|Systems and Tools|
In 2nd Edition AD&D, PCs could learn proficiencies such as bowyer/fletcher, armorer, and weaponsmith, which allowed that PC to make bows and arrows, armor, and weapons, respectively. But making such things took up time, and rarely would a party of adventurers allow one of their characters to spend months making a suit of armor when they could simply buy one in five minutes.
This is not so on Avlis. In Avlis, your character does not even have to fight monsters to gain experience points (XP), if he wants to. Thanks to Avlis' crafting system a PC can spend his entire career being a blacksmith, a weaponsmith, an armorer, a jeweller, an alchemist, or even a tailor. Or he could spend some of his time doing the deeds a "traditional" adventurer would do and use the rest crafting items.
Crafting on Avlis
PCs of any class can be crafters. To craft an item only two things are needed – the proper ingredients and the proper place at which to craft. For example, a blacksmith would first need to find some iron ore and smelt it at a forge. Then perhaps he would flatten that iron into sheets on an anvil. After that he might use those iron sheets along with other ingredients to form a suit of armor.
Gathering ingredients can be both easy and difficult. In the blacksmith example, the blacksmith might have to enter a mine and gather ore. Or perhaps he would enlist others to do so for him, or perhaps join a group of people and enter the mine together, for it is often the case that mines are inhabited by all sorts of creatures come up from the underground world. And the blacksmith might find that he cannot just pick the ore from the walls of the mine by hand – he might need some kind of hammer to knock the ore out. Finding a place to work the ingredients is usually a case of common sense. Blacksmiths use forges and anvils. Bowyers might use a sawhorse to work the wood they have found or cut.
Crafters can also make use of the Avlis Recycling System, which is literally that - converting existing items into basic crafting ingredients, whether the remnants of an unfortunate mercenary's sword, or a pair of boots hand-made by yourself.
Indeed, there is one other thing a crafter needs to make something – its recipe. There are many ways to find the proper recipe needed to make an item. One is simple trial and error. Many of the item recipes follow common sense. Another is to ask another PC. Of course, the PC may not know, or he may not be inclined to tell you. A third way is to do some in-game research. You might find certain item recipes in a book, or you might learn an item recipe from a DM as a reward for good roleplay. And yet another way is to join a crafting guild. You probably have to pay some sort of fee or dues to the guild, but in exchange you will learn their recipes and have access to their crafting supplies and work areas.
When you attempt to craft an item you may not always succeed; indeed, your chance of success depends on the difficulty rating of the item you are trying to craft. Whenever you successfully craft an item your PC will gain two types of XP – standard XP and crafting XP. Standard XP is the same type of XP you get for killing monsters and completing scripted quests; it goes toward advancing your character level (see also: Experience System). Crafting XP goes toward the type of skill associated with the item you made. If you smelt ore, you will gain XP in Blacksmithing. If you make a potion, you will gain XP in Alchemy. If you spin cotton into fabric, you will gain XP in Tailoring.
Levels can be gained in each of the different types of crafting. As a PC gains crafting levels the difficulty of making things goes down – items that were once impossible for him to try and craft become merely difficult, and formerly difficult items may become easy to craft. To keep track of your crafting XP you can review your crafting skills using the crafting menu located in the Emote Radial menu, or type /check craftxp (see also: Avlis Command Prompt).
Using the Crafting Menu
A crafting location is usually a placeable set as a container. Upon placement of items in the container, a small user's fee will be deducted, and the crafting menu will open up, consisting of several options:
1. Load Raw Materials
- This command will check the items in the placeable and then transfer items with the same name and tag from your inventory into the placeable - manually moving each item into the placeable is not required.
2. Crafting Type Options
- These commands show what categories of crafting are available at this particular placeable.
2a. Crafting Category Recipes
- This forms the bulk of the crafting menu. These display the recipes that can be crafted at this placeable within the specific crafting category. They are further subdivided by difficulty - easy, normal, hard, and very hard. The recipes within do not give any information on the required ingredients - this is considered In-Character information that should be researched or learned IC.
Selecting one of these options further provides you with more options:
A. Craft Quantity
- Makes a number of craft attempts for the selected item as specified. Crafting will stop when the number of attempts has been reached or until materials run out. Crafting items will take some time and will expend ingredients for each attempt. In the case of some recipes, a real XP cost from your character must be paid per attempt - a prompt will be given to show the XP cost required and gives an option to cancel out of the process before beginning.
B. Toggle Research/Bulk Mode.
- Research Mode is primarily an experimental mode. Only small quantities may be crafted, but always give experience regardless of a success or failure.
- Furthermore, research mode will inform you if you are missing ingredients or sufficient quantities to craft an item.
- Bulk mode allows crafting in large quantities, but experience is only given for successes, and no information about ingredients is given.
3. Unload Raw Materials
- Moves the contents of the placeable to your inventory.
4. Clean off Workspace
- Deletes the contents of the placeable.
- Exits the crafting menu. Any items still on the placeable will remain there.
In Avlis, Alchemy is the art of creating potions that emulate the effect of a spell. One gathers components needed, and mixes them to create the potion desired. There are many alchemists on Avlis, the publically best known ones being the alchemists and herbalists of the organisation AKN (The Guild for Advancement of Knowledge in Nature).
Alchemy is done on an Alchemist's Table.
Alchemists can also brew alcoholic beverages which can be used in the Bartending system.
Armorcrafting entails the making of helmets and armor, from padded clothes to Mithril carapaces, and more. Armorcrafting is done on an Anvil.
See also: AAAA, The Avlis Arms and Armour Association.
Artificing allows spellcasters to create wands and scrolls that are as strong as, or even stronger than their cast spells. Items such as swords and shields can be enchanted as well.
Blacksmithing is prmarily about making ingots of suitable materials, but can be used for things not included in Armorcrafting or Weaponsmithing as well, such as arrowheads. Blacksmithing is done with a Forge and an Anvil.
See also: AAAA, The Avlis Arms and Armour Association
Carpentry entails the making of bows, composite bows, crossbows, arrows, shields, instruments, and more. Carpentry involves gathering and chopping wood from trees to create these things as well. Carpentry is done with a Sawhorse.
See also: ACE, The Avlis Carpentry Enterprises
The polishing and cutting of gems to be used in Jewelcrafting. Gemcutting is done with a Jewelcrafting Table.
Herbalism is the study of the use of medicinal plants. Herbalists can create bandages, ointments and poultices. Higher level herbalists can also make other items from plants such as poisons and bone meal fertilizer as well as items of a mystical bent such as zombie powder. Many of the things created with Herbalism have a use in Alchemy as well. Herbalism is used with an Alchemist's Table. The Cooking subskill grants Herbalism XP.
Once the gems used have been polished, they can be used to craft trinkets, such as amulets and rings. Often, these things are imbued with the quality of some being, enchanting the wearer in some way. Jewelcrafting is done on a Jewelcrafting table.
It is a well known fact that Jewelcrafting is harder and more expensive to advance in than other crafts. This is intended, and is considered a Dead Horse
See also: AJA, The Avlis Jewelers' Association
The excavation of minerals from the base rock, the minerals can then be smelted to ingots later. You need a suitable pick to be able to mine. Metal ores and gems require different picks.
More experienced gem miners can "crack" a flourspar or amethyst vein to possibly expose better gem veins. ((OOC: The "cracking command" is enabled by left-clicking or "using" the gem vein with a gem pick equipped. This enables an experienced miner to dispose of the vein quickly, allowing a new gem vein to respawn later, and not leave an area to be entirely populated with flourspars and amethysts.))
Creating any sort of dress, outfit or armor made of cloth. Often, proficient tailors can make their creations magical by using the right materials. Tailoring is done with a Bolt of Cloth or a Loom.
Part of the Avlis Trap System. Useable by classes other than rogue.
The creation of weapons by forming the proper materials to the form desired and attaching it to a handle. Weaponsmithing is done with an Anvil.
See also: AAAA, The Avlis Arms and Armour Association