Difference between revisions of "Outfitter"
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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 robe. However, 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: | 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 robe. However, 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: | ||
− | * '''Head''': Hat, helmet, headband, mask, etc. | + | * '''[[:Category:Headgear Field|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. | + | * '''[[: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. |
− | * '''Arms''': Gauntlets, fingerless gloves, rings, bracers, shoulder pads, etc. | + | * '''[[:Category:Handgear Field|Arms]]''': Gauntlets, fingerless gloves, rings, bracers, shoulder pads, etc. |
− | * '''Feet''': Boots, sneakers, socks, sandals, etc. | + | * '''[[: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. | ||
Revision as of 05:56, 21 December 2014
- This content is a tentative addition to Hyrule Castle, and is still undergoing revision. It is not yet available to player-characters.
Outfitter | |
---|---|
Type | Utility Trait |
Fields | PerQuest, Rupee |
Cost | variable rupees |
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 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. 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.
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 Materials to make extraordinary items. Additionally, you can use your skill to earn bonus rupees.
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.)
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 robe. However, 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:
- 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.
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.
The Business universal racial perk can make it easier for a newly created character to excel in a craft, such as Outfitting.