Guide: Enchanted Items Crafting

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Rhicora
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Guide: Enchanted Items Crafting

Postby Rhicora Thu Aug 17, 2017 1:10 am

Enchanted items crafting in Skullport consists of a chain of separate professions, each requiring distinct skills. While it's possible to be a dedicated crafter who can do it all, it's a large skill and feat investment. Many adventurers will prefer to specialize in just one part of the chain, and collaborate with each others.

Recipe Acquisition

Requires: Craft Weapon/Armor skill, A Blacksmith’s Workbench, A Recipe Book- Breaking down Items only requires the appropriate Skill Levels.

When you get a weapon or armor item, you can Examine it and click the "Appraise Enchantments" button. You will be given a list of Eligible Enchantments you can make a recipe from AND what the DC / Difficult is. This can also be used to examine items on the ground or in the trade window so you can verify what enchantments exist that might be useful to you.

A character places the item, with a desired property into the Blacksmith’s Workbench, and activates the lever. He will then have to pass a Craft Weapon/Armor DC(Craft Weapon/Armor skill + 1d20 vs DC), based on the enchantment’s power. The item is destroyed, and a recipe is attained if the character passed the DC. If the DC were not passed, the item is still destroyed.

If an item has more than one property, one is chosen randomly to appear on the created recipe.

A player can keep a “Recipe book” item in his inventory, which functions like a bag of holding, with an inventory inside to view each available recipe in the book. Recipe books can be purchased at basic shops.

Example: Sheila the smith found a longsword of +4 tumbling. +4 tumbling would help her in battle, but she prefer using a battleaxe. By using her skills at the blacksmith’s workbench, Sheila is able to figure out the recipe for the longsword’s awesome enchantment. She has now acquired a recipe, describing that in order to enchant her battleaxe with +4 tumbling, she will need 20 skill essences and a fluorspar gem.

Component Distillation

Requires: Craft Alchemy skill, An Alchemist’s Workbench

Crafting components are located in dungeons, sold in auction houses or acquired by other means. In order to use these items for enchanting, they need to be distilled into essences.

The character places the components in the Alchemist’s Workbench and activates the lever. He will then have to pass a Craft Alchemy DC (Craft Alchemy + 1d20 vs DC), based on the amount of essences.

The components are then destroyed. If the character passed the DC, each of the components are replaced with an essence (with a 1:1 yield). If the character did not pass the DC, a percentage of the components are turned into essences, based on the character’s craft alchemy skill:

Craft Alchemy 10: 50% of components distilled into essence. (0.5:1 yield, rounded down)

Craft Alchemy 15: 75% of components distilled into essence. (0.75:1 yield, rounded down)

Craft Alchemy 20 or above: 90% of components distilled into essence. (0.9:1 yield, rounded down)


For example, a character with Craft Alchemy 22 attempts to distill 11 azer hearts. He fails the DC check, and so 9 essences are produced instead of 11 (9.9 rounded down). The two missing azer hearts are not recovered, they are lost. A character with Craft Alchemy 11 who attempts to distill 1 azer heart and fails the DC would get 0 essences (0.5 rounded down).

Example: Al the Alchemist purchased 30 goblin teeth on the auction house, he places them in his guild’s alchemist workbench, and thanks to his incredible skill in alchemy, he is now the proud owner of 30 skill essences.

Enchanting

Requires: Spellcraft Skill, Enchanting Workbench
Enchanting Rings / Cloaks / Amulets Will Require Wondrous Items Feat
Enchanting Armor & Weapons Will Require Magic Armor & Weapons Feat

By acquiring a recipe, and the components described in that recipe, a character is now able to enchant an item. Items require an [Empty Crafting Slot] to have enchantments or modifications added to them. All items you find in our Loot Table should by default have at least a minimum of one empty slot. The character places all components (item to be enchanted + other components the recipe needs) on an enchanting workbench, and activates his recipe on the workbench.

He will now have to pass a Spellcraft DC (Spellcraft skill +1d20 vs DC), if the character passes the DC, the components are removed and the item receives the enchantment. If the character failed the DC, the components are still removed, but the item will not have been enchanted. The recipe and item will remain intact regardless of whether the character passes the DC or not.

If the Item has the legendary property, a beljuril will also be required for the enchantment.

Example: Erick the Enchanter had been paid handsomely by Sheila the smith, to enchant her longsword with +4 tumbling. Sheila had given Erick the recipe, 20 skill essences and a fluorspar gem, so all Erick had to do was place the items in his enchanting workbench, activate the recipe and now he held a powerful longsword of +4 tumbling, perfect for Sheila’s future adventures.

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Brew Potions and Wand Crafting are separate from this system. For now, Poisons aren't craftable but can be found or purchased.

Thanks to @SteelStallion, @Draugir and @Trinital for contributing this guide.

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