Crafting and Professions

From The Domains of Dread

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.