Craftsman

Craftsman

Makers, menders, merchants, and masters of practical power

Tier 1 Craftsman Skills

Skill CP Prerequisite Energy Description
Refine 12 After 1 minute of roleplay, you may refine plants, ore, hide, or wood into usable Materials.
Scavenge 12 At check-in, you receive 1 Basic Material.
Stipends 1 12 At check-in, you receive 1 silver.
Field Repair 0 You may repair armor outside of the Craftsman’s Guild using a Field Repair Kit. This requires 1 minute of uninterrupted roleplay. You may not repair armor you are currently wearing. You may repair armor on another character while they are wearing it, provided they remain still for the duration. Both characters must remain out of combat and may not move, attack, or defend. Taking damage or being interrupted cancels the repair.
Craft Gathering Tool 8 You may craft gathering tools used for harvesting, scavenging, or resource-related roleplay.
Craft Armor 10 You may craft basic armor using Basic Reagents.
Craft Weapons 10 You may craft basic weapons using Basic Reagents.
Craft Lantern 8 You may craft lanterns.
Craft Locks 12 You may craft Rank 1 and Rank 2 locks.
Cooking 8 You may prepare food items to sell for in-game currency. Out-of-game food may only be sold if approved by staff.

Crafting Notes

  • Temporary armor from Armor Kits does not stack with itself.
  • Only the highest active Armor Kit bonus applies.
  • Sharpening Stones only affect the next called damaging melee damage swing.
  • The Sharpening Stone bonus is spent whether the attack hits or is defended.
  • Merchant Guild Cache shares are determined by staff.
  • The cache is based on trade, crafting, and merchant activity from the previous event.
  • Food sales require staff approval.

Tier 2 Craftsman Skills

Skill CP Prerequisite Energy Description
Scavenge 2 12 Scavenge At check-in, you receive 1 additional Basic Material.
Experiment! 8 Craft You may add components to certain crafted items to attempt improved results. See Crafting Experiment rules.
Stipends 2 12 Stipends 1 At check-in, you receive 3 silver and 1 share from the Merchant Guild Cache.
Advanced Schematics 16 Craft You may learn and decipher Advanced Schematics found throughout Lyre.
Cut Gem 12 You may cut Spinel, Lapis Lazuli, Peridot, and Quartz into thrown spell-damage gems. Each gem deals 1 damage of its associated type: Fire, Ice, Acid, or Lightning.
Sharpening Stone 12 Craft Weapons You may craft Sharpening Stones. When applied to a melee weapon, the weapon gains +1 damage on its next called damage swing.
Armor Kits 12 Craft Armor You may craft Armor Kits that grant +2 temporary armor to one piece of armor. This temporary armor lasts until spent.
Spellbook 12 You may craft a Spellbook that stores up to 10 scrolls for later use.
Arcane Ink 8 You may craft Arcane Ink used in spell crafting.
Field Repair Kit, Half 8 Craft Armor You may craft a Field Repair Kit that allows armor to be repaired in the field to half of its maximum armor value, rounded up. This item may only be used by a character with the Field Repair skill.
Craft Salves 12 You may craft Basic Healing Salves that restore 2 Vitality.

Experiment!

  • Experiment! allows a Craftsman to improve certain crafted items using additional components.
  • Experiment outcomes are not guaranteed.
  • Staff may determine which items are eligible for Experiment! crafting.
  • Failed experiments may consume materials, alter the result, or produce no usable item, depending on the crafting rules.

Tier 3 Craftsman Skills

Skill CP Prerequisite Energy Description
Scavenge 3 12 Scavenge 2 At check-in, you receive 1 additional Basic Material.
Rare Find 16 Scavenge 3 When using Scavenge at check-in, you have a chance to receive rare materials.
Craft Advanced Salves 12 Craft Salves You may craft Advanced Healing Salves that restore 5 Vitality.
Trade Secret 16 Rare Find While being looted, you may call “No Loot” for up to 5 minutes.
Stipends 3 12 Stipends 2 At check-in, you receive 3 silver and 3 shares from the Merchant Guild Cache.
Mentor 16 Advanced Schematics You may teach Advanced Schematics to other players. Teaching one schematic takes 2 events. You may only teach one person a specific schematic at a time, but you may have multiple apprentices if each is learning a different schematic.
Advanced Crafting Weapons 12 Craft Weapons You may craft Superior Quality weapons.
Advanced Crafting Armor 12 Craft Armor You may craft Superior Quality armor.
Advanced Spellbook 8 Spellbook You may craft an Advanced Spellbook that stores up to 20 scrolls for later use.
Advanced Sharpening Stone 12 Sharpening Stone You may craft Advanced Sharpening Stones. When applied to a melee weapon, the weapon gains +2 damage on its next called damage swing.
Advanced Armor Kits 12 Armor Kits You may craft Advanced Armor Kits that grant +4 temporary armor to one piece of armor. This temporary armor lasts until spent.

Craftsman

Cleric / Mage / Primalist / Rogue / Warrior / Craftsman/God’s Grace

Alchemist / Arcane Trickster / Artificer / Bard / Berserker / Brawler / Champion / Druid / Duelist / Fury / Medic / Oracle / Paladin / Ritualist / Spellsword /General Skills