Crafting and Professions
Crafting in The Domains of Dread is heavily altered from vanilla Third Edition and Neverwinter Nights sources. There are no conventional skills which govern crafting. Crafting may be initiated from interacting with an associated workbench in the world or bringing up the crafting NUI menu through chat command !craft
, short alias !c
. !profession [shortname or opcode]
, short alias !p
, will bring up information regarding crafting professions such as effective crafting level.
General Crafting
General, or unskilled crafting, is any kind of craft which does not have an associated crafting profession or effective crafting levels. They may therefore be performed by anyone and have access to all available products, assuming the correct workbench (if required) and ingredients.
Cooking
Creation of foodstuffs for basic or applied sustenance, such as cakes or pemmican. As there is no HTF (hunger, thirst and fatigue) system in The Domains of Dread, food creation is primarily a roleplay oriented craft though certain advanced products will provide some mechanical benefit to characters, such as minor overheal.
Fishing
The procurement and preparation of seafood, such as salmon or crab.
Survival
Creation of certain objects, tools or brushwork meant to enable existence outside of civilization, such as campfires or rope.
Crafting Professions
Profession, or skilled crafting, is any kind of craft which does have an associated profession and effective crafting levels.
Alchemy
Creation of thaumaturgical or alchemical products, such as varnishes or alchemist's fire. Locked to certain class archetypes by default, namely Artificer.
Enchanting
Creation of supernatural products such as non-mundane items or impressing Influenced modifiers into existing equipment. Locked to class archetypes capable of casting Arcane or Occult spells.
Herblore
Creation of natural, mundane salvos, poisons or curatives such as venom darts or potions defending primarily against status effects and the curing of nonmagical poisons or diseases.
Jewelrymaking
Creation of mundane accessories such as rings, amulets and other delicate products. Includes gemcutting.
Leatherworking
Creation of leather equipment such as weapons and armor. Includes tanning.
Machining
Creation of engineered tools or inventions such as clockwork or gunpowder like pistolery and explosives.
Smithing
Creation of metal equipment such as weapons and armor. Includes plating and engraving.
Tailoring
Creation of textiles such as clothing, robes or some light armors. Includes dyeing.
Woodworking
Creation of wooden products such as placeable furniture or some weapons. Includes woodcutting.
Crafting Progression
Every character progresses their chosen crafting professions through a tiered level system where the highest tier is always tier 0
. Do note that as a character achieves breakpoints in a craft, they may lock themselves out of reaching tier 0
in other crafting professions depending on their class archetype and any Mist Token perks selected during character creation. By default, any character who reaches tier 0
in two crafting professions cannot reach tier 0
in any other crafting professions for the lifetime of the character.
Gaining Crafting Experience
Crafting experience is a form of experience that is independent from the character's overall level progression unless they are a Guildsman, in which case gaining crafting experience will also contribute to storyline experience. Certain tasks relating to the crafting profession will yield crafting experience such as harvesting ingredients but the bulk of crafting experience will be through completing various crafting projects.
Progressing Crafting Tiers
Every tier has requirements which characters must fulfill in order to progress to the next tier - see the individual profession pages for more details. Once they have "broken through" to a new tier, an IRT timer will begin to represent the character's need to soak through their new capabilities in order to start earning any new crafting experience at 1.0x
base values. For example, a character might start earning crafting experience at a rate 0.5x
base values immediately after ascending through to a new tier, ticking upward every day until they have returned to 1.0x
. This soak time is variable and depends on the tier being broken into, with higher tiers requiring more than previous tiers.