In Marosia, crafting is presented to you based on the ingredients, tools, and machines you have on hand and around you. It gives you options based on what you can definitely craft based on your surroundings, and also it provides potential options where you have some of the requirements met, but not all. This allows players to play with the crafting system intuitively without the wiki if they prefer not to use it, while at the same time compacting the crafting menu so that you don't have to waste time looking at recipes you have no ability whatsoever of crafting yet.
Once you have some crafting options available to you, then you can optionally describe it. Some items allow you to name them as well, which is also options (a default generic name will be used in that case). Then, you select the resources you'd like to use which are required in order to craft the item, and sometimes there are optional slots that allow you to add a few more resources to the item. This can be beneficial in increasing quality, or it can just be used for flavor, since the components of a crafted item are visible. You will be able to see what skill will be used to create the item, and a prediction of the quality of that item based on your characteristics will be displayed to you. This value may change if other people work on the project, though, because many items take the average skill of all participants into consideration when determining final quality. Once completed, all crafted items show their components in their description, which are the resources that were used to create it, and therefore the mechanical items that should guide the description and name of the item.
For amount requirements, only resources of the same type and the same quality count. Ex: 50 master quality shiverstone could be used on a project, but 20 master quality shiverstone and 30 shoddy quality shale stone would not count as the 50 required to be able to craft.
Crafting - Quality Formula:
(average ingredient quality + average participant skill ) / 2 = Grade of Quality
What use is quality? It depends on what the item is.
- Resource: Quality contributes to the quality of a crafted product, along with skill.
- Alchemy: Quality determines how effective medicine or poison is.
- Food: Quality of ingredients and preparation determines how filling the food is.
- Weapons: Quality is part of the damage calculation in combat and hunting.
- Armor: Quality is part of the damage reduction calculation in combat and hunting.
- Furniture: Quality raises effectiveness of healing over time in a room/residence/castle with five pieces of furniture or more.
- Tools/Machines: Quality determines 50% of your progress on a project each hour.
Most qualities are predefined, such as for ores, metals, gems, woods, and stones; but some are determined by the average skill of all the participants on a project to produce the item, such as with harvesting ingredients or collecting animal produce from tamed animals. Qualities are actual numbers that are used in calculations. Below you will find a table with quality display text and associated number ranges.
|Quality Text||Quality Range|
|Junk||Quality greater than 0 but less than or equal to 1.|
|Amateur||Quality greater than 1 but less than or equal to 1.5.|
|Rough||Quality greater than 1.5 but less than 2.|
|Shoddy||Quality greater or equal to 2 but less than 2.5.|
|Okay||Quality greater than or equal to 2.5 but less than 3.|
|Good||Quality greater or equal to 3 but less than 3.5.|
|Refined||Quality greater than or equal to 3.5 but less than 4.|
|High||Quality greater or equal to 4 but less than 4.5.|
|Expert||Quality greater than or equal to 4.5 but less than 5.|
|Master||Quality is exactly 5.|
Crafting - Tool Progress Influence:
(participant skill * .5) + (average tool quality * .5) = Effort Contributed Per Hour
Tools make up 50% of the effort contributed each hour to make or gather something. Tools that have a quality less than your own skill will make work take longer. Tools that have a quality higher than your skill will boost work and make it faster. It is ideal pay attention to whether you have outgrown your tools, and to have the highest quality tool possibly so you can get the biggest boosts. Below is a table that shows results of project contributions changing depending on skill with tool/machine quality.
Cooking in Marosia can be as simple or elaborate as you want it to be. You decide what the meal is called, what it is made of, and how it is cooked (assuming you have the equipment). After selecting the method of cooking, you can optionally name and describe your meal. If you do not provide a name or description, the description will simply be blank and a generic name will be created for the item. Then, you select the required ingredients, and add up to four more optional ones if desired. The quality of the meal, as well as how many ingredients it has, determines how filling it will be. Cooking a meal with many ingredients nets more satisfaction from eating it, in the same amount of time as a project with one ingredient. There are several types of cooking, each with its own requirements.
Baked cooking requires an oven.
Boiled cooking requires a pot and a stove.
Fried cooking requires a pan and a stove.
Grilled cooking requires only a campfire.
Brewed cooking requires a cask and provides alcoholic concoctions, which justify intoxication RP, but they only fill you half as much hunger as normal food.
Beverage cooking doesn't require any tools, but food of this type fills you half as much as normal food.
Raw cooking requires only a knife.
These are ingredients you can use in your cooking which have been custom made from other ingredients. Examples of these would be sugar made from sugarcane, butter made from milk, cheese made from milk, corn meal made from corn, and so on. These can be added in the creation of your meals to add a level of sophistication that otherwise could not be present from raw ingredients alone. To create processed ingredients you must have at least one ingredient on hand, then select Ingredient as the category in crafting.
Remember, everyone will be able to see the components of the meal you have made, so you won't be able to fool anyone that your gruel is an ice cream sundae.
To create items made from metal you must have refined metal from ore using the mining skill. You must have a smelter, which requires 25 stone, at least 1 wood, and a number of ore depending on the quality. All ores below average quality have a 1:1 ore to wood ratio requirement for smithing - for all others, it is 2:1. This will make 1 metal which can then be used in crafting heavy armor, jewelry, and weapons in ranged or melee form.
Light armor can be made from materials and a needle, and is 4x lighter than heavy armor. However, its defense will only ever be half the potential of a heavy armor at the same level. Heavy armor is able to provide maximum protection, but requires metal, a hammer, an anvil, and is very heavy.
Clothing has several optional resource slots for adding accents and detail, as well as adjusting quality. A character has no limit on the amount of clothing they can wear, or even on how many of the same type (though they are limited by how much weight they can carry). With the flexible crafting system and array of materials in the world, possibilities will vary. Leather is also available as a material to use after making it with hide and a tanning rack. Check out the items section to see the full list of possible clothing options. The abstractness of the initial choices is on purpose to allow the creativity in the descriptions to stand out!
Not yet implemented to this capacity, only medicine exists
- Alchemy types : Medicine, Poison, Knockout, Antidote
- Alchemy becomes a mix and match of herbs, which all over their own special properties, that produce types depending on their combinations.
- Quality determines how much damage a poison applies per hour, how long a knockout lasts, and what strength of poison an antidote will cure.
- A person cannot be killed during a knockout, only detained and robbed. Knockout must be applied to food that is then consumed by the victim.
- Poisons can only be created with at least a mid-tier level, but can be applied to crafted foods by any cook.
- These alchemical additives can be identified in the components of a food if the person checking it has an alchemy skill equivalent to the level of poison.
- An antidote can be applied directly, but if it's the incorrect strength it will waste more time.
From the standpoint of mechanics, the game was designed with the goal of specializations being ideal for a community to run most efficiently. Focusing on one or two skills is essential to getting good gains on levels. For children, this is far easier because of their genetic advantages and learning bonus. For adults, leveling takes a lot of dedication. It's not always possible for everyone to have their own niche in a community, but it is mechanically encouraged for characters to have older experts teach young apprentices to take over their positions when they die, using their great skills for the betterment of themselves, their family, and their community. The standard/ideal setup would be to have kids and newspawns working on harvesting and mining, while having dedicated cooks, a smith, a healer, a tailor, and a tool maker/carpenter.