crafting

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Crafting

In Marosia, crafting is presented to you based on the ingredients, tools, and machines you have on hand and around you - meaning it is contextual. It gives you options based on what you can definitely craft based on your surroundings, and also it provides potential options where you have at least some of the requirements met, but not all. This compacts the crafting menu so that you don't have to waste time looking at recipes you have no ability whatsoever of crafting yet.

Once you have some crafting options available to you, then you can optionally describe it. Some items allow you to name them as well, which is also options (a default generic name will be used in that case). Then, you select the resources you'd like to use which are required in order to craft the item, and sometimes there are optional slots that allow you to add a few more resources to the item. This can be beneficial in increasing quality, or it can just be used for flavor, since the components of a crafted item are visible. You will be able to see what skill will be used to create the item, and a prediction of the quality of that item based on your characteristics will be displayed to you. This value may change if other people work on the project, though, because many items take the average skill of all participants into consideration when determining final quality. Once completed, all crafted items show their components and the amount used in their description, which are the resources that were used to create it, and therefore the mechanical items that should guide the description and name of the item.

For amount requirements, only resources of the same type and the same quality count. Ex: 50 master quality shiverstone could be used on a project, but 20 master quality shiverstone and 30 shoddy quality shale stone would not count as the 50 required to be able to craft.

What use is quality? It depends on what the item is.

  • Resource: Quality contributes to the quality of a crafted product, along with skill.
  • Alchemy: Quality determines how effective medicine is.
  • Food: Quality of ingredients and preparation determines how filling the food is.
  • Weapons: Quality is part of the damage calculation in combat and hunting.
  • Armor: Quality is part of the damage reduction calculation in combat and hunting.
  • Furniture: Quality raises effectiveness of healing over time in a room/residence/castle with five pieces of furniture or more.
  • Tools/Machines: Quality determines 50% of your progress on a project each hour.

Most qualities are predefined, such as for ores, metals, gems, woods, and stones; but some are determined by the average skill of all the participants on a project to produce the item, such as with harvesting ingredients or collecting animal produce from tamed animals. Qualities are actual numbers that are used in calculations. Below you will find a table with quality display text and associated number ranges.

Quality Text Quality Range
Junk Quality greater than 0 but less than or equal to 1.
Amateur Quality greater than 1 but less than or equal to 1.5.
Rough Quality greater than 1.5 but less than 2.
Shoddy Quality greater or equal to 2 but less than 2.5.
Okay Quality greater than or equal to 2.5 but less than 3.
Good Quality greater or equal to 3 but less than 3.5.
Refined Quality greater than or equal to 3.5 but less than 4.
High Quality greater or equal to 4 but less than 4.5.
Expert Quality greater than or equal to 4.5 but less than 5.
Master Quality is exactly 5.

Tools make up 50% of the effort contributed each hour to make or gather something. Tools that have a quality less than your own skill will make work take longer. Tools that have a quality higher than your skill will boost work and make it faster. It is ideal pay attention to whether you have outgrown your tools, and to have the highest quality tool possibly so you can get the biggest boosts. Below is a table that shows results of project contributions changing depending on skill with tool/machine quality.

Meals
Cooking in Marosia can be as simple or elaborate as you want it to be. You decide what the meal is called, what it is made of, and how it is cooked (assuming you have the equipment). After selecting the method of cooking, you can optionally name and describe your meal. If you do not provide a name or description, the description will simply be blank and a generic name will be created for the item. Then, you select the required ingredients, and add up to four more optional ones if desired. The quality of the meal, as well as how many ingredients it has, determines how filling it will be. Cooking a meal with many ingredients nets more satisfaction from eating it, in the same amount of time as a project with one ingredient.

There are several types of cooking, each with its own requirements.

Baked cooking requires an oven.
Boiled cooking requires a pot and a stove.
Fried cooking requires a pan and a stove.
Grilled cooking requires only a campfire.
Brewed cooking requires a cask and provides alcoholic concoctions, which justify intoxication RP, but they only fill you half as much hunger as normal food.
Beverage cooking requires a mortar and pestle and food of this type will only fill you up half as much as normal food.
Raw cooking requires only a knife.

Processed Ingredients
These are ingredients you can use in your cooking which have been custom made from other ingredients. Examples of these would be sugar made from sugarcane, butter made from milk, cheese made from milk, corn meal made from corn, and so on. These can be added in the creation of your meals to add a level of sophistication that otherwise could not be present from raw ingredients alone. To create processed ingredients you must have at least one ingredient on hand, then select Ingredient as the category in crafting.

Remember, everyone will be able to see the components of the meal you have made, so you won't be able to fool anyone that your gruel is an ice cream sundae.

To create items made from metal you must have refined metal from ore using the mining skill. You must have a smelter, which requires 50 stone, at least 1 wood, and a number of ore depending on the quality. All ores below average quality have a 1:1 ore to wood ratio requirement for smithing - for all others, it is 2:1. This will make 1 metal which can then be used in crafting heavy armor, jewelry, and weapons in ranged or melee form.

Light armor can be made from materials and a needle, and is 4x lighter than heavy armor. However, its defense will only ever be half the potential of a heavy armor at the same level. Heavy armor is able to provide maximum protection, but requires metal, a hammer, an anvil, and is very heavy.

Clothing has several optional resource slots for adding accents and detail, as well as adjusting quality. A character has no limit on the amount of clothing they can wear, or even on how many of the same type (though they are limited by how much weight they can carry). With the flexible crafting system and array of materials in the world, possibilities will vary. Leather is also available as a material to use after making it with hide and a tanning rack. Check out the items section to see the full list of possible clothing options. The abstractness of the initial choices is on purpose to allow the creativity in the descriptions to stand out!

Medicine: Can be used to heal damage to health, to heal incapability, and to heal injuries. Five herbs at a time are used in the making of medicine.

Poison: Can be applied to a food item which, once consumed, will detract health from the victim hourly equal to the quality of the poison that was used + 1. Poison damage can be treated with medicine, or by counteracting it with health regeneration bonuses from resting in well furnished rooms. To fully cure poisoning, either apply an antidote of the exact quality of the poison that was used, or continue treatment until the poison wears off after 10 full (real) days. Poison effects stack, so if a character who is already poisoned eats yet another poisoned food they can make it impossible for themselves to wait for the poison to wear off by counteracting it with treatments to the damage, and force their only way to survive to be through antidotes. Poison can be identified in food prior to eating if it is inspected by someone who has an alchemy skill equal to or greater than the quality of the poison that was used. This can only be done by looking at the food closely, so it must be in the alchemist's inventory to be inspected. When a poison is made, its quality is rounded to the nearest integer, and unlike other crafted items, skill is not taken into account for determining its quality - only herb quality matters. Once someone reaches 0 health as a result of poison they will immediately become incapable. At that point, the poison has run its course to shut down the body's symptoms, and they will either die from starvation or a failed healing attempt unless ended forcibly by blow.

Antidote: Can be used to cure a poisoned character immediately, but they only cure poisons which match them precisely in quality. This means that antidotes will most often need to use similar or matching combination of ingredients to that of the poison it must cure, or they must be made with varying levels of alchemy skill. When an antidote is made, its quality is rounded to the nearest integer, and unlike other crafted items, skill is not taken into account for determining its quality - only herb quality matters.

  • crafting.1583624614.txt.gz
  • Last modified: 2020/03/07 23:43
  • by aster