Crafting
Crafting classes, also known as disciples of hand, synthesize new and useful items such as armor, weapon, food and potion from basic materials. The 8 disciples of hand classes in A Realm Reborn are Carpenter, Blacksmith, Armorer, Goldsmith, Leatherworker, Weaver, Alchemist and Culinarian. Some of the basic materials are collected by gathering or disciples of land classes. Players can unlock these crafting classes by talking to the Guild Receptionist in perspective Guilds. Players are required to have a lvl 10 or higher Disciple of War or Disciple of Magic class to do this.
- To switch to a crafting class, simply equip the tool of that class from your armory chest.
- When you have a crafting class equipped, CP bar replaces your MP bar.
Crafting Basics
To begin crafting, open your crafting log section of your personal log and select a recipe. The items required will be displayed on the right side of the window and the difficulty will be displayed near the top. You can then select the option for Synthesize in the bottom right of the recipe window to open the crafting dialogue box. In the new window there are several things to take note of:
- Durability - Durability is the number of steps you can take when you're crafting an item. Each crafting actions that alters the item's progress or quality consumes 10% of durability. Your crafting session ends when the durability of the item hits 0%. If the progress has not reached 100% at that time, your synthesis fails and you lose some of the crafting material.
- Progress - Progress is the measurement towards the completion of the item. You successfully craft an item when the progress bar becomes full. If you fail to reach the maximum progress before the durability reaches 0%, your synthesis of the item fails and you may lose some of the crafting material.
- Quality - Quality is the probability that the item you're making will be a High Quality (HQ) item. You can increase Quality % by performing certain crafting actions and by initiating the synthesis using HQ ingredients. Quality is dictated by the attribute Control.
- CP - CP, or crafting points, are required to use some of your crafting actions. While crafting, your CP will decrease as you perform your abilities. If the CP cost of a crafting ability is greater than your remaining CP, you cannot use that ability. CP regenerates to full after you complete a craft.
- Condition - Condition is visible just below durability and is visually apparent on the glowing ball of energy that represents the item. The condition of the item can affect the overall progression and increase of quality of the item in good and bad ways. There are four conditions:
- Excellent - An extremely good chance of success. The glowing ball rapidly changes colors.
- Good' - A better chance than normal for success. The glowing ball is a orange red.
- Normal - An average chance for success. The glowing ball is white.
- Poor - A lower than normal chance for success. The glowing ball is purple and black.
The goal of is to get the highest quality possible and complete the progression of the item before the durability reaches zero. Success means the item is crafted, but failure means a loss of materials. High quality items reward more experience for being crafted and even more rewards when turned in for quests.
Quick Synthesis
Once you have crafted an item once, you can use the option Quick Synthesis to create many copies of the same item. The process allows crafters to set up dozens of a single item to be crafted in relatively quick succession that they do not have to use individual crafting skills to create. The crafter can also end the process whenever they feel the need.
Crafting Classes
Alchemist
- Main article: Alchemist
Alchemist is a crafting or disciples of hand class that transforms materials into potions and elixirs. Alchemists can create consumables such as Potions, ethers, elixirs, stat buffs, status cures and status inducers. They can also make wands for conjurers and books for arcanists.
Armorer
- Main article: Armorer
Armorer is a crafting or disciples of hand class that works with metals to create plate and chain mail armor. Chain and plate armor are stronger than leather and cloth ones. Armors can create metal armor such as plate armor for marauder and gladiator, scale armor for tanks and lancer and helmets for gathering classes. They can also make frying pans for culinarians and alembics for alchemists along with heavy shields for gladiator and bucklers for casters.
Blacksmith
- Main article: Blacksmith
Blacksmith is a crafting or disciples of hand class that works with metals to create weapons such as swords and axes and tools. The ores they use are gathered by miners. Blacksmiths can create hand-to-hand weapons for pugilists, swords and daggers for gladiators, two-handed axes for marauders. In addition to weapons for disciples of war, they can also make various tools for crafting and gathering classes. Blacksmiths can forge hatchets and scythes for botanists, pickaxes and sledgehammers for miners, knives for culinarians and leatherworkers, hammers for goldsmith, blacksmiths and armorers, saws and hammers for carpenters, pliers for armorers, mortars for alchemists, awls for leatherworkers and files for blacksmith.
Carpenter
- Main article: Carpenter
Carpenter is a crafting or disciples of hand class that works with wood to create bows, staves, tools and other items. The lumber they depend on are gathered by botanists. Carpenters are able to craft bows for archers, staves for conjurers, polearms for lancers and Macuahuitls for gladiators. They can also make wooden shields and masks for casters, In additions for weapons and armor for disciples of war, carpenters can also create fishing poles for fishers, grinding wheels for goldsmiths, spinning wheels for weavers and clogs for crafters.
Culinarian
- Main article: Culinarian
Culinarian is a crafting or disciples of hand class that utilizes animal products to create food items. Players can consume food items to receive temporary buffs.
Goldsmith
- Main article: Goldsmith
Goldsmith is a crafting or disciples of hand class that uses metals and gems to create accessories such as rings, earrings and necklaces. Goldsmith is reliant on miners for ores and gemstones. Goldsmiths can craft staves and scepters for thaumaturges and hora for pugilists. They can also make needles for weavers, accessories such as rings, earrings and bracelets for all classes and head gear such as circlets and spectacles for casters and crafters.
Leatherworker
- Main article: Leatherworker
Leatherworker is a crafting or disciples of hand class that uses hides, furs and pelts to create leather armor of all kinds. Leather armor is stronger than cloth but weaker than chain and plate. Leatherworkers can create leather armor for pugilists, lancers and archers along with armor for gathering classes. They can also make hand-to-hand weapons for pugilists, shields for casters, rings and necklaces for gatherers and rings for other classes.
Weaver
- Main article: Weaver
Weaver is a crafting or disciple of hand class that utilizes fabric and fiber to create cloth armor. Cloth armor is weaker than plate and leather. Weavers can make armor for crafting classes, gathering classes and casters. They also make light armor with strength and dexterity.
Crafting Attributes
- Craftsmanship - increases the amount of progress you generate while using crafting actions such as Basic Synthesis and Standard Synthesis.
- CP - are your crafting points which are required to use some of your crafting actions.
- Control - increases the amount of quality you generate while using crafting actions such as Basic Touch, Standard Touch and Advanced Touch.