Visit any city to find a Master Craftsman and learn a trade. Learning trades lets you craft weapons or armor, or even cook foods that temporarily boost stats.
Crafting is the process of turning component items (such as crafting materials) into equipment or consumables. There are nine different crafting disciplines. Initially only two can be active at a time on each character, but up to two more (for a total of 4) may be added using Additional Crafting Licenses from the Gem Store. Crafted items usually look different from, but always have comparable statistics to, items of the same level and quality obtained through other methods, for example from loot or vendors.
To learn a craft, speak to the relevant master craftsman; they also answer basic questions and sell supplies for their craft. A character can only have two disciplines active at a time, or up to four with the purchase of Additional Crafting Licenses. They can pay a master craftsman to switch, at cost of 10 per level already attained in the target discipline. Taking on a new discipline is always free, while switching back to a maxed discipline (at level 500) costs 50 .
(Used by soldiers — guardians, warriors, and revenants)
|Artificer|| Magical weapons|
(Foci, staves, scepters, and tridents)
|Chef||-||-||Food and dyes|
|Huntsman|| Projectile weapons and off-hand utility items|
(Short bows, longbows, pistols, rifles , harpoon guns, torches, and warhorns)
(Amulets, rings, and earrings)
(Used by adventurers — engineers, rangers, and thieves)
|Scribe||-||Sigils||Decorations and consumables|
(Used by scholars — elementalists, mesmers, and necromancers)
|Weaponsmith|| Melee weapons and shields|
(Axes, daggers, swords, greatswords, maces, hammers, spears, and shields)
You can only craft at designated crafting stations, which are located in every city and certain zones. The crafting panel includes five tabs:
Recipes allow you to easily view the combination of ingredients needed to create an item. Each recipe must be unlocked through a specific method:
To craft an item, you must have the appropriate materials in your inventory, bank, or collections. You can collect these items by gathering, from loot, salvaging other items, or even by crafting. These materials are divided into tiers: higher-tiered materials — and a greater rank in the discipline — are required to craft items of higher level or greater rarity. The tier of a finished item is determined by the tier of its component parts. For example, tier 1 covers the most basic items, such as the CFineGreen Wood Longbow created using t1 components (e.g. Green Wood Logs and a Green Inscription); the tier 6 equivalent is the FExoticPearl Stinger, made with t6 components (e.g. Ancient Wood Logs and an Orichalcum Imbued Inscription).
This table provides an overview of the crafting materials in each tier; further details are available from the list of crafting materials. (Chef ingredients are covered elsewhere, as that discipline uses a different system.)
The process of crafting items is extensive and varies by discipline. The two phases of creating items are discovery and production. A player must collect materials, discover the recipe if it isn't known, then create the item. Many crafted items have other crafted items as prerequisites; this can lead to a large tree of components needed for a certain item, the best example being legendary weapons.
The production tab shows all available recipes. The color of a recipe's name indicates how close the recipe is to your current discipline level. The colors are the same as for item quality, progressing from Forange for recipes near your current level to Eyellow, Dgreen, Cblue, Bwhite, then Agray for recipes that no longer grant any crafting experience.
Red recipes appear when you are within five levels of the next 25-level interval, at which point they will automatically unlock.
The number after the recipe name indicates how many items you can craft using that recipe, based on the contents of your inventory, bank, and collections.
The discovery tab allows you to attempt to mix and match components to find a new recipe. Drag and drop or double-click items to add (or remove) them from the mix. When using the discovery pane, you only see items which fulfill all of the following criteria:
Items are highlighted in red when they are part of a valid recipe that require a higher crafting level to discover.
As you add (or remove) items, you can also see how many possible recipes remain. If there are none, you can press the reset button to start from scratch. Some recipes' ingredients may be beyond your current crafting level. If an item can be discovered, players will see one of the following icons:
Placing a crafting material in one of the available slots at a crafting station will result in one of the following messages:
If you find a valid combination of items and have sufficient quantities of each, you will see the following message.
Crafting the listed item reveals its name and unlocks its recipe.
Some items have a time gate and limit the number of times an item can be crafted in a period of time. This is usually for high level crafting materials like ectoplasm refinement. The purpose of time gating is to make crafting valuable for players who have invested into crafting. All items have a limit of one per day (daily), which reset at 0:00 like other daily activities. These items include:
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.
You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.
To determine how much time and money it takes to make an item, follow these steps.
Action: Craft checks are made by the day or week (see above).
Retry? Yes, but if you fail a check by 4 or less, you make no progress this week (or day, see below). If you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
|Item||Craft Skill||Craft DC|
|Alchemist’s fire, smokestick, or tindertwig||Alchemy||20|
|Antitoxin, sunrod, tanglefoot bag, or thunderstone||Alchemy||25|
|Armor or shield||Armor||10 + AC bonus|
|Longbow, shortbow, or arrows||Bows||12|
|Composite longbow or composite shortbow||Bows||15|
|Composite longbow or composite shortbow with high strength rating||Bows||15 + (2 x rating)|
|One-handed firearm (UC)||Firearms||20|
|Two-handed firearm (UC)||Firearms||20|
|Siege firearm, heavy (UC)||Firearms||30|
|Siege firearm, light (UC)||Firearms||35|
|Ranged siege engine, heavy (UC)||Siege Engines||20|
|Ranged siege engine, medium (UC)||Siege Engines||25|
|Ranged siege engine, light (UC)||Siege Engines||30|
|Crossbow, or bolts||Weapons||15|
|Simple melee or thrown weapon||Weapons||12|
|Martial melee or thrown weapon||Weapons||15|
|Exotic melee or thrown weapon||Weapons||18|
|Very simple item (wooden spoon)||Varies||5|
|Typical item (iron pot)||Varies||10|
|High-quality item (bell)||Varies||15|
|Complex or superior item (lock)||Varies||20|
1 Traps have their own rules for construction.
You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
Action: Craft checks are made by the day or week (see above).
Retry? Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.
Action: Craft checks are made by the day or week (see above).
Retry? Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
About This Section Optionally, a character who reaches 5, 10, 15, or 20 ranks in a skill unlocks various bonuses and abilities unique to that skill. The unchained rogue uses these rules extensively, but others can gain access to them with a new feat.
In this system, characters unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill. The skill unlocks system interfaces with the unchained rogue to make the rogue the true master of skills.
Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue who uses her rogue’s edge ability to gain skill unlocks for several of her most iconic skills. Alternatively, you might make skill unlocks a universal part of the game, but you should be aware they add significant power and flexibility to skills, so giving them for free to all classes would grant power boosts to other highly skilled classes such as the investigator and bard, particularly in comparison to the rogue. Another alternative is to eliminate access to the Signature Skill feat, limiting skill unlocks to rogues and rogues alone.
With sufficient ranks in Craft, you earn the following.
5 Ranks: When determining your weekly progress, double the result of your Craft check before multiplying the result by the item’s DC.
10 Ranks: You do not ruin any of your raw materials unless you fail a check by 10 or more.
15 Ranks: When you determine your progress, the result of your check is how much work you complete each day in silver pieces.
20 Ranks: You can craft magic armor, magic weapons, magic rings, and wondrous items that fall under your category of Craft using the normal Craft rules.
The spontaneous alchemy rules allow any characters to dedicate themselves to the art of spontaneous alchemy. Feats that increase one’s prowess in spontaneous alchemy make this path even more potent, allowing both professional and amateur alchemists to craft dozens of different alchemical items in a fraction of the time that would normally be required. For Your Character
These optional rules provide an all-new way for characters to rapidly craft alchemical items. This subsystem requires the player to track the individual alchemical reagents her character has on hand, which she can combine in a variety of ways using different processes to create a wide selection of alchemical items. With the GM’s permission, characters with the Eschew Materials feat can assume they have the correct reagents on hand to perform spontaneous alchemy; instead of tracking the quantities of each reagent owned, players can then simply track the number of gold pieces worth of reagents their PCs spend each time they perform an act of spontaneous alchemy. The cost to craft an item with spontaneous alchemy is usually 10% to 20% higher than the item’s market price.
Characters versed in spontaneous alchemy can concoct alchemical items more quickly than through normal use of the Craft (alchemy) skill. However, instead of simply making skill checks and spending the necessary currency for unspecified raw materials, the character must provide specific reagents and combine them according to the recipe for the item she wishes to create. This allows the alchemist to obtain results with less time and effort, but often at greater cost, because of the necessary purity and greater volume of reagents required by alchemical recipes.
To perform spontaneous alchemy, a character must begin with the reagents and crafting tools required by the recipe of the item she wants to make. The reagents, crafting tools, and length of time required are noted in the recipe. Once the necessary time has passed, the creator attempts a Craft (alchemy) check against the DC to craft the item. If she succeeds, she completes the item. If the creator’s check fails, however, she risks a mishap (see Alchemical Mishaps).
Each alchemical item features a recipe at the bottom of the item stat block that details how to create the item using spontaneous alchemy. Every alchemical recipe adheres to the following format.
Recipe: This lists the names and amounts of the reagents needed for spontaneous alchemy, as well as the alchemical process used to create the item.
Craft: This specifies the DC of the Craft (alchemy) check required to complete the item. The base DC is the same whether the item is being made with conventional crafting techniques or spontaneous alchemy.
Time: This is the amount of time required to create the item using spontaneous alchemy.
Tools: This is the tool required to perform the process (see Crafting Tools). If the creator uses an improvised crafting tool, she takes a –2 penalty on her Craft check.
Type: This entry notes the type of alchemical item to be created—most alchemical items are either alchemical remedies, alchemical tools, alchemical weapons, alcohols, drugs, or poisons.
Each alchemical process listed below requires a certain length of time, and might require one or more alchemical crafting tools. The length of time and the crafting tools required to craft certain alchemical items might sometimes differ from these baselines.
Calcination: This is the process of burning a reagent down to its essential minerals. Time: 1 hour. Tools: Crucible.
Ceration: This process calls for adding a liquid (such as water) to a hard, dry, heated reagent to soften it. Time: 10 minutes. Tools: Crucible.
Congelation: Congelation increases the viscosity of a reagent by cooling it, possibly with the addition of another reagent such as urea. Time: 10 minutes. Tools: Alchemist’s lab.
Digestion: In this process, a solution is allowed to rest, usually while being heated, as particles precipitate out of the solution. Time: 1 day. Tools: Heat source.
Distillation: A mixture is placed in a retort and heated, causing the component with the greatest volatility to vaporize, condense in the neck of the retort, and flow down into a second vessel. Time: 1 day. Tools: Retort.
Earth: This process involves letting one or more reagents mingle with fresh earth to absorb its minerals or other essential properties. This process cannot be performed unless a source of fresh soil is available. Time: 10 minutes. Tools: None.
Exposure: This process involves ready airflow. A recipe that requires this process cannot be performed indoors unless a steady air current from outdoors passes through the area (such as a current provided by large open windows on opposite walls). Time: 1 hour. Tools: None.
Fermentation: This process allows a reagent to be digested by yeast or another organism, yielding a new product. Time: 1 day. Tools: None.
Filtration: This process separates one component of a mixture from another by passing the mixture through a filter that catches larger particles. This is sometimes made easier by adding a solvent that dissolves one component but not the other. Time: 10 minutes. Tools: Sieve or filter.
Sublimation: Also known as exaltation, this process calls for a reagent to be heated to a vapor in a vessel so that a pure component crystallizes in the neck of the vessel. Time: 1 day. Tools: Retort.
|1||One random reagent is ruined; other reagents can be reused.|
|2||All reagents are ruined.|
|3||All reagents are ruined and the mixture explodes, dealing 2d6 points of damage (half fire, half acid) to you. A successful DC 15 Reflex save halves the damage.|
|4||Half of the doses of each reagent are ruined (round up), and you must use a full-round action to salvage the remaining doses.|
|5||Two random reagents are ruined, and you are exposed to an inhaled or contact poison appropriate to your level and worth no more than the alchemical item you were trying to create (GM’s discretion).|
|6||All reagents are ruined, and the crafting tool used (or one random crafting tool, if an alchemist’s lab was used) breaks.|
If you fail a Craft (alchemy) check to perform spontaneous alchemy by 4 or less, you simply fail to produce a result and can try again using the same reagents. However, if you fail by 5 or more, a mishap occurs. Roll on the table at right to determine the effects of a mishap.
Growing a fungal graft is similar to crafting a magic item, but requires only a specific number of ranks in Craft (alchemy) instead of an item creation feat.
Growing a fungal graft takes the same amount of time that creating a magic item of the same price does. During this time, the nascent fungus must be fertilized with expensive material components (the cost varies according to the graft), watered as needed, and kept safe from harm. After the required time has passed, the cultivator must succeed at a Craft (alchemy) check in order for the fungus graft to be properly formed. The DC of this check varies according to the graft. On a failure, the graft withers and the cultivator must begin anew. On a success, the fungus is ready to be grafted onto a target.
Grafting a fungus onto a target requires a 1-hour-long surgical procedure, during which time the subject must be either willing or helpless. At the end of the hour, the surgeon must attempt a Heal check against the listed DC. Failure indicates that the patient’s body rejects the fungus and the fungus dies. Regardless of the surgery’s success, the subject takes 1d4 points of Constitution damage. Although fungal grafts are not magical, some occupy a magic item slot on the body, preventing that slot from being used for any magic item or other graft.
A fungal graft can be removed with a heal or greater restoration spell, or with a successful Heal check against the original DC in another hour-long surgery.
Price 18,000 gp; Slot eyes
These small, glowing blue fungi form a protective film over the subject’s eyes, preventing her from seeing with normal vision but granting her blindsight to a range of 30 feet.
Cost 9,000 gp; Skill RequirementsCraft (alchemy) 12 ranks; Skill Check(s)Craft (alchemy) DC 25, Heal DC 25
Price 4,000 gp; Slot wrists
Brain mold spores seeded beneath the subject’s skin enable the subject to extend and contract fungal vines from its wrists and forearms at will. The subject gains two vine attacks per round, which count as secondary natural attacks with a reach of 10 feet. These vines deal no damage, but the fungal-grafted creature can attempt to pull a struck target up to 5 feet toward itself, as the pull universal monster ability.
Cost 2,000 gp; Skill RequirementsCraft (alchemy) 9 ranks; Skill Check(s)Craft (alchemy) DC 21, Heal DC 21
Elves are skilled at crafting reagents from the flora growing in the forests of that nation, and some even know the secrets of infusing arrows and other ranged weapons with the alchemical properties of these plants. The most talented alchemists can make such alchemical arrows on the fly, allowing them to choose and craft their ammunition as the situation warrants.
Although the techniques of alchemical archery have been used for thousands of years, elven archers do not openly flaunt the virtues of this ancient craft, but neither do they purposefully obscure their alchemical methodologies. Those fellow archers and ranged tacticians who share adventures with archers may hope to find teachers in their elven companions, and indeed, some fighters are happy to share their methods.
What follows is a sampling of alchemical arrows. Unless otherwise stated, these alchemical arrows are only effective for one shot, regardless of whether the shot hits its target. Though elven alchemists created these formulae, any alchemist can use them.
The listed costs are for one non-masterwork alchemical arrow; a masterwork version costs 6 gp more than the listed price. Unless otherwise noted, 20 arrows weigh 3 pounds.
Other Types of Ammunition: While some archers prefer alchemical arrows to other missile weapons, characters can infuse other ammunition and thrown weapons that deal piercing damage (such as crossbow bolts, darts, and shuriken) with alchemical effects. Aside from differing base statistics, these alternative types of alchemical ammunition have effects identical to the alchemical arrows listed here. However, firearm ammunition can’t be imbued with alchemical ingredients, nor can ammunition types that don’t deal piercing damage.
Price 160 gp; Weight —
This sharpened hollow tube looks like the narrow proboscis of some giant insect, but it actually comes from a carnivorous plant. A bleeding arrow deals normal damage when it hits a creature and deals 1 point of bleed damage. A critical hit does not multiply the bleed damage.
Recipe (30 darkwood + 90 myrrh + 25 realgar)/exposure; Skill Craft (alchemy) DC 25; Time 1 hour; Tools —
Price 1 gp; Weight —
These arrows are tightly wrapped in strands of alchemical glue. Durable arrows don’t break with normal use, whether or not they hit their target; unless a durable arrow goes missing, an archer can retrieve and reuse it again and again. Durable arrows can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on). A magical durable arrow with an enhancement bonus or magic weapon special ability applies these magical effects only the first time it is used—afterward, the durable arrow becomes non-magical, and it can be reused or imbued with magic again.
Recipe (1 cold iron + 1 myrrh)/exposure; Skill Craft (alchemy) DC 25; Time 1 hour; Tools —; Type alchemical weapon
Price 1 gp; Weight —
This arrow ends in a crystalline bubble filled with a viscous alchemical dyeing agent. Firing a dye arrow is a ranged touch attack; a creature struck by a dye arrow takes no damage but is splashed with enough black, blue, green, or red marker dye to coat about 1 square foot. The stain caused by marker dye cannot be washed off except with magic for the first 72 hours, but fades completely after 2 weeks.
Recipe (1 cold iron + 1 phosphorous)/earth; Skill Craft (alchemy) DC 25; Time 10 minutes; Tools —; Type alchemical weapon
Price 10 gp; Weight —
This heavy iron arrowhead is sealed with an alchemical resin. Pulling a small string (a move action) breaks the seal and triggers a reaction in the arrowhead, greatly increasing its magnetic properties. You gain a +4 circumstance bonus on attack rolls when firing a lodestone arrow at a target wearing metal armor or a target made of metal, but the magnetized arrow deals only half damage on a successful hit. The increased magnetism fades 1 round after you activate a lodestone arrow, after which it becomes a normal arrow.
Recipe (8 myrrh + 6 salt + 4 silver)/exposure; Skill Craft (alchemy) DC 25; Time 1 hour; Tools —; Type alchemical weapon
Price 15 gp; Weight —
The arrowhead of this arrow is coated with potent substances that react to blood and sweat, releasing a strong aroma that most predators recognize as the scent of tasty injured prey and other creatures perceive as merely unpleasant. Any creature with the scent ability gains a +2 circumstance bonus on attack and damage rolls against a target marked with a pheromone arrow. This effect lasts for 1 hour or until the target spends 1 minute washing it off.
Recipe (10 myrrh + 10 salt + 14 urea)/congelation; Skill Craft (alchemy) DC 25; Time 10 minutes; Tools alchemist’s lab; Type alchemical weapon
Price 30 gp; Weight —
This thick-shafted arrow contains a reservoir of holy water and is designed to burst upon impact. A raining arrow damages the target as normal, and also treats the target as though it had been struck by a direct hit from a thrown vial of holy water; adjacent creatures take splash damage from this effect. A raining arrow imparts a –2 penalty on attack rolls because of its weight.
Recipe (3 cold iron + 3 darkwood + 1 flaskholy water)/calcination; Skill Craft (alchemy) DC 25 Time 10 minutes; Tools crucible; Type alchemical weapon
Price 100 gp; Weight —
Behind the head of this arrow is a small receptacle of alchemical material that heats up when exposed to air and eventually combusts; barbs on the arrowhead pierce the pouch when it hits a target. If you hit a target with a slow burn arrow, it deals damage as normal, but at the beginning of your next turn, the arrow bursts into flames and deals 1d6 points of fire damage to the target.
Recipe (70 magnesium + 80 myrrh + 25 phosphorus)/congelation; Skill Craft (alchemy) DC 25; Time 10 minutes; Tools alchemist’s lab; Type alchemical weapon
Price 25 gp; Weight —
The shaft of this arrow is formed from numerous small bone fragments that have been painstakingly glued together. On a successful hit, a splintercloud arrow deals normal damage as it tears itself apart, creating a burst of razor-sharp bone shards centered on the target. These shards deal 1d3 points of piercing damage to the target and any creatures adjacent to the target (Reflex DC 18 negates).
Recipe (28 myrrh + 30 salt)/earth; Skill Craft (alchemy) DC 25; Time 10 minutes; Tools —; Type alchemical weapon
Price 20 gp; Weight —
This arrow is tipped with a tiny vial of tanglefoot goo. Firing a tangleshot arrow is a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. This effect is similar to that of a tanglefoot bag, but with the following adjustments: Reflex DC 10, Strength DC 12 to break, 10 points of slashing damage to cut through, concentration DC 10 to cast spells. A tangleshot arrow imposes a –1 penalty on attack rolls because of its weight.
Recipe (18 myrrh + 26 urea)/congelation; Skill Craft (alchemy) DC 25; Time 10 minutes; Tools alchemist’s lab; Type alchemical weapon
Price 40 gp; Weight —
This squat arrow has a large, bulbous metal tip that expands and flattens in flight. If you hit a creature with a trip arrow, the arrow deals no damage but performs a tripcombat maneuver against the target with a Combat Maneuver Bonus of +5. For the purpose of determining Combat Maneuver Bonuses or penalties based on size, the arrow is treated as if it were the size of the creature it was designed for.
Recipe (20 cold iron + 15 magnesium + 20 myrrh)/earth; Skill Craft (alchemy) DC 25; Time 10 minutes; Tools —; Type alchemical weapon
Many believe that the standard rules for the Craft skill don’t work very well nor make much sense. The following alternative crafting rules first appeared in Making Craft Work, by Spes Magna Games.
Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
What seems like a pretty straightforward series of steps actually produces some bizarre results. Let’s look at a few examples.
#1 Erlic wants to craft a one-pound silver ball. His brother Rynook wants to craft a one-pound gold ball. A one-pound ball of silver is worth onetenth as much as a pound of gold. Even though Erlic and Rynook work on pretty much the same project — melting metal and pouring it into a mold — Rynook must spend much longer on his one-pound ball simply because it’s made of gold.
#2 Erlic next wants to craft some full plate. Full plate costs 15,000 silver pieces and faces an armorsmithing DC of 19. Erlic has Craft (armorsmithing) +8. Let’s be unrealistic and say that he rolls a 20 for each and every Craft check. 28 times 19 equals 532, which means it’ll take Erlic 28 weeks to finish his full plate. So much for having time to adventure.
#3 Erlic and Rynook want to see who can craft an item first. Erlic decides to make a high-quality box (value 20 silver pieces, Craft DC 15).
Rynook wants to make a crowbar (value 20 silver pieces, Craft DC 10).
The brothers have only a +1 bonus for their checks as they are both untrained when making these particular items. Again, let’s assume they both roll nothing but 20s. Here are the contest’s results:
* Erlic: 21 times 15 equals 315, which is 15.75 times higher than the box’s cost.
* Rynook: 21 times 10 equals 210, which is 10.5 times higher than the crowbar’s cost.
The Winner: Erlic, despite the fact he is making the more complicated item.
Every Craft attempt is defined by two elements: the time required and the DC. The time required to craft an item is influenced not by an item’s price in silver pieces, but rather by its complexity. The DC is likewise influenced by item complexity.
|Item Complexity||Time Unit||Modifier|
|Very simple||4 hours||+0|
|Very complex||1 week||+10|
The complexity categories listed on the table above require some defining. Keep in mind that there is a certain amount of subjectivity at work here. The key to item complexity isn’t to rely an exhaustive list of what items belong to which categories. Instead, these rules provide basic category descriptions and a few examples of sorts of items one might expect to fit each respective category.
Very Simple: These items are more or less all one piece or one material of simple shape with no moving parts. Examples: crowbar, quarterstaff.
Simple: A simple item is largely made of one material, but it requires a more specialized shape. Examples: many simple weapons, backpack, most common articles of clothing, simple traps such as pits.
Moderate: Moderate complexity items are characterized by diverse materials or different parts that must be integrated into a whole. Examples: Most martial and exotic weapons, bows, all shields, locks, simple traps using simple mechanical triggers, acid.
Complex: Complex items have diverse materials, moving parts, different parts, and/or decorative bits. Examples: Most types of armor, strength bows, crossbows, most vehicles (excluding large ocean-going vessels), alchemist’s fire, smokesticks, tingertwigs.
Very Complex: These are the most complicated items. They require diverse materials, moving parts, different parts, decorated bits, and/or multiple functions or uses. Examples: ocean-going vessels, unusual armors (such as barding), antitoxins, tanglefoot bags, sunrods, thunderstones.
The amount of time in this columns indicates how much time must be spent working before a Craft check is permitted.
The number in this column is added to a base DC 10 of all Craft checks.
A masterwork item has a 50% increase in time unit (in addition to the normal increase in cost). For example, a longsword is a moderately complex item with a time unit of 2 days. Thus, a masterwork longsword has a time unit of 3 days.
Furthermore, any masterwork item has its Craft DC increased by +4. Thus, the masterwork longsword faces a DC 18 Craft check2.
A craftsman working with an unusual material (such as adamantine) faces a 50% increase in time unit, which stacks with the 50% increase in time unit associated with masterwork items when applicable. For example, an adamantine masterwork longsword has a time unit of 4 days. Also, unusual materials are harder to work with and increase the item’s DC as shown below:
Thus, the masterwork adamantine masterwork longsword faces a DC 24 Craft check.
All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a -2 penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.
What happens if the Craft check fails? Well, that depends on how badly it failed. When confronted with a failed Craft check, there are up to three possible bad effects:
What happens if you really ace the Craft check? Can a character get finished more quickly than the time unit? Certainly, but there are limits. For every 5 points greater than the item’s DC is the Craft check, halve the item’s time unit, but no time unit can be halved this way more than twice.
Here’s how the revised Craft system works:
Let’s go back and look at our oddities again, but this time we’ll use the amended Craft system: Erlic wants to craft a one-pound silver ball. Rynook wants to craft a one-pound gold ball. Both items are very simple. They thus have a time unit of 4 hours and face a DC 10 Craft check. Assuming their respective Craft checks succeed, both finish their one-pound balls in the same amount of time (but not for the same price, since gold costs more than silver).
Erlic wants to Craft some full plate. Full plate is complex. It has a time unit of 4 days and faces a Craft DC of 18. With a good enough Craft check, Erlic finishes his armor in 4 days and has plenty of time to go adventuring3.
Erlic and Rynook are twin craftsmen engaged in a contest to see who can craft an item the quickest. Erlic crafts a high-quality box (moderate complexity, 2 day time unit, DC 14), and Rynook crafts a crowbar (very simple, 4 hours time unit, DC 10). Unless Rynook is incredibly unlucky with his skill checks, he’ll win the contest.
There you have it. A change to Craft that makes the skill more player-friendly as well as a bit more in line with common sense. If it seems as if DCs are too low, just adjust the modifiers. If it seems time units are too short, lengthen them. The basic system itself remains intact even with such tweaks.
1 If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner. Rules presented under Exceptional Craft Checks replace this.
2 These rules replace those for crafting masterwork items described under the Craft skill.
3 Yes, this is unrealistic. No one finishes a suit of full plate in four days. The goal of this system, however, isn’t realism, but usability.
Section 15: Copyright Notice
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
PPC:AM © 2014, Paizo Inc.; Authors: Jason Nelson, Patrick Renie, and David N. Ross.
In fact, getting to only cost six platinum (darn those last few points.) So for example, I can have Weaponcrafting at a skill of one yet be able to skill in the secondary trade skill as well as convert salvaged materials into a higher cash yield. . losses in materials or component parts can be costly and the skill gains low.
To start off crafting is somewhat of a gold investment but as gold income scales up rather rapidly as you level up. I wouldn’t advise diving right in at level 11 when the crafting quests are first available, for two reasons. First off, the crafting quests you get from the guild quest billboard at level 11 require you craft 25 useless items that you turn in to for the quest reward. These 25 items require that you purchase crafting parts from the materials vendor of the specified crafting profession. To craft all 25 items you need to purchase 125 pieces of 2 different parts to complete the quest and the gold investment for just one profession quest is approximately 25,000 gold. Which at level 11 is the majority of your acquired gold. Secondly, you can’t craft anything very useful at these levels. I would recommend you forgo the quests completely unless you, 1. Have money to burn. 2. Are desperate for those last few skill points to get to the next crafting tier. I chose to start crafting around level 25 as i had earned well over 100,000 gold and felt I wouldn’t be too strapped for cash. I also noticed that there were several level 25 recipes available from the vendors. But I’ll let you make your own decision about when to start crafting.
In Tera you can level as every single crafting profession if you so desire. The only limiting factor is the gold investment you wish to make in crafting and the availability of the required materials, as many of the professions require the same types of materials. I personally chose to limit myself to the 2 professions that I could personally use, leather working and weapon smithing.
The Crafting Professions:
Gathering does have it’s own specific set of skill ups for the separate nodes that you can gather resources at. Hides are the only basic material that doesn’t have a skill associated with it as these are acquired from monster loot drops. Your current skill in the respective gathering skill determines your rate of a successful gather from the associated node. One point of note is that you can party gather from resource nodes. Meaning multiple party members can gather from the same nodes at the same time and all receive the associated resource and skill up. Another interesting point is you can gain rather significant buffs from gathering resource nodes. These buffs appear to be random in nature, but include anything from HP regen, MP regen, movement speed, increased stamina, to increased gathering skill. These buffs often stacking multiple times. You also have a chance to gather uncommon materials from these resource nodes, the majority of these uncommon materials are used in Alchemy.
Runes are items that are used in crafting and can only be obtained from monster drops or through the auction house, one caveat to that is runes created through alchemy by converting common runes to uncommon runes which I will cover later. The runes come in several different types and can be quite confusing at first, so hang with me for a moment. First of all runes come in common and uncommon forms with the uncommon form being a rare drop from the monsters that drop the common version of the rune. The runes are further divided into armor runes(runes of Arun), weapon runes(runes of Shara), and boss runes(runes of the Titan). As you can see you will be using a specific type of rune based on which type of item your profession crafts. Let me talk about boss runes for a moment. Boss runes are used by both types of item crafting. These boss runes only drop off of BAMs, however through my experience in the CBTs they did not drop from BAM’s in instances. Boss runes and their uncommon form are typically used in the higher quality items you can craft. Now runes are further divided into tiers to differentiate the level of mobs in which they drop from and the level of items they are used in crafting. These tiers can be identified in the prefix of the common versions of the runes, such as Paverune, Silrune, and Quoirune. The tiers for the uncommon versions of the runes are more varied and complex and I will direct you to graphic below to clarify them. Now if you have the appropriate level in alchemy for the tier of rune you need, you can with the recipe and the purchased vendor parts convert multiple common runes into the respective uncommon rune.
Extraction is the process of breaking down an item into a refined material based on the type of extraction you used. You must have the equivalent tier of extraction as the tier of the item you are attempting to break down. You can learn these tiers of extraction by purchasing the recipes for extraction from the general merchant. You must note that to be able to learn the recipe for extraction you must have already learned the previous tier of that resource’s extraction. (i.e. To learn tier 4 Metal Extraction you must have already learned Tier 3 Metal Extraction.) Extraction will yield a refined material of the specified type that is appropriate for the level/tier of the item. (i.e. A level 25 Sword will yield Linmetal Ingots when using Metal Extraction.) Currently you can extract any type of equippable item for the associated material, such as you can extract leather from swords and metal from robes. Leather extraction is probably the most important extraction skill as hides are only gained through random drops from monsters of the appropriate level. You should also note that because Tera lowers the drop rates of monsters as you out level them it makes it even more difficult to gather lower level hides, further increasing the importance of Leather extraction.
Each profession has it own skill level. The skill level ranges from 1-410 currently. You can gain skill ups by crafting items of the respective profession that are appropriate for your current skill level. From 1-250 for each profession you can gain skill ups by refining the raw material into the refined materials of each tier for each profession. After 250 you have to skill up by crafting the complete items. You should also note that while crafting the refined materials you have a chance to critical craft and produce bonus materials, generally the raw material of the next tier. (i.e. Refining Krymetal ore into Krymetal ingots you can critical and produce bonus Linmetal ore.)
I will also mention that while some professions utilize the same raw and refined materials, the skill ups gained from refining those materials is specific to the profession you are currently crafting for. (i.e. If you are refining Krymetal ore into Krymetal ingots which are used by both armor and weapon smithing, you have to craft your refined ingots in weaponsmithing for 1-50 and then goto armorsmithing and craft another set of ingots for 1-50.)
Where to Craft:
First of all you will need to know where you have to go to craft. Each of the major cities such as Velika, has a crafting area with separate rooms the different crafting professions, tailoring/leatherworking, armorsmithing/weaponsmithing, focus crafting/alchemy. Each room has an object that you can click on to craft the associated profession’s items.
Crafting items for you character from these profession for many is the largest draw. However there are many alternative uses to crafting these items to equip your character with. Many of the lower quality items and lower level items can be crafted for the purposes of extraction for refined materials that may not be quite as accessible to you through other means. You can also craft items to use for enchanting, as you have to breakdown items of the same type and tier as the item you wish to enchant. There will most likely be a healthy market for these types of items as enchanting items is a large part of the gear progression in this game.
Raw Materials+Vendor Parts -> Refined Materials -> Refined Materials+Runes+Vendor Parts -> Complete Item -> Complete Item+Runes -> Attuned Item (Enchantable)
To craft an item you will first need the recipe which can be purchased from the profession’s recipe vendor in the major towns. Some recipes can be obtained as drops from monsters as well. Crafted items follow a general structure as you can see above. You will need to gather the raw materials and then purchase the vendor parts from the profession materials vendor to craft the refined materials. You can also obtain refined materials from extraction. To craft the complete item you will need your refined materials and purchase the required vendor parts, you will also need the runes that are obtained from monster drops. Once you have crafted your item you can then attune(make enchantable) that item, assuming you have learned the required recipe. When attuning an item you will need the complete item as well the uncommon boss runes for that tier item. For example if you were attuning a level 25 sword you would need Triz runes, these are rare drops from level 20-29 BAMs.
I hope this helps you along your explorations of Tera and saves you from much of the confusion i suffered when i chose to dive into crafting.
Every character in RimWorld has a set of skills; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to backstory elements, and as such, the relevant skills will be disabled entirely, and show " - " under skills on the Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a neurotrainer.
See also: Training
All skills are acquired and improved by performing their associated work types or tasks. Doing so will earn the character experience points per skill, which in turn will level up the skills. The resulting skill level then improves the performance in all associated tasks and types of work. Skills are levelled up individually, and there is no single "character level" as in many role playing games.
In some cases, special tactics can be employed to more effectively steer the skill training in the colony, especially during periods of low work in colony development. See the main article on skill training for more information.
Skills and work types (or "tasks") are two different, but related, concepts. In some cases, like "mine" (work type) and "mining" (skill), there is an almost perfect correspondence, but in many other cases there is not: the work types "tailor" and "smith", for example, are associated with the crafting skill. Some tasks listed on the work tab do not even have an associated skill (eg. "haul", "clean" and "firefight").
The Work tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box). It also shows you if the colonist has a passion for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border). All these aspects are important for deciding how to assign tasks and types of work.
In general, you want a colonist to perform tasks they are good at (it is productive for your colony), as well as tasks they are passionate for (have them improve the associated skill).
Skill levelling in Rimworld is very similar to many role playing games: experience points are constantly earned, and the skill is levelled up when certain thresholds are reached.
Importantly, the effect of a skill improves by level, but it costs more and more XP to gain another level in a skill. This means that skill training is more effective the lower the skill level is.
As an example, consider the influence of mining skill on mining speed: 12% additional mining speed is granted (additively, and relative to a "base speed") by each skill level. However, each additional 12% costs more and more XP, which translates into more and more time spent mining. The same principle applies to many other skills, such as researching and the intellectual skill.
An exception can be made for the artisan skills: crafting (ie. smithing and tailoring), artistic and construction. A high level in these skills allows creating items of exceptional quality (excellent or better), and gives a good chance to create a legendary item when the pawn is inspired. Items get disproportionately more valuable at high quality levels. This may compensate for the lost efficiency when training a master in a skill.
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one "expert", except for the artisan professions where it is usually good to have true experts in the colony.
For example, you need to acquire about 150,000 XP to make one colonist a "region-known master" (level 16); the same amount of XP would be enough to have three colonists at level 9 ("solid professional"). This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert.
Furthermore, there is another mechanic in play called decay: starting at skill level 10, XP points are continously drained away, at a faster and faster rate with higher skill levels. This means that all XP earned after 55,000 total XP is effectively worth zero (at the limit, that means in the very long term!), because it will disappear. It becomes more and more expensive to even keep a master at his or her current level, let alone have them improve further.
As an example, consider that roughly 3,500 XP is lost per day by a colonist at skill level 20. This usually means that the colonist would have to be applying that skill more or less continuously during her work hours in order to never lose level 20. In most cases, XP is gained by time spent on a skill, and not by effective work performed! Working faster does not make it easier or faster to gain XP, or compensate the decay loss.
So the higher you go, the harder it becomes to even maintain the current skill level. This is why actual "legendary masters" are very rare, usually only achievable by colonists who are autistically spamming a single ability (such as research or crafting artworks).
Using or applying skills will give experience in the skill, and improve the character's proficiency. How much experience is gained depends on the passion for the skill. See passion below.
On this page, where experience gains are listed, an "Interested" passion with 100% skill gain is assumed. Note that this is not the "default" passion; "no passion" at 35% gain is far more common.
The animals skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while hunting wild animals.
Higher animals skill has the following benefits:
The artistic skill is the proficiency to create beautiful works of art at a sculptor's table.
Higher skill makes the artist work faster, and increases the chance for a higher quality, in this case more beautiful, sculpture.
The beauty and market value of sculptures increases tremendously at the highest quality levels. Combined with the fact that trade partners pay more for works of art compared to other items, this makes artistic a useful skill outside of decorating the home base.
The construction skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:
Higher construction skill will
Construction outcomes are influenced by the manipulation and sight capacities of the colonist.
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.
The cooking skill affects how long it takes to cook meals and butcher dead creatures, as well as the Food Poison Chance for the person who eats the meal. It also affects Butchery Speed and Butchery Efficiency, how much meat is produced when butchering.
Cooking and butchering increase cooking skill. It is also trained by smaking smokeleaf joints at a drug lab.
A cooking skill of at least 6 is required to make a fine meal.
A cooking skill of at least 10 is required to make a lavish meal.
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.
|Project||Experience Given Per Task|
The crafting skill affects the smith, tailor and craft work types.
The Crafter's skill is a driving factor in the quality of crafted clothing and neolithic weapons.
The crafting skill determines the time it takes for a colonist to cut stone, extract metal from slag, and disassemble mechanoids. It also determines the amount of resources produced.
Each point decreases crafting time by 10%
Each point increases the resource yield by 2.5%
The Medical skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance.
Low quality treatment will increase the chance of infection, and the likelihood of permanent health conditions such as scars, in turn leading to chronic pain. Certain scars cause more than 10% pain, permanently weakening the consciousness of the patient, which reduces their work performance.
Medical surgery, if not successful, can fail in minor or major ways, even causing the death of the patient. The success rate is not only determined by the medical skill, but also other character stats like manipulation, eye sight and consciousness. It is not advisable to let an incapacitated doctor perform surgery.
Higher grade medicine and medical equipment like hospital beds and a sterile environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.
Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens. This costs 1 medicine per procedure, but only requires herbal medicine. The procedure can be scheduled in the respective animal's health tab, and an animal sleeping spot must be available to perform the euthanasia.
Performing surgery trains the medical skill. The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and medical operation speed of the surgeon).
The melee skill determines a characters' chance to:
The tables below are post-processed chances for a healthy pawn.
Chance to hit
Chance to dodge
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.
Each point increases speed by 15%.
|Skill Level||Mining Yield|
|8 - 20||100%|
This skill affects the speed at which research is completed.
Each point increases speed by 15%
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down.
Each point increases speed by 12%.
|Project||Experience Given Per Task|
Some plants require a minimum plants skill in order to plant them:
The shooting skill affects a character's accuracy with a ranged weapon.
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:
|Skill Level||Standard||Careful Shooter||Trigger-Happy||Skill Level||Standard||Careful Shooter||Trigger-Happy|
Note that shooting accuracy for the pawn is calculated per tile, meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices. A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a talking stat that somehow interacts with this skill
Each point increases social interaction impact by 10%
Each point increases gift impact by 5%
Each point increases diplomatic power by 5%
Each point makes trade prices 1.5% better
The learning speed in a skill depends on the passion for the skill. Passions are indicated by a flame icon next to the skill experience bar on the character's Bio tab.
Most commonly there is no passion for a skill, and the character learns this skill at 35% of the base rate.
There is absolutely no way to change a character's skill passions in the unmodified game.
There are colonist traits that give global bonuses to skill learning: "Too smart" and "Fast Learner" both increase all skill acquirement by 75%. This is independent of the passions for the individual skills. Effects from these traits are not correctly explained in a skill's tooltip information.
Once colonists have acquired 4000 XP in a skill, per day, further learning of this skill is sharply reduced to 20% of the usual rate. This is indicated when mousing over a skill bar in the Bio tab.
Skill gains from using a neurotrainer mech serum are influenced by passion. This makes the item a lot more valuable when used by characters with a passion for the associated skill.
Passion influences a character's mood. If the pawn is "interested in" or "burning for" learning a skill, this gives them a substantial mood boost for the duration of the activity.
In some cases this effect is not visible, if the activity is intermittent (such as hunting animals).
The significant mood boosts can be used to keep a pawn from heaving a mental break by putting them on a task they are passionate for.
The three levels of passion are:
Skills with no flames; can be considered the default passion for a skill, and is the most common. Characters with no passion for a skill only gain experience at 35% of the standard rate.
Skills with one flame. Characters that are interested in a skill will gain experience at the standard rate of 100%.
Skills with two flames. Characters with a burning passion for a skill will gain experience at 150% of the standard rate.
Level 20 is the highest skill level achievable for a pawn.
|Level||Name||Total experience required||Experience till next level|
|0||Barely heard of it||0||1000|
|11||Very skilled Professional||67000||14000|
Starting at skill level 10, the experience for a skill will decay automatically until dropping back to level 9. The rate of decay depends on the skill level and increases with level.
Experience decay is an automatic mechanism and is independent of which and how many skills are used – not using or frequently using a skill (or other, unrelated skills) has no effect on the rate of decay, which only depends on the current skill level.
The Great Memory trait halves the decay rate for a pawn.
This game is so interconnected it's worth seeing how the different parts influence each other. Nodes. These are the points of the map that will allow you to gather You'll want to level this skill if you're serious about crafting. Processing is the life skill that allows you to turn these raw materials into crafting.
Posted 06 January 2019 - 10:42 AM
In November I started up a F2P alt and have been slowing accumulating mechs and skilling them up. In doing so I have come face to face with the skill tree again, only on the F2P account I don't have a bunch of excess skill points to screw around with. So I'm forced to actually focus on the hot mess that the current tree is.
In doing so, I come back to many of the debates that occurred when the ST was originally announced and in hindsight I'm convinced that PGI missed a great opportunity here in terms of customization (and I say this as a person who didn't want the skill tree in the first place, who thinks its not good for new players, but accepts that we're stuck with it for now).
IMO, what is lacking in the ST right now are real, meaningful _tradeoffs_ in choosing your skill path. Yes, you can dump a bunch of points on firepower at the expense of operations, etc. But I want tradeoffs within the categories.
For example, I think it's rather pointless to allow a player to spec into range, rate of fire (cooldown/duration) and heat reduction all at the same time. If I choose to spec into range, my weapon should give up something in another area. It could run hotter, or maybe it has a longer cooldown (since we don't have an aim time or cone of fire on most weapons). I'm not particularly worried about whether the physics make sense, I just want the tradeoff so that you have to choose - there shouldn't be a way to "have it all".
I would also like to see tradeoffs between survivability and mobility. Adding armor and structure enhancements could make you slightly less mobile. Adding speed and turning rate might require a small armor reduction.
The tradeoffs could take the form of exclusionary branches. Once you go down the range branch you are limited on what cooldown or heat nodes you can take (for example). Or they could take the place of negative quirks that come with the positive. Spec into +10% range and you might also get a 3% increase in cooldown and heat. You could choose to spec into some skills to offset that, but it might not be worth the return. Or you could even make it so that only a certain number of points may be allocated within a category (say 20 pts max in firepower) and the best return comes further down the tree so if you really want max range getting to the last 2-3 nodes with the biggest benefit will use up all your points. Anyway, skill trees have been done well in many other games so we don't even need to reinvent the wheel. Just pick the best trees in the gaming world and apply here.
I don't expect any changes in the near term. They might not even occur in the context of MWO (maybe in a future version of the game). But if you have thoughts, comments, criticisms please chime in. I think these sorts of changes would make the game vastly more interesting by allowing you to encounter more diverse builds and play the rock/paper/scissors lottery more frequently. But maybe there are some downsides I'm missing (besides the NPE which sucks anyways).
When you convert them they stay with that character. You will need to level You can't exchange crafting parts for skills points. Only for skins.
DozahnApril 13, 2019 6:18 PM
Willingly I accept.
DargApril 14, 2019 2:39 AM
What does it plan?
DugarApril 13, 2019 6:48 PM
Here those on! First time I hear!
SamujinApril 19, 2019 6:42 AM
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MalazuruApril 15, 2019 1:32 PM
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