Getting Started (Crafting)

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Introduction

Welcome, hero, to the exciting world of crafting in Talibri. Talibri gives you the opportunity to master woodworking, blacksmithing, alchemy, cooking and tailoring. The complexity and resource demands of crafting skills make them unsuitable for the faint of heart; however, fame and fortune await those who travel its arduous road to mastery.

Simplified Structure of Crafting

Crafting can be divided into four stages: gathering, processing, production, and assembly.

  • Gathering is the process of obtaining resources, which is what gatherers do day and night. 
  • Processing is the act of transforming raw materials into useful forms (ores to bars, logs to planks, fibers to cloths).
  • Production is the process of making a good or component (food, potion, equipment component).
  • Assembly is the act of combining equipment components--which we’ll touch on separately later. Assembly is only required for equipment and not for food or potions.

Table View of Each Craft

Gather these... ...process them into these... ...in order to produce these.
- Fish (Fishing)
- Wood (Forestry)
- [Sometimes] Herbs (Botany)
<Not Needed> - Food (Cooking)
- Herbs (Botany) <Not Needed> - Potions (Alchemy)
- Fibers (Botany) - Cloths (Tailoring) - Cloth Equipment Parts (Tailoring)
- Logs (Forestry) - Planks (Woodworking) - Wood Equipment Parts (Woodworking)
- Ores (Mining) - Bars (Blacksmithing) - Metal Equipment Parts (Blacksmithing)
- Logs (Forestry)
- Ores (Mining)
- Planks (Woodworking)
- Bars (Blacksmithing), then Nails (Blacksmithing)
- Houses/Additions (Construction)

Component Stat Rolls

When crafting components, you'll roll dice to determine whether you succeed.

Difficulty Chart vs Number of Materials

Note that difficulty is per tier of material. If the base difficulty is 6, using elder materials requires a roll of 12, rare materials require a roll of 18, etc.

Also, you don't need any mastery or level in any skill to craft certain things, like plates. You can use any material at level 1, provided that you can roll enough to succeed.

Material Amount Difficulty Examples Notes
1 Material Components (non-tools) 6 Axe Heads, Hilts, Bowstrings, Bindings, Shafts Has the highest chance to roll top-tier components.
1 Material Components (toolheads) 5 - 9 Picks, Hoe Heads, Wood Axe Heads, Fishing Lines Difficulty based on type of bar. Fishing lines require cloth instead.
1 Material Components (tool handles) 7 or 8 Pickaxe Handles, Hoe Handles, Fishing Rods, Wood Axe Handles Picks require 8 per tier instead of 7 like the others; might be a bug.
2 Material Components 8 (2 x 4) Fabrics, Plates, Bosses, Poles Plates and Fabric are the staples for all armor. Certain fabrics have higher difficulty.
3 Material Components 9 (3 x 3) Blades, Maces, Unstrung Bows At mastery 1-2 you'll have under 35% success chance; not recommended unless you have leol to burn.

However, dice do NOT influence the quality of item you produce; that comes down to luck. Every time you craft a component it will receive a star value, from 0.5 to 10, which is a measure of the stat values of the item relative to your mastery and ingredients. Note that star values do NOT represent the actual strength of the item, only the strength of an item relative to that tier.

You can increase the maximum stat range of your items by leveling up your general mastery by crafting the general item with any material. You can increase the average roll by increasing your specific mastery, which involves using a specific material (e.g. iron bars). Specific mastery increases by the material cost of producing the item per success; general mastery increases by one per success, regardless of material cost. As example, successfully producing a plate, which requires two bars, will increase your general mastery by one and your specific mastery by two. (If you used two iron bars, your iron specific mastery would increase by two. If you used an iron and a malachite bar, your iron and malachite specific masteries would increase by one each.) You are more likely to make a component with star value equal to half your specific mastery than a component of any other star value.

Quick Note on Stat Rolls

One-material components (those made with one piece of material) will have a base distribution of star values. Two-material components involve combining two one-component distributions, and three-material components three one-component distributions. It is therefore far harder to get a perfect (10-star) three-material item than a perfect one-material item---if you have a 1% chance of getting a perfect one-material item, you have a (1%)² = 0.01% chance of getting a perfect two-material item, and a (1%)³ = 0.0001% chance of getting a perfect three-material item. This means that top-tier three-component items (blades, mace heads, and unstrung bows) are very valuable. Perfect one-component items aren't as rare or valuable but are easier to roll.

What makes the most sense to focus on as a solo player?

Many people prefer to play solo and rely on themselves for many actions. Talibri supports this playstyle, although I'll warn in advance that crafting solo is a difficult endeavor, because of the amount of materials one needs to amass to do well in crafting. It's definitely possible but it's a time commitment, and you might not be able to reach the top players. If you're a solo player, gathering or smelting is a lot more friendly and much cheaper than crafting.

That being said, if you still wish to craft, there are a few things that are perfect for new and/or solo crafters. All of these materials require only one material per action, which allows you to spend less and hit the best rolls more often:

  • Metal Bars: Axe Heads
  • Wood Planks: Shafts
  • Cloth: Bindings

If you want to build the more complex equipment (blades, fabric, maces) or food, I would recommend you get a team as the material demand and difficulty is quite high.

Here are two crafting paths you could take.

Example 1: Seared Salmon

  • Run woodcutting for 2 days
  • Run fishing for 1 day
  • Cook for 12 hours
  • Repeat

Example 2: Axe Head Production

  • Mine for 3 days
  • Smelt into bars for 1 day
  • Smith Axe Heads for 12 hours
  • Repeat

Alternatively, solo players can craft full-time in certain professions by interacting with the market. They can sell crafted goods for leol, and then use that to purchase the raw materials they need.

What makes the most sense to focus on as a team?

If you have a dedicated team or guild crafting is a place you can really shine. As a team you should focus on forming a supply chain that helps everyone specialize. I’ll give a couple good examples below, but you can do anything. A good rule of thumb is “the harder it is to do, the less likely you’ll have competition.”

Here are two crafting paths you could take.

Example 1: Blades/Maces

Recommend a team of 6-7. These are the hardest components to master in the game (along with bows).

  • 5-6 Mining
  • 1 Smelting/Smithing 

Example 2: Mana Potions

Recommend a team of 2-4. I’ll show the 4 person “ideal” scenario, but you can make it work with 2–3

  • 2 Fly Agaric Harvesters
  • 1 Hops Harvester
  • 1 Potion Maker

Components and Equipment

Equipment is made from different components.

Unlike in the other three steps there is no chance of failure - this part is just fun. You get to mix and match the various equipment components you’ve built to date and convert them into usable equipment (and even get credited with your name on it!).

Once you finish (or buy) all of the components you simply have to assemble them by clicking and selecting the parts you want from the appropriate crafting area. See the Equipment Crafting section of the Equipment page for the 'recipes'.

Finishing

You'll also have the option to finish your components before crafting. This costs 1,000 component material and will randomly add between -15% and +15% to your overall stats. This affects ALL stats.

Component Material is gained from deconstruction of unwanted components; it's incredibly easy to obtain if you craft components often and you can also buy it from the market.

Equipment Bonuses

Equipment bonuses are the sum of the base component stats with a % added or subtracted should you choose to finish the equipment as you produce it. You can find the latest complete list of bonuses on the Equipment page.