Crafting

Crafting And Production Rules

Production skills form the basis of the economy of the game, and are codified to allow character's to craft both consumable and permanent items. These skills are not meant to represent the only means for a character to earn in-game money at KoN, but they do form a great base to start with. Players are, within limits, free to experiment with other goods and services, but it's generally a good idea to chat with other players who have tried such experiments first.

Producing Consumables

Production Points and Related Skills

Production points are used to create consumables such as potions, scrolls, and alchemical compounds. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system. Characters can purchase additional production points each event for 3 coin per point (this includes the cost to use these points to produce items). Some items may also be turned in at check-in for additional production points.

Tinkering is used with production points for the creation of trap tags which are consumed by traps when they go off.

Characters are restricted to a cap of 20 production points from all sources.

Alchemy Production

Characters with levels of the alchemy skill can produce alchemical compounds of the same level or lower using production points. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system.

To produce most alchemical compounds it costs 1 production point and 1 coin per level of the compound. Some specific compounds have different costs listed in the items description.

Whenever a character produces an alchemy compound that causes damage (a thrown poison, a blade poison, or an ingested poison) they produce two units of that item.

Players with the alchemy one skill may also produce alchemical extract in either one point or two point versions.

Potion Production

Characters with the brew potion skill can produce potions using production points. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system.

To produce a potion you must know the spell you wish to make into a potion. It will cost 1 production point and 1 coin per level of the spell being made into a potion. The character producing the potion must also have enough magic power points to cast the spell being made into a potion. Not every spell can be made into a potion. You can find a list of spells that can be potions here.

A character with the brew potion skill can also produce potion water in either one point or two point versions.

Scroll Production

Characters with the scribe scroll skill can produce scrolls using production points. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system.

To produce a scroll it costs 1 production point and 1 coin per level of the spell being stored in the finished scroll. In addition to the scribe scroll skill the producing character must know the spell being put onto the scroll and have enough magic power points to cast that spell at least once.

If the spell is a 5th level spell producing a scroll requires a ritual quill and one use of ritual ink.

Players may also choose to produce scroll paper in either one point or two point versions.

Production Point Items

In game there are a variety of different items that provide production points at sign-in. Each on provides production points only usable to create specific kinds of items. These production point items can be traded-in during sign-in to gain additional production points up to normal caps. The coin cost to produce these items must still be paid.

Crafting Permanent Gear

Craft Points and Related Skills

Craft points are used with the ornamenter skill to craft magic objects, with the weaponsmith skill to craft enhanced weapons, and the tinker skill to creating tinkering items. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system. Unlike production points you may not purchase additional crafting points at check-in.

Spells (generally only third level and lower) can be imbued into magic objects to create per event items with one use per event. The spell being imbued must be known by the character crafting that object or be provided by a consumable such as a scroll (the character must be able to read magic to use a scroll). Other characters, or other imbued items do not count as providing access to a spell.

Characters are capped at a total of 20 crafting points from all sources.

Weapon Crafting

Characters with the weaponsmith skill can craft weapons using crafting points. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system.

Weapons created with the weaponsmith skill can have multiple enhancements purchased for them. The crafting point cost to make an enhanced weapon is based on this table. For each craft point spent an additional 10 coins must be spent to create an enhanced weapon.

If ammunition is imbued with a spell only one is produced at a time. When crafting other enhancements 4 pieces of ammunition are created with the enhancement.

Weapon Crafting Point Costs

When you are crafting a new weapon you must pay a number of crafting points based on what you are creating. Every weapon will have a starting cost based on what type of weapon it is. From there you can select any feature you want, such as crafting the weapon from one or more special materials, giving special abilities to the weapon, or imbuing a spell into the weapon.

Magic Item Crafting

Characters with the ornamenter skill can craft non-weapon magic items using crafting points. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system.

Magic objects created with the ornamenter skill can have multiple enhancements purchased for them. The crafting point cost to make a magic object is based on this table. For each craft point spent an additional 5 coins must be spent to create a magic object.

Objects have a maximum crafting point value based on the location on the body they are worn.

Ornamenting Craft Point Costs

These are enhancements that can be added to magic objects, subject to normal stacking rules.

A +1 armor point bonus must be crafted onto a piece of worn armor. The bonus affects all worn armor not just the piece that has this ability. This bonus cannot be dispelled, it is treated as a permanent improvement to your armor's physical armor points that is always active. This bonus does not stack with the enhance armor spell. Physical armor has a cap of 4 points.

Items which grant +1 or +2 bonus magic power points are treated like gaining additional ranks of the magic power point skill which refresh at convergence as normal. A character can only spend a total of 20 magic power points between any two convergences unless an ability or effect explicitly allows them to break that limit.

Ornamenting Enhancement Costs

Stats Bonuses With Normal Caps Craft Points

+2 Production Points 4
+4 Production Points 8
+4 Craft Points 8
+1 Magic Power 8
+2 Magic Power 12

Enhancements Description Craft Points

+1 Armor Point to Armor Increase the armor points of armor by 1, (see here for details). 8
Nature Immunity Grants immunity to nature damage until removed. 12

Imbued Spells Description Craft Points

Imbue with a 1st Level Spell The item can cast the chosen level one spell once per event. Can take multiple times to stack more uses per event. 4
Imbue with a 2nd Level Spell The item can cast the chosen level two spell once per event. Can take multiple times to stack more uses per event. 8
Imbue with a 3rd Level Spell The item can cast the chosen level three spell once per event. Can take multiple times to stack more uses per event. 12
WandsCraft Points
Lesser Wand4
Normal Wand8
Major Wand12

RodsCraft Point Costs
Rod of 1st Level Spell8
Rod of 2nd Level Spell12
Rod of 3rd Level Spell16

Epic Items

An “Epic Item” is not normally player craftable. These items have access to the same abilities that normally crafted items can select but are also allowed to use abilities listed in the epic item special table. The only time players typically create an epic item if they have a voucher for an item from a Feb Feast auction. All epic items need plot marshal and rules marshal approval, including epic items created by game masters to be provided as loot.

All Item Types

Imbued Spells Description Craft Points
No Incant Choose one spell this item can cast from a separate crafting point purchase. When casting the selected spell from the item it does not require an incant. Can take multiple times to affect multiple spells. 12 (Epic)
Prismatic Level 1 Can cast any 1st level spell once per event. Can take multiple times to stack more uses per event. 8 (Epic)
Prismatic Level 2 Can cast any 2nd level spell once per event. Can take multiple times to stack more uses per event. 16 (Epic)
Prismatic Level 3 Can cast any 3rd level spell once per event. Can take multiple times to stack more uses per event. 24 (Epic)
Prismatic Level 4 Can cast any 4th level spell once per event. Can take multiple times to stack more uses per event. 32 (Epic)
Prismatic Level 5 Can cast any 5th level spell once per event. Can take multiple times to stack more uses per event. 40 (Epic)

Imbue with a 1st Level Spell The item can cast the chosen level one spell once per event. Can take multiple times to stack more uses per event. 4
Imbue with a 2nd Level Spell The item can cast the chosen level two spell once per event. Can take multiple times to stack more uses per event. 8
Imbue with a 3rd Level Spell The item can cast the chosen level three spell once per event. Can take multiple times to stack more uses per event. 12
Imbue with a 4th Level Spell The item can cast the chosen level four spell once per event. Can take multiple times to stack more uses per event. 16 (Epic)
Imbue with a 5th Level Spell The item can cast the chosen level five spell once per event. Can take multiple times to stack more uses per event. 20 (Epic)
Change Level 1 Spell Choose one level one spell purchased separately with other crafting points. You may change that spell to another level one spell once per year. 4 (Epic)
Change Level 2 Spell Choose one level two spell purchased separately with other crafting points. You may change that spell to another level two spell once per year. 8 (Epic)
Change Level 3 Spell Choose one level three spell purchased separately with other crafting points. You may change that spell to another level three spell once per year. 12 (Epic)
Change Level 4 Spell Choose one level four spell purchased separately with other crafting points. You may change that spell to another level four spell once per year. 16 (Epic)
Change Level 5 Spell Choose one level five spell purchased separately with other crafting points. You may change that spell to another level five spell once per year. 20 (Epic)
Other Abilities Description Craft Points

+1 Armor Point to Armor Increase the armor points of armor by 1, (see here for details). 8
Nature Immunity Grants immunity to nature damage until removed. 12

Epic Ornamenting (non-weapons)

Other Abilities Description Craft Points
Variable Slot This item still takes up a slot but you can choose which slot it counts as occupying each event. 4 (Epic)
Slotless The item does not take up one of your standard item slots 12 (Epic)
Counts as a Master's Staff This item grants the benefits of a Master's Staff 24 (Epic)

Stats Bonuses With Normal Caps Craft Points

+2 Production Points 4
+4 Production Points 8
+4 Craft Points 8
+1 Magic Power 8
+2 Magic Power 12

Epic Weapons

Must Choose Exactly One
Weapon Base Type Craft Points

Non-Martial Melee Weapon 0
Martial Melee Weapon 4
Great Weapon 16
Thrown Weapon 0
Bow or Crossbow 4
Arrows or Bolts 0

Special Material Craft Points
Primal 20 (Epic)*

Goblin Iron (Poison) 8
Silver 8
Razorleaf (Nature) 8
Elven Steel 20*
  • Newly made Primal or Elven Steel weapons may not be crafted with other special materials.
    • Existing weapons that contain these materials do not have to be remade.

Special Ability Description Craft Points
Extra Master's Strike Grants a master's strike separate from other sources of master's strikes. Does not require being a weapon master. 16 (Epic)

Masterwork This weapon deals +1 damage, limited by cap. 4
Mage Blade This rule is no longer available. Existing weapons get refunded this amount. 12
Master's Staff of Wizardry Select a school of magic. If the wielder is a master of that school of magic some of their spells cost fewer power points. Automatically a great weapon at no additional cost. Requires ornamenting 5 to craft. 24
Master's Blade If the wielder is a weapon master they gain an additional master's strike. Also gives 16 additional, free, craft points to spend on other features (such as weapon type). Requires Tinkering 5 to craft. 24

Tinker Crafting

Characters with the tinker skill can craft tinkering items using crafting points. In order to craft tinkering items a character does not need to know any particular spells even if the item being crafted casts a spell. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system.

Tinkering items cost a fixed number of crafting points to create. It additionally costs 5 coin per crafting point spent to create a tinkering item.

You can also use tinkering to change the prop for a magic item to a different prop of the same item type. This is done by following this table.

Altering Props with Tinkering

A character with the tinkering skill can use crafting points at check-in to replace the prop for an item with another of the same slot with comparable functionality.

For example a martial weapon must be replaced by another martial weapon and could not be replaced with a great or non-martial weapon. An ax should remain an ax, armor should be replaced with new armor of a comparable type. A plate chest piece should not be replaced by a cloth shirt (both are torso slot) or a chain shirt.

The primary benefit of doing this is to allow a character to take an epic item that does not fit them and replace it with a prop that does or to make considerable material improvements to a prop.

Slot Tinkering Rank Required Crafting Point Cost Coin Cost
Accessory 1 4 20
Neck 2 8 40
Wrist 2 8 40
Ankle 2 8 40
Ring 2 8 40
Waist 3 12 60
Shoulder 3 12 60
Hand 3 12 60
Back 3 12 60
Buckler 3 12 60
Head 4 16 80
Leg 4 16 80
Arm 4 16 80
Weapon 5 20 200
Shield 5 20 100
Torso 5 20 100
Feet 5 20 100

Page last modified on November 20, 2019, at 04:59 PM
Powered by PmWiki