Crafting Basics
First, determine the cost of the item you want to make – it is always half of the listed going price for an item if you were to just buy one outright. Then, design it from the ground up and get GM approval. Use the charts at the start of the equipment section to determine how many properties a certain item can have, how good those properties can be, and so on. When you’re ready, make your skill check and see if you meet or exceed the target difficulty for a Synthesis of a given tier level. The type of Synthesis check depends on what type of item you are making:
Repairing an item with the Broken property does not cost anything but time and effort to fix which can be done during a Rest, though the Synthesis check is still dependent on the type of item.
- Synthesize (Alchemy): Consumable - Explosives, Consumable - Restoratives
- Synthesize (Armorcrafting): Heavy Armor, Shields
- Synthesize (Cooking): Consumable - Buffs, Consumable - Restoratives
- Synthesize (Tinkering): Guns (Ranged), Machines
- Synthesize (Blacksmithing): Blades, Bludgeoning, Concealed, Throwing (Ranged)
- Synthesize (Carpentry): Bow (Ranged), Staves, Shields, Reach
- Synthesize (Goldsmithing): Accessory, Relics
- Synthesize (Leatherworking): Brawl, Medium Armor
- Synthesize (Weaving): Light Armor, Tents
Repairing an item with the Broken property does not cost anything but time and effort to fix which can be done during a Rest, though the Synthesis check is still dependent on the type of item.
Item Tier |
Synthesize Equipment |
Synthesize Consumables |
Repair Equipment |
1 |
Easy (7) |
Elementary (5) |
Elementary (5) |
2 |
Moderate (9) |
Easy (7) |
Easy (7) |
3 |
Challenging (11) |
Moderate (9) |
Moderate (9) |
4 |
Impressive (14) |
Challenging (11) |
Challenging (11) |
5 |
Heroic (17) |
Impressive (14) |
Impressive (14) |
6 |
Supreme (20) |
Heroic (17) |
Heroic (17) |
7 |
Godlike (25) |
Supreme (20) |
Supreme (20) |
8 |
Impossible (30) |
Godlike (25) |
Godlike (25) |
Success means the item is created or repaired while a failed roll indicates that the final result is unstable, unworkable, or simply poor quality - The item is no better than scrap metal, fuming liquids or spare parts. In game terms, this means that although the character(s) spent 50% of the original item’s cost to attempt to create it, a failure means they’re ultimately left with nothing – the money and item are both lost. This is true for both synthesizing new equipment and repairing broken ones.
Selling and Starting with Crafted Items
A newly-crafted, never-used item sells for 100% of the listed price, give or take slightly due to market fluctuations. This allows characters with the time and desire to make a profit with their craft, though this should be done rarely. Players are discouraged to find ‘downtime’ with which to specifically use to make money. This goes for pre-game as well since characters cannot roll dice…and therefore, can’t make synthesis checks….before the game starts, or before their character has joined play (though they can theoretically not spend any of their starting money and attempt to turn raw cash into powerful items, weapons and armor shortly after being introduced, risking being itemless in the process).
Components
From rare alloys to mystical fauna, the natural world is full of strange things that would serve a crafter well. A character who has found a Component – whether as treasure from a recent adventure, found in the wild with a Gathering skill check, or from a successful Scavenge skill check after defeating a Boss or Notorious Monster – may attempt a synthesis skill check using that material without any additional cost. For example, a blacksmith who finds a strange, frost-covered ore that’s cold to the touch – in this case, a Tier 2 ‘Ice’ Component - may use that to create a Tier 2 item with a successful check without any gil investiture.
While this should definitely sound like a sweet deal, there is one small loophole in using Components for a synthesis check. Due to the inherent nature of the items, at least one of the properties of the final item MUST be determined by the type of component gained. Many sample components can be found below.
Huge Weapons are a little different. When these are successfully crafted with a component item they have their cost reduced by 50% instead of becoming free. They can, however, be crafted for free by combining 2 component items into their crafting process. Doing so makes the weapon have the average Tier of both component items used.
Creating a legendary piece of equipment can also sometimes be a little more complex. Crafting these powerful items do not require money but instead require multiple special items to be consumed in the craft above… generally beyond the normal prerequisites. The difficulty of obtaining this item, of course, varies based on precisely how powerful the intended craft would be. While a suit of mail with a few unique abilities might require ore from a nearby undead-filled mine a weapon with near-legendary status might require the horn of a behemoth amongst other rare materials.
Some example component types (and the properties they grant) are as follows:
While this should definitely sound like a sweet deal, there is one small loophole in using Components for a synthesis check. Due to the inherent nature of the items, at least one of the properties of the final item MUST be determined by the type of component gained. Many sample components can be found below.
Huge Weapons are a little different. When these are successfully crafted with a component item they have their cost reduced by 50% instead of becoming free. They can, however, be crafted for free by combining 2 component items into their crafting process. Doing so makes the weapon have the average Tier of both component items used.
Creating a legendary piece of equipment can also sometimes be a little more complex. Crafting these powerful items do not require money but instead require multiple special items to be consumed in the craft above… generally beyond the normal prerequisites. The difficulty of obtaining this item, of course, varies based on precisely how powerful the intended craft would be. While a suit of mail with a few unique abilities might require ore from a nearby undead-filled mine a weapon with near-legendary status might require the horn of a behemoth amongst other rare materials.
Some example component types (and the properties they grant) are as follows:
- Adamantite-Piercing, Indestructible, Stoic, Impervious, Auto-Protect, Party Effect
- Ancient/Petrified-Indestructible, Petrify Proof, Petrify Touch, Petrify Inflict, Resurrection
- Berry-HP Restore, MP Restore, [Status] Heal (Any)
- Blood/Flesh/Skin-SOS-Regen, HP Drain, Unified, Transform Proof, Resurrection
- Bone/Skull-Undead Eater, SOS-Regen, Zombie Heal
- Brain-Attribute Bonus (MND), Sentient, Auto-Confuse, MP Restore
- Carapace/Scales-Attribute Bonus (RES), Skill Bonus (Scavenge), [Element] Ward (Any), HP Restore
- Coral-Stop Touch, MP Damage, Water Field, Water Proof, Jagged, MP Restore
- Crystal-Glowing, Indestructible, Spellburst (Dispel), Lucky, Overdrive
- Cursed-Curse Touch, Auto-Curse, Skill Bonus (Thievery), Curse Heal
- Darkness/Demonic/Shadow-Auto-Blind, Blind Touch, Blind Inflict, Fiend Eater, Skill Bonus (Stealth), Blind Heal
- Death/Rotting/Zombified-Zombie Touch, Spellburst (Death), Shadow Field, Undead Slayer, Resurrection
- Diamond-Attribute Bonus (RES), Indestructible, Auto-Protect, Party Effect
- Dragon-Triple Critical, Dragon Slayer, HP Restore
- Egg-Auto-Life, Fragile, HP Restore, Remedy
- Elemental-[Element] Enhancer (Any), [Element]-Proof (Any), Arcana Eater, MP Restore
- Eye-Blind Touch, Blind Heal, Spellburst (Blank Gaze), Blind Proof, Skill Bonus (Awareness)
- Fang/Horn/Incisors-Attribute Bonus (PWR), HP Drain, Jagged, Skill Bonus (Nature), SOS-Haste, Stop Heal
- Feather/Down/Molting-Attribute Bonus (DEX), Skill Bonus (Athletics), Auto-Float, Resurrection
- Fire-Fire Strike, Fire Ward, Spellburst (Melt), Glowing, Auto-Berserk
- Flower/Fruit/Mossy-Confuse Touch, Spellburst (Pollen), HP Restore, MP Restore, Variable
- Fragmented-Gemini, Broken, Seal Proof, Transform Heal
- Giant/Shell/Husk-Attribute Bonus (PWR), Insect Killer, Fear Heal
- Glass-Fragile, MP Restore
- Goblin-Humanoid Killer, Spellburst (Goblin Bomb), Skill Bonus (Mercantile), Charm Heal
- Goddess’/Deity-Imperil, Overdrive, Fiend Slayer, Auto-Life, Holy Field, Fear Proof, Remedy
- Healing-Alchemy, Skill Bonus (Healing), HP Restore, MP Restore
- Ice-Ice Strike, Ice Ward, Fragile, Stop Heal
- Imperial-Follow-Through, Skill Bonus (Inquiry), Confuse Heal, HP Restore
- Incense-Attribute Bonus (MND), Spellburst (Addle), Confuse Proof, MP Restore
- Iron/Metal-Attribute Bonus (RES), Stop Touch, Stop Inflict, Skill Bonus (Vehicles), SOS-Protect, MP Restore
- Jewel/Gem/Ore/Gold-Arcana Slayer, Accurate, Overdrive, Remedy, Special Ability (Gillionaire Job Ability)
- Holy/Sacred-Glowing, Holy Field, Therapeutic, Holy Strike, Holy Proof, Auto-Regen, Resurrection
- Knowledge-Attribute Bonus (MND), MP Refresh, Confuse Touch, Skill Bonus (Any Lore), MP Restore
- Lunar/Moon-Glowing, SOS-Reflect, Sleep Touch, MP Restore
- Magic/Ether/Luminous-Lightning Strike, Spellburst (Aspir) MP Damage, Arcana Eater, SOS-Shell, MP Restore
- Mythril/Gemsteel/Pearl-Auto-Haste, Auto-Reflect, Party Effect
- Nature/Plant/Leaf/Needle-Jagged, Earth Strike, Plant Eater, Skill Bonus (Nature), Attribute Bonus (DEX), Variable
- Nectar/Ambrosia/Wool-MP Refresh, Sleep Touch, Sleep Proof, Therapeutic, Remedy
- Onion-Skill Bonus (Any Synthesis), Special Ability (Onion Knight shared ability), HP Restore
- Orichalcum-Stoic, Triple Critical, Auto-Protect, Auto-Shell, Fear Proof, Party Effect
- Pelt/Leather/Hide-Beast Killer, Beast Eater, Skill Bonus (Scavenge), Berserk Heal
- Poison/Tentacle-Poison Touch, Poison Proof, Spellburst (Poison), Auto-Poison, Poison Heal
- Powder-MP Damage, SOS-Shell, SOS-Invisible, MP Restore
- Prismatic-MP Refresh, SOS-Reflect, SOS-Shell, Resurrection
- Purified-Alchemy, HP Restore, Poison Heal
- Rage-Berserk Touch, Auto-Berserk, Berserk Heal, SOS-Berserk, Pugilist, Fear Heal
- Rainbow/Runic-Fragile, Auto-Regen, Remedy
- Robotic-Unified, Construct Eater, Skill Bonus (Systems), Glowing, Confuse Heal
- Royal/Noble/Calm-Skill Bonus (Negotiation), HP Restore, Berserk Proof, Charm Heal
- Silk/Thread/Cloth-Skill Bonus (Mercantile), Skill Bonus (Perform), HP Restore
- Slime/Oil-Stop Touch, Amorph Eater, MP Restore, Special Ability (Oil Spill Job Ability), Stop Heal
- Soul/Halcyon-Holy Strike, Overdrive, Auto-Shell, Remedy
- Stone/Rock/Earth-Earth Strike, Earth Ward, Petrify Heal
- Tainted-Spellburst (Hex), Shadow Strike, Zombie Heal
- Tears-Curse Touch, Skill Bonus (Acting), [Status] Heal (Any)
- Tyrant-HP Drain, Auto-Berserk, Confuse Heal
- Whispering-Sentient, MP Damage, Sleep Touch, Skill Bonus (Language), Sleep Proof, MP Restore
- Water/Liquid-Water Strike, Water Ward, Aquan Killer, Skill Bonus (Water), [Status] Heal (Any)
- Weapon-Spellburst (Temper), Attribute Bonus (PWR), Follow-Through, Triple Critical, Fear Heal
- Wild-Auto-Transform, [Monster] Eater (Any), Skill Bonus (Animal Ken), MP Restore
- Wind-Wind Strike, Attribute Bonus (DEX), Wind Ward, SOS-Flight, Stop Heal
- Wings-Flight, Aerial Killer, Party Effect
- Wood/Lumber-Accurate, Spellburst (Chivalry), SOS-Float, HP Restore
- Zodiac/Sun/Star-Break Damage Limit, Spellburst (Flare Star), Spellburst (Lux), Peerless