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.

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.

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.

Masterwork

Every weapon, armor, piece of clothing or tool you make at exceptional quality has a 2% chance of becoming a Masterwork.