======Basic Crafting====== * ''craft items skill'' will let you view the full crafting list of each crafting skill, even if you have nothing invested in the skill itself. * You can use ''alterobj'' to change various items, including generic objects not made by players. See ''help alterobj'' for restrictions. [[http://sunderingshadows.com/doku.php?id=swus_s_new_color_editor|Make sure to take a look at Swus' fancy color editor for maximum prettiness in items]]. Be warned, alterobj randomizes the quality if you fail a skill check based on the item's type and make. * You can ''repair'' your own items, based on the type of item it is for which craft skill is involved. * Materials do not matter at all for ammunition (last I was told by the staff, free to edit if changed). Materials like silver matter for melee weapons only when calculating against weretigers, for example. You may send an avatarmail to have a crafted weapon's damage altered if it's made using silver or cold iron. * Material types do not do anything than this presently (last updated May 4 2022, update if changed). Material quality has a negative or positive impact on how easy it is to mastercraft an item based on quality descriptor. "Highest" quality will require about 16 in the linked skill to make masterworks guaranteed. * You must be at an appropriate workstation to make things, like a forge for weaponsmithing, except in the case of tailoring, jewelry and woodworking. When crafting a mundane item from any of the lists, you use the ''craft item with skillname'' and it pulls up a list of materials you can use with it if you have any applicable. So, if you wanted to make an iron pistol, you'd do ''craft pistol with weaponsmith'' with a billet of iron in your inventory. Once past the materials menu, you have a number of fields to fill out. * 1 Material (A billet of untyped metal : highest quality) Lists your material type and quality. * 2 File name (Unset) Lets you set the file name which is used for making copies and bringing up information on your previously crafted mundane items. * 3 Name (Unset) Actual item name. Is used in certain messaging involving the type of the weapon, I.E. when you look it over. May also be used in verbose combat as the thing you're hitting with based on weapon type. * 4 Size (Unset) Size of the item. For armor and jewelry, it's best to pick something your race size or it won't generally fit. Weapons cannot be changed in size. * 5 Ids (Unset) Identifying tags for interaction. When you ''look sword'' and look at an iron longsword, it has had "sword" set as an ID, which may also include "iron sword", "iron longsword", and just "longsword". You can insert multiple, but don't use spaces between the commas to separate them. * 6 Short description (Unset) The appearance of your item on the ground and in your inventory, also when people look at you. Note that the material name (I.E. iron) and the item type (I.E. pistol) are required in your short description. You cannot break up these two words with coloring them with multiple different colors in a single word, but you can make them a singular different color per word. * 7 Long description (Unset) Seen when used with ''show'' and ''look at'' most commonly. This is the full description of the item and should include all visible features, even trade marks you might include. * 8 Lore (Unset) Shows up when you ''study'' the item successfully. If you have a highly customized weapon with a trade mark only you usually use, then you could add your own lore and link it to your character through these recognized traits. **Warning: Alterobj typically breaks this by replacing the lore text with the long description. (Nov4/22, update when fixed)** =====Magical Equipment Crafting===== * Requires the feat Craft Magical Equipment and must be used in a magical laboratory. Easily found in most Mage Towers across various towns. Takes a fair bit of time per attempt to pull off, moving will cancel the process. * Costs experience which is added to your exp debt and an amount of enchanting materials based on the overall magical power of the item. This cost multiplies the more enchantments are already on the item, and is cheaper to do if you start with the maximums (+6, +5 for a skill bonus, +4 attribute will cost less than upgrading to that from +5, +4 and +3). * Enchanting materials may be gained in great amounts by completing daily demiplane quests. You can also ''disenchant'' any magical item to get enchanting materials from it after a short period. * Requires a masterwork item made by a player and the skill used to make the item in the first place. * Requires you to enchant the item with a number of basic "enchantment" levels prior to anything else. * You may use Disjunction on a ring to bring it down from +6 to +0 (no suffix) and wear it in addition to a fully enchanted ring even if it has other bonuses on it (I.E. +skill, +stat), but only one. Disjunction can curse items if you roll high while using it multiple times, be careful. * Success chance based on the skill the item was made with. Mages and Warlocks get a hidden of 1 per 15 levels (thus max of +3) bonus to rolls made using craft enchant. Failure destroys some of the materials used. * Crafting kits and very rare, non-player-made items may be used to buff your crafting skills slightly. ''craft enchant'' brings up a menu for you which may be a bit overwhelming at first. It includes a number of functions, one of the most important two being the ''cost'' command in-menu. It lets you show the cost of enchanting the item, which is extremely useful for planning. Success rate is based on your crafting skill involved in making the item in question. The maximum DC on a single enchant is 32. (enchantment level x 5, +3 after first bonus/special). Failure is somewhat randomized. (enchantment materials cost/8 + rolls for +1 to a maximum based on cost). Without the Mage/Warlock bonus, a minimum of 25 and a maximum of 32 should be your targets for regular success. =====Types of Enchantments===== There are a lot. This covers each type briefly. ====Basic Enchantment==== This is effectively the "+1" and vice versa you see at the end of an identified item and is required prior to placing anything else onto an item. Negative numbers mean the item is cursed and dictate the strength of the curse, the further into negative it is, the heavier the curse. Basic enchantment levels go up to +6 on player made items and you gain them based on your character level, max going up at a rate of 1 per 7 levels. Please note that on wearables, +1 adds +1 AC, and for weapons the enchantment level adds(? correct me if wrong) attack bonus and damage bonus. This means wearing a hat with +6 enchantment and nothing else added means you will still gain +6 armor class. ====Attributes==== Allows you to boost a stat. Note that two different items that give +attribute will not stack. Max attribute bonus from player made items is +4. strength dexterity constitution intelligence wisdom charisma ====Bonus Spell Slots==== Self explanatory. The one without a level assigned is a bonus to *all* available spell slots. bonus_spell_slots bonus_spell_slots_1 bonus_spell_slots_2 bonus_spell_slots_3 bonus_spell_slots_4 bonus_spell_slots_5 bonus_spell_slots_6 bonus_spell_slots_7 bonus_spell_slots_8 bonus_spell_slots_9 ====Resistances==== Reduces [[http://sunderingshadows.com/doku.php?id=damage_types|damage]] taken from the type by your bonus value. Untyped is used for resisting damage from stuff like Erosion Touch and Ruin. Max resistance value on an item is based on type. Damage resistance is all physical damage types and maxes at 5, specific physical damage types (bludgeoning, piercing, slashing, cold iron, silver) go up to 5, max anything else appears to be 21. [[http://sunderingshadows.com/doku.php?id=spell_resistance|Magic resistance]] (spell resistance) max value from player items maxes at 3, but is no longer enchantable on player items. spell damage resistance damage resistance fire resistance cold resistance electricity resistance acid resistance sonic resistance bludgeoning resistance piercing resistance slashing resistance silver resistance force resistance divine resistance untyped resistance mental resistance radiant resistance void resistance cold iron resistance positive energy resistance negative energy resistance ====Miscellaneous Bonuses==== Everything from caster level bonuses to spell penetration bonuses to altering your sight or saves. Fast healing can only be added at +4 or higher and only goes up to +1 fast healing. armor bonus attack bonus damage bonus max hp bonus sight bonus caster level spell penetration will reflex fortitude fast healing ====Skill Bonuses==== Self-explanatory. Max bonus value of +5. academics athletics disguise dungeoneering endurance healing influence perception rope use stealth spellcraft survival thievery ====Specials==== Weapon specials are actions that can occur each round, it can do stuff like stun or blind a target if you land a hit. Armor specials can proc on that particular item being struck by by a weapon or fist. Reflect on armor reflects some damage taken to the attacker when activated by an incoming hit. Repair specials repair the struck item in question. Armors are allowed the following specials : stun, trip, heal, attack, repair, disarm, reflect, bleed, blind Weapons are allowed the following specials : stun, trip, heal, attack, repair, poison, bleed, blind. ======Spell Enchanting====== * Requires the Enchant feat, which requires you to be a pure caster class of some kind. * Maximum of ten charges, may recharge with any spell after the charges are used. * Costs a nonmagical gem, gold and adds small amounts of exp tax. * Cannot use any sort of negative or positive energy-only spell (Heal, Harm, et cetera). * May be stacked on top of ANY other bonuses (I.E. from Craft Magic Equipment) Allows you to add a spell to a piece of jewelry or weapon, enabling you to ''use'' the weapon or jewelry to attempt to cast the spell enchanted onto the item. Limited charges. Works with mundane PC-crafted items as well as any enchanted items, so you can have that Greater Band of Detection *and* a +6 custom made ring and both can have imbued spells. Jewelry includes things such as pins and necklaces. See [[magical devices]] for more info on success rates and caster level limitations. ======Potion Mixing====== Fairly simple system requiring healing skill, allowing you to do anything from making your own buff potions to making potions of Cure Blindness to mixing fabled potions of youth. Reagents can be found from all sorts of creatures and through foraging using the survival skill, as well as in alchemy shops across the lands.