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Tradeskills

Tradeskilling is a common term in Massively Multiplayer games. It's used to describe players who are manufacturing items that are usable in game. It appeals to a large portion of the gaming community and so a similar system has been incorporated into this one. We've spent significant effort to make tradeskilling a fun and integral part of playing in this world without making it mindlessly simple and painfully time-consuming. The particular system we employ is completely custom made and doesn't follow the traditional "make junk forever until you're good enough to make something useful" mentality.  You do not gain skill in your trade by making items, you gain XP for making items and can gain more skill when you level. There are no "worthless junk" items to manufacture. Items you create are the exact same items that are sold at merchants. Without at least a handful of players tradeskilling items and selling them through the merchants, the prices of items will eventually become astronomical .

Trade skills form the backbone for the economy in the World of Torr. There are no magical NPCs who have seemingly endless supplies of goods to sell. If a merchant has something in his store (Player controlled or otherwise) , it's probably because another player has sold him something and that something was probably manufactured by yet another player (See Economy and Trade).

 

Learning Individual Crafts

Every type of item you wish to create (i.e. Rings, Longswords, Leather Armor) needs to be learned how to make first, This knowledge is referred to as a "Craft". Having levels of "Skill" in Weaponcrafting for example represents how good you are at making weapons but it doesn't mean you know how to make an Elven Correledge, Steel Bastard Sword or a Laen Katana etc.

All crafts cost one skill point and are usually learned from appropriate trainers. Some more ancient crafts must be sought after and even quested for. There are also many crafts that are strictly guarded by certain races and will not be taught to outsiders (Many Mithril items are only taught to dwarves for example)

Spending points to learn a Craft (like "Bastard Sword") provides you with the ability to actually attempt to make that type of item. There are usually several different versions of items that a single craft can make, generally a different version for every type of material that can be used. If you learn "Short sword" for example, you will be able to make an Short sword out of Iron, Steel, Ithilnaur, Mithril and Laen.

You can always use your Players Handbook and select "Examine Crafts" to get a list of every item you know how to make.

 

How to make something

To attempt to make something you must first use the appropriate tools (i.e. Weaponcrafting Tools, Itemcrafting Tools etc.) which almost any appropriate trainer will sell. When activated you will get a list of all the Crafts you know for that skill type. Choosing one will display the components (Recipe) it will take to create that item.

Making an item is done in steps, one step for every component in the recipe. Each step consists of "preparing" the component at a forge (for metals) or work bench (for leather and others) and then working it into your item at an Anvil. Forges, Anvils and Work benches are used simply by clicking on them. If you make a successful skill check at the Anvil (See Secondary Skills), the step is completed and you move on to the next step in the recipe and repeat the process. There is no skill check made when preparing a step at a forge or work bench, only when attempting to complete a step at the anvil. When all the steps are complete, you do a "Final Step" at the Anvil which will actually create your item.

It should be noted that the difficulty of the skill checks made when performing these steps is based on the material you are working with and have nothing to do with the difficulty of the item itself, they are two different things. When you perform the final step after all the component steps have been completed is when your skill check is made against the difficulty for that item. Items of the same type (i.e. Bastard Sword) usually have the exact same difficulty even if they are made of a different material (i.e. Iron Bastard Sword and Steel Bastard Sword have the same difficulty, but iron and steel do not) This is important when you consider that easy to work with materials will yield greater successes during the steps which usually provide big temporary bonuses to your skill (confidence). These bonuses will be applied to the final step that creates the item. It is easier to make complicated weapons if an easy to work with material is used, yet making a Dagger out of Galvorn is terribly difficult. For information on the materials and their difficulty ratings, click Raw Materials.

You do not need to have all the components of a recipe in your inventory before beginning to work on an item. You can stop in the middle, get more components and then continue at another time even on another day. You can always activate your tools during this process to see what step you are on or cancel what you are making but you can only be in the process of making one thing at a time per skill type (i.e. one weapon, one armor, one item). You can also set yourself to "Mass Produce" an item which simply re-initializes the entire process again after you make a completed item.

Your tradeskill progress is kept track of in the persistent database at every completed step as well as your character being saved upon item completion so you should have no fear of the server crashing or logging out in the middle of making something in order to save off your work.

 

Alchemy

Used for making potions. Potions are made using Reagent Cabinet and an Alchemists Table much the way weapons and armor are made using a Forge and Anvil. Most potions have key components that are found growing as plants in several areas around the world. The more powerful the  potion, the higher the level of difficulty that will be applied. Greater successes will yield more potent potions with a higher level of effect or a greater quantity.

 

Mining

Mining as it's name implies is for mining! All types of metal ores as well as rough gems require Mining skill to excavate them from the mines in which they are located. A higher Mining skill will allow you to mine much more efficiently and safely. Mining is also the skill used when smelting ore into ingots at a forge.  Rough gems on the other hand require Itemcrafting skill to cut them into usable gemstones. Mining isn't just for ore and gems however, it is also used to harvest woods from trees. While it might sound strange that Mining skill would be used for what should be "Lumberjacking", a separate lumberjacking skill would of been grossly "underpowered" so it was combined with Mining as the two skills would be very similar. To "Mine" a chunk of ore or a tree, simply click on the object in question. It takes approximately 5-10 seconds and a skill check is made. The higher your success the more ore or logs will be dropped at your feet.

 

Armorcrafting

This tradeskill encompasses the manufacture of all types of armor, shields and helmets. Making armor usually requires a wide variety of components and at a high quantity of each, it is also generally the most difficult type of items to create. Shields and Helmets are not as difficult. Most of the items in Armorcrafting require a Forge, Work bench and Anvil to make an item. The difficulty of the attempt naturally depends on the difficulty and value of the type of armor being created. Higher armor classes are generally more difficult but weaker armor types using exotic materials can be just as difficult to produce

 

Weaponcrafting

Weaponcrafting is similar to Armorcrafting except it is for all types of weapons and ammunition

 

Itemcrafting

Just about any item that cannot being created through the other tradeskills can probably be created with this one. This skill covers Rings, Amulets, Bracers, Cloaks, Boots, Belts and various tools. Itemcrafting is also the skill used to turn rough gems into cut and polished gemstones.

 

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