

CRAFTING
Crafting Basics
There are five crafting professions in Chronicles: Arcanist, Armorer, Clothier, Steward, and Weaponsmith. Each profession is able to Craft, Modify, and Repair certain types of equipment. Additionally, some Professions provide other services as well.
Professions are gained through character advancement by spending perk points like any other skill. You can have as many Professions as you like, but you may only have one Master level Profession (this does not inhibit your ability to be a Master in other non-profession skills). Professions do have a reduced perk cost compared to other skills, only costing 1 perk per level except for Master, which costs 2.
Note: Once you reach Adept in a crafting profession, you are locked into it.
In addition to the Profession skill, you will also need to spend learning points on techniques in order to unlock specific recipes.
All Profession activities can be accessed by the /craft menu.
In order to Craft, you need the required materials for the recipe and to be in a City or at a Settlement with an appropriate Profession Building. Once started, crafting takes real time to finish which should be spent roleplaying the crafting process. Once complete, you can choose to finalize the crafting from the same menu whenever you like.
Craftable recipes come in 4 Tiers. Each Tier has its own technique requirements. Equippable items must be crafted at Tier 1 and then separately upgraded to successive Tiers.
Tier 4 recipes, also known as Masterworks, are only available to Masters of their chosen craft. Tier 4 equippable items are the only items capable of being enchanted with a Legendary Effect by a Master Arcanist.
Note: Characters can only equip one Tier 4 item at a time.
Modification
Each equippable item can be Modified with unique effects specific to that type of item. This requires less materials than Crafting the item, but otherwise uses the same basic process. Each item can only have one Modification at a time and are lost when the item is upgraded.
Note: To apply modifications, you need to be Adept in the craft.
Repair
Finally, equippable items can lose durability during combat (though not spars). If an item runs out of durability, it is no longer usable (though is not destroyed) and grants its owner no effects. Characters can use materials to repair any item their Profession can craft, but the amount of durability repaired is dependent upon their skill vs the Tier of the item being repaired.

Profession: Arcanist
Arcanists can Craft, Modify, and Repair Staves and Talismans. Arcanists require being in a City or a Settlement with a Workshop in order to do their work.
Staves are two handed ranged weapons favored by mages that deal elemental damage and are governed by your highest spellcasting skill. While wielding a Staff, a character cannot use an off-hand item such as a Shield, Talisman, or Torch.
Talismans are off-hand defensive tools favored by spellswords that also allow minor elemental attacks in addition to their defensive benefits.
Moreover, Arcanists can Enchant equippable items to provide unique benefits. Note that specific enchantments often require the knowledge of certain spells in addition to their Profession requirements. Each equippable item can only have one Enchantment at a time.
Master Arcanists can enchant Tier 4 equippable items with a Legendary Effect in addition to a normal Enchantment. Each Tier 4 equippable item can only have one Legendary Effect at a time.
Profession: Armorer
Armorers can Craft, Modify, and Repair Light Armor, Medium Armor, and Heavy Armor. Armorers require being in a City or a Settlement with a Forge in order to do their work.
Light Armor is favored by high Agility combatants that rely on the Dodge skill for defense. It is the only form of armor that has no penalties associated with it.
Medium Armor provides benefits to both Block and Dodge defenses, but invokes -1 Sneak, -1 Acrobatics, and -2 Frost Resistance. If not wielding a talisman, it also invokes -1 Spell Potency.
Heavy Armor provides high amounts of resistance to damage compared to other armors, but invokes -3 Acrobatics, -3 Sneak, and -2 Shock Resistance. If not wielding a talisman, it also invokes -1 Spell Accuracy and -1 Spell Potency.
Profession: Clothier
Clothiers can Craft, Modify, and Repair Clothes, Robes, Rings, and Amulets. Clothiers require being in a City or a Settlement with a Workshop in order to do their work.
Clothes are separate from armor. Not wearing clothes invokes -2 Frost Resistance.
Robes are the favored form of armor for mages, but invoke -2 Piercing Resistance.
Rings and Amulets provide minor stat bonuses; only one Ring and one Amulet can be equipped by a character at a time.
Profession: Steward
Stewards can Craft and Modify Flasks, create alchemical poultices to be combined with a Flask to create an Elixir, cook food, prepare alcohol, and create drugs. Stewards require being in a City or a Settlement with a Refinery in order to do their work.
Flasks can be combined with a certain type of alchemical poultice to create a certain kind of Elixir that can provide a variety of benefits. Up to two Elixirs can be equipped at a time, but they cannot contain the same type of Elixir as each other. The Tier of the Elixir contained is the same as the Tier of the Flask.
Flasks do not require Repair, but each Flask can only be used a certain amount of times, dependent on Tier, before it must be Refilled through the use of Poultice Bases, which can be provided by a Steward of equivalent skill to the Tier of the Flask. You may only use a Flask out of combat 4 times before you must Rest. You may only use Flasks twice per combat.
Profession: Weaponsmith
Weaponsmiths can Craft, Modify, and Repair One-Handed Weapons, Two-Handed Weapons, Bows, and Shields. Weaponsmiths require being in a City or a Settlement with a Forge in order to do their work.
One-Handed Weapons are melee-only weapons that either do Bludgeoning, Piercing, or Slashing damage and are governed by Melee Accuracy.
Two-Handed Weapons are melee-only weapons that either do Bludgeoning, Piercing, or Slashing damage and are governed by Melee Accuracy. These weapons do more damage than their One-Handed counterparts, but cannot be paired with an off-hand item such as a Shield, Talisman, or Torch. Two-Handed Weapons can also be portrayed as dual weapons—one wielded in each hand.
Bows are two-handed ranged weapons that do Piercing damage and are governed by Ranged Accuracy. Characters wielding a bow cannot use an off-hand item such as a Shield, Talisman, or Torch.
Shields are off-hand items that can provide significant defensive stat increases.
Item Catalog
For specific recipes and other information see the full Item Catalog.