Crafting: Difference between revisions

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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.
=Alchemy=
Alchemy is combining the study of nature with the arcane to produce semi-magical and miraculous products.
The calculation for skill in Alchemy is:
'''Alchemy skill = 1/2 Lore Skill + 1/2 Spellcraft Skill + Wizard levels + Sorcerer levels + EFUSS Alchemy'''
==Methods of Alchemy==
'''The first way 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 way is complex 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 complex alchemy, unlike their role empowering elemental alchemy.
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.
In-game, you will find items associated with an element, or items with more complex and indefinable properties – such as troll warts, or mummy dust.
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 complex, the rare item allows you to access an alchemy theme that already contains some nice items and maybe some dangers as well.
=Herbalism=
Herbalism is combining plant and animal parts to produce beneficial salves and concoctions, like antidotes and cures.
The calculation for skill in Herbalism is:
'''Herbalism skill = 1/2 Lore skill + 1/2 Heal skill + Druid levels + Ranger levels + EFUSS Herbalism'''
Herbalism is very much the same as it was. It has been expanded with new plants and new crafting themes. As usual, it works hand-in-hand with the gardening system.
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.
==Gardening and Herbalism==
There are many plants than can be grown and harvested to become reagents in herbalism.
In the City of Rings, there is only so much space suitable for cultivating plants. You must now plant your seeds in gardening zones. You will find some public places and some secret places to do your gardening.
=Cooking=
Cooking is combining edible ingredients and procedures to create food and drink – simple and exotic alike.
The calculation for skill in Cooking is:
'''Cooking skill = 1/2 Lore skill + 1/2 Concentration skill + EFUSS Cooking'''
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 and Fishing==
Cooking combines well with the EFUSS Fishing skill, which can provide ingredients to cook rare and interesting dishes.
=Tinkering=
Tinkering is the newest addition to the crafting system.
The calculation for skill in Tinkering is:
'''Tinkering skill = 1/2 Lore skill + 1/2 Craft Trap skill + Rogue levels + Wizard levels + EFUSS Tinkering'''
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 civilisation.
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.


==How crafting differs from previous incarnations==
==How crafting differs from previous incarnations==
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...And you keep going on from there. I hope this clears up a lot of things when considering digging into the system, and I hope you find some unique and cool things that you crafted yourself when playing around with the system!
...And you keep going on from there. I hope this clears up a lot of things when considering digging into the system, and I hope you find some unique and cool things that you crafted yourself when playing around with the system!


=Alchemy=
Alchemy is combining the study of nature with the arcane to produce semi-magical and miraculous products.
The calculation for skill in Alchemy is:
'''Alchemy skill = 1/2 Lore Skill + 1/2 Spellcraft Skill + Wizard levels + Sorcerer levels + EFUSS Alchemy'''
==Methods of Alchemy==
'''The first way 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 way is complex 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 complex alchemy, unlike their role empowering elemental alchemy.
In-game, you will find items associated with an element, or items with more complex and indefinable properties – such as troll warts, or mummy dust.
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 complex, the rare item allows you to access an alchemy theme that already contains some nice items and maybe some dangers as well.
=Herbalism=
Herbalism is combining plant and animal parts to produce beneficial salves and concoctions, like antidotes and cures.
The calculation for skill in Herbalism is:
'''Herbalism skill = 1/2 Lore skill + 1/2 Heal skill + Druid levels + Ranger levels + EFUSS Herbalism'''
Herbalism is very much the same as it was. It has been expanded with new plants and new crafting themes. As usual, it works hand-in-hand with the gardening system.
==Gardening and Herbalism==
There are many plants than can be grown and harvested to become reagents in herbalism.
In the City of Rings, there is only so much space suitable for cultivating plants. You must now plant your seeds in gardening zones. You will find some public places and some secret places to do your gardening.
=Cooking=
Cooking is combining edible ingredients and procedures to create food and drink – simple and exotic alike.
The calculation for skill in Cooking is:
'''Cooking skill = 1/2 Lore skill + 1/2 Concentration skill + EFUSS Cooking'''
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.
=Tinkering=
Tinkering is the newest addition to the crafting system.
The calculation for skill in Tinkering is:
'''Tinkering skill = 1/2 Lore skill + 1/2 Craft Trap skill + Rogue levels + Wizard levels + EFUSS Tinkering'''
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 civilisation.
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.


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