Fine Crafting
While any blacksmith is likely to have a few standard long swords for sale for $125 at any given time, players will always be in the market for better long swords - and not all long swords are created equal.
A tempered and carefully honed long sword might do +1 Damage with a Fast Attack. A well-balanced long sword made with a higher quality steel might offer +1 to Fast Attacks and +1 to Block versus Fast Attacks. But what about a tempered and carefully honed, well-balanced long sword made with a higher quality steel? Could such a sword offer all of those bonuses?
It can.
Fine Crafting and Bonuses
The primary benefit of finely crafted items is that they provide bonuses to skill rolls made while using the item. The finer the item, the greater the bonus. But there is an important difference between finely crafted items that provide bonuses to 'mundane' skills, and finely crafted weapons or armour that provide bonuses in combat.
Finely Crafted Items
Finely crafted items provide a bonus to a single specific skill that is not a combat skill. For example, finely crafted Shoes of Dancing +1 would provide a bonus of +1 whenever the player rolls a Challenge using their Dancing skill, but they would provide no bonuses to rolls using the Distance Running skill, no bonuses to movement, or anything else. In other words, they are finely crafted Shoes of Dancing +1, not finely crafted Shoes +1.
There is no such thing as a finely crafted rope +2 that adds +2 to the Climbing skill and +2 to the Knots skill. The skill which is enhanced by the finely crafted item must be pre-defined. A finely crafted Rope of Climbing +2 is a different item from a finely crafted Rope of Knots +2. A finely crafted Rope of Climbing +2 and Knots +2 can exist - but this is a +4 item, not a +2 item (and is much more rare and expensive).
Note that finely crafted items can only provide bonuses to skills that require the active use of the item. There is no such thing as a finely crafted Rope of Dancing, or finely crafted Pants of Locksmithing, for example.
Futhermore, bonuses provided from finely crafted items do not stack - a finely crafted Rope of Climbing +3, combined with a finely crafted Harness of Climbing +2 and a finely crafted Hammer & Pitons of Climbing +2 do not provide +7 to challenges using the Climbing skill; only the item with the largest bonus is counted, in this case the Rope of Climbing +3.
Finely Crafted Weapons, Armour and Ammunition
Unlike finely crafted items, which provide a bonus directly to a specified skill, finely crafted weapons, armour or ammunition instead provide their bonuses to a specific property of the item in question.
For example, a long sword with a bonus of +3 does not grant +3 to Weapon (Long Sword) skill (and therefore +3 to all attacks and defenses), but instead it might grant +3 to Strong Attacks, while offering no bonuses to Fast Attacks, defenses or damage. A different long sword +3 might provide +1 to Fast Attacks, +1 to Fast Attack Damage, and +1 to Block versus Fast Attacks. Both are +3 long swords, but how they behave is very different.
Similar to finely crafted items, multiple bonuses to the same property coming from different items do not stack. For example, a long bow with +3 Ready Damage firing arrows with +2 Ready Damage does +3 Ready Damage, not +5.
The different types of bonuses that can be applied to the properties of weapons, armour and ammunition are as follows:
- Bonuses to Melee Weapons (per level of bonus):
- Bulk: -1 to Bulk, to a minimum of 1
- Fast Attack: +1 to Fast attack and associated Effect attack
- Fast Damage: +1 to Fast attack damage
- Fast Block: +1 to Fast block
- Strong Attack: +1 to Strong attack and associated Effect attack
- Strong Damage: +1 to Strong attack damage
- Strong Block: +1 to Strong block
- Snap Block (shields): +1 to Snap block
- Ready Block (shields): +1 to Ready block
- Bonuses to Ranged or Thrown Weapons or Ammo (per level of bonus):
- Bulk: -1 to Bulk, to a minimum of 1
- Snap Attack: +1 to Snap attack and associated Effect attack
- Snap Damage: +1 to Snap attack damage
- Snap Min Range: -1 Min Range, to a minimum of 1
- Snap Max Range (Thrown): +0.5x Phys, to Snap max range
- Snap Max Range (Ranged): +1x Skill, to Snap max range
- Ready Attack: +1 to Ready attack and associated Effect attack
- Ready Damage: +1 to Ready attack damage
- Ready Min Range: -1 Min Range, to a minimum of 1
- Ready Max Range (Thrown): +1x Phys, to Ready max range
- Ready Max Range (Ranged): +2x Skill, to Ready max range
- Bonuses to Armour (per level of bonus):
- Bulk: -1 to Bulk, to a minimum of 1 (not usually a worthwhile investment)
- Protection: +1 Protection for each 2 full points of bonus
- Fast Dodge: +1 to Fast dodge
- Strong Dodge: +1 to Strong dodge
- Snap Dodge: +1 to Snap dodge
- Ready Dodge: +1 to Ready dodge
Finely Crafted Items versus Enchanted Items
Finely crafted items are not enchanted. While a given finely crafted item could offer the same bonuses as an enchanted item, they still remain ordinary objects, and there are several important distinctions:
- Finely Crafted versus Enchanted
- Finely crafted items are susceptible to ordinary wear and tear and will require maintenance - enchanted items are immune to ordinary wear and tear
- Finely crafted items can be Decayed, enchanted items cannot
- Finely crafted items cannot have their bonuses Dispelled, enchanted items can
- Finely crafted items cannot be sensed using Magic Sense, enchanted items can
- Finely crafted items cannot have their properties Identified, enchanted items can
- Finely crafted item bonuses do not stack, enchanted item bonuses do stack
- Some creatures can only be damaged by enchanted weapons
Silvered Weapons
As noted above, some creatures can only be damaged by enchanted weapons. Blessed weapons are an exception to this, and for purposes of crafting, silvered weapons are another exception.
Silvered weapons are considered to be enchanted for the purpose of damaging any sort of creature that is otherwise immune to non-magical weapons. The alloy of steel and silver from which they are made grants this benefit, but unfortunately also limits the quality of weapons that can be made with them. Regardless of how much time or skill is leveraged to forge such weapons, the maximum possible bonus that can be crafted into a silvered weapon is +5.
The cost of any silvered weapon is two times the List Price.
Price of Finely Crafted Items
Finely crafted items can be purchased, but they are significantly more rare and more expensive than standard off-the-shelf items. As a general rule, finely crafted items with a bonus of greater than +4 must always be commissioned, and are never held in stock by a vendor or craftsperson.
Calculating the price for a finely crafted item is straightforward, based on the List Price of a standard items and the bonus offered by fine crafting. As mentioned above, for silvered weapons, the price is based on two times the list price, as mentioned above. Several examples are provided here and the equation is as follows:
Finely Crafted Item Price = (List Price x Bonus) x 2^Bonus
Availability of Finely Crafted Items
The availability of finely crafted items for direct purchase is a function of two major factors, first is the mastery requirement for making them, and second is the relative distribution of craftspeople of a given mastery level among the population.
Craftsperson Mastery
Making high quality items is not a job for Apprentices - their contribution to the work consists of support tasks like operating forges, cutting raw material, or performing the other duties that support the more highly skilled craftspeople who are principally involved in making high quality items.
The higher the quality of a crafted item, the more bonuses it can offer, but also the longer it will take to make, and the more expensive it will be. The maximum bonuses that can be crafted into an item are defined below:
| CRAFTSPERSON | Novice | Apprentice | Companion | Master | Grandmaster |
|---|---|---|---|---|---|
| Skill Level | up to 8 | 9-11 | 12-14 | 15-17 | 18+ |
| Max Property Bonus | none | +1 per property | +2 per property | +3 per property | +4 per property |
| Max Total Bonus | 0 | +1 | up to +3 | up to +5 | up to +8 |
| Max Spell Power | none | 1 | 2-3 | 4-5 | 6-8 |
Maximum Bonuses
The maximum bonus that can be crafted into an item, as well as the maximum bonus that can be crafted into a single individual property of that item, are limited by both the precise level of the relevent crafting skill as well as by the level of mastery the craftsperson has in the Skill Field.
Example: High Skill, Low Mastery
A character with a 15 Blacksmithing skill might only be an Apprentice in the Trades Skill Field. This would limit their ability to forge a maximum bonus of +1 into a single property of a long sword. We can say that their general knowledge of their field is not broad enough to take full advantage of their high Blacksmithing skill.
Example: High Mastery, Low Skill
Conversely, another character who is a Grandmaster in the Trades Skill Field might nevertheless have only an 11 Blacksmithing skill. This would also limit their ability to forge a maximum bonus of +1 into a single property of a long sword. We can say that despite being a Grandmaster in their Skill Field, this person's specific knowledge of Blacksmithing is not good enough to make a truly exemplary long sword.
Example: Balanced Mastery and Skill
Finally, another character who is a Master in the Trades Skill Field and has a 17 Blacksmithing skill is able to take full advantage of both their broad knowledge of their field, as well as their deep, specific knowledge of their skill. Such a character could forge a long sword with a total bonus of as much as +5, with a maximum bonus of +3 on any single property. They could make a long sword with +3 Strong Attack and +2 Block vs Strong Attacks, or a long sword with +2 Fast Attack, +2 Fast Attack Damage, +1 Block vs Fast Attacks.
Craftsperson Availability
Items with a bonus of +4 or lower may be available off-the-shelf depending on the population density, as well as the kinds of activity that are more common in the region: in an area where there is lots of mining activity, mining equipment will be in high demand, and so finely crafted mining equipment and tools will be more commonly available.
For players seeking to commission items they cannot find, if they are able to find someone to do the work, you will need to determine how long the commission will take. These examples should make it easy to calculate the time it takes for any given commission.
Villages
In any given village, it is likely that a random tradesperson might have recently crafted a fine item and put it up for sale. The maximum bonus for such an object is +1. Such an object would likely have been created 'by accident' (a critical success while crafting some common object), but its existence will certainly be a point of pride for the craftsperson. The odds that such a random item would be something that players are specifically looking for would be vanishingly small.
Towns
In a town, players are likely to find many +1 items that fall into a high-demand category because they specifically support skills and trades that are important in the region. For example, a fishing town on an island might have many +1 items that support skills on the Transport - Sea skill field, such as Paddles of Boating +1, Ropes of Knots +1, or Nets of Fishing +1. It would also be more likely to find occassional items in this high-demand category with a +2 bonus. Additionally, there is the possibility of finding random +1 or +2 items outside of this high-demand category.
Minor Cities
Minor cities will tend to have multiple craftspeople covering every trade, and players should be able to find almost any specific +1 item or weapon they would like to purchase if they spend a day asking around and going from shop to shop. Additionally, +1 items in the high-demand category would be readily available, and +2 items would not be hard to find. +3 items in the high-demand category would be rare, as would random +2 and +3 items outside the category. In a minor city, it might also be possible to commission items from Master Craftspeople (with bonuses up to +3 per property, to a maximum of +5).
Major Cities
Major cities will have many craftspeople and vendors stocking items in the regional high-demand category in a range of qualities from +1 to +3, with prestigious craftspeople even stocking a few +4 items. Items outside the category will be readily available with bonuses of +1 and +2, and finding a specific +3 item might require up to a day of shopping around. Occasionally, random +4 items will be available. It is worth noting, however, that the requirement for a Grandmaster to create an item with more than a +3 bonus to a single property means that items with a pure +4 bonus will remain very rare; a Smoking Jacket of Diplomacy +4 will be far more rare than a Smoking Jacket of Carousing +2 and Diplomacy +2.
In major cities, as class divisions are expressed more strongly in the geography, it might also be the case that on certain high streets it will be hard to find items that are not finely crafted, and adventurers looking for ordinary gear might find themselves paying extra for bonuses they don't need. In a major city, it will always be possible to commission items from Master Craftspeople (with bonuses up to +3 per property, to a maximum of +5), and it may be possible to commission a Grandmaster (with bonuses up to +4 per property, to a maximum of +8).
Principal Cities
Principal cities, or capital cities are economically and industrially diverse and they are where finely crafted items are most readily available. These cities also attract the greatest craftspeople in the world (and often the workshops, schools and academies they run) and so are the best place to commission specific items of very high quality.
In a principal city, you will always be able to find essentially any item with a bonus of up to +3 and items with a bonus of +4 can generally be found if enough time is spent shopping around, especially if they are in the high-demand category. That said, because of the range of qualities and the fluidity of trade, it might be harder to find non-finely crafted items with no bonus, and it will be common to encounter vendors, dealers and resellers selling goods they claim are finely crafted, but are not (savvy buyers always buy from the craftspeople themselves, as these could be expelled from their guilds if they misrepresent their products).
In a principal city, it will always be possible - at least in theory - to commission items from Grandmaster craftspeople (with bonuses up to +4 per property, to a maximum of +8). Keep in mind that the work of such individuals is in high demand, and they have an interest in working for esteemed clients in order to build their reputation. Grandmaster craftspeople may not be interested in accepting long, high value commissions from unknown adventurers who happen to have recently come into great wealth - particularly if regional nobles of high repute are also seekign to commission their work.
Commmissions and Player Crafting
Sometimes a player might be looking for a very specific finely crafted item that they cannot find for sale. Alternately, a player might have a hard time finding somone with the appropriate level of mastery, who is both interested and available to accept their commission. The crafting rules are not exclusive to NPCs, and nothing prevents player characters with the right skills from investing the time and money to make their own finely crafted items (except, perhaps the agendas and ambitions of their adventuring companions).
As with basic crafting, to calculate the material cost, overhead cost, crafting time and (if it matters) potential profit for a finely crafted item, all you need to know is what the final price of the item would be, as defined above. Once you know how much the finely crafted item is worth, you can use the Rule of Quarters to calculate how much it will cost, and how long it will take to craft the item.
Examples of specific finely crafted items players might want to make, and a breakdown of how much they cost in terms of materials, overhead and time is provided here.
Base Items for Enchanting
Crafting high quality items is not only used to add bonuses to the items. It is also a necessary first step toward preparing an item to be enchanted. To prepare an item for enchanting, an item needs to be finely crafted with 'unassigned' bonus points. For example, a +4 long sword could have +2 Fast Attack and +2 Fast Damage, or it could just be a long sword with an 'unassigned' bonus of +4. This long sword would offer no benefit at all to the user, but it would have a bonus of +4 available for adding enchantments to the item.
Focus Crystals
In addition to preparing items for enchanting, high quality gems - known as Focus Crystals - can also be crafted and then enchanted in order to provide power to enchanted items. Once enchanted, a Focus Crystal crafted to have a bonus of +5 can provide the 5 Concentration cost required to cast a Power 4 spell inscribed into an item that was crafted with a bonus of +4.
In order to determine the costs and time required to produce a Focus Crystal, start with a List Price of $100 and then determine the cost of the Focus Crystal that will offer the amount of bonus you want using the equation for finely crafted items. The equation is below, and since the values are constant, a table is provided.
Focus Crystals can only be made using the Jeweler skill. Since the bonus being crafted into a Focus Crystal is not being assigned to a property, Focus Crystals with an unassigned bonus of up to +8 can be crafted by a Grandmaster. It is not possible to craft a Focus Crystal with a bonus higher than +8.
Focus Crystal Price = $100 x Bonus x 2^Bonus
| FOCUS CRYSTAL | Material Cost | Overhead Cost | Crafting Time | Purchase Price |
|---|---|---|---|---|
| +1 Bonus | $50 | $50 | 6 hours 40 minutes | $200 |
| +2 Bonus | $200 | $200 | 26 hours 40 minutes | $800 |
| +3 Bonus | $600 | $600 | 10 days | $2,400 |
| +4 Bonus | $1,600 | $1,600 | 27 days | $6,400 |
| +5 Bonus | $4,000 | $4,000 | 67 days | $16,000 |
| +6 Bonus | $9,600 | $9,600 | 160 days | $38,400 |
| +7 Bonus | $22,400 | $22,400 | 373 days | $89,600 |
| +8 Bonus | $51,200 | $51,200 | 853 days | $204,800 |