Rash. Craften van wapenrusting.

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Rash. Craft Armor Smithing

Armor smithing is quite a risky craft. Despite the great significance of plate and chain armors, many classes love wearing shields and plate helmets (a lot of defense and HP) and chain (a lot of defense and concentration).

Offtopic. Concentration affects the chance of interrupting a cast, and mages often 'breathe heavily' on it, to the detriment of other item characteristics.

The usefulness of plate armor is immense. Top-notch plate + an excellent shield makes you feel almost like a terminator against simple mobs. Plain mobs of your level may not be able to kill you while you are AFK. It's worse with elite mobs and physical damage dealer players, but even they will need to stock up on patience or very good equipment to take you down. The difference in damage dealt by the skill Mortal Blow to a mage (4700 raw damage) and a gladiator in gold with block (450 raw damage) is quite noticeable. Despite the high cost of crafting results, the cost of resources is also high, and a lot of time goes into processing those resources. Crit crafts (which do not happen all the time) and items of the highest levels (mastercraft) are particularly valuable. Therefore, earlier in the late phase of the game, developing this craft is not particularly profitable.

One of the drawbacks of armor crafting is its dependence on 'lucky crafting,' dubbed crit crafting. You spend a ton of resources and time creating one item, and if you end up with the item specified in the recipe instead of its improved version, you usually make a loss. People who craft gear items in batches of 20 do not suffer from this. By probability theory, they always end up in profit. But epic fails can also happen. Furthermore, focusing on crit crafting forces you to create items with skill 70 above the recipe, which is expensive for low levels.

One advantage of crafting is that you can equip end-game items at the final levels much cheaper. Also, the meaningless simple recipes of higher levels provide cheap upgrades. Their price will be somewhat higher than the points from tailoring, but also cheaper than the standard price. In other words, the price of the item itself will be about three times lower than the cost of the upgrade that may come from it. If you want to maximize survivability while playing as a templar/gladiator, develop armor crafting. Not everyone will be willing to deal with crit fails. The materials are significantly more expensive than for tailoring (analogous crafting for light armor). Additionally, only armor crafting allows you to craft shields and heavy helmets. Shields are used by all armored classes, and heavy helmets are a hit for all professions.

Why is this article in the Rash theme?

Rash intends for your rapid progression toward the end-game phase and the final dungeons. Some items from armor crafting + those obtained from upgrade items are pieces of end-game gear. Rash leads to them.

This craft is best developed for tank classes (templar and gladiator) because they depend on armor more than others. Unfortunately, armor provides almost no defense for mages. It will also be easier to attract gem cutters and other crafting professions for collaboration.

Other classes are better suited to other types of crafting, and there will be explanations for that.

Armor crafting, like any craft, is divided into several levels of mastery. Each of these requires its own consumables, 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 progress in crafting, you essentially produce the same items but for higher levels and better quality.

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

To produce armor and shields, you need earth and air resources + upgrading stones (access refines for helmets, armor refines for armor and shields) + processed iron plates and rings.