Rogue Wiki
Back to rogue-mud.com
Wiki Systems Crafting

Crafting

The nine crafting disciplines, how recipes are learned, and how items are made.

Crafting turns gathered resources into weapons, armour, food, potions, jewellery and scrolls. It runs on nine independent disciplines, each with its own skill level from 1 to 100, and it is open to every character regardless of class or character level. What limits you is the discipline skill you have trained, the recipes you have learned, and whether you are standing at the right station.

The Nine Disciplines#

Discipline What it makes
Smithing Metal weapons, plate and mail armour, shields, ingots, ammunition
Woodcraft Bows, crossbows, staves, clubs, wooden shields
Leatherworking Tanned leathers and leather armour
Tailoring Woven bolts, cloth armour, bandages, bags and pouches
Alchemy Potions, tinctures and poisons
Cooking Flour, dough, breads and prepared dishes
Jewelcrafting Cut and polished gems, rings, amulets, bracelets, earrings, brooches
Inscription Parchment, ink and scrolls
Salvaging Breaking finished gear back down into raw materials

Each discipline is levelled separately. Being a master smith gives you nothing at all towards alchemy.

Skill Levels#

Every discipline runs from level 1 to a cap of 100. Experience is granted on every successful craft, calculated as the number of units produced multiplied by 3 + (recipe level x 3 / 5), so working near the top of your ability advances you far faster than churning out beginner items.

The amount needed to move up a level is deliberately shallow at the start. Below level 10 a level costs 100 x level / 3 experience; from level 10 upward it costs 100 x level. That gives a quick climb through the introductory tier and a long haul thereafter.

Use prodskills to see your current level and progress in every discipline.

Recipes#

A recipe records a discipline, a required skill level, a station, a list of ingredients drawn from your resource wallet, and how many units one attempt produces.

What You Already Know#

Two groups of recipes are known from the outset and never need to be found.

Learning the Rest#

Everything else arrives on a recipe scroll. Reading one teaches the recipe permanently and destroys the scroll. You must already meet the discipline skill requirement before the scroll will teach you anything; if you are below the required level the diagrams simply make no sense and the scroll is not consumed.

Recipe scrolls turn up in three places.

Search and dig drops are level-appropriate to where you are standing. A recipe unearthed in a deep, rich mine will be a high-tier one; a recipe found in a starter meadow will be modest. Recipes you already know are never rolled, so a drop is never wasted. Both rolls obey the same once-per-room-per-cycle limit described in gathering.

Use recipes to browse the catalogue, drilling down by discipline, then group, then material. Each row shows whether the recipe is unlocked for you.

Making Something#

craft on its own opens the crafting browser. craft <recipe> starts work on a named recipe, matching either the recipe's proper name or its internal key, with or without spaces, so craft trail bread and craft hardtack both work.

Before work begins the game checks four things: that your discipline skill meets the recipe level, that you know the recipe, that the station and tool requirements are met, and that you hold enough materials. If you are short of ingredients you are told exactly what is missing and how much more you need.

A craft takes 60 seconds, with a progress message at the halfway point. You may only work on one thing at a time. Leaving the room breaks your concentration and abandons the attempt, and dying or falling unconscious ends it. When the timer expires the station and your materials are checked again, so walking away from a forge that has gone cold or spending your materials elsewhere will waste the work.

There is no random failure. If the gates pass at both ends of the timer, the craft succeeds. One invocation of craft produces one attempt, which yields whatever the recipe's output count specifies.

Quality#

Finished weapons, armour and shields are stamped with a quality grade determined by how far your discipline skill exceeds the recipe's required level.

Skill above requirement Quality
0 to 4 Moderate
5 to 9 Fine
10 to 14 Good
15 to 24 Superior
25 or more Pristine

Quality is a straight multiplier on the item's statistics, so revisiting an old recipe once you have outgrown it produces a materially better item than it did the first time. It is the same quality axis that dropped gear uses, described on world drops.

Stations and Tools#

Some disciplines need equipment before they will work.

Smithing needs a forge, and the forge must be lit and hot. You must also be carrying a smithing hammer. Light a cold forge with light forge, which consumes 5 coal from your resource wallet, and it takes 60 seconds to come up to working heat. stoke forge consumes 2 coal and resets the idle timer. A hot forge stays hot for 600 seconds without work before it begins to cool, and cooling takes a further 60 seconds. Looking at the forge tells you which state it is in.

Cooking needs a kitchen.

The remaining disciplines currently have no station requirement, though rooms across the world are furnished with the appropriate stations for flavour. A player who owns a house can have crafting stations installed in it.

Some smithed items need cooling. If a cooling table is present in the room the finished piece is placed on it automatically; otherwise it goes straight into your hands.

Where the Output Goes#

What you make lands in one of three places.

Everything you craft carries your name as its maker.

Material Tiers#

Progression within a discipline is organised by material. Each material has a base level, and individual items within that material add an offset of up to 9 levels on top, so a single material band spreads across roughly ten levels of skill.

Smithing Metals#

Metal Base level
Flint 1
Copper 10
Lead 15
Bronze 20
Iron 30
Steel 40
Obsidian 50
Silver 60
Gold 65
Platinum 68
Mithril 70
Adamant 80

Woodcraft Timbers#

Wood Base level
Pine 1
Birch 3
Oak 8
Ash 12
Maple 18
Willow 22
Cedar 28
Rowan 35
Yew 45
Ironwood 60
Elderwood 80

Leatherworking#

Hides are tanned into processed leathers, and armour is made from the processed tier.

Leather Base level
Rough Leather 3
Boiled Leather 10
Studded Leather 18
Hardened Leather 28
Reinforced Leather 38
Scaled Leather 48
Drakeplate 58

Tailoring Fabrics#

Fabric Base level
Wool 1
Coarse Wool 6
Hemp 12
Nettlecloth 18
Linen 24
Cotton 30
Fine Wool 36
Canvas 42
Silk 50
Velvet 58
Brocade 68
Spidersilk 81