inventory and have it materialize in the hand, Magnus describes the process of turning something into its psyche and anima essences. Transmutation Essence works essentially as a solvent, breaking down an object into its elements. It can later be precipitated by an Alchemist's power in order to restore the item back to its previous condition. Through this invention's power, things that normally cannot be captured in the form of an item, such as a burning flame or a lingering flower scent can be replicated. Due to being exposed directly to the elements, the Magnus Transmutation Essence will discard these added essences and revert back to its original form after a short time, however. The time it takes for a Magnus Essence to be depleted of an object's essence is equal to its item level in minutes.
Mana Fragment Materials Required: None Posts Required: 1 Requirement: Level 1 Alchemist Condensed and crystallized mana extracted from an individual who was performing a magic-based skill at the time. It is a fragile crystal that melts upon contact with the body and is said to be a possible fuel supply. You obtain 1 Mana Fragment for every post you make in a research or crafting thread. Mana Fragments cannot be speed crafted, but can be bought by spending a Material Fee of 5 x (number of fragments). Purchased Mana Crystals and crafted Mana Crystals may be utilized together in the same craft as long as the crafter indicates how much of each they would like to use.
Mana Liner Shield Materials Required: 5 Mana Fragments, Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Alchemist A basic magitech device by Tessia. It can be attached to a person's clothing or armor in order to create a force field barrier made from psyche. The force field is seen only when anything impacts the character's body with decent force. It is equipped as an accessory and only one can be equipped at a time. When a Mana Liner Shield is equipped and the character is damaged, it will increase the apparent level of the character's armor by an amount equal to the Mana Liner Shield's item level / 10. Note that although this defense is fairly decent, once initiated it will only last for a short time. After the character is struck by any attack, Mana Liner Shield will activate and last for a number of turns equal to its item level / 10 (min duration: 1 post) before turning off for the rest of the thread.
Mana-Powered Flashlight Materials Required: 5 Mana Fragments, Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Alchemist An on-the-go craft proposed by Alchemist Edison. The efficiency of the lamp's energy consumption has been sacrificed for better light functionality. The light from this flashlight is about three times brighter than a regular mana-powered lamp, although it is still fairly dim in the long run and is only really somewhat effective at night. It uses up a Mana Fragment in a mere half minute, but gripping the flashlight with one's hand can also provide a complete circuit, providing light while sapping MP very slowly. Its utility depends on the level of the materials used to make it.
Mana-Powered Fridge Materials Required: 5 Mana Fragments, Reinforced Wire, Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 15 Alchemist A hollow box powered by mana fragments to keep the insides chilled. The efficiency of the fridge has been made paramount so only one mana fragment a week is required for optimal output. Being in a physical contact with the fridge will power it, at the cost of very slowly sapping MP.
Mana-Powered Lamp Materials Required: 5 Mana Fragments, Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Alchemist Proposed by Tesla of the Embargo Guild's Alchemist division, an Ancient Age lamp restored back to decent functionality, although the bulb's light is very dim. It can be powered by placing a Mana Fragment into its chamber, where it will provide a minute's worth of light before completely using up the crystal. Alternately, you can touch your finger to its chamber and provide near-unlimited light as long as your finger remains in direct contact with the chamber. Its utility depends on the level of the materials used to make it.
Reinforced Wire Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Alchemist A stronger piece of wire that is reinforced by mana during its creation, despite not being intrinsically magical itself. It conducts mana well, an analogous conductor for mana as copper might be for electricity or heat. Useful for future projects but no more than a shiny wire for now. Can replace for any two old filaments in a recipe.
Stabilized Mana Fragment Materials Required: 2 Mana Fragments Posts Required: 1 Requirement: Level 1 Alchemist Researched by Alchemist Endrin, a stabilized mana fragment that can even be held with bare hands without the energy immediately dissipating into the body. It is still very fragile, however, and will immediately shatter if even if struck by a moderate force. Mana Fragments should be kept in a well-protected container if transported. A Stabilized Mana Fragment can also be used to substitute for any two Mana Fragments in a single recipe.
Potassium Nitrate Materials Required: Material Fee (20 Gold x Item Level) Posts Required: 2 Requirement: Level 25 Alchemist A white crystallized substance made after a long period of curing manure with natural substances and animal urine. It can also be extracted from Fertilizer once it has already been made. It is used in making fertilizer and explosives.
Pound of Black Dust Materials Required: 1 Charcoal, 2 Potassium Nitrate, 1 Gallon Drum Posts Required: 2 Alchemist Requirement: Level 45 Alchemist A black powdery substance which is highly volatile created by the Funeral Parlor. In its current form, the powder is not deadly. However, upon applying a slight amount of open flame to the powder, it will ignite. Lower amounts of the powder will simply burn. Larger amounts of the powder can, and will, explode. Increase the amount of powder and more heat to create a larger explosion. Keep this item away from any sources of high heat or open flames. Store it in a sealed and thermal resistant container during transport. You have been warned.
Telepath Countermeasure Material Required: 1 Magitech Conductor, 1 Unstable Mana Core, 1 Reinforced Wire Posts Required: 3 Requirement: Level 20 Alchemist A recipe for a basic magitech device from the toolbox of the Stratford Wardens. It was found that many of the Heretic collaborators they had imprisoned were still able to relay orders to others through telepathy. In response, this invention was designed. It seems to be a popular item among the Lander underground markets for similar reasons as well. This simple device consisting of refined wiring consists of a circuit hooked up to an unstable energy source. A small lever on the side of the device pushes the circuit into place, causing the unstable core to become rapidly depleted. This causes psyche to become released into the atmosphere in short but strong pulses, distorting the sounds of any telepathy communication that happens to be occurring nearby. The device itself is silent but the light from depleted mana it emits is very obvious. A recipient of the telepathy message will usually find themselves having trouble hearing and sometimes even understanding the affected party. The effective range of a Telepath Countermeasure in meters is equal to its item level divided by 5. The effect lasts for an amount of seconds equal to its item level unless it is turned off or broken. After a Telepath Countermeasure is used, it becomes non-functional for the rest of the thread.
Unstable Mana Core Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Alchemist Researched by Alchemist Vayne, a moderate source of psyche energy produced by oversaturating mana into a compact space. It is the opposite of the Stabilized Fragment, providing greater energy but at the sacrifice of stability. Merely placing one's uncovered hand a few inches from it will cause it to dissolve, so it should best be placed in a container. An Unstable Mana Core can also be used to substitute for any two Mana Fragments in a single recipe.
Blacksmith
Charcoal Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith / Level 1 Woodcrafter / Level 1 Alchemist Description: A black, charred substance left behind after burning wood until all impurities are gone. It can be used to light a fire in place of coal should lighter fluid be applied.
Crafting Toolset (Metal) Materials Used: Material Fee (10 Gold x Item Level) Posts Required: 4 Requirement: Level 10 Blacksmith Description: Special Accessory. Recipe by Blacksmith Caerbannog. A set of crafting tools made of various grades and types of metal ores and alloys, each tool created to suit the crafting class of the user. The accessory level is lower than or equal to the crafting class level of the user. It has one reforge effect which is Increased Production Quality. The effect is applicable only if the Crafting Toolset is equipped in one of the user's accessory slots. The blacksmith who crafts this may edit the description while retaining the effect.
Equipment Reforging Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Blacksmith The Blacksmith takes an existing piece of equipment and reforges it to give a random enchant, which can vary between elemental damage, damage increases for certain skills, cooldown reductions, increased attack range for certain skills, etc. The type of enchant depends on the type of equipment it is and the types of classes which can wield the equipment. Note that although the crafter can request a certain enchant, it's mostly random so you might not get your desired enchant as easily. Only one reforge can be placed on an item at a time. Equipment bought from the NPC Shop cannot be reforged.
Equipment Mold Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith A recipe by Blacksmith Tenkai. The Blacksmith creates a mold of an equipment design in order to streamline the process taken to perform a craft. This allows the Blacksmith to create multiple types of the same equipment in a shorter period of time. When this item is crafted, the Blacksmith must choose either Weapon or Armor to be made into a mold. For Metal Equipment with an item level equal to or below the item level of this mold, reduce the post requirement needed to craft the Equipment by 1. Equipment Mold is consumed at the end of the crafting thread when the craft is claimed, so it is recommended to craft multiple items before claiming the thread craft.
Flat Irons Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith An item made only of pure iron, which is used in smoothing clothes, primarily used by Tailors. Coals were placed inside the Flat Irons, and the flat metal below will be heated by the coals. The hot, flat metal will be used as the smoother. It can be used as a bonus in a craft claim thread to reduce the post requirement needed to craft the Cloth Equipment item by 1, but will be consumed at the end of the craft.
Fuse Material Fee: 10 Gold Posts Required: 1 Requirement: Level 2 Blacksmith / Tailor / Woodcrafter Description: Created by the Funeral Parlor. An extremely short length of rope fibers twisted together in such a way that causes the object to burn for a certain amount of time. Longer fibers mean more time; one inch is 2.5 seconds of burn time. However, the makeup of ropes makes the burn-time unreliable. To create consistency, it is suggested that a crafter dries out the fuses before use.
Gallon Drum Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Blacksmith Requirement: Level 5 Blacksmith Description: A large metal drum capable of storing up to 1 gallon of liquid or the equivalent in solid materials. If this item is crafted in bulk in a single crafting request, the crafter may choose to add their volume and Material Fees together rather than craft them individually. For example, a 10-Gallon Drum will have a total Material Fee of 50 Gold x Item Level.
Grenade Shell Material Fee: 10 Gold Posts Required: 1 Requirement: Level 10 Blacksmith Description: Created by the Funeral Parlor. A circular object that has a small hole at the top with a hollow core. Its shell is hard enough to contain the mechanisms of the grenade itself, but thin enough to be used as shrapnel for when the object explodes. The shell is also small enough to be attached to the body of the player or held in a small pouch for quick use. This shell does not contain any of the actual mechanisms required of the grenade.
Hand Grenade Material Fee: 1 Grenade Shell, 1 Fuse, 1/4 Pound of Black Dust Posts Required: 4 Requirement: Level 75 Blacksmith Description: An object of destruction, that is what this is. Created by the Funeral Parlor, this weaponized form of hand-held magic is a virtual form of the real life grenade. It is just slightly bigger than the average palm and nestles comfortably into one's grip. It operates using a two-pin safety system and houses enough Black Dust to blast the shell into hundreds of small pieces of shrapnel. To activate the grenade, one must first release the safety pin, which keeps the main lever from accidentally being pulled. Then, the user yanks on the main lever. Inside, two pieces of flint light the fuse. Said fuse burns for five to six seconds before lighting the explosive powder within. Due to the tight space and compression, the Black Dust erupts and explodes. This weapon of doom causes fire damage, can cause bleed effects, and may potentially stun the opponent if they are extremely close to the blast. But beware, once the lever is pulled; the grenade is no longer your friend.
Iron Arrow Heads (10) Required Materials: Material Fee (10 Gold x Item Level) Posts Required: 2 A set of arrowheads that are stronger than the mass produced ones available in stores. This allows for a higher quality arrow to be crafted.
Iron Chain Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith A small shackle of about 2 feet in length, made from metal and designed by Blacksmith Capone. It is considered an accessory and can be fastened to a weapon or shield to allow it to be quickly retrieved if knocked to the ground. Some also use it for the sake of extending the range of their melee attacks to midrange. It's said that there is a fighting technique where the fighter wears a chain on each of their limbs, allowing for the chains to act as auxiliary yet minor damage dealers whenever their attacks don't reach far enough. This is known as the Fugitive style, popularized by Monk Cody due to these chains' classification as accessories and not weapons. Its sturdiness depends on the level of the materials used to make it.
Iron Nails Materials Required: Material Fee (5 Gold x Item Level) Number of Posts: 2 Requirement: Level 1 Blacksmith Rather shoddy nails made of dark iron, they're particularly useful for Artisans and Woodcrafters for building houses and other such things, though it's possible that Mechanics or Alchemists could also find uses for them. They're rather square in shape and look rather easily prone to rust, though they seem sturdy enough for their purposes. The weakest point in at the base, where the head connects to the nail; perhaps with better materials, it could be made stronger. A recipe by Cocktail. Every Iron Nails craft creates five nails.
Iron Screwdriver Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith Proposed by Blacksmith Saber, an item made entirely of pure iron which is used in the tightening of objects with the same head-slot as the tip. The screwdriver can vary between three tips: "Phillips-Head" (which has a plus-end tip), to a "Flat-Tip" (which has a wedge-type tip), or a "Star-tip" (which can have multiple different numbers of edges depending on the fabrication method). It seems like it'll come in handy as a tool for Mechanics and Woodcrafters especially.
[Housing] Lantern and Lamp Recipe Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Blacksmith Description: Special Accessory. A recipe by Blacksmith Caerbannog. It is a metal lantern or lamp which may come with lantern sticks and lamp posts or lamp mounts. The crafted item is optimized so that it will be able to hold a natural light source such as a candle safely and for a longer period of time. It may also contain a mana-powered light source instead, though the crafted item itself does not respond to mana. If used with the Magic Light skill, the skill-created light that it contains will have its duration increased accordingly. Effect: Magic Light Skill duration increase by Item Level x 0.1 seconds for all classes. Maximum duration increase is up to 150% normal duration. Example: Level 10 Lantern will increase Magic Light duration by 1 second. The blacksmith that crafts this may rewrite the description while keeping the item effect.
Metal Accessory Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Blacksmith Accessories crafted from metal and worn as small trinkets. They can be worn as a fashion statement or utilized for their effects. Every time a Metal Accessory is produced, it will come with a Weapon-based reforge. Metal Accessories possess no defense value. The Blacksmith that crafts this item may rewrite its name and description. The higher the accessory's crafted level, the more potent the reforge's effects will be.
Metal Bat Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Description: Recipe by Blacksmith Caerbannog. A blunt weapon that may also be a sports implement. This item is specially made so that it will work well with softballs or baseballs instead of just inflicting blunt force trauma. The Blacksmith that crafts this item may rewrite its name and description. Comes with a reforge called [Increased Projectile Knockback], increasing the knockback distance of projectiles hit by this bat by a percentage equal to the bat's level.
Metal Equipment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith A simple metal weapon or armor forged by fledgling blacksmiths. It is crafted from metal and forging methods that increase in complexity. The Blacksmith that crafts this item may rewrite its name and description. Additionally, a Metal Equipment can be upgraded to a higher level by performing a Metal Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Metal Equipment crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Metal Equipment crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Metal Sheet Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Blacksmith Requirement: Level 1 Blacksmith A simple sheet of metal capable of being mended into different shapes or being used to cover things.
Mount Whistle Materials: Material Fee (10 Gold x Item Level) Posts Required: 1 Requirement: Level 21 Blacksmith A recipe created by the blacksmith Caerbannog based on the mount whistles of woodcrafters, it is a metal whistle that can call forth a domesticated terrestrial mount, commonly a shire horse or pony. Animal Trainers may use this item to summon a specific trained animal of theirs. Otherwise, only domesticated animals (e.g. farm animals, shire horses) or wild creatures with naturally Friendly or Docile nature (e.g. young pittered boar, briar weasel) can be used as mounts. Mounts summoned this way have very little HP and will dismount their rider and run at the first sign of danger. Cavalier personal mounts are unaffected by this item. Only one mount may be summoned at a time using this or similar items. The blacksmith that crafts this item may change the description but the effect must be retained.
Pet Armor (Metal) Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 15 Blacksmith Description: Special Accessory. This takes up an accessory slot. A recipe by Blacksmith Caerbannog and Tailor Kumori. Allows an animal trainer (the user) to equip a pet with an armor that was specifically crafted for that creature. The total of the armor's defense rating and reforge level may be lower than or equal to the animal trainer subclass level of the user. The defense rating only increases the defense of the pet, not of the user. The reforge effect affects only the user, not the pet; its effect applies only if the pet is currently summoned. The material may be made of metal (blacksmith), leather or cloth (tailor), a mix of leather and cloth (tailor), or a mix of metal/leather/cloth (blacksmith+tailor). The blacksmith or tailor who crafts this may rewrite the description.
Pet Carrier Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Blacksmith Description: A recipe by Blacksmith Caerbannog. Allows an Animal Trainer to store otherwise undomesticated or simple animals around for later use or care. The level of the carrier must be equal to or higher than the creature's level, as most can easily break out of low leveled containers. It is also well advised that said monster or animal be on at least friendly terms with the trainer, else you run the risk of them mauling you when they're finally free.
Rail Track Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith A simple ‘H’ shape pole of metal capable of being fastened firmly to the ground.
Scaled Armor Required Materials: Material Fee (20 Gold x Item Level) Requirement: Level 30 Blacksmith Description: Armor which has been forged after tireless days of hard work and research done by the Funeral Parlor. Scaled armor is formed out of an array of tiny pieces, or scales (and that is where the name derives from). The pieces, or scales, are formed and welded together in such a way which increases flexibility for the user while keeping the same level of protection and weight as an equivalent piece of Light Armor does. The armor is much easier to maintain than plated or leathered armor, as the damaged pieces can be removed and replaced by a skilled blacksmith. In addition to that, the armor is slightly modular, allowing the user to "personalize" the armor by increasing or decreasing the amount of surface area they wish the armor to have (Ex. A full sleeve of scaled armor, or just half-of a sleeve). Anyone intending to craft this armor, however, must know the dimensions of the person they are crafting for, as the number of scales required in the armor will be proportional to those dimensions. Cloth can be attached underneath the metal to make it more comfortable to the wearer.
Specialized Weapon - Martial Arts Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Blacksmith Adapted after Woodcrafter techniques, this recipe allows the Blacksmith to make standard martial arts equipment such as bo staves and nunchuks. Specialized weapons of the Martial Arts category are primarily tailored toward Monks. These weapons are considered blunt weapons but may be used by any class without equipment penalties. Keep in mind that most classes specialize in certain weapons because their respective class focuses on that type whenever performing skills. Therefore, while flexible in combat, specialized weapons may come at the cost of a more limited skillset. Due to the high wood content, note that reforging this type of weapon still requires a Woodcrafter.
Chef
Basic Wine Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Chef An alcoholic beverage generally made from fermented grapes, though other fruits can be used as an alternative. Drinking this drink provides a slight HP restoration. Due to the qualities of this item as a cooking ingredient, it can not only be used by a brewer to make beverages, but also a chef to give a distinctive flavor to their cuisine. If this item is used in a craft, the resulting crafted item's HP restoration effect is doubled. This effect does not stack or carry over. The Brewer that crafts this item may rewrite its name and description.
Desserts Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 It isn't just ordinary food, but it's much more than a sweet confection. Giving a slight restoration in both MP and HP, desserts are a carefully crafted work of art in the cooking industry with their icings and colors and decorative pieces. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Iced Beverage Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: : Level 5 Chef An alternate recipe to the ordinary beverage that calls for the additional of some Britain Snow. This creates a cool drink that can greatly quench the thirst on a hot sunny day. Careful not to drink too quickly though, since brain freeze is still a thing here. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post. The Brewer that crafts this item may rewrite its name and description, but must retain its effect.
Fried Meal Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef Junk food now comes with taste! Due to the nature of this food, eating it provides a slightly greater HP restoration, but makes the character more vulnerable to sickness debuffs for the duration of their next post. Not to mention, weight gain is apparently possible in this world as well. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Frozen Food Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Chef An alternate recipe to ordinary food that requires refrigeration or Britain Snow, or a recipe to create completely frozen food; proposed by Chef Caerbannog after a whole day of being lost in Snowdonia. This creates a cold meal or dessert that can cool down the user. May cause brain freeze. May provide HP restoration or MP restoration, but not both. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Medicinal Pastilles Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Chef A chewy, flavored pastille that has medicinal effects of either restoring HP or MP depending on the Base Herb that is used. Candies are delicious and convenient, especially for getting children (or adults) to take their medication without fuss. To create this successfully, chefs are required to have prior knowledge of crafting Ordinary Food and Sweet Confection.
Monster Bait Materials Required: Material Fee (5 Gold x Item Level) Requirement: Level 5 Chef A food item that is more appealing to monsters then humanoids. Does not provide any bonuses from being eaten, but can lure monsters to a specific location, draw agro when held, or act as a distraction. May not effect monsters whose level is higher then the item’s.
Ordinary Beverage Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Chef Players who have taken the Brewer crafting subclass are able to create drinks that actually retain their taste. In order to do this, though, the brewer must utilize their knowledge from the old world in order to know the proportions that go into a good drink. Comes in alcoholic and non-alcoholic varieties, depending on the recipe used. Drinking this drink provides a slight HP restoration. The Brewer that crafts this item may rewrite its name and description.
Ordinary Food Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef or Level 5 Brewer Players who have taken the Chef crafting subclass are able to create food that actually retain their taste. Doing so requires that the Chef rely not on the system menu, but on their real-life cooking skills. As such, pretty much any foods in real life can be made as long as the proper ingredients are provided. Eating this food provides a slight HP restoration. The Chef that crafts this item may rewrite its name and description. Drinks may be made by Chefs, but they will usually lack any special effects that a Brewer may otherwise be able to add.
Poison Resistance Confection Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef A specialized recipe for producing candy-like food items which may be sweet, tangy, bitter or spicy. It typically uses a bitter ingredient such as chamomile and provides a 10% resistance to poison attacks for the next 15s. Cooldown is 60s.
Pet Food Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Chef Based on Ordinary Food, this specialized recipe can coerce regular mobs to ally with animal trainers. Alternatively, it provides 25% HP restoration over 15 seconds per item Grades to scouted/domesticized pets or to summons (Grade 1 Pet Food = 25% HP/15 seconds, Grade 2 Pet Food = 50% HP/15 seconds, Grade 3 Pet Food = 100% HP/15 Seconds.) It typically uses ingredients that the pet or summon likes. Cooldown is 60s. Effects are halved when used in combat.
Rien's Ice Cream Cake Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 10 Chef The winning recipe of the July Cooking Contest. It is a celebratory cake baked from white chocolate and egg batter, topped with ice cream and syrup. If eaten by an Adventurer, it provides the same bonuses as a Sweet Confection. If eaten by a monster or animal, it makes the monster's nature friendlier (Docile and Curious become Friendly, Cowardly and Wary become Docile, Predatory and Aggressive become Wary).
Sauce Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Chef Researched by Chef Caerbannog. The result of mixing food ingredients together with one base ingredient, a seasoning and an additional ingredient or seasoning. Craftable by any player even those who are not Chefs, and some may not require actual cooking. This adds some flavor to other food items, even to Unfounded Food, however the taste is highly dependent on materials used. The character that crafts this item may rewrite its name and description.
Spicy Snack Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef Spicier variants of a normal dish! You just want to eat something cold after a single bite. Eating this food provides a slight HP restoration. After using this item, the character takes 10% less damage from Ice-based attacks but takes 10% more damage from Fire-based attacks for their next post. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Sweet Confection Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef A specialized recipe for producing sweet candy-like foods. An item produced by this recipe instead of the basic default provides a slight MP restoration. Be careful of eating too much, lest you spoil your supper. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Unfounded Food Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: N/A The default result of mixing food ingredients together using the system menu. Craftable by any player, even those who are not Chefs. Using this option will allow you to pretty much create a variety of foods, except that they come with absolutely no taste at all. The character that crafts this item may rewrite its name and description.
Mechanic
Basic Locking Mechanism Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 3 Mechanic A physical lock which can be engaged by setting the mechanism and disengaged by popping in the right key. Guild Halls and player-owned zones are locked not by these mechanisms, but by a special menu that is accessed through the interface. Still, for those who don't have the luxury of officially purchasing their own safe base, this lock can be used to keep things secure. But keep in mind that its composition from old material means that a dedicated thief can probably open it by brute force without too much trouble. Its utility depends on the level of the materials used to make it.
Basic Music Box Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Mechanic A small toy that can play about a few dozen recorded notes in repeat as long as it is winded. It comes in a rather old and flimsy wooden box, and its utility depends on the level of the materials used to make it. Keep in mind that this is only the music box's mechanism, considering that many will also want to collaborate with a woodcrafter to make a nice box to hold this item in. The Mechanic that crafts this item may decide what song it plays.
Basic Scope Materials: 15 x Item Level Post Requirement: 4 Posts Requirement: Level 15 Mechanic/Level 15 Alchemist A simple scope for firearms, crafted through mechanical insight and infusing glass with alchemy. This small device improves the sight range when equipped on a firearm, offering a small bonus to accuracy when shooting at things.
Basic Single Shot Gun Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirements: Level 1 Mechanic A simple one handed pistol or two handed rifle. This mechanism deals more damage than a bow at the cost of a higher reload time due to the lack of a clip or revolver.
Cotton Gin Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirements: Level 5 Mechanic Not as the name implies, alcohol. This machine allows the separation of cotton seeds from the wooly cotton fibre allowing for a significantly increased productivity rate.
Mana Shard Battery Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Mechanic A recipe by Mechanic TheEnd. This item is extremely fragile due to the fact that it is made with weak materials, but it is made from two straightened energy coils then wrapped together in a way similar to a basic basket shape, where a mana fragment could be placed to provide some kind of energy that could be charged or discharged upon command. Right now it doesn't hold energy for very long, though if you're quick and place enough mana into it, you could give a small jolt to a wet finger touching it.
Minor Steam Engine Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Mechanic A simple steam engine which proves the concept. Its small size and inefficient output means that it can push something small through town, but not much more than that.
Musket (Revolver or Clip) Materials: 15 x Item Level Post Requirement: 3 Posts Requirement: Level 20 Mechanic Crafted by Mechanic Hirosame. Not quite as simple as the pistols that it was based off of, this gun category involves a much longer barrel and a clip that loads in in front of the trigger, much like the M1 Garand of the olden days of war. Likewise, it can also be revolver-fed, like a Lever-Action Rifle. Also an upgrade from the Warden's Musket style, these also feature some extra customization aspects to them. The bullets they fire are of a higher caliber than that of a pistol, and fire more accurately, but costs at least 3 times more than just a pistol, since the machinations inside are much more complex.
Pistol (Revolver or Clip style) Materials: 5 x Item Level Post Requirement: 3 Posts Requirement: Level 20 Mechanic Crafted by Mechanic Hirosame. A simple small-arm pistol. This mechanism features the capacity to hold clips or fire from a revolver-style method of ammunition consumption. Clips are decided upon at the creation of the pistol. Originally figured out by having learned from the pistols that Wardens had started with, this is a slightly upgraded version, that has a little more customization than the original ones that they were forged from. These guns boast slightly higher accuracy, as well as some form of customization. Explanation: As Mechanics are able to make bullet-based guns, this is the first iteration of just such a contraption. After having used Quality Control to examine a normal gun, from the Wardens armory, Hirosame learned how to make these types of guns, and improved upon them. Simply an upgrade in technology.
Portable cooking stove Material Fee: (15 Gold x Item Level), Mana shard battery. Posts Required: 2 Requirement: Level 5 mechanic Description: A small box-like stove used for cooking while out in the field. Powered by a mana-shard battery. Very useful when heading into dangerous dungeons where one cannot find good wood or tinder to light a fire. It is not large or powerful enough to heat a person or prevent them from freezing. The mana-shard battery only lasts for a short while, so use it wisely. (5 posts per battery)
Roller Blades Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Mechanic Boots fitted to the user, with four wheels in a straight line on the bottom. There is space between the boot and wheels to allow the wheels to turn, but can be stepped down on to apply some sort of a brake. User need only kick their legs forward to move. Moderately useless outside of paved ares.
Shape-Shifting Weapon Materials: 15 x Item Level, and both weapons/utensils included (Max 2). Post Requirement: 4 Posts Requirement: Level 20 Mechanic Crafted by Mechanic Hirosame. A weapon that can shift into another weapon or utensil, necessary for combat. The way that it works is that it shifts into one weapon or utensil from another weapon or utensil, and then back, depending on the situations. For example, a Great Sword shifting into a Tower Shield, then back into a Great Sword, when one wants to successfully swap from offense to defense without much difficulty, or the need to switch weapons mid-battle. These weapons can shift form by a certain designated motion that the user applies to it, in order for it to shift into said changes. Versatility in the field is enough to change a war. The animation time on a shift is 1 second; the cooldown is 5 seconds.
Skateboard Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 5 Mechanic A Board with wheels on the bottom. Good for travelling around city areas at a good speed, and requiring only the use of one's legs to power. User need only kick their leg against the ground to gain/maintain speed, or go down a hill. Moderately useless outside of paved areas.
Small Wheels Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 post Requirement: Level 1 Mechanic Little wheels used to make Skateboards or Roller Blades. Made from average materials. 1 unit of Small Wheels makes 4 wheels all together.
Steam Engine "Caerbannog" Materials Required: 1 Upgraded Steam Engine, Material Fee (10 Gold x Item Level) Posts Required: 3 A Locomotive Engine created by Mechanic Hirosame, in honor of his friend Caerbannog. This Steam Engine is designed to move along tracks at a steady pace of up to 50 km/h or 31 mph. This type of train is designed to move cargo or passengers across a long distance while maintaining speed and efficiency. It will use coal or some other resource to power the engine in order for it to move. Can be powered by magic or magitech in later iterations. This is effectively the first locomotive made ready for use.
Steam Engine “Kumori" Materials Required: 1 Upgraded Steam Engine, Material Fee (10 Gold x Item Level) Posts Required: 3 A Locomotive Engine created by Mechanic Hirosame, in honor of his friend Kumori. This is an experimental engine, not meant for being on the tracks for now. Should the Caerbannog Engine work well, and further advancements are made, the idea is to have this be the base for said advancements. The engine's capacity can go as fast as 70 km/h, or 43.5 mph, but at the cost of more coal or other resource being used at once. While inefficient, it is meant for being a base for advanced methods of transportation. Can be used to transport items, but at high costs.
Upgraded Steam Engine Materials Required: Material Fee (20 Gold x Item Level) Posts Required: 5 Requirement: Level 11 Mechanic A Steam Engine that has been upgraded to a larger size and a higher efficiency output. While it in and of itself isn't that much greater of an upgrade, it is meant to be a preliminary step towards higher-tiered engines. This is basically something that a Level 11 Mechanic could make just by using the Quality Control ability, disassembly and reassembly are possible due to this. An expensive, yet necessary, upgrade that will bring the future of trains into reality.
Warden Armor Materials: 20 x Item Level Post Requirement: 4 Posts Requirement: Level 10 Mechanic Crafted by Mechanic Hirosame. A set of Warden Armor forged by fledgling mechanics. It is crafted from metal and forging methods that increase in complexity. The Mechanic that crafts this item may rewrite its name and description. Additionally, Warden Armor can be upgraded to a higher level by performing a Warden Armor craft with the item to be upgraded and then paying 2/3 the required Material Fee. Warden Armor crafts at Level 31-60 have a Material Fee of (30 Gold x Item Level). Warden Armor crafts at Level 61-90 or higher have a Material Fee of (40 Gold x Item Level).
Wind-Up Mechanism Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Mechanic A basic gear piece that allows a small machine like a music box to run for a few seconds. It's said that the Industrial Revolution guild is trying to make this concept work on a larger scale. Its utility depends on the level of the materials used to make it.
Brewer/Pharmacist
Anti-Poison Poultice Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A recipe by Capsule. A poultice made from herbs that counteracts poisonous substances, by applying it to the affected area. The poultice has a very minor healing effect that should not be relied upon, nor should it be ingested. Ingesting it has a chance of worsening the poison debuff.
Anti-Stun Tablets Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist Researched by Pharmacist Hanelli. A tablet that can be quickly ingested while in the heat of battle, this can help recover against the Stun debuff, allowing whoever has taken it to move right after being inflicted with the Stun debuff. Normally comes in tablet form, but instead if it being chewable, it is soluble, because once the player ingests this, it dissolves and becomes a liquid form, therefore allowing movement once the body has absorbed its liquid form.
Anti-blindness Vapor Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 30 Brewer/Pharmacist A recipe by Pharmacist Capsule. A potion derived from an herb that restores vision to a victim effected by the blind debuff. It is stored within an ampoule for easier access and usage, and is released as a vapor when the capsule is shattered. Its effectiveness depends on the average level of the materials used to make it.
Appearance Change Potion Material Required: Material Fee (250 Gold) Posts Required: 3 Requirement: Level 50 Brewer/Pharmacist A sweet-smelling indigo liquid that can be drunk before bed overnight, causing the drinker to wake up as a new person altogether. The appearance is dependent upon one's mindset upon drinking the potion, so there have been cases where intoxicated individuals... received quite a wake-up call. A character may use this item in the Market Center to change their in-game FC to any other FC of their choice. This item is consumed upon use afterward.
Appearance Reversion Potion Material Required: Material Fee (200 Gold) Posts Required: 3 Requirement: Level 30 Brewer/Pharmacist A sweet-smelling blue liquid that can be drunk to change the drinker's body in a matter of minutes. It's said that Adventurers are able to use this potion to change their appearance back to a form not unlike their original appearance back in their old world. This wondrous effect does not seem to apply to Landers as they do not have such a form to transform into, but it will still get rid of scars and is a decently demanding cosmetic item. An Adventurer may use this item in the Market Center to change their in-game FC into the real-world FC or appearance description they stated in their character profile. This item is consumed upon use afterward.
Basic Wine Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer/Pharmacist An alcoholic beverage generally made from fermented grapes, though other fruits can be used as an alternative. Drinking this drink provides a slight HP restoration. Due to the qualities of this item as a cooking ingredient, it can not only be used by a brewer to make beverages, but also a chef to give a distinctive flavor to their cuisine. If this item is used in a craft, the resulting crafted item's HP restoration effect is doubled. This effect does not stack or carry over. The Brewer that crafts this item may rewrite its name and description.
Burn Cream Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist Based on Pharmacist Capsule's recipe. A thick, yellowish paste that can be applied to minor burns. The paste provides a cooling and minor healing sensation when applied to the affected area. Its potency depends on the average level of the materials used to make it.
Charm Potion Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A potion made from aromatic and aphrodisiac herbs. This reddish concoction causes a charm effect when used against an enemy, causing them to temporarily turn against their allies. A good wallop to the head or death can usually counteract it, however. The duration depends on the level of the materials used to make it.
Corrosive Poison Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Brewer/Pharmacist A recipe by Pharmacist Capsule. A potion that is made by combining an impure poison with two mana shards. When shaken and tossed at an opponent, the mana activates and causes the poison within to become corrosive, like a weaker form of acid. When it makes contact with its intended target, the concoction causes a moderate burning effect, along with a stronger poison debuff. Unlike the standard impure poison, however, the duration of this debuff lasts only thirty seconds, but acts faster. The sickness debuff remains the same; all stats lowered for about a minute. Drinking it directly will lower the player's health by 200. Its potency depends on the average level of the materials used to make it.
Distilled Spirits Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer/Pharmacist A recipe designed to take the user from 0 to drunk in 3.2 seconds, this potent ethanolic beverage burns at the throat and at the taste buds. Restores moderiate health, but mades the consumer rapidly drunk.
Greater Mana Potion Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 30 Brewer/Pharmacist A recipe by Capsule. An upgraded version of the lesser mana potion, that restores about 20 MP per average level of the materials used to make it. Its base level is level thirty, making it unavailable for crafting for those below this level. It also requires that the Pharmacist have knowledge of the lesser mana potion.
Henna Dye Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Brewer/Pharmacist Made from crushed leaves from the mignonette plant, the resulting powder can be mixed with acidic liquids and applied to the hair, skin, nails or fabric. It's popular among those who enjoy body art like tattoos, or just want to appear exotic. It is equipped like a "skin," but does not take up an accessory slot. The quality of the dye depends on the level of materials used to make it. The Pharmacist who makes this product may rewrite the description. It's possible that an Artisan could make these (useful) accessories, with actual effects.
Impure Poison Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A fairly diluted poison suggested by Pharmacist Polio. It has a toxicity rating of 5. Drinking it directly will lower the character's current HP by about 100. Of course, its attributes as a poison makes it more useful when applied to a weapon and used to attack an enemy. Enemies struck by a weapon affected by Impure Poison have a chance of acquiring a minor poison debuff which slowly lower HP over the course of a minute and sickness debuffs which lower all stats for about a minute. Its potency depends on the average level of the materials used to make it.
Iced Beverage Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer/Pharmacist An alternate recipe to the ordinary beverage that calls for the additional of some Britain Snow. This creates a cool drink that can greatly quench the thirst on a hot sunny day. Careful not to drink too quickly though, since brain freeze is still a thing here. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post. The Brewer that crafts this item may rewrite its name and description, but must retain its effect.
Lesser Mana Potion Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A recipe by Capsule. A basic mana potion that restores about 10 MP per average level of the materials used to make it. It's good for lower levels, but lacks the oomph higher levels need.
Medicinal Formula Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A basic healing potion that restores about 20 HP per average level of the materials used to make it. At low levels, this amount is essentially a player's entire amount, but higher level players will require a few in order to heal back to full HP. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Medicinal Pastilles Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A chewy, flavored pastille that has medicinal effects of either restoring HP or MP depending on the Base Herb that is used. Candies are delicious and convenient, especially for getting children (or adults) to take their medication without fuss. To create this successfully, Pharmacists are required to have prior knowledge of crafting Medicinal Formula and Lesser Mana Potion.
Medicinal Tablet Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A healing pill that restores about 30 HP per average level of the materials used to make it. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 2. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Miasma-Cleansing Spray Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Brewer/Pharmacist A recipe passed down among the citizens of the Avon Valley to combat the threat of the Heretics. By breaking down mana into its basic composition of psyche, the element is infused into a spray that serves to clean away traces of Miasma. Applying this spray to a character affected with Corruption will reduce their Corruption points by 5. It also deals minor damage to monsters of the Miasma element.
Miasma Perfume Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Brewer/Pharmacist Smell like pure evil. A spray that seems to induce aggression toward whoever this is sprayed on. For the next 3 posts, all monsters that interact with the target makes the monster's nature more hostile (Friendly becomes Docile, Docile and Curious become Wary, Cowardly becomes Predatory, Wary becomes Aggressive).
Minor Potion of Luck Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Brewer/Pharmacist A basic potion which increases the chances of landing a critical hit for a short period of time. It has a toxicity rating of 1. The duration and strength depends on the level of the materials use to make it.
Pet Medicine Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Brewer/Pharmacist Medicinal pills and shots for pets/tamed beasts. The pills can be lightly roasted or left to dry after combining the powdered herbs and solvent, mostly based upon the pet's temperament. The shots are reserved for fleshy monsters and animals, and are generally not advised for the squeamish. The medication itself restores 18 HP per average level of the materials used to craft it. Low leveled pets can get by with the lower doses, but high leveled pets require much more.
Ordinary Beverage Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer/Pharmacist Players who have taken the Brewer crafting subclass are able to create drinks that actually retain their taste. In order to do this, though, the brewer must utilize their knowledge from the old world in order to know the proportions that go into a good drink. Comes in alcoholic and non-alcoholic varieties, depending on the recipe used. Drinking this drink provides a slight HP restoration. The Brewer that crafts this item may rewrite its name and description.
Potion of Nighteye Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist Researched by Pharmacist Icyferno. A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it.
Potion of Water Breathing Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist A recipe by Capsule. A potion derived of herbs from the sea, it allows the user to spend an additional two minutes underwater. This makes underwater combat or diving expeditions less wearisome. One should still be wary of swallowing too much salt water, however.
Repel Essence Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 15 Pharmacist An orange liquid suspension that appears as a murky mist once unbottled. Pouring it over a target's body causes the mist to attract itself to the body, making the target appear as though they were emitting this mist. Nevertheless, the presence of this mist is repulsive to most predators, keeping them from attacking. For the next three posts after use, monsters of the Aggressive and Predatory nature become Wary toward the target. If a monster's level is higher than the item level of the used potion, it is not affected.
Soda Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer A fizzy beverage loved by children and college students alike. It's generally made with carbonated water, sweeteners and a flavoring agent. Drinking this drink provides a slight HP restoration and a minor increase to movement speed. The Brewer that crafts this item may rewrite its name and description.
Smoke Grenade Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist A flask containing powder derived from plants which can produce smoke spontaneously when ignited. The neck of the flask contains powder derived from a herb which burns slowly when it comes into contact with mana, which can be released through the flask. This gives the user a maximum of three seconds to prepare before the flask explodes and releases a large torrent of smoke.
Sleeping Potion Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist Based on Pharmacist Capsule's recipe. A potion made from herbs that are famous for their ability to induce slumber. Drinking it results in an almost instantaneous sleep that can last up to a minute or until the target is struck. Its potency depends on the average level of the materials used to make it, with monsters whose level is higher and sleep-resistant monsters suffering noticeably fewer effects.
Stat Booster Materials required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 20 Pharmacist A recipe by Icyferno. A potion which temporarily increases a specific stat, allowing the user to momentarily go beyond their current limits. It is especially useful when used in a fight with an opponent much stronger than oneself. The effects of the potion do not stack with itself, even if the stat increased is different, but will stack with anything else. The stat that will be boosted must be referenced in the crafting thread, where it is made. The boost in stats is equal to that of a number between 1 and 5 Levels higher than what the user's current level is, capping at Level 100. Item Level determines the level increase, in that Item level 1-22 will increase by 1, 23-54 will increase by 2, 55-70 will increase by 3, 71-99 will increase by 4, and 100 will increase by 5. The duration and extent of the increase depends on the level of the materials used to make it, directly correlating to the stat bonus, and it has a toxicity rating of 2. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Skinwalking Potion Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 50 Pharmacist A recipe by Pharmacist Capsule. A deep violet potion that allows the user to transform into an animal or monster in the area. In doing so, they lose the ability to attack or speak, but their identity (IGN, guild, etc.,) is replaced with the basic info of the creature they are mimicking. The disguise is shattered when the user is assaulted or leaves the area. The level of the potion depends the highest level of monster the user may mimic. While great for espionage, it is not advised to masquerade as higher leveled monsters or field bosses, as others may attack you on sight. It has a toxicity rating of 3.
Tranquilizer Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 30 Pharmacist A recipe by Pharmacist Capsule. A liquid sedative in a syringe that causes tranquility within the affected person or beast. Lower doses have a desirable calming effect, while higher doses can inflict drowsiness, slurred speech, poor judgement, clumsiness, and lowered reflexes. It does not quite work like the Animal Trainer's Pacify skill, in that it does not lower a monster's nature. The effects do last for thirty seconds, however. Its potency is reliant on the average level of the materials used to make it, and has a toxicity rating of 4.
Unfounded Drink Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: N/A The default result of mixing alcoholic beverages together using the system menu. Craftable by any player, even those who are not Brewers. Using this option will allow you to pretty much create a variety of drinks, except that they come with absolutely no taste at all. The character that crafts this item may rewrite its name and description.
Scribe
Basic Contract Material Required: 1 Magic Ink, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Scribe A basic contract for anything the two partys signing the contract want. Since it is the very basic one, it has to be 50/50, the requirements have to be small, the drawback from not fulfilling it is very small and it needs one witness. Can be used as a basis for upgraded ones. It will only work if both parties are willing to sign.
Basic Grimoire Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Scribe, [Quill Pen] in crafter's inventory Through Scribe Hemmurabi's research, basic spellbooks that have been enchanted with enough mana that they are able to shoot weak magic bolts similar to the grimoires available from shops and starter lists. The magic bolts are non-elemental, utilize the player's MP to cast, have a maximum range of 2 meters, and possess a cooldown of 2 seconds. The Scribe that crafts this item may rewrite its name and description.
Call The Stars Mats Required: 1 Parchment Paper or 1 Crystal Dreams, 1 Magic Ink Posts Required: 1 Requirement: Level 15 Scribe, [Quill Pen] in crafter's inventory Originally created for the purpose of maps, this craft is one part enchantment and one part crafted object. In the case of maps, this object allows for said map to have the capacity to record 3 dimensions of information instead of just two. It, following the properties of Crystal Dreams (and by extension Magician's Paper) allows for free scrolling and 3-d projections of the recorded data. The main bonus of this item is that it allows extra data to be recorded and held. In the case of other schematics, it'll just allow for the diagram to be projected. Because it's Magician's Paper, edits are freely possible for the owner. Naturally, this works with Heart Compass and it's recommended to be used with Half-Gaia Map so the entire world's map becomes topographical and you can have all the data. In the case of instances with different map data, all instances will be recorded and can be switched between. It overwrites some of the basic functions of the minimap in order to engage in shenanigans. Also it's an Enchantment, so it naturally doesn't destroy the object it enchants, just augments it. And should be noted as such when crafted. The Schematic is not consumed. Use maps. If it's anything but a map, you're wasting some money. The schematic needs to be made of Crystal Dreams.
Crystal Dreams Materials Required: 1 Magician's Paper, 1 Invisible Ink Post Required: 1 Requirement: Level 10 Scribe Crystal Dreams provides a one sided upwards projection of whatever the owner wants, essentially projecting a hologram. The hologram cannot extend horizontally beyond the bounds of the paper it's on, meaning that if you have a 1 square meter paper, it can't extend outside that square. The complexity and height of creations is dependent on both the ingenuity of the user, their proficiency with magic objects, and a hard cap produced by the level of Crystal Dreams itself. This object is essentially able to create holograms that can go anywhere from completely transparent to completely opaque, making it useful for setting up sight walls and blocking vision for the less intelligent AI. The object itself is highly vulnerable, so cutting a scroll made of this will result in half becoming unusable. Good for shenanigans, although because everything is holographic, there's no solid component. Some people swear the object itself 'feels' like mana, which often results in a different feeling based on the creator of the illusion. The scribe that makes this object can rewrite its description for size purposes. This object can be used on any object that needs Magician's Paper.
Explosive Runes Materials Required: 2 Magic Ink, 1 Mana Fragment Posts Required: 1 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory. Explosive Runes is a type of ink with a rather unique function. When someone reads the words written by this item, the ink will explode, dealing both concussive and fire damage proportional to the amount of ink used. The damage of the runes and the range at which they can activate from being read scale with level, although the writer can minimize the range if they would like. At level one, the range is 5 meters maximum. Perhaps the best point of this item is that it comes in both liquid ink form and chalk form, allowing even those without a quill to engage in dangerous hijinks. Due to how much ink is used, this item can be used up to three times before it is completely consumed. Using it all at once will surely leave an 'impression' though.
Half-Gaia Map Materials Required: 1 Magician's Paper Posts Required: 1 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory. This map of the whole world offers some special features. First, a compass in the corner that will always point north, as well as pointing out where north is on the map itself. Second, the map is dynamic and can be zoomed out or in and have its content moved across the map 'pane', allowing one to write in very small notes or get a cohesive view. Finally, this map automatically updates in relation to the user's minimap, not requiring the user to press their quill to it. To view or interact with the map, a nominal amount of mana is required. It features some downsides and limitations, of course. The map will not update if the user does not own an area map. No "UFK - London Map" means this map won't update for the 'London Area'. This naturally includes dungeons within the area of any given map. And of course, the map does not reveal any area that a normal map would not reveal. It simply acts as a way to pull every map into a single, easy to use map with space for the whole world's maps.
Heart Compass Materials Required: 1 Magic Ink, Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 3 Scribe, [Quill Pen] in crafter's inventory This item is a 2-part spell circle. The first is applied to a 'tracker' object, usually a card or something small. The second is applied to a decent sized writing surface, the 'receiver'. The item functions by matching wavelengths between receiver and tracker, with range increasing based on quality of the materials. Whenever activated, the tracker glows obviously and has the word 'Tracking' appear on it. In its basic form, a mana-formed 3-d arrow appears on the receiver dynamically pointing towards the tracker. The arrow gets bigger the closer you are. In the special case that the receiver is a map crafted with Magician's Paper, the receiver gains special bonuses. Namely, the map can also show a dynamic radar of any trackers within range on the map itself, with each expressly labeled and showing up as dots. Note that the limits of the map are still in place. For instance, being on the wrong floor. By creating this object, it is assumed any number of parchment or maps have the receiver function. The maps and parchment are not consumed. Any number of 'tracker' objects can be tracked, but beware of flooding your page to the point no arrow can be seen. Tracker objects can be voided easily by destroying them or overloading them with mp. The Scribe crafting this can change the name and description to become the desired 'tracker' object.
Invisible Ink Materials Required: 1 Magic Ink, 1 Mana Fragment Posts Required: 1 Requirement: Level 3 Scribe Invisible Ink is a lacquer-like transparent substance that glows in the dark or when a nominal amount of mana is applied to it. Because of its transparent nature, this item is especially good for hijinks and much less so for secret messages and whatnot. The item itself can come in paint form, ink form, spray paint can form, and the like and conforms to the properties of the material it's mixed with. The only effect it has is to make the material transparent and to glow in the dark or when mana is applied. The ink gathers the energy to glow from natural light sources and mana, so ink left alone in a dark place won't exhibit these properties until exposed once more. Paint the town! The Scribe that crafts this can alter the description and name for purposes of indicating what the item is.
Magic Ink Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Scribe Enchanted ink from Scribe Nostradamus's repertoire that glows with mana when text created from the ink is read. It seems to possess properties of magical ability. As Scribes do not possess the ability to extract Mana Fragments, they will generally require an Alchemist's assistance. It's said that Scribe Nostradamus himself buys hundreds of Mana Fragments from beginner Alchemists daily to satisfy his research needs.
Magician's Reloader Material Required: 1 Magic Ink, 1 Parchment Paper Posts Required: 2 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory Scribe Scoria has made a new discovery. The Magician's Reloader is a basic enchantment. Unlike the enchantments applied by weapon crafters, this is a contract between a weapon user and her weapon. Using spell circles to link the contract specifying 'function' to the enchanted weapon by assigning specific 'ID' values, the user links the contract holder to her weapon. Requiring a scribe in order to craft the linking circles, a witness (usually the scribe) and the weapon owner to sign the contract, the contract allows the user to automatically reload his weapon when attempting to reload. The time for the projectile to appear is abyssal at low levels, making this only useful if someone had an unreasonably complex weapon that was hard to reload. For instance, a cane that fires harpoons. In return for the contract, the weapon becomes 'locked' to the user and cannot be traded away. Furthermore, the contract owner is semi-blinded for 10 seconds during the reloading sequence. The entire contract can be negated by signing a 'release' line at the bottom, writing 'Void' across the contract, and ripping it into at least four pieces. When using this contract, the weapon must be specified.
Magical Card Materials Required: 1 Magician's Paper, 1 Magic Ink Posts Required: 2 Requirement: Level 5 Scribe, [Sorcerer's Quill] in crafter's inventory A special card that has been enchanted with magical energy, causing them to feel inexplicably distinct to someone who has had experience with handling these cards. They are often drawn upon using regular ink and turned into playing cards. Card sharks with magical affinity especially like these cards in order to cheat whenever they face up against an unaware opponent. Often magical cards of different mana signatures are mixed together, allowing the user to create a loaded deck they can cheat with. The quality of materials used to create this card should be as top-notch as possible if you want to cheat people safely.
Magnus Card Materials Required: 1 Magical Card, 1 Magnus Transmutation Essence Posts Required: 1 Requirement: Level 15 Scribe, [Sorcerer's Quill[ in crafter's inventory An invention that was collaborated with the Alchemists to create a magical card made from enchanted cards. The card itself appears blank until it is exposed to anything that can be transformed into Magnus Essence. This card has the ability to transform the object into Magnus Essence by raising the card and pointing its blank face toward the intended object. After a few seconds, the card will glow with a flash of light and an image of the absorbed object will be pictured on the card's face. Like Magnus Transmutation Essence, the essence of the absorbed object will fade over time. The time it takes for a Magnus Card to be depleted of an object's essence is equal to its item level in hours.
Magician's Paper Material Required: 1 Magic Ink, 1 Parchment Paper Posts Required: 1 Requirement: Level 5 Scribe Scribe Scoria has made a new discovery. Magician's Paper is the paper variant of the Magic Ink item. Each paper object has its own unique 'ID' suitable for later shenanigans and is a good deal sturdier than its Parchment Paper predecessor. The piece of paper exhibits a unique quality to alter its visage when mana is added to it, allowing one to use it as a means of communication or to cheat at pictionary. If you wanted to cheat at pictionary. The greatest benefit of this item is what it enables. Thanks to the 'magic parchment' core, one can write dynamically on this piece of paper without ink or, if your imagination is keen and precise, without quill. One can even slide parts of the document beyond the edge of the paper and pull them back into view later. Be wary that for more precise tasks, the quill is still required. This item can be used in place of Parchment Paper for any craft (and imparts the properties of this item into the crafted object)
Notebook Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Required: Level 1 Scribe A simple binding of paper that forms an ordinary notebook which can be used for a variety of things. Its quality depends on the materials used to make it.
Parchment Paper Material Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Scribe Decent quality paper brought up by Scribe Papyrus by taking old pieces of paper, soaking them together, then merging the fibers together to create a paper that doesn't tear quite as easily. Its quality depends on the level of the materials used to make it, but even still, it's just about as durable as a thin piece of paper.
Quill Pen Material Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Scribe A feather pen that has been refined by Scribe B. Franklin so that its writing is fairly consistent. Much as a blacksmith's signature tool is the hammer and a tailor the needle, this can be considered the scribe's main tool. The Quill Pen is not used up during a craft.
Score Scroll Materials Required: 1 Parchment Paper, 1 Magic Ink Posts Required: 1 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory The Score Scroll is a template that can be filled out with any kind of music and shifts accordingly. The music can be added by anyone capable of playing the music or with the knowledge to write the notes in, no matter who they are. Once finished, the scroll either becomes blank or stays as it is, depending on the wish of the composer. Then, this scroll is usable by anyone when performing music. The scroll will help to system-assist the user into playing the contained song, but it does not control the user. Therefore, lacking experience and practice will result in mistakes being made. Naturally, if you do not know how to 'shift' to the correct octave for different instruments and keys, using this scroll creatively may be difficult. The scroll will wear out over time. The scribe that makes this creates an empty template, so the composer may edit the description and name of this item. Beware conductors who may put in a full concerto. Each 'craft' creates 3 scrolls.
Sorcerer's Ink Materials Required: 1 Mana Fragment, 1 Invisible Ink Posts Required: 1 Requirement: Level 5 Scribe, [Sorcerer's Quill] in crafter's inventory Ink that takes some of the properties of its parent elements and combines them, creating an ink substance that can be used to write on air itself. It can come in the form of a paint can, spray paint, regular ink, or whatever else. You can write on almost any surface with this, but a strong gust or errant hand will wipe all that way. Messages won't stay for long free-floating in harsh currents. Adding mana into the floating message causes it to glow more brightly. The quill is not consumed. Any contracts must be placed on some kind of paper, and writing cannot be placed on weapons or armor.
Sorcerer's Quill Materials Required: 1 Quill Pen, 1 Mana Fragment Posts Required: 1 Requirement: Level 5 Scribe Like the name says, the Sorcerer's Quill is a special quill used by many in the magic business. Its unique abilities and magical properties makes it an ideal tool for magicians and mages interested in devising new spells or curses. Does not disappear if used in crafting. This item is considered as a Quill Pen in any recipe.
Two-Beam Grimoire Materials Required: 2 Magic Ink, Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 10 Scribe An modified Grimoire recipe. It has an increased range of 4 meters and launches two bolts of magic out instead of one. The magic bolts are non-elemental, utilize the player's MP to cast, and possess a cooldown of 3 seconds. The Scribe that crafts this item may rewrite its name and description.
Unfounded Kingdom Map - London Area Material Required: 1 Parchment Paper Posts Required: 2 Requirement: Level 1 Scribe, [Quill Pen] in crafter's inventory A largely incomplete map of the Unfounded Kingdom with a basic template designed by Scribe Hearst, focusing on the London area. Just having it in your possession gives your minimap interface the map data that was recorded on it. Due to maps created by the Britain Royal News, most players are able to obtain a decent starting map that aspiring Scribes can copy to complete their own map. Otherwise, new map data can be filled in by simply standing in the middle of an uncharted area and gently pressing the quill pen down upon the parchment. While it is possible for anyone to fill in a map, certain subclasses like Scribe, Pathfinder, and Courier have the advantage when it comes to filling in larger portions of the map.
Tailor
Cloth Accessory Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Tailor Accessories usually made from cloth and sometimes decorated by small bits of jewelry. They can be worn as a fashion statement or utilized for their effects. Every time a Basic Accessory is produced, it will come with an Armor-based reforge. If a reforge was not requested, one can be added later. Basic Accessories possess no defense value. The Tailor that crafts this item may rewrite its name and description. The higher the accessory's crafted level, the more potent the reforge's effects will be.
Cloth Equipment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Tailor A simple leather or cloth armor crafted by fledgling tailors. It is crafted from basic materials and isn't that much better than an equivalent beginner item, but it's a start. The Tailor that crafts this item may rewrite its name and description. Whips can be crafted by this recipe as well. Additionally, a Cloth Equipment can be upgraded to a higher level by performing a Cloth Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Cloth Equipment crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Cloth Equipment crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Cloth Furniture Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Tailor Description: A recipe for things like beanbags, futons, curtains, and otherwise large home decorations that require a more extensive amount of fabric. They are often stored inside personal or guild housing for convenience. The Tailor that crafts this item may rewrite its name and description.
Cold Resistant Clothing Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Tailor A simple leather or cloth armor crafted by fledgling tailors. In a slight contrast to the Beginner Equipment recipe, this clothing design focuses more on providing enough layers for cold protection. The Ice resistance provided by this equipment is equal to the Item Level +1, while its defensive values are equal to the Item Level -1. The Tailor that crafts this item may rewrite its name and description.
Equipment Reforging Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Tailor The Tailor takes an existing piece of armor and reforges it to give a random enchant, which can vary between elemental defense, defense increases for certain skills, cooldown reductions, passive HP regeneration, etc. The type of enchant depends on the type of equipment it is and the types of classes which can wield the equipment. Note that although the crafter can request a certain enchant, it's mostly random so you might not get your desired enchant as easily. Only one reforge can be placed on an item at a time. Equipment bought from the NPC Shop cannot be reforged. Its potency depends on the average level of the materials used to make it.
Fuse Material Fee: 10 Gold Posts Required: 1 Requirement: Level 2 Blacksmith / Tailor / Woodcrafter Description: Created by the Funeral Parlor. An extremely short length of rope fibers twisted together in such a way that causes the object to burn for a certain amount of time. Longer fibers mean more time; one inch is 2.5 seconds of burn time. However, the makeup of ropes makes the burn-time unreliable. To create consistency, it is suggested that a crafter dries out the fuses before use.
Pet Armor (Leather, Cloth) Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 15 Tailor Description: Special Accessory. This takes up an accessory slot. A recipe by Blacksmith Caerbannog and Tailor Kumori. Allows an animal trainer (the user) to equip a pet with an armor that was specifically crafted for that creature. The total of the armor's defense rating and reforge level may be lower than or equal to the animal trainer subclass level of the user. The defense rating only increases the defense of the pet, not of the user. The reforge effect affects only the user, not the pet; its effect applies only if the pet is currently summoned. The material may be made of metal (blacksmith), leather or cloth (tailor), a mix of leather and cloth (tailor), or a mix of metal/leather/cloth (blacksmith+tailor). The blacksmith or tailor who crafts this may rewrite the description.
Plushie Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Tailor A recipe suggested by Tailor Masami of a toy plushie, usually that of a stuffed animal. It is mostly given as gifts to young children, but its nostalgic appearance is popular among Adventurers to remind them of their world. The Tailor that crafts this item may rewrite its name and description. Its sturdiness depends on the average level of the materials used to make it.
Satchel Bag Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Tailor A small satchel bag suggested by Tailor Aeon that can store items for quick access without needing to open the inventory menu. It's mostly used by Couriers and individuals who need to grab a quick potion from the heat of battle. Its sturdiness depends on the average level of the materials used to make it.
Soft Blanket Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Tailor A soft blanket that's essential for getting a good night's sleep during the winter months. Its sturdiness depends on the average level of the materials used to make it.
Vanity Clothing Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Tailor Clothes that can be equipped from the inventory and do not actually take up an equip slot. These types of items possess no defense values, cannot be reforged, and are mostly for aesthetic value. The Tailor that crafts this item may rewrite its name and description.
Weatherproof Cloak Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 3 Tailor An accessory cloak by Tailor Aeon that can be worn over one's armor, possibly for aesthetic purposes but mostly for its utility use in protection against the weather. This accessory gives Water and Ice Resistance equal to half its Item Level, but also makes the wearer slightly vulnerable to Fire attacks equal to half its Item Level. The Tailor that crafts this item may rewrite its name and description.
Artisan/Woodcrafter
Balsa-Wood Stick of Fish Smiting Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Artisan/Woodcrafter The ultimate tool against small fish in streams across the world! Supposedly. The tool is used by throwing it, much like a javelin but above water, towards one's prey with hopes to spear the creature or immobilize it. The harpoon can also be used to spear ones prey, to defend oneself from a predator, or at least be used as a deterrent if assaulted. Due to the lack of strength, this variety of Harpoons doesn't tend to last very long unless it is maintained constantly.
Blackboard Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Description: Made with the combination of three plank and a black colour paint, the blackboard is a reusable surface which an individual can easily write or draw on with chalk and can also easily erase any doodle created on it with a simple cloth or the back of an individual hand.
Chalk Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Description: Made from the scraps of used art supplies, Clay is an easily accessible tool for scribes, sigilmakers, and artisans to draw what they wish. Simply mix the ingredients, add water, pour into a mold and cook until solid.
Charcoal Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Artisan/Woodcrafter A black, charred substance left behind after burning wood until all impurities are gone. It can be used to light a fire in place of coal should lighter fluid be applied.
Combat Crystal Ball Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Artisan/Woodcrafter A crystal orb enchanted with magic, allowing it to float beside the user in battle. The user may control it as a mid-range weapon, allowing it to float up to 1 meter away to damage a foe with indirect blunt damage. It is slightly magnetized to the user through mana, allowing it to stay close to them even when it or its wielder is knocked away. The Artisan that crafts this item may rewrite its name and description. Additionally, a Combat Crystal Ball can be upgraded to a higher level by performing a Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Combat Crystal Ball crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Combat Crystal Ball crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Control Bar & Pierrot Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Artisan/Woodcrafter A crafting recipe for a wooden puppet that comes with strings and a control bar, proposed by Woodcrafter Geppetto. It is most notably used by Puppeteers to assist them in battle, but anyone who isn't a Puppeteer may still find some use in playing with these toys. The Woodcrafter that crafts this item may rewrite its name and description. Its sturdiness depends on the level of the materials used to make it.
Equipment Wood Reforging Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Artisan/Woodcrafter The Woodcrafter takes an existing wooden weapon or armor and reforges it to give a random enchant, which can vary based on the type of equipment it is and the types of classes which can wield the equipment. Note that although the crafter can request a certain enchant, it's mostly random so you might not get your desired enchant as easily. Only one reforge can be placed on an item at a time. Equipment bought from the NPC Shop cannot be reforged.
Fishing Pole Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 3 Artisan/Woodcrafter Description: A simple fishing pole and reel, created by Woodcrafter Hawk. Throw the line, and reel them in!
Force Accessory Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Artisan/Woodcrafter Enchanted trinkets and jewelry with effects that amplify the life force of the body, allowing it to achieve a level of achievement higher than the wearer's usual abilities. Most accessories producible at early levels provide basic combat boosting effects, such as increased physical damage, increased physical resistance, or very minor changes in MP costs, attack speed, skill duration, or cooldowns. Average damage/defense value is equal to Item Level / 4, MP costs are usually decreased by 1% per 2 Item Levels, and changes in attack speed, skill duration, cooldowns are typically 0.1 seconds per Item level. The Artisan that crafts this item may rewrite its name and description.
Fuse Material Fee: 10 Gold Posts Required: 1 Requirement: Level 2 Artisan/Woodcrafter Description: Created by the Funeral Parlor. An extremely short length of rope fibers twisted together in such a way that causes the object to burn for a certain amount of time. Longer fibers mean more time; one inch is 2.5 seconds of burn time. However, the makeup of ropes makes the burn-time unreliable. To create consistency, it is suggested that a crafter dries out the fuses before use.
Hollow Compartment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Artisan/Woodcrafter A bit more complicated than you'd expect, the Hollow Compartment is a container with a false interior. Open it up the wrong way and you'll find the interior of an ordinary wooden box. The secret compartment inside can carry small things around the size of a small water bottle. Perhaps you can engineer something that utilizes a hollow compartment in a grander design.
Ladder Material Fee: 5 x Item Level Posts Required: 1 Requirement: Level 1 Artisan/Woodcrafter Description: A simple, usable, affordable, and useful ladder constructed of wooden planks of two different sizes. One size to form the rungs, and the other size for form up the sides of the ladder. Generally sanded down to make grabbing onto it easier, a ladder can be whatever length needed, and can be disclosed by the crafter. Default length is 4 meters.
Medium Boat Material Required: Material Fee (20 Gold x Item Level) Posts Required: 4 Requirement: Level 10 Artisan/Woodcrafter An improved ship hull of up to medium sized ships for river and coastal use. The seas are too rough to sail in if you get too far from land. This item cannot be in an inventory. Its sturdiness depends on the level of the materials used to make it.
Miniature Boat Material Required: Material Fee (10 Gold x Item Level) Posts Required: 4 Requirement: Level 5 Artisan/Woodcrafter An ordinary crafting recipe proposed by Woodcrafter Archimedes. It's not really much of a boat as it is a bunch of wooden planks fitted together in order to create something that doesn't immediately sink in the water when you sit in it. This item is summoned from the inventory and is automatically returned if it takes any damage or is left alone for a few minutes. Its sturdiness depends on the level of the materials used to make it.
Monument Materials Required: Material Fee (20 Gold x Item Level) Posts Required: 1+ Requirement: Level 5 Artisan/Woodcrafter These are special types of creations that the artist uses to leave their mark in a certain area. The method used to do this is up to the adventurer, however more highly visible works such as sculptures or murals are more common. The larger the size of the Monument, the larger the beneficial effect it will have upon those who gaze upon it up close. The larger it is however, the more posts and detail will be required in it's creation as well. The monuments and how they receive bonuses are shrouded in mystery. The creator may attempt for specific buff effects of their Monument, but it may not always receive the desired effects. The amount and quality of the materials used will also effect the outcome. Adventurers who visit or gaze upon a monument will receive it's benefits for the duration of their thread.
Mount Whistle Materials: Material Fee (10 Gold x Item Level) Posts Required: 1 Requirement: Level 21 Artisan/Woodcrafter The original Woodcrafter’s recipe for creating Mount Whistles. used to call forth a domesticated terrestrial mount, commonly a shire horse or pony. Animal Trainers may use this item to summon a specific trained animal of theirs. Otherwise, only domesticated animals (e.g. farm animals, shire horses) or wild creatures with naturally Friendly or Docile nature (e.g. young pittered boar, briar weasel) can be used as mounts. Mounts summoned this way have very little HP and will dismount their rider and run at the first sign of danger. Cavalier personal mounts are unaffected by this item. Only one mount may be summoned at a time using this or similar items. The blacksmith that crafts this item may change the description but the effect must be retained.
Painting Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1+ Requirement: Level 1 Artisan/Woodcrafter A painting drawn by an Artisan. Its NPC market value in gold is equal to (10 x [Item Level]) + (50 x the number of posts the Artisan spent making this painting). If speed crafted, the post multiplier is considered to be 0. The Artisan that crafts this item may rewrite its name and description.
Puppet Brute Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Artisan/Woodcrafter An alternative to the basic Pierrot model puppet. While the Pierrot is smaller and thus makes a good companion for entertainment, the bulky Brute, standing at 2 meters tall, was designed for manual labor. It can carry the weight of roughly an adult human when carefully controlled by a skilled Puppeteer. It also packs a decent punch, dealing 50% more damage but with a reduction of 25% in attack speed. When this item is in a character's inventory, it can be summoned to automatically attach itself to a pair of Control Bars. The Woodcrafter that crafts this item may rewrite its name and description. Its sturdiness depends on the level of the materials used to make it.
Pottery Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1+ Requirement: Level 1 Artisan/Woodcrafter Pottery work handshaped by an Artisan. Its NPC market value in gold is equal to (10 x [Item Level]) + (50 x the number of posts the Artisan spent making this pottery). If speed crafted, the post multiplier is considered to be 0. The Artisan that crafts this item may rewrite its name and description.
Sculpture Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1+ Requirement: Level 1 Artisan/Woodcrafter A sculpture created by an Artisan. Its NPC market value in gold is equal to (10 x [Item Level]) + (50 x the number of posts the Artisan spent making this sculpture). If speed crafted, the post multiplier is considered to be 0. The Artisan that crafts this item may rewrite its name and description.
Simple Horse-Drawn Cart Material Fee: 10 x Item Level Posts Required: 1 Requirement: Level 5 Artisan/Woodcrafter Description: A Simple cart, used to carry goods to and fro, without having to make as many trips as one would have to with just carrying the items. This can be drawn by either oxen or horses. While it may not be structurally sound, for the time being, the item in question can be improved upon in future iterations. A start to carriages and the like, this will get the job done.
Simple Locked Door Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 5 Artisan/Woodcrafter A recipe by Renai. A basic wooden door of solid construction, this Sturdy Locked Door has hinges and a lock. It swings open and closed like a regular door. It is also solid. It prevents people from walking through. This door can be considered a solid object. It of course comes with a key to unlock the door itself. It serves as a method of entering buildings and keeping people out. The Woodcrafter that crafts this can rewrite the name and description of the door. Fancy doors are fancy. This might be useful for putting in walls? It can basically turn a structure into a room. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. Its sturdiness depends on the level of the materials used to make it.
Simple Wall Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Post Requirement: Level 5 Artisan/Woodcrafter A recipe by Renai. It's a wall. It can be load-bearing or a partition wall, but it's waterproof and does what walls do. Prevents most people from walking through it. Pretty good for making houses, you'd say. At least, that's what you'd say if you were a Woodcrafter. And didn't have free will. The wall can support doors and windows. Description and appearance subject to change according to the Woodcrafter who makes this item, though adding in doors might require actually using up doors. They don't magically appear out of nowhere, you know. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. Its sturdiness depends on the level of the materials used to make it.
Sliding Wooden Door Materials Required: 1 Painting OR 1 Parchment Paper OR 1 Soft Blanket, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 5 Artisan/Woodcrafter A recipe by Renai. A sliding door made out of wooden struts in the eastern style. You can put it into a wall and create a sliding door that you can move through. Obviously you cannot walk straight through. It moves side to side. It can slide along a rail. It prevents people without thumbs from opening the door. It serves as a method of splitting off areas inside a building. The wooden struts itself provide structural support. One needs to provide some sort of cloth to fill in the empty space. A painting, parchment paper, or soft blanket fabric is recommended. The Woodcrafter that makes this door can rewrite its name and description accordingly. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. Its sturdiness depends on the level of the materials used to make it.
Specialized Weapon - Martial Arts Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Artisan/Woodcrafter This recipe allows the Woodcrafter to make standard martial arts equipment such as bo staves and nunchuks. Specialized weapons of the Martial Arts category are primarily tailored toward Monks. These weapons are considered blunt weapons but may be used by any class without equipment penalties. Keep in mind that most classes specialize in certain weapons because their respective class focuses on that type whenever performing skills. Therefore, while flexible in combat, specialized weapons may come at the cost of a more limited skillset.
Stone Stamp Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Artisan/Woodcrafter A small hand-sculpted stamp designed by Artisan Graham. Because of the usually unique design of these stamps, it's often used by Scribes in place of a person's signature in legal documents. The Artisan that crafts this item may rewrite its name and description.
Stone Whistle Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Artisan/Woodcrafter Recipe by Adler. A small hand-sculpted whistle commonly made and used by shepherds and children. Though small and simple, the sound can travel up to five kilometers if there are no obstacles between you and your target.
Wooden Equipment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Artisan/Woodcrafter Beginner weapons or shields crafted from wood. Although the woodcrafter is not meant for creating equipment as well as blacksmiths and tailors can, there isn't really much of a difference at the lower levels. The Woodcrafter that crafts this item may rewrite its name and description. Additionally, a Wooden Equipment can be upgraded to a higher level by performing a Wooden Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Wooden Equipment crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Wooden Equipment crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Wooden Furniture Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Artisan/Woodcrafter Description: Basic wooden furniture like chairs, tables, and bedframes. They are often used to decorate guild or personal housing and combined alongside Cloth Furniture in order to create larger furniture such as beds. The Woodcrafter crafting this recipe may rewrite its name and description when crafting their furniture.
Wooden Musical Instrument Materials Required: Material Fee (10 Gold x Item Level) Posts Required: Variable based on size. examples- 1 post. Flute, Maracas. 2 posts. Violin, Guitar. 3 posts. Piano Requirement: Level 1 Artisan/Woodcrafter A recipe by Renai. Say goodbye to the dreary days without music! A crafting recipe to create any musical instrument out of wood, this recipe allows one to create anything from a megaphone to an organ to a piano to a clarinet. Although the variety of instruments is large, including woodwinds and stringed orchestra instruments, they are all wooden. Thus, much of the brass group of instruments may be out of reach. Quality of sound and tone obviously increases as the level of the instrument increases. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. The Woodcrafter that crafts this item may rewrite its name and description.
Hybrid Recipes
Slightly Reinforced Wooden Boat Material Required: Material Fee (15 Gold x Item Level) Posts Required: 6 (3 for Mechanic, 3 for Woodcrafter) Requirement: - Mechanic: Level 10 - Artisan/Woodcrafter: Level 10 A different approach at making a boat through the combined collaboration of Mechanic Hirosame and Woodcrafter Renai. By overhauling the base design of the Miniature Boat and substituting some of the weaker points with metal screws instead of glue, this creates for a two-person boat which can withstand a little more wear. This item is summoned from the inventory and is automatically returned if it takes any damage or is left alone for a few minutes. Its sturdiness depends on the level of the materials used to make it.
Runed Metal Weapon Materials Required: Material Fee (15 Gold x Item Level) Posts Required: 3 Craftable by: Blacksmiths or Scribes Requirements: - Blacksmith: Level 11 or higher. In-character knowledge of ancient runes via research, subclass or interaction with a Scribe. - Scribe: Level 11 or higher. In-character knowledge of acid etching via research or interaction with a Blacksmith. Description: Recipe by Blacksmith Caerbannog and Scribe Nisha. A hybrid weapon that may be crafted by a fairly experienced blacksmith or scribe. It is crafted from smithing materials and etched with acid. Ink, used by scribes, is used to reversely write runes as a magic circuit on the metal. The ink will protect the coated parts of the metal while the acid eats through the exposed areas partially, leaving an etched magic circuit. The Blacksmith or Scribe that crafts this item may rewrite its name and description. Additionally, a Runed Metal Weapon can be upgraded to a higher level by performing a Runed Metal Weapon craft with the item to be upgraded and then paying 2/3 the required Material Fee. Runed Metal Weapon crafts at Level 31-60 or higher have a Material Fee of (25 Gold x Item Level). Runed Metal Weapon crafts at Level 61-90 or higher have a Material Fee of (35 Gold x Item Level).
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Schiesse
Half-Alv
Inactive Player
Gold:
Pharmacist
Animal Tamer
Guild:
Ephemeral Solace
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Post by Capsule on Oct 16, 2015 15:44:35 GMT
One thing to possibly consider to help improve research quality is to create a member-run research committee where crafters get together and discuss and coordinate plans for technology or concepts to craft. I'll leave that to people to decide whether it's something that could work. I love it! If other players are interested and a thread is made, could it be pinned somewhere? I think that could really encourage people to work together. Forgot to formally express my interest in this. I know me and Icyferno (as well as Silly, when she was active), came to an understanding of who would research what in terms of Pharmaceutical goods. We also had our research ideas listed in our respective shops, though I am uncertain of how many people actually check for that. I would be supportive of a committee, as it would easier to organize. People tend to discuss possible research in the cbox, and we all know how hectic that can be. I will start a separate thread for discussion of that later.
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The Good Doctor
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Inactive Player
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Alchemist
Housekeeper
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Post by Dr. Ultima on Oct 16, 2015 18:20:26 GMT
Brewers and Pharmacists are getting a semi-merge. Due to the similar nature of these 2 classes, members of each class will have access to the other's crafting lists. Picking Brewer or Pharmacist will be primarily for flair and class focus and will determine which set of skills you receive.
Artisans and Woodcrafts are getting a semi-merge. Due to the similar nature of these 2 classes, members of each class will have access to the other's crafting lists. Picking Artisan or Woodcrafter will be primarily for flair and class focus and will determine which set of skills you receive.
^^^^^^^^^^^^^^^^^^^^^^^^
THIS. THIS. That really needs to be in the crafting section somewhere and made very obvious. I believe many people have no idea that this rule existed and would make life much easier. Frankly, I think Mechanic and Blacksmiths are also candidates for cross over. Many would disagree with me, but it feels as though for a Mechanic to get started on anything at all they need a blacksmith to first provide the basic parts or legos. I'm not sure how much is allowed to be bypassed by material fees in that case. Do material fees include an npc or offscreen crafter getting items into the basic state needed for the crafter to interact with them?
I am still a novice, but maybe that means my newbie crafting perspective and confusions are valuable. Any new person might have the same questions that I have, haha. Thank you Sark and Capsule for getting this ball rolling.
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Inactive Player
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Tailor
Acrobat
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Post by Sark on Oct 17, 2015 7:00:44 GMT
Brewers and Pharmacists are getting a semi-merge. Due to the similar nature of these 2 classes, members of each class will have access to the other's crafting lists. Picking Brewer or Pharmacist will be primarily for flair and class focus and will determine which set of skills you receive. Artisans and Woodcrafts are getting a semi-merge. Due to the similar nature of these 2 classes, members of each class will have access to the other's crafting lists. Picking Artisan or Woodcrafter will be primarily for flair and class focus and will determine which set of skills you receive. ^^^^^^^^^^^^^^^^^^^^^^^^ THIS. THIS. That really needs to be in the crafting section somewhere and made very obvious. I believe many people have no idea that this rule existed and would make life much easier. Frankly, I think Mechanic and Blacksmiths are also candidates for cross over. Many would disagree with me, but it feels as though for a Mechanic to get started on anything at all they need a blacksmith to first provide the basic parts or legos. I'm not sure how much is allowed to be bypassed by material fees in that case. Do material fees include an npc or offscreen crafter getting items into the basic state needed for the crafter to interact with them? I am still a novice, but maybe that means my newbie crafting perspective and confusions are valuable. Any new person might have the same questions that I have, haha. Thank you Sark and Capsule for getting this ball rolling. I would like this to go through :) I don't know if it actually happened, or was just meant to happen ( I assume the latter). But I would make a tweak: Brewers and Chefs are getting a semi-merge. Chefs already get half the brewer recipes, and in the anime & books Nyanta makes drinks ... so it seems logical to merge the two. When I did the list combining brewer and pharmacist it was painfully clear where each recipe came from (eg: Burn cream vs wine).
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Tailor
Acrobat
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Post by Sark on Oct 18, 2015 1:59:41 GMT
Crafting List, updated. This is version 3. It is the final version before I make my own changes (that I suggest). This version is the same as V2, but with items better organised. eg: All of the guns are together, or all of the mana fragments. {Spoiler} Alchemist
Alchemist's Gloves Materials Required: 10 Gold x Item Level, 1 Magitech Inductor, 1 Mana Fragment Posts Required: 1 Other Requirements: Level 20 Alchemist Very simply, a combination of insulating gloves and a Magitech Inductor. This accessory can substitute for the 'Insulating Gloves' tool and is considered a magitech item, with all relevant proficiency required. The benefits of this item are that the Insulating Gloves feed back into the Inductor, allowing for a more efficient and accurate means of sending mana to objects at a distance. Further, by combining these two items together, it's possible to create a safe space for even the most volatile mana fragment variants, preventing their dispersion or corruption. For non-alchemists, the strength of this item is that you can throw mana at distant mana-using objects. Difficulty and efficiency change with distance. Please don't blow up lightbulbs with this. The Inductor is included for all calculations.
Black Dust (1lb) Materials Required: 1 Charcoal, 2 Potassium Nitrate, 1 Gallon Drum Posts Required: 2 Alchemist Requirement: Level 45 Alchemist A black powdery substance which is highly volatile created by the Funeral Parlor. In its current form, the powder is not deadly. However, upon applying a slight amount of open flame to the powder, it will ignite. Lower amounts of the powder will simply burn. Larger amounts of the powder can, and will, explode. Increase the amount of powder and more heat to create a larger explosion. Keep this item away from any sources of high heat or open flames. Store it in a sealed and thermal resistant container during transport. You have been warned.
Charcoal Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith / Level 1 Woodcrafter / Level 1 Alchemist A black, charred substance left behind after burning wood until all impurities are gone. It can be used to light a fire in place of coal should lighter fluid be applied.
[Element] Bauble Materials Required: Stabilized Mana Fragment, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 10 Alchemist, A 2-layer sphere, this bauble has an outer layer that almost looks like ice, followed by a denser inner layer, and a hollow vacuum on the inside. The sphere can be handled without dissipating. Its most unique property is that it will gain the magic elemental properties of nature around itself, as well as anima and mana, until sealed by an Alchemist. Explicitly, this is Fire, Ice, Lightning, Earth, Wind, Water, Darkness, Light, Anima, and Mana. For the most experienced of alchemists, it might be possible to mirror other elements. This sphere has two caveats, however. First, it naturally attains the elements around itself until magically sealed. It cannot be created sealed, as the entire construct would cave in on itself due to the vacuum. Therefore, it often has a mix of muddy elements taken in itself and requires serious effort to get a pure elemental sample inside one of these orbs. Second is that artificial creation of an element will never create a sphere of purity and use equal to one derived from nature. Due to this, it can often be incredibly difficult to get a good majority of one element or a pure sample inside a sphere. The more elementally pure a sphere, the better a material it can become, so cheating this is not advised. The inside of the sphere reflects the nature of the elements it has come in contact with, from frosting over or swirling air inside, although there is no set pattern for any one element.
[Element] Source Sphere Materials Required: 1 Elemental Bauble Posts Required: 1 per element wanted Requirement: Level 21 Alchemist, [Alchemist's Gloves] equipped or in crafter's inventory. Description: Fire, Ice, Lightning, Earth, Wind, Water, Light, and Darkness. The successor to the Elemental Bauble, this is a highly pure sample of an element taken from a natural source of that element made in between the user's hands using Alchemist's Gloves. Higher alchemist levels allow for a more pure (and thus more efficient) sample. Examples of attaining a pure sample include jumping off a cliff for wind, shoving your hands in lava for fire, and swimming to a distant island for water. Taken from a source itself, these items are nearly inexhaustible sources of that element, powered by mana or psyche and are highly stable non-consumables. As before, the sphere reflects its elemental nature and properties. The ability to create this allows a special caveat, "Mixed Source Sphere", an object that can be created in order to determine the elemental concentrations in the area (including Miasma, Anima, and Mana).
IO Regulator Materials Required: 1 Stable Mana Fragment, 1 Reinforced Wire, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 11 Alchemist Originally devised to help control the IO (Input/Output) of Element Source Spheres, Scoria has created this as a means to control how much mana flows into a device in the form of an 'on' and 'off' setting. Surpassing a certain flow of input mana (wind up) to the leads will cause the device to send a specific amount of mana through. If the input mana flow drops below a threshold (wind down, lower than wind up), the device will stop the flow of mana out to the connected device. Both the wind up and wind down values are changed with some alchemic know-how. The actual amount of mana that is outputted is changed with some knowledge, but this is not possible on the fly without Alchemist's Gloves to adjust from a distance. It requires sitting down and calmly tinkering. Usages of this device would be creating a constant stream of an element from an element sphere or producing a constant stream of light or allowing a motor to turn on only when its attached generator surpasses a required amount of output power. The device can be powered by mana fragments or your own mana.
Lunar Illusion Material Required: 1 Magician's Reloader, 1 Grimoire, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 10 Alchemist Lunar Illusion, like its predecessor, is a template contract that can become attached to a singular weapon. However, the weapon and contract are linked by alchemic spell circles that relate to ID values and requires 2 signatures. By applying this contract, the contracted weapon can automatically reload her ranged weapon with ammunition made of mana. The ammo costs 5% of the user's mana per shot and will do half the damage of physical ammuniciton. These projectiles also glow dimly of a color of your choice. By combining the magic properties of the grimoire and the Magician's Reloader together, the range is increased slightly and reload speed limits are reduced when using mana projectiles. In return for the contract, the weapon becomes locked to the user and cannot be traded away. The entire contract can be negated by signing the release line at the bottom, writing 'Void' across the contract, and ripping it into four pieces. Doing so destroys the contract. In order to use this contract, the weapon must be specified and the contract is locked to the weapon. Because of the nature of this contract, proficiency in this weapon requires the user be proficient in the enchanted weapon. This enchantment can only be applied to ranged weapons such as bows or grimoires.
Magic Accessory Materials Required: 2 Mana Crystals, Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Alchemist The Alchemist's answer to accessories, using basic magitech-producing abilities to create small trinkets that react with mana sources. Most accessories producible at early levels provide basic magic boosting effects, such as increased magic damage, increased magic resistance, or very minor changes in MP costs, cast time, skill duration, or cooldowns. Average damage/defense value is equal to Item Level / 4, MP costs are usually decreased by 1% per 2 Item Levels, and cast time, skill duration, cooldowns are typically 0.1 seconds per Item level. The Alchemist that crafts this item may rewrite its name and description.
Magitech, Audio Storage Materials: Material fee (5 Gold x Item Level) Post Requirement: 2 Posts Requirements: Level 10 Alchemist A craftable item which is a small, enchanted stone. It can record and playback a finite amount of audio based on the level of the item. It remains in a dormant state until powered by magitech.
Magitech, Basic Weapons Materials: Material Fee (10 Gold x Item Level) Post Requirement: 3 Posts Requirements: Level 10 Alchemist 1 handed guns, swords and spears which rely on magictech and sap the user’s MP with each hit. The melee weapons are magical in nature while the guns rely on a magitech battery. The alchemist is not meant for creating equipment as well as blacksmiths and tailors can, although there isn't really much of a difference at the lower levels. The alchemist that crafts this item may rewrite its name and description. Additionally magitech weapons can be upgraded to a higher level by performing a Basic Magitech Weapons with the item to be upgraded and then paying 2/3 the required Material Fee. Magitech Weapons crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Magitech Weapons crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Magitech, Inductor Materials Required: 1 Stabilized Mana Fragment, 1 Reinforced Wire Posts Required: 1 Requirement: Level 10 Alchemist This is in all technicality, a magitech object. As such, those without the required proficiency may find this particular object takes up more power than they'd like. This is a loop of wire coated in a crystalline material that is almost like mana fragments. The crystal has bonded to the wire, so it will not easily dissipate, but is malleable when mana is applied. The main benefit of this item is that it allows someone to feed mana into it in order to remotely power items at short distances such as the mana-powered flashlight or lamp that could normally be powered by hand-to-object contact. The quality of materials determines how many items can be powered, with how much power, at what range, and what the mana loss is in powering an object. In other words, this is a means of transferring power indirectly. You can now keep your lantern at your hip. Because this object must transfer power wirelessly, it has to be at least about wrist-sized. Much smaller than that and its range and utility are sharply decreased. Naturally, unless you are an incredibly experienced Alchemist or Magician or this item is of incredibly high quality (or both), there will always be some loss of mana. Practice with this is required. And of course, you can't use this to push mana into someone. Don't even try. This item can be used by people under its own item level and acts independently of any item it is crafted into for the purposes of its functionality, unless specifically specified. It is ignored in all calculations, unless noted otherwise.
Magnus Transmutation Essence Materials Required: 4 Mana Fragments, 1 Stabilized Mana Fragment, 1 Unstable Mana Core Posts Required: 2 Requirement: Level 10 Alchemist A type of magitech engineering that was based around one being able to summon items from the inventory. Much as one would be able to call out an item from the inventory and have it materialize in the hand, Magnus describes the process of turning something into its psyche and anima essences. Transmutation Essence works essentially as a solvent, breaking down an object into its elements. It can later be precipitated by an Alchemist's power in order to restore the item back to its previous condition. Through this invention's power, things that normally cannot be captured in the form of an item, such as a burning flame or a lingering flower scent can be replicated. Due to being exposed directly to the elements, the Magnus Transmutation Essence will discard these added essences and revert back to its original form after a short time, however. The time it takes for a Magnus Essence to be depleted of an object's essence is equal to its item level in minutes.
Mana Fragment Materials Required: None Posts Required: 1 Requirement: Level 1 Alchemist Condensed and crystallized mana extracted from an individual who was performing a magic-based skill at the time. It is a fragile crystal that melts upon contact with the body and is said to be a possible fuel supply. You obtain 1 Mana Fragment for every post you make in a research or crafting thread. Mana Fragments cannot be speed crafted, but can be bought by spending a Material Fee of 5 x (number of fragments). Purchased Mana Crystals and crafted Mana Crystals may be utilized together in the same craft as long as the crafter indicates how much of each they would like to use.
Mana Fragment, Firearm Materials Required: 1 Stabilized Mana Fragment, 2 Mana Fragments Posts required: 3 Requirement: Level 1 Alchemist A Mana Fragment with its magical energy converted to a semi-volatile state. While it may be stable enough to carry or hold in one's hand, impact with anything when thrown or smashed will cause the fragment to discharge a minor amount of energy. Of course, lower quality fragments have a small chance to backfire on the user and become duds that simply scatter with no explosion. Its power is comparable to a low level grimoire.
Mana Fragment, Stabilized Materials Required: 2 Mana Fragments Posts Required: 1 Requirement: Level 1 Alchemist Researched by Alchemist Endrin, a stabilized mana fragment that can even be held with bare hands without the energy immediately dissipating into the body. It is still very fragile, however, and will immediately shatter if even if struck by a moderate force. Mana Fragments should be kept in a well-protected container if transported. A Stabilized Mana Fragment can also be used to substitute for any two Mana Fragments in a single recipe.
Mana Fragment, Unstable Core Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Alchemist Researched by Alchemist Vayne, a moderate source of psyche energy produced by oversaturating mana into a compact space. It is the opposite of the Stabilized Fragment, providing greater energy but at the sacrifice of stability. Merely placing one's uncovered hand a few inches from it will cause it to dissolve, so it should best be placed in a container. An Unstable Mana Core can also be used to substitute for any two Mana Fragments in a single recipe.
Mana-Powered Flashlight Materials Required: 5 Mana Fragments, Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Alchemist An on-the-go craft proposed by Alchemist Edison. The efficiency of the lamp's energy consumption has been sacrificed for better light functionality. The light from this flashlight is about three times brighter than a regular mana-powered lamp, although it is still fairly dim in the long run and is only really somewhat effective at night. It uses up a Mana Fragment in a mere half minute, but gripping the flashlight with one's hand can also provide a complete circuit, providing light while sapping MP very slowly. Its utility depends on the level of the materials used to make it.
Mana-Powered Fridge Materials Required: 5 Mana Fragments, Reinforced Wire, Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 15 Alchemist A hollow box powered by mana fragments to keep the insides chilled. The efficiency of the fridge has been made paramount so only one mana fragment a week is required for optimal output. Being in a physical contact with the fridge will power it, at the cost of very slowly sapping MP.
Mana-Powered Lamp Materials Required: 5 Mana Fragments, Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Alchemist Proposed by Tesla of the Embargo Guild's Alchemist division, an Ancient Age lamp restored back to decent functionality, although the bulb's light is very dim. It can be powered by placing a Mana Fragment into its chamber, where it will provide a minute's worth of light before completely using up the crystal. Alternately, you can touch your finger to its chamber and provide near-unlimited light as long as your finger remains in direct contact with the chamber. Its utility depends on the level of the materials used to make it.
Mana-Powered Liner Shield Materials Required: 5 Mana Fragments, Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Alchemist A basic magitech device by Tessia. It can be attached to a person's clothing or armor in order to create a force field barrier made from psyche. The force field is seen only when anything impacts the character's body with decent force. It is equipped as an accessory and only one can be equipped at a time. When a Mana Liner Shield is equipped and the character is damaged, it will increase the apparent level of the character's armor by an amount equal to the Mana Liner Shield's item level / 10. Note that although this defense is fairly decent, once initiated it will only last for a short time. After the character is struck by any attack, Mana Liner Shield will activate and last for a number of turns equal to its item level / 10 (min duration: 1 post) before turning off for the rest of the thread.
Scope, Basic Materials: 15 x Item Level Post Requirement: 4 Posts Requirement: Level 15 Mechanic/Level 15 Alchemist A simple scope for firearms, crafted through mechanical insight and infusing glass with alchemy. This small device improves the sight range when equipped on a firearm, offering a small bonus to accuracy when shooting at things.
Potassium Nitrate Materials Required: Material Fee (20 Gold x Item Level) Posts Required: 2 Requirement: Level 25 Alchemist A white crystallized substance made after a long period of curing manure with natural substances and animal urine. It can also be extracted from Fertilizer once it has already been made. It is used in making fertilizer and explosives.
Telepath Countermeasure Material Required: 1 Magitech Conductor, 1 Unstable Mana Core, 1 Reinforced Wire Posts Required: 3 Requirement: Level 20 Alchemist A recipe for a basic magitech device from the toolbox of the Stratford Wardens. It was found that many of the Heretic collaborators they had imprisoned were still able to relay orders to others through telepathy. In response, this invention was designed. It seems to be a popular item among the Lander underground markets for similar reasons as well. This simple device consisting of refined wiring consists of a circuit hooked up to an unstable energy source. A small lever on the side of the device pushes the circuit into place, causing the unstable core to become rapidly depleted. This causes psyche to become released into the atmosphere in short but strong pulses, distorting the sounds of any telepathy communication that happens to be occurring nearby. The device itself is silent but the light from depleted mana it emits is very obvious. A recipient of the telepathy message will usually find themselves having trouble hearing and sometimes even understanding the affected party. The effective range of a Telepath Countermeasure in meters is equal to its item level divided by 5. The effect lasts for an amount of seconds equal to its item level unless it is turned off or broken. After a Telepath Countermeasure is used, it becomes non-functional for the rest of the thread.
Wire, Reinforced Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Alchemist A stronger piece of wire that is reinforced by mana during its creation, despite not being intrinsically magical itself. It conducts mana well, an analogous conductor for mana as copper might be for electricity or heat. Useful for future projects but no more than a shiny wire for now. Can replace for any two old filaments in a recipe.
Blacksmith
Charcoal Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith / Level 1 Woodcrafter / Level 1 Alchemist Description: A black, charred substance left behind after burning wood until all impurities are gone. It can be used to light a fire in place of coal should lighter fluid be applied.
Crafting Toolset (Metal) Materials Used: Material Fee (10 Gold x Item Level) Posts Required: 4 Requirement: Level 10 Blacksmith Description: Special Accessory. Recipe by Blacksmith Caerbannog. A set of crafting tools made of various grades and types of metal ores and alloys, each tool created to suit the crafting class of the user. The accessory level is lower than or equal to the crafting class level of the user. It has one reforge effect which is Increased Production Quality. The effect is applicable only if the Crafting Toolset is equipped in one of the user's accessory slots. The blacksmith who crafts this may edit the description while retaining the effect.
Equipment Reforging Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Blacksmith The Blacksmith takes an existing piece of equipment and reforges it to give a random enchant, which can vary between elemental damage, damage increases for certain skills, cooldown reductions, increased attack range for certain skills, etc. The type of enchant depends on the type of equipment it is and the types of classes which can wield the equipment. Note that although the crafter can request a certain enchant, it's mostly random so you might not get your desired enchant as easily. Only one reforge can be placed on an item at a time. Equipment bought from the NPC Shop cannot be reforged.
Equipment Mold Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith A recipe by Blacksmith Tenkai. The Blacksmith creates a mold of an equipment design in order to streamline the process taken to perform a craft. This allows the Blacksmith to create multiple types of the same equipment in a shorter period of time. When this item is crafted, the Blacksmith must choose either Weapon or Armor to be made into a mold. For Metal Equipment with an item level equal to or below the item level of this mold, reduce the post requirement needed to craft the Equipment by 1. Equipment Mold is consumed at the end of the crafting thread when the craft is claimed, so it is recommended to craft multiple items before claiming the thread craft.
Flat Irons Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith An item made only of pure iron, which is used in smoothing clothes, primarily used by Tailors. Coals were placed inside the Flat Irons, and the flat metal below will be heated by the coals. The hot, flat metal will be used as the smoother. It can be used as a bonus in a craft claim thread to reduce the post requirement needed to craft the Cloth Equipment item by 1, but will be consumed at the end of the craft.
Fuse Material Fee: 10 Gold Posts Required: 1 Requirement: Level 2 Blacksmith / Tailor / Woodcrafter Description: Created by the Funeral Parlor. An extremely short length of rope fibers twisted together in such a way that causes the object to burn for a certain amount of time. Longer fibers mean more time; one inch is 2.5 seconds of burn time. However, the makeup of ropes makes the burn-time unreliable. To create consistency, it is suggested that a crafter dries out the fuses before use.
Gallon Drum Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Blacksmith Requirement: Level 5 Blacksmith Description: A large metal drum capable of storing up to 1 gallon of liquid or the equivalent in solid materials. If this item is crafted in bulk in a single crafting request, the crafter may choose to add their volume and Material Fees together rather than craft them individually. For example, a 10-Gallon Drum will have a total Material Fee of 50 Gold x Item Level.
Grenade Shell Material Fee: 10 Gold Posts Required: 1 Requirement: Level 10 Blacksmith Description: Created by the Funeral Parlor. A circular object that has a small hole at the top with a hollow core. Its shell is hard enough to contain the mechanisms of the grenade itself, but thin enough to be used as shrapnel for when the object explodes. The shell is also small enough to be attached to the body of the player or held in a small pouch for quick use. This shell does not contain any of the actual mechanisms required of the grenade.
Hand Grenade Material Fee: 1 Grenade Shell, 1 Fuse, 1/4 Pound of Black Dust Posts Required: 4 Requirement: Level 75 Blacksmith Description: An object of destruction, that is what this is. Created by the Funeral Parlor, this weaponized form of hand-held magic is a virtual form of the real life grenade. It is just slightly bigger than the average palm and nestles comfortably into one's grip. It operates using a two-pin safety system and houses enough Black Dust to blast the shell into hundreds of small pieces of shrapnel. To activate the grenade, one must first release the safety pin, which keeps the main lever from accidentally being pulled. Then, the user yanks on the main lever. Inside, two pieces of flint light the fuse. Said fuse burns for five to six seconds before lighting the explosive powder within. Due to the tight space and compression, the Black Dust erupts and explodes. This weapon of doom causes fire damage, can cause bleed effects, and may potentially stun the opponent if they are extremely close to the blast. But beware, once the lever is pulled; the grenade is no longer your friend.
Iron Arrow Heads (10) Required Materials: Material Fee (10 Gold x Item Level) Posts Required: 2 A set of arrowheads that are stronger than the mass produced ones available in stores. This allows for a higher quality arrow to be crafted.
Iron Chain Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith A small shackle of about 2 feet in length, made from metal and designed by Blacksmith Capone. It is considered an accessory and can be fastened to a weapon or shield to allow it to be quickly retrieved if knocked to the ground. Some also use it for the sake of extending the range of their melee attacks to midrange. It's said that there is a fighting technique where the fighter wears a chain on each of their limbs, allowing for the chains to act as auxiliary yet minor damage dealers whenever their attacks don't reach far enough. This is known as the Fugitive style, popularized by Monk Cody due to these chains' classification as accessories and not weapons. Its sturdiness depends on the level of the materials used to make it.
Iron Nails Materials Required: Material Fee (5 Gold x Item Level) Number of Posts: 2 Requirement: Level 1 Blacksmith Rather shoddy nails made of dark iron, they're particularly useful for Artisans and Woodcrafters for building houses and other such things, though it's possible that Mechanics or Alchemists could also find uses for them. They're rather square in shape and look rather easily prone to rust, though they seem sturdy enough for their purposes. The weakest point in at the base, where the head connects to the nail; perhaps with better materials, it could be made stronger. A recipe by Cocktail. Every Iron Nails craft creates five nails.
Iron Screwdriver Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith Proposed by Blacksmith Saber, an item made entirely of pure iron which is used in the tightening of objects with the same head-slot as the tip. The screwdriver can vary between three tips: "Phillips-Head" (which has a plus-end tip), to a "Flat-Tip" (which has a wedge-type tip), or a "Star-tip" (which can have multiple different numbers of edges depending on the fabrication method). It seems like it'll come in handy as a tool for Mechanics and Woodcrafters especially.
[Housing] Lantern and Lamp Recipe Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Blacksmith Description: Special Accessory. A recipe by Blacksmith Caerbannog. It is a metal lantern or lamp which may come with lantern sticks and lamp posts or lamp mounts. The crafted item is optimized so that it will be able to hold a natural light source such as a candle safely and for a longer period of time. It may also contain a mana-powered light source instead, though the crafted item itself does not respond to mana. If used with the Magic Light skill, the skill-created light that it contains will have its duration increased accordingly. Effect: Magic Light Skill duration increase by Item Level x 0.1 seconds for all classes. Maximum duration increase is up to 150% normal duration. Example: Level 10 Lantern will increase Magic Light duration by 1 second. The blacksmith that crafts this may rewrite the description while keeping the item effect.
Metal Accessory Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Blacksmith Accessories crafted from metal and worn as small trinkets. They can be worn as a fashion statement or utilized for their effects. Every time a Metal Accessory is produced, it will come with a Weapon-based reforge. Metal Accessories possess no defense value. The Blacksmith that crafts this item may rewrite its name and description. The higher the accessory's crafted level, the more potent the reforge's effects will be.
Metal Bat Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Description: Recipe by Blacksmith Caerbannog. A blunt weapon that may also be a sports implement. This item is specially made so that it will work well with softballs or baseballs instead of just inflicting blunt force trauma. The Blacksmith that crafts this item may rewrite its name and description. Comes with a reforge called [Increased Projectile Knockback], increasing the knockback distance of projectiles hit by this bat by a percentage equal to the bat's level.
Metal Equipment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Blacksmith A simple metal weapon or armor forged by fledgling blacksmiths. It is crafted from metal and forging methods that increase in complexity. The Blacksmith that crafts this item may rewrite its name and description. Additionally, a Metal Equipment can be upgraded to a higher level by performing a Metal Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Metal Equipment crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Metal Equipment crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Metal Sheet Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Blacksmith Requirement: Level 1 Blacksmith A simple sheet of metal capable of being mended into different shapes or being used to cover things.
Mount Whistle Materials: Material Fee (10 Gold x Item Level) Posts Required: 1 Requirement: Level 21 Blacksmith A recipe created by the blacksmith Caerbannog based on the mount whistles of woodcrafters, it is a metal whistle that can call forth a domesticated terrestrial mount, commonly a shire horse or pony. Animal Trainers may use this item to summon a specific trained animal of theirs. Otherwise, only domesticated animals (e.g. farm animals, shire horses) or wild creatures with naturally Friendly or Docile nature (e.g. young pittered boar, briar weasel) can be used as mounts. Mounts summoned this way have very little HP and will dismount their rider and run at the first sign of danger. Cavalier personal mounts are unaffected by this item. Only one mount may be summoned at a time using this or similar items. The blacksmith that crafts this item may change the description but the effect must be retained.
Pet Armor (Metal) Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 15 Blacksmith Description: Special Accessory. This takes up an accessory slot. A recipe by Blacksmith Caerbannog and Tailor Kumori. Allows an animal trainer (the user) to equip a pet with an armor that was specifically crafted for that creature. The total of the armor's defense rating and reforge level may be lower than or equal to the animal trainer subclass level of the user. The defense rating only increases the defense of the pet, not of the user. The reforge effect affects only the user, not the pet; its effect applies only if the pet is currently summoned. The material may be made of metal (blacksmith), leather or cloth (tailor), a mix of leather and cloth (tailor), or a mix of metal/leather/cloth (blacksmith+tailor). The blacksmith or tailor who crafts this may rewrite the description.
Pet Carrier Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Blacksmith Description: A recipe by Blacksmith Caerbannog. Allows an Animal Trainer to store otherwise undomesticated or simple animals around for later use or care. The level of the carrier must be equal to or higher than the creature's level, as most can easily break out of low leveled containers. It is also well advised that said monster or animal be on at least friendly terms with the trainer, else you run the risk of them mauling you when they're finally free.
Rail Track Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Blacksmith A simple ‘H’ shape pole of metal capable of being fastened firmly to the ground.
Scaled Armor Required Materials: Material Fee (20 Gold x Item Level) Requirement: Level 30 Blacksmith Description: Armor which has been forged after tireless days of hard work and research done by the Funeral Parlor. Scaled armor is formed out of an array of tiny pieces, or scales (and that is where the name derives from). The pieces, or scales, are formed and welded together in such a way which increases flexibility for the user while keeping the same level of protection and weight as an equivalent piece of Light Armor does. The armor is much easier to maintain than plated or leathered armor, as the damaged pieces can be removed and replaced by a skilled blacksmith. In addition to that, the armor is slightly modular, allowing the user to "personalize" the armor by increasing or decreasing the amount of surface area they wish the armor to have (Ex. A full sleeve of scaled armor, or just half-of a sleeve). Anyone intending to craft this armor, however, must know the dimensions of the person they are crafting for, as the number of scales required in the armor will be proportional to those dimensions. Cloth can be attached underneath the metal to make it more comfortable to the wearer.
Specialized Weapon - Martial Arts Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Blacksmith Adapted after Woodcrafter techniques, this recipe allows the Blacksmith to make standard martial arts equipment such as bo staves and nunchuks. Specialized weapons of the Martial Arts category are primarily tailored toward Monks. These weapons are considered blunt weapons but may be used by any class without equipment penalties. Keep in mind that most classes specialize in certain weapons because their respective class focuses on that type whenever performing skills. Therefore, while flexible in combat, specialized weapons may come at the cost of a more limited skillset. Due to the high wood content, note that reforging this type of weapon still requires a Woodcrafter.
Chef
Desserts Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 It isn't just ordinary food, but it's much more than a sweet confection. Giving a slight restoration in both MP and HP, desserts are a carefully crafted work of art in the cooking industry with their icings and colors and decorative pieces. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Iced Beverage Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: : Level 5 Chef An alternate recipe to the ordinary beverage that calls for the additional of some Britain Snow. This creates a cool drink that can greatly quench the thirst on a hot sunny day. Careful not to drink too quickly though, since brain freeze is still a thing here. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post. The Brewer that crafts this item may rewrite its name and description, but must retain its effect.
Fried Meal Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef Junk food now comes with taste! Due to the nature of this food, eating it provides a slightly greater HP restoration, but makes the character more vulnerable to sickness debuffs for the duration of their next post. Not to mention, weight gain is apparently possible in this world as well. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Frozen Food Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Chef An alternate recipe to ordinary food that requires refrigeration or Britain Snow, or a recipe to create completely frozen food; proposed by Chef Caerbannog after a whole day of being lost in Snowdonia. This creates a cold meal or dessert that can cool down the user. May cause brain freeze. May provide HP restoration or MP restoration, but not both. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Medicinal Pastilles Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Chef A chewy, flavored pastille that has medicinal effects of either restoring HP or MP depending on the Base Herb that is used. Candies are delicious and convenient, especially for getting children (or adults) to take their medication without fuss. To create this successfully, chefs are required to have prior knowledge of crafting Ordinary Food and Sweet Confection.
Monster Bait Materials Required: Material Fee (5 Gold x Item Level) Requirement: Level 5 Chef A food item that is more appealing to monsters then humanoids. Does not provide any bonuses from being eaten, but can lure monsters to a specific location, draw agro when held, or act as a distraction. May not effect monsters whose level is higher then the item’s.
Ordinary Beverage Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Chef Players who have taken the Brewer crafting subclass are able to create drinks that actually retain their taste. In order to do this, though, the brewer must utilize their knowledge from the old world in order to know the proportions that go into a good drink. Comes in alcoholic and non-alcoholic varieties, depending on the recipe used. Drinking this drink provides a slight HP restoration. The Brewer that crafts this item may rewrite its name and description.
Ordinary Food Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef or Level 5 Brewer Players who have taken the Chef crafting subclass are able to create food that actually retain their taste. Doing so requires that the Chef rely not on the system menu, but on their real-life cooking skills. As such, pretty much any foods in real life can be made as long as the proper ingredients are provided. Eating this food provides a slight HP restoration. The Chef that crafts this item may rewrite its name and description. Drinks may be made by Chefs, but they will usually lack any special effects that a Brewer may otherwise be able to add.
Poison Resistance Confection Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef A specialized recipe for producing candy-like food items which may be sweet, tangy, bitter or spicy. It typically uses a bitter ingredient such as chamomile and provides a 10% resistance to poison attacks for the next 15s. Cooldown is 60s.
Pet Food Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Chef Based on Ordinary Food, this specialized recipe can coerce regular mobs to ally with animal trainers. Alternatively, it provides 25% HP restoration over 15 seconds per item Grades to scouted/domesticized pets or to summons (Grade 1 Pet Food = 25% HP/15 seconds, Grade 2 Pet Food = 50% HP/15 seconds, Grade 3 Pet Food = 100% HP/15 Seconds.) It typically uses ingredients that the pet or summon likes. Cooldown is 60s. Effects are halved when used in combat.
Rien's Ice Cream Cake Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 10 Chef The winning recipe of the July Cooking Contest. It is a celebratory cake baked from white chocolate and egg batter, topped with ice cream and syrup. If eaten by an Adventurer, it provides the same bonuses as a Sweet Confection. If eaten by a monster or animal, it makes the monster's nature friendlier (Docile and Curious become Friendly, Cowardly and Wary become Docile, Predatory and Aggressive become Wary).
Sauce Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Chef Researched by Chef Caerbannog. The result of mixing food ingredients together with one base ingredient, a seasoning and an additional ingredient or seasoning. Craftable by any player even those who are not Chefs, and some may not require actual cooking. This adds some flavor to other food items, even to Unfounded Food, however the taste is highly dependent on materials used. The character that crafts this item may rewrite its name and description.
Spicy Snack Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef Spicier variants of a normal dish! You just want to eat something cold after a single bite. Eating this food provides a slight HP restoration. After using this item, the character takes 10% less damage from Ice-based attacks but takes 10% more damage from Fire-based attacks for their next post. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Sweet Confection Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Chef A specialized recipe for producing sweet candy-like foods. An item produced by this recipe instead of the basic default provides a slight MP restoration. Be careful of eating too much, lest you spoil your supper. The Chef that crafts this item may rewrite its name and description, but must retain its effect.
Unfounded Food Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: N/A The default result of mixing food ingredients together using the system menu. Craftable by any player, even those who are not Chefs. Using this option will allow you to pretty much create a variety of foods, except that they come with absolutely no taste at all. The character that crafts this item may rewrite its name and description.
Wine, Basic Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Chef An alcoholic beverage generally made from fermented grapes, though other fruits can be used as an alternative. Drinking this drink provides a slight HP restoration. Due to the qualities of this item as a cooking ingredient, it can not only be used by a brewer to make beverages, but also a chef to give a distinctive flavor to their cuisine. If this item is used in a craft, the resulting crafted item's HP restoration effect is doubled. This effect does not stack or carry over. The Brewer that crafts this item may rewrite its name and description. Mechanic
Cotton Gin Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirements: Level 5 Mechanic Not as the name implies, alcohol. This machine allows the separation of cotton seeds from the wooly cotton fibre allowing for a significantly increased productivity rate.
Gun, Basic Single Shot Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirements: Level 1 Mechanic A simple one handed pistol or two handed rifle. This mechanism deals more damage than a bow at the cost of a higher reload time due to the lack of a clip or revolver.
Gun, Musket (Revolver or Clip) Materials: 15 x Item Level Post Requirement: 3 Posts Requirement: Level 20 Mechanic Crafted by Mechanic Hirosame. Not quite as simple as the pistols that it was based off of, this gun category involves a much longer barrel and a clip that loads in in front of the trigger, much like the M1 Garand of the olden days of war. Likewise, it can also be revolver-fed, like a Lever-Action Rifle. Also an upgrade from the Warden's Musket style, these also feature some extra customization aspects to them. The bullets they fire are of a higher caliber than that of a pistol, and fire more accurately, but costs at least 3 times more than just a pistol, since the machinations inside are much more complex.
Gun, Pistol (Revolver or Clip style) Materials: 5 x Item Level Post Requirement: 3 Posts Requirement: Level 20 Mechanic Crafted by Mechanic Hirosame. A simple small-arm pistol. This mechanism features the capacity to hold clips or fire from a revolver-style method of ammunition consumption. Clips are decided upon at the creation of the pistol. Originally figured out by having learned from the pistols that Wardens had started with, this is a slightly upgraded version, that has a little more customization than the original ones that they were forged from. These guns boast slightly higher accuracy, as well as some form of customization. Explanation: As Mechanics are able to make bullet-based guns, this is the first iteration of just such a contraption. After having used Quality Control to examine a normal gun, from the Wardens armory, Hirosame learned how to make these types of guns, and improved upon them. Simply an upgrade in technology.
Locking Mechanism, Basic Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 3 Mechanic A physical lock which can be engaged by setting the mechanism and disengaged by popping in the right key. Guild Halls and player-owned zones are locked not by these mechanisms, but by a special menu that is accessed through the interface. Still, for those who don't have the luxury of officially purchasing their own safe base, this lock can be used to keep things secure. But keep in mind that its composition from old material means that a dedicated thief can probably open it by brute force without too much trouble. Its utility depends on the level of the materials used to make it.
Mana Shard Battery Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Mechanic A recipe by Mechanic TheEnd. This item is extremely fragile due to the fact that it is made with weak materials, but it is made from two straightened energy coils then wrapped together in a way similar to a basic basket shape, where a mana fragment could be placed to provide some kind of energy that could be charged or discharged upon command. Right now it doesn't hold energy for very long, though if you're quick and place enough mana into it, you could give a small jolt to a wet finger touching it.
Music Box, Basic Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Mechanic A small toy that can play about a few dozen recorded notes in repeat as long as it is winded. It comes in a rather old and flimsy wooden box, and its utility depends on the level of the materials used to make it. Keep in mind that this is only the music box's mechanism, considering that many will also want to collaborate with a woodcrafter to make a nice box to hold this item in. The Mechanic that crafts this item may decide what song it plays.
Portable cooking stove Material Fee: (15 Gold x Item Level), Mana shard battery. Posts Required: 2 Requirement: Level 5 mechanic Description: A small box-like stove used for cooking while out in the field. Powered by a mana-shard battery. Very useful when heading into dangerous dungeons where one cannot find good wood or tinder to light a fire. It is not large or powerful enough to heat a person or prevent them from freezing. The mana-shard battery only lasts for a short while, so use it wisely. (5 posts per battery)
Roller Blades Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Mechanic Boots fitted to the user, with four wheels in a straight line on the bottom. There is space between the boot and wheels to allow the wheels to turn, but can be stepped down on to apply some sort of a brake. User need only kick their legs forward to move. Moderately useless outside of paved ares.
Scope, Basic Materials: 15 x Item Level Post Requirement: 4 Posts Requirement: Level 15 Mechanic/Level 15 Alchemist A simple scope for firearms, crafted through mechanical insight and infusing glass with alchemy. This small device improves the sight range when equipped on a firearm, offering a small bonus to accuracy when shooting at things.
Shape-Shifting Weapon Materials: 15 x Item Level, and both weapons/utensils included (Max 2). Post Requirement: 4 Posts Requirement: Level 20 Mechanic Crafted by Mechanic Hirosame. A weapon that can shift into another weapon or utensil, necessary for combat. The way that it works is that it shifts into one weapon or utensil from another weapon or utensil, and then back, depending on the situations. For example, a Great Sword shifting into a Tower Shield, then back into a Great Sword, when one wants to successfully swap from offense to defense without much difficulty, or the need to switch weapons mid-battle. These weapons can shift form by a certain designated motion that the user applies to it, in order for it to shift into said changes. Versatility in the field is enough to change a war. The animation time on a shift is 1 second; the cooldown is 5 seconds.
Skateboard Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 5 Mechanic A Board with wheels on the bottom. Good for travelling around city areas at a good speed, and requiring only the use of one's legs to power. User need only kick their leg against the ground to gain/maintain speed, or go down a hill. Moderately useless outside of paved areas.
Small Wheels Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 post Requirement: Level 1 Mechanic Little wheels used to make Skateboards or Roller Blades. Made from average materials. 1 unit of Small Wheels makes 4 wheels all together.
Steam Engine, Basic Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Mechanic A simple steam engine which proves the concept. Its small size and inefficient output means that it can push something small through town, but not much more than that.
Steam Engine, "Caerbannog" Materials Required: 1 Upgraded Steam Engine, Material Fee (10 Gold x Item Level) Posts Required: 3 A Locomotive Engine created by Mechanic Hirosame, in honor of his friend Caerbannog. This Steam Engine is designed to move along tracks at a steady pace of up to 50 km/h or 31 mph. This type of train is designed to move cargo or passengers across a long distance while maintaining speed and efficiency. It will use coal or some other resource to power the engine in order for it to move. Can be powered by magic or magitech in later iterations. This is effectively the first locomotive made ready for use.
Steam Engine, “Kumori" Materials Required: 1 Upgraded Steam Engine, Material Fee (10 Gold x Item Level) Posts Required: 3 A Locomotive Engine created by Mechanic Hirosame, in honor of his friend Kumori. This is an experimental engine, not meant for being on the tracks for now. Should the Caerbannog Engine work well, and further advancements are made, the idea is to have this be the base for said advancements. The engine's capacity can go as fast as 70 km/h, or 43.5 mph, but at the cost of more coal or other resource being used at once. While inefficient, it is meant for being a base for advanced methods of transportation. Can be used to transport items, but at high costs.
Steam Engine, Upgraded Materials Required: Material Fee (20 Gold x Item Level) Posts Required: 5 Requirement: Level 11 Mechanic A Steam Engine that has been upgraded to a larger size and a higher efficiency output. While it in and of itself isn't that much greater of an upgrade, it is meant to be a preliminary step towards higher-tiered engines. This is basically something that a Level 11 Mechanic could make just by using the Quality Control ability, disassembly and reassembly are possible due to this. An expensive, yet necessary, upgrade that will bring the future of trains into reality.
Warden Armor Materials: 20 x Item Level Post Requirement: 4 Posts Requirement: Level 10 Mechanic Crafted by Mechanic Hirosame. A set of Warden Armor forged by fledgling mechanics. It is crafted from metal and forging methods that increase in complexity. The Mechanic that crafts this item may rewrite its name and description. Additionally, Warden Armor can be upgraded to a higher level by performing a Warden Armor craft with the item to be upgraded and then paying 2/3 the required Material Fee. Warden Armor crafts at Level 31-60 have a Material Fee of (30 Gold x Item Level). Warden Armor crafts at Level 61-90 or higher have a Material Fee of (40 Gold x Item Level).
Wind-Up Mechanism Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Mechanic A basic gear piece that allows a small machine like a music box to run for a few seconds. It's said that the Industrial Revolution guild is trying to make this concept work on a larger scale. Its utility depends on the level of the materials used to make it.
Brewer/Pharmacist
Anti-Burn Cream Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist Based on Pharmacist Capsule's recipe. A thick, yellowish paste that can be applied to minor burns. The paste provides a cooling and minor healing sensation when applied to the affected area. Its potency depends on the average level of the materials used to make it.
Anti-Poison Poultice Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A recipe by Capsule. A poultice made from herbs that counteracts poisonous substances, by applying it to the affected area. The poultice has a very minor healing effect that should not be relied upon, nor should it be ingested. Ingesting it has a chance of worsening the poison debuff.
Anti-Stun Tablets Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist Researched by Pharmacist Hanelli. A tablet that can be quickly ingested while in the heat of battle, this can help recover against the Stun debuff, allowing whoever has taken it to move right after being inflicted with the Stun debuff. Normally comes in tablet form, but instead if it being chewable, it is soluble, because once the player ingests this, it dissolves and becomes a liquid form, therefore allowing movement once the body has absorbed its liquid form.
Anti-blindness Vapor Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 30 Brewer/Pharmacist A recipe by Pharmacist Capsule. A potion derived from an herb that restores vision to a victim effected by the blind debuff. It is stored within an ampoule for easier access and usage, and is released as a vapor when the capsule is shattered. Its effectiveness depends on the average level of the materials used to make it.
Appearance Change Potion Material Required: Material Fee (250 Gold) Posts Required: 3 Requirement: Level 50 Brewer/Pharmacist A sweet-smelling indigo liquid that can be drunk before bed overnight, causing the drinker to wake up as a new person altogether. The appearance is dependent upon one's mindset upon drinking the potion, so there have been cases where intoxicated individuals... received quite a wake-up call. A character may use this item in the Market Center to change their in-game FC to any other FC of their choice. This item is consumed upon use afterward.
Appearance Reversion Potion Material Required: Material Fee (200 Gold) Posts Required: 3 Requirement: Level 30 Brewer/Pharmacist A sweet-smelling blue liquid that can be drunk to change the drinker's body in a matter of minutes. It's said that Adventurers are able to use this potion to change their appearance back to a form not unlike their original appearance back in their old world. This wondrous effect does not seem to apply to Landers as they do not have such a form to transform into, but it will still get rid of scars and is a decently demanding cosmetic item. An Adventurer may use this item in the Market Center to change their in-game FC into the real-world FC or appearance description they stated in their character profile. This item is consumed upon use afterward.
Charm Potion Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A potion made from aromatic and aphrodisiac herbs. This reddish concoction causes a charm effect when used against an enemy, causing them to temporarily turn against their allies. A good wallop to the head or death can usually counteract it, however. The duration depends on the level of the materials used to make it.
Distilled Spirits Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer/Pharmacist A recipe designed to take the user from 0 to drunk in 3.2 seconds, this potent ethanolic beverage burns at the throat and at the taste buds. Restores moderiate health, but mades the consumer rapidly drunk.
Dye, Henna Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Brewer/Pharmacist Made from crushed leaves from the mignonette plant, the resulting powder can be mixed with acidic liquids and applied to the hair, skin, nails or fabric. It's popular among those who enjoy body art like tattoos, or just want to appear exotic. It is equipped like a "skin," but does not take up an accessory slot. The quality of the dye depends on the level of materials used to make it. The Pharmacist who makes this product may rewrite the description. It's possible that an Artisan could make these (useful) accessories, with actual effects.
Iced Beverage Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer/Pharmacist An alternate recipe to the ordinary beverage that calls for the additional of some Britain Snow. This creates a cool drink that can greatly quench the thirst on a hot sunny day. Careful not to drink too quickly though, since brain freeze is still a thing here. Drinking this drink provides a slight HP restoration. After using this item, the character takes 10% less damage from Fire-based attacks but takes 10% more damage from Ice-based attacks for their next post. The Brewer that crafts this item may rewrite its name and description, but must retain its effect.
Mana Potion, Lesser Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A recipe by Capsule. A basic mana potion that restores about 10 MP per average level of the materials used to make it. It's good for lower levels, but lacks the oomph higher levels need.
Mana Potion, Greater Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 30 Brewer/Pharmacist A recipe by Capsule. An upgraded version of the lesser mana potion, that restores about 20 MP per average level of the materials used to make it. Its base level is level thirty, making it unavailable for crafting for those below this level. It also requires that the Pharmacist have knowledge of the lesser mana potion.
Medicinal Formula Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A basic healing potion that restores about 20 HP per average level of the materials used to make it. At low levels, this amount is essentially a player's entire amount, but higher level players will require a few in order to heal back to full HP. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Medicinal Pastilles Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A chewy, flavored pastille that has medicinal effects of either restoring HP or MP depending on the Base Herb that is used. Candies are delicious and convenient, especially for getting children (or adults) to take their medication without fuss. To create this successfully, Pharmacists are required to have prior knowledge of crafting Medicinal Formula and Lesser Mana Potion.
Medicinal Tablet Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A healing pill that restores about 30 HP per average level of the materials used to make it. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 2. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Miasma-Cleansing Spray Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Brewer/Pharmacist A recipe passed down among the citizens of the Avon Valley to combat the threat of the Heretics. By breaking down mana into its basic composition of psyche, the element is infused into a spray that serves to clean away traces of Miasma. Applying this spray to a character affected with Corruption will reduce their Corruption points by 5. It also deals minor damage to monsters of the Miasma element.
Miasma Perfume Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Brewer/Pharmacist Smell like pure evil. A spray that seems to induce aggression toward whoever this is sprayed on. For the next 3 posts, all monsters that interact with the target makes the monster's nature more hostile (Friendly becomes Docile, Docile and Curious become Wary, Cowardly becomes Predatory, Wary becomes Aggressive).
Ordinary Beverage Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer/Pharmacist Players who have taken the Brewer crafting subclass are able to create drinks that actually retain their taste. In order to do this, though, the brewer must utilize their knowledge from the old world in order to know the proportions that go into a good drink. Comes in alcoholic and non-alcoholic varieties, depending on the recipe used. Drinking this drink provides a slight HP restoration. The Brewer that crafts this item may rewrite its name and description.
Pet Medicine Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Brewer/Pharmacist Medicinal pills and shots for pets/tamed beasts. The pills can be lightly roasted or left to dry after combining the powdered herbs and solvent, mostly based upon the pet's temperament. The shots are reserved for fleshy monsters and animals, and are generally not advised for the squeamish. The medication itself restores 18 HP per average level of the materials used to craft it. Low leveled pets can get by with the lower doses, but high leveled pets require much more.
Poison, Corrosive Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Brewer/Pharmacist A recipe by Pharmacist Capsule. A potion that is made by combining an impure poison with two mana shards. When shaken and tossed at an opponent, the mana activates and causes the poison within to become corrosive, like a weaker form of acid. When it makes contact with its intended target, the concoction causes a moderate burning effect, along with a stronger poison debuff. Unlike the standard impure poison, however, the duration of this debuff lasts only thirty seconds, but acts faster. The sickness debuff remains the same; all stats lowered for about a minute. Drinking it directly will lower the player's health by 200. Its potency depends on the average level of the materials used to make it.
Poison, Impure Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Brewer/Pharmacist A fairly diluted poison suggested by Pharmacist Polio. It has a toxicity rating of 5. Drinking it directly will lower the character's current HP by about 100. Of course, its attributes as a poison makes it more useful when applied to a weapon and used to attack an enemy. Enemies struck by a weapon affected by Impure Poison have a chance of acquiring a minor poison debuff which slowly lower HP over the course of a minute and sickness debuffs which lower all stats for about a minute. Its potency depends on the average level of the materials used to make it.
Potion of Luck, Minor Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Brewer/Pharmacist A basic potion which increases the chances of landing a critical hit for a short period of time. It has a toxicity rating of 1. The duration and strength depends on the level of the materials use to make it.
Potion of Nighteye Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist Researched by Pharmacist Icyferno. A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it.
Potion of Skinwalking Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 50 Pharmacist A recipe by Pharmacist Capsule. A deep violet potion that allows the user to transform into an animal or monster in the area. In doing so, they lose the ability to attack or speak, but their identity (IGN, guild, etc.,) is replaced with the basic info of the creature they are mimicking. The disguise is shattered when the user is assaulted or leaves the area. The level of the potion depends the highest level of monster the user may mimic. While great for espionage, it is not advised to masquerade as higher leveled monsters or field bosses, as others may attack you on sight. It has a toxicity rating of 3.
Potion of Sleeping Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist Based on Pharmacist Capsule's recipe. A potion made from herbs that are famous for their ability to induce slumber. Drinking it results in an almost instantaneous sleep that can last up to a minute or until the target is struck. Its potency depends on the average level of the materials used to make it, with monsters whose level is higher and sleep-resistant monsters suffering noticeably fewer effects.
Potion of Water Breathing Material Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist A recipe by Capsule. A potion derived of herbs from the sea, it allows the user to spend an additional two minutes underwater. This makes underwater combat or diving expeditions less wearisome. One should still be wary of swallowing too much salt water, however.
Repel Essence Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 15 Pharmacist An orange liquid suspension that appears as a murky mist once unbottled. Pouring it over a target's body causes the mist to attract itself to the body, making the target appear as though they were emitting this mist. Nevertheless, the presence of this mist is repulsive to most predators, keeping them from attacking. For the next three posts after use, monsters of the Aggressive and Predatory nature become Wary toward the target. If a monster's level is higher than the item level of the used potion, it is not affected.
Soda Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer A fizzy beverage loved by children and college students alike. It's generally made with carbonated water, sweeteners and a flavoring agent. Drinking this drink provides a slight HP restoration and a minor increase to movement speed. The Brewer that crafts this item may rewrite its name and description.
Smoke Grenade Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Pharmacist A flask containing powder derived from plants which can produce smoke spontaneously when ignited. The neck of the flask contains powder derived from a herb which burns slowly when it comes into contact with mana, which can be released through the flask. This gives the user a maximum of three seconds to prepare before the flask explodes and releases a large torrent of smoke.
Stat Booster Materials required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 20 Pharmacist A recipe by Icyferno. A potion which temporarily increases a specific stat, allowing the user to momentarily go beyond their current limits. It is especially useful when used in a fight with an opponent much stronger than oneself. The effects of the potion do not stack with itself, even if the stat increased is different, but will stack with anything else. The stat that will be boosted must be referenced in the crafting thread, where it is made. The boost in stats is equal to that of a number between 1 and 5 Levels higher than what the user's current level is, capping at Level 100. Item Level determines the level increase, in that Item level 1-22 will increase by 1, 23-54 will increase by 2, 55-70 will increase by 3, 71-99 will increase by 4, and 100 will increase by 5. The duration and extent of the increase depends on the level of the materials used to make it, directly correlating to the stat bonus, and it has a toxicity rating of 2. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect.
Tranquilizer Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Requirement: Level 30 Pharmacist A recipe by Pharmacist Capsule. A liquid sedative in a syringe that causes tranquility within the affected person or beast. Lower doses have a desirable calming effect, while higher doses can inflict drowsiness, slurred speech, poor judgement, clumsiness, and lowered reflexes. It does not quite work like the Animal Trainer's Pacify skill, in that it does not lower a monster's nature. The effects do last for thirty seconds, however. Its potency is reliant on the average level of the materials used to make it, and has a toxicity rating of 4.
Unfounded Drink Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: N/A The default result of mixing alcoholic beverages together using the system menu. Craftable by any player, even those who are not Brewers. Using this option will allow you to pretty much create a variety of drinks, except that they come with absolutely no taste at all. The character that crafts this item may rewrite its name and description.
Wine, Basic Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Brewer/Pharmacist An alcoholic beverage generally made from fermented grapes, though other fruits can be used as an alternative. Drinking this drink provides a slight HP restoration. Due to the qualities of this item as a cooking ingredient, it can not only be used by a brewer to make beverages, but also a chef to give a distinctive flavor to their cuisine. If this item is used in a craft, the resulting crafted item's HP restoration effect is doubled. This effect does not stack or carry over. The Brewer that crafts this item may rewrite its name and description.
Scribe
Call The Stars Mats Required: 1 Parchment Paper or 1 Crystal Dreams, 1 Magic Ink Posts Required: 1 Requirement: Level 15 Scribe, [Quill Pen] in crafter's inventory Originally created for the purpose of maps, this craft is one part enchantment and one part crafted object. In the case of maps, this object allows for said map to have the capacity to record 3 dimensions of information instead of just two. It, following the properties of Crystal Dreams (and by extension Magician's Paper) allows for free scrolling and 3-d projections of the recorded data. The main bonus of this item is that it allows extra data to be recorded and held. In the case of other schematics, it'll just allow for the diagram to be projected. Because it's Magician's Paper, edits are freely possible for the owner. Naturally, this works with Heart Compass and it's recommended to be used with Half-Gaia Map so the entire world's map becomes topographical and you can have all the data. In the case of instances with different map data, all instances will be recorded and can be switched between. It overwrites some of the basic functions of the minimap in order to engage in shenanigans. Also it's an Enchantment, so it naturally doesn't destroy the object it enchants, just augments it. And should be noted as such when crafted. The Schematic is not consumed. Use maps. If it's anything but a map, you're wasting some money. The schematic needs to be made of Crystal Dreams.
Card, Magical Materials Required: 1 Magician's Paper, 1 Magic Ink Posts Required: 2 Requirement: Level 5 Scribe, [Sorcerer's Quill] in crafter's inventory A special card that has been enchanted with magical energy, causing them to feel inexplicably distinct to someone who has had experience with handling these cards. They are often drawn upon using regular ink and turned into playing cards. Card sharks with magical affinity especially like these cards in order to cheat whenever they face up against an unaware opponent. Often magical cards of different mana signatures are mixed together, allowing the user to create a loaded deck they can cheat with. The quality of materials used to create this card should be as top-notch as possible if you want to cheat people safely.
Card, Magnus Materials Required: 1 Magical Card, 1 Magnus Transmutation Essence Posts Required: 1 Requirement: Level 15 Scribe, [Sorcerer's Quill[ in crafter's inventory An invention that was collaborated with the Alchemists to create a magical card made from enchanted cards. The card itself appears blank until it is exposed to anything that can be transformed into Magnus Essence. This card has the ability to transform the object into Magnus Essence by raising the card and pointing its blank face toward the intended object. After a few seconds, the card will glow with a flash of light and an image of the absorbed object will be pictured on the card's face. Like Magnus Transmutation Essence, the essence of the absorbed object will fade over time. The time it takes for a Magnus Card to be depleted of an object's essence is equal to its item level in hours.
Contract, Basic Material Required: 1 Magic Ink, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Scribe A basic contract for anything the two partys signing the contract want. Since it is the very basic one, it has to be 50/50, the requirements have to be small, the drawback from not fulfilling it is very small and it needs one witness. Can be used as a basis for upgraded ones. It will only work if both parties are willing to sign.
Crystal Dreams Materials Required: 1 Magician's Paper, 1 Invisible Ink Post Required: 1 Requirement: Level 10 Scribe Crystal Dreams provides a one sided upwards projection of whatever the owner wants, essentially projecting a hologram. The hologram cannot extend horizontally beyond the bounds of the paper it's on, meaning that if you have a 1 square meter paper, it can't extend outside that square. The complexity and height of creations is dependent on both the ingenuity of the user, their proficiency with magic objects, and a hard cap produced by the level of Crystal Dreams itself. This object is essentially able to create holograms that can go anywhere from completely transparent to completely opaque, making it useful for setting up sight walls and blocking vision for the less intelligent AI. The object itself is highly vulnerable, so cutting a scroll made of this will result in half becoming unusable. Good for shenanigans, although because everything is holographic, there's no solid component. Some people swear the object itself 'feels' like mana, which often results in a different feeling based on the creator of the illusion. The scribe that makes this object can rewrite its description for size purposes. This object can be used on any object that needs Magician's Paper.
Explosive Runes Materials Required: 2 Magic Ink, 1 Mana Fragment Posts Required: 1 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory. Explosive Runes is a type of ink with a rather unique function. When someone reads the words written by this item, the ink will explode, dealing both concussive and fire damage proportional to the amount of ink used. The damage of the runes and the range at which they can activate from being read scale with level, although the writer can minimize the range if they would like. At level one, the range is 5 meters maximum. Perhaps the best point of this item is that it comes in both liquid ink form and chalk form, allowing even those without a quill to engage in dangerous hijinks. Due to how much ink is used, this item can be used up to three times before it is completely consumed. Using it all at once will surely leave an 'impression' though.
Grimoire, Basic Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Scribe, [Quill Pen] in crafter's inventory Through Scribe Hemmurabi's research, basic spellbooks that have been enchanted with enough mana that they are able to shoot weak magic bolts similar to the grimoires available from shops and starter lists. The magic bolts are non-elemental, utilize the player's MP to cast, have a maximum range of 2 meters, and possess a cooldown of 2 seconds. The Scribe that crafts this item may rewrite its name and description.
Grimoire, Two-Beam Materials Required: 2 Magic Ink, Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 10 Scribe An modified Grimoire recipe. It has an increased range of 4 meters and launches two bolts of magic out instead of one. The magic bolts are non-elemental, utilize the player's MP to cast, and possess a cooldown of 3 seconds. The Scribe that crafts this item may rewrite its name and description.
Heart Compass Materials Required: 1 Magic Ink, Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 3 Scribe, [Quill Pen] in crafter's inventory This item is a 2-part spell circle. The first is applied to a 'tracker' object, usually a card or something small. The second is applied to a decent sized writing surface, the 'receiver'. The item functions by matching wavelengths between receiver and tracker, with range increasing based on quality of the materials. Whenever activated, the tracker glows obviously and has the word 'Tracking' appear on it. In its basic form, a mana-formed 3-d arrow appears on the receiver dynamically pointing towards the tracker. The arrow gets bigger the closer you are. In the special case that the receiver is a map crafted with Magician's Paper, the receiver gains special bonuses. Namely, the map can also show a dynamic radar of any trackers within range on the map itself, with each expressly labeled and showing up as dots. Note that the limits of the map are still in place. For instance, being on the wrong floor. By creating this object, it is assumed any number of parchment or maps have the receiver function. The maps and parchment are not consumed. Any number of 'tracker' objects can be tracked, but beware of flooding your page to the point no arrow can be seen. Tracker objects can be voided easily by destroying them or overloading them with mp. The Scribe crafting this can change the name and description to become the desired 'tracker' object.
Ink, Invisible Materials Required: 1 Magic Ink, 1 Mana Fragment Posts Required: 1 Requirement: Level 3 Scribe Invisible Ink is a lacquer-like transparent substance that glows in the dark or when a nominal amount of mana is applied to it. Because of its transparent nature, this item is especially good for hijinks and much less so for secret messages and whatnot. The item itself can come in paint form, ink form, spray paint can form, and the like and conforms to the properties of the material it's mixed with. The only effect it has is to make the material transparent and to glow in the dark or when mana is applied. The ink gathers the energy to glow from natural light sources and mana, so ink left alone in a dark place won't exhibit these properties until exposed once more. Paint the town! The Scribe that crafts this can alter the description and name for purposes of indicating what the item is.
Ink, Magic Material Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Scribe Enchanted ink from Scribe Nostradamus's repertoire that glows with mana when text created from the ink is read. It seems to possess properties of magical ability. As Scribes do not possess the ability to extract Mana Fragments, they will generally require an Alchemist's assistance. It's said that Scribe Nostradamus himself buys hundreds of Mana Fragments from beginner Alchemists daily to satisfy his research needs.
Ink, Sorcerer's Materials Required: 1 Mana Fragment, 1 Invisible Ink Posts Required: 1 Requirement: Level 5 Scribe, [Sorcerer's Quill] in crafter's inventory Ink that takes some of the properties of its parent elements and combines them, creating an ink substance that can be used to write on air itself. It can come in the form of a paint can, spray paint, regular ink, or whatever else. You can write on almost any surface with this, but a strong gust or errant hand will wipe all that way. Messages won't stay for long free-floating in harsh currents. Adding mana into the floating message causes it to glow more brightly. The quill is not consumed. Any contracts must be placed on some kind of paper, and writing cannot be placed on weapons or armor.
Magician's Reloader Material Required: 1 Magic Ink, 1 Parchment Paper Posts Required: 2 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory Scribe Scoria has made a new discovery. The Magician's Reloader is a basic enchantment. Unlike the enchantments applied by weapon crafters, this is a contract between a weapon user and her weapon. Using spell circles to link the contract specifying 'function' to the enchanted weapon by assigning specific 'ID' values, the user links the contract holder to her weapon. Requiring a scribe in order to craft the linking circles, a witness (usually the scribe) and the weapon owner to sign the contract, the contract allows the user to automatically reload his weapon when attempting to reload. The time for the projectile to appear is abyssal at low levels, making this only useful if someone had an unreasonably complex weapon that was hard to reload. For instance, a cane that fires harpoons. In return for the contract, the weapon becomes 'locked' to the user and cannot be traded away. Furthermore, the contract owner is semi-blinded for 10 seconds during the reloading sequence. The entire contract can be negated by signing a 'release' line at the bottom, writing 'Void' across the contract, and ripping it into at least four pieces. When using this contract, the weapon must be specified.
Magician's Paper Material Required: 1 Magic Ink, 1 Parchment Paper Posts Required: 1 Requirement: Level 5 Scribe Scribe Scoria has made a new discovery. Magician's Paper is the paper variant of the Magic Ink item. Each paper object has its own unique 'ID' suitable for later shenanigans and is a good deal sturdier than its Parchment Paper predecessor. The piece of paper exhibits a unique quality to alter its visage when mana is added to it, allowing one to use it as a means of communication or to cheat at pictionary. If you wanted to cheat at pictionary. The greatest benefit of this item is what it enables. Thanks to the 'magic parchment' core, one can write dynamically on this piece of paper without ink or, if your imagination is keen and precise, without quill. One can even slide parts of the document beyond the edge of the paper and pull them back into view later. Be wary that for more precise tasks, the quill is still required. This item can be used in place of Parchment Paper for any craft (and imparts the properties of this item into the crafted object)
Map, Half-Gaia Materials Required: 1 Magician's Paper Posts Required: 1 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory. This map of the whole world offers some special features. First, a compass in the corner that will always point north, as well as pointing out where north is on the map itself. Second, the map is dynamic and can be zoomed out or in and have its content moved across the map 'pane', allowing one to write in very small notes or get a cohesive view. Finally, this map automatically updates in relation to the user's minimap, not requiring the user to press their quill to it. To view or interact with the map, a nominal amount of mana is required. It features some downsides and limitations, of course. The map will not update if the user does not own an area map. No "UFK - London Map" means this map won't update for the 'London Area'. This naturally includes dungeons within the area of any given map. And of course, the map does not reveal any area that a normal map would not reveal. It simply acts as a way to pull every map into a single, easy to use map with space for the whole world's maps.
Map, Unfounded Kingdom - London Area Material Required: 1 Parchment Paper Posts Required: 2 Requirement: Level 1 Scribe, [Quill Pen] in crafter's inventory A largely incomplete map of the Unfounded Kingdom with a basic template designed by Scribe Hearst, focusing on the London area. Just having it in your possession gives your minimap interface the map data that was recorded on it. Due to maps created by the Britain Royal News, most players are able to obtain a decent starting map that aspiring Scribes can copy to complete their own map. Otherwise, new map data can be filled in by simply standing in the middle of an uncharted area and gently pressing the quill pen down upon the parchment. While it is possible for anyone to fill in a map, certain subclasses like Scribe, Pathfinder, and Courier have the advantage when it comes to filling in larger portions of the map.
Notebook Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Required: Level 1 Scribe A simple binding of paper that forms an ordinary notebook which can be used for a variety of things. Its quality depends on the materials used to make it.
Parchment Paper Material Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Scribe Decent quality paper brought up by Scribe Papyrus by taking old pieces of paper, soaking them together, then merging the fibers together to create a paper that doesn't tear quite as easily. Its quality depends on the level of the materials used to make it, but even still, it's just about as durable as a thin piece of paper.
Quill Pen Material Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Scribe A feather pen that has been refined by Scribe B. Franklin so that its writing is fairly consistent. Much as a blacksmith's signature tool is the hammer and a tailor the needle, this can be considered the scribe's main tool. The Quill Pen is not used up during a craft.
Score Scroll Materials Required: 1 Parchment Paper, 1 Magic Ink Posts Required: 1 Requirement: Level 5 Scribe, [Quill Pen] in crafter's inventory The Score Scroll is a template that can be filled out with any kind of music and shifts accordingly. The music can be added by anyone capable of playing the music or with the knowledge to write the notes in, no matter who they are. Once finished, the scroll either becomes blank or stays as it is, depending on the wish of the composer. Then, this scroll is usable by anyone when performing music. The scroll will help to system-assist the user into playing the contained song, but it does not control the user. Therefore, lacking experience and practice will result in mistakes being made. Naturally, if you do not know how to 'shift' to the correct octave for different instruments and keys, using this scroll creatively may be difficult. The scroll will wear out over time. The scribe that makes this creates an empty template, so the composer may edit the description and name of this item. Beware conductors who may put in a full concerto. Each 'craft' creates 3 scrolls.
Sorcerer's Quill Materials Required: 1 Quill Pen, 1 Mana Fragment Posts Required: 1 Requirement: Level 5 Scribe Like the name says, the Sorcerer's Quill is a special quill used by many in the magic business. Its unique abilities and magical properties makes it an ideal tool for magicians and mages interested in devising new spells or curses. Does not disappear if used in crafting. This item is considered as a Quill Pen in any recipe. Tailor
Cloth Accessory Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Tailor Accessories usually made from cloth and sometimes decorated by small bits of jewelry. They can be worn as a fashion statement or utilized for their effects. Every time a Basic Accessory is produced, it will come with an Armor-based reforge. If a reforge was not requested, one can be added later. Basic Accessories possess no defense value. The Tailor that crafts this item may rewrite its name and description. The higher the accessory's crafted level, the more potent the reforge's effects will be.
Cloth Equipment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Tailor A simple leather or cloth armor crafted by fledgling tailors. It is crafted from basic materials and isn't that much better than an equivalent beginner item, but it's a start. The Tailor that crafts this item may rewrite its name and description. Whips can be crafted by this recipe as well. Additionally, a Cloth Equipment can be upgraded to a higher level by performing a Cloth Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Cloth Equipment crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Cloth Equipment crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Cloth Furniture Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Tailor Description: A recipe for things like beanbags, futons, curtains, and otherwise large home decorations that require a more extensive amount of fabric. They are often stored inside personal or guild housing for convenience. The Tailor that crafts this item may rewrite its name and description.
Cold Resistant Clothing Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Tailor A simple leather or cloth armor crafted by fledgling tailors. In a slight contrast to the Beginner Equipment recipe, this clothing design focuses more on providing enough layers for cold protection. The Ice resistance provided by this equipment is equal to the Item Level +1, while its defensive values are equal to the Item Level -1. The Tailor that crafts this item may rewrite its name and description.
Equipment Reforging Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Tailor The Tailor takes an existing piece of armor and reforges it to give a random enchant, which can vary between elemental defense, defense increases for certain skills, cooldown reductions, passive HP regeneration, etc. The type of enchant depends on the type of equipment it is and the types of classes which can wield the equipment. Note that although the crafter can request a certain enchant, it's mostly random so you might not get your desired enchant as easily. Only one reforge can be placed on an item at a time. Equipment bought from the NPC Shop cannot be reforged. Its potency depends on the average level of the materials used to make it.
Fuse Material Fee: 10 Gold Posts Required: 1 Requirement: Level 2 Blacksmith / Tailor / Woodcrafter Description: Created by the Funeral Parlor. An extremely short length of rope fibers twisted together in such a way that causes the object to burn for a certain amount of time. Longer fibers mean more time; one inch is 2.5 seconds of burn time. However, the makeup of ropes makes the burn-time unreliable. To create consistency, it is suggested that a crafter dries out the fuses before use.
Pet Armor (Leather, Cloth) Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 15 Tailor Description: Special Accessory. This takes up an accessory slot. A recipe by Blacksmith Caerbannog and Tailor Kumori. Allows an animal trainer (the user) to equip a pet with an armor that was specifically crafted for that creature. The total of the armor's defense rating and reforge level may be lower than or equal to the animal trainer subclass level of the user. The defense rating only increases the defense of the pet, not of the user. The reforge effect affects only the user, not the pet; its effect applies only if the pet is currently summoned. The material may be made of metal (blacksmith), leather or cloth (tailor), a mix of leather and cloth (tailor), or a mix of metal/leather/cloth (blacksmith+tailor). The blacksmith or tailor who crafts this may rewrite the description.
Plushie Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Tailor A recipe suggested by Tailor Masami of a toy plushie, usually that of a stuffed animal. It is mostly given as gifts to young children, but its nostalgic appearance is popular among Adventurers to remind them of their world. The Tailor that crafts this item may rewrite its name and description. Its sturdiness depends on the average level of the materials used to make it.
Satchel Bag Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Tailor A small satchel bag suggested by Tailor Aeon that can store items for quick access without needing to open the inventory menu. It's mostly used by Couriers and individuals who need to grab a quick potion from the heat of battle. Its sturdiness depends on the average level of the materials used to make it.
Soft Blanket Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 1 Tailor A soft blanket that's essential for getting a good night's sleep during the winter months. Its sturdiness depends on the average level of the materials used to make it.
Vanity Clothing Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Tailor Clothes that can be equipped from the inventory and do not actually take up an equip slot. These types of items possess no defense values, cannot be reforged, and are mostly for aesthetic value. The Tailor that crafts this item may rewrite its name and description.
Weatherproof Cloak Material Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 3 Tailor An accessory cloak by Tailor Aeon that can be worn over one's armor, possibly for aesthetic purposes but mostly for its utility use in protection against the weather. This accessory gives Water and Ice Resistance equal to half its Item Level, but also makes the wearer slightly vulnerable to Fire attacks equal to half its Item Level. The Tailor that crafts this item may rewrite its name and description.
Artisan/Woodcrafter
Balsa-Wood Stick of Fish Smiting Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Artisan/Woodcrafter The ultimate tool against small fish in streams across the world! Supposedly. The tool is used by throwing it, much like a javelin but above water, towards one's prey with hopes to spear the creature or immobilize it. The harpoon can also be used to spear ones prey, to defend oneself from a predator, or at least be used as a deterrent if assaulted. Due to the lack of strength, this variety of Harpoons doesn't tend to last very long unless it is maintained constantly.
Blackboard Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Description: Made with the combination of three plank and a black colour paint, the blackboard is a reusable surface which an individual can easily write or draw on with chalk and can also easily erase any doodle created on it with a simple cloth or the back of an individual hand.
Boat, Medium Material Required: Material Fee (20 Gold x Item Level) Posts Required: 4 Requirement: Level 10 Artisan/Woodcrafter An improved ship hull of up to medium sized ships for river and coastal use. The seas are too rough to sail in if you get too far from land. This item cannot be in an inventory. Its sturdiness depends on the level of the materials used to make it.
Boat, Miniature Material Required: Material Fee (10 Gold x Item Level) Posts Required: 4 Requirement: Level 5 Artisan/Woodcrafter An ordinary crafting recipe proposed by Woodcrafter Archimedes. It's not really much of a boat as it is a bunch of wooden planks fitted together in order to create something that doesn't immediately sink in the water when you sit in it. This item is summoned from the inventory and is automatically returned if it takes any damage or is left alone for a few minutes. Its sturdiness depends on the level of the materials used to make it.
Cart Simple Horse-Drawn Material Fee: 10 x Item Level Posts Required: 1 Requirement: Level 5 Artisan/Woodcrafter Description: A Simple cart, used to carry goods to and fro, without having to make as many trips as one would have to with just carrying the items. This can be drawn by either oxen or horses. While it may not be structurally sound, for the time being, the item in question can be improved upon in future iterations. A start to carriages and the like, this will get the job done.
Chalk Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 3 Description: Made from the scraps of used art supplies, Clay is an easily accessible tool for scribes, sigilmakers, and artisans to draw what they wish. Simply mix the ingredients, add water, pour into a mold and cook until solid.
Charcoal Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 1 Artisan/Woodcrafter A black, charred substance left behind after burning wood until all impurities are gone. It can be used to light a fire in place of coal should lighter fluid be applied.
Combat Crystal Ball Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Artisan/Woodcrafter A crystal orb enchanted with magic, allowing it to float beside the user in battle. The user may control it as a mid-range weapon, allowing it to float up to 1 meter away to damage a foe with indirect blunt damage. It is slightly magnetized to the user through mana, allowing it to stay close to them even when it or its wielder is knocked away. The Artisan that crafts this item may rewrite its name and description. Additionally, a Combat Crystal Ball can be upgraded to a higher level by performing a Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Combat Crystal Ball crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Combat Crystal Ball crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Control Bar & Pierrot Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Artisan/Woodcrafter A crafting recipe for a wooden puppet that comes with strings and a control bar, proposed by Woodcrafter Geppetto. It is most notably used by Puppeteers to assist them in battle, but anyone who isn't a Puppeteer may still find some use in playing with these toys. The Woodcrafter that crafts this item may rewrite its name and description. Its sturdiness depends on the level of the materials used to make it.
Equipment Wood Reforging Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Artisan/Woodcrafter The Woodcrafter takes an existing wooden weapon or armor and reforges it to give a random enchant, which can vary based on the type of equipment it is and the types of classes which can wield the equipment. Note that although the crafter can request a certain enchant, it's mostly random so you might not get your desired enchant as easily. Only one reforge can be placed on an item at a time. Equipment bought from the NPC Shop cannot be reforged.
Fishing Pole Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 3 Artisan/Woodcrafter Description: A simple fishing pole and reel, created by Woodcrafter Hawk. Throw the line, and reel them in!
Force Accessory Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Artisan/Woodcrafter Enchanted trinkets and jewelry with effects that amplify the life force of the body, allowing it to achieve a level of achievement higher than the wearer's usual abilities. Most accessories producible at early levels provide basic combat boosting effects, such as increased physical damage, increased physical resistance, or very minor changes in MP costs, attack speed, skill duration, or cooldowns. Average damage/defense value is equal to Item Level / 4, MP costs are usually decreased by 1% per 2 Item Levels, and changes in attack speed, skill duration, cooldowns are typically 0.1 seconds per Item level. The Artisan that crafts this item may rewrite its name and description.
Fuse Material Fee: 10 Gold Posts Required: 1 Requirement: Level 2 Artisan/Woodcrafter Description: Created by the Funeral Parlor. An extremely short length of rope fibers twisted together in such a way that causes the object to burn for a certain amount of time. Longer fibers mean more time; one inch is 2.5 seconds of burn time. However, the makeup of ropes makes the burn-time unreliable. To create consistency, it is suggested that a crafter dries out the fuses before use.
Hollow Compartment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Artisan/Woodcrafter A bit more complicated than you'd expect, the Hollow Compartment is a container with a false interior. Open it up the wrong way and you'll find the interior of an ordinary wooden box. The secret compartment inside can carry small things around the size of a small water bottle. Perhaps you can engineer something that utilizes a hollow compartment in a grander design.
Ladder Material Fee: 5 x Item Level Posts Required: 1 Requirement: Level 1 Artisan/Woodcrafter Description: A simple, usable, affordable, and useful ladder constructed of wooden planks of two different sizes. One size to form the rungs, and the other size for form up the sides of the ladder. Generally sanded down to make grabbing onto it easier, a ladder can be whatever length needed, and can be disclosed by the crafter. Default length is 4 meters.
Locked Door, Simple Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 5 Artisan/Woodcrafter A recipe by Renai. A basic wooden door of solid construction, this Sturdy Locked Door has hinges and a lock. It swings open and closed like a regular door. It is also solid. It prevents people from walking through. This door can be considered a solid object. It of course comes with a key to unlock the door itself. It serves as a method of entering buildings and keeping people out. The Woodcrafter that crafts this can rewrite the name and description of the door. Fancy doors are fancy. This might be useful for putting in walls? It can basically turn a structure into a room. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. Its sturdiness depends on the level of the materials used to make it.
Monument Materials Required: Material Fee (20 Gold x Item Level) Posts Required: 1+ Requirement: Level 5 Artisan/Woodcrafter These are special types of creations that the artist uses to leave their mark in a certain area. The method used to do this is up to the adventurer, however more highly visible works such as sculptures or murals are more common. The larger the size of the Monument, the larger the beneficial effect it will have upon those who gaze upon it up close. The larger it is however, the more posts and detail will be required in it's creation as well. The monuments and how they receive bonuses are shrouded in mystery. The creator may attempt for specific buff effects of their Monument, but it may not always receive the desired effects. The amount and quality of the materials used will also effect the outcome. Adventurers who visit or gaze upon a monument will receive it's benefits for the duration of their thread.
Mount Whistle Materials: Material Fee (10 Gold x Item Level) Posts Required: 1 Requirement: Level 21 Artisan/Woodcrafter The original Woodcrafter’s recipe for creating Mount Whistles. used to call forth a domesticated terrestrial mount, commonly a shire horse or pony. Animal Trainers may use this item to summon a specific trained animal of theirs. Otherwise, only domesticated animals (e.g. farm animals, shire horses) or wild creatures with naturally Friendly or Docile nature (e.g. young pittered boar, briar weasel) can be used as mounts. Mounts summoned this way have very little HP and will dismount their rider and run at the first sign of danger. Cavalier personal mounts are unaffected by this item. Only one mount may be summoned at a time using this or similar items. The blacksmith that crafts this item may change the description but the effect must be retained.
Painting Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1+ Requirement: Level 1 Artisan/Woodcrafter A painting drawn by an Artisan. Its NPC market value in gold is equal to (10 x [Item Level]) + (50 x the number of posts the Artisan spent making this painting). If speed crafted, the post multiplier is considered to be 0. The Artisan that crafts this item may rewrite its name and description.
Puppet Brute Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Artisan/Woodcrafter An alternative to the basic Pierrot model puppet. While the Pierrot is smaller and thus makes a good companion for entertainment, the bulky Brute, standing at 2 meters tall, was designed for manual labor. It can carry the weight of roughly an adult human when carefully controlled by a skilled Puppeteer. It also packs a decent punch, dealing 50% more damage but with a reduction of 25% in attack speed. When this item is in a character's inventory, it can be summoned to automatically attach itself to a pair of Control Bars. The Woodcrafter that crafts this item may rewrite its name and description. Its sturdiness depends on the level of the materials used to make it.
Pottery Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1+ Requirement: Level 1 Artisan/Woodcrafter Pottery work handshaped by an Artisan. Its NPC market value in gold is equal to (10 x [Item Level]) + (50 x the number of posts the Artisan spent making this pottery). If speed crafted, the post multiplier is considered to be 0. The Artisan that crafts this item may rewrite its name and description.
Sculpture Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1+ Requirement: Level 1 Artisan/Woodcrafter A sculpture created by an Artisan. Its NPC market value in gold is equal to (10 x [Item Level]) + (50 x the number of posts the Artisan spent making this sculpture). If speed crafted, the post multiplier is considered to be 0. The Artisan that crafts this item may rewrite its name and description.
Sliding Wooden Door Materials Required: 1 Painting OR 1 Parchment Paper OR 1 Soft Blanket, Material Fee (5 Gold x Item Level) Posts Required: 1 Requirement: Level 5 Artisan/Woodcrafter A recipe by Renai. A sliding door made out of wooden struts in the eastern style. You can put it into a wall and create a sliding door that you can move through. Obviously you cannot walk straight through. It moves side to side. It can slide along a rail. It prevents people without thumbs from opening the door. It serves as a method of splitting off areas inside a building. The wooden struts itself provide structural support. One needs to provide some sort of cloth to fill in the empty space. A painting, parchment paper, or soft blanket fabric is recommended. The Woodcrafter that makes this door can rewrite its name and description accordingly. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. Its sturdiness depends on the level of the materials used to make it.
Specialized Weapon - Martial Arts Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 5 Artisan/Woodcrafter This recipe allows the Woodcrafter to make standard martial arts equipment such as bo staves and nunchuks. Specialized weapons of the Martial Arts category are primarily tailored toward Monks. These weapons are considered blunt weapons but may be used by any class without equipment penalties. Keep in mind that most classes specialize in certain weapons because their respective class focuses on that type whenever performing skills. Therefore, while flexible in combat, specialized weapons may come at the cost of a more limited skillset.
Stone Stamp Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Artisan/Woodcrafter A small hand-sculpted stamp designed by Artisan Graham. Because of the usually unique design of these stamps, it's often used by Scribes in place of a person's signature in legal documents. The Artisan that crafts this item may rewrite its name and description.
Stone Whistle Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 2 Requirement: Level 5 Artisan/Woodcrafter Recipe by Adler. A small hand-sculpted whistle commonly made and used by shepherds and children. Though small and simple, the sound can travel up to five kilometers if there are no obstacles between you and your target.
Wall, Simple Materials Required: Material Fee (5 Gold x Item Level) Posts Required: 1 Post Requirement: Level 5 Artisan/Woodcrafter A recipe by Renai. It's a wall. It can be load-bearing or a partition wall, but it's waterproof and does what walls do. Prevents most people from walking through it. Pretty good for making houses, you'd say. At least, that's what you'd say if you were a Woodcrafter. And didn't have free will. The wall can support doors and windows. Description and appearance subject to change according to the Woodcrafter who makes this item, though adding in doors might require actually using up doors. They don't magically appear out of nowhere, you know. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. Its sturdiness depends on the level of the materials used to make it.
Wooden Equipment Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 1 Artisan/Woodcrafter Beginner weapons or shields crafted from wood. Although the woodcrafter is not meant for creating equipment as well as blacksmiths and tailors can, there isn't really much of a difference at the lower levels. The Woodcrafter that crafts this item may rewrite its name and description. Additionally, a Wooden Equipment can be upgraded to a higher level by performing a Wooden Equipment craft with the item to be upgraded and then paying 2/3 the required Material Fee. Wooden Equipment crafts at Level 31-60 or higher have a Material Fee of (20 Gold x Item Level). Wooden Equipment crafts at Level 61-90 or higher have a Material Fee of (30 Gold x Item Level).
Wooden Furniture Materials Required: Material Fee (10 Gold x Item Level) Posts Required: 3 Requirement: Level 10 Artisan/Woodcrafter Description: Basic wooden furniture like chairs, tables, and bedframes. They are often used to decorate guild or personal housing and combined alongside Cloth Furniture in order to create larger furniture such as beds. The Woodcrafter crafting this recipe may rewrite its name and description when crafting their furniture.
Wooden Musical Instrument Materials Required: Material Fee (10 Gold x Item Level) Posts Required: Variable based on size. examples- 1 post. Flute, Maracas. 2 posts. Violin, Guitar. 3 posts. Piano Requirement: Level 1 Artisan/Woodcrafter A recipe by Renai. Say goodbye to the dreary days without music! A crafting recipe to create any musical instrument out of wood, this recipe allows one to create anything from a megaphone to an organ to a piano to a clarinet. Although the variety of instruments is large, including woodwinds and stringed orchestra instruments, they are all wooden. Thus, much of the brass group of instruments may be out of reach. Quality of sound and tone obviously increases as the level of the instrument increases. This item can be summoned from the inventory but will be automatically desummoned if it takes major damage. The Woodcrafter that crafts this item may rewrite its name and description.
Hybrid Recipes
Boat, Slightly Reinforced Wooden Material Required: Material Fee (15 Gold x Item Level) Posts Required: 6 (3 for Mechanic, 3 for Woodcrafter) Requirement: - Mechanic: Level 10 - Artisan/Woodcrafter: Level 10 A different approach at making a boat through the combined collaboration of Mechanic Hirosame and Woodcrafter Renai. By overhauling the base design of the Miniature Boat and substituting some of the weaker points with metal screws instead of glue, this creates for a two-person boat which can withstand a little more wear. This item is summoned from the inventory and is automatically returned if it takes any damage or is left alone for a few minutes. Its sturdiness depends on the level of the materials used to make it.
Runed Metal Weapon Materials Required: Material Fee (15 Gold x Item Level) Posts Required: 3 Craftable by: Blacksmiths or Scribes Requirements: - Blacksmith: Level 11 or higher. In-character knowledge of ancient runes via research, subclass or interaction with a Scribe. - Scribe: Level 11 or higher. In-character knowledge of acid etching via research or interaction with a Blacksmith. Description: Recipe by Blacksmith Caerbannog and Scribe Nisha. A hybrid weapon that may be crafted by a fairly experienced blacksmith or scribe. It is crafted from smithing materials and etched with acid. Ink, used by scribes, is used to reversely write runes as a magic circuit on the metal. The ink will protect the coated parts of the metal while the acid eats through the exposed areas partially, leaving an etched magic circuit. The Blacksmith or Scribe that crafts this item may rewrite its name and description. Additionally, a Runed Metal Weapon can be upgraded to a higher level by performing a Runed Metal Weapon craft with the item to be upgraded and then paying 2/3 the required Material Fee. Runed Metal Weapon crafts at Level 31-60 or higher have a Material Fee of (25 Gold x Item Level). Runed Metal Weapon crafts at Level 61-90 or higher have a Material Fee of (35 Gold x Item Level).
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Nov 8, 2015 22:56:23 GMT
Recipe lists changed to a modified list of Version 3 by Sark above to make things more organized. Rather than merge subclasses' recipe lists together, I added a disclaimer of Cross-Discipline Subclasses at the top of the post. Now that I am changing the design for RP subclasses to a different system and using my old concept for crafting subclasses instead, I think there will be room for cross-discipline whenever I get around to changing crafters' skill progression.
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Schiesse
Half-Alv
Inactive Player
Gold:
Pharmacist
Animal Tamer
Guild:
Ephemeral Solace
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Post by Capsule on Nov 8, 2015 23:24:19 GMT
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Dwarf
Inactive Player
Gold:
Tailor
Acrobat
Guild:
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Post by Sark on Nov 9, 2015 1:40:27 GMT
*.* thank you Saki!
I copied the list on 14th Oct so any additions or changes since then would not be on my V3 list
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Nov 20, 2015 2:58:01 GMT
Modifications have been made to Chef/Brewer recipes since it's not really feasible for a normal person to eat a steak dinner in the middle of combat (feel free to attempt this in RP though). Food buffs are now effects that are eaten before battle and take place for a certain amount of posts afterward.
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