Crafting Rules

From Lost Fables Wiki


Items are a huge part of how we roleplay and therefore need to be flexible enough to allow people to live out the fantasies they seek to play. From swords, to axes, to jewelry, and food they provide a vital part of roleplay. In this system people are allowed to make virtually any item they wish to make within reason, the limits to this are magical items, items outside of tech-lock, and alchemy. If an item does not follow the rules of creation it can be considered inadmissible in roleplay by either a Lore Team Member or Moderator. All‌ ‌items‌ ‌made‌ ‌in‌ ‌anarchy‌ ‌(not‌ ‌made‌ ‌at‌ ‌a‌ ‌workshop)‌ ‌are‌ ‌capped‌ ‌at‌ ‌Moderate‌ ‌quality.‌ ‌This‌ ‌means,‌ ‌despite‌ ‌what‌ ‌the‌ ‌description‌ ‌says,‌ ‌it‌ ‌will‌ ‌be‌ ‌munitions‌ ‌grade‌ ‌(in‌ ‌terms‌ ‌of‌ ‌arms‌ ‌and‌ ‌armor)‌ ‌or‌ ‌equivalent‌ ‌of‌ ‌a‌ ‌hobbyist‌ ‌in‌ ‌relation‌ ‌to‌ ‌other‌ ‌crafts.‌ ‌‌This‌ ‌‌isn’t‌‌ ‌professional‌ ‌equipment.‌ ‌It‌ ‌will‌ ‌get‌ ‌the‌ ‌job‌ ‌done,‌ ‌but‌ ‌it‌ ‌won’t‌ ‌be‌ ‌beautifully‌ ‌made‌ ‌or‌ ‌the‌ ‌best‌ ‌there‌ ‌is.‌ ‌In‌ ‌addition,‌ ‌there‌ ‌are‌ ‌going‌ ‌to‌ ‌be‌ ‌items‌ ‌for‌ ‌arms‌ ‌and‌ ‌armor‌ ‌specifically‌ ‌that‌ ‌can‌ ‌only‌ ‌be‌ ‌made‌ ‌at‌ ‌workbenches‌ ‌from‌ ‌now‌ ‌on.‌ ‌This‌ ‌‌does‌ ‌not‌‌ ‌mean‌ ‌that‌ ‌your‌ ‌current‌ ‌items‌ ‌of‌ ‌this‌ ‌type‌ ‌are‌ ‌invalid.‌ ‌However,‌ ‌if‌ ‌they‌ ‌are‌ ‌moderate‌ ‌they‌ ‌won’t‌ ‌be‌ ‌as‌ ‌effective‌ ‌and‌ ‌will‌ ‌take‌ ‌a‌ ‌debuff‌ ‌in‌ ‌combat‌ ‌depending‌ ‌on‌ ‌the‌ ‌situation.‌ Certain items are unable to be made in the Anarchy system such as articulated plate, guns, alchemicals and so on as is mentioned later in "But What if?". These items that must be crafted in with Workshops which will be outlined later below.


Command: /edit name <name>

This will set the name of your item. You can make the name of your item whatever you feel as long as what type of weapon the item is, is able to be clearly identified in the description of the item.


Rarity will often be decided by the crafting table itself and the materials used within it. If an item cannot be crafted via the crafting table and edited to have the proper descriptions, a lore ticket can be created. This is for things like bows, arrows, etc. Most armors and weapons can be done with the crafting table, and have their descriptions edited to fit what the player desires.


Command: /edit quality <quality>

Your item MUST adhere to the quality you select for it. For example a cheap set of plate armor would be similar to pots and pans bound together with rope and twine, hammered together in a rough manner. If an item does not adhere to its quality then it can be considered inadmissible in roleplay. For reference on what different qualities equate to, take a look at Item Tags.


Command: /edit desc

This will open up a book that the description will be placed inside of. There are certain attributes that all items must have, the attributes are listed below. If any item fails to meet this criteria it can be considered inadmissible in roleplay:


- All items have a weight, this weight must be realistic to the item.


- Weapons must include their length - Armor, clothes, and apparel must include the race and height that it is made for, Example: This chestplate is made for a 5’9 Armusian. This must be taken into consideration during roleplay, a 6’6 Summer Elf is not going to fit into armor made for a 4’3 Cave Dwarf; A standard size is fitted for a 5'10 Humanoid.


- The materials used for each component of your item must be cited, you can not create your own alloys. The only alloys allowed are posted on the wiki UNLESS you’ve had an alloy created and verified after the introduction of this system.


Command: /edit approve PLAYER

Every item has to be approved, without approval items can be edited mid roleplay and changed to the user’s heart’s content. If an item is not approved it can be considered inadmissible in roleplay.

But What if?

If‌ ‌you‌ ‌are‌ ‌seeking‌ ‌to‌ ‌create‌ ‌something‌ ‌outside‌ ‌of‌ ‌the‌ ‌bounds‌ ‌of‌ ‌this‌ ‌system‌ ‌such‌ ‌as‌ ‌greater‌ ‌quality,‌ ‌alchemy,‌ ‌technology,‌ ‌or‌ ‌magic;‌ ‌such‌ ‌as‌ ‌creating‌ ‌a‌ ‌Mastercraft‌ ‌item,‌ ‌or‌ ‌inventing‌ ‌a‌ ‌new‌ ‌type‌ ‌of‌ ‌gun,‌ ‌or‌ ‌tempering‌ ‌your‌ ‌blade‌ ‌with‌ ‌the‌ ‌blood‌ ‌of‌ ‌a‌ ‌demi-celestial‌ ‌you‌ ‌must‌ ‌contact‌ ‌an‌ ‌LT‌ ‌in‌ ‌game‌ ‌via‌ ‌the‌ ‌creation‌ ‌of‌ ‌a‌ ‌ticket at a Workshop.‌‌ ‌In‌ ‌order‌ ‌to‌ ‌make‌ ‌a‌ ‌ticket‌ ‌in‌ ‌game‌ ‌feel‌ ‌free‌ ‌to leave the ingredients at the workshop, in a marked chest with your name and OOC in brackets, then‌ ‌do‌ ‌/request‌ ‌create‌ ‌LORE‌ ‌[Message]‌. The message should include what you were crafting, such as a fine sword.

When‌ ‌crafting‌ ‌you‌ ‌can‌ ‌feasibly‌ ‌make‌ ‌most‌ ‌things‌ ‌that‌ ‌were‌ ‌invented‌ ‌before‌ ‌or‌ ‌during‌ ‌1490,‌ ‌as‌ ‌that‌ ‌is‌ ‌the‌ ‌techlock.‌ ‌There‌ ‌is‌ ‌the‌ ‌exception‌ ‌for‌ ‌alchemical‌ ‌lenses‌ ‌and‌ ‌spy‌ ‌glasses‌ ‌and‌ ‌half‌ ‌plate‌ ‌(a‌ ‌steel‌ ‌cuirass‌ ‌and‌ ‌unarticulated‌ ‌pauldrons),‌ ‌but‌ ‌other‌ ‌than‌ ‌that‌ ‌the‌ ‌technology‌ ‌and‌ ‌items‌ ‌should‌ ‌be‌ ‌respective‌ ‌of‌ ‌the‌ ‌time.‌ ‌The‌ ‌only‌ ‌items‌ ‌that‌ ‌could‌ ‌be‌ ‌potentially‌ ‌out‌ ‌of‌ ‌this‌ ‌techlock‌ ‌is‌ ‌through‌ ‌a‌ ‌very‌ ‌slow‌ ‌process‌ ‌of‌ ‌advancement‌ ‌or‌ ‌Talidurian‌ ‌with‌ ‌LT‌ ‌approval.‌ ‌ ‌

Advancement/pushing‌ ‌what’s‌ ‌possible‌ ‌in‌ ‌the‌ ‌techlock‌ ‌is‌ ‌a‌ ‌very‌ ‌slow‌ ‌process,‌ ‌what‌ ‌may‌ ‌seem‌ ‌simple‌ ‌to‌ ‌you‌ ‌and‌ ‌I‌ ‌with‌ ‌hindsight,‌ ‌is‌ ‌not‌ ‌so‌ ‌to‌ ‌those‌ ‌who‌ ‌are‌ ‌trying‌ ‌to‌ ‌innovate‌ ‌at‌ ‌the‌ ‌time.‌ ‌Innovation‌ ‌requires‌ ‌a‌ ‌lot‌ ‌of‌ ‌failure‌ ‌and‌ ‌very‌ ‌small‌ ‌incremental‌ ‌steps.‌ ‌Some‌ ‌things‌ ‌may‌ ‌never‌ ‌be‌ ‌allowed‌ ‌due‌ ‌to‌ ‌their‌ ‌reliance‌ ‌upon‌ ‌an‌ ‌industrial‌ ‌revolution‌ ‌level‌ ‌of‌ ‌mechanization,‌ ‌precision‌ ‌and‌ ‌purity‌ ‌of‌ ‌materials.


A workshop is a location in a region where someone can craft items. These workshops can be anything from a Chef's Kitchen, to the Evil Volcano Forge of an Ancient Overlord. There are varying levels ranging from Fine and Artisan, to Mastercraft. Workshops are not locked to a single player, but rather are just a place for a character to work. Any and all cool downs fall on characters, not workshops. Additionally, due to the immense labor consumption it requires to craft an item each player may only practice up to three professions. A player is on cooldown for all workshops of a respective type when crafting from a profession. These cooldowns may have different lengths, as in a player might craft an artisan item at a smithy and then a fine item at the woodworker’s workshop. Within a week the player would be able to craft another item at a woodworker’s workshop, but would still have another week before being able to smith. An RO must make a request for a new workshop within a settlement, or have screenshot evidence of RO approval.

Mastercraft Workshop

Description: Mastercraft workshops are some of the most legendary locations on the face of Gaia, by their very existence they become iconic and highly sought after. Usually they come from Artisan Workshops that have managed to outlast and out compete all others for a considerable amount of time. Because of this, Mastercraft Workshops can only be used through the course of an event. They are always one time and most importantly they can’t be constructed.

Time Limit: Mastercraft Workshops operate on an event only basis and during the event only one item can be crafted due to the time and labor required.

Artisan Workshop

Description: Artisan Workshops can be constructed by any region given the required resources. Much like Mines only one can be constructed per region. To construct an Artisan Workshop a region must provide five hundred logs, five hundred cobblestone, and twenty-five ingots of any type of metal. From here a Region must provide, per week, twenty-five ingots of any kind to keep the Workshop operational, otherwise it will fall into disrepair until the upkeep cost is paid.

Time Limit: Artisan workshops are capable of allowing each individual player to output one item per two OOC weeks due to the high labor cost that goes into the construction of each item.

Fine Workshop

Description: Fine Workshops can be constructed by any region given the required resources. A region may have upwards of six Fine Workshops . To construct a Fine Workshop a region must provide two hundred logs, two hundred cobblestone, and ten ingots of any type of metal. From here a Region must provide, per week, ten ingots of any kind to keep the Workshop operational, otherwise it will fall into disrepair until the upkeep cost is paid.

Time Limit: Fine workshops are capable of allowing each individual player outputting one item per OOC week due to the high labor cost that goes into the construction of each item.

Crafting‌ ‌Better‌

Remember,‌ ‌items,‌ ‌especially‌ ‌in‌ ‌workshops‌ ‌will‌ ‌require‌ ‌several‌ ‌individuals'‌ ‌professions‌ ‌to‌ ‌come‌ ‌together.‌ ‌You‌ ‌need‌ ‌a‌ ‌tailor‌ ‌to‌ ‌manufacture‌ ‌quality‌ ‌gambeson,‌ ‌a‌ ‌woodworker‌ ‌to‌ ‌make‌ ‌quality‌ ‌bows‌ ‌and‌ ‌staves‌ ‌of‌ ‌weapons,‌ ‌otherwise‌ ‌the‌ ‌item‌ ‌in‌ ‌a‌ ‌Fine+‌ ‌workshop‌ ‌will‌ ‌be‌ ‌given‌ ‌a‌ ‌lesser‌ ‌quality.‌ ‌As‌ ‌you‌ ‌can‌ ‌imagine,‌ ‌it‌ ‌doesn’t‌ ‌matter‌ ‌how‌ ‌well‌ ‌made‌ ‌a‌ ‌mace‌ ‌head‌ ‌is‌ ‌by‌ ‌a‌ ‌smith,‌ ‌if‌ ‌it's‌ ‌put‌ ‌on‌ ‌a‌ ‌badly‌ ‌made‌ ‌handle,‌ ‌it's‌ ‌liable‌ ‌to‌ ‌split‌ ‌and‌ ‌then‌ ‌break.‌ ‌A full outline and guide to what these restrictions are, along with batch crafting amounts, can be found in Crafting in Depth. In‌ ‌a‌ ‌similar‌ ‌manner,‌ ‌your‌ ‌finished‌ ‌item‌ ‌only‌ ‌has‌ ‌the‌ ‌rarity‌ ‌of‌ ‌the‌ ‌highest‌ ‌rarity‌ ‌item‌ ‌that‌ ‌goes‌ ‌into‌ ‌it.‌ Of‌ ‌the‌ ‌items‌ ‌you‌ ‌can‌ ‌expect‌ ‌to‌ ‌be‌ ‌able‌ ‌to‌ ‌make,‌ ‌workshop‌ ‌specific‌ ‌items‌ ‌are‌ ‌highlighted‌ ‌red in the list below.‌ ‌As‌‌ you‌ ‌can‌ ‌imagine,‌ ‌there‌ ‌are‌ ‌weapons‌ ‌and‌ ‌arms‌ ‌of‌ ‌a‌ ‌complex‌ ‌nature,‌ ‌with‌ ‌a‌ ‌requirement‌ ‌for‌ ‌good‌ ‌RP‌ ‌in‌ ‌order‌ ‌to‌ ‌craft‌ ‌them‌ ‌properly‌ ‌thus‌ ‌they‌ ‌are‌ ‌limited‌ ‌to‌ ‌the‌ ‌workshop.‌ ‌

Siege Weaponry: Any weapon that is larger than a person can feasibly wield. Crafting rules for these weapons are described in Crafting in Depth.

  • Polybolos
  • Scorpions
  • Ballista
  • Catapults
  • Trebuchets
  • Siegetowers
  • Cannons

Heavy Armor:

  • Articulated plate cuirass (A full armored harness) (Some Parts of armor can be worn separately)
  • Upper Articulated Plate (Item, below is what should included)
    • Breastplate/Cuirass
    • Articulated Pauldron
    • Gorget
    • Rerebrace/Upper Cannon
    • Vambrace/Lower Cannon
    • Couter
    • Tasset
  • Lower Articulated Plate (Item, below is what should be included)
    • Cuisse
    • Poleyns
    • Greaves
    • Sabatons
    • Armet
  • Close Helm
  • Great Helm
  • Sallet
  • Bascinet (of various types)
  • Tower shield
  • Segmenta Lorica
  • Gauntlets
    • Gothic
    • Articulated Gauntlets
    • Hourglass
    • Mitten Gauntlets

Medium Armor:

  • Nasal Helm
  • Maille Coif
  • Barbute
  • Brigandine
  • Coat of plates
  • Chainmail Hauberk
  • Chainmail Gauntlets
  • Scale Mail
  • Half plate
  • (UPPER) Plate Cuirass and unarticulated pauldrons
    • Worn with Chainmail and(or just) gambeson beneath
    • Basic Pauldron (unarticulated)
  • (LOWER) Plate greaves and poleyns (covers calves and knees)
    • Splinted armour (Arms,Legs and hands only)
    • Maille Chausses
    • Reinforced boots
  • Heater Shield
  • Kite Shield
  • Round Shield

Light Armour:

  • Gambeson
  • Quilted Chausses
  • Leather Cuirass
  • Linen Cuirass
  • Buckler Shield
  • Leather Gloves
  • Leather/Linen Armor

Heavy Weapons:

  • Matchlock Rifle
  • Greataxe/Dane Axe (2H)
  • Large Club
  • Zweihander
  • Polearms
  • Greatsword

Medium Weapons:

  • Scimitar
  • Battle Axe (1H)
  • Warhammer
  • Mace
  • Spear
  • Longsword
  • Shortsword
  • Falchion
  • Arming Sword

Light Weapons:

  • Matchlock Pistol
  • Staff
  • War Scythe
  • Bludgeon (Club)
  • Short Spear
  • Daggers