Post by Kazura Uzaki on Sept 13, 2022 13:49:27 GMT -5
In Zanjutsu Online there are three separation creation processes a character may choose to perform. These three processes are Smithing, Cooking, and Alchemy. Each creation process holds its own level, following the same level up path as the character does. Materials used in the creation process are given a number to show their rarity. World 1 Common would be 1 while a World 1 Rare would be 2. This number grows as the character reaches higher worlds. Items are also given a rarity at conceptual creation by the player. To successfully create that item, one must roll a number of d6 dice based on the materials and skill used and achieve “hits” which are defined as a roll of 5 or 6 on the die. As an example, a Rarity 1 item would need 1 die to come up as 5 or 6. The amount of dice rolled increases with the highest rarity material used in the process, as well as character's skill and character's statistics. The Rarity number of dice and the Skill/Statistic information is below.
World 1: Common 1, Rare 2
Common Materials: Slime Jelly
Rare Materials: Essence of Element from Non-Colored Slimes
Smithing: Every 5 in Luck/Strength give an additional 1d6, Every 2 levels in Smithing give an additional 1d6, the highest rarity material used gives additional 1d6’s equal to the rarity number.
Alchemy: Every 5 in Luck/Intelligence give an additional 1d6, Every 2 levels in Alchemy give an additional 1d6, the highest rarity material used gives additional 1d6’s equal to the rarity number.
Cooking: Every 5 in Luck/Dexterity give an additional 1d6, Every 2 levels in Cooking give an additional 1d6, the highest rarity material used gives additional 1d6’s equal to the rarity number.
Levelling Creation Skills is simple, you only have to try. The EXP Value of an item is equal to (Rarity x10) + (Number of Materials Required x10). So a Rarity 1 item that needs 1 material would be worth 20 EXP.
This thread is for submitting custom items. The Template is below. For each of the submitted custom items, fill in the first three sections and a member of the programming team will edit in Resource Cost and Rarity. Once that is complete, go to the Crafting Attempts page and roll your number of d6s all in one post. If you have enough hits, you craft the item. If you don't, the resources are lost but you still get EXP equal to half what you would have obtained on a success.
Smithing:
Smithing is the manufacturing of Weapons and Armor items. Often made of ores, but not necessarily limited to them, Smiths have access to basic facilities at “The Axe of Ages” in World 0. The most common base for equipment made with Smithing is standard Steel. Standard Steel is available in infinite quantities at the Smithy and has a Rarity of 0. It also does not count as a material required for EXP purposes. It simply exists to give shape to an item that can be imbued with the special properties of materials harvested from enemy drops. Higher quality items require specialized ores that can be found in further worlds. At the time of the Open Alpha phase, Standard Steel can create items no rarer than Rarity 5.
Item Shape (Sword, Dagger, Helmet, etc.):
Item Power:
Item Special Abilities:
Item Resource Cost:
Item Rarity:
Alchemy:
Alchemy is the manufacturing of consumables that are liquid and bottled in nature. The three main types of Alchemic consumables are Potions, Poisons, and Elixirs. Potions are purely healing in nature, Poisons are purely damaging in nature and usually require a weapon or food to deliver their effects, and Elixirs are created to have unique effects such as underwater breathing or flight. All Alchemic consumables have a duration to their effects, longer durations requiring higher Rarities. The most common base for consumables made with Alchemy is Standard Rainwater. Standard Rainwater is available in infinite quantities at the Herbarium “The Golden Thumb” in World 0 and has a Rarity of 0. It also does not count as a material required for EXP purposes. It simply exists to fill a bottle (sold separately) that can be imbued with the special properties of materials harvested from enemy drops. Higher quality items require specialized base liquids that can be found in further worlds. At the time of the Open Alpha phase, Standard Rainwater can create items no rarer than Rarity 5.
Liquid Type (Potion, Poison, Elixir):
Item Effect:
Item Duration:
Item Resource Cost:
Item Rarity:
Cooking:
Cooking is probably the most diverse of the three Creation subsets. It involves the creation of, obviously, food. The biggest difference between Cooking and the other two subsets is that nothing is available in infinite quantities besides Standard Spices, which alone do not make a dish. At the time of the Open Beta and only World 1 being available, Cooking is a skill not yet activated due to the lack of meat/vegetable/fish ingredients that will be available starting in World 2. Cooking will be released in a future update.
Food Type:
Food Effect:
Food Duration:
Food Resource Cost:
Food Rarity:
World 1: Common 1, Rare 2
Common Materials: Slime Jelly
Rare Materials: Essence of Element from Non-Colored Slimes
Smithing: Every 5 in Luck/Strength give an additional 1d6, Every 2 levels in Smithing give an additional 1d6, the highest rarity material used gives additional 1d6’s equal to the rarity number.
Alchemy: Every 5 in Luck/Intelligence give an additional 1d6, Every 2 levels in Alchemy give an additional 1d6, the highest rarity material used gives additional 1d6’s equal to the rarity number.
Cooking: Every 5 in Luck/Dexterity give an additional 1d6, Every 2 levels in Cooking give an additional 1d6, the highest rarity material used gives additional 1d6’s equal to the rarity number.
Levelling Creation Skills is simple, you only have to try. The EXP Value of an item is equal to (Rarity x10) + (Number of Materials Required x10). So a Rarity 1 item that needs 1 material would be worth 20 EXP.
This thread is for submitting custom items. The Template is below. For each of the submitted custom items, fill in the first three sections and a member of the programming team will edit in Resource Cost and Rarity. Once that is complete, go to the Crafting Attempts page and roll your number of d6s all in one post. If you have enough hits, you craft the item. If you don't, the resources are lost but you still get EXP equal to half what you would have obtained on a success.
Smithing:
Smithing is the manufacturing of Weapons and Armor items. Often made of ores, but not necessarily limited to them, Smiths have access to basic facilities at “The Axe of Ages” in World 0. The most common base for equipment made with Smithing is standard Steel. Standard Steel is available in infinite quantities at the Smithy and has a Rarity of 0. It also does not count as a material required for EXP purposes. It simply exists to give shape to an item that can be imbued with the special properties of materials harvested from enemy drops. Higher quality items require specialized ores that can be found in further worlds. At the time of the Open Alpha phase, Standard Steel can create items no rarer than Rarity 5.
Item Shape (Sword, Dagger, Helmet, etc.):
Item Power:
Item Special Abilities:
Item Resource Cost:
Item Rarity:
Alchemy:
Alchemy is the manufacturing of consumables that are liquid and bottled in nature. The three main types of Alchemic consumables are Potions, Poisons, and Elixirs. Potions are purely healing in nature, Poisons are purely damaging in nature and usually require a weapon or food to deliver their effects, and Elixirs are created to have unique effects such as underwater breathing or flight. All Alchemic consumables have a duration to their effects, longer durations requiring higher Rarities. The most common base for consumables made with Alchemy is Standard Rainwater. Standard Rainwater is available in infinite quantities at the Herbarium “The Golden Thumb” in World 0 and has a Rarity of 0. It also does not count as a material required for EXP purposes. It simply exists to fill a bottle (sold separately) that can be imbued with the special properties of materials harvested from enemy drops. Higher quality items require specialized base liquids that can be found in further worlds. At the time of the Open Alpha phase, Standard Rainwater can create items no rarer than Rarity 5.
Liquid Type (Potion, Poison, Elixir):
Item Effect:
Item Duration:
Item Resource Cost:
Item Rarity:
Cooking:
Cooking is probably the most diverse of the three Creation subsets. It involves the creation of, obviously, food. The biggest difference between Cooking and the other two subsets is that nothing is available in infinite quantities besides Standard Spices, which alone do not make a dish. At the time of the Open Beta and only World 1 being available, Cooking is a skill not yet activated due to the lack of meat/vegetable/fish ingredients that will be available starting in World 2. Cooking will be released in a future update.
Food Type:
Food Effect:
Food Duration:
Food Resource Cost:
Food Rarity: