Color image of a Glibben head from the Terres Rising game

Artisan Production

Production in Terres Rising is broken up into three categories: Alchemy, Crafting, and Mechanics. Alchemy allows you to make items like potions, poisons, and gases. Crafting allows you to make items like weapons, armor, and shields. Mechanics allows you to make items like locks, traps, and explosives. To gain basic knowledge of a particular category, you need to purchase the appropriate Lore. In order to produce items, you need to obtain, in game, the appropriate formula, whether it is a recipe (for Alchemy), design (for Crafting), or blueprint (for mechanics). Once you have the recipe, design, or blueprint, you need to obtain, in game, the respective components that the formula calls for. For every purchase of the Development skill, you receive a number of Production Points (PP) according to your race in that particular category. You can make items during timeblocks, or potentially during an event, based on how many Production Points and which components you have. With every purchase of the Development skill, the speed in which you can produce items in timeblocks also increases. You can have different levels for Crafting, Alchemy or Mechanics at the same time.

What is your Production Ability Level?

Your Production Ability Level (PAL) dictates how complex an item you can make. There are four levels: Beginner, Intermediate, Advanced and Master. A particular recipe, design, or blueprint, will have a certain ability level that is needed in order to make that item. Your ability level is based on how many times you have purchased the Development skill in that category.

When you purchase a Development 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 Development 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.

How Much Can I Produce and How Long Does It Take?

Total Time = (Production Points being used / Total Production Points) * 30 days

Every formula has a set number of Production Points assigned to it. If you devote an entire month to producing items, you can produce all of your Production Points. Naturally, as you purchase Development, you increase your production and thereby decrease the time it takes to produce items. To determine the number of days spent on production, add up the PP of every item you are going to make during that time. You divide your PP spent by your total available PP, that gives you the portion of your total PP spent, and the resulting portion of the month you take to produce. Multiply this by 30 days, rounding up the number of days at the end.

For example, you are going to make three Basic level recipes that cost 1 PP each and you have 8 total PP. You are using a little less than half of your total PP and it will take you 12 days to make those three batches.

Total Time = (3 PP used / 8 PP total) * 30 days
Total Time = (0.375) * 30 days
Total Time = 11.25 days, rounded up to 12

Craftsmen and Mechanics can stop working on an item and then resume working over one or more timeblocks periods. Alchemists must start and finish a recipe within the same timeblocks period. All components must be on hand when work has started. Different methods to increase production efficiency are available, such as utilizing helpers or hiring an apprentice. See the category's skill packet for more information.

Components

Components are an integral part of Production. The majority of the Basic items require just common components, or in some cases, none at all. Components can be processed or in a raw state and can be purchased, found in-game or foraged for in timeblocks. Components must be processed before they can be used. Any number of components can be processed for use by anyone with the Lore in one day in timeblocks.

Foraging For Components

Components can be found during timeblocks for use in production with the appropriate skills. These foraged components are virtual and can be only be used in the timeblock period they are found. Learning the Lore in any category allows you to forage for two common components in one day of timeblocks. In order to find scarcer components, you will need to find, trade, or buy them in game, or purchase ranks in the skill Foraging. 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. The total time spent foraging is rounded up at the end.

Example: an alchemist needs to find two uncommon and one scarce component for a recipe and he has Foraging 3. It takes two days to find the uncommon and then two and a half days to find the scarce, for a total of five days after rounding (2 + 2.5 = 4.5, rounded up to 5).

Foraging Level Common Uncommon Scarce Rare Exceptionally Rare
Lore Only 2 / day - - - -
Foraging 1 4 / day 4 days 10 days 20 days 100 days
Foraging 2 8 / day 2 days 5 days 10 days 50 days
Foraging 3 16 / day 1 day 2.5* days 5 days 25 days

Enough Numbers. What Can I Make?

Alchemists learn recipes for healing potions, sleep gases, ingested poisons, and much more. 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. Mechanics 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 category of Production has many different types of items you can know how to produce. These formulas are ingame items and can be learned from other crafters, mechanics or alchemists, bought from merchants, or even found in old dusty tomes. You must have the formula on hand in order to produce that item, unless you choose to memorize the formula, there is no limit to the number of formulas you can own or memorize. Formulas can be memorized by role-playing in-game with a teacher or reading and studying the respective formula in timeblocks and spending one Skill Point. It takes the same amount of time in timeblocks to memorize a formula as it does to produce a batch of that formula. Memorizing a formula will allow you to be able to use that formula without the formula's sheet.

Production During an Event

Formulas can also be produced during an event by spend- ing ability points, using the required components, and spending time role-playing the action. One ability point allows the production of a number of Production Points equal to your race's PP per purchase of Development. There are additional skills that allow you to make temporary modifications to items during an event. 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 addition to spending the AP, and surrender- ing the component tags. Each category may also require you to have an in-game workshop in order to produce items during an event. For more information about setting up a workshop, refer to the category packets. Multiple modifications cannot be stacked onto an individual item, unless otherwise noted.

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. You must have the item for at least one 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 three 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 one month (30 days).

Analysis, Experimentation and Invention

There are skills for each category of Artisan Production that can be learned in-game that allow a character to be able to deduce the nature of items, reverse engineer existing items or make their own recipes, designs, and blueprints.

More Information

More detailed information is available to those who have purchased the Lore skills for the different categories.