Skip to content

Crafting skills

The full T2A crafting suite. Every craft on Lyonspyre runs through the same enhanced craft menu (named category tabs, queue-stop sets, batch crafting) — that's a Lyonspyre UI rewrite, but the underlying success math is vanilla.

Summary

Skill What it does Useful at Lyonspyre changes
Blacksmithy Forge weapons + armor from ingots; repair metal items Crafters, 100 essential None to skill; Forge mergers UI for bulk ingot work
Tailoring Sew cloth + leather armor/clothing; repair cloth Crafters, 100 essential None
Tinkering Make tools, traps, springs, jewelry parts; repair metal Crafters, 100 standard None
Carpentry Build furniture, weapons (clubs/staves/bows), planks Crafters, 100 standard None
Bowcraft/Fletching Make bows, crossbows, arrows, bolts Archers + crafters, 100 standard None
Alchemy Brew potions from reagents Crafters, 100 standard None
Cooking Cook raw meat / fish / dough into food Crafters, ~60 for self-suff None
Inscription (cross-listed from Magic) Write spell scrolls + +10% spell damage Crafters / damage mages None
Cartography Decode treasure maps; print blank maps Treasure hunters, 80+ None

General crafting mechanics

Every craft skill uses the same loop:

  1. Open the craft menu (double-click hammer / sewing kit / pestle / etc.)
  2. Pick a recipe
  3. Engine rolls skill check against recipe difficulty
  4. On success, consumes materials and produces item; on fail, may consume some materials (varies by recipe)
  5. Quality outcome (exceptional vs normal) is a second roll if you're 20+ above the recipe min — exceptional adds bonuses (damage on weapons, AR on armor, +crafter signature)

Every craft also has a chance to gain skill on every attempt (subject to anti-macro). High-difficulty recipes give more gain per success.

Lyonspyre UI enhancements (apply to all crafts):

  • Named category tabs instead of (group) placeholders — easier to find recipes
  • Queue stop sets — explicit "stop after N successful crafts" / "stop when reagents low" controls
  • Batch crafting — queue 10/50/100 of a recipe with one click
  • Success % on every recipe row — each item in the list shows your real success chance as a percentage, computed from your current skill (not a cryptic skill-requirement range)
  • Colour-coded recipe names — see below

The crafting math itself is the standard T2A craft system, unchanged.

Reading the craft menu colours

Every recipe name in the craft list (and its detail page) is colour-coded so you can tell at a glance what's worth making. The colour reflects two things: your success chance for that item and whether you can still gain skill from it.

Colour Meaning
Green You can still gain skill from this recipe — make these to train. This wins over everything else: a green recipe is your best training pick even if its success chance is high or low.
White High success (80%+) but you're already at the skill-gain cap for it — safe, reliable crafting with no training value.
Yellow Moderate success (40–80%). Usable, expect occasional failures.
Orange Low success (above 0% but under 40%). Risky — frequent failures and wasted materials.
Grey 0% success — your skill is too low (or you're missing a required skill) to attempt it at all.

The percentage shown next to each recipe is your actual success chance at your current skill, so as you train you'll watch oranges turn yellow, yellows turn white, and the green training band move up the list.

Blacksmithy

Forge weapons + armor from metal ingots (iron through valorite on shards with the colored-ore tree). Repair metal items via a smithing hammer. Also smelts items down for partial ingot recovery.

Useful at: 100 for all smiths. Below GM, exceptional weapons / high-tier armor become extremely unlikely.

Lyonspyre changes: same-type ingot stacks consolidate automatically on the forge. Skill math is unchanged.

Tailoring

Sew cloth & leather items: clothing, leather armor, sashes, body sashes, robes. Repair fabric/leather. Leather quality scales with the hide type (regular → spined → horned → barbed at higher animals).

Useful at: 100 for tailors. The cloth ↔ leather tooling switch (scissors → sewing kit) is the UI gate.

Lyonspyre changes: None to skill mechanics.

Tinkering

The "miscellaneous metalworking" skill — wires, springs, traps, gears, jewelry settings, tool repair. Also makes the picks that Lockpicking uses, and the trap kits for Remove Trap.

Useful at: 100 for crafters. 60+ for any solo player who wants to repair their own tools.

Lyonspyre changes: None.

Carpentry

Build furniture, wooden weapons (clubs, quarterstaves), wooden shields, bows (overlap with Fletching for bows), planks/boards. Also the skill that builds player housing components on shards with placement enabled.

Useful at: 100 for crafters who furnish houses or sell bowyer / fletching base goods.

Lyonspyre changes: None.

Bowcraft / Fletching

Build bows (regular, magical, crossbow, heavy crossbow), arrows, and bolts. Wood + feathers + (optional) special-wood components.

Useful at: 100 for any archer who wants self-sufficient ammo + bow supply. Many archers train this just to keep their preferred bow type repaired.

Lyonspyre changes: None.

Alchemy

Brew potions from reagents: heals, cures, refreshes, mana, explosion, str/dex/int boosts. Each potion type has a separate skill threshold (cures cheap; deadly poisons expensive). Recipe difficulty rises with potion power.

Useful at: 100 for any alchemist supplying themselves with combat potions. 60–80 for self-stockpiling heal/cure.

Lyonspyre changes: None to skill. The dispensable potion-bottle UI (auto-restock from belt) is a planned client feature, not yet shipped.

Cooking

Cook raw food: meat, fish, dough, pies. Cooked food restores Hunger; raw food can poison you. Also the gate for some recipes (cake, pies) sold at vendors.

Useful at: 50–60 is fine for self-sufficiency. 100 is overkill unless you're selling specialty food.

Lyonspyre changes: None.

Inscription (cross-reference)

See Magic → Inscription. Doubles as a magic-damage skill (+10% at GM) and a crafting skill (writes scrolls).

Cartography

Decode treasure maps (random drops from dungeon monsters → coordinates → dig site → buried chest). The decoded map difficulty gates the chest tier. Also creates blank maps for cartography work.

Useful at: 100 for treasure hunters running level 4–5 maps. Skippable otherwise.

Lyonspyre changes: None to the skill itself. Treasure maps integrate with Lyonspyre's loot tables but the resolution mechanic is vanilla.