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Suhuba
Captain

PostPosted: Thu Nov 26, 2015 12:33 pm
Crafting!


The people of Tendaji are getting better and better at what they do, working hard to craft the items needed to survive. Crafting allows characters to work within their trade and gain EXP.
Item specs can be found here.

In order to craft, you need to set up statistics for your character. If you haven’t set up your stats already, you will need to do so here before you can begin.

Crafting Set Up

Crafting items can take place within the cities/villages of Tendaji.
Please set up your Crafting thread titles as follows:
[Character Name] crafts [Item Name] – [Title]
Ex. Antiope crafts Necklace - A Gift for Mother

And when your character is finished, mark the thread title with FIN so staff can deal out EXP.

Only two crafting threads can be open at a time per character!

Using Crafting Solos as Reqs


|| Blacksmiths are required to complete the number of crafting solos that are written in their requirements and cannot swap points. That is the price they pay for being able to do what they do.
|| All other non-battle classes can choose to use crafting solos to create some of their growth reqs. This number is specified in the growth requirement thread.
|| Writing additional words per crafting session will not earn you additional reqs. Only the words required are counted. (300 for non customized and 500 for customized)
 
PostPosted: Thu Nov 26, 2015 12:34 pm
First Posts


Each character's first post should contain this information:


[b]Character[/b] || [who's crafting]
[b]Stage[/b] || [insert title]
[b]Crafting[/b] || [insert item category and name. ex: armor, chestplate]
[b]Crafting Stat[/b] || [this is your skill stat plus your bonuses]
[b]Difficulty[/b] || [item's difficulty stat]
[b]Roll Needed[/b] || [range needed to win]
[b]Rolled[/b] || [insert roll(s)]
[b]Outcome[/b] || [success/failure]
[b]Experience earned[/b] || [calculated EXP]


Crafting


For a crafting solo to count towards a growth requirement or to earn EXP from them, you must write a 300 word solo crafting the item and revealing the result in some way.
|| You may only craft one item at a time.
|| One character can only open up to two crafting threads at a time. One of the threads must be completely filled in before another thread can be set up.
|| Threads can no longer be deleted just to discard the results!
|| Crafting can only be done alone. (It cannot be done as an RP with others)

The dice decide your fate:

Every item crafted requires their own set of rolls.
|| You must roll 1d100 to initially craft an item.
|| Use your Skill stat (plus all skill stat bonuses) minus the item's difficulty stat to see what you must roll:
1-2: 90-100
3-9: 80-100
10: 70-100
11-15: 60-100
16-20: 50-100
21-25: 40-100
26-30: 30-100
31-35: 20-100
36-40: 15-100
41-45: 10-100
46-50: 5-100


|| Rolls needed will never dip lower than 5-100.
|| You cannot craft an item that has a difficulty stat equal to or higher than your skill stat.
|| If you manage a winning roll, you successfully crafted the item! If you don't you failed, but you can still gain EXP.
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Thu Nov 26, 2015 12:34 pm
Customization


All members of Tendaji can create items, but those who choose non-battle classes are more adept. Those following a crafting class have the chance to customize their recent success.

|| The items available for crafting also have a Durability stat used to customize items.
|| Characters who follow crafting classes can take advantage of the system and try their hand at creating custom items that may be then approved by Suhuba for the blacksmith shop.
|| Characters following crafting classes can create up to 5 unique items per stage totaling in 20 items by their Legendary stage.
|| Characters in non-crafting classes can also try to create unique items, but only 2 per stage resulting in 8 by their Legendary stage.

How It's Done

When altering an item into a unique shape, roll 1d100 after crafting it and use this form:


[b]Customizing[/b] || [item name]
[b]Luck Stat[/b] || [Luck stat plus bonus]
[b]Item Durability[/b] || [Durability stat of item]
[b]Rolls Needed[/b] || [range]
[b]Rolled[/b] || [post roll]
[b]Outcome[/b] || [success or failure]
[b]Resulting Item Tier[/b] || [The level the item can be sold at]


|| You must have successfully created the item in the initial post.
|| Customization rolls should be completed in a second post after battling.
|| Roll 1 d100 to customize an item. This roll is your luck stat (plus all luck bonuses) minus the item's durability stat.
|| The roll must be in their required range to successfully customize your item:
1-5: 90-100
6-10: 80-100
11-15: 70-100
16-20: 60-100
21-25: 50-100
26-30: 40-100
31-35: 30-100
36-40: 20-100
41-45: 15-100
46+: 10-100

|| If the roll is not adequate, the item couldn't be customized properly.
|| A character may try twice to customize a single item. After that the item breaks and can no longer be rolled for.
|| After all attempted rolls have been determined, you are required to write an additional 200 words RPing the results (required whether you win or lose, this also contributes toward the solo word count).
|| Whether you are able to customize it or not, you will receive 20EXP for the attempt.
|| Successful customization should be followed up by a PM to Suhuba with this form:

[b]Item[/b] || [name of item]
[b]URL[/b] || [url of successful crafting]
[b]Item Tier[/b] || [The tier it will be sold at]
[b]Number Being Sold[/b] || [anywhere from 1-5 more info on how to decide below]
[b]Description[/b] || [what does it look like? This description will be posted in the shop for other owners to be able to buy.]


|| Title your PMs with "Crafted"


Item Tiers

All items once crafted can be sorted into a certain level of customization. The higher the tier, the higher the customization abilities.

|| Use the luck roll to determine the number for tier.
|| If the durability roll made was 1-10 higher than necessary to win, the item is tier 2.
|| If the durability roll made was 11-20 higher than necessary to win, the item is tier 3.
|| If the durability roll made was 21+ higher than necessary to win, the item is tier 4.

The tiers indicate how customized this weapon is. Tier 2 items have slight changes from the norm, maybe a different hilt for a sword, or some etching in the metals. Tier 3 is increasingly more unique in appearance, and Tier 4 is fully customized and unique in appearance.

Selling in the Shop

Characters who successfully craft custom items use the form above to submit it to the shop. But they do not have to sell only one of those items!
|| Successful crafting can result in 1-5 of these items being made available in the shop. Owners can choose exactly how many.
|| The purpose of customizing an item is to sell it! This is not meant to be used for personal gifts to other characters, only to those whose profession is selling items such as these (like jewelers, blacksmiths, fabric merchants, etc)
|| Items submitted HAVE to go through the shop. They cannot be given to other characters.
|| Owners can however choose to reserve one of these items for someone of their choosing (either one of their own characters, or someone else's character).
|| If an owner chooses to reserve one, they must put at least one in the shop available to anyone. So if you choose to reserve one, you have to submit the form for 2 or more being sold.
 
PostPosted: Mon May 09, 2016 5:09 pm
Tempering Weapons


Blacksmiths are unique in Tendaji. They are the only class capable of tempering weapons to make them stronger and more effective in battle.

|| This is a third part to the crafting process.
|| Tempering can only be done if the item has been successfully crafted and customized.
|| Tempering is not available to anyone other than blacksmiths.

How It's Done

When tempering a weapon, roll 1d100 after the weapon has been customized and use this form:


[b]Tempering[/b] || [weapon name]
[b]Rolls Needed[/b] || [range]
[b]Rolled[/b] || [post roll]
[b]Outcome[/b] || [success or failure]



|| Tempering rolls should be completed in a third(+) post after customizing.
|| Tempering does not require any additional writing and does not earn any additional exp in the process.
|| Roll 1 d100 to temper an item. This roll is based on the stage of the blacksmith (see ranges below).
|| The rolls must be in their required range to successfully temper your weapon:

Stage 2 (Apprentice Blacksmith):
      1-60 safe range // 61-100 breaks: First attempt
      1-50 safe range // 51-100 breaks: Second attempt
      1-40 safe range // 41-100 breaks: Third attempt
      1-30 safe range // 31-100 breaks: Fourth attempt
      (ranges continue to diminish by 10 per attempt)

Stage 3 (Journeyman Blacksmith):
      1-70 safe range // 71-100 breaks: First attempt
      1-60 safe range // 61-100 breaks: Second attempt
      1-50 safe range // 51-100 breaks: Third attempt
      1-40 safe range // 41-100 breaks: Fourth attempt
      (ranges continue to diminish by 10 per attempt)

Stage 4 (Master Blacksmith):
      1-80 safe range // 81-100 breaks: First attempt
      1-70 safe range // 71-100 breaks: Second attempt
      1-60 safe range // 61-100 breaks: Third attempt
      1-50 safe range // 51-100 breaks: Fourth attempt
      (ranges continue to diminish by 10 per attempt)


|| If the roll is beyond the safe range, the weapon breaks.
|| Characters must successfully be within range to continue to the next attempt.
|| Every successful attempt adds an additional +1 to a weapon's bonus.
|| Characters may decide where the +1 is added. At least 1/2 of all additional bonuses must be added to the weapon's two main stats.
|| Ex: Shield's main bonuses are defense and health. The first +1 must go to one of those two. If a second attempt is successful, this second +1 can be put in any stat. A third attempt must go in either defense or health, and so on per each successful attempt.
|| Successful tempering of a weapon should be stated in the customizing form to submit to the shop with this at the bottom:

[b]Tempering[/b] || [how many bonus points and where]



When a Weapon Breaks

|| Characters may continue to temper a weapon as long as the rolls are successful.
|| If a roll is unsuccessful, the weapon breaks. When a weapon breaks the entire thing is lost. The weapon can no longer be submitted to the shop.
|| Characters can choose at any point to stop rolling for tempering when they are satisfied with their bonuses, or the risk of breaking outweighs the desire to continue.
|| Think carefully before you continue to temper a weapon!
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Mon Jul 04, 2016 2:14 pm
EXP Calculation


EXP has been calculated and added to this nifty chart! Use the difficulty of the item and your stage to find the proper EXP to use.

All you have to do is any additional adding or multiplying and then round to a whole number after it's all said and done.

User Image - Blocked by "Display Image" Settings. Click to show.


If you're interested in how we figured it out, we used these formulas:

Winning EXP
( [difficulty ranking] x 3 ) / [current stage] = [EXP earned]

Losing EXP
( [difficulty ranking] x 1 ) / [current stage] = [EXP earned]

 
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