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Needed Resources: Crafting goods

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Angel of Death
MannyJabrielle
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Post by MannyJabrielle Fri Apr 05, 2013 2:49 am

Go into any smithguild hall, and you can purchased finished masterwork goods.... but no goods for PCs to make their own masterwork goods. For those base crafting goods, you gotta find the few merchants in aenea who sell them... and I only know of three, two of which sell only two or three specific base items... and of those, one sells exactly 1 gold bar per reset (a material needed for crafting puremetal rings/amulets). The one which sells the majority of the goods doesn't sell gold bars or silver bars.

Could the smithguild merchants please be upgraded to also sell the base crafting goods as well as finished masterwork products?
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Post by Angel of Death Fri Apr 05, 2013 4:42 am

Yeah, I have always wondered why the Silverfist dwarves only sold one bar per reset of any metal. Should think they mined more than that, unless they spend all their time drinking instead of mining... Wink
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Post by The Amethyst Dragon Fri Apr 05, 2013 11:01 am

Crafting in general will soon be getting a big update.

Raw materials will become available in more places, and PCs will gain the ability to make more of the items found in-game. Some creatures should begin to drop creature-specific items (like deer dropping hides), and those will have a use.

I'm currently working on a tailoring tradeskill. The first feature will be the ability to add a lining (for instance, deer skin) to an existing item for an added effect (like +1 to saves vs. cold). Today I'm working on compiling a list so I can code for making clothing (85 items so far).

I'm also going to be adding armorsmithing, weaponsmithing, jewelrysmithing, alchemy, and perhaps a few others along the way.

Tailoring benefits from ranks in Craft Armor, as will armorsmithing (ranks not necessary, but helpful). When I make the weaponsmithing tradeskill, Craft Weapon ranks will help (but again, won't be necessary).

Such tradeskills will need certain raw materials or crafting components (like a bolt of cloth, or a deer hide), and ones that produce more valuable non-magical things (like metal armor) will have a small gp cost in addition.

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Post by Ramana Jala Fri Apr 05, 2013 11:06 am


Awesome! I look forward to the Tailoring tradeskill and all the rest!
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Post by Elhanan Fri Apr 05, 2013 11:35 am

How will these changes affect the new Crafting Lore that is currently appearing in game?
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Post by MannyJabrielle Fri Apr 05, 2013 1:44 pm

More supplies is a good thing Very Happy It's quite neat for a crafty wizard to whip up some magical item from the raw materials up, not just buying a finished product and tossing a spell or two into it Smile
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Post by RustyDios Fri Apr 05, 2013 3:58 pm

Elhanan wrote:How will these changes affect the new Crafting Lore that is currently appearing in game?

I think those "Crafting Lore" books only state the "magical" (feat enabled) crafting lists. This sounds like something new, approaching the more "normal" end of the crafting spectrum, possibly resulting in a masterwork item that could be taken further.

It sounds like the Tradeskill: Armoursmith / Weaponsmith will replace the current methods used to obtain such items through the use of the crafting anvil... ....
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Post by MannyJabrielle Fri Apr 05, 2013 4:03 pm

There's a book for mundane crafting too, which covers all the stuff currently in the crafting section of the forums
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