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A question about crafting.
Topic Started: Sep 17 2011, 02:47 PM (200 Views)
WickedBishop
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Prime
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Ok Im making a crafting character. Working out feats and reqiured skill ranks and trying to fit them in with what else I want with my character as for feats and the required skills for them. So when crafting an item is there an actual roll. Or is the requirement I see on the recipe the minimum ranks needed. Do enchanted items count towards these required ranks. How about the skill focus feats found as a requirement on these items, do they count towards the total required? I comepletely forgot Eldritch Master required a certain amount of rank of spell craft and I want all 3 crafting skills/concentration and now have to fit in 24 ranks of it >.<

Edit: Forgot to ask if Int bonus counts as well.
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Agony_Aunt
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The recipes we have in game (and those coming soon) are mainly based on the expansion system where you have a recipe with requirements. If you meet those requirements (by whatever means) then you can make it work.

You can still craft weapons using the OC system of a mold plus ingredients and actually putting things inside a workbench, but we are moving away from that for the newer stuff, and besides, apart from the method used, requirements are requirements.

Also, don't confuse crafting with enchanting.

Crafting = creating an item from base components with whatever properties have been decided on by the builder who created the recipe. So, a newly crafted item can be something quite mundane, or it can already have several magical properties.

Enchanting = adding an item property to an existing item, although the process is pretty similar.

For the newer crafting stuff, some of it requires just skill ranks (which also takes into consideration any skill bonuses from INT or items), and some require certain feats. Many require jink, and many, if not most require some components.

Basically, if you want to craft/enchant just about everything in game then you need a decent caster level (which strangely enough can be in a non-casting class), good skill ranks, some higher than 30 IIRC so INT may occur in the future or soon, and from my own recipes - one unexpected feat requirement, not to mention all the standard enchanting feats.

Oh, and just to make it harder, i do have an idea for an item or two that will be almost impossible to be created by a single person. If i get the requirements right it will require at least 3 people to create. But don't worry about that, no plans to get onto those until i get a few other things out of the way, highly likely next year.
Stepped down as admin, but still lurking.
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WickedBishop
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thanks much!
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Ozzimandias
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Real life Bard, Traveler of the Spheres, Master of Mischief
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In that thing.. i steal this thread for another crafting question...
I crafted some traps some time ago.. and i now found out about this reicepts added... now i am searching for trap-reicepts... but i didn't find them.. at least those i already built would be good to have.. because its ... strange, that Tinkeen now can't build traps anymore... So. my Question is... where are the Trap Reicepts?
Actual played Characters:
Garen Aerthen: Citizen of "Death of Innocence", Mystic Theurge
Tinkeen: Kobold thief, beggar, Informant, delivery boy
Pyrian Flameborn: Young Fire Genasi searching for his heritage
Garvas: "Drow" Blackguard.
Iron Golem: Must obey....Master!
Liana: poor servant
Vincent Seiler: Artist/Musician "Ozzimandias the Jester"

this list is not complete in lenght
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Cadence
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"Act. Do. Be." -Factol Rhys of the Transcendent Order
Dungeon Master
Ozzimandus, I'm assuming you've already checked the lower ward laboratory?
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Agony_Aunt
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Ozzy, not existing traps don't use recipes, they use the old mould system.... and don't even recall if we have trap moulds in the game.

The new traps (which are a little better than the old) will be in game soon (maybe next week), but recipes will only come later when we update a merchant to sell.

For traps i think this will be the black market guy in hive ward, but not certain.

However, once the trap recipes are in-game, ill be open to giving them out to players to test them out if you catch me and ask.
Stepped down as admin, but still lurking.
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Ozzimandias
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Real life Bard, Traveler of the Spheres, Master of Mischief
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So.. i built some spike-traps once with the Mold-system... so there WERE or ARE Molds...buyable in the great forge... but I would LOVE to test the Trap-building-reicepts... :wub:
and I Checked the lab and forge before, yes^^
Actual played Characters:
Garen Aerthen: Citizen of "Death of Innocence", Mystic Theurge
Tinkeen: Kobold thief, beggar, Informant, delivery boy
Pyrian Flameborn: Young Fire Genasi searching for his heritage
Garvas: "Drow" Blackguard.
Iron Golem: Must obey....Master!
Liana: poor servant
Vincent Seiler: Artist/Musician "Ozzimandias the Jester"

this list is not complete in lenght
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MadPorthos
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Playtesting Gremlin
Tester
Just trying to help in reply, Ozzy - but not staff, just so you know I don't have special insight other than what I've done.

I believe that you were asking about the molds versus recipies, having heard there would be trap recipes coming soon, whilst you hadn't found certain trap moulds or such before now.

I think the Dm or staff member (Agony?) replied that the molds that were not in game cannot as a result be made, because a mold and the appropriate numbers of materials need to be used and even if the materials are in game you also need the mold.

From what you are saying, if I follow correctly, you've found SOME molds, in the Believer's of the Source HQ, the great foundry... that seems to fit with what I recall, but I also recall that some types could not be made because certain of the materials could not be bought to work with the mold.

Until those recipies come in and some materials are added to the stores, alot of the molds that might be found in game remain useless and obviously the recipie approach to making traps won't work until they are in game with appropriate materials. Then we'll see if traps become viable and strategic again.
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Mr_Otyugh
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Dungeon Master
Two separate systems:

Base obsidian trap crafting: just adding mold and set quantity of items into smithing table and hammering them together (even if they have hazardous and easily breakable objects like alchemist fire flasks <,< ... I'd think twice before using hammer on those!)

SCoD (SoZ system) trap crafting: Not yet available. Feel free to use the above until this one is out on the works. This one should make it a tad more convenient to craft traps.
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Agony_Aunt
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Mr_Otyugh,Sep 19 2011
03:10 PM
SCoD (SoZ system) trap crafting: Not yet available. Feel free to use the above until this one is out on the works. This one should make it a tad more convenient to craft traps.

And will include epic traps and recipes tell you what you need, rather than having to refer to a FAQ or wiki.
Stepped down as admin, but still lurking.
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