Crafting Rules

Artisans are the heart of any thriving community; the tools, jewelry, weapons/armour and medicines produced by these hard working artisans create the core of any economy. Without the goods produced by skilled artisans a town is doomed to suffer from broken equipment, lack of basic needs, and will eventually find themselves with little to nothing to purchase with hard earned coin.

Characters that have purchased a Crafting Skill, such as Herbal Basic (Alchemy Sphere), Apprentice Craft: Farmer (Profession Sphere), Toolcrafting (Smithing Sphere) etc, can spend time during an event role-playing their trade to create or repair various items. Time spent in this way is only limited by how long the character wishes to craft and materials needed. In-between events/seasons a character has the option to use their craft skills in a “Crafting After Action Report”.

Crafting After Action Report (Crafting AAR)

Any questions concerning a Crafting AAR should be sent to the following:

A character can use 420 minutes in-between events or 840 minutes in-between seasons to craft. The time limits for a crafting AAR are done for game balance purposes.

Any player that wishes to submit a Crafting AAR should use the following form.

Crafting AAR Form

Items of Quality

Items constructed to be High Quality or Master Quality are slightly more durable than normal quality items, certain affects in-game will not work upon items of quality, and they are more valuable when sold for coins or used in trade. Items of quality are also useful for certain Rites and Rituals, while other aspects of the game might require a specific quality of item to be used.


High Quality

Items: Hold 1 Rune slot.

Weapons: Hold 1 Rune slot.

Armour: Hold 1 Rune slot.

Master Quality

Items: Hold 2 Rune slots.

Weapons: Hold 2 Rune slots and deal an additional +1 Damage.

Armour: Hold 2 Rune slots and gain +50% Armour Points.

Special Materials & Items of Quality

  • Crafting Time Modifiers

Crafting certain materials listed as Rare or Exotic, as well as crafting items of High Quality or Master Quality, will cause an increase to the crafting time required to complete the item. These modifiers are multiplicative to the base time required.

Example: A 1 Hand Hafted normally requires 50 minutes to craft with Increased Efficiency. A Silver 1 Hand Hafted would require 150 minutes to craft; since Silver is a Rare material (x3 Modifier). While a High Quality Silver 1 Hand Hafted would require 450 minutes to craft; since Silver is a Rare material (x3 Modifier) and its made to be High Quality (x3 Modifier).

  • Multiple Materials

Items can be made out of special materials within the world to take on the unique properties of that material. When crafting is done like this, the item can only receive the effect of one of the special materials, this property is decided upon when the item is created. So unless you have good reason to craft an item from multiple special materials, you probably shouldn’t.

Example: A 1 Hand Hafted requires 4 Bone/Metal and 4 Wood for materials. If 4 units of Mithril and 4 units of Bludgeon-Wood are used in the construction of a 1 Hand Hafted, the character must decide which is the dominant property. The 1 Hand Hafted will either benefit from the Mithril or the Bludgeon-Wood, but not both.

Certain items, that normally require multiple materials, can be completely constructed out of a single material to gain the benefits of that material.

Example: A Small Chest normally requires 4 units of Metal and 6 units of Wood. It could be constructed entirely with Mithril to take advantage of the special materials property. This would require 10 units of Mithril to create, simply replacing the 6 units of Wood with additional Mithril units.

Smithing & Profession Charts

This covers the Smithing sphere and Profession sphere charts, including all information you will need to be a successful artisan. All Crafting Times listed in the charts are displayed in minute increments and require time spent role-playing the action being performed.


This covers the Alchemic Sphere and provides a few examples of Recipes from each of the types of Alchemy.

There are four basic types of alchemy available in Wyvern Rising.

    • Explosive Alchemy deals entirely with the production of volatile substances.
    • Herbal Alchemy primarily involves the rendering of substances from plants.
    • Mystic Alchemy is concerned with the magical or divine forces contained in various objects and occurrences.
    • Vaporous Alchemy deals specifically with compounds in the gas phase.

An alchemist needs access to various equipment, including such items as assorted glassware, mortar & pestle, and a small burner. This equipment can be found within an Alchemist’s Kit, this kit is provided to a starting character assuming they purchased skills from the Alchemic Sphere, or otherwise must be purchased or created in-game.

The components, procedures and role-playing time for a compound are found in the Recipe. A written copy of the recipe along with all the necessary ingredients and equipment must be present to brew or mix the creation.

An Alchemist can gather the components themselves, hire someone to locate them, or purchase them from a merchant. The rarity of a component will have a direct impact on the cost and availability.

If you purchase the skill Alchemic Experiment, you can create a new recipe, modify an existing recipe, or reverse engineer a compound over several AAR’s with the correct amount of materials. This is subject to Staff discretion and your success varies based upon the following: The role-playing involved with the experiment, the logic used behind the experiment, what the new compound is expected to do, and what materials you used in the experiment.

First, during an AAR, tell the staff that you are interested in experimenting/creating a compound and describe the effect you are trying to create in as much detail as possible. Once submitted, the staff will start a conversation and tell you if the desired effect is possible. If not, staff might suggest a similar effect if possible.

Once the proper pre-experiment preparations have been completed, all draft experiments (including materials, steps, etc) must be submitted to staff for review and approval during your next available AAR. Once a draft experiment has been reviewed the player will then RP the experiment in game at which point they will receive the ACTUAL results of the experiment (the actual results and intended results may differ). Possible recipe modifications might include: increasing the efficiency, swapping an ingredient, changing the delivery method, or even changing the alchemical rank. Your experiment’s success will be based on: the logic of your recipe, what the substance is intended to do, and your sphere rank in alchemy. You must have the ability to craft any potion you wish to create or modify with the skill.

Note: If you have the skill research, it will speed up the pre-experiment preparations greatly, AND you might also find that the compound you wish to create is already in the game world.

Throwing Alchemy

Throwing Alchemy is considered a Special Attack. This means that skills like Dodge, Evade and Deflect, or Endure can Block, Negate, or Avoid alchemy. Any Skill, Spell, or Prayer that allows the user to defend against a Special Attack can be used.

AOE (Area of Effect) rules still apply for AOE alchemy, so you will need a skill, spell, or prayer that can work inside of an AOE to stop that effect.

Alchemy Component Expiration

Alchemy components have an expiration date based upon the type of material. All Components with an Item Tag will be labeled with an expiration date.

  • Food: 1 Month
  • Plant: 3 Months
  • Animal: 2 Months
  • Alcohol: 1 Year
  • Mineral: Indefinite

Thankfully Alchemist’s of all kinds, can with an appropriate formula, learn to preserve such components. This formula is Universal, meaning any type of Alchemy can create this, as a Basic Alchemy Compound.