Crafting in Sacred Kingdom

We've gone to great lengths to create a rich, detailed and immersive crafting system here in SK. Characters have a great deal of freedom with which to explore their creativity. Whether for RP purposes or for the ability to enhance your character's ability, many options exist for you to explore.

*Hey Malediction, that sounds great!! But what does it mean to me? Why the heck would I want to stand around next to a tree, trying to harvest lumber all day? Got wood??*

Well, italicized anonymous opinion... I'm glad you asked!! Crafting gives your character the ability to stand out among their peers. Crafted items can be enchanted with gems, giving them a host of kick-ass abilities. Scrolls allow characters to use spells beyond their natural ability to do so, without needing to bother with rest. Crafted potions allow non-spellcasters to use spell-like abilities, with higher power potions far surpassing anything available in retail shops. Lastly, once your character increases their skill to higher levels, their companions will seek them out and pay good gold for the fruits of your character's labor!

Phat stacks, bitches!! Good thing we got a bank, because your character will need it.

As for the wood... Everyone can use a little wood. And Gnarly wood is the best.

Subcategory: Crafting Commands

Subcategory: Crafting Materials and Combinations !!! SPOILERS !!!

The crafting system is built around three variables:

* **INT stat bonus**

* **Crafting Skill:**
	+ Craft Armor
	+ Craft Weapon
	+ Craft Trap

* **Profession Skill:**
	+ Crafting:
		- Tailor
		- Leatherworker
		- Metalworker
		- Weaponsmith
		- Woodworker
		- Stonemason
		- Herbalist
		- Jeweler
		- Scholar
	+ Gathering:
		- Miner
		- Lumberjack
		- Gardener

**Intelligence** is the character stat which directly affects crafting skill. It also affects the amount of skill points a character earns with each level, something that is critical when making the decision to become a crafter. The higher your character's intelligence, the more talented they will be.

**Crafting Skill** is the base skill that drives all crafting ability. A character's level in each crafting skill determines what quality tier they can craft. Tier 6 crafting, for example, requires 50 skill.

* Crafting skill is modifiied by a character's INT modifier, and can also be increased by modifiers such as spells, magic items and +skill gems found throughout the realm.

**Profession Skill** reflects a character's experience in performing a certain trade. Successfully forge a sword, and your character will gain experience points in *Weaponcrafting*. Smelt copper and tin into bronze, and your character will gain experience points in *Metalcrafting*. **Profession skill** also combines to determine the maximum quality tier a character can craft.

* Skill 0-999: No Training
* Skill 1,000-2,499: Apprentice
* Skill 2,500-4,999: Adept
* Skill: 5,000-9,999: Advanced
* Skill: 10,000-?: Artisan
* Skill: ??: Master

**Profession Specialization**

Specialization grants a character bonuses in a chosen profession. When specialized, a character gains:

* Double skill experience points on crafting / harvesting successes
* Reduced chance of crafting failures
* Increased possibility of critical successes
* Access to top-tier forges

Characters may change their specialized profession at any time. This can be quite useful when training initial crafting skills, and can be utilized to create a character with a wide range of skill talents. **Be warned, however!!** If you have advanced past the level of Advanced (5,000 crafting XP), your XP will be capped back to 5,000 at the moment you change your specialization away from that profession. The only way to regain these points is to begin again at 5,000, working your way up to Artisan or Master.