Războiul. Craftarea armurii.
Rush. Crafting Armors (armorsmithing)
Armorsmithing is quite a risky craft. Despite the great significance of plate and chain armors, many classes love wearing shields and plate-class helmets (high defense and HP) and chain (high defense and concentration).
Off-topic: Concentration affects the chance to interrupt casting, and mages often suffer from it at the expense of other item attributes.
The usefulness of plate is very high. Top plate + excellent shield make you feel almost like a terminator against simple mobs. Ordinary mobs at your level may not be able to kill you while AFK. It’s worse with elite mobs and physical damage dealer players, but they too will have to stock up on patience or very good gear to take you down. The difference in damage with the skill Mortal Blow against a mage (4700 pure damage) and a gladiator in gold in block (450 pure 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 these resources. Crit-crafts (which do not happen all the time) and high-level items (mastercraft) hold particularly great value. Therefore, developing this craft earlier in the late game phase is not very lucrative.
One of the downsides of armorsmithing is its dependence on "successful crafting", dubbed crit-craft. 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 often end up at a loss. People who craft 20 items in a row usually do not lose out on gear crafts. Statistically, they come out ahead. But epic fails can happen too. Moreover, focusing on crit-crafts forces you to create items while having skill 70 higher than the recipe, which is expensive for low levels.
The advantage of crafting is the ability to equip end-game gear at final levels much cheaper. Also, mundane simple recipes of higher levels are cheap enhancements. Their cost will be somewhat higher than Taylor's points but cheaper than the standard price. In other words, the price of the item itself will be three times lower than the price of the enhancement that could result from it. If you want to maximize your survivability while playing as a Templar/Gladiator, level up armorsmithing. Not everyone will be willing to deal with crit failures. The materials are significantly more expensive than those needed for tailoring (analogous crafting for light armor). Additionally, only with armorsmithing can you craft shields and heavy helmets. Shields are worn by all armored classes, while heavy helmets are a must-have for all professions.
Why is this article in the Rush topic?
Rush assumes your fastest possible development to the end-game phase and final dungeons. Some items from armorsmithing + those obtained from enhancement items represent pieces of end-game gear. That’s where Rush leads you.
This craft is best developed by tank classes (Templar and Gladiator), as they are more dependent on armor than others. Unfortunately, armor provides almost no defense for mages. It will also be easier to attract collaboration from enchanters-jewelers and other crafting professions.
Other classes are better suited for other types of crafting, and reasons will be outlined there.
Armorsmithing, like any craft, is divided into several levels of mastery. Each level 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 your crafting progresses, 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 + enhancement stones (accessories refine for helmets, armor refine for armor and shields) + processed iron plates and rings.