Category:Items

All the goods in Swords and Potions can be grouped into broad categories by worker, material/use/function and quality. The category of an item determines its price and the type of customer who will accept it.

If you are looking for a specific item and know the name, check out the list of all items, or the Item tables.

Items are made
Blacksmiths create items primarily from metal. Major categories include weaponry, armor, and certain tools. He heavily serves well with all melee weapon users. They don't have items made in one hour as early as other worker types.

Carpenters create tools and woodcraft, such as ranged weapons, musical instruments and certain worktools. At some stages of the game when receipies for certain categories are not obtained yet, teaming him up a lot is necessary.

Sorceress create potions and enchantments - potions, herbal remedies/cures (brews, herbal mixes) and magical/enchanted goods. The sorceress is heavily involved in using rare items at higher levels, and using them very fast. Her potions (except potion of return) can be used by any class, but have a low suggestion success rate.

Tailors create garments in leather and cloth (notably this includes footwear). She serves all the not-metal-heavy classes well.

There are also a few collaborative projects for larger and more skilled workers - for example, heavier armors require a skilled blacksmith and a tailor - a rare few things like guns require 3 workers and a few of the highest recipe levels require all 4 workers.

There are also a number of quests which require crafters to help create or repair items. Those are so called co-op quests.

Quality variance and categorical examples
The most basic of items, crafted from common goods, typically include things like simple herb mixes or gloves. Research will allow you to branch out and access a variety of basic crafts from each of the distinct subgroups. As the skill of your workers increases and their research continues, the patterns will become more elaborate and more costly materials will be required.

For example, a Sorceress has an alchemy and a enchanting skill. Originally she will use the alchemy to produce alert dust and restoration herbs, and can research antidotes and potions. Later she can research to produce elemental dust, a more complex form of the magical subcategory, as well as brisk beverages, a more complex item in the remedy category, which requires use of her enchanting skill.

Research lines
Many items require similar but less expensive items of the game's convoluted technology tree to be researched before those can be researched as well.

The order which several items are discovered is possibly unorthodox, avoid any assumption. It is required to learn recipes of different types which can be considered completely irrelevant to another before unlocking more.

You can not skip any research except for the single recipes a wandering adventurer may sell. All other unknown remains unknown until you have "unlocked" that bought recipe.

Many tems require indirect cross-disciplinary co-operation (notably shields): for example, the Wooden buckler is required to be learned by the carpenter before any other shield is available for research by blackmith or tailor (not true, if you have only a blacksmith he can research shields independantly)

Here is a list of items that cost no tokens, but you must research a token recipe first. Hidden Recipes

Research
Help make conclusive player research on item classification so we exhaust all option. Not every new item classification will make it to a chart.

This is science, everyone is welcome. Do not alter the above text.

Efficient use of rare materials
Those of us who do not use tokens cannot get access to certain recipes and can only get access to certain materials (the third in each class, namely mithril, gems, dragon blood, and magic feathers) by supporting questing adventurers. Since these items are for the most part at least available only with luck, they are called "rare items." Maximizing the return on rare items is a good idea for those seeking to make the most of their scarce resources.

When searching through the item tables for all types of armor, magic items, musical instruments, and weapons, one can find the items featuring the highest return in coins per rare item. Each of the 12 items below can the user gain over 4000 goldcoins per rare item, and thus might be a good choice in which to craft your rare items. (RR = Rare Resource)

For additional information about return per rare, feel free to check the tables down the Gameplay guides - Item Efficency page.

Efficient use of rare materials (with tokens)
Maximizing the return on rare items is a good idea for those seeking to make the most of their scarce resources. When searching through the item tables for all types of armor, magic items, musical instruments, and weapons, one can find the items featuring the highest return in coins per rare item. Each of the 12 items below can the user gain over 7500 goldcoins per rare item, and thus might be a good choice in which to craft your rare items. (RR = Rare Resource). These Items are good for Bazaar or Palace district.