The Mage Wars RPG will include a crafting system similar to the PnP game.
Crafting will be available to all players but must be leveled independently. Raw ingredients have to be gathered and there are numerous recipes available. Players must practice crafting in order to improve in skill and produce better items.
Success at crafting will never involve a random chance. If you have the skill required to craft an item you succeed at crafting the item, if you do not have the skill you cannot even attempt to craft. Because equipment in the game is so heavily focused around crafting, the amount of time and resources required to advance will be fairly low.
In order to promote at least some economy, a certain division between casual "I need this for myself" and the professional "I want to make this to sell" crafting must be made possible. Smithing is the most likely candidate for this. Make it simple to craft a blank and then pile on mountains of other stuff, then make it possible with excessive practice and effort to craft much better blanks.
Notes: This page is being heavily refined and the bulk of the information moved to more easily navicable sub-pages.
Each Crafting School has five levels and multiple sub-levels within:
- Secret Grandmaster
There is no failure-chance in crafting, if you have the skills you make the item. But, in order to advance, you must continue to make more items your level. Players do not start at Apprentice, but rather Novice, or skill level 0.
|Level||Items to Attain|
Likely very few crafters will attain the rank of Secret Grandmaster. For those that do, each 100,000 items crafted after Secret Grandmaster adds another level(Secret Grandmaster I, II, III, etc). Certain bonuses and special rewards will be determined later on.
Crafting requires a list of ingredients as well as a recipe. Recipes are single-use and consumed along with the items.
Players who have the Transcription Skill(most mages) will be able to copy recipe cards and, at higher levels, inscribe permanent recipe books.
Mage Wars RPG provides five different types of crafting, each with it's own skill-level and experience requirements.
Smithing only creates basic items. Weapons, armor, as well as augments(non-magical items that can be added to other items to make them stronger, such as weapon counterweights, chains, etc). Smithing creates only base items which are not magical. However, higher-level smiths can create better bases, potentially with better base stats.
Runeing is the process of carving magical runes into an item. These runes may make the item itself stronger, or provide stat bonuses to the player it is equipped to. Runes will not typically directly increase the item's damage-level(E.G. a sword my have a Rune of Strength that provides the player a strength bonus, thus increasing damage, but no rune will just add to the sword's base damage).
Basic enchanting is a simple process of adding a magical enchantment to an item. Like runeing, this type of enchanting typically adds stat bonuses and other modifiers, though it can increase the base damage.
Alchemical Enchanting works similarly to basic enchanting but calls for more alchemical components(things made through alchemy), as well as basic alchemical ingredients. Alchemical crafting is used to add special effects to items, like making flaming weapons or damage-absorbing armor.
Ritual enchanting is by far the most difficult. Mechanically, its works much like alchemical enchanting, but requires a specific ritual site. These sites may be located on remote mountain tops or deep within dungeons. Each town will have a simple ritual site for grinding experience but the more powerful rituals will require a great deal of travel.
*Smithing: Smithed items can be sold freely at any point along the crafting process. Some items are finished goods while others are just materials to be used in other crafting exploits.
*Runeing: Runeing must be preformed directly on the item, however can be done on an item in a trade window if the work is being sold.
*Enchantments: All types of enchantment(basic, alchemical, and ritual) can produce a scroll which can be stored indefinitely or sold, allowing the player to make money selling their wares. Enchantments done off of scrolls are no different from those applied directly to the item.
*Ritual: Ritual-crafted items can be sold like any other.
*Alchemy: Alchemy products may also be freely sold.
Basic Alchemy is available to all players and does not require any skill-points or leveling. Instead, the player's alchemy skill is based on their actual level. Raw ingredients may be gathered from adventure areas and combined at an alchemy shop found in every town. Players can choose to ignore this feature all together and instead simply buy potions.
Permanence is a hidden feature designed to influence the history of the game. Through some combination of factors, weapons that have gone through all 5 crafting schools and received a unique name from their original creator can receive a permanence attribute. When the character holding the weapon is deleted, the weapon becomes unbound and enters the game's random loot-table as a Unique item, allowing it to be found by another player. Only weapons and Chest Pieces can have this happen.
- Unique Name
- Very Fine
- 1 Exotic Property
- 5 Enchantments(Alchemical/Basic)
- Full Runes
- 1 Ritual
The item is then ready for the Permanence Ritual which will make it forever a part of the game-world.
Crafting is the only area where a certain level of player interdependency is called for, and only for those wishing to advance quickly in a specific school while ignoring others
For exmaple: smiths can make rune picks and rune hammers that runers need to rune. Enchanters can enchant specific ingredients that a smith would need in order to make a higher-level item. Alchemists make potions used by all schools of crafting.
Most ingredient-type items can be freely bought and sold on the auction house or in other venues.