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    Crafting Guideline

    King of Games
    King of Games


    Posts : 613
    Join date : 2017-01-04

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    Skills & Elements: None
    Class: E
    Ryo: ?

    Crafting Guideline Empty Crafting Guideline

    Post by King of Games Thu Feb 27, 2020 12:03 pm

    Crafting Guideline F63zyfK
    - Crafting: Working with raw materials in order to produce armor, weaponry, and miscellaneous items to aide in combat or everyday life. This includes working in a forge setting or crafting emergency tools on the field in a pinch. Learning one of these skills not only gives you the know-how to create, but the common weak points and functionality of these structures.


    Within the crafting guide there are three subgroup of crafting which the player would invest a skill point into in order to craft. Each skill grants the player access to carpentry, metalworking, and leatherworking for that field. Meaning if you were to spend a skill point in Weaponry and wanted to make a piece of armor, you would need to spend another skill point in the Armor category. Below are the three main subgroups of crafting:

    Weaponry: Weaponry is very straightforward, allowing a craftsman to make tools of war and self-defense with their skill. Whether it be a quarterstaff, leather whip, or sword is all entirely up to the craftsman and his resources at hand. The skill allows the player to also repair and restore destroyed weapons.

    Armor: Armor refers to anything the user wears or carries that passively provides protection. This can be wooden shields, leather jackets, or steel plate. The skill allows the player to also repair and restore destroyed armors.

    Engineering: Engineering covers everything that is not defined as a weapon or armor. Traps that are more than a simple pitfall or your own hidden passage in your home to disappear from pursuit. Whatever crafts that require wood, leather, or metal can be worked out with this skill.


    Helpful Links
    Shinobi Marketplace, General Goods, and Black Market
    Chemistry Rules
    King of Games
    King of Games


    Posts : 613
    Join date : 2017-01-04

    Character File
    Skills & Elements: None
    Class: E
    Ryo: ?

    Crafting Guideline Empty Re: Crafting Guideline

    Post by King of Games Thu Feb 27, 2020 12:03 pm

    Crafting Guideline NKiWBmm

    The quality of the items you crafts are dependent on your character's overall experience with the craft. In order to grow in quality you must craft a certain number of items in that craft to proceed. This means if I had both Armor and Weaponry crafting and I could craft S-grade Armor my Weaponry crafting would be unaffected in quality.

    Crafting Template:

    E-grade items: Everyone can make these items with or without any crafting skills. These are simple, such as sharpening a stick and heat treating it over fire to make a hardened point, tapering a branch into a club, rawhide clothing, or basic traps such as a deadfall or pitfall.

    D-grade items: These can be made by any crafter. Knowing how to cure hides and tan them into leather, making a crude knife, or a spear head. Traps can now be tripwire and include projectiles. Although still weak, they prove better than primitive gear. Requires D-tier Coordination.

    C-grade items: Items at this rank are now "market quality." No experience is needed to reach this level. These include your basic katana, kunai, shuriken, and sickles as well as store bought armors, too. They will serve you well, though not much complexity or effort was put into them to make them last. If damaged it would be better to simply replace them.
    Being along the lines of "acceptable" craftsmanship, these tend to destroy primitive weapons with little effort. Requires C-tier Coordination.

    B-grade items: Superior to the market quality arms and armor, this grade is a custom order by an experienced craftsman. This means the weapons you create can have secret compartment or unique features to them making them stand out more than a tool used to whack people, or simply just being superior in craftsmanship. A novice's craft does not stand a chance, often shattering on contact. Also, this is the minimum rank required to make enchanted items. Requires C-tier Coordination.

    A-grade items: Considered extraordinary, items at this grade have incredible durability giving them a lifetime warranty. At this point, weapons crafted can pierce and slice through items of base market quality, assuming they're made of the same material. Requires B-tier Coordination.

    S-grade items: Immense practice and the right skills gave access to the greatest quality available. Swords almost rival Kaguya Bone in sharpness and durability allowing them to effortlessly overpower items created even by an experienced craftsman. Requires A-tier Coordination.

    Experience: Experience, unlike that gained through posts, is given by producing a number of crafts. Practice makes perfect, so that means you need to create so many items of a certain rank (to prevent people from spamming iron daggers) in order to advance quality. Below is a list of the number of crafts needed to prestige.

    C > B: 5 C-grade items
    B > A: 5 B-grade items
    A > S: 6 A-grade items

    Crafting Time: No matter how experienced you are, tempering and precision takes time and effort. As the rank of each item increases so does the complexity and time to craft, which is also dependent on the item itself (a more complex item will have a longer crafting time.) Of course, with more complex design will enforce longer wait times. Crafting also yields general experience upon completion. You will also find the listed amounts below.

    ***Note: Only PCs and appropriately designated NPCs may craft. Clones and the like may not.***

    ***Note: As a general reference, small items such as shuriken and kunai may be crafted in bulk quantities of a maximum of 20 per crafting period.***

    EXP Gains and IRL Time Requirements By Rank

    E: 1 Post | 0 EXP
    D: 3 Posts/1 Day | 0 EXP
    C: 1 Day | 5 EXP
    B: 3 Days | 30 EXP
    A: 7 Days | 85 EXP
    S: 14 Days | 200 EXP

    EXP Caps for Crafting

    Max EXP per month is directly tied to the crafting skills a character has. Each Crafting Skill raises the cap (which starts at zero) by 100 EXP per crafting skill to a Max of 400 EXP per month. Those with the Master Craftsman Restricted get an additional 100 EXP per month cap - to a max of 500 EXP.
    Skills that are eligible as 'Crafting Skills' for the purpose of the cap are as follows;

    • Weapon Crafting
    • Armor Smithing
    • Engineering
    • Chemistry
    • Kugutsu


    Resetting Crafting Skills

    When a character takes a crafting skill they are essentially locked into it. If they ever use a character reset (free or their one time reset) to remove crafting skills, they must subtract all EXP gained as a result of that skill. For the removal of Chemistry that would lower their Max EXP gain per month by 100 regardless of how many crafting skills they still have.

    How to Craft

    In order to craft something you must first have an approved design, unless it is a Marketplace Weapon or Armor as explained below. These can be used with permission from other players, or created yourself here.

    Below are examples of Standard Marketplace Weapons, these designs may be used freely by any crafters that meet the requirements for crafting them. Any of the Weapons or Armor in the Marketplace with the notable exception of Village Specific Items and the three designs listed below, may be crafted without a design. It should be noted though that the correct name must still be used in a tag and appropriate materials must be purchased and used as per the rules. All Marketplace Weapons and Armor are C-Grade quality and use C-Grade Materials. Weapons that are meant to be used in one hand use 2 units of materials and weapons meant to be used in two hands take 4 units of materials. Armor takes 2 units of materials per piece.  

    Standard Approved Weapon Designs:

    Once you’re satisfied with your custom design, post a link to it in Staff Requests in our Discord and a Moderator will look at it.

    Once your design is approved, you must purchase the materials that you will be using (assuming they are not already in your inventory). To do this you must make an IC post in the appropriate Marketplace subforum where your character is in the world, describing the items purchased. At the bottom of that post be sure to include notation of the specific purchased items/materials, their quantities and prices. You then post a link to the IC shopping post in an update and submit that for Moderator approval. (which will include the names of items purchased, their quantities and prices, as well as your new Ryo total after subtractions).

    Now that you’ve done all that, you can begin the process of crafting. To do this you must make another IC post in whichever subforum you feel makes sense for your character, keeping in mind that crafting uses a Real Time thread slot, and must follow the Thread Timeline Rules found here.

    The post needs to include an IC description of what your character is doing and also a tag at the bottom that includes the following;

    • Name of the crafted item
    • Link to the approved design or a spoiler which includes the design itself
    • Date and time of completion
    • Any bonuses or drawbacks related to what you’re crafting (UA’s, Restricteds etc.)


    The timer for IRL crafting times begins only once that IC post is made. Once the IRL time has passed you may post another update claiming EXP, subtracting used materials from your inventory and actually claiming the item.
    King of Games
    King of Games


    Posts : 613
    Join date : 2017-01-04

    Character File
    Skills & Elements: None
    Class: E
    Ryo: ?

    Crafting Guideline Empty Re: Crafting Guideline

    Post by King of Games Thu Feb 27, 2020 12:03 pm

    Crafting Guideline SLHKYBe


    Enchantments can be done by having a Fuuinjutsu user apply a special seal on a crafted weapon. Enchantments gives the item a passive ability or function, as opposed to simply adding Fuuinjutsu seals on a finished blade and needing chakra activation. By combining the enchantment to the item will make it permanent, thus making enchantments quite pricey though beneficial if becoming a key part of your character. A pricing guideline for enchantments are found below as well as a short description.

    Enchantment Template:

    B-rank Enchantment: A B-rank enchantment is very simple and is what many people picture one to be. Passive elemental damage (C-rank damage) or elemental damage reduction for armors (One rank less in damage). This is done by simply infusing the Fuuinjutsu user's elemental chakra or anyone's in the blade or armor during creation. Requires C-tier Intelligence.
    Price: 50,000 ryo - 75,000 Ryo
    Charges: 20 Uses

    A-rank Enchantment: An A-rank enchantment allows room for more complexity other than simple elemental damage. Enchantments at this rank are more influenced by actual Fuuinjutsu at this point. Banishing summons of its rank and below, preventing healing to occur over an allotted time, binding a target, boots that mute footsteps, etc. Requires B-tier Intelligence.
    Price: 100,000 Ryo - 250,000 Ryo
    Charges: 30 Uses

    S-rank Enchantment: Exceeding the ability of what was already mentioned, S-rank enchantments provide a much larger field to work with and more leeway when regarding enchantments. These enchantments can be compared among the legendary items, like the Seven Swords or the Mist. Requires A-tier Intelligence.
    Price: +500,000 Ryo
    Charges: 40 Uses

    Recharging: When your item has run out of charges it must be recharged in order to continue using the item. This can be done one of two ways. The user can either return the item back to the original enchanter to recharge it. This takes a single day to complete, meaning a quick recharge cannot be done in the middle of a topic, or leaving the topic and coming back. The other option is paying an NPC Fuuinjutsu user 15,000 ryo to recharge your item. This method must be done within a village's market place.

    HARDCORE RESTRICTIONS
    -Enchantment charges cannot be increased by any method.
    King of Games
    King of Games


    Posts : 613
    Join date : 2017-01-04

    Character File
    Skills & Elements: None
    Class: E
    Ryo: ?

    Crafting Guideline Empty Re: Crafting Guideline

    Post by King of Games Thu Feb 27, 2020 12:04 pm

    Crafting Guideline Lbk103I

    We have adopted specific rules for how stat boosts work for enchantments and items. Crafted Armour and Weapons can grant stat boosts (Items created by Engineering may do so but are subject to stricter case-by-case review). These boosts must be justified by a reason and can never stack with each other. The quality of the weapon (as determined by its rank) determines the maximum amount of boosts the item can grant.

    E-C: No boosts
    B: +
    A: ++
    S: +1 Tier


    - You can only have a max of three item/enchantment resistances (making certain elements or attacks weaker), stat buffing, or chakra reduction effects in play at one time. You also cannot have more than two of the following types of attuned items/enchantments: Resistances, Stat Boosts, Stat Debuffs, Power Boosts, Power Debuffs, and Chakra Reductions.

    - A stat may only receive a boost from 1 item

    - A chakra reduction enchantment may only affect 1 skill at a time. If you wish to enchant Ninjutsu you must specify it as non-elemental or affecting a particular element.

    - Enchantments CANNOT grant stat boosts. They can grant resistances, chakra reductions, and various effects but NOT stat boosts.

    -Element Resistances of the same Skill/Element CANNOT stack.

    Attunement: You must select your attunement (your three item/enchatment buffs, resistances, and chakra reductions) via an update. These are changed only via update and cannot be changed mid-thread. To be clear, if you wish to use an aspect of an item that requires attunement then you must claim that attunement in your character's updates. Failure to do so will result in you being unable to use that aspect. For example, if you have a sword that grants +1 Tier to Strength then you must go in your updates and claim that attunement, otherwise you will just have the sword and not the +1 Tier to Strength benefit.

    Items with innate abilities may be subject to requiring an attunement slot. These are ruled on a case-by-case basis and up to the discretion of the staff team.
    King of Games
    King of Games


    Posts : 613
    Join date : 2017-01-04

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    Class: E
    Ryo: ?

    Crafting Guideline Empty Re: Crafting Guideline

    Post by King of Games Thu Feb 27, 2020 12:04 pm

    Crafting Guideline ZeFq0xl


    Hardness serves as a way to measure the toughness of certain materials. This hardness determines how well one material responds to another. Currently, registered materials are given a hardness rating determined by a letter grade. If one material is superior than another by a full rank, the stronger material gives the item a +1 rank advantage when considering the item's rank.

    This means when we compare two swords, both C-grade in craftsmanship but one bronze while the other is iron, the iron blade would be considered B-grade in comparison to C-grade when considering damage to the blades. However, this does not mean a well-made bronze weapon will always be inferior to iron. If a well-made A-grade bronze sword were to compete with a C-grade iron blade, the bronze sword will have a +1 grade advantage over the steel blade, because although the iron blade gets the +1 grade advantage for having the harder metal, the bronze blade is still superior due to craftsmanship.

    When a material's rank is two entire ranks above another, the weaker material can never overpower the stronger material by craftsmanship alone. Sorry, but an S-grade wooden sword can never slice a steel shield in half. Now this does not mean you can't drive a person's breastplate in with a log, or a giant stone boulder being hurled at an opponent will shatter against his breastplate leaving the opponent unscathed; this is still an RP site and physics still apply. This is merely for direct material v. material comparisons, and how well they size up to each other.

    I would also like to note that just because a certain item is superior does not mean it will always be triumphant. As we all know, an ax can't slice through a tree like butter. A padded gambeson, which would be made out of cloth and insulation, could still be of great defense against a steel blade due to its design. I wish to stress the fact that this guide is nothing set in stone.

    E-grade Materials: Rubber | Clay | Glass | Plastic (+) | Cotton (++)
    D-grade Materials: Copper | Lead | Leather (+) | Wood (++) | Brass (++)
    C-grade Materials: Bronze | Iron | Granite (+) | Polymer (+) | Aluminium (++) | Gold (++) | Silver (++)
    B-grade Materials: Concrete | Senju Wood | Silk | Steel (+) | Titanium (++)
    A-grade Materials: Jade | Kaguya Bone | Korikane Crystal (+) | Yuki Ice (+) | Ebony (++)
    S-grade Materials: Tetsudashi Steel
    X-grade Materials: ---



    Materials sharing the same grade are separated by no notation, and (+) or (++) for advantages. These slight advantages are merely RP'd out, rather than having any direct, superior/inferior consequences. So although Iron and Steel are considered one rank less when competing with Jade, Steel may hold its form and edge better than an Iron blade would overtime when clashing with Jade.

    When determining how advantages play out the general rule of thumb goes:

    When considering quality and hardness, having +1 tier over your opponent's weapon lets you gradually wear down/chip are their weapon.

    When considering quality and hardness, having +2 tiers over your opponent's weapon lets you break it with little or no resistance.

    But once again, keep in mind this guide is taking in consideration that both weapons have equal craftsmanship and the same style.

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