Rash. Crafting Armor.

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Rush. Armor Crafting (Armorsmithing)

Armor crafting is quite a risky endeavor. Despite the significant importance of plate and chain armor, many classes love to wear shields and plate headgear (providing much defense and HP) and chain (providing lots of defense and concentration).

Off-topic. Concentration affects the chance to interrupt casting, and mages often struggle with it, sacrificing other item attributes.

The usefulness of plate armor is immense. Top-tier plate + an excellent shield makes you feel almost like a terminator against simple mobs. Even banal mobs of your level might not kill you while AFK. Things are a bit worse with elite mobs and physical damage dealer players, but even they will need to stock up on patience or very good gear to take you down. The difference in hit from the skill "mortal blow" on a mage (4700 pure damage) and a gladiator in gold while blocking (450 pure damage) is quite notable. Despite the high price of crafting results, the cost of resources is also high, plus a lot of time goes into resource processing. Crit-crafts (which do not happen all the time) and items of the highest levels (mastercraft) hold particularly high value. Therefore, in the earlier late phases of the game, developing this craft is not very profitable.

One of the drawbacks of armorcrafting is its dependence on "lucky crafting," dubbed crit-crafting. You spend a lot of resources and time creating one item, and if you end up with the item specified in the recipe instead of its upgraded version, you usually lose out. People making 20 items in a row for gear crafting do not end up losing. By the theory of probability, they always find themselves in profit. But epic fails can happen as well. Additionally, the focus on crit crafting requires you to create items with mastery 70 levels above the recipe, which is expensive for lower levels.

The advantage of crafting is the ability to equip yourself with end-game items at final levels much more cheaply. Also, pointless simple recipes at higher levels are cheap enhancements. Their price will be slightly higher than Taylor's points but lower than the standard price. Thus, the price of the item itself will be about three times lower than the sharpening cost that can result from it. If you want to maximize survivability while playing as a templar/gladiator, level up armorcrafting. Few friends will want to deal with crit fails. Materials are significantly more expensive than those for tailoring (an analogous craft for light armor). Additionally, shields and heavy helmets can only be crafted using armorcrafting. Shields are worn by all armored classes, while heavy helmets are a must for all professions.

Why is this article about Rush?

Rush allows you to develop to the end-game phase and final dungeons as quickly as possible. Some items from armorcrafters + those obtained from enhancement items are parts of end-game gear. Rush leads to them.

This craft is recommended for tank classes (templar and gladiator) because they are more dependent on armor than others. Armor does not provide much defense for mages, unfortunately. It will also be easier to attract jewelcrafting chanters and other crafting professions for collaboration.

Other classes are better suited for other types of crafting, and it will be explained why.

Armorcrafters, like any crafting, is divided into several skill levels. Each requires its own consumables, resources, and materials.

1-99 Lesser Craft

100-199 Regular Craft

200-299 Greater Craft

300-399 Major Craft

400+ Master Craft and Dragoncraft

As you progress in crafting, you essentially produce the same items but for higher levels and better quality.

Hits include: Armor (plate and chain), heavy helmets, shields, and parts for siege engines.

To produce armor and shields, you need earth and air resources + sharpening stones (access refine for hats, armor refine for armor and shields) + processed iron plates and rings.