Crafting

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Crafting
Type Utility Technique
Fields Enchant, PerQuest, Rupee
Cost variable rupees

Crafting is a versatile treasure, which can be used to create items both common and unique. Any character who has acquired the Crafting treasure is known as a crafter. Unlike most non-item treasures, Crafting can be obtained repeatedly.

Crafters are relatively common in Hyrule, but becoming one does require training. When gaining the Crafting treasure, you can select to be a blacksmith, woodworker, botanist, or tailor. (You can elect to take another crafting trade instead--such as jeweler or cartographer--but realize there currently isn't much support for Crafts outside the main four.) Regardless of your particular pursuit, your skill in Crafting is represented by a level. A novice blacksmith is vastly different than a master who forges legendary swords, but even a novice can be useful.

To understand why advancing in Crafting matters, it is important to first know how Crafting works. Even a novice with a single level in his Crafting trade can make common items freely, such as normal swords for a blacksmith, or mundane tomatoes for a botanist. When crafting such items, the user can either role-play out the procedure, or just mention in-character that the crafting took place. As you advance in Crafting levels, you become able to use extraordinary Materials to make extraordinary items; and and you can use your skill to earn bonus rupees.

First, note that the aforementioned Materials are listed in the Library like any other 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. A Crafter can even use several Materials to give several effects to the crafted item. However, the total rupee cost of the Materials cannot exceed 10 times the user's Crafter level. (So, a user with 3 Crafting (in Blacksmithing) can use up to 30 rupees of Materials to make a sword, or shield, or piece of armor, etc.)

Secondly, a crafter can earn bonus rupees. Whenever a Crafter finishes a quest which involved--even minutely--his Crafting ability, he can gain an additional amount of rupees equal to double his Crafting level. Generally, this represents the Crafter selling his services to other characters, but that aspect need not be specifically role-played. This rupee gain is a PerQuest affect, and as such, doesn't stack with any other PerQuest treasure.

The cost to gain the first level of Crafting in a trade is always 50 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 Crafting, but it becomes increasingly difficult to gain levels the higher you reach. You can have Crafting levels in different trades, but you must earn each trade independently of the other. The rupee bonuses (still) do not stack, even between two trades.

Blacksmithing

The blacksmith trade is the most common trade used by warriors, as metal can be used to craft traditional weapons like axes and swords, thrown weapons, shields, and protective metallic armor. Blacksmiths benefit from being able to craft both the hardest and the sharpest objects. When a blacksmith consumes a Material, he can craft any one metal melee weapon, an ample supply of metal ammunition for a ranged weapon (includes arrows or bolts), a suit of armor, an armor accessory, a shield, or nearly any one object smaller than the blacksmith which is made mostly out of metal.

As a blacksmith, you can freely repair any broken, rusted, or bent metallic item during a role-play. Since metal items are usually smelted and shaped, you cannot normally separate such items into their Material components.

Woodworking

While wood isn't as rigid as steel, a good woodworker knows it can be far more versatile. Almost anything which can be made out of metal can also be made out of an appropriate type of wood, whether it be hard oak for a shield, or sharpened Deku sticks for a blade. Furthermore, a woodworker can create objects a blacksmith can't, including bows and whips made from twine. When a woodworker consumes a Material, he can craft any one wooden melee weapon, an ample supply of ammunition for a ranged weapon, a wooden armor accessory, a wooden shield, or nearly any one object smaller than the blacksmith which is made mostly out of wood or twine.

As a woodworker, you can freely repair any broken wooden item during a role-play. If a wood-based item you own is specifically made up of different woodworker-useable materials, you can freely separate that item into its Material component(s).

Tailoring

A tailor is often a spellcaster's best friend. Since a battle mage's power can be weakened in armor, they typically make use of a tailor's fine work to protect them. A tailor can create objects out of hide (such as leather), or many kinds of different threads (such as silk and cotton). Furthermore, magical cloth can be used to protect from heat, cold, and even drowning--a feat metal or wood alone has yet to accomplish. When a tailor consumes a Material, he can craft any one piece of clothing, an entire outfit, a rope, a shield made from hide, or nearly any one object smaller than the tailor which is mostly made from thread or hide.

As a tailor, you can freely repair any broken cloth item during a role-play. If a cloth-based item you own is specifically made up of different tailoring materials, you can freely separate that item into its Material component(s).

Botany

A botanist is the rarest, and most esoteric, of the four trades. While others often look on this trade as flower-growers, their versatility can be surprising. Even bombs can be grown from flowers. Indeed, a botanist can grow fruits, vegetables, trees, flowers, and other flora easily. What's most useful in their trade, however, is the ability to create magical seeds which can sprout flames, create powerful gales, and other effects. As they gain experience, botanists can even combine different seeds, petals, roots, and other plant parts to create potions and even poisons, among other useful materials. When a botanist consumes a Material, he is cultivating seeds or plants, or combining different seeds or plants, to create any one of the following:

  • a Template:Field:SingleUse Template:Field:Potion which can only be used once; different Materials used to make SingleUse Potions can be combined to make one such Potion, which combines the effects of the consumed Materials
  • a Template:Field:Stock of seeds or juices which can be used repeatedly; different Materials used to make seed or juice Stocks can be combined to make one such Stock, which combines the effects of the consumed Materials
  • a useful tool made only from specified ingredients; Materials cannot be combined to alter the effects of these tools

A botanist material will always explicitly state whether it's used for a SingleUse item, a Stock item, or a specific tool.

As a Botanist, your expertise enables you to identify nearly any kind of flora, and know the effects of poisons or potions by hints such as color, aroma, or taste. Because of this, you gain a unique perk different from other Crafts. Once per Quest, you can role-play the action of harvesting one Botanist Material from a suitable plant. You would have to pay for it as a normal Quest reward, but can reduce the price by an amount equal to your Botanist level.