Crafting and Professions: Difference between revisions

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Crafting in ''[[The Domains of Dread]]'' is heavily altered from vanilla Third Edition and Neverwinter Nights sources. There are no conventional [[skills]] which govern crafting. Crafting may be initiated from interacting with an associated workbench in the world or bringing up the crafting NUI menu through [[Chat Commands|chat command]] ''<code>!craft</code>'', short alias ''<code>!c</code>. <code>!profession [shortname or opcode]</code>,'' short alias <code>''!p''</code>, will bring up information regarding crafting professions such as effective crafting level.
Crafting in ''[[The Domains of Dread]]'' is the production of any item by a player character, heavily modified from vanilla Third Edition and Neverwinter Nights sources. There are no conventional [[skills]] which govern crafting—instead, professions are leveled much the way a character has character levels, beginning at <code>0</code> and topping out at <code>60</code>.
 
Tasks related to crafting are initiated by interacting with an associated workbench in the module or invoking the NUI crafting menu with the ''<code>!craft</code>'', short alias ''<code>!cr</code>'' [[Chat Commands|chat command]]. The ''<code>!profession [shortname or opcode]</code>'', short alias ''<code>!p</code>'' chat command prints information regarding crafting professions into the system log such as effective crafting level and soak time.


== General Crafting ==
== General Crafting ==
General, or unskilled crafting, is any kind of craft which does not have an associated crafting profession or effective crafting levels. They may therefore be performed by anyone and have access to all available products, assuming the correct workbench (if required) and ingredients.
General or unskilled crafting is any kind of craft which does not have an associated crafting profession or effective crafting levels. Therefore they may be performed by anyone and everyone has inherent access to all applicable recipes, assuming the presence of the correct workbench required and necessary reagents.


=== [[Cooking]] ===
=== [[Cooking]] <code>[co or 001]</code> ===
Creation of foodstuffs for basic or applied sustenance, such as cakes or pemmican. As there is no HTF (hunger, thirst and fatigue) system in ''The Domains of Dread,'' food creation is primarily a roleplay oriented craft though certain advanced products will provide some mechanical benefit to characters, such as minor overheal.
The creation of foodstuffs for basic or applied sustenance such as cakes or pemmican. As there is no HTF (hunger, thirst and fatigue) system in ''The Domains of Dread'', food creation is primarily to benefit [[Recovery and Rest Cycles|rest]] quality during rests and for substantiating related culinary roleplay.


=== [[Fishing]] ===
=== [[Fishing]] <code>[fi or 002]</code> ===
The procurement and preparation of seafood, such as salmon or crab.
The procurement and preparation of seafood, such as salmon or crab.


=== [[Survival (craft)|Survival]] ===
=== [[Survival (craft)|Survival]] <code>[su or 003]</code> ===
Creation of certain objects, tools or brushwork meant to enable existence outside of civilization, such as campfires or rope.
The creation of certain objects, tools or brushwork meant to enable resting and exploration outside civilization, such as campfires or rope.


== Crafting Professions ==
== Crafting Professions ==
Profession, or skilled crafting, is any kind of craft which ''does'' have an associated profession and effective crafting levels.
Profession or skilled crafting is any kind of craft which has an associated profession and effective crafting levels.


=== [[Alchemy]] ===
=== [[Alchemy]] <code>[al or 004]</code> ===
Creation of thaumaturgical or alchemical products, such as varnishes or alchemist's fire. Locked to certain class archetypes by default, namely [[Artificer]].
The creation of thaumaturgical or alchemical products, such as varnishes or alchemist’s fire. Locked to certain [[backgrounds]], [[Divine Domains|divine domains]] or [[Classes and Archetypes|class]] archetypes, namely [[Artificer]].


=== [[Enchanting]] ===
=== [[Enchanting]] <code>[en or 005]</code> ===
Creation of supernatural products such as non-mundane items or impressing Influenced [[modifiers]] into existing equipment. Locked to class archetypes capable of casting [[Arcane Spells|Arcane]] or [[Occult Spells|Occult]] spells.
The creation of supernatural products such as potions or impressing Influenced modifiers into existing equipment. Locked to class archetypes capable of casting [[Arcane Spells|Arcane]] or [[Occult Spells|Occult]] spells.


=== [[Herblore]] ===
=== [[Herblore]] <code>[hl or 006]</code> ===
Creation of natural, mundane salvos, poisons or curatives such as venom darts or potions defending primarily against [[Conditions and Status Effects|status effects]] and the curing of nonmagical poisons or diseases.
The creation of natural, mundane salves, poisons or curatives such as venom darts or herbal remedies, defending primarily against [[Status Effects|status effects]] and curing mundane poisons or diseases.


=== [[Jewelrymaking]] ===
=== [[Jewelrymaking]] <code>[jm or 007]</code> ===
Creation of mundane accessories such as rings, amulets and other delicate products. Includes gemcutting.
The creation of mundane accessories such as rings, amulets or other delicate products that may later be enchanted. Includes gemcutting.


=== [[Leatherworking]] ===
=== [[Leatherworking]] <code>[lw or 008]</code> ===
Creation of leather equipment such as [[weapons]] and [[armor]]. Includes tanning.
The creation of leather-based equipment such as [[weapons]] and [[armor]]. Includes tanning.


=== [[Machining]] ===
=== [[Machining]] <code>[ma or 009]</code> ===
Creation of engineered tools or inventions such as clockwork or gunpowder like pistolery and explosives.
The creation of engineered tools or inventions such as clockwork or gunpowder-based weapons, such as pistolery and explosives.


=== [[Smithing]] ===
=== [[Smithing]] <code>[sm or 010]</code> ===
Creation of metal equipment such as weapons and armor. Includes plating and engraving.
The creation of metal-based equipment such as weapons and armor. Includes plating and engraving.


=== [[Tailoring]] ===
=== [[Tailoring]] <code>[ta or 011]</code> ===
Creation of textiles such as clothing, robes or some light armors. Includes dyeing.
The creation of textiles such as clothing, robes or some light armors. Includes dyeing.


=== [[Woodworking]] ===
=== [[Woodworking]] <code>[ww or 012]</code> ===
Creation of wooden products such as placeable furniture or some weapons. Includes woodcutting.
The creation of wooden products such as placeable furniture or some weapons. Includes woodcutting.


== Crafting Progression ==
== Crafting Progression ==
Every character progresses their chosen crafting professions through a tiered level system where the highest tier is always <code>tier 0</code>. Do note that as a character achieves breakpoints in a craft, they may lock themselves out of reaching <code>tier 0</code> in other crafting professions depending on their class archetype and any [[Mist Tokens|Mist Token]] perks selected during [[Character Creation|character creation]]. By default, any character who reaches <code>tier 0</code> in two crafting professions cannot reach <code>tier 0</code> in any other crafting professions for the lifetime of the character.
Every character progresses their crafting professions through a tiered system whereon the highest tier is always <code>tier 0</code> or <code>T0</code>. Do note that as a character achieves breakpoints during progressing their craft, they may lock themselves out of <code>T0</code> in other crafting professions depending on class archetype and any [[Mist Tokens|Mist Token]] perks selected during [[Character Creation|character creation]]. By default, any character who reaches <code>T0</code> in <code>2</code> crafting professions cannot reach <code>T0</code> in any other crafting profession for the lifetime of the character.


=== Gaining Crafting Experience ===
=== Gaining Crafting Experience ===
Crafting experience is a form of experience independent from the character's overall level progression unless they are a [[Guildsman]], in which case gaining crafting experience will also contribute to storyline [[Experience and Progression|experience]]. Certain tasks relating to the crafting profession will yield crafting experience such as harvesting ingredients but the bulk of crafting experience will be through completing various crafting projects.
Crafting experience is independent from the character [[Experience and Progression|experience]] a character needs to level up in their class archetype unless they are a [[Guildsman]], in which gaining crafting experience is also equivalent to gaining storyline experience at a <code>1:2</code> ratio. Certain tasks relating to the crafting profession will yield crafting experience such as harvesting ingredients but the bulk of crafting experience will be awarded completing various crafting projects.


=== Progressing Crafting Tiers ===
=== Progressing Crafting Tiers ===
Every tier has requirements which characters must fulfill in order to progress to the next tier - see the individual profession pages for more details. Once they have "broken through" to a new tier, an [[Date and Time|IRT]] timer will begin to represent the character's need to soak through their new capabilities in order to start earning any new crafting experience at <code>1.0x</code> base values. For example, a character might start earning crafting experience at a rate <code>0.5x</code> base values immediately after ascending through to a new tier, ticking upward every day until they have returned to <code>1.0x</code>. This soak time is variable and depends on the tier being broken into, with higher tiers requiring more than previous tiers.
Every tier of a crafting profession save for the first has requirements a character must fulfill in order to progress to the next tier after accruing enough crafting experience—see the individual profession pages for more details. Once they have “broken through” to a new tier, an [[Date and Time|IRT]] timer begins to count down, representing the character’s need to soak through their new capabilities before they can start earning any new crafting experience at <code>1.0x base values</code>.  
 
For example, a character might start earning crafting experience at a rate of <code>0.5x base values</code> immediately after they ascend a new tier, ticking upward every day IRT until they have returned to <code>1.0x base values</code>. This soak time is variable and depends on the tier broken into, with higher tiers requiring more soak time than previous tiers. Soak time decays faster if a character continues producing some product while soaking.

Latest revision as of 21:28, 4 June 2025

Crafting in The Domains of Dread is the production of any item by a player character, heavily modified from vanilla Third Edition and Neverwinter Nights sources. There are no conventional skills which govern crafting—instead, professions are leveled much the way a character has character levels, beginning at 0 and topping out at 60.

Tasks related to crafting are initiated by interacting with an associated workbench in the module or invoking the NUI crafting menu with the !craft, short alias !cr chat command. The !profession [shortname or opcode], short alias !p chat command prints information regarding crafting professions into the system log such as effective crafting level and soak time.

General Crafting

General or unskilled crafting is any kind of craft which does not have an associated crafting profession or effective crafting levels. Therefore they may be performed by anyone and everyone has inherent access to all applicable recipes, assuming the presence of the correct workbench required and necessary reagents.

Cooking [co or 001]

The creation of foodstuffs for basic or applied sustenance such as cakes or pemmican. As there is no HTF (hunger, thirst and fatigue) system in The Domains of Dread, food creation is primarily to benefit rest quality during rests and for substantiating related culinary roleplay.

Fishing [fi or 002]

The procurement and preparation of seafood, such as salmon or crab.

Survival [su or 003]

The creation of certain objects, tools or brushwork meant to enable resting and exploration outside civilization, such as campfires or rope.

Crafting Professions

Profession or skilled crafting is any kind of craft which has an associated profession and effective crafting levels.

Alchemy [al or 004]

The creation of thaumaturgical or alchemical products, such as varnishes or alchemist’s fire. Locked to certain backgrounds, divine domains or class archetypes, namely Artificer.

Enchanting [en or 005]

The creation of supernatural products such as potions or impressing Influenced modifiers into existing equipment. Locked to class archetypes capable of casting Arcane or Occult spells.

Herblore [hl or 006]

The creation of natural, mundane salves, poisons or curatives such as venom darts or herbal remedies, defending primarily against status effects and curing mundane poisons or diseases.

Jewelrymaking [jm or 007]

The creation of mundane accessories such as rings, amulets or other delicate products that may later be enchanted. Includes gemcutting.

Leatherworking [lw or 008]

The creation of leather-based equipment such as weapons and armor. Includes tanning.

Machining [ma or 009]

The creation of engineered tools or inventions such as clockwork or gunpowder-based weapons, such as pistolery and explosives.

Smithing [sm or 010]

The creation of metal-based equipment such as weapons and armor. Includes plating and engraving.

Tailoring [ta or 011]

The creation of textiles such as clothing, robes or some light armors. Includes dyeing.

Woodworking [ww or 012]

The creation of wooden products such as placeable furniture or some weapons. Includes woodcutting.

Crafting Progression

Every character progresses their crafting professions through a tiered system whereon the highest tier is always tier 0 or T0. Do note that as a character achieves breakpoints during progressing their craft, they may lock themselves out of T0 in other crafting professions depending on class archetype and any Mist Token perks selected during character creation. By default, any character who reaches T0 in 2 crafting professions cannot reach T0 in any other crafting profession for the lifetime of the character.

Gaining Crafting Experience

Crafting experience is independent from the character experience a character needs to level up in their class archetype unless they are a Guildsman, in which gaining crafting experience is also equivalent to gaining storyline experience at a 1:2 ratio. Certain tasks relating to the crafting profession will yield crafting experience such as harvesting ingredients but the bulk of crafting experience will be awarded completing various crafting projects.

Progressing Crafting Tiers

Every tier of a crafting profession save for the first has requirements a character must fulfill in order to progress to the next tier after accruing enough crafting experience—see the individual profession pages for more details. Once they have “broken through” to a new tier, an IRT timer begins to count down, representing the character’s need to soak through their new capabilities before they can start earning any new crafting experience at 1.0x base values.

For example, a character might start earning crafting experience at a rate of 0.5x base values immediately after they ascend a new tier, ticking upward every day IRT until they have returned to 1.0x base values. This soak time is variable and depends on the tier broken into, with higher tiers requiring more soak time than previous tiers. Soak time decays faster if a character continues producing some product while soaking.