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Crafting, repairing and cooking (Bonds of Blood)

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Bonds of Blood
D&D 3.5 online server chapter 2
Bannerman's map of Termes
Bannerman's map of Termes

Creator: Narcissus
Type: role play
Levels: 1-40
PvP: full PvP
Version: 1.69 (8109)+XP1+XP2
IP: 98.232.89.164:5121
Rules: player's handbook
Changes: subraces, classes, feats, skills, spell changes
Systems: crafting, repairing and cooking; merchants, barter and gold limits; deities, religion and prayer; environment; rest and ambush; combat; death; experience; emotes
Items: treasure, properties, teleportation
Info: hints and tips

Only items that have 1 use can be created. This includes: keys, traps, healer’s kits, scrolls, potions, throwing items, ammunition, and grenades. A PC must have an original item in order to duplicate items, crafted items are considered duplicates not originals, as well, unidentified items nor plot items cannot be crafted. The maximum charges that an item can have is 50. If a 1 is rolled while crafting the item the player is copying is deleted. This only happens 5% of the time (1d20). Experience can be gained by crafting.

Contents

[edit] Trades

[edit] Crafting

If a player is creating an item they must have the Original item. Crafted items are considered duplicates. Duplicates lose the workmanship of the original, so the original must be acquired to create an item.

The player can only craft the item at the appropriate apparatus. For example, crafting a trap would require using a Trap Maker’s Mat.

Place the item in the appropriate Pool of Appraisal to display DC, gold cost, experience cost, required feats, required skills, etc.

Next, the player should place the item (if a stack place a single item) he would like to copy in the Crafting Container located in his inventory. Then speak to the specific crafting apparatus.

A player may duplicate the item 1, 5, 10, 25, 50, or 100 times if that type of item allows it. For example, arrows max stackable size is 100 and potion max stackable size is 10.

Per the D&D 3.5 rules creating an item requires 1/2 the value in gold 1/25 the value in experience points. Experience cost is reversed here to encourage crafting as a way to gain experience, therefore the crafter will receive experience points. If creation of an item fails then only ¼ of the gold is lost. For example, if a trap is worth 50gp it will cost the crafter 25gp to create. If the attempt fails then the crafter will lose 12gp. If he succeeds he will make 1 trap and gain some experience points.

If an item is created successfully then it is dropped into the crafter’s inventory.

Duration of crafting an item is equal to a number based on the value of the item.

If a crafter is ever interrupted while crafting an item he must wait out the crafting duration or rest to regain his focus before crafting a new item. Focus is lost when the crafter moves from his location or is distracted while crafting.

[edit] Repairing

Armor and weapons must be repaired on occasion or they will fall apart. Repairable armor types are exclusive to armor, shields and helmets. Repairable weapons types are exclusive to gloves and short range weapons like swords. Ranged weapons do not need to be repaired as the ammunition itself is damaged in combat. Also, in order to use a range weapon a player has to purchase ammunition so this is a penalty in itself.

The maximum charges that a repairable item can have is 10 + the items level. Durability is represented by charges. Repairable items can be repaired at an Anvil of Repair with a light hammer. It is free to repair as long as the repair DC is met. Items can be repaired for a fee at a Magical Forge.

To repair a weapon manually a player must have a high enough Craft Weapon skill, while for armor a player must have a high enough Craft Armor Skill. All armor, shields, helmets, and weapons must be repaired after so many battles. If an item ever reaches 0 charges in battle it is destroyed. Repairing costs are 1/5 the value of the item in gold. This is assuming that the item has 1 charge and needs to be fully charged. The formula for cost per charge is the Item’s Value/5 then divided by its maximum charges for each charge. If the items value is 1000gp then the cost per charge is 1000/5/11 = 18gp per charge. 9gp is lost if the repairer does not meet the repair DC of the item. When repairing someone else’s items it’s very important that they place the item in the anvil, you repair it, then they remove it. Do not touch their item or it may be destroyed.

[edit] Recharging

Wands, rods, books, and staffs must be recharged. The maximum charges that a rechargeable item can have is 10 + the items level. Recharging items requires the Craft Wand feat, which can be obtained at level 5 and spellcraft for the recharge DC. Rechargeable items are wands, staffs, books, and rods.

Rechargeable items can be recharged at a Magical Forge for a fee or at an Altar of Recharge by a magic user. The recharge cost per charge is 1/5 the items value divided by the maximum charges it can hold. For example, an item worth 2000gp that has a maximum of 12 charges will cost 2000/5/12 = 33gp per charge.

If a player decides not to use a Magical Forge the first step is to place the item in an Altar of Recharge. Next cast any spell, from memory or from an item, at the Altar of Recharge. Not all spells can target the altar appropriately so a player may have to try a few different spells till one works. Each successful attempt to recharge the item will result in 1 charge being added to the item. Any unsuccessful recharge attempt will result in lost gold to repair the damage.

When recharging another player's items it’s very important that they place the item in the altar, the skilled player repair it, then item's owner remove it. Another player should not touch the item or it may be destroyed.

[edit] Cooking

All uncooked foods can be cooked. Cooked food heals more hitpoints, is safer to eat, and is more valuable then raw food. To cook food, place uncooked food in a cooking apparatus, place salt or garlic in the cooking apparatus to initiate cooking.

Food heals a player as good as or better than a potion. Food cannot be eaten in battle. Food healing qualities range from 1-13. The formula for food healing is (food quality)d6.If food is eaten raw it may poison or disease the player.

Eventually, higher quality food becomes too heavy to carry in large quantities. Food will become the barbarian’s primary healer. Weak mages can use their healing spells.

[edit] Bioware Crafts

Armor and Weapon Tailoring are now free and requires no skill.

Item Dying requires dye kits, which can be purchased at a dye merchant.

[edit] Making a Living

Crafting can provide gold profit and experience points.

Selling a crafted item to an Item Exchange store can result in a small profit.

Items can be sold to a player for more profit. When bartering ask a player to add gold to the trade.

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