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Haze features a deep and varied crafting system, allowing players to choose between 5 different primary crafts, and 2 secondary ones.
In Haze, crafting professions are categorized into two types: primary and secondary. All primary professions can craft reagents essential for other professions, creating an interdependent system where each profession supports the others in producing finished items.
(INT) Alchemy: Potions, dyes, reagents, and other useful utility.
(CON) Blacksmithing: Armour, weapons, ammunition, upgrades
(DEX) Leatherworking: Light armour, clothing, furniture, upgrades
(WIS) Tinkering: Jewelry, containers, traps, misc.
(DEX) Woodworking: Furniture, bows, ammunition, staves and wands
(WIS) Cooking: Food, drink and sweets!
(Survival Skill) Survival: Rudimentary tools, weapons and clothing. Survival tasks such as lighting fires or setting up tents.
You can learn multiple primary crafts, but there are drawbacks. Most notably, you lose the ability to create masterwork items, and the more primary crafts you spread your skills across, the harder each becomes overall.
To level up your crafting skill, you require CXP. Every hour, +1 CXP gets added to your CXP Pool. By default, you can have a maximum of 60 CXP saved up. This cap can be increased on certain classes or with certain feats. Crafting items will consume CXP and in turn level up your crafting ability.
Each crafting skill is linked to an attribute, and your attribute modifier boosts the skill without changing its level. This is called the Effective Crafting Level (ECL).
Example: A character with level 2 blacksmithing and a +3 CON modifier has an ECL of 5. The CXP needed to reach level 3 remains the same, but their skill functions as level 5.
Note: Taking secondary crafts incurs no penalties on your primary crafting!
These are the various stations located around the island. Each station is linked to a specific field of expertise. Blacksmith stations, leatherworking stations, alchemy stations and so on.
Access to these stations can vary from specific guildhouses to a smith charging you a fee to use his anvil and furnace.
Every craftable item has a blueprint, which is like a recipe for creating that item. Blueprints can be bought, found, or scribed and shared by other players.
Blueprints can only be added to their corresponding skill tomes. For example, a dagger schematic can only be added to a Blacksmithing Skill Tome, while a bow schematic belongs in a Woodworking Skill Tome.
The Skill Tome is your collection of Blueprints. Each profession has its own skill tome. Without them, you will be unable to craft.
A character can spawn with a Skill Tome, by picking the relevant background, or acquire one from any other player character who is considered an 'Adept' in their craft.
By using your Skill Tome on any of the Blueprints you find, you can add them to your tome. Using the tome on itself will instead give you a full list of your known recipes, and your current crafting level.
Note: The Blueprints contained within are unique to each Skill Tome, and are not tied to the character. If you lose your Skill Tome, you will subsequently lose the ability to craft anything therein.
Let's dive into the details! Here is a quick example on how a tinkerer would go about crafting a Silver Amethyst Ring.
To craft an item, we need blueprints notebook for tinkering, since tinkerers make jewelry.
Browse your recipes simply by using the book on itself. In the screenshot below, we can see that Silver Amethyst Ring requires 1x polished amethyst, 1x silver ingot, and 1x coal. The number next to it represents the ECL required to craft it at Normal difficulty.
Locate the appropriate crafting station. In this example, the Tinkering Station.
After the item finishes crafting, open the workstation again to find your finished item.
Each item that is listed in your Skill Tome will have a difficulty level. This is linked to your overall crafting skill. Certain items are easy to make, whilst others are much more difficult, however you can tackle higher difficulty items the more you become experienced in crafting.
Simply put, the more you craft, the better you'll become at that craft. The more you craft a given item, the better you become at making that specific item.
You can determine your ECL (Effective Craft Level), by using the skill tome on itself, which will output your ECL: Current Skill Level: 5 (2)
This means your standard craft level is 5, your modifier by your attributes is 2, making your ECL 7.
Crafting encompasses eight difficulty levels. Depending on how difficult a craft is, the amount of CXP required will vary. Depending on the item being crafted, the quality of the finished product may also differ.
The table below summarises the effects of each difficulty. A base CXP cost of 4 is assumed for the calculated examples.
Difficulty | CXP mod. | CXP required | Negative Outcome Chance |
---|---|---|---|
Effortless | - | 4 | None |
Very Easy | - | 4 | 6.25% |
Easy | - | 4 | 12.5% |
Normal | - | 4 | 25% |
Above Average | 50% | 6 | 50% |
Hard | 100% | 8 | x%, Multiple negative outcomes possible. |
Very Hard | 200% | 16 | 100%, Multiple negative outcomes possible. |
Impossible | - | - | - |
This table summarizes the difficulty of a craft, assuming the craft has a base difficulty of 10.
Impossible | Very Hard | Hard | Above Average | Normal | Easy | Very Easy | Effortless | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
When you successfully craft an item, there's a 25% chance for a "eureka" moment, as long as something related to the item within the same tier, or the next tier, hasn't been discovered yet.
When you have a eureka moment, you make an opposed roll against the "eureka DC". If you beat the DC, a blueprint of your new discovery is automatically added to your inventory. Your character must be carrying paper, ink and a quill to be able to note down their discoveries. Otherwise, the eureka moment is lost.
As you advance in your crafting skill, the eureka DC will decrease, increasing your chances of successfully discovering new blueprints.
The eureka roll formula is 1d20 + ECL + INT mod.
vs. the eureka DC.
When working on a primary craft project, the system will inform you of the amount of Craft Experience Points (CXP) required to complete the project. To initiate a project, you must be able to allocate a minimum of 1 CXP. If you are unable to finish the project, you will receive an "Incomplete Project" item that signifies the project and the progress made. While near a crafting station, you can "use" the incomplete project. If you have enough CXP to contribute to the project, the points will be applied, and you will receive that amount of CXP.
For secondary crafts, CXP can be earned at various rates based on the item's difficulty and whether it's a non-T0 craft. If you prefer not to accumulate CXP for secondary crafts, you can deactivate CXP gain by accessing the 'R' menu, navigating to settings, and disabling CXP gain.
Crafters have the ability to repair items that fall within their specific crafting expertise. Repair Kits are employed at crafting tables for this purpose, and the results depend on the Effective Character Level (ECL) of the repairing Crafter and the item's complexity. A Crafter can only repair items up to the quality of items they can craft themselves. Non-pure crafters are limited to repairing an item up to 5 times, while pure crafters can repair up to 10 times.
Repairing an item requires a specific amount of Crafting Experience Points (CXP), which is currently set at 4. Crafters gain CXP during the repair process, which also helps them accumulate CXP when they lack raw materials.
Field repair kits are another option, usable anywhere, but they provide less effective repairs compared to standard kits. Field kits can repair an item up to 5 times and are available to non-pure crafters.
Magical repairs can be performed using the Mending spell. Although these repairs are less potent, they do not require a skilled craftsman. However, the limit for magical repairs is one step toward "Good" condition.
To create a masterwork item, you invest extra time and effort into your crafting project. Keep in mind that not all items are suitable for masterwork attempts. You can enhance your chances of creating a masterwork item by adding 12, 24, 36, or 48 Crafting Experience Points (CXP) to the project timeline. However, even with these additions, success is not guaranteed.
Masterwork bonuses can include improvements like increased Armor Class (AC), Attack Bonus (AB), reduced weight, and more. These bonuses are determined through a random roll on a table, so the specific enhancement you receive will be uncertain.
While each Masterwork item recieves a random bonus as explained above, all Masterworks items recieve the following properties:
During the Masterwork attempt process, CXP spent on a masterwork attempt does not contribute to leveling the craft. These are considered "lost" points, specifically for the purpose of attempting a Masterwork. (Still gain CXP up to the base CXP cost of the item being produced)
You have the option to enhance the skill rating of items you've previously crafted using specialized tools tailored to each crafting profession. These tools enable you to incrementally boost the skill rating of an item at a rate of 1 point for every 5 CXP expended. The maximum attainable skill rating through this enhancement process is 75% of the maximum potential an item could have rolled during its initial creation.
To illustrate, consider a hood that offers a maximum skill rating of +2d4 for Hide. It can be improved after its creation, allowing it to reach a skill rating of up to 6 out of 8. This feature ensures that expertly crafted items remain valuable, while also permitting the refinement of items with suboptimal rolls.
In Haze, the quality of a crafted item can be influenced by multiple crafters working on the same craft. This system takes into consideration the crafting difficulty levels of each crafter and their contribution to the crafting process to calculate a resulting difficulty level.
When multiple crafters of varying difficulty levels contribute to a craft, their combined effort determines the item's quality. Here's how it's calculated:
Weighted Sum: For each difficulty level, the game calculates a weighted sum by multiplying the CXP amount (Crafting Experience Points) contributed by crafters of that difficulty level with the difficulty level itself.
Total CXP: The game sums up all the CXP amounts contributed by all crafters.
Additional Applied Values: If there are any additional CXP values applied (such as bonuses), they are added to the weighted sum and the total CXP, weighted by the crafting difficulty they correspond to.
Average Difficulty: The game computes the average difficulty by dividing the weighted sum by the total CXP.
Resulting Difficulty: The average difficulty is rounded to the nearest whole number to determine the resulting difficulty level of the crafted item. This is the quality of the item produced by the combined efforts of all crafters.
Imagine two crafters working on a craft. One is of "Effortless" difficulty and contributes 10 CXP. The other is of "Normal" difficulty and contributes 50 CXP. The resulting difficulty will factor in their contributions like so:
10 pts at effortless = (10 * 1) = 10 pts
50 pts at normal difficulty = (50 * 4) = 200pts
So you'd take the 210 pts and divide by number of applied points (60) = 3.5, rounded to the nearest whole number, is 4, it is treated as if it was created at NORMAL difficulty.
As a 'pure' crafter, meaning you only invest in one trade and have no practice (crafting levels) in any other trade, you possess the finest abilities in your craft and can expect exceptional results from the goods that you create. The current mechanical benefits you can expect are as follows:
Note: The team reserves the right to add more features to encourage people to be pure crafters without forcing the limitation.