Standard crafting requires the presence of a PC or NPC possessing adequate skill levels in the Blacksmith, Leatherworker, Tailor, or Craftsman Secondary Skills.
- one Standard Crafting attempt can be made each day
- materials required for a standard crafting attempt are 25% of the market value of that item
- a failed attempt to make weapons/armor/items results in a complete loss of the materials used
- at GMs discretion, if an attempt was close to a success but still failed, could instead result in an “Inferior” weapon, armor piece, or item (see Inferior Crafting)
- an appropriate schematic/recipe is required if the crafter does not have prior knowledge experience with that particular crafting
Blacksmiths, Leatherworkers, Tailors, and Craftsmen typically also have the ability to repair damaged weapons, armor or items (see each appropriate secondary skill for details).
- two Repair attempts can be made each day
- after two consecutive failures to repair an item, it is considered completely destroyed
- repair costs vary depending on the damaged item effects and value they have in their damaged state, based as a percentage of the full market price of the item (see list below)
There are many ways in which weapons, armor and other items can become damaged. Adventuring is dangerous work and when equipment is not properly maintained or is misused, damage is inevitable. Likewise, if weapons or armor are left exposed to environmental effects for too long, they may become damaged, as if often the case when looting ancient crypts.
Typically weapons, armor and other gear that has a Tier2 or higher Crafting or Enchant does not become damaged through conventional means or the passage of time.
There are many prefixes that could be added to equipment to denote damage. The lists below give some common examples, and regardless of the particular prefix, the effects are the same.
|Damaged Prefix||Weapon||Description||Repair Cost|
|cracked, weakened, broken||weapon, armor or item||1/2 damage or armor value, 1/2 effectiveness of any beneficial weapon attributes (i.e. parry), and gain the clumsy weapon attribute at -5 per weapon size||50% of market value|
|rusted, corroded, dull, chipped, weathered (stackable)||weapon||-1 to hit, -1 damage, and -1 beneficial effect (i.e. parry) for every stack of the effect (if damage is reduced below 1/2 of max, weapon is broken)||10% of market value, per stack|
|rotten, corroded, tattered, torn (stackable)||armor (cloth)||-1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed)||50% of market value, per stack|
|rotten, corroded, weathered, cracked (Stackable)||armor (leather)||-1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed)||25% of market value, per stack|
|rusted, corroded, tattered, torn (stackable)||armor (mail)||-1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed)||20% of market value, per stack|
|rusted, corroded, dented, battered (stackable)||armor (plate)||-1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed)||15% of market value, per stack|
|shattered, destroyed, ruined||weapon or armor||non-functional or in pieces; may be possible to re-forge or repair, but costly to do so without it becoming inferior||120% of market value|