Artisan Production
Production in Terres Rising is broken up into three main categories: Alchemy, Crafting, and Mechanics. Alchemy allows you to make things like potions, poisons, and gases. Crafting allows you to make things like weapons, armor, and shields. Mechanics allows you to make things like locks, traps, and explosives. To gain basic knowledge of a particular category, you need to purchase the appropriate Header. In order to produce items, you need to obtain, in game, the appropriate formula, whether it is the recipe (for Alchemy), design (for Crafting), or blueprints (for mechanics). Once you have the recipe, design, or blueprint, you need obtain, in game, the respective components that the formula calls for. Then, for every purchase of the Lore skill, you receive four Production Points in that particular category. You can make items during timeblocks, or maybe even during an event, based on how many Production Points you have, and the components you have. The speed in which you can produce items is your Production Rating , which is determined by your Production Ability Level , your character's race, and how many purchases of the respective Lore skill you have. You can have different Production Ratings for Crafting, Alchemy or Mechanic at the same time.
What is your Production Ability Level?
Your Production Level dictates how complex an item you can make. There are 4 levels: Beginner, Intermediate, Advanced and Master. A particular Recipe, Design, or Blueprint, will have a certain Production Level that is needed in order to make that item. Production Ability Level (PAL) is based on how many times you have purchased the Lore skill. When you purchase a Lore skill once, you are a Beginner. Upon your third purchase, your Production Level is Intermediate. The Advanced Production Level requires eight purchases, and Master Production Level requires eighteen purchases. However, simply purchasing the Lore skill an adequate number of times is not enough to become Advanced or Master. You will also need an In-Game teacher to achieve those level thresholds.
What is your Production Rating?
Production Rating = Number of Lore Purchases + (Race Modifier * PAL)Your Production Rating (PR) influences the speed in which you can make items. With each purchase of the respective Lore skill, your character's PR increases by one. Based upon your character's race, your character receives a bonus to the PR, which is an additional Race Modifier, with each Production Ability Level. For example, a Mystic with one purchase of the Lore skill has a PR of 1. A Ritika with one purchase has a PR of 1, plus the Race Modifier of 4, for a total of 5. A Mystic with two purchases has a PR of 2. A Ritika with two purchases has a PR of 6. A Mystic with three purchases has a PR of 3. A Ritika with three purchases has a PR of 11. (One for each purchase, 4 for achieving the Beginner PAL, and 4 for achieving the Intermediate PAL.) A Ritika with 25 purchases, would have 25 + (4 * 4) = 41.
How Long Does It Take To Produce an item?
Time To Make Item in Days = (30 / PR) [rounded up] * Difficulty MultiplierThe more advanced the Production Level of the item, the longer it will take to produce. For example, assuming all of the needed components are on hand, if you have a PR of 6, the time it would take you to make a Beginner item is 30 divided by 6, which is 5, multiplied by 1, so, 5 days. If you have a PR of 11, 30 divided by 11 is 2.72. Whenever there is a fraction, you must round up. Therefore, 3 multiplied by 1. So with a PR of 11, it takes 3 days to make a Beginner item. If you have a PR of 6, and you want to make an Intermediate item, it wil take 30 / 6 = 5 times 2, which is 10 days. If your PR is 11, it would 30 / 11 = 2.72 which is 3 rounded up, times 2, which is 6 days. If you want to make an item that has multiple effects, it takes the same number of days, for each additional effect.
Components
Components are an integral part of Production. The majority of the Beginner items require just common components, or in some cases, none at all. All components must be processed for use in production. Common components can be found, and processed easily once you have learned the respective Header. By using one day of timeblocks, you will be able to find and process 2 common components. These can be any common components. You cannot bring components into game if you do not use them all up in timeblocks. It is assumed that they have expired, or gone bad. In order to find more scarce components, you will need to find, trade, or buy them in game, or purchase the skill Foraging.
Foraging For Non-Common Components
Foraging is the skill that enables you to find non-common components during timeblocks to use in production. Each purchase of Foraging cuts the time in half to find a component. You can learn Foraging up to three times. The table below illustrates the amount of time needed to find and process a given component.
| Foraging Level | Common | Uncommon | Scarce | Rare | Exceptionally Rare |
|---|---|---|---|---|---|
| Foraging x 1 | 4/day | 4 days | 10 days | 20 days | 100 days |
| Foraging x 2 | 8/day | 2 days | 5 days | 10 days | 50 days |
| Foraging x 3 | 16/day | 1 day | 2.5 days | 5 days | 25 days |
Enough Logistics. What Can I Make?
The possibilities are virtually endless, but must exist within the rules of the system. For example, talented alchemists learn recipes for healing potions, sleep gases, ingested poisons, and much more. A talented craftsman can not only make basic weapons, armor, and shields, and sharpen swords, but can also make items that are so finely crafted, they may be able to do more damage, or defend against certain kinds of attacks. A talented mechanic can make locks, traps, explosives, or a whole host of unusual devices that might confer extra strength, light up a room, or even resist certain kinds of attacks. These are just some examples of what you can produce.
Learning New Recipes, Designs, and Blueprints
Each branch of Production has a limitation on how many different types of items you can know how to produce. An Alchemist and Craftsman can learn as many recipes and designs as their Production Rating. A Mechanic can know as many blue prints as half of their Production Rating, rounding down. Depending on the complexity, some of these formulas make take more than one "slot". New formulas can be learned by role-playing, in-game, with a teacher. Self-teaching, based upon reading and studying the respective formula, will vary, and generally must be done in timeblocks.
Making Modifications to an Item During an Event
Some formulas allow you to make modifications to an item during an event. This may require the use of one or more AP, components, and most importantly, active role-playing, which all depends on the nature of the formula. If you would like to modify an item during an event, you must notify a Staff Member before you begin, and you should also be supervised by Staff as you role-play. For example, if you are sharpening a sword using the Crafting skill, you must role-play the activity of sharpening the sword you are working on, in addiiton to spending the AP, and surrendering the component tags. Multiple modifications cannot be stacked onto an individual weapon. In-game modifications do not generally last longer than an event, and many have only instant effects.
Multiple Use Items
Generally, Intermediate items are once-ever effect items. When you produce a once-ever item, you will be given a tag with a description of the effect as well as the item tag. Once the effect is used, you should hand in the tag, and you will be given a normal item tag. Generally, you must have the item for at least 1 reset, to use it, which is considered actively "training" with the item, or "learning" about the item. Advanced are once-per-event effect items. In order to use a once-per-event effect, one must have the weapon for at least 3 resets. Master items are once-per-reset effect items. An item with a once-per-reset effect must have at least a prominently visible colored ring around the item, at least an inch thick. This ring represents the noticeable difference in quality of the item over a normal item of the same type. In order to use the once-per-reset item, one must have the item for at least 30 days.
Multiple Effect Items
You must be at the Advanced level to be able to combine two effects and Master level to combine three effects. Training times are stacked. As such, if there is a one-per-event effect, and a one-ever effect, you would need 4 resets to learn to use either effect of the item.
Experimentation and Invention
These are skills innate to certain races, or are skills that must be learned in-game. With these skills, characters may be able to make their own recipes, designs, or blueprints. Generally, it would be exceedingly difficult to effectively experiment at the Beginner or even Intermediate levels.
More Information
More detailed information is available to those who have purchased the Headers.