Crafting


The crafting system within Lensmoor is one of the things that makes the game so unique. It allows each character to create, customize, and detail their own items and equipment and to build an economy around it. This page is not meant to be a replacement for the helpfiles that are within the game about the crafts, but merely supplemental information about something that brings so much to Lensmoor as a whole.

Lensmoor offers 27 different crafts.

These crafts can be split into the following three categories:

  1. Crafts that gather raw materials
  2. Crafts that refine raw materials
  3. Crafts that convert raw materials or refined raw materials into finished goods

Gathering Crafts

Gathering crafts are the crafts that allow you to go into the wilderness to collect, or gather, raw materials. Each gathering craft is specific in the material that it will gather, and must be used in the proper terrain in the wilderness to find the material that you are looking for.

Each room within the wilderness can only hold one material type. Each gathering craft has a specific command that you can use to consider, or prospect what material is in the ground. Here is a list of the considering commands for the gathering crafts along with a short description of what each will find.

farm consider - This will tell you if you will find wool, grain, or wax in the room that you are in, as well as a rough estimate of its quality (must be a field terrain in the wilderness).

fish consider - This will tell you if there are fish in the room that you are standing in (must be a water room in the wilderness).

lumberjack consider - This command will tell you if there is wood to lumberjack in the room, as well as a rough estimate of the quality of the wood (must be a forest terrain in the wilderness).

prospect - This is the command that goes along with mining. Mining is the craft that can gather the most types of materials. It gathers all of the metals within the game (copper, zinc, tin, lead, iron, coal - all found in large quantities in the mountains), as well as gems (found in large quantities in the desert).

herbalism consider - This will tell you if there are herbs in the room that you are standing in, and a rough estimate of their quality (must be a swamp terrain in the wilderness).

Refining Crafts

The group of crafts that are considered refining crafts typically refine the materials that you gather in the wilderness and turn them into a usable material for a finishing craft. These crafts are necessary for those crafters that wish to be completely self-sufficient, as you will not be able to make certain items from raw materials, and must first turn them into a usable, or refined material.

Finishing Crafts

The finishing crafts make up most of the list of crafts available for players to learn and practice. They are the crafts used to make the finished products within the game, and what you can create is virtually limitless. All finished items can be completely customized using the detail command.

Crafting on your Character

Crafts can only be learned to 30%, and must be increased through use to get gains beyond that. Most crafts also require that you have a tool in your inventory for that specific craft, or holding a tool to gain any bonuses. Herbalism does not require a tool, nor does fishing if you are a selkie.

There are many different ways to incorporate crafting into the character that you create within the game. Some characters choose to dabble in crafting, and simply learn a few that are needed to take orders and make money from other characters within the game. These crafters are not always self-sufficient, and sometimes purchase materials from the material exchanges within the game to practice and complete their crafts.

You can also create a crafter that is self-sufficient in every way. From start to finish, they gather their own materials, refine them if the finishing craft requires it, and know the finishing crafts to create the finished products. There is no right or wrong way to incorporate crafting into your character, and it does not have to be incorporated at all.

Crafted Items Within the Game

The wonderful thing about crafted items within the game is how customized they may be. Equipment and weapons can be found in game, but may not be altered in the statistical benefits that they offer.

When making, or ordering crafted equipment and weapons, you can completely customize the piece from the statistical benefits offered (things like +stats on the equipment) to the way that the piece actually looks. This allows the person creating or receiving the item complete freedom in what they want their character to wear and use.

The customization of the statistical benefits of the equipment and weapons comes from the enchanting spells, while the customization of the way items look comes from the detailing command.

Brief Crafting Troubleshooting

Crafting will drain your stamina as you go, and you will notice this more with some crafts than with others. It is recommended that you learn the refresh spells as you can, and / or have casters of refresh made for yourself so that you do not have to sleep in between each craft that you try to perform.

Also, sentient NPCs throughout the game will not allow you to craft while in the room with them. You will be interrupted as you craft, and the craft that you were trying to perform will not go through.

Crafting Syntax

The syntax for crafts is very specific, and can sometimes be confusing. Here is a brief guide to syntax for each of the more difficult crafts.

Magecraft:

magecraft (material) (type) '(spell)' (item level) (spell level) (charges) (wear) (parameters)

ex: magecraft leather caster 'speed' 11 7 5 finger

* This will create a level 11 caster type object made from leather that may be worn on the finger. *

Weaponsmith:

weaponsmith (material) (type) (level) (size) (mod(s))

ex: weaponsmith steel sword 11 tiny twohanded

* This will create a tiny level 11 sword made from steel that must be held with two hands. *

Armorsmith:

armorsmith (material) (wear location) (level) (size)

ex: armorsmith leather head 11 tiny

* This will create a tiny level 11 helmet made from leather. *

Alchemy:

alchemy (herbs) '(spell name)' (item type) (item level) (spell level) (parameter)

ex: alchemy herbs 'speed' potion 11 11

* This will create a level 11 one-time use potion of the spell speed. *

Mining:

mine (material)

ex: mine gold ore

* There are no quotes around the material, and the entire material needs to be typed out. If you type mine gold, you will not be successful as you cannot get the refined metal from the ground. *