See also:
Crafts (often also referred to as "Artisan Items") are magical items produced by an Artisan. Every character who has the Artisan skill gains a number of Plans their character knows, with which they can craft specific Magic Items. To craft an item during the season, an Artisan needs to submit Downtime, and ensure any required resources were handed to the Concord Team during Sign Out at a Summit.
How do I get them?
Remember you can only craft a maximum of three items per season, can only craft items you know how to make, can only make a maximum of one of each item, can only make one item of each rarity and must have the resources handed to the Concord Team during Sign Out. New characters with the Artisan Skill start with one Journeyman item that they know how to make in their character packet, as chosen through the Character Creator. If they do not know how to make any Journeyman items, they will start with three sets of Artisans Oil.
How long do they last?
All magical items have a durability, only surviving a certain amount of Summits before their magic fades. This durability increases with the power of the item. As such, Journeyman items will last two Summits, Expert items will last three Summits and Masterwork items will last four Summits. You may encounter Artifact items in your time at Concord, these are powerful magical items that have no durability, but cannot be crafted by mortal hands, so far.
Using an Artisan Item at an Event
To use an artisan item at an event you need to have met four requirements. They are as follows:
You must have a item tag for the appropriate item.
This will be a single-use tyrek wristband with the item's name and expiration date listed on it. This tag should remain with the bonded item between Summits, or be kept by the player if unbonded.
You must have a Physical representation for the item.
This should match the type of item and the descriptions of those are below. Your item tag should be attached to this item.
You must be bonded to your item.
This can be completed by an Artisan. This can be done by performing a roleplay process individual to that character, but requiring an amount of time based on the item's complexity (see below). This roleplay must include both the physical representation of the item and the individual it would be bonded to. Examples could include anointing with oils, last-minute modifications, a meditation on the arcane powers of the object, or a final training session. At the end of this bonding, the artisan should attach the item tag to the physical representation. An item becomes unbonded when it is bonded to another person.
| Item Complexity | Duration of Roleplay Required |
|---|---|
| Journeyman | 2 Minutes |
| Expert | 5 Minutes |
| Masterwork | 8 Minutes |
You must expend the appropriate resources if required and meet any additional requirements.
While not always required, some artisan items require an expenditure of resources (such as mana, energy or other items), this cannot be avoided. Some artisan items also allow you to 'cast a spell as if you knew it' this still requires the standard spellcasting rules in regards to armour, movement, time, and mana expenditure.
Artisan Item Type Descriptions
Each Artisan Item has a 'type' (either weapon, talisman, armour, banner or reliquary) and a 'subtype'. Each character can only have one item of each TYPE bonded to them at a time. While the subtype is simply used to clarify the form the item should take. The item types and subtypes are as follows:
Weapon: Short
A weapon that meets the requirements of a short weapon.
Weapon: One Handed
A weapon that meets the requirements of a one-handed weapon.
Weapon: Great Weapon
A weapon that meets the requirements of a great weapon.
Weapon: Polearm
A weapon that meets the requirements of a polearm.
Weapon: Pair X and X
A pair of weapons that meet the requirements of the listed weapons.
Weapon: Bow
A weapon that meets the requirements of a bow.
Talisman: Battlemages Circlet
A prop that meets the requirements and is approved as a battlemages circlet. Requiring the Battlemage skill to use.
Talisman: Tool
A prop that represents some kind of tool based on the item's name. Generally speaking, the prop should be of notable size, so a set of tools rather than a single object (Set of picks, vs one lock pick, a whole mortar, and pestle vs a potion vial.)
Talisman: Shield
A shield that meets the requirements for combat-safe construction.
Talisman: Jewellery
A prop that acts as an ornamental accessory such as a necklace, crown, bracelet, or ring. May also include bone pendants, leather bands, and other non-metal options.
Talisman: Fragment
A small piece of a Concordia item worn by a character allowing use of that item's effects. The form this fragment takes depends on the Concordia type and is detailed under the relevant item descriptions.
Reliquary:
A holy artifact. Should be of notable size (basketball or larger). The exact appearance will vary from Sect to Sect. A sect can only be bonded to one Reliquary at a time.
Concordia: Banner
A large banner, displayed in a common area within the Band’s camp. At least 1m long and 80cm wide. Fragments of this Concordia should appear as slivers of the banner, or strips in the style of the banner at least 15cm long. A band can only bond to one Concordia at a time.
Concordia: Icon
An object of importance, displayed in a common area within the Band’s camp. At least 30cm by 30cm by 30cm. Fragments of this Concordia should appear to to be piece of the Concordia at least 10cm by 10cm. A band can only bond to one Concordia at a time.
Armour: Clothes
A particular piece of clothing worn by a character, normally a tunic or coat.
Armour: Light
A set of armour that meets the light armour requirements.
Armour: Medium
A set of armour that meets the medium armour requirements.
Armour: Heavy
A set of armour that meets the heavy armour requirements.
Resources
There are eight resources used by Artisans that can be acquired during play, such as purchasing through the Exchange, trading with other players, or from Downtime activities.
All resources are represented by a physical card (a "phys-rep") that may be the item itself, a deed of ownership, a measure of an amount or a wain of a large amount.
- These resources are usually encountered as several item measures or ingots:
- Natural Goods - Hartwood, Beastbone, Blacksap, Shimmering Scales; Minerals - Forgesteel, Sun’s Iron, Bloodglass, and Essencite.
In the list of items, each of the these resources is referred to by its short-form, detailed below.
- Hw - Hartwood
- Bb - Beastbone
- Bs - Blacksap
- Sh - Shimmering Scales
- Fs - Forgesteel
- SI - Sun’s Iron
- Bg - Bloodglass
- Es - Essencite
Note: In the future, there may be icons or symbols used to represent these resources.
Income from Investments
See also: Investments
- Militaries and Navies can acquire resources when performing an Independent Action.
- Each is likely to obtain a random handful of measures or ingots.
- Businesses and Mines can produce Forgesteel, Sun’s Iron, Bloodglass, or Essencite.
- Businesses produce 4 ingots at tier 2 (if diversified and can increase with tier), while Mines produce 10 ingots at tier 1.
- Farms and Wildernesses can produce Hartwood, Beastbone, Black Sap, Shimmering Scales.
- Farms produce 4 measures at tier 2 (If diversified and can increase with tier), while Wildernesses produce 10 measures at tier 1.