Crafting System
Types Of Skills: The crafting system can be divided into 2 main sets of skills: Crafting skills, and gathering skills. Gathering skills allow the character to spend time roleplaying in order to gain in game components that are used by crafting skills to create something with an in game effect.
Maximum Number Of Purchases: For gathering skills, the maximum number of times the base list gathering skill can be purchased is 10, or 15 if the character has Merchant/Artisan as a class. For crafting skills, purchases function in the same way as Alchemy and Poison Craft do. Each time you purchase the skill, you get 1 of the corresponding crafting skill point that can then be spent to learn a recipe in game. For instance, if Fernando the Fighter were to purchase the skill Craft: Weapon Smith 3 times, he would receive 3 Weapon Smith points that can then be used to learn a weapon smithing recipe in game. All recipes will have a specific value of points that is required to learn them.
Crafting Cycles:
Session 1
- 1 pm Saturday – Drop Off
- 3 pm Saturday – Pick up at Moriarty’s
Session 2
- 11 pm Saturday – Drop Off
- 1 am Sunday – Pick up at Moriarty’s
Session 3
- By End of Game – Drop Off
- Pick up Following Event at Check-in
In order to perform a crafting skill that yields an item, or redeem resources gathered through the gathering skills, a “Commodity Report” will need to be filled out for each cycle. Any crafting recipes that do not create a finished good but rather put an improvement upon an item/building do not need to be included in these reports. Any materials spent on this type of crafting recipe will need to be handed in however in the same box as the commodity reports in a timely fashion to represent that they have been used.
Time To Perform Skills: All gathering skills with the exception of Harvesting will require a base of 10 minutes per use of gathering. During these 10 minutes you must roleplay the skill so that it is apparent what your character is doing. For instance, chopping at trees with a boffer axe for Logger, or rummaging through shrubs and grass for Naturalist. Due to the nature of Harvesting, the base time for each Harvesting attempt will be 1 minute. There are skills, items, and spells that can be found in game to reduce both of these timers. For crafting skills, the time will be listed on the recipe card.
Resource Distribution Method: All gathering attempts will always yield 1 resource. For all gathering skills other than Scrounger and Harvester, the gatherer will be able to choose from the base tier 1 list of items as to what they wish to gather. Scrounger’s resources are based off a random roll, and Harvester’s resources are based off what monster they are harvesting that they have the skill to get resources off of.
Resource Nodes & Caches: If while wandering the forest you find a colored egg with the RoA symbol on it; that is a gathering cache. It should have a stick adhered to it with further instructions on which gathering skill is needed to get the resources inside. These are lootable in game items, and may be picked up by anyone, but will dissipate much like alchemy if not opened by the end of the event by someone with the prerequisite gathering skill. Resource nodes on the other hand will be cards placed out in the woods or on modules that have the RoA symbol on them, and cannot be removed by any means other than someone with the requisite gathering skill. They also will have instructions on them as to how to gather the resources from them, and once gathered shall be taken by the gatherer and handed in along with and also noted on the commodity report.
Number Of Recipes You Can Learn In An Event: You may only learn 2 recipes per crafting skill per event you attend, 1 by teacher and 1 by schematic/instruction sheet. Schematics and instruction sheets can be looted of enemies, given as rewards for plots or occasionally purchased from merchants.
Crafting Stations: There will be a building or large pavilion tent set up IG that will serve as a “crafting pavilion” containing a forge, smelting pot, water basin, grinding stone, archery & armor dummy, an anvil, and various other tools & stations. All players are free to use these resources to facilitate their roleplaying of crafting skills. Players need not feel bound to using this building or these stations if they do not wish to, and can be all means provide their own props or stations if they feel it is more convenient for them.
Item Representations: If you are creating anything that requires a tag, lock, or key, a phys rep will be provided by RoA during normal crafting redemption. If you are creating a component or finish item, there will be a component card associated with it provided by RoA. In the case of things such as arrows, popper traps, contact poison, oral poison, food, drinks, and most other items that require a phys rep, those must be provided by the player who is creating them. If you are ever unsure about a particular item you know how to make, you may contact staff for direction.
Gathering Skills
Gathering: Farmer:
Use: Per Crafting Period, Multiple Purchase. Can be purchased a maximum of 15 times for a character with the Merchant-Artisan class, or 10 times for anyone else.
Self Taught: Yes, Prerequisite: None
Bard – 4
Cleric – 3
Fighter – 4
Mage – 4
Merchant-Artisan – 3
Monk – 3
Rogue – 4
Scholar – 3
Shaman – 3
This skill represents the character’s ability to till and tend the land to yield fruits, vegetables, and some animal products. Roleplay-wise the character should spend time tending a small patch of land (either that they own or have set up somewhere else). At the first tier, the character may choose to gather any of the following resources: Milk/Cream, Basic Vegetable, Basic Berries, Basic Fruit, Basic Mushrooms, Grain, Hops, Basic Legume, Basic Root Vegetable, Basic Seasoning, Sugarcane, Eggs, & Wool.
Gathering: Fisher:
Use: Per Crafting Period, Multiple Purchase. Can be purchased a maximum of 15 times for a character with the Merchant-Artisan class, or 10 times for anyone else.
Self Taught: Yes, Prerequisite: None
Bard – 3
Cleric – 4
Fighter – 4
Mage – 3
Merchant-Artisan – 3
Monk – 3
Rogue – 4
Scholar – 4
Shaman – 3
This skill represents the character’s ability to utilize bait to patiently and skillfully catch fish from water, or dig for clams and other shellfish in the mud. This should be roleplayed by the waterfront or other bodies of water. At the first tier, the character may choose to gather any of the following resources: Salmon, Bass, Trout, Flounder, Squid, Crab, Shrimp, & Clam.
Gathering: Harvesting:
Use: Per Crafting Period, Multiple Purchase. Can be purchased a maximum of 15 times for a character with the Merchant-Artisan class, or 10 times for anyone else.
Self Taught: Yes, Prerequisite: None
Bard – 4
Cleric – 3
Fighter – 4
Mage – 3
Merchant-Artisan – 3
Monk – 4
Rogue – 4
Scholar – 3
Shaman – 4
This skill represents the character’s ability to identify usable components in a freshly killed target, and harvest them skillfully out of the corpse. Unlike the other gathering skills that have a base gathering time of 10 minutes, this skill has a base gathering time of 1 minute, that can be reduced through items, spells, and skills. In order to harvest a resource off a creature, the creature must not have a pulse. In the case of undead this is always the case, however in the case of a living target such as a kobold or an orc, a killing blow must be administered before they can be harvested. Also, once a creature has been harvested, it may not be harvested again even if they are resurrected through a resurrection spell and then killed again. At the first tier, the character may choose to gather any of the following resources: Kobold Heart, Skeleton Bones, Goblin Heart, Zombie Skin, Ant Mandibles, & Orc Liver.
Gathering: Hunter:
Use: Per Crafting Period, Multiple Purchase. Can be purchased a maximum of 15 times for a character with the Merchant-Artisan class, or 10 times for anyone else.
Self Taught: Yes, Prerequisite: None
Bard – 4
Cleric – 4
Fighter – 3
Mage – 4
Merchant-Artisan – 3
Monk – 4
Rogue – 3
Scholar – 4
Shaman – 3
This skill represents the character’s ability to hunt and trap animals for meat and animal products. The character should roleplay either hunting or stalking an animal, or breaking down a previously hunted animal into further usable parts such as for leather or feathers. At the first tier, the character may choose to gather any of the following resources: Squirrel Meat, Rabbit Meat, Opposum Meat, Dodo Bird Meat, Finch Meat, Basic Sinew, Basic Leather, Basic Bones, & Basic Feathers.
Gathering: Logger:
Use: Per Crafting Period, Multiple Purchase. Can be purchased a maximum of 15 times for a character with the Merchant-Artisan class, or 10 times for anyone else.
Self Taught: Yes, Prerequisite: None
Bard – 4
Cleric – 4
Fighter – 3
Mage – 4
Merchant-Artisan – 3
Monk – 3
Rogue – 4
Scholar – 4
Shaman – 4
This skill represents the character’s ability to cut down trees and branches from the woods to get usable dry wood. This should be roleplayed by chopping branches or cutting down trees, however it should be noted that the player should not actually physically cut down any trees or branches for safety purposes and to preserve the quality of the woods. At the first tier, the character may choose to gather any of the following resources: Oak, Birch, Walnut, Pine, Yew, & Spruce.
Gathering: Miner:
Use: Per Crafting Period, Multiple Purchase. Can be purchased a maximum of 15 times for a character with the Merchant-Artisan class, or 10 times for anyone else.
Self Taught: Yes, Prerequisite: None
Bard – 4
Cleric – 3
Fighter – 3
Mage – 4
Merchant-Artisan – 3
Monk – 4
Rogue – 4
Scholar – 4
Shaman – 4
This skill represents the character’s ability to find and mine metals, minerals, stone, and gems from rocks around the woods. This should be roleplayed by using a boffer pick to chip away at rocks, sifting through gravel, or any other activities that represent mining. At the first tier, the character may choose to gather any of the following resources: Copper Ore, Tin Ore, Iron Ore, Salt, Clay, Flint, Limestone, Coal, & Smelling Salts.
Gathering: Naturalist:
Use: Per Crafting Period, Multiple Purchase. Can be purchased a maximum of 15 times for a character with the Merchant-Artisan class, or 10 times for anyone else.
Self Taught: Yes, Prerequisite: None
Bard – 3
Cleric – 4
Fighter – 4
Mage – 3
Merchant-Artisan – 3
Monk – 4
Rogue – 3
Scholar – 3
Shaman – 3
This skill represents the character’s ability to forage for herbs, plants, and food in the woods. This should be roleplayed by wandering the woods, examining plants and carefully gathering the useful ones that you wish to acquire. At the first tier, the character may choose to gather any of the following resources: Basic Bait, Basic Seasoning, Basic Mushrooms, Basic Nuts, Pipeweed, Catnip, Sap, Moss, Basic Herbs, & Basic Berries. A Naturalist will also have the unique option of using their skill at the tier 1 level to gather a random Tier 1 Alchemy Component.
Gathering: Scrounger:
Use: Per Crafting Period, Multiple Purchase. Can be purchased a maximum of 15 times for a character with the Merchant-Artisan class, or 10 times for anyone else.
Self Taught: Yes, Prerequisite: None
Bard – 3
Cleric – 4
Fighter – 4
Mage – 4
Merchant-Artisan – 3
Monk – 4
Rogue – 3
Scholar – 4
Shaman – 4
This skill represents the character’s ability to rummage through what other’s would consider worthless garbage or rubble, and uncovered resources or items that someone with an untrained eye would not have found. Unlike the other gathering skills a Scrounger does not get to choose what resource or item they gather, but instead the item gained is randomized. At the first tier, this can range from any of the other tier 1 resources (which will be the most frequent item gained) to coin, gems, or even on occasion a finished crafting item.
Crafting Skills
Crafting: Armor Smith:
Use: Per Event, Multiple Purchase.
Self Taught: Yes, Prerequisite: None
Bard – 4
Cleric – 4
Fighter – 3
Merchant-Artisan – 2
Shaman – 4
This skill represents the character’s ability to fix, repair, and improve upon armor and shields. Each time this skill is purchased, the character will gain 1 Armor Smith point to then spend on learning recipes in game, either from a teacher or a schematic. Once a character has purchased at least 1 point of Crafting: Armor Smith, they will also be able to repair armor and shields as an added bonus. Repairing a shield will require 3 ore or 3 wood depending on what the shield is made out of. For repairing armor, 1 ore or 1 piece of leather will be required per 2 armor points the armor smith wishes to repair. In the case of only wanting to repair 1 armor point, 1 ore or 1 piece of leather would still be required. The time required for repairs is determined by the amount of resources being consumed in the repair: 5 minutes PER resource used.
Crafting: Blacksmith:
Use: Per Event, Multiple Purchase.
Self Taught: Yes, Prerequisite: None
Bard – 4
Cleric – 3
Fighter – 3
Merchant-Artisan – 2
Monk – 5
Rogue – 4
Shaman – 3
This skill represents the character’s ability to forge metal items that are needed in day to day life, from locks to weapon chains to components needed by other artisans. Each time this skill is purchased, the character will gain 1 Blacksmith point to then spend on learning recipes in game, either from a teacher or a schematic.
Crafting: Brewer/Vintner:
Bard – 4
Cleric – 3
Fighter – 5
Mage – 3
Merchant-Artisan – 2
Monk – 4
Rogue – 3
Scholar – 3
Shaman – 3
This skill represents the character’s ability to brew and distill grain, berries, and hops into various alcoholic (and some nonalcoholic) beverages that will have in game benefits. Unlike alchemy and spells, drinks work over a longer period of time, giving an immediate effect but also frequently a refresh of that effect as it goes through your system. Each time this skill is purchased, the character will gain 1 Brewer/Vintner point to then spend on learning recipes in game, either from a teacher or a schematic. Food or Drink items that provide the same effect at varying levels (something that restores 1 health every half hour and something that restores 2 health every hour, for example) do NOT stack. Otherwise, food and drink items may stack with one another freely.
Crafting: Carpenter/Woodworker:
Bard – 3
Cleric – 5
Fighter – 3
Mage – 4
Merchant-Artisan – 2
Monk – 4
Rogue – 4
Scholar – 5
Shaman – 4
This skill represents the character’s ability to create useful items made of wood such as fishing poles, as well as make improvements on buildings, beds, and other structures. Each time this skill is purchased, the character will gain 1 Carpenter/Woodworker point to then spend on learning recipes in game, either from a teacher or a schematic.
Crafting: Chef:
Bard – 3
Cleric – 3
Fighter – 4
Mage – 4
Merchant-Artisan – 2
Monk – 3
Rogue – 4
Scholar – 3
Shaman – 4
This skill represents the character’s ability to take meat, vegetables, and seasonings and create a more satisfying food that will have in game benefits. Unlike alchemy and spells, food works over a longer period of time, giving an immediate effect but also frequently a refresh of that effect as it goes through your system. Each time this skill is purchased, the character will gain 1 Chef point to then spend on learning recipes in game, either from a teacher or a schematic. Food or Drink items that provide the same effect at varying levels (something that restores 1 health every half hour and something that restores 2 health every hour, for example) do NOT stack. Otherwise, food and drink items may stack with one another freely.
Crafting: Engineering:
Bard – 4
Cleric – 4
Fighter – 4
Mage – 3
Merchant-Artisan – 2
Monk – 5
Rogue – 4
Scholar – 3
This skill represents the character’s ability to create items, improvements to already existing items, and innovate in ways that a less agile mind might lack the creativity to think of. Each time this skill is purchased, the character will gain 1 Engineering point to then spend on learning recipes in game, either from a teacher or a schematic.
Crafting: Trap Crafter:
Bard – 3
Merchant-Artisan – 3
Rogue – 2
Scholar – 5
This skill represents the character’s ability to create traps with increasing levels of potency and usefulness. Each time this skill is purchased, the character will gain 1 Trap Crafter point to then spend on learning recipes in game, either from a teacher or a schematic. A note for this skill however is that having the Trap Crafter skill does not necessarily mean the character will have the ability to set the traps, as that is covered under the Set Traps skill.
Crafting: Weapon Smith:
Bard – 4
Cleric – 4
Fighter – 3
Merchant-Artisan – 2
Monk – 5
Rogue – 5
Shaman – 4
This skill represents the character’s ability to fix, repair, and improve upon weapons, bows, and arrows. Each time this skill is purchased, the character will gain 1 Weapon Smith point to then spend on learning recipes in game, either from a teacher or a schematic. Once a character has purchased at least 1 point of Crafting: Weapon Smith, they will also be able to repair weapons and bows as an added bonus. The amount of resources it takes to fix weapons of various sizes is as follows (Small Weapon: 1, 1 Handed Weapon: 2, 2 Handed Weapon: 3, Polearm/Staff: 3, Bow/Crossbow: 3) The time required for repairs is determined by the amount of resources being consumed in the repair: 5 minutes PER resource used. The type of resource required depends on what the weapon is made out of in game. A metal weapon will require any tier 1 metal ore, and wooden weapons would require any tier 1 wood.