Difference between revisions of "Outfitter"

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'''Outfitting''' is the art of crafting weapons, and one who practices this art is known as a '''Outfitter''', or simply a '''Fitter'''.  It is one of several crafts which utilize [[Category:Materials|materials]] to create new items, alongside [[Weaponsmith]]s and [[Botanist]]s.  An Outfitter specializes in crafting items which can be worn on the body, to include mail or other armor, helmets and hats, gauntlets or gloves, boots, scarves, and capes.  Notably, Outfitters cannot craft shields.  By contrast, Weaponsmiths specialize in items that are to be wielded (including shields), while Botanists specialize in items which can be consumed for a single purpose, such as potions or bombs.
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{{Set}}
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'''Outfitting''' is the art of crafting raiment, and one who practices this art is known as a '''Outfitter''', or simply a '''Fitter'''.  It is one of several [[craft]]s which utilize [[:Category:Materials|materials]] to create new items, alongside [[Weaponsmith]]s and [[Botanist]]s.  An Outfitter specializes in crafting items which can be worn on the body, to include mail or other armor, helmets and hats, gauntlets or gloves, boots, scarves, and capes, among many other possibilities.  Notably, Outfitters cannot craft shields.  By contrast, Weaponsmiths specialize in items that are to be wielded (including shields), while Botanists specialize in items which can be consumed for a single purpose, such as potions or bombs.
  
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==Gaining Levels==
 
Outfitters are relatively common in Hyrule, but becoming one does require training.  Your skill in Outfitting is represented by a level, as is the case with any craft.  A novice is vastly different than a master who forges legendary armor, but even a novice can be useful.  The cost to gain the first level of Outfitter is always 30 rupees.  To gain additional levels, the rupee cost is equal to the next level multiplied by 10.  So, getting to level 2 would cost 20 rupees, level 3 would cost another 30 rupees, etc.  There is no defined maximum level for Outfitter, but it becomes increasingly difficult to gain levels the higher you reach.
 
Outfitters are relatively common in Hyrule, but becoming one does require training.  Your skill in Outfitting is represented by a level, as is the case with any craft.  A novice is vastly different than a master who forges legendary armor, but even a novice can be useful.  The cost to gain the first level of Outfitter is always 30 rupees.  To gain additional levels, the rupee cost is equal to the next level multiplied by 10.  So, getting to level 2 would cost 20 rupees, level 3 would cost another 30 rupees, etc.  There is no defined maximum level for Outfitter, but it becomes increasingly difficult to gain levels the higher you reach.
  
To understand why advancing in this art matters, it is important to first know how it works. Even a beginner with a single level in his trade can make common items freely, including almost any normal garments or armor made from common materials such as iron or silk.  In crafting such items, the user can either role-play out the procedure, or just mention in-character that the crafting took place.  Similarly, any Outfitter is able to repair any items he would be able to craft.  As you advance in Outfitter levels, you become able to use extraordinary [[:Category:Materials|Materials]] to make extraordinary items. Additionally, you can use your skill to earn bonus rupees.
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Normally, becoming skilled in a craft in the first place required a good amount of talent and motivation. As such, if a character pursues a second or third craft beyond his first, such as [[Weaponsmith]] or [[Botanist]], all levels for these additional crafts cost twice the normal amount.
  
First, note that the aforementioned Materials are listed in the Library, as if they were treasures.  Unlike most treasures, a Material has a set rupee price regardless of PWC.  Each Material defines a specific extraordinary effect, and a crafter can '''consume''' that Material to give '''one''' otherwise common item they craft the specified effect.  As you progress in level, you become able to use more powerful and more numerous Materials in crafting an item.  Indeed, an Outfitter can even use several Materials to give several effects to the crafted item.  The amount of Materials the Outfitter can imbue into one object is limited primarily by his level.  Remember, each Material has a specific rupee cost. The total rupee cost of the Materials cannot exceed 10 times the user's Outfitter level.  (An Outfitter of level 3 can use up to 30 rupees of Materials to make a sword, a bow, or a shield, etc.)
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The [[Business]] universal [[racial perk]] can make it easier for a newly created character to excel in a craft, to include Outfitter.
  
Commonly, an Outfitter will imbue a Material's effects into a garment that covers the entire body--such as a suit of armor, or a robeHowever, the Outfitter can create several different Material-imbued effects so long as they cover different parts of the body.  At maximum, one person can benefit from five different Outfitter-crafted "slots" on their body. Namely, these are: torso, arms, feet, head, and an accessory.  A Material can be applied to any of these five slots, unless otherwise specified in the Material's description.  Although an Outfitter can create two different items which cover the "torso" slot, such as a breastplate and a robe, one person cannot benefit from the effects of both. One person can, however, benefit from one item from each category:
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==Outfitter Crafting==
* '''Head''': Hat, helmet, headband, mask, etc.
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To understand why advancing in this art matters, it is important to first know how it works.  Even a beginner with a single level in his trade can make common items freely, including almost any normal garments or armor made from common materials such as iron or silkIn crafting such items, the user can either role-play out the procedure, or just mention in-character that the crafting took place.   As a general rule of thumb, any Outfitter is freely able to craft items in the five following slots.
* '''Torso''': Robe, armor, breastplate, sweater, scarf, vest suit of armor, etc.  Any torso item may freely cover other parts of the wearer's body.
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* '''[[:Category:Headgear Field|Head]]''': Hat, helmet, headband, mask, etc.
* '''Arms''': Gauntlets, fingerless gloves, rings, bracers, shoulder pads, etc.
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* '''[[:Category:Bodygear Field|Torso]]''': Robe, armor, breastplate, sweater, scarf, vest suit of armor, etc.  Any torso item may freely cover other parts of the wearer's body.
* '''Feet''': Boots, sneakers, socks, sandals, etc.
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* '''[[:Category:Handgear Field|Arms]]''': Gauntlets, fingerless gloves, rings, bracers, shoulder pads, etc.
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* '''[[:Category:Footwear Field|Feet]]''': Boots, sneakers, socks, sandals, etc.
 
* '''Accessory''': Amulet, eyeglasses, or most worn garments not covered by the other three.  Certain items, such as a mask, a cape, or rings, can be considered an accessory instead of their normal slot.
 
* '''Accessory''': Amulet, eyeglasses, or most worn garments not covered by the other three.  Certain items, such as a mask, a cape, or rings, can be considered an accessory instead of their normal slot.
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An Outfitter can also create items which cover several of these categories, such as a full suit of armor.  An Outfitter cannot create an item which doesn't occupy at least one of these categories, however.  Regardless, crafting one of these items can be done repeatedly and for free, so long as the item doesn't have magical or extraordinary properties. Similarly, any Outfitter is able to repair any items he would be able to craft.
  
On top of being able to craft items, and potentially sell them to other characters, an Outfitter can earn bonus rupees.  Whenever a Fitter finishes a quest, he can gain an additional amount of rupees equal to double his Outfitter level(An Outfitter of level 4 would earn 8 extra rupees in every quest or dungeon he completes.) Generally, this represents the Fitter selling his services to non-player characters, but that aspect need not be specifically role-played.
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As an Outfitter advances in level, he becomes able to use special [[:Category:Materials|materials]] to make items with extraordinary propertiesIt is through these materials that an Outfitter is able to make extraordinary items, such as a [[Goron Tunic]] or a [[Mirror Shield]]Notably, an Outfitter uses materials in the same way a [[Weaponsmith]] uses materials.
  
The [[Business]] universal [[racial perk]] can make it easier for a newly created character to excel in a craft, such as Outfitting.
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Note that the aforementioned Materials are listed in the Library, as if they were treasures.  Unlike most treasures, a Material has a set rupee price regardless of PWC.  Each Material defines a specific extraordinary effect, and a crafter can '''consume''' that Material to give '''one''' otherwise common item they craft the specified effect.  As you progress in level, you become able to use more powerful and more numerous Materials in crafting an item.  Indeed, an Outfitter can even use several Materials to give several effects to the crafted item.  The amount of Materials the Outfitter can imbue into one object is limited primarily by his level.  Remember, each Material has a specific rupee cost. The total rupee cost of the Materials cannot exceed 10 times the user's Outfitter level.  Thus, an Outfitter of level 3 can use up to 30 rupees of Materials to make a suit of armor, a scarf, a pair of boots, etc.
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{{Choice}}
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When making extraordinary items using these materials, whoever wears the items generally cannot simultaneously benefit from two items which occupy the same "slot."  For example, the Outfitter couldn't make one pair of gloves with [[Blessed Bismuth]], and another pair of gloves with [[Glow Iron]], and expect someone to benefit from both effects simultaneously.  The Outfitter could however, create one pair of gloves that uses both materials, enabling their owner to benefit from both effects.  Alternatively, the owner could simply switch between the two pairs of gloves, when she wants to use the effects of one or the other.
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Outfitters are able to combine pre-existing treasures that are not materials with crafted objects as well, so long as they meet the criteria of being items that are generally worn on the body. The combine cost for these treasures is based on their initial cost level. Note that this cost is what determines the Outfitter level required to craft any specific item, and is separate from the treasure’s -purchase- cost, which is the same as normal based on the buyer’s PWC.
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For example, if Gonthar the Tailor, with a PWC of 5/1/2, wanted to combine a [[Backshift Cape]] with [[Skulltula Silk]], the total combine cost would be 15 Rupees(5 Rupees from Backshift Cape, a lowest cost treasure, and 10 rupees for the cost of Skulltula Silk, a 10 rupee material) which requires Outfitter level 2. However, Gonthar only has a Courage score of 2, so actually purchasing the Backshift Cape to use as a crafting material would cost him 25 rupees. In the end, Gonthar would have to spend a total of 35 Rupees to obtain the materials for and craft this Skulltula Silk Backshift Cape, but due to the combine cost being 15 rupees, only requires Outfitter level 2.
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Only physical items may be crafted in this way. Spells and Techniques must be combined using either Crimson Granite or Memory Metal. Major treasures may also be combined in this way, but it takes up a major treasure slot for the wielder of the specific item as normal.
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The cost is determined as follows:
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*Lowest Cost: 5 Rupees
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*Lower Cost: 10 Rupees
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*Low Cost: 15 Rupees
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*Normal Cost: 20 Rupees
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*High Cost: 30 Rupees
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*Higher Cost: 40 Rupees
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*Highest Cost: 50 Rupees
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A list of all available Outfitter materials can be found on the page [[:Category:Outfitter Materials]].
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==Bonus Rupees==
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On top of being able to craft items, and potentially sell them to other characters, an Outfitter can earn [[rupee bonus|bonus rupees]].  Whenever a Fitter finishes a quest, he can gain an additional amount of rupees equal to double his Outfitter level.  Thus, an Outfitter of level 4 would earn 8 extra rupees in every quest or dungeon he completes.  Generally, this represents the Fitter selling his services to non-player characters, but that aspect need not be specifically mentioned or role-played. 
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If the user gains bonus rupees from outfitter, he can gain a [[Glossary:Rupee Bonus|Rupee Bonus]] from at most one additional treasure in the same thread.
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[[Category:Outfitter Materials|*]]
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{{meta}}

Latest revision as of 15:13, 27 January 2024

Outfitter
Type Utility Trait
Fields PerQuest, Rupee
Cost variable rupees

Outfitting is the art of crafting raiment, and one who practices this art is known as a Outfitter, or simply a Fitter. It is one of several crafts which utilize materials to create new items, alongside Weaponsmiths and Botanists. An Outfitter specializes in crafting items which can be worn on the body, to include mail or other armor, helmets and hats, gauntlets or gloves, boots, scarves, and capes, among many other possibilities. Notably, Outfitters cannot craft shields. By contrast, Weaponsmiths specialize in items that are to be wielded (including shields), while Botanists specialize in items which can be consumed for a single purpose, such as potions or bombs.

Gaining Levels

Outfitters are relatively common in Hyrule, but becoming one does require training. Your skill in Outfitting is represented by a level, as is the case with any craft. A novice is vastly different than a master who forges legendary armor, but even a novice can be useful. The cost to gain the first level of Outfitter is always 30 rupees. To gain additional levels, the rupee cost is equal to the next level multiplied by 10. So, getting to level 2 would cost 20 rupees, level 3 would cost another 30 rupees, etc. There is no defined maximum level for Outfitter, but it becomes increasingly difficult to gain levels the higher you reach.

Normally, becoming skilled in a craft in the first place required a good amount of talent and motivation. As such, if a character pursues a second or third craft beyond his first, such as Weaponsmith or Botanist, all levels for these additional crafts cost twice the normal amount.

The Business universal racial perk can make it easier for a newly created character to excel in a craft, to include Outfitter.

Outfitter Crafting

To understand why advancing in this art matters, it is important to first know how it works. Even a beginner with a single level in his trade can make common items freely, including almost any normal garments or armor made from common materials such as iron or silk. In crafting such items, the user can either role-play out the procedure, or just mention in-character that the crafting took place. As a general rule of thumb, any Outfitter is freely able to craft items in the five following slots.

  • Head: Hat, helmet, headband, mask, etc.
  • Torso: Robe, armor, breastplate, sweater, scarf, vest suit of armor, etc. Any torso item may freely cover other parts of the wearer's body.
  • Arms: Gauntlets, fingerless gloves, rings, bracers, shoulder pads, etc.
  • Feet: Boots, sneakers, socks, sandals, etc.
  • Accessory: Amulet, eyeglasses, or most worn garments not covered by the other three. Certain items, such as a mask, a cape, or rings, can be considered an accessory instead of their normal slot.

An Outfitter can also create items which cover several of these categories, such as a full suit of armor. An Outfitter cannot create an item which doesn't occupy at least one of these categories, however. Regardless, crafting one of these items can be done repeatedly and for free, so long as the item doesn't have magical or extraordinary properties. Similarly, any Outfitter is able to repair any items he would be able to craft.

As an Outfitter advances in level, he becomes able to use special materials to make items with extraordinary properties. It is through these materials that an Outfitter is able to make extraordinary items, such as a Goron Tunic or a Mirror Shield. Notably, an Outfitter uses materials in the same way a Weaponsmith uses materials.

Note that the aforementioned Materials are listed in the Library, as if they were treasures. Unlike most treasures, a Material has a set rupee price regardless of PWC. Each Material defines a specific extraordinary effect, and a crafter can consume that Material to give one otherwise common item they craft the specified effect. As you progress in level, you become able to use more powerful and more numerous Materials in crafting an item. Indeed, an Outfitter can even use several Materials to give several effects to the crafted item. The amount of Materials the Outfitter can imbue into one object is limited primarily by his level. Remember, each Material has a specific rupee cost. The total rupee cost of the Materials cannot exceed 10 times the user's Outfitter level. Thus, an Outfitter of level 3 can use up to 30 rupees of Materials to make a suit of armor, a scarf, a pair of boots, etc.

When making extraordinary items using these materials, whoever wears the items generally cannot simultaneously benefit from two items which occupy the same "slot." For example, the Outfitter couldn't make one pair of gloves with Blessed Bismuth, and another pair of gloves with Glow Iron, and expect someone to benefit from both effects simultaneously. The Outfitter could however, create one pair of gloves that uses both materials, enabling their owner to benefit from both effects. Alternatively, the owner could simply switch between the two pairs of gloves, when she wants to use the effects of one or the other.

Outfitters are able to combine pre-existing treasures that are not materials with crafted objects as well, so long as they meet the criteria of being items that are generally worn on the body. The combine cost for these treasures is based on their initial cost level. Note that this cost is what determines the Outfitter level required to craft any specific item, and is separate from the treasure’s -purchase- cost, which is the same as normal based on the buyer’s PWC.

For example, if Gonthar the Tailor, with a PWC of 5/1/2, wanted to combine a Backshift Cape with Skulltula Silk, the total combine cost would be 15 Rupees(5 Rupees from Backshift Cape, a lowest cost treasure, and 10 rupees for the cost of Skulltula Silk, a 10 rupee material) which requires Outfitter level 2. However, Gonthar only has a Courage score of 2, so actually purchasing the Backshift Cape to use as a crafting material would cost him 25 rupees. In the end, Gonthar would have to spend a total of 35 Rupees to obtain the materials for and craft this Skulltula Silk Backshift Cape, but due to the combine cost being 15 rupees, only requires Outfitter level 2.

Only physical items may be crafted in this way. Spells and Techniques must be combined using either Crimson Granite or Memory Metal. Major treasures may also be combined in this way, but it takes up a major treasure slot for the wielder of the specific item as normal.

The cost is determined as follows:

  • Lowest Cost: 5 Rupees
  • Lower Cost: 10 Rupees
  • Low Cost: 15 Rupees
  • Normal Cost: 20 Rupees
  • High Cost: 30 Rupees
  • Higher Cost: 40 Rupees
  • Highest Cost: 50 Rupees

A list of all available Outfitter materials can be found on the page Category:Outfitter Materials.

Bonus Rupees

On top of being able to craft items, and potentially sell them to other characters, an Outfitter can earn bonus rupees. Whenever a Fitter finishes a quest, he can gain an additional amount of rupees equal to double his Outfitter level. Thus, an Outfitter of level 4 would earn 8 extra rupees in every quest or dungeon he completes. Generally, this represents the Fitter selling his services to non-player characters, but that aspect need not be specifically mentioned or role-played.

If the user gains bonus rupees from outfitter, he can gain a Rupee Bonus from at most one additional treasure in the same thread.


Meta-Enhancement Treasures
Rupee Bonus Profession · Weaponsmith · Outfitter · Botanist · Rupoor · Lost and Found · Nose for Treasure · Ore Trade · Summon Rupee-Like
Field Discounts Bomb · Earth · Enchant · Fire · Fist · Forest · Ice · Illusion · Light · Sense · Shadow · Travel · WeaponBase · Water · Wind
Other Dark Affinity · Hoarder · Huge Potential · Kinstone · Major Gain · Mask Collect · PWC Increase · Specialty · Race License · Seed Collect · Seed Expert