Crafting: A Quick Refresher
Enjoyed crafting but forgot how it works? Here’s enough to get you making things again.
Getting started
- Learn your profession. At the Character Builder Terminal, choose “Learn skill,” select your crafting profession, then select Master at the bottom. No XP grind required.
- Grab resources. Perfect resource stacks in the guild hall and merchant tent are free for the taking. Ask Nori for anything missing. I’m working on a way for you to generate resources as needed, so you won’t need to stockpile them at home.
- Start crafting. Open the appropriate tool, choose a schematic, and supply its resources and components. Assemble, experiment if the schematic allows it, then create a prototype or save a manufacturing schematic.
Prototype or manufacturing schematic?
- Prototype. Make one item. Each new crafting attempt gets fresh assembly and experimentation rolls.
- Manufacturing schematic. Save your result for mass production. The factory reproduces that result without rerolling assembly and experimentation for every item.
Factories require the exact resources and matching components listed on the manufacturing schematic. Recipes requiring identical components need matching factory-produced parts. Separately handcrafted parts have different serial numbers, even when their stats match.
What’s worth improving?
- Weapons, armor, food, and medicine. Materials, components, skills, and experimentation affect performance.
- Tailoring. For ordinary clothing, the main consideration is sockets for skill tapes. Assembly and experimentation results don’t affect how many sockets you get. For something purely cosmetic, you may not care about sockets.
- Architect. Ordinary houses and furniture generally don’t need experimentation. Harvesters and their harvesting components have performance stats worth improving.
- Tools and stations. Handheld tool effectiveness affects assembly. A matching station enables additional crafting options, but its displayed effectiveness rating doesn’t improve crafting rolls in our Core3 code.
Shared factories
Each character has ten housing plots, shared between houses and installations. Placing your own factories uses that allowance; using someone else’s does not.
We already have roughly five or six of each factory type available:
- Clothing and armor factories
- Food and medicine factories
- Item factories
Ask Nori to add your character to a factory’s administrator list so you can use it.
Intermediate components are produced at one per second, so a full run of 1,000 takes about seventeen minutes.
Assembly: your starting roll
Assembly turns your ingredients into the initial item. Good, Great, and Amazing describe the result. Better assembly gives stats you can experiment on a slightly higher starting percentage. For ordinary furniture and other items whose quality doesn’t affect their function, chasing Amazing generally won’t improve the finished item.
Eat Pyollian Cake before assembling to improve your chances of an Amazing Success. Its crafting buff is consumed when you assemble the item.
Experimentation: improve what matters
Experimentation happens after assembly, using an appropriate specialized tool near a matching crafting station. Your trained skills supply the points, shown as bubbles.
With excellent resources, experimental values often start around 30%. Aim for 100% in your most important attribute, where the materials and schematic allow it. For medicine, that might be effectiveness. For ship components, mass is often a priority: a higher experimental percentage means a lighter component.
- Great Success. Adds 7 percentage points per bubble.
- Amazing Success. Adds 8 percentage points per bubble.
Drink Bespin Port before clicking Run Experiment to improve your chances of an Amazing Success. Clicking that button consumes the buff.
Pre-crafted crates of Pyollian Cake and Bespin Port are available in the guild hall. Help yourself.