Crafting

The Weapons Station and Armor Workshop
Used to add specific properties to your items. The cost in doing this depends on the current power of the item, with differing resources required depending on the property chosen. This method of crafting is useful for increasing the power of exceptional items, or for those who wish to build their items from the ground up. This method of crafting is the most resource intensive. Each Armor has a maximum of 50 power. A character may increase the power of an armor item +1 every 2 levels. Each Weapon has a maximum of 100 power. A character may increase the power of a weapon item +1 every level. The Craft Armor and Craft Weapon Skills reduce the cost of using the Armor Workshop and Weapon Station.

Custom Weapon Properties
Class Skill Damage  - Increases the damage of some of your class's custom abilities. Soulreaping  - The player will be healed the amount shown on an enemy's death. The weapon does not have to kill the enemy, ie, a kill with a spell will trigger this effect. Spell Damage  - Increases the base damage of all spells, including OnHit weapon effects. Spellweaving  - Increases the percentage chance per cast that the player will increase that cast's damage by 50%. Thorns  - Reflective damage when an enemy hits you. Augment Sockets  - Weapons have Offensive Augment slots. OnHit Effects  - OnHit Spell Effects power increases with +spell damage. Impacts  - Specialized enchantments that can be placed on weapons. Impacts fire once per round. Cleave is default.
 * Craftable?:  Yes +50 max
 * Craftable?:  Yes +50 max
 * Craftable?:  No
 * Craftable?:  No
 * Craftable?:  No
 * Craftable?:  Yes 3x with Holepunch
 * Craftable?:  Yes with Augments
 * Craftable?:  Yes

Weapon Specific Impacts
"Only Main Hand will be considered when dual wielding."   Mauling  "Mauling is a heavy single target impact dedicated to Mauls, Warhammers, and Light Hammers."  Damage Type: Bludgeoning  Damage Increased by: Impact Damage, Raw Strength Score, Two-Handed Bonus    Jag  "Jag is a piercing single target impact effect dedicated to Assassin's Daggers, Sai, Katars and Wind Fire Wheels."  Damage Type: Piercing  Damage Increased by: Impact Damage, Raw Dexterity Score, Bluff    Hack </dt> "Hack is a slashing singl target impact effect dedicated to Maug Double Swords, Double Scimitar, Twin Swords, and Double Axe."  Damage Type: Slashing</dd>  Damage Increased by: Impact Damage, Raw Strength Score, Parry</dd> </dl>   Impale </dt> "Impale is an impact effect dedicated to Spears. Pierces through frontal enemies."  Damage Type: Piercing</dd>  Damage Increased by: Impact Damage, Raw Strength Score, Disipline</dd> </dl>   Ravenblade </dt> "Ravenblade is a single target impact effect dedicated to Scimitars, Rapiers, Kukri, and Kamas."  Damage Type: Slashing</dd>  Damage Increased by: Impact Damage, Raw Dexterity Score, Parry</dd> </dl>   Pummel </dt> "Pummel is a martial arts single target impact effect dedicated to Gauntlets."  Damage Type: Bludgeoning</dd>  Damage Increased by: Impact Damage, Raw Strength/Dexterity/Wisdom Scores</dd> </dl> <dl> <dt> Avenger </dt> "Avenger is a single target impact effect dedicated to Dwarven Waraxes, Bastard Swords, and Mercurial Swords." <dd> Damage Type: Slashing & Piercing</dd> <dd> Damage Increased by: Impact Damage, 50% of Raw Strength and Constitution Scores</dd> </dl> <dl> <dt> Draw </dt> "Draw is a single target impact effect dedicated to the Samurai." <dd> Damage Type: Slashing</dd> <dd> Damage Increased by: Impact Damage, Raw Strength and Dexterity Scores</dd> </dl> <dl> <dt> Whiplash </dt> "Whiplash is a single target impact effect dedicated to the Whip" <dd> Damage Type: Slashing</dd> <dd> Damage Increased by: Impact Damage, Raw Strength and Dexterity Scores</dd> </dl> <dl> <dt> Eagle Eye </dt> "Secures a ranged target with the precision of an Eagle. Viable using ranged weapons equipped with Impact ammunition." <dd> Damage Type: Piercing</dd> <dd> Damage Increased by: Impact Damage, Raw Dexterity Score</dd> </dl>

Skill Specific Impacts
<dl> <dt> Runic Weapon </dt> "Runic Weapon is a single target impact effect which delivers a blast of magical energy." <dd> Damage Type: Magical</dd> <dd> Damage Increased by: Impact Damage, Lore, Two-handed Bonus</dd> </dl> <dl> <dt> Grim Weapom </dt> "Grim Weapon is a single target weapon impact which intimidates the foe. This impact effect occurs less often but does increased damage." <dd> Damage Type: Negative</dd> <dd> Damage Increased by: Impact Damage, Intimidate, Two-handed Bonus</dd> </dl> <dl> <dt> Wild Edge </dt> "Wild Edge is a single target impact effect dedicated to Shifters." <dd> Damage Type: Slashing</dd> <dd> Damage Increased by: Impact Damage, Raw Strength Score, Druid & Shifter level</dd> </dl> <dl> <dt> Totem </dt> "Totem is a single target impact effect dedicated to insideous Shamans and ruinous Cultists" <dd> Damage Type: Fire</dd> <dd> Damage Increased by: Impact Damage, Taunt, Intimidate</dd> </dl> <dl> <dt> Ricochain </dt> "Ricochain is a double target impact effect dedicated to vile cut-throats, which allows chain linked weapons to bounce from the main target - striking others." <dd> Damage Type: Piercing</dd> <dd> Damage Increased by: Impact Damage, Raw Dexterity Score, Set Trap</dd> </dl> <dl> <dt> Discharge </dt> "Discharge occasionally releases from your weapon, shocking random nearby targets." <dd> Damage Type: Electrical</dd> <dd> Damage Increased by: Impact Damage, Spellcraft, Lore</dd> </dl> <dl> <dt> Blood Pact </dt> "Your thirsty weapon occasionally saps you for 15% of your maximun HP while delivering bonus Negative damage to your foe." <dd> Damage Type: Negative</dd> <dd> Damage Increased by: Impact Damage, Maximum Health</dd> </dl> <dl> <dt> Scar </dt> "A keen allows you to occasionally strike the enemy for vital damage. Has a 5% chance to deal double damage." <dd> Damage Type: Slashing</dd> <dd> Damage Increased by: Impact Damage, Two-handed Bonus</dd> </dl> <dl> <dt> Bonechill </dt> "Bonechill attacks engulf your enemy in ice potentially freezing them solid for a short time." <dd> Damage Type: Cold</dd> <dd> Damage Increased by: Impact Damage</dd> </dl>

Knowledge Specific Impacts
<dl> <dt> Marrowfang </dt> "Marrowfang sheen is a single target weapon impact effect dedicated to Assassin's Daggers, Sai, Katars, and Wind Fire Wheels. It deals damage while healing the user for 25% of the damage dealt." <dd> Damage Type: Negative</dd> <dd> Damage Increased by: Impact Damage, Raw Dexterity Score</dd> </dl> <dl> <dt> Crusader </dt> "Crusader is a single target impact effect dedicated to Righteous Warriors." <dd> Damage Type: Divine</dd> <dd> Damage Increased by: Impact Damage, Heal, Raw Wisdom Score, Two-handed Bonus</dd> </dl>

Custom Armor Properties
Class Skill Damage  - Increases the damage of some of your class's custom abilities. Spell Damage  - Increases the base damage of all spells, including OnHit weapon effects. Spellweaving  - Increases the percentage chance per cast that the player will increase that cast's damage by 50%. Thorns  - Reflective damage when an enemy hits you. Augment Sockets  - Armor has Defensive Augment slots. Damage Reduction  - Reduces damage by an amount. Scales with level. Stacks with DD, Barbarian, and Feat DR. Diminishing returns for high amounts of reduction.
 * Craftable?:  No
 * Craftable?:  Yes
 * Craftable?:  No
 * Craftable?:  Yes
 * Craftable?:  Yes 3x with Holepunch
 * Craftable?:  No

The Forge
Used to create new items with random properties. In addition to these random properties, base properties can be guaranteed by crafting the item with any non-metal resource. For instance, creating a weapon with Ruby will guarantee fire damage on weapons, or fire resistance on clothing - in addition to other random properties. Increasing your level will allow you to create even more powerful items. Crafting items in the Forge is useful for potentially creating very powerful items, to be later enhanced using the Tinkering Station. A large benefit to crafting items using the Forge is that you are in control of which item types are made. Gaining access to forges throughout the world will allow the creation of more powerful items.

The Trap Workshop
Used to create average and advanced traps and throwable weapons, such as grenades and molotovs. Increasing your Craft Trap skill will allow you to create more traps using fewer resources. One additional trap can be made per 20 points in Craft Trap.

Custom Traps
"Custom traps work like turrets that are ideally set up before engaging." <dl> <dt> Automated Ballista </dt> "A single target seige weapon." <dd> Damage Type: </dd> <dd> Damage Increased by: Set Trap</dd> </dl> <dl> <dt> Cruel Spike Emitter </dt> "A short range AoE seige weapon." <dd> Damage Type: </dd> <dd> Damage Increased by: Set Trap</dd> </dl> <dl> <dt> Siege Launcher </dt> "A long range AoE siege weapon." <dd> Damage Type: </dd> <dd> Damage Increased by: Set Trap</dd> </dl>

The Alchemists Lab
"Used to create tonics and poisons. Possessing the Brew Potion feat allows for double potions to be brewed."

Magic Potions
<dl> <dt> Nature's Tonic </dt> "Endure the Elements of nature, absorbing a small abount of elemental damage." <dd> Requires: 1 x Bottle, 2 x Auric Amber, 2 x Glowing Leaf</dd> </dl> <dl> <dt> Bull's Strength </dt> "Increases one's strength allowing them to carry more weight." <dd> Requires: 1 x Bottle, 2 x Burning Grape, 2 x Blackroot</dd> </dl> <dl> <dt> Cat's Grace </dt> "Increases one's Dexterity" <dd> Requires: 1 x Bottle, 2 x Burning Grape, 2 x Brass Stalk</dd> </dl> <dl> <dt> Potion of Endurance </dt> "Increases one's Constitution" <dd> Requires: 1 x Bottle, 2 x Red Tips, 2 x Harvest Nut</dd> </dl> <dl> <dt> Clear Tonic </dt> "Removes the effects of Daze, Sleep, Confusion, Stun, and Charm, and protects against all mind-affecting effects until it expires." <dd> Requires: 1 x Bottle, 10 x Glowing Leaf, 2 x Blackroot</dd> </dl> <dl> <dt> Potion of Lesser Restoration </dt> "Removes all magical, extraordinary, and supernatural effects that apply a penalty to ability scores, armor class, attacka nd damage rolls, spell resistance, and saving throws." <dd> Requires: 1 x Bottle, 10 x Brass Stalk, 2 x 5 x Grailweed</dd> </dl> <dl> <dt> Solemn Ward </dt> "Provides a 100% protection aura versus elemental damage for 4 seconds. An effective guard versus fatal damage when used strategically." <dd> Requires: 1 x Bottle, 10 x Red Tips, 20 x Gale Leaf</dd> </dl> <dl> <dt> Aura Ward </dt> "Provides 100% protection versus Negative Positive Divine and Sonic damages for 4 seconds. An effective guard versus fatal damage when used strategically" <dd> Requires: 1 x Bottle, 10 x Blackroot, 20 x Glowing Leaf</dd> </dl>

Toxic Poisons
<dl> <dt> Green Frog Poison </dt> "Provides +2 Acid Damage to physical attacks. Requires knowledge of poison use." <dd> Requires: 1 x Bottle, 10 x Auric Amber</dd> </dl>

Utility Mixes
<dl> <dt> Grailweed Alcohol </dt> "A potent alcohol commonly used to start flames." <dd> Requires: 1 x Bottle, 1 x Grailweed, 1 x Bristle Weed</dd> </dl>

Gathering

 * Purchase a mining pick and a skinning knife to gather materials while adventuring.


 * Animals with the Animal Bone(or similar item) item in their drop bag can be skinned (sometimes multiple times) for Raw Leather.


 * All mined materials are automatically smelted and then deposited into an account wide storage system and then can be consumed using the Armor and Tinker stations.


 * Auric Mineral, Bone Plating, Emerald Rune, Fine Cloth, Fractured Skull, Gauze Lining, Lacerating Spike, Leather Strand, Reinforcement Rod, Runic Fragment, Silk Strands, Thornleaf. These crafting components may be stored in account storage using the Materials Storage chest. The Tinker and Armor stations use stored materials.


 * The Rip Disassembler will break armor down into basic components.


 * Use the Component Workshop to turn raw materials into crafting components.