Your traveller
Crafting
Smithing at a forge and brewing at the still: what each recipe needs and what your skill changes.
Smithing
Stand at a forge and press E. Bellwether has a forge beside the green and Bellcross has one east of its bell. Making a piece takes 8 seconds and never fails. Your Smithing sets the quality you make, a made piece bears your name, and making and improving both earn experience.
| Smithing | Quality you make |
|---|---|
| Under 40 | Crude |
| 40 and over | Plain |
| 70 and over | Fine |
| 100 and over | Superior |
| 130 and over | Masterwork |
A smith's piece always falls in the upper half of its range, and higher with skill, reaching the top at 150 Smithing. That is why a smith's work beats a drop of the same make.
Recipes
Every recipe takes scrap of the material you want the piece made of, and brine coral as flux. Scrap comes from creatures and from salvaging gear.
| Piece | Scrap | Brine coral | Abyssal plate |
|---|---|---|---|
| Sword | 4 metal | 2 | |
| Bow | 4 wood | 2 | |
| Wand | 3 wood | 3 | |
| Round shield | 4 wood | 2 | |
| Cap | 2 leather | 1 | |
| Jerkin | 5 leather | 2 | |
| Breeches | 4 leather | 2 | |
| Boots | 2 leather | 1 | |
| Gloves | 2 leather | 1 | |
| Ring | 1 metal | 2 | |
| Amulet | 2 metal | 2 | |
| Kazaghand | 6 metal | 3 | |
| Kazaghand trousers | 5 metal | 3 | |
| Tidewrought hauberk | 12 metal | 8 | 4 |
| Tidewrought greaves | 10 metal | 6 | 3 |
| Robe | 7 cloth | 3 |
For example, a plain oilskin jerkin needs 5 oilskin scrap, 2 brine coral.
Improving and salvaging
A smith can improve a piece 10 times. Each improvement adds 3% of the piece's rolled damage or armor, and each asks for more skill and more coral than the last.
| Improvement | Smithing needed | Brine coral | Tideglass shards |
|---|---|---|---|
| +1 | 30 | 1 | 1 |
| +2 | 42 | 2 | 1 |
| +3 | 54 | 3 | 1 |
| +4 | 66 | 4 | 1 |
| +5 | 78 | 5 | 1 |
| +6 | 90 | 6 | 1 |
| +7 | 102 | 7 | 1 |
| +8 | 114 | 8 | 1 |
| +9 | 126 | 9 | 1 |
| +10 | 138 | 10 | 1 |
Salvaging a piece you are not wearing destroys it and gives back half the scrap it takes to make, of its own material: a jerkin gives 2 scrap.
Alchemy
Potions are brewed at the still in Bellcross, beside the forge. A brew takes 6 seconds and never fails. A weak potion asks for no Alchemy at all, so anyone can brew one.
| Potion | Alchemy needed | Brewed from | Restores | Experience |
|---|---|---|---|---|
| Weak mending draught | 0 | 2 brine coral | 25 health | 4 |
| Steady mending draught | 40 | 4 brine coral | 50 health | 10 |
| Strong mending draught | 80 | 6 brine coral, 1 tideglass shard | 90 health | 25 |
| Weak runner's tonic | 0 | 2 brine coral | 25 stamina | 4 |
| Steady runner's tonic | 40 | 4 brine coral | 50 stamina | 10 |
| Strong runner's tonic | 80 | 6 brine coral, 1 tideglass shard | 90 stamina | 25 |
| Weak wellspring philtre | 0 | 2 brine coral | 25 mana | 4 |
| Steady wellspring philtre | 40 | 4 brine coral | 50 mana | 10 |
| Strong wellspring philtre | 80 | 6 brine coral, 1 tideglass shard | 90 mana | 25 |
Your Alchemy sets how many flasks one brew fills: 1 at first, 2 from 60 Alchemy and 3 from 120 Alchemy. A weak mending draught is worth 5 gold and a strong mending draught 30.
Crafting and the offices
Every piece made, improved or brewed earns craft points toward the office of its craft. See Grandmaster offices.