Crafting Skills

There is more to life than the immediate needs of combat, healing, and extending one’s influence. Beyond these things is the desire to create, tinker, make something lasting, or even something to be used once for great effect.

It is entirely possible to build a character with nothing but crafting skills with which to explore the quieter side of the game. From Alchemy and Chemistry through Engineering, Machining, and Textiles – there are many component resources to refine and items to craft and build. Some crafts, including Farming and Metallurgy, gather resources as well as make items from those resources.

Starting with the ability to craft basic necessities such as charcoal, thread, refined metal ores, and ingredients derived from plants and animals, more complicated recipes lead into the crafting of potions, medications, wood and metal weapons, clothing, power sources and more. Most of the crafting skills end with the ability to create things that can be enchanted or enhanced. Ultimately the system is set up to encourage cooperation between players skilled in different disciplines. Truly great works will require parts made from a variety of the crafting professions.

Each Craft has a set of ten skills. You may not choose any Craft as a Favored or Disfavored skill tree. Craft skills, like General skills, are always purchased at the listed price. There is no limit to the number of Craft skills you may purchase.

All crafting requires raw or refined component resources and skills purchased from a Crafting Tree. Unless stated otherwise in the skill description, most crafting happens between games. The crafting is begun during check-out, when a Crafter turns in the components they will use to complete their crafting recipes, and is completed at check-in of the next event when finished items are provided by SusCo or the crafter, depending on the item crafted. (If you plan to have your character create something unique, you should provide the completed object and bring it to check-in for inspection and any appropriate stickers).

Crafters can also learn to make specific tools to increase their crafting capabilities, as well as learn advanced gathering techniques and… well, the possibilities might be endless. Using the Research skill of each crafting skill tree will help you learn new recipes, techniques, and items to build. We encourage you to share the recipes you know and learn more from others in-game as well!

Alchemy

Mirhanan has an assortment of animals, insects, minerals, and plants that are infused with the unique mystical energies of the world. In skilled hands, these energies can be taken from these components and turned into magical elixirs, powders, and oils.

Aduration, 50 CP [Single Purchase]
Prerequisite: Three Alchemical Processes
Allows you to combine two alchemical processes and components to create a new, more powerful effect.

Alchemical Process: Calcination, 20 CP [Single Purchase]
The rapid heating of minerals in a crucible shatters them into a fine dust that can be used to make potions, oils, and powders.

Alchemical Process: Coagulation, 20 CP [Single Purchase]
Reducing liquids (blood, bile, etc.) from animals and insects over a low heat converts them to a solid form that can be used in potions, oils, and powders.

Alchemical Process: Distillation, 30 CP [Single Purchase]
Boiling plant matter or sap in an alembic allows for essential oils to be collected for use.

Alchemical Process: Lixiviation, 20 CP [Single Purchase]
Dissolving or steeping plant matter in boiling water allows for tisanes that can be used to create potions.

Alchemical Process: Putrefaction, 30 CP [Single Purchase]
Letting flesh or organs of animals and insects rot in a closed container allows the solids to liquify for use in potions or oils.

Alchemical Process: Torrefaction, 30 CP [Single Purchase]
Used to heat metals to cause oxidation or remove impurities, torrefaction residues or purified metals can be used in potions, oils, and powders.

Detect/Attune Alchemical Tools, 30 CP [Single Purchase]
This skill allows you to discover any properties of an alchemical tool. If the item is magical in nature, you can use this skill to attune it to yourself or another. Items must be turned in at check out.

Research: Alchemy, 30 CP [Multiple, Increase Per Purchase]
This skill allows you to research properties of alchemical components or alchemical recipes. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Resist Alchemy, 30 CP [Multiple, Increase Per Purchase]
Once per purchase, you may resist all effects of an Alchemy item.

Carpentry

Even with modern building materials, wood still has its place – being an inexpensive option with easy access. Those who harvest and prepare wood provide much needed resources such as charcoal and sturdy containers. Skilled carpenters have ways of imbuing wood with properties to rival magic.

Architecture, 50 CP [Single Purchase]
Prerequisite: Carpentry
This skill allows you to design and build large scale (larger than 15 cubic feet) wooden structures.

Carpentry, 30 CP [Single Purchase]
Prerequisite: Whittling
This skill allows you to design and build medium scale (between 1 cubic foot and 15 cubic feet) wooden structures.

Detect/Attune Wooden Artifact, 30 CP [Single Purchase]
This skill allows you to discover any properties of a wood-based item. If the item is magical in nature, you can use this skill to attune it to yourself or another. Item must be turned in at check out.

Dovetail Joint, 30 CP [Single Purchase]
This skill allows you to create small or medium scale wooden objects without requiring the use of nails or adhesives.

Exotic Wood, 30 CP [Multiple, Increase Per Purchase]
Prerequisite: Lumberjack
Allows for harvesting and use of special types of wood. Research or a teacher will be required to learn what types of wood are available and how to harvest them.

Lumberjack, 30 CP [Single Purchase]
With this skill you will receive 3 raw basic wood at check in.

Research: Carpentry, 30 CP [Multiple, Increase Per Purchase]
This skill allows you to research the properties of different types of wood, design plans for building objects out of wood, and design plans for tools to improve your abilities. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Refine Wood, 20 CP [Single Purchase]
This skill allows you to turn raw wood into planks for building materials or charcoal for forging.

Staincraft, 50 CP [Single Purchase]
Prerequisite: Carpentry
With the right recipes you can create stains from components to imbue or enhance a wooden object with magical properties.

Whittling, 30 CP [Single Purchase]
Allows for crafting of small (under 1 square foot) wooden structures, such as boxes, casks for brewing, and clubs or staves for combat.

Chemistry

Often in direct competition with Alchemists for resources, Chemists use the same components for their own projects – pharmaceuticals, synthetic materials, and explosives to name a few. Where Alchemy deals in enhancing what is already there, pharmaceuticals focus on healing and curatives.

Chemistry Process: Centrifugation, 30 CP [Single Purchase]
Using centrifugal force to separate particles from a solution, typically blood – though could be other bodily fluids –  from an animal.

Chemistry Process: Dilution, 20 CP [Single Purchase]
Adding fluids (such as distilled water) to weaken certain insect and animal venoms to make them safe for pharmaceutical use.

Chemistry Process: Elution, 20 CP [Single Purchase]
Through the use of special solvents, you can extract specific compounds from minerals.

Chemistry Process: Freeze Dry, 30 CP [Single Purchase]
Using extremely cold temperatures to flash-freeze edible plant materials (fruits, berries, etc.) you preserve the nutritional content while reducing the plant materials to a fine powder.

Chemistry Process: Oxidation, 30 CP [Single Purchase]
Using heat and oxygen saturation, you create metal oxides for pharmaceutical use. Attempting this with gold, or gold based alloys, requires the use of aqua regia.

Chemistry Process: Subcritical Water Extraction, 20 CP [Single Purchase]
Using water heated to just below the boiling point, you extract proteins from plant matter.

Detect/Attune: Chemist, 30 CP [Single Purchase]
This skill allows you to discover any properties of a chemistry tool. If the item is magical in nature, you can use this skill to attune it to yourself or another. Item must be turned in at check out.

Explosives, 30 CP [Multiple, Increase Per Purchase]
Allows for the creation of explosive materials. Most explosives require a special casing to function properly. Each purchase of the skill gives you the recipe and knowledge needed to create more powerful explosives.

Plastics, 30 CP [Single Purchase]
Allows you to create and mold plastics.

Research: Chemistry, 30 CP [Multiple, Increase Per Purchase]
This skill allows you to research chemical components and recipes for Chemistry. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Engineering

Originally seen as capturing lightning in a bottle by the survivors of Thislan, many relics from Janeth Prime – and new inventions from the scientifically minded of Mirhanan – require electricity to run. Engineers work backward to unlock the knowledge contained in rare pieces of old Janeth Prime, or forward to design and build machines unique to Mirhanan. Making batteries, harnessing solar power, and even creating servo motors is possible with this discipline.

Advanced Mathematics, 30 CP [Single Purchase]
This skill allows for determination of proper gear ratios, trajectory, load bearing, etc.

Base Materials, 20 CP [Single Purchase]
Your knowledge of base materials allows you to work with brass, copper, iron, and steel in your designs.

Craft Battery, 10 CP [Single Purchase]
You are able to craft a battery for powering electrical devices. Batteries last indefinitely in storage, but once placed in a device, they are spent at the end of the event.

Craft Photovoltaic Cell, 50 CP [Single Purchase]
Prerequisite: Craft Battery
With the right materials, you can create a power source that relies on solar energy.

Craft Servo Motor, 50 CP [Single Purchase]
This skill allows you to design and craft a fine control electrical motor.

Glass and Ceramics, 20 CP [Single Purchase]
Knowledge of the properties of glass and ceramics allows you to work with these materials in your designs.

Noble and Exotic Metals, 40 CP [Single Purchase]
Knowledge of the properties of gold, silver, and alloys allows you to work with these materials in your designs.

Research Engineering, 30 CP [Multiple, Increase Per Purchase]
Allows design or discovery of usage and electrical requirements for engineered items. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Reverse Engineer, 40 CP [Single Purchase]
Allows you to deconstruct and reclaim components from an engineered device.

Synthetics, 30 CP [Single Purchase]
Knowledge of the properties of plastics and other synthetic materials allows you to work with these materials in your designs.

Farming

While many things can be automated these days, working knowledge of farming is necessary for the life of any society. It doesn’t stop at raising crops and cattle though. Knowing how to properly prepare food and brewing come heavily into play. Sure, anyone can grill a steak without reducing it to a charred mess or fumble their way through baking hard tack – but to prepare a meal that everyone will remember takes talent.

Baking, 20 CP [Single Purchase]
Allows you to learn recipes for making baked goods with minor effects. Some recipes may require the use of baking equipment that must be obtained in-game.
The finished product will come with one or more effect tags. You must provide a baked item (bread, cookies, etc) to represent the finished product at check in, whether baked yourself or purchased from a store.
A baked good’s potency is limited to the number of effect tags it has. Anyone eating, or describing eating, the baked good must take a tag and follow its effect. Once all the effect tags are gone, the baked good no longer has any potency, though it may still be consumed.
A complete ingredients list must be provided in-game in case of food allergies.

Brewing, 20 CP [Single Purchase]
Allows you to learn recipes for making drinks with minor effects. Some recipes may require the use of special brewing equipment that must be obtained in-game.
All brewing concoctions will require a bottle (made by a glass blower or chemist), and some recipes may require the use of a cask or other such in-game brewing implements.
The finished product will come with one or more effect tags. You must provide a liquid item (fruit juice, soda, etc) to represent the finished product at check in, whether prepared yourself or purchased from a store.
A brew’s potency is limited to the number of effect tags it has. Anyone drinking, or describing drinking, the brew must take a tag and follow its effect. Once all the effect tags are gone, the brew no longer has any potency, though may still be consumed.
A complete ingredients list must be provided in-game in case of food allergies.
Reminder: no alcohol is permitted, no matter how diluted.

Crop Rotation, 30 CP [Single Purchase]
Prerequisite: Harvest
This skill doubles the amount of produce you get at check in per event.

Down Home Cooking, 50 CP [Multiple, Non-Increasing Purchase]
Prerequisite: Baking
This skill allows you to prepare a meal in-game using components from brewing and baking recipes. The effects are cumulative and can be served to up to 5 people per recipe used. This skill can be used once per event per purchase.
You must provide a real meal (sandwiches and sides, stew and rice, etc) to represent the finished product at check in, whether prepared yourself or purchased from a store. The items at check in must be fully cooked or edible raw: we cannot provide a kitchen or cooking equipment. A microwave will be available to heat before serving if needed.
A complete ingredients list for each item must be provided in-game in case of food allergies.

Harvest, 30 CP [Single Purchase]
With this skill you will receive 3 Produce at check in.

Horticulture, 40 CP [Multiple, Increase Per Purchase]
Prerequisite: Research: Farming
After a bit of research, you are able to create the perfect environment to grow a specific plant-based component. Each purchase of this skill will allow you to choose one component to grow. You will get between 1 and 5 of this component at check in, depending on the rarity and other factors.

Husbandry, 40 CP [Multiple, Increase Per Purchase]
Prerequisite: Research: Farming
After a bit of research, you are able to create the perfect environment to raise a specific animal-based component. Each purchase of this skill will allow you to choose one component to grow. You will get between 1 and 5 of this component at check in, depending on the rarity and other factors.

Microstock, 40 CP [Multiple, Increase Per Purchase]
Prerequisite: Research: Farming
After a bit of research, you are able to create the perfect environment to raise a specific insect-based component. Each purchase of this skill will allow you to choose one component to grow. You will get between 1 and 5 of this component at check in, depending on the rarity and other factors.

Research: Farming, 30 CP [Multiple, Increase Per Purchase]
This skill allows you to research a plant, animal, or insect component for the purpose of learning the correct environment the component needs to be grown. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Tea Preparation, 20 CP [Single Purchase]
Using known recipes, you can brew a cup of tea using plant components. The tea takes 5 minutes of prep time and must be “consumed” immediately or the effect is lost.
If an actual drink to represent the finished tea is provided, a full ingredients list must be provided in-game in case of food allergies.

Jewelry

Much like ravens and crows, humans just can’t seem to get enough of shiny things. The jeweler learns the art of cutting gems and setting the stones in precious metals. It is said that those who master the art know the right combination of metal and stone to fabricate items of lasting power.

Alloys and Exotics, 50 CP [Single Purchase]
Prerequisites:  Coppersmithing, Goldsmithing, and Silversmithing
Allows for jewelry to be crafted with alloys and exotic metals.

Coppersmithing, 20 CP [Single Purchase]
Allows you to create jewelry out of copper.

Chain Making, 20 CP [Single Purchase]
Using metal wire, you are able to make a chain. This skill allows for working with iron and steel. Copper, Silver, Gold, and other exotic metals and alloys require the proper smithing skills.

Detect/Attune: Jewelry, 30 CP [Single Purchase]
This skill allows you to discover any properties of a jewelry based item. If the item is magical in nature, you can use this skill to attune it to yourself or another. Item must be turned in at check in.

Form Casting, 30 CP [Single Purchase]
This skill allows you to prepare and use a mold for metal casting. Size of the finished casting will determine the amount of materials needed.

Gem Setting, 30 CP [Single Purchase]
With this skill you are able to create mounts to set gems into jewelry and other objects.

Goldsmithing, 40 CP [Single Purchase]
Prerequisite: Silversmithing
Allows you to create jewelry out of gold.

Lapidary, 20 CP [Multiple, Increase Per Purchase]
This skill allows you to cut one gem per purchase per event.

Research: Lapidary, 30 CP [Multiple, Increase Per Purchase]
This skill allows you to research the properties of gems, settings, properties of combining gems with different metals, and crafting methods for projects. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Silversmithing, 30 CP [Single Purchase]
Prerequisite: Coppersmithing
Allows you to create jewelry out of silver.

Kilnworks

Glass and ceramics can be high priority items, especially if there are alchemists and chemists around. More than vials though, glass can be used to create things from lenses to green houses. Ceramics can be used to create vessels with extreme heat tolerances for forge and iron works.

Ceramics, 30 CP [Single Purchase]
Can be used as an alternative method for vessel crafting (potions vials, explosive casings). Ceramics have a higher heat tolerance and structural integrity than glass vessels.

Detect/Attune: Kiln Works, 30 CP [Single Purchase]
This skill allows you to discover any properties of a glass or ceramic item. If the item is magical in nature, you can use this skill to attune it to yourself or another. Items must be turned in at check in.

Etch Glass, 30 CP [Single Purchase]
Allows for etching designs into glass without compromising the structure.

Glass Blowing, 20 CP [Single Purchase]
Allows raw glass to be formed into vials for various uses, bottles for brewers, and other trinkets.

Glass Making, 30 CP [Multiple, Increase Per Purchase]
With this skill you will receive 3 pieces of raw glass at check in.

Glass Panes, 30 CP [Single Purchase]
Prerequisite: Glass Making
Allows 2 raw glass to be formed into a glass pane.

Glaze Craft, 50 CP [Single Purchase]
Using recipes and components you can create glazes to enhance ceramic objects.

Imbue Glass, 40 CP [Single Purchase]
Prerequisite: Glass Making
Allows the crystalline structure of glass to be infused with magical properties.

Lens Craft, 50 CP [Single Purchase]
Prerequisite: Glass Panes
Used for the creation of lenses.

Research: Kiln Works, 30 CP [Multiple, Increase Per Purchase]
This skill allows you to research such things as glazes, infusing glass and clay, and assorted recipes for all things Kiln Works. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Machinist

Metal fabrication isn’t always about heating up an ingot and beating it into form. Screws take a bit of finesse. Gears require advanced math to get the ratios right. Boring the barrel of a rifle takes a steady hand. Tooling new parts to keep your old machines running may be where you begin, but these skills are the building blocks for gunsmithing and trap building.

Detect/Attune: Mechanical, 30 CP [Single Purchase]
This skill allows you to discover any properties of a machine. If the machine has magical properties, you can use this skill to attune it to yourself or another. Item must be turned in at check in.

Drafting, 30 CP [Single Purchase]
This skill allows you to read, understand, and design blueprints for building and assembling machines. Most designs will require time between events to build and assemble.

Gunsmithing: Basic, 30 CP [Single Purchase]
Prerequisite: Turning and Milling
You have the knowledge and skill required to create a single shot firearm (with or without a clip). These guns are represented by a Nerf Rival (or equivalent) spring blaster.

Gunsmithing: Advanced, 50 CP [Single Purchase]
Prerequisite: Gunsmithing: Basic
You have the knowledge and skill required to create semi-automatic and automatic firearms. These guns are represented by motorized Nerf Rival (or equivalent) blasters.

Machine Alloys, 30 CP [Single Purchase]
Prerequisite: Mill or Turn
Knowledge of the properties of Alloys allows you to turn or mill alloyed metals.

Machine Noble, 40 CP [Single Purchase]
Prerequisite: Machine Alloys
Knowledge of the properties of gold and silver allows you to turn or mill these metals.

Machine Exquisite, 50 CP [Single Purchase]
Prerequisite: Machine Alloys
Knowledge of the properties of exotic or enchantable metals allows you to turn or mill these metals.

Mill, 30 CP [Single Purchase]
You are trained in the use of a milling machine to produce parts out of iron or steel.

Research Machining -[Multiple, Increase Per Purchase, 30 CP
Allows for researching methods to turn or mill new materials, material properties, or other things related to machining. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Turn, 30 CP [Single Purchase]
You are trained in the use of a lathe to produce cylindrical parts out of iron or steel.

Metallurgy

No one would be able to work metals if not for those who know how the metals are made. From knowing how to mine and refine ores, to blending alloys and drawing wire, the metallurgist is the one friend that all metal workers need.

Alloy, 30 CP [Single Purchase]
Prerequisite: Refine
With this skill you can learn and use formulas to create alloys. While typically composed of two types of metals, some alloys require other additives such as gems or other components.
The first Alloy formula learned with this skill is Steel (One Iron Ingot + 2 Wood). With research you may learn additional recipes.

Detect/Attune: Metallurgy, 30 CP [Single Purchase]
This skill allows you to discover any properties of a metal-based item that is not a weapon or machine. If the item is magical in nature, you can use this skill to attune it to yourself or another. Item must be turned in at check in.

Form Casting, 30 CP [Single Purchase]
This skill allows you to prepare and use a mold for metal casting. Size of the finished casting will determine the amount of components needed. You must know how to produce or refine the metal you are using in the casting.

Mining: Gems, 40 CP [Single Purchase]
Prerequisite: Mining: Noble
With this skill you will receive 2 random raw gems at check in, or one specific raw gem component of your choice.

Mining: Noble, 40 CP [Single Purchase]
Prerequisite: Mining
With this skill you will receive 2 random pieces of copper, silver, or gold ore at check in, or one specific noble ore component of your choice.

Mining, 20 CP [Multiple, Increase Every Purchase, Max 6]
This skill allows you to locate and extract ores from the ground.
With the first purchase you will receive 2 pieces of Iron Ore at check in. The second purchase increases your yield to 4 pieces of Iron Ore. The third purchase will add a piece of lead ore. The fourth will add a piece of aluminum ore. The fifth purchase increases your iron to 6 pieces of ore. The final purchase will allow you to switch out 2 pieces of iron or for a piece of lead or aluminum ore.

Reclaim, 50 CP [Single Purchase]
Prerequisite: Alloy
This skill allows you to deconstruct items to salvage metal components. Any non-metallic items are lost in this process. You may deconstruct one item per event, between events. Item must be turned in at check out.

Refine, 20 CP [Single Purchase]
This skill allows you to refine ore into pure ingots. This process requires knowledge of the appropriate recipe, two pieces of the same type of ore and a piece of wood or charcoal to complete. Turn the required components into the operations center to receive the pure ingot.

Research: Metallurgy, 30 CP [Multiple, Increase Per Purchase]
You have access to research materials that, given enough time, can provide answers to questions regarding metal crafting. The properties of metals, Maker’s Marks, alloy recipes, and the histories of particular metal objects are some examples of research subjects. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Wire Drawing, 20 CP [Single Purchase]
This skill allows you to create a spool of wire from an ingot. Turn the ingot into the operations center to get the spool of wire. You must have knowledge of producing or refining the metal you are drawing into wire.

Smithing

While many first think of blades forged in fire and steel, the smith creates tools vital to day-to-day life – from plows for the field, to planes, files, and saws for wood work. Of course, with a hot enough forge and the right alloys, who can say what new horrors can be unleashed in the shape of a blade made for war?

Create Basic Tools, 20 CP [Single Purchase]
With enough time, metal, and the occasional forge mold, you can create simple tools such as sheers, hammers, daggers, and lock picks out of iron or steel.

Detect/Attune: Melee Weapons, 30 CP [Single Purchase]
This skill allows you to discover any properties of metal based weapons. If the weapon is magical in nature, you can use this skill to attune it to yourself or another. The weapon must be turned in at check in.

Forge Alloys, 30 CP [Single Purchase]
Prerequisite: Forge Base Metals
This skill allows you to forge an item out of non-enchantable alloys. Anything larger than a dagger must be forged between events unless done in a goblin smithy. These items will have an in-game value code and are lootable.

Forge Base Metals, 20 CP [Single Purchase]
This skill allows you to forge an item out of iron or steel. Anything larger than a dagger must be forged between events unless done in a goblin smithy. These items will have an in-game value code and are lootable.

Forge Enchantable Metals, 50 CP [Single Purchase]
Prerequisite: Forge Base Metals
This skill allows you to forge an item using magical alloys that will hold an enchantment. The materials used will determine the type of enchantment that can be placed on the item.

Inlay, 50 CP [Single Purchase]
Prerequisite: Runic Scribing
Allows for making inlays out of copper, silver, or gold for the creation of permanent weapon enhancements.

Incorporate Hand Wrap, 40 CP [Single Purchase]
Allows for the use of specially created enhanced or enchanted textile hand wraps in magical weapon creation.

Resist Fire, 30 CP [Multiple, Increase Per Purchase]
Prerequisite: Any two smithing skills.
Your time spent working in the extreme heat of the forge has given you the ability to shrug off Fire effects. For each purchase, you may resist a skill or ability with the word Fire in its call. State “Resist” to use this ability.

Research: Smithing, 30 CP [Multiple, Increase Per Purchase]
You have access to research materials that, given enough time, can answer questions on various smithing techniques, the history of a particular weapon or piece of armor, or other things related to smithing. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Runic Scribing, 30 CP [Single Purchase]
With the proper tools and materials, you can scribe enhancement runes into weapons for a single use.
Weapon Enhancements can be made to mimic any of the melee combat skills and provide a single use of that skill.

Textiles

Spinning wool, to weaving cloth. Tanning hides for more rugged apparel. Learning the secrets of magical dyes that can add that extra bit of protection. 

Detect/Attune: Textiles, 30 CP [Single Purchase]
This skill allows you to discover any properties of a textile-based item. If the item is magical in nature, you can use this skill to attune it to yourself or another. Item must be turned in at check in.

Dye Crafting, 50 CP [Single Purchase]
Using recipes to turn components into dyes to imbue or enhance textiles.

Embroidery, 30 CP [Single Purchase]
Allows for embellishing textiles with designs. With properly prepared thread, these designs can enhance the textile.

Leathercrafter, 40 CP [Single Purchase]
This skill allows you to craft finished items out of leather. Size of the finished item will determine the amount of components needed.

Research: Textiles, 30 CP [Multiple, Increase Per Purchase]
This skill allows you to research the properties of specific fibers, skins, dyes, and crafting methods for projects. Each purchase of the skill allows you to research a single subject per event. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Spinning, 30 CP [Single Purchase]
Allows you to refine fibers from certain hides, plants, and synthetics to create thread. Thread created this way can then be woven into various types of fabrics. Recipes can be learned in-game.

Tailor, 40 CP [Single Purchase]
This skill allows you to craft finished items out of cloth. Size of the finished item will determine the amount of components needed.

Tanning, 20 CP [Single Purchase]
Process for preserving raw hides and converting it to usable leather.

Skinning, 20 CP [Single Purchase]
This skill allows you to attempt to harvest the hide/skin/chitin/fibers of more esoteric creatures in-game to acquire more unusual forms of leather and thread with particular properties.

Weaving, 30 CP [Single Purchase]
Training with a loom allows you to take thread and weave it into cloth. Depending on the types of thread used, special fabrics can be created. Recipes can be learned in-game.

Learning New Recipes

There are two ways to learn new recipes for your crafting skills: in-game with the help of another character and between games on your own.

While in-game you may roleplay learning a recipe from another character – PC or NPC – willing to take the time to give you a lesson describing the recipe. There is no limit to the number of recipes you can attempt to learn during an event beyond finding the time and people willing to share recipes. The person who taught you the recipe must record it in their PEL and you must record it in your PEL. If the recipe is one your character is ready to learn, the lesson will always be successful. If the recipe is beyond your character’s ability to learn, perhaps due to a lack of prerequisite recipes or other skills, instead of the recipe you will get information to lead you in the direction of the things you are lacking. Between games you may try to self-teach using the research skills within your skill tree. As this represents your character studying on their own, you are limited to attempting one recipe per event per research skill expended. If the attempt is for a recipe your character is ready to learn, the research attempt will always be successful. If the recipe is beyond your character’s ability to learn, perhaps due to a lack of prerequisite recipes or other skills, instead of the recipe you will get information to lead you in the direction of the things you are lacking.