Rash. Creazione di armature.

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Rash. Crafting Armature (armorsmithing)

Forging armor is quite a risky craft. Despite the significant value of plate and chain armor, the love of many classes for wearing shields and plate helmets (high defense and HP) and chain (high defense and concentration) is noteworthy.

Offtopic. Concentration affects the chance of interrupting a cast, and mages often suffer because of it, to the detriment of other gear characteristics.

The utility of plate is immense. Top plate + excellent shield makes you feel almost like a terminator against simple mobs. Basic mobs at your level may not be able to kill you while AFK. It gets tougher with elite mobs and physical damage dealers, but they will also have to stock up on patience or very good equipment to break through your defenses. The difference in the hit with the skill mortal blow against a mage (4700 pure damage) and a gladiator in gold in block (450 pure damage) is very noticeable. Despite the high cost of the crafting result, the resource cost is also high + a lot of time goes into resource processing. Crit-crafts (which don't always happen) and the highest level products (mastercraft) are particularly valuable. Consequently, it's not very profitable to develop this craft earlier in the late phase of the game.

One of the downsides of armorcrafing is its dependence on "successful crafting," known as crit-crafting. You spend a lot of resources and time creating one item, and if the result is the item specified in the recipe, rather than its improved version, you're often at a loss. People crafting item gear don't lose out when they crank out 20 items in a row. According to probability theory, they're always in profit. But epic fails do happen. Furthermore, focusing on crit crafting requires you to create items with a skill level 70 above the recipe, which is costly for low levels.

A benefit of crafting is the ability to equip end-game gear at final levels much cheaper. Also, senseless simple recipes of higher levels serve as cheap enhancements. Their price will be somewhat above that of Taylor's enhancements, but still cheaper than the standard price. That is, the price of the item itself will be about three times lower than the price of enhancement that could result from it. If you want to maximize your survivability while playing as a templar/gladiator, invest in armorcrafing. Not every friend will deal with crit fails. Materials are significantly more expensive than for tailoring (the analogous craft for light armor). Also, only through armorcrafing can you craft shields and heavy helmets. Shields are worn by all armored classes, while heavy helmets are a hit for all professions.

Why is this article in the Rash topic?

Rash presumes your fastest development to the end-game phase and the final dungeons. Some armorcrafing items + those obtained from enhancement items are pieces of end-game gear. Rash leads to them.

This craft is best developed by tank classes (templar and gladiator) because they rely on armor more than others. Armors don’t provide much defense for mages, unfortunately. It will also be easier to attract jewelers and other craft professions to cooperate.

Other classes are better suited to other types of crafting, which will be explained why.

Armorcrafing, like any craft, is divided into several levels of mastery. Each level requires its own expenses, resources, and materials.

1-99 lesser craft (Lesser)

100-199 regular craft (Regular)

200-299 greater craft (Greater)

300-399 major craft (Major)

400+ mastercraft (Master Craft) and dragoncraft.

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

The hits comprise: Armor (plate and chain), heavy helmets, shields, and parts for siege engines.

To produce armor and shields, you need resources from earth and air + enhancement stones (access refinement for helmets, armor refinement for armor and shields) + processed iron plates and rings crafted by a blacksmith.