Crafter
On UORoots, crafting has its own ways of earning: merchants' orders, trade with players and rare Masterwork items. This page covers every change that concerns crafters.
Tools
| Where the tool comes from | Uses |
|---|---|
| A shop (NPC) | 100 |
| Made by a crafter | 150 |
| Made at exceptional quality | 200 |
So buying tools from a crafter is always better than from a shop. Hover over a tool to see its remaining uses.
Gathering tools: pickaxes and shovels last 100 successful digs. In lumberjacking, hatchets and axes also wear out after 100 chops; magic or artifact axes and war axes do not wear out from chopping wood.
Wear warning: you get a single warning when a tool has 10 uses left ("Your tool is wearing out: 10 uses left. Get a spare ready.").
Trash barrels
Towns have trash barrels. Everything you drop in them is deleted 3 minutes later; until then you can take it back, but so can anyone else.
- Empty a bag: left-click the barrel → Empty the Bag → choose the bag to empty (your backpack works too). In the confirmation window showing how many items will go, press Throw away.
- All of the same kind: when you drop a single item into the barrel and you have more items of the same kind and color in your backpack, it asks whether to throw them all away too. It does not ask for weapons, armor, jewelry, clothing and instruments (so a magic or quality one of the same kind is not lost); throw those away one by one.
- Never thrown away: gold, bank checks, blessed items (including clothing blessed with a clothing bless deed) or insured items, personal and quest items, runebooks, marked runes, spellbooks, keys, bags that are not empty. These stay in your backpack.
- If 50 items are dropped into a barrel one by one, it empties at once; in a bulk throw that would overfill the barrel, the rest stay in your backpack.
Why isn't my skill rising? (the gain window)
Every recipe has a gain window: a lower limit (the skill needed to make it) and an upper limit (usually the lower limit + 25). If your skill is above the upper limit, you gain nothing however many of that item you make — the game considers that you are no longer challenged. This applies to all crafts.
Example: barrel lid 11 → 36. If your Carpentry is above 36, making 34 of them does not give a single 0.1; this is not a bug.
A few windows in Carpentry:
| Item | Window |
|---|---|
| Medium crate | 31 → 56 |
| Fancy wooden chair (cushioned) | 42 → 67 |
| Large crate | 47 → 72 |
| Wooden bench / throne | 53 → 78 |
| Drum, barrel, tambourine | 58 → 83 |
| Full bookcase | 60 → 85 |
| Lap harp, writing table, yew wood table | 63 → 88 |
| Fishing pole, lute, training dummy | 68 → 93 |
| Anvil, pickpocket dip | 74 → 99 |
Rule of thumb: if your success chance in the crafting window is at 100%, that item gives you no skill; move up a tier. If materials are short, pick the cheapest recipe that falls in your window.
Batch crafting
The crafting window has a Batch box: enter a number (1–100) and press the button. The last item you made is crafted that many times.
- Each step takes the normal crafting time and uses its own materials; it is not faster, it saves you the clicking.
- You must be at the keyboard. It stops if you walk, switch to war mode, die, lose your connection, break your tool, run out of materials or fill your backpack.
Selling prices to NPCs
| Rule | Effect |
|---|---|
| Craftable items | An NPC buys a craftable item for at most 65% of its material cost. You cannot make money by buying materials from NPCs, crafting and selling to NPCs. |
| Low quality | 60% of the normal price |
| Exceptional quality | 1.25 times the normal price; and at least 95% of the recipe cost. Applies to weapons, armor, clothing, tools and gathering tools. |
| Buying materials | NPCs buy ingots for 2 gp, boards and logs for 1 gp |
So an exceptional item sells to NPCs well above an ordinary one (95% instead of 65%) — the loss almost closes. But at no quality can you mint money by buying materials from NPCs and selling to NPCs. The real earnings are merchant orders and trade with players; an exceptional item's real value shows on the player market.
Trade Orders
The merchants in town place orders with you; you craft and deliver, and earn gold and reputation.
How? Left-click a merchant → Trade Order. In the window that opens, accept, drop or deliver the order.
Merchants who place orders: blacksmith, tailor, carpenter, tinker, alchemist, scribe, bowyer, cook, mapmaker. (Fisherman and farmer orders → Gatherer.)
| Rule | Value |
|---|---|
| Who can take them | Those with at least 30 in the craft's main skill (Blacksmithy, Tailoring…); merchants give no work below that. Masters of Blacksmithy and Tailoring 80+ do not take Trade Orders; they take bulk orders (BODs) → Bulk orders |
| The order | From a recipe close to your level that you can make with at least 50% success (at most 25 points below your skill; if there is no recipe in that range, from the hardest ones you can make), 5–15 pieces |
| Exceptional requirement | In about 30% of orders, if your chance to make exceptional items is high enough |
| Material requirement | Some weapon, armor and clothing orders ask for a colored material your skill can handle; +15% labor per tier |
| Skill required | Shown in the window: green if enough, red if not |
| Reward | Material cost + labor: 200 + 6 × the recipe's skill level (labor ×1.5 for an exceptional order); the gold comes to your backpack, or goes to your bank if the backpack is full (if both are full, the merchant does not accept the delivery and your items stay with you) |
| Reputation | Labor ÷ 100 per delivery (harder recipes and exceptional quality give more) |
| Reward items | If your craft skill is 80+ and the recipe 60+, a delivery can give a reward item (a Bonus reward line in the window) → Order Rewards |
| Daily limit | 6 deliveries a day per person (game accounts linked to the same web account count together) |
| At the same time | At most 3 active orders; each is valid for 3 days |
| Dropping / refusing | You cannot take a new order in that craft for 10 minutes (the time keeps running even if the server restarts). Dropping an accepted order asks for confirmation. |
| After delivering | For 60 minutes you cannot take a new order from any merchant or deliver (all crafts, fisherman and farmer included; shared by all your characters). Your open orders are not cancelled during this time. |
Accepted items: items made by you or by characters linked to the same web account, not of low quality; items made by another player are not accepted. A product with your own signature always counts. For unsigned products you can deliver as many as you made yourself of that kind (e.g. if you made 5 swords, at most 5 unsigned swords); for an exceptional order only exceptional items you made count. Not accepted: items bought from an NPC or from an NPC's resale list; blessed, insured, personal or magic items, and Masterworks.
A merchant does not ask again for an item from their last three orders (refused ones count too); if very few recipes suit you, it can come again.
Reputation tiers: 50 → Known Merchant, 150 → Respected Merchant, 300 → Guildmaster. Each tier writes a title in Titles and gives a personal, colored Merchant's Apron.
You see your active orders, reputation and today's delivery count in Traveler's Journal → Trade Orders.
Deliveries add points to the Craft Week contest by labor; for masters there is also an Order of the Week every week → Order Rewards and Contests
Bulk orders (BODs)
Blacksmiths and tailors also give the classic bulk orders, separate from Trade Orders. Masters with Blacksmithy or Tailoring 80+ take only these.
- How to get one: left-click a blacksmith or tailor → Bulk Order Info. If an order is ready, the offer window opens; if not, they tell you how long to wait. An offer can also come when you sell items to the merchant.
- Wait: 6 hours if your skill is above 70, 2 hours if above 50, 1 hour below that. The time is shared between your account's characters.
- Filling it: double-click the deed. There are two ways:
- Add from a bag: target the bag holding your products (or your own backpack); all matching items are added in one go, and it stops when the order is full. At the end it tells you how many were added and how many did not match. Only items you made are added: items from loot, magic items (made with runic tools), Masterworks, insured or blessed items are protected (you can add them one by one if you want). A locked box cannot be targeted; the inside of a locked box in the bag is skipped.
- Add one by one: target the requested items one at a time (the old way). When it is complete, drag the deed onto a merchant of the same craft and take your reward.
- Large orders: the add-from-a-bag option in the window combines all completed small orders in the bag in one go; Combine one by one is the old way.
- Rewards: the classic bulk order rewards (colored tools, power scrolls and the like); a large order's reward is better.
- Craft Week: if your craft skill is 70+, every completed bulk order adds points to the contest (at most 3 a day) → Contests
Masterwork
Every weapon, armor, piece of clothing or tool you make at exceptional quality has a 2% chance of becoming a Masterwork.
- Its color does not change (it is the color of its material); its tooltip says "Masterwork — the maker's name".
- Its durability is 10% higher; its strength, damage and protection are the same as a normal exceptional item.
- It is announced to the server; the Masterwork achievement and the Master's Hand title are written in Titles.
- Being rare and valuable, it is not accepted for Trade Orders (so it does not leave your hands by mistake). In the Order of the Week, however, your own Masterwork item brings +5 points.
- The rare reward of Trade Orders, the Masterwork Mold, makes the first exceptional weapon, armor, clothing or tool you craft while it is in your backpack a certain Masterwork → Order Rewards