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* Tinkering | * Tinkering | ||
== | ==Summary== | ||
Crafters put items into specific crafting placeables. Those items are consumed in the process of an experiment. The results of the experiment can be good (a nice item), meh (nothing happens), or bad (monster, or spell effect). You also need to succeed on a crafting skill roll to get the nice item. | Crafters put items into specific crafting placeables. Those items are consumed in the process of an experiment. The results of the experiment can be good (a nice item), meh (nothing happens), or bad (monster, or spell effect). You also need to succeed on a crafting skill roll to get the nice item. | ||
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Alchemy is combining the study of nature with the arcane to produce semi-magical and miraculous products. | Alchemy is combining the study of nature with the arcane to produce semi-magical and miraculous products. | ||
'''The first method is elemental alchemy.''' This involves extracting, combining, and empowering the four fundamental elements of Air, Earth, Fire, and Water. As well as Positive and Negative Energy. Alchemists who engage in elemental alchemy frequently seek out items linked to these elements, as well as magical fuels which can increase the risks and rewards of their experiments. | |||
'''The second method is cosmic alchemy.''' This involves experimenting with rare and unique items that possess unusual alchemical properties, which can lead to discoveries considered more subtle and sophisticated than those obtained through manipulation of raw elements. However, magical fuels provide little benefit in cosmic alchemy, unlike their role empowering elemental alchemy. | |||
'''The | |||
Sometimes you will be given the chance to cast a spell on the table after adding a reagent. The spell will be absorbed and count as an additional reagent in the recipe. You will need to uncover which visual effects indicate that this is possible. | Sometimes you will be given the chance to cast a spell on the table after adding a reagent. The spell will be absorbed and count as an additional reagent in the recipe. You will need to uncover which visual effects indicate that this is possible. | ||
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If you find something elemental, you can use magical fuels to empower your alchemy and reach into higher tiers of risk and reward. | If you find something elemental, you can use magical fuels to empower your alchemy and reach into higher tiers of risk and reward. | ||
If you find something | If you find something cosmic, the rare item allows you to access an alchemy theme that already contains some nice items and maybe some dangers as well. | ||
=Herbalism= | =Herbalism= | ||
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Sometimes you will be given the chance to cast a spell on the table after adding a reagent. The spell will be absorbed and count as an additional reagent in the recipe. You will need to uncover which visual effects indicate that this is possible. | Sometimes you will be given the chance to cast a spell on the table after adding a reagent. The spell will be absorbed and count as an additional reagent in the recipe. You will need to uncover which visual effects indicate that this is possible. | ||
There are many plants than can be grown and harvested to become reagents in herbalism. | There are many plants than can be grown and harvested to become reagents in herbalism. | ||
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Cooking was Underdark themed for EFU:R. Now it has returned to a more ‘surface’ flavour. Some of the more unique and interesting cooking options are now more visible and available. | Cooking was Underdark themed for EFU:R. Now it has returned to a more ‘surface’ flavour. Some of the more unique and interesting cooking options are now more visible and available. | ||
Cooking combines well with the Fishing skill, which can provide ingredients to cook rare and interesting dishes. | |||
Cooking combines well with the | |||
=Tinkering= | =Tinkering= | ||
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Tinkering is the newest addition to the crafting system. | Tinkering is the newest addition to the crafting system. | ||
Tinkering involves finding packs of materials to unlock crafting themes based on civilisations (e.g. lizardfolk, drow, etc.) or technologies (ammunition, throwables, traps, etc.). Items are found in-game from module-wide loot tables and potentially specific ruins and areas derived from a certain kind of civilization. | |||
Tinkering involves finding packs of materials to unlock crafting themes based on civilisations (e.g. lizardfolk, drow, etc.) or technologies (ammunition, throwables, traps, etc.). Items are found in-game from module-wide loot tables and potentially specific ruins and areas derived from a certain kind of | |||
Tinkering allows you to make random loot items (repurposing those materials to create or repair weapons and armor and such), or to make more specific tech (grenades, contraptions, traps, siege weapons, etc). You just need to find the bundles or schematics to do this stuff. | Tinkering allows you to make random loot items (repurposing those materials to create or repair weapons and armor and such), or to make more specific tech (grenades, contraptions, traps, siege weapons, etc). You just need to find the bundles or schematics to do this stuff. | ||
Provided that you have enough ranks in | Provided that you have enough ranks in Engineering, you can craft a free Schematic of your choice once per 24 RL hours. You can do this by using the NWN Crafting Menu and choosing the "Draw Schematic" option. | ||
=How Crafting Works | =Wundy's Guide to How Crafting Works= | ||
Hello, I am Wundy, and I am writing a small primer about how the crafting system works in EFU. There are three essential things you need to keep in mind when crafting: | Hello, I am Wundy, and I am writing a small primer about how the crafting system works in EFU. There are three essential things you need to keep in mind when crafting: | ||
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==Tiers and Themes== | ==Tiers and Themes== | ||
TIERS aren't a new thing in EFU's crafting system, but they are now currently labeled, which is extremely useful in the system. Known basic TIER items have | TIERS aren't a new thing in EFU's crafting system, but they are now currently labeled, which is extremely useful in the system. Known basic TIER items have colored text, which is usually '''green''' for alchemy, '''red''' for alchemy and '''blue''' for Tinkering. Higher Tier items do not have colored text. To use a TIER item all, you have to do is put it in first. The formula would look something like... | ||
* Tier 1 item + A + B + C = ? | * Tier 1 item + A + B + C = ? | ||
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* Crafting stations are no longer portable. You need to find an in-game laboratory to do crafting. This eliminates exploits. It also means crafters need to travel to potentially dangerous areas. Some laboratories might be in far-flung places, but others will be more well-travelled than you might like. Some crafting stations even have very significant bonuses that will ensure you will almost always succeed in your rolls. NOTE: One minor exception to this is that Campfires (created by oil flasks) continue to offer cooking system access with a small negative modifier. | * Crafting stations are no longer portable. You need to find an in-game laboratory to do crafting. This eliminates exploits. It also means crafters need to travel to potentially dangerous areas. Some laboratories might be in far-flung places, but others will be more well-travelled than you might like. Some crafting stations even have very significant bonuses that will ensure you will almost always succeed in your rolls. NOTE: One minor exception to this is that Campfires (created by oil flasks) continue to offer cooking system access with a small negative modifier. | ||
* Monsters summoned by crafting do not go away. Monsters no longer despawn after a short while when alchemy or herbalism go awry. However, crafters often consciously decide how much risk they want to take on. I hope there will be no Balors on the streets of | * Monsters summoned by crafting do not go away. Monsters no longer despawn after a short while when alchemy or herbalism go awry. However, crafters often consciously decide how much risk they want to take on. I hope there will be no Balors on the streets of Ephia's Well. | ||
* Sundering is no more. Sundering items into elemental shards is no longer a feature of the crafting system. | * Sundering is no more. Sundering items into elemental shards is no longer a feature of the crafting system. | ||
* | * Color coded items. Effort has been taken to make the system very transparent, so it is friendlier to crafting noobs. Items that can be used in crafting are usually color coded according to which system they belong to. Guidance is also provided in the item description. | ||
* Getting crafting items is part of the challenge. Crafting limitations are now based on item scarcity. You need to somehow supply yourself with the resources to do your crafting. There are module-wide systems of item distribution which we have put in place and can adjust to provide more or less items if we feel things are out of hand. In addition to these murky systems, you might find crafting items in some quests or explorables or stores as appropriate. | * Getting crafting items is part of the challenge. Crafting limitations are now based on item scarcity. You need to somehow supply yourself with the resources to do your crafting. There are module-wide systems of item distribution which we have put in place and can adjust to provide more or less items if we feel things are out of hand. In addition to these murky systems, you might find crafting items in some quests or explorables or stores as appropriate. |
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