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Crafting and Repairing

Realm of Strife™ > Equipment  > Crafting and Enchanting > Crafting and Repairing

Standard Crafting and Repairing represents the work of entry level Tailors, Leatherworkers, Weapon Smiths, Armor Smiths and Craftsmen. Standard crafting essentially represents the standard quality of equipment found in the Weapons, Armor, and Shops sections, and technically could use the prefix “Standard” however this is usually ignored.

All Standard crafting and repairing is considered to be Rank1.

Standard Crafting


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

Inferior Crafting

At times it may be necessary to rush a crafting job or cut costs on materials. For example a weapon smith who is provisioning a castle under siege, may have no choice but to cut corners to get weapons into the hands of the conscripted peasant soldiers. Regardless of the reasons, this results in inferior craftings.

  • Use the Inferior or Crude prefix for weapons, armor pieces, or other items crafted in this manner
  • Choose to EITHER: half the market value for materials OR half the time it takes to attempt the crafting
  • Inferior or crude weapons do 1/2 damage, have only 1/2 the effectiveness of beneficial weapon attributes (i.e. parry), and gain the clumsy attribute at -5 per weapon size
  • Inferior or crude armor pieces, or items do 1/2 damage, have only 1/2 the effectiveness of beneficial weapon attributes (i.e. parry), and gain the clumsy attribute at -5 per weapon size
  • Inferior or crude weapons, armor pieces, or items are only worth half the normal market value and cannot be repaired

Repairing


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)

Damaged Equipment


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. 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