Quality, wear and enchanting
How the crafting roll decides an item's quality, what quality points buy, how gear wears and gets repaired, enchanting with runes, Signature and Heirloom pieces, salvage, spoilage and Work Hours.
For playersSome sims use deeper crafting rules: a roll decides how good each item comes out, gear wears down and needs repairs, and runes add enchantments. This guide covers all of it. Your sim may use some of these rules, all of them or none, and staff can change the numbers below. For the basics of stations and gathering, see Crafting and gathering.
The crafting roll
With the crafting roll on, every item you make rolls 3d6 plus your bonuses against the recipe’s difficulty (DC). The recipe’s tier sets the DC:
| Tier | Profession level | DC |
|---|---|---|
| 1 | 0 | 8 |
| 2 | 25 | 11 |
| 3 | 50 | 14 |
| 4 | 75 | 17 |
| 5 | 100 | 20 |
What adds to the roll:
- Skill: your profession skill divided by 10, rounded down. Skill 37 gives +3.
- Tool: the best tool you carry for that profession. A Fine tool gives +1, Superior +2, Masterwork +3. Each craft wears the tool by 1.
- Station: +1 at a guild workshop, +2 at a master station.
- Care: +1 for each extra hour you spend, up to 3 hours. Each hour also costs a Work Hour per item and adds an hour to the wait.
- Rare component: +2, and one is used up per item. It must be of the recipe’s tier or higher, such as a flawless gem or a pristine hide.
- Meals such as a smith’s breakfast, an enchantment like Craftsman’s Insight, or a community project perk can add more.
How far you beat the DC sets the quality:
| Your roll minus the DC | Quality |
|---|---|
| -5 or worse | Ruined: you get back half of one item’s materials |
| -4 to -1 | Crude |
| 0 to 2 | Common |
| 3 to 5 | Fine |
| 6 to 8 | Superior |
| 9 or more | Masterwork |
Easy recipes can’t make the best items. Tier 1 recipes stop at Fine and tier 2 at Superior. From tier 4, a Masterwork also needs a rare component; without one, a Masterwork roll gives Superior.
Before you craft, the Crafter page shows the roll (“Tier 2 · DC 11 · 3d6 + 4 (skill 3 + tool 1)”) and your odds of each quality for the care and component you picked. Better gear also lasts longer, because quality adds to its durability.
Quality points and properties
Fine gear comes with 1 quality point, Superior with 2 and Masterwork with 3. Only the item’s maker can spend them, while carrying it: press the Quality star on the item in your inventory. Each property can go on an item once.
Your sim decides the properties. Typical ones:
- Honed or Weighted (melee weapon): +1 damage per hit.
- Balanced (melee weapon): +1 to Parry.
- Strong draw (ranged weapon): +1 damage per hit.
- Reinforced (armor): +3 Armor Value.
- Tempered (armor): +1 damage reduction.
- Sturdy (anything): +20 maximum durability.
Wear and repairs
With item wear on, equipped gear loses 2 durability each day you play. At the end of a fight, each weapon you used and the armor you wore lose 2 more. Armor loses extra when you end the fight badly wounded. Sparring matches cause no wear.
- Worn, at a quarter of its durability or less: its quality bonuses stop. Your inventory shows something like “Fine, 22/90 durability (Worn)”.
- Broken, at 0: it gives nothing at all until it’s repaired.
A repair fills the item’s durability back up, but each repair takes a little off its maximum. Who repairs it decides how much:
| Repaired by | Maximum lost |
|---|---|
| You, as a Grandmaster (skill 100) of a profession that makes it | 5% |
| Master (75+) | 8% |
| Artisan (50+) | 12% |
| Journeyman (25+) | 16% |
| Apprentice | 20% |
| A field repair kit (only up to half its maximum) | 25% |
| A town repairer | 20% |
A profession repair uses one of the recipe’s main material and Work Hours. Masterwork items lose a little less; Broken ones a little more. You can’t repair during a fight.
When an item’s maximum falls to a quarter of what it started at, it’s Fading and can’t take new enchantments. If a repair would take its maximum to 0, the item crumbles, so salvage it first.
Reforging: a Grandmaster of a profession that repairs the item can reforge it once, using a rare component. That puts its maximum back to three quarters of the original and repairs it fully.
Enchanting
At an enchanting table, an enchanter sets a rune into a free slot on an item. Rank I runes need enchanting skill 25 and roll against DC 11. Rank II needs 50 and DC 14, and Rank III needs 75 and DC 17. The roll is 3d6 + skill/10 + the station’s bonus. The rune is used up whether it works or not, and a natural 3 or 4 also costs the item 10 maximum durability.
Slots come from the recipe that made the item: none at tier 1, 1 at tiers 2 and 3, 2 at tier 4, 3 at tier 5, and +1 for a Masterwork. Crude and Fading items can’t be enchanted, and an item can’t carry the same enchantment twice.
Typical enchantments, by rank I / II / III:
- Flametongue and Frostbite (weapons): from critical hits only up to every hit, adding Burning or Slowed.
- Thirsting (weapons): heal 1 / 2 / 3 when an attack hits.
- Bane (weapons): +2 / +4 / +6 damage against one kind of creature.
- Seeking (ranged weapons): shots ignore partial cover, and at rank III the range penalty is halved.
- Warding (armor, shields, jewelry): +1 / +2 / +3 Ward.
- Fortified (armor, shields): +3 / +6 / +9 Armor Value.
- Resistance (armor, jewelry): -2 / -4 / -6 damage from one element.
- Mending (anything): cheaper repairs, and from rank II it mends 1 durability a day.
- Vitality and Clarity (jewelry): more maximum HP or Mana.
- Craftsman’s Insight (tools, jewelry): +1 / +2 / +3 to crafting and enchanting rolls for one profession.
Enchantments keep working while an item is Worn, and stop when it’s Broken.
Disenchanting destroys an enchanted item you’re carrying and gives you essence, one for each enchantment it had.
Signature and Heirloom pieces
A master crafter (skill 75) can make their own Masterwork of tier 3 or higher into a Signature piece, using a rare component. Then:
- Up to three masters of other professions can each add a contribution, such as an extra enchant slot, +1 Parry, or a grip that can’t be disarmed. The piece passes between them by normal trade. Each contribution rolls against DC 17 and uses a rare component and Work Hours whether it works or not.
- Whoever holds it can ask for a name and a line of lore with Name it. Staff approve it.
- You can wear at most two Signature pieces at once, and each can be reforged twice.
A Signature piece with all three contributions, plus a legendary component from staff, can become an Heirloom. It’s bound to you for good, so it can’t be traded, sold, looted or stolen. Repairs cost it half as much, and staff design one special property for it with you.
Salvage and spoilage
Salvage breaks down gear you’re carrying (not worn, and not bound unless it’s an Heirloom). You get a quarter of each material its recipe used, at least one of the main one, plus essence for each enchantment. It needs no station or Work Hours.
Spoilage applies to potions, meals and powder. How long they stay fresh depends on quality: Crude 3 days, Common 7, Fine 14, Superior 21 and Masterwork 30. Bought, given or looted ones count as Common. Better quality also makes them stronger. After that they’re Spoiled at half strength for 7 days, then they rot away. Your oldest one is always used first, and your inventory shows “Fresh, 5 days left” or “Spoiled (50% strength), gone in 2 days”.
Work Hours
Work Hours are shared by all the characters on your account. You start with 24, and get one back every 3 hours, up to 24. They’re spent up front:
- Crafting: 1, 2, 3, 4 or 6 per item for tiers 1 to 5, plus 1 for each hour of care. Each Work Hour is an hour of real time before the item is ready.
- Gathering: 1 per attempt.
- Repairs: 1 per tier of the item.
- Signature contributions: the same as crafting at that tier.
The Crafter page shows what a craft takes and how many you have: “you have 17/24 Work Hours, the next in 1 h 12 min”. A Feast gives 2 back, once a day.
Professions
You get better at your profession by crafting. Only successful crafts count (a Crude item does; a Ruined one doesn’t), and recipes well below your level teach you nothing. Your main profession can reach 100. From level 10 you can also pick one sub-profession on the HUD’s Professions page, which stops at 50. A letter of indenture changes your main profession; you start the new one at skill 25 and lose the old one.