Game Mechanics

This section is designed to be a reference for how the mechanics of the game itself functions.

Do not be alarmed if you do not take in all the information in this section. Istaria is a very rich and complex game and it can take a long time to learn about how it functions.

Current and Base Values

Most statistics or skills will have a current figure and a base figure.

The base figure is the amount that has been achieved by a character through leveling schools.

The current figure is the base figure with any additional bonuses.

Additional bonuses can include

  • Equipment (with or without techniques)
  • Buffs or Debuffs on character
  • Abilities (either active or passive)
  • Player built shop bonuses
  • Potions and other consumables
  • Statistic bonus (skills only)

Please note that if you have a death penalty, then this will affect your current figures.

Your current figure has an impact on adventuring and on crafting.

Important
The base figure is taken from the school that is highest in level AND has the highest rise per level in a skill. This applies to adventure and to craft.

Example 1
Level 10 Blacksmith will give 70 base Mining skill (10 levels * 7 per level of Mining)
Level 10 Miner will give 110 base Mining skill (10 levels * 11 per level of Mining)

Therefore a player multi classed with 10 Blacksmith and 10 Miner will have a base Mining skill of 110

Example 2
Level 10 Warrior will give 90 base Evasion skill (10 levels * 9 per level of Evasion)
Level 10 Cleric will give 70 base Evasion skill (10 levels * 7 per level of Evasion)

Therefore a player multi classed with 10 Warrior and 10 Cleric will have a base Evasion skill of 90.

Statistics

There are several main statistics that apply to a character.

Statistic Description
Training Point Cost
Technique
Dexterity Improves chances to hit with melee combat and to avoid melee attacks. Also
adds a bonus to physical crafts
4
Yes
Focus Improves chances to hit with magical combat and to avoid magical attacks. Also
adds a bonus to mental crafts
4
Yes
Health Amount of hit points
1
Yes
Power Increases amount of damage dealt with magical combat hits and adds a bonus to mental crafts
4
Yes
Speed This is a players running speed  
Yes
Strength Increases amount of damage dealt with melee combat hits and adds a bonus to physical crafts
4
Yes
Velocity This is a Dragons flight speed  
Yes

Dexterity, Focus, Power and Strength all add a bonus to most craft and adventure skills. This is capped at a 10% bonus in total.

For example, the Bow skill receives a 10% bonus from Dexterity, this means for every 100 points of Dexterity added, 10 points of Bow will be added to current skill.

Adventure Skills

Adventure skills are learnt as a player joins or levels the adventure schools

Melee/Ranged Skills

These skills are also used as a requirement to be able to equip certain weapons. This is based of your current skill.

Skill Description
Training Point Cost
Technique Available
Dex %
Focus %
Power %
Strength %
Bow Weapon skill for using longbows and shortbows
3
Yes
10
     
Crossbow Weapon skill for using crossbows
3
Yes
10
     
One Hand Crush Weapon skill for using one handed weapons that do crush damage
3
Yes
7.5
   
2.5
One Hand Pierce Weapon skill for using one handed weapons that do pierce damage
3
Yes
7.5
   
2.5
One Hand Slash Weapon skill for using one handed weapons that do slash damage
3
Yes
7.5
   
2.5
Tooth and Claw Dragon melee weapon skill
3
Yes
7.5
   
2.5
Two Hand Crush Weapon skill for using two handed weapons that do crush damage
3
Yes
5
   
5
Two Hand Slash Weapon skill for using two handed weapons that do slash damage
3
Yes
5
   
5
Unarmed Weapon skill for unarmed combat
3
Yes
7.5
   
2.5

Magical Skills

These skills are also used as a requirement to scribe or cast certain spells. This is based off your base skill.

Skill Description
Training Point Cost
Technique Available
Dex %
Focus %
Power %
Strength %
Augmentation Required skill amount to be able to use most gift, enhance, raise and surge spells
3
Yes
3
5
2
 
Blight Spell skill for Blight based spells
3
Yes
 
5
5
 
Dragon Breath Spell skill for using breath attacks  
Yes
1
2
5
2
Energy Spell skill for Energy based spells
3
Yes
 
2
5
3
Flame Spell skill for Flame based spells
3
Yes
2
2
5
1
Ice Spell skill for Ice based spells
3
Yes
1
2
5
2
Life Spell skill for Life based spells
3
Yes
3
5
1
1
Mind Spell skill for Mind based spells
3
Yes
 
2
8
 
Nature Spell skill for Nature based spells
3
Yes
3
 
4
3
Primal Spell skill for Primal based spells
3
Yes
 
5
5
 
Spirit Spell skill for Spirit based spells
3
Yes
1
8
 
1
Summoning Spell skill for Summoning based spells
3
Yes
2
1
5
2

Other Skills

Skill Description
Training Point Cost
Technique Available
Dex %
Focus %
Power %
Strength %
Armor Use Required skill amount to be able to equip armors  
No
       
Intuition Skill required for using keys and for some quests  
No
2.5
2.5
2.5
2.5


Defensive Skills

The majority of defensive skills cannot be altered with training points, instead they need to be increased via equipment or buffs.

Skill Description
Training Point Cost
Technique Available
Dex %
Focus %
Power %
Strength %
Armor Armor reduces damage dealt from an attacking monster that is using either melee or magical attacks  
Yes
       
Blight Resistance Adds to armor/ethereal armor if the incoming attack does blight damage  
Yes
       
Blight Ward Adds to evasion/magic evasion if the incoming attack does blight damage  
Yes
       
Block Adds directly to the Block check when using a shield and increases the chance of blocking an incoming attack  
Yes
       
Crush Resistance Adds to armor/ethereal armor if the incoming attack does crush damage  
Yes
       
Crush Ward Adds to evasion/magic evasion if the incoming attack does crush damage  
Yes
       
Energy Resistance Adds to armor/ethereal armor if the incoming attack does energy damage  
Yes
       
Energy Ward Adds to evasion/magic evasion if the incoming attack does energy damage  
Yes
       
Ethereal Armor Ethereal armor reduces damage dealt that has been modified as ethereal using either melee or magical attacks  
No
       
Evasion Chance to avoid an incoming melee attack
3
No
10
     
Flame Resistance Adds to armor/ethereal armor if the incoming attack does flame damage  
Yes
       
Flame Ward Adds to evasion/magic evasion if the incoming attack does flame damage  
Yes
       
Ice Resistance Adds to armor/ethereal armor if the incoming attack does ice damage  
Yes
       
Ice Ward Adds to evasion/magic evasion if the incoming attack does ice damage  
Yes
       
Life Resistance Adds to armor/ethereal armor if the incoming attack does life damage  
Yes
       
Life Ward Adds to evasion/magic evasion if the incoming attack does life damage  
Yes
       
Magic Evasion Chance to avoid an incoming magical attack
3
No
 
5
5
 
Mind Resistance Adds to armor/ethereal armor if the incoming attack does mind damage  
Yes
       
Mind Ward Adds to evasion/magic evasion if the incoming attack does mind damage  
Yes
       
Nature Resistance Adds to armor/ethereal armor if the incoming attack does nature damage  
Yes
       
Nature Ward Adds to evasion/magic evasion if the incoming attack does nature damage  
Yes
       
Parry Adds directly to the Parry check and increases chances of parrying an incoming attack.  
Yes
       
Pierce Resistance Adds to armor/ethereal armor if the incoming attack does pierce damage  
Yes
       
Pierce Ward Adds to evasion/magic evasion if the incoming attack does pierce damage  
Yes
       
Primal Resistance Adds to armor/ethereal armor if the incoming attack does primal damage  
Yes
       
Primal Ward Adds to evasion/magic evasion if the incoming attack does primal damage  
Yes
       
Slash Resistance Adds to armor/ethereal armor if the incoming attack does slash damage  
Yes
       
Slash Ward Adds to evasion/magic evasion if the incoming attack does slash damage  
Yes
       
Shield Increases the chances of blocking an attack when a shield is equipped.
3
No
5
   
5
Spirit Resistance Adds to armor/ethereal armor if the incoming attack does spirit damage  
Yes
       
Spirit Ward Adds to evasion/magic evasion if the incoming attack does spirit damage  
Yes
       

Training Points

For a player’s first school to reach 100 adventure they gain 12 training points per level.

This means once level 100 is achieved there are 1200 training points available.

Training points are spent via the training points window which is accessible from the character window.

It is recommended that you spend training points as soon as you gain them as they have an immediate impact.

Training points can also be changed over time by using ‘buy back’ points to unlearn spent points and then re spend them on something else.

Buy back points regenerate over time (while a player is offline as well) and cap at 300. Once used they will regenerate again.

Training points can be used to increase most statistics and adventure skills that a player currently knows.

As you assign training points to a particular skill, the base figure will slowly increase as well as the current skill. For every training point spent on a skill, the base skill will increase by 1 and the current skill by the cost of the training point spend.

Notes
There is no wrong or right way to spend training points.

They can be used to increase already high skills even further (IE to increase maximum damage) or to make up short falls in certain skills.

The use of your training points will be heavily based on how you want to build your character.

The maximum amount of training points that can be spent on one statistic/skill is 600.

Possible Examples

  • Maximum Melee Damage – Strength and Weapon Skill
  • General Melee – Strength, Dexterity, Weapon Skill, Evasion
  • Maximum Magical Damage – Power and Spell Skill
  • General Magical
    – Power, Focus, Spell Skill, Magic Evasion, Evasion
  • Maximum Ranged Damage – Strength, Dexterity, Weapon Skill
  • Support – Power, Focus, Life (for heals), Nature (for heals), Evasion, Magic Evasion

Damage Types and Modifiers

Depending on which type of weapon, ability or spell you use, the damage dealt may be of a particular type. For example a bladed weapon such as a sword will do slash damage. A crossbow or a bow will do pierce damage.

Common damage types

  • Blight
  • Crush
  • Energy
  • Flame
  • Ice
  • Life
  • Mind
  • Nature
  • Pierce
  • Primal
  • Slash
  • Spirit

There are some other damage types however they are not as common

There are spells and special items that will convert damage from one type of damage to another type. An example of this is the Flame Attack I spell which will convert damage to flame.

Monsters (and players) may be weak or resistant to certain types of damage. This is worked out using the resistance and ward skills.

A resistance is normally added to an armor/ethereal armor figure if the incoming damage matches the resistance type. Therefore a resistance acts as an additional damage reduction against an attack.

A ward is normally added to the evasion/magic evasion figure if the incoming damage matches the ward type. Therefore a ward acts as a bonus against a chance to hit.

For example there is a Level 120 Fire Golem called Surtheim who has very high Flame Resistance. Therefore flame damage will do little or no damage to this monster. However ice damage may do a lot more damage than normal as Fire Golems are vulnerable to ice.

Damage Modifiers
There are 3 main damage modifiers that need to be described (there are more but not as common).

A damage modifier will alter the way a damage type works against a target. A modifier is different to a damage converter.

  • Standard
    All attacks against a target are subject to reduction by the targets armor and resistances. If an attack is neither ethereal or direct then it can be classed as standard. Almost all attacks within the game are this type.
  • Ethereal
    Bypasses conventional armor and uses the ethereal armor figure on a target (and resistances). Examples are some spirit based spells and ethereal damage crystals. Please note, spirit damage is not automatically ethereal.

  • Direct
    Bypasses armor and resistances and damage is applied directly to the target. Examples are damage over time abilities and damage over time crystals.

Adventure Rating

As you multi class different adventure schools within Istaria, your adventure rating will change.

Your adventure rating is important as it is used to calculate adventure XP from monster kills

The calculation to determine an adventure rating is quite complicated. The easiest way to describe it is to say that the more schools you level the higher the rating will become.

Note
Adventure rating formula is
sqrt(main^2+(2nd/2)^2+(3rd/2)^2+…)

Where
main = current adventure school
2nd = 2nd adventure school
3rd = 3rd adventure school
and so on….

Mastering Adventure Abilities

As you level up different adventure schools you gain new abilities.

These abilities will either be active (activated via a hotkey) or passive (always on).

In addition to this an ability can be non-masterable, masterable or instantly mastered.

If an ability is non-masterable, then it can only be used in the adventure school it belongs to.

If an ability is masterable then it can be used in every other adventure school, once twice its level has been achieved (IE if the ability is awarded at level 30, then it will master at level 60).

If an ability is instantly mastered then it is automatically available in every adventure school.

To see whether an ability is masterable or not, you can right click the ability on your character screen and choose show details.

Note
There is an exception to mastering. If an ability is shared by a number of adventure schools, then once it has been achieved in one of these shared schools, then it will automatically become available in the other adventure schools that share this ability.

Calculating Adventure XP

Adventure XP (experience) is gained every time you kill a monster (or complete a quest that awards adventure XP).

When you kill a monster the following is taken into account.

  • Rating of the monster
  • Rating of the player

If the attacking player’s rating matches the rating of the monster being attacked then XP awarded will be optimal.

If the attacking player’s rating is below the rating of the monster being attacked then XP awarded will be higher than optimal.

If the attacking player’s rating is above the rating of the monster being attacked then XP awarded will be lower or zero than optimal.

Maximum XP received for a single monster kill is capped depending on a players level range.

For levels 1-10 this is capped at no more than 20% of a level.

For levels 11-100 this is capped at no more than 10% of a level.

Bonus XP
Multiple Enemy Bonus is awarded for each kill if you attack or are attacked by more than 1 monster at a time. This XP cannot force total XP per kill above the level cap.

Group Bonus is awarded for each kill if you are a member of a group (providing the group qualifies for XP). This XP cannot force total XP per kill above the level cap.

Grouping
In a group situation, XP is split and shared across the group based on the group members adventure ratings. Members with higher ratings will claim more XP than lower rated players.

XP received per monster kill is determined using the highest rated group member. If their rating is too high then XP will be reduced or zero.

Combat Calculation

This is an interpretation of how combat is calculated based on information previously disclosed by the development team.

Please be aware that there is a lot of mathematics in this section.

What is Delay Adjusted Damage?

Every weapon, spell and ability that is offensive (IE does damage) has a damage value and a delay value.

As each weapon takes a different amount of time to ‘swing’, the calculation for working out the damage done needs to be worked out based on how much damage per second (dps) the weapon generates.

This is then scaled upwards by either Strength or Power and the Weapon Skill.

Then it is reduced by the amount of Armor and Resistances that a target may have.

Finally it gets passed through a randomiser (called a Gaussian) to spread out the damage. If this part didn’t take place then you would do the same damage every hit.

A weapon may say a certain range of damage (IE 1 to 10), but actually appears to do more damage than its description
per ‘swing’ when you actually attack a mob because of the delay adjustment..

Melee/Ranged Combat

  1. Chance to hit
  2. Player   Monster
    ((Weapon Skill/UnknownConstant1) + Attack Skill Bonuses) + (Dexterity/UnknownConstant2) VS ((Evasion/UnknownConstant3) + (Ward/UnknownConstant4)) + (Dexterity/UnknownConstant5)

    A hit check occurs after chance to hit is calculated to add a random chance of missing.

    Unknown Constants are values that have not yet been revealed by the development team.

  3. Block check
  4. Player   Monster
    Weapon Skill VS Shield Skill

    There are 2 block checks.

    The above comparison is checked to add a random chance of the block failing.

    Then a random % is rolled and compared against (20% + Block Bonus). If the random % is lower then the block succeeds.

    Please note a shield needs to be equipped to allow blocking

  5. Parry check
  6. Player   Monster
    Weapon Skill VS Weapon Skill

    There are 2 parry checks.

    The above comparison is checked to add a random chance of the parry failing.

    Then a random % is rolled and compared against (20% + Parry Bonus). If the random % is lower then the parry succeeds.

    Please note that ranged attacks cannot be parried and only melee weapons allow the ability to parry.

  7. Dodge check
    Player   Monster
    Weapon Skill VS Evasion

    There are 2 dodge checks.

    The above comparison is checked to add a random chance of the dodge failing.

    Then a random % is rolled and compared against (20% + Dodge Bonus). If the random % is lower then the dodge succeeds.

  8. Damage dealt
    Player   Monster
    ((Base Weapon Damage + ((Strength/50) * Modified Attack Delay) + ((Weapon Skill/75) * Modified Attack Delay)) + Delay Adjusted Damage Bonus Minus ((Armor + Resistance)/45) * Modified Attack Delay
    Where
    Base Weapon Damage = Avg Damage + ((230/50) * Modified Attack Delay) + ((180/75)* Modified Attack Delay) – ((212/45)* Modified Attack Delay)
    Avg Damage = Min Weapon Damage + ((Max Weapon Damage – Min Weapon Damage)/2)
    Modified Attack Delay = (Attack Delay * (1 – Delay Modifier1) * (1 – Delay Modifier2) ….)/10

    The damage dealt is passed through a Gaussian randomizer to
    greater distribute the damage output by a mean of 10%.

    If the damage being dealt is modified to ethereal damage then replace armor for ethereal armor (resistances still apply).

Magical Combat

  1. Chance to hit
  2. Player   Monster
    ((Spell Skill/UnknownConstant1) + Attack Skill Bonuses) + (Focus/UnknownConstant2) VS ((Magic Evasion/UnknownConstant3) + (Ward/UnknownConstant4)) + (Focus/UnknownConstant5)

    A hit check occurs after chance to hit is calculated to add a random chance of missing.

    Unknown Constants are values that have not yet been revealed by the development team.

  3. Block check
  4. Player   Monster
    Spell Skill VS Shield Skill

    There are 2 block checks.

    The above comparison is checked to add a random chance of the block failing.

    Then a random % is rolled and compared against (20% + Block Bonus). If the random % is lower then the block succeeds.

    Please note a shield needs to be equipped to allow blocking

  5. Parry check
  6. Player   Monster
    Spell Skill VS Weapon Skill

    There are 2 parry checks.

    The above comparison is checked to add a random chance of the parry failing.

    Then a random % is rolled and compared against (20% + Parry Bonus). If the random % is lower then the parry succeeds.

    Please note that ranged attacks cannot be parried and only melee weapons allow the ability to parry.

  7. Dodge check
    Player   Monster
    Spell Skill VS Magic Evasion

    There are 2 dodge checks.

    The above comparison is checked to add a random chance of the dodge failing.

    Then a random % is rolled and compared against (20% + Dodge Bonus). If the random % is lower then the dodge succeeds.

  8. Damage dealt
    Player   Monster
    ((Base Spell damage + ((Power/50) * Modified Attack Delay) + ((Spell Skill/75) * Modified Attack Delay)) + Delay Adjusted Damage Bonus Minus ((Armor + Resistance)/45) * Modified Attack Delay
    Where
    Base Spell damage = Avg Damage + ((230/50) * Modified Attack Delay) + ((180/75)* Modified Attack Delay) – ((212/45)* Modified Attack Delay)
    Avg Damage = Min Spell Damage + ((Max Spell Damage – Min Spell Damage)/2)
    Modified Attack Delay = (Attack Delay * (1 – Delay Modifier1) * (1 – Delay Modifier2) ….)/10

    The damage dealt is passed through a Gaussian randomizer to
    greater distribute the damage output by a mean of 10%.

    If the damage being dealt is modified to ethereal damage then replace armor for ethereal armor (resistances still apply)

Notes
Weapon Skill refers to the adventure skill used by the currently equipped weapon. For example if you are using a long bow then the weapon skill will be Bow skill.

Spell Skill refers to the adventure skill used by the currently cast spell. For example if you are casting Flame Bolt I then the spell skill will be Flame skill

Attack Delay is the delay from either the currently equipped weapon, spell casting delay or an ability delay (a delay of 10 = 1 second).

Damage per second (dps) = Base Spell Damage or Base Weapon Damage / (Attack Delay / 10) .

Magical attacks can be blocked, parried and dodged as long as the defender qualifies (IE uses a shield, uses a melee weapon, is entitled to dodge).

Blocking, Parrying and Dodging checks will only apply to the current monster you are attacking directly. If you are engaged with multiple monsters then only your current target’s attacks will be subject to the 3 checks.

Healing Spells and Abilities

Healing spells and abilities are affected by the following

Player
((Base Healing Amount + ((Focus/UnknownConstant1) * Modified Delay) + ((Healing Skill/UnknownConstant2) * Modified Delay)) + Delay Adjusted Healing Bonuses
Where
Base Healing Amount = Avg Heal + ((UnknownConstant3/UnknownConstant4) * Modified Delay) + ((UnknownConstant5/UnknownConstant6)* Modified Delay)
Avg Heal = Min Heal Amount + ((Max Heal Amount – Min Heal Amount)/2)
Modified Delay = (Heal Delay * (1 – Delay Modifier1) * (1 – Delay Modifier2) ….)/10

Unknown Constants are values that have not yet been revealed by the development team

They are capped at no more than double of a healing spells range.

Healing skill could be life, nature or primal.

Heal Delay is the casting delay of using the heal spell or ability.

Heal over time spells/abilities are calculated slightly differently
. The Focus, Heal skill, delays and bonuses are inherited from the values the caster had at the time of casting. The heal range comes from the range used for each trigger of the heal. Heal over time’s are also delay adjusted and subject to the same healing range cap.

Damage Shields and Damage over Time (DoT)

When damage is being calculated for a damage shield, the Strength/Power and attack skill are inherited from the values used by the caster at the time of casting. For instance, the Engulf effect will have damage based on the Power and Flame skill of the caster, because that was the attribute and skill used in the Engulf attack itself.

A damage over time is fixed damage if it is classed as direct, and does not delay adjust and scale like other attack/heals. If a damage over time is not direct damage, then it will scale and be subject to armor and resistance reductions.

Adventure Schools Matrix

Download Adventure Schools Matrix as an Excel Document


Craft Skills

Craft skills are learnt as a player joins or levels the craft schools.

You cannot spend any training points directly on a craft skill.

Gathering Skills

Skill Description
Technique Available
Dex %
Focus %
Power %
Strength %
Essence Harvesting Gathering essence resources
Yes
1
3
6
 
Fishing Gathering fish resources
Yes
6
2
 
2
Foraging Gathering organic resources
Yes
6
1
 
3
Ingenuity Dragons – gathering some organic resources
No
2.5
2.5
2.5
2.5
Logging Gathering wood resources
Yes
2
 
1
7
Mining Gathering metal resources
Yes
   
1
9
Quarrying Gathering stone, clay and gem resources.
Dragon Only – gathering crystals
Yes
   
1
9

Optimal Craft Gathering Rates and Tier 6

Optimal Gathering Tier 6 Base Resources Crafting
Tier 1
250
Adamantium (3:2):1
1400
Smelting
Tier 2
450
Gems (3:1)
1467
Gemworking
Tier 3
650
Radiant (3:1)
1467
Essence Shaping
Tier 4
850
Steelsilk (3:1)
1467
Spinning
Tier 5
1050
Thornwood (3:1)
1467
Lumbering
Tier 6
1250 (Est.)
Travertine (3:1)
1467
Stoneworking
    Tainted (2:1)
1375
Essence Shaping

Creation Skills

Skill Description
Technique Available
Dex %
Focus %
Power %
Strength %
Alchemy Making potions and other alchemist products
Yes
1
6
3
 
Armorcraft Making metal armors
Yes
2
1
 
7
Carpentry Plot construction skill for wood
Yes
4
1
1
4
Clothworking Working with fabric products
Yes
6
3
 
1
Cooking Primary skill for confectioners
Yes
4
 
4
2
Crystalshaping Working with azulyte crystals
Yes
6
3
 
1
Dragon Scalecraft Making dragon based equipment
Yes
   
4
6
Earthencraft Making clay items
Yes
5
5
   
Enchanting Converting one resource into another type of same tier
Yes
 
7
3
 
Essence Shaping Working with essence resources
Yes
1
3
6
 
Essence Structuring Plot construction skill for essence
Yes
1
4
4
1
Fitting Plot construction skill for metals
Yes
1
1
1
7
Fletching Working with wood products
Yes
6
1
 
3
Gemworking Working with gems
Yes
3
2
5
 
Jewelcraft Working with jewelry products
Yes
3
5
2
 
Lairshaping Lair construction skill for Dragons
Yes
1
1
4
4
Leatherworking Working with leather products
Yes
6
 
3
1
Lumbering Working with wood resources
Yes
3
 
1
6
Masonry Plot construction skill for stone
Yes
3
1
1
5
Metalworking Working with metal products
Yes
 
2
 
8
Papermaking Working with papyrus resources
Yes
6
 
3
1
Preparing Working with organic resources for confectioner
Yes
 
4
4
2
Salvaging Deconstruction skill for breaking down items into raw components
Yes
5
 
5
 
Scribing Working with scroll products
Yes
5
5
   
Sculpting Working with stone products
Yes
 
2
 
8
Smelting Working with metal resources
Yes
   
2
8
Spellcraft Working with spell products
Yes
 
5
5
 
Spinning Working with fabric resources
Yes
6
2
 
2
Stoneworking Working with stone resources
Yes
2
 
1
7
Tailoring Making cloth or hide armors
Yes
7
 
3
 
Tanning Working with animal hides
Yes
6
 
2
2
Tinkering Making tinkerer components and gadgets
Yes
3
6
1
 
Transmutation Converting a resource into a higher tier resource
Yes
 
3
7
 
Weaponcraft Making weapon type products
Yes
2
 
1
7
Weaving Plot construction skill for Fabric
Yes
7
1
1
1
Woodworking Working with wood products
Yes
6
3
 
1

Note
Ingenuity can also be used for some fluff items such as plot decorations.

Craft Rating

As you multi class different craft schools within Istaria, your craft rating will change.

A players craft rating is calculated using the same method as a players adventure rating. However there is one distinct difference. Craft rating plays no part in XP calculation unlike Adventure rating.

Current Craft rating may be used as a requirement in order to equip or use a certain piece of equipment (this is normally for high level items).

The calculation to determine a craft rating is quite complicated. The easiest way to describe it is to say that the more schools you level the higher the rating will become.

Note
Craft rating formula is
sqrt(main^2+(2nd/2)^2+(3rd/2)^2+…)

Where
main = current craft school
2nd = 2nd craft school
3rd = 3rd craft school
and so on….

Calculating Craft XP

Craft XP (experience) is gained every time you create a product using item creation (or complete a quest that awards craft XP).

When you craft an item the following is taken into account.

  • Your base skill that matches the skill required to make the item
  • The optimal skill level required to make the item
  • The number and amount of resources required.

If the player’s base skill matches the optimal of the item being crafted then the awarded XP will be optimal.

If the player’s base skill is below the optimal of the item being crafted then XP awarded less than optimal.

If the player’s base skill is above the optimal of the item being crafted then XP awarded will be lower or zero than optimal.

Notes
Current skill impacts the number and amount of resources required.

Every formula has a minimum skill and an optimal skill.

At minimum skill the resources required are the highest for the item.

At optimal they are the lowest for the item.

If a players current skill falls between the minimum and the optimal then the amount of resources required will scale towards the optimal.

If a players current skill is below the minimum skill then the item cannot be crafted.

If a players current skill is above the optimal skill then the item will be crafted using optimal resources. The XP awarded is not based on your current skill level as base skill is used to determine this.

Deliberately capping your skill with a low level tool will not alter base skill (only current skill) and therefore not affect the craft XP generated. There is one exception to this known as deconstruction or salvaging.

Example – Bronze Bar

Resource
Skill Used
Minimum Skill
Minimum Amount
Optimal Skill
Optimal Amount
Copper and Tin Ore
Smelting
1
5
200
2

To make a single bronze bar you have to have at least a skill of 1 in Smelting.

At a current smelting skill of 1 it takes 5 ores to make 1 bronze bar.

At a current smelting skill of 200 it takes 2 ore to make 1 bronze bar.

If your current skill is in between 1 and 200 then you will either use 5, 4 or 3 ores to make 1 bar.

Current skill only affects whether you can make the item, and the amount of each resource required.

When you create the Bronze bar, the awarded XP will be calculated against your base skill in smelting.

Therefore the closer you are to optimal (but not above it) with current and/or base skill in smelting, you will receive the most efficient amount of craft XP. You use less resources per batch created, and also your XP gain is closer to the optimal for the item.

Tip
Always try to craft items that you are more than 75% efficient in making. This may mean you need to use different formulas and make different products as you go above optimals.

Deconstruction or Salvaging

Deconstruction (also known as Salvaging) is the process of taking an item apart to recover the components used to make it.

Not every item can be deconstructed. Base resources such bars/bricks cannot be deconstructed.

Items can be deconstructed either immediately during item creation or manually by selecting and using the right click option of deconstruct.

Deconstruction of an item provides two benefits

  1. Resources can be recovered and reused
  2. Additional craft XP is generated by deconstructing

When you deconstruct an item the following is taken into account.

  • Your current salvaging skill.
  • The optimal skill level required to make the item
  • The number and amount of resources required.

If the player’s current salvaging skill matches the optimal of the item being crafted then the awarded XP will be optimal and the optimal amount of resources will be recovered.

If the player’s current salvaging skill is below the optimal of the item being crafted then XP awarded less than optimal. Additionally less resources will be recovered.

If the player’s current salvaging skill is above the optimal of the item being crafted then no XP will be awarded. The optimal amount of resources will be recovered.

Notes
If you are currently in a craft school that gains salvaging skill per level then instead of receiving no XP, you may receive a reduced amount instead.

If a players current salvaging skill is below the minimum skill required to create the
item in the first place then you will receive no XP and no recovered resources.

You can use a salvaging awl tool to cap your salvaging skill if you are having issues due to a salvaging skill that is too high for the products that you are trying to deconstruct.

Tip
Gatherer, Miner, Enchanter and Tinkerer all gain salvaging skills as you level these craft schools. It is best to not level them too far above your other craft schools as they will start to impact your deconstruction XP.

The lowest you can cap your current salvaging skill to is 250 salvaging using a bronze salvage awl.

Use the ‘auto deconstruct’ tick box on the Item Creation screen, it will make craft leveling much quicker.

Techniques

Techniques are special bonuses that can be added to certain items during Item creation. There are a few special technique kits that can be added after an item has been created.

Techniques can be used to customise most equipment and spells, and in combination with training points help to build highly specialised character setups.

There are
9 main types of techniques

  • Ability – Provide bonuses to specific adventure school abilities.
  • Adventure – Provide bonuses to specific adventure skills
  • Craft – Provide bonuses to specific craft skills
  • Defense – Provide bonuses to specific defenses
  • Socketing
    – Allows special sockets to be added that allow crystals to be equipped into
  • Spell – Provides bonuses to certain spells
  • Statistic – Provides bonuses to specific statistics
  • Dyes – Allows coloring of armor, weapons and tools
  • Technique Kits – Special techniques that can be added after an item has been created.

The amount of techniques that can be applied to an item are normally restricted by the Tier of the item.

  • Tier 1 – 1 technique
  • Tier 2 – 1 technique
  • Tier 3 – 2 techniques
  • Tier 4 – 2 techniques
  • Tier 5 – 3 techniques
  • Tier 6 – 3 techniques

Notes
When you add a technique to an item during creation the optimal skill required to create the item is increased in line with the technique

When you use a spell technique and apply to a spell, the casting requirements of the spell are increased in line with the technique.

Certain techniques will attune items, and may conflict with other techniques. Techniques that conflict will be removed from the list of available techniques on the Item Creation screen.

Craft Skills Matrix

Download Craft Schools Matrix as an Excel Document


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