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item:recipe [2026/03/20 08:59] – [List of Brewables] Cinderitem:recipe [2026/03/20 10:47] (current) – [Smithing Weapons, Armour & Equipment] Cinder
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 ===== Smithing Weapons, Armour & Equipment ===== ===== Smithing Weapons, Armour & Equipment =====
  
 +When it comes to non-magical crafting the first thing to come to mind may be smithing. Smithing weapons and armour is common in Felwind and there are may different types and levels of expertise that go into what can and can't be crafted. 
 +
 +^  Crafting Level  ^^
 +^ Profession ^ Details ^
 +| Novice | Has yet to even earn proficiency in their trade. Can only make the simplest of trinkets and items that hold little mechanical value. Examples are making a wooden ball or whittling an animal from wood. getting a shapped lump of metal or making a makeshift knife. |
 +| Apprentice | Proficiency in their trade. Able to make basic mundane equipment with access to tools and a proper working area, such as simple & martial weapons as well as light & medium armour |
 +| Skilled | Expertise or has been working in their trade a while. Able to work in a shop with their skilled trade and craft more advanced items such as heavy armour |
 +| Expert | has now learned enough they are able to teach others. open up their own store. They are also able to enhance and enchant te equipment they make with basic echantments (+1) |
 +| Master | has reached the peak of their craft. Now has access to master-work options for the equipment they make |
 +
 +=== Learning the Trade ===
 +
 +Learning skills doesn't happen over night. While some Features, Classes and some other player options will offten grant skills to the player. these skills are often the basics. The advance them further or learn a new skill without taking a player option there are a few steps players can take.
 +
 +**Finding a Teacher** \\
 +You can't learn without a reference. Someone to mentor. Teachers for your trade can be as common or as rare as can be all depending on location, the trade in question and how lucky you are. \\
 +A Teacher doesn't have to be in a school, perhaps an elderly hermit wit the secrets of grand smithing, or the player has found an Ancient library dedicated to the craft your looking to learn.
 +
 +**Time & Money** \\
 +Teachers often do not work for free, Sometimes they want payment upfront, in cash. Some may want a hard quest completed for them before they are willing. and some may need some actual convincing cause they just don't like you. \\
 +And of course learning dosnet happen over night. Learning or advancing a new skill typically takes a minimum of 8 weeks in-game time. but it could take longer depending on the situation. but a basic break down can look something like this. 
 +  *Novice to Apprentice: Player needs to gain proficency with te tools or skill in question.
 +  *Apprentice to Skilled: Player needs to gain expertise or 'Proficiency' a 2nd time in the same skill. 
 +  *Skilled to Expert: Player needs to be taught by another expert in the trade
 +  *Expert to Master: player needs to be taught by another master in the trade
 +==== Non-Metal Working, Leather, Wood, Scale etc ====
 +
 +Crafting Leather armour, wooden bow or other items not requiring a hot forge and a hard anvil fall into Non-Metal working. The options for equipment are fewer but exclusive.
 +
 +=== Getting Started: What a Player Needs ===
 +
 +**A Set of Tools** \\
 +
 +**Proficiency with the work** \\
 +Having the tools available is not enough, a Player also needs to know how to use them. This is determined by proficiency. The player needs proficiency with the tools required for the crafting they plan to undertake.
 +
 +
 +==== Metal Working ====
 +
 +=== Getting Started: What a Player Needs ===
 +
 +==== Master-Work: Mechanics & Options ====
 ===== Crafting Magic Items & Enchanting Equipment ===== ===== Crafting Magic Items & Enchanting Equipment =====
  
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 **Note:** //When an ingredient references 'Essence' that means any decent part of the creature may work, blood, flesh, horn, claw. root, flower etc// **Note:** //When an ingredient references 'Essence' that means any decent part of the creature may work, blood, flesh, horn, claw. root, flower etc//
 ^ Poison ^ Raw Cost ^ Shelf Cost ^ Time ^ Special Ingredient ^ Rarity ^ Style ^ DC ^ Damage ^ Duration ^ ^ Poison ^ Raw Cost ^ Shelf Cost ^ Time ^ Special Ingredient ^ Rarity ^ Style ^ DC ^ Damage ^ Duration ^
-| Basic Poison | RAW SHELF TIME | Simple Venom | RARITY +| Basic Poison | 50 gp 100 gp 1 Day | Simple Venom | Common Injury Con, 10 1 D4 Instantaneous 
-| Assassin's Blood | 75g 150g TIME | Simple Venom | RARITY | Ingested | Con, 10 | 1D12 | 24 Hours | +| Assassin's Blood | 75 gp 150 gp 1 Day | Simple Venom | Common | Ingested | Con, 10 | 1D12 | 24 Hours | 
-| Burnt Othur Fumes | 250g 500g TIME | Hell-Spawn 'Essence'RARITY | Inhaled | Con, 13 | 3D6 (1D6 Repeating) | 3 Successful Saves | +| Burnt Othur Fumes | 250 gp 500 gp 1 Day | Hell-Spawn 'Essence'Common | Inhaled | Con, 13 | 3D6 (1D6 Repeating) | 3 Successful Saves | 
-| Crawler Mucus | 100g 200g TIME | Carrion Crawler Mucus | RARITY | Contact | Con, 13 | Paralyzed | 1 Minuet | +| Crawler Mucus | 100 gp 200 gp 1 Day | Carrion Crawler Mucus | Common | Contact | Con, 13 | Paralyzed | 1 Minuet | 
-| Drow Poison | 150g 300g TIME | Underdark Flora | RARITY | Injury | Con, 13 | Unconscious | 1 Hour | +| Drow Poison | 150 gp 300 gp 2 Days | Underdark Flora | Common | Injury | Con, 13 | Unconscious | 1 Hour | 
-| Essence of Ether | 150g 300g TIME | Ethereal 'Essence'RARITY | Inhaled | Con, 15 | Unconscious | 8 Hours | +| Essence of Ether | 150 gp 300 gp 3 Days | Ethereal 'Essence'Un-Common | Inhaled | Con, 15 | Unconscious | 8 Hours | 
-| Malice | 125g 250g TIME | Blight 'Essence'RARITY | Inhaled | Con, 15 | Blinded | 1 Hour | +| Malice | 125 gp 250 gp 1 Day | Blight 'Essence'Common | Inhaled | Con, 15 | Blinded | 1 Hour | 
-| Midnight Tears | 750 gp | 1500 gp | TIME | Celestial 'Essence'RARITY | Ingested | Con, 17| 9D6 | Instant at Midnight | +| Midnight Tears | 750 gp | 1500 gp | 3 Days | Celestial 'Essence'Un-Common | Ingested | Con, 17| 9D6 | Instant at Midnight | 
-| Oil of Taggit | 200 gp | 400 gp | TIME | Deep-Dream Nectar | RARITY | Contact | Con, 13 | Unconscious | 24 Hours | +| Oil of Taggit | 200 gp | 400 gp | 1 Day | Deep-Dream Nectar | Common | Contact | Con, 13 | Unconscious | 24 Hours | 
-| Pale Tincture | 125 gp | 250 gp | TIME | Liquid Metal | RARITY | Ingested | Con, 16 | 1D6 To Max HP (1D6 Repeating) | 24 Hours (Restes on a failed save) | +| Pale Tincture | 125 gp | 250 gp | 1 Day | Liquid Metal | Un-Common | Ingested | Con, 16 | 1D6 To Max HP (1D6 Repeating) | 24 Hours (Restes on a failed save) | 
-| Purple Poison | 1000 gp | 2,000 gp | TIME | Purple Worm Mucus | RARITY STYLE DC Damage Duration +| Purple Poison | 1000 gp | 2,000 gp | 1 Day | Purple Worm Mucus | Rare Injury Con, 19 12 D6 Instantaneous 
-| Empress's Venom | 100 gp | 200 gp | TIME | Quality Venom | RARITY STYLE DC Damage Duration +| Empress's Venom | 100 gp | 200 gp | 1 Day | Quality Venom | Common Injury Con, 16 3 D6 Instantaneous 
-| Torpr | 300 gp | 600 gp | TIME | Quality Venom | RARITY STYLE DC Damage Duration +| Torpr | 300 gp | 600 gp | 1 Day | Quality Venom | Common Ingested Con, 15 Incapacitated 4 D6 Hours 
-| Truth Serum | 75 gp | 150 gp | TIME | [[item:spell:Zone-of-Truth]] | RARITY STYLE DC Damage Duration +| Truth Serum | 75 gp | 150 gp | 1 Day | [[item:spell:Zone-of-Truth]] | Common Ingested Con, 11 Cannot Lie Knowingly 1 Hour 
-| Wyvern's Bane | 600 gp | 1,200 gp | TIME | Wyvern's Venom | RARITY STYLE DC Damage Duration |+| Wyvern's Bane | 600 gp | 1,200 gp | 1 Day | Wyvern's Venom | Un-Common Injury Con, 15 7 D6 Instantaneous |
 | Bane of the Mage | RAW | SHELF | TIME | Mage Ripper Mucus | RARITY | STYLE | DC | Damage | Duration | | Bane of the Mage | RAW | SHELF | TIME | Mage Ripper Mucus | RARITY | STYLE | DC | Damage | Duration |
  
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   *A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.   *A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  
-=== Test Rules, Not Implemented In Game === 
  
-  *Reducing time: (Test Rules, Not implemented yet) 
-    *Characters have the opportunity to try an decrease the time for crafting a magic item with skill checks at the risk of ruining the item if they fail 
-  *Multiple Brews: (Test Rules, Not implemented yet) 
-    *Characters have the opportunity to set up multiple potion brewing stations based on if thay have suitable room and the ability to manage multiple magic brews at once. 
  
  
  
  
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