Skills/Carpentry: Difference between revisions
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Carpentry is the craft of turning boards and logs into furniture, crates, chests, instruments, staves and shields. Every chair in a player's house, every keg an alchemist fills and every forge, loom and stone oven a crafter sets up at home starts on a carpenter's workbench. Carpenters work hand in hand with lumberjacks, who supply the wood.
This page explains how carpentry works in New Bradford, from your first barrel stave to a Grandmaster's pentagram. For cutting the wood yourself, see Lumberjacking. For bows, crossbows and arrows, see Bowcraft/Fletching.
At a glance
| Skill category | Crafting & gathering |
|---|---|
| Tools | Saw, dovetail saw, hammer, planes, draw knife, froe, inshave, scorp or nails (see Tools) |
| Workstation | None. You can build anywhere. |
| Materials | Boards or logs. Some items also need cloth or iron ingots. |
| What you can make | Furniture, crates and chests, kegs, staves, shields, fishing poles, instruments, and house add-ons such as beds, forges, anvils, looms, ovens and training dummies |
| Skill cap | 100 (Grandmaster) |
| Stats it can raise | Strength and Dexterity |
| Starting gear | Choosing Carpentry as a starting skill gives you a saw, 10 boards and a half apron. |
Tools
Every carpentry tool opens the same carpentry menu, so it doesn't matter which one you use. Carpenters and tinkers sell them all.
| Tool | Uses | Where to get it | Weight | |
|---|---|---|---|---|
| Saw | 25 to 75 (100 if exceptional) | Carpenters and tinkers (15 gold). Tinkers can make one from 4 iron ingots (30.0 Tinkering). | 2 | |
| Dovetail saw | 25 to 75 (100 if exceptional) | Carpenters and tinkers (12 gold). Tinkers can make one from 4 iron ingots (30.0 Tinkering). | 2 | |
| Hammer | 25 to 75 (100 if exceptional) | Carpenters and tinkers (17 gold). Tinkers can make one from 1 iron ingot (30.0 Tinkering). | 2 | |
| Jointing plane | 25 to 75 (100 if exceptional) | Carpenters and tinkers (10 to 11 gold). Tinkers can make one from 4 boards or logs (any Tinkering). | 2 | |
| Moulding plane | 25 to 75 (100 if exceptional) | Carpenters and tinkers (11 gold). Tinkers can make one from 4 boards or logs (any Tinkering). | 2 | |
| Smoothing plane | 25 to 75 (100 if exceptional) | Carpenters and tinkers (10 to 11 gold). Tinkers can make one from 4 boards or logs (any Tinkering). | 1 | |
| Draw knife | 25 to 75 (100 if exceptional) | Carpenters and tinkers (10 gold). Tinkers can make one from 2 iron ingots (30.0 Tinkering). | 1 | |
| Froe | 25 to 75 (100 if exceptional) | Carpenters and tinkers (10 gold). Tinkers can make one from 2 iron ingots (30.0 Tinkering). | 1 | |
| Inshave | 25 to 75 (100 if exceptional) | Carpenters and tinkers (10 gold). Tinkers can make one from 2 iron ingots (30.0 Tinkering). | 1 | |
| Scorp | 25 to 75 (100 if exceptional) | Carpenters and tinkers (10 gold). Tinkers can make one from 2 iron ingots (30.0 Tinkering). | 1 | |
| Nails | 25 to 75 (100 if exceptional) | Carpenters and tinkers (3 gold). Tinkers can't make them. | 2 |
The tool must be on your person, in your backpack: "The tool must be on your person to use."
Every attempt uses one charge, whether it succeeds or fails. When the last one is gone the tool breaks: "You have worn out your tool!" Carry a spare.
How to build
- Put boards or logs (and any cloth or ingots the item needs) in your backpack.
- Double-click a carpentry tool. The carpentry menu opens.
- Pick a category (Other, Furniture, Containers, Weapons and Armor, Instruments, Misc. Add-Ons, Blacksmithing, Training, Tailoring and Cooking or Cooking), then the item.
- On success the item goes in your backpack: "You create the item."
The menu also has a Make Last button to repeat your last item, a Last Ten list, and the maker's mark setting. There's no repair button: carpenters can't repair staves or wooden shields in New Bradford.
Boards and logs both count as wood, one for one. If you run short: "You do not have sufficient wood to make that."
Success chance
Every item has a minimum Carpentry (listed in the tables below). Below it, you can't make the item at all.
At the minimum your chance is already 50%, and it rises by 2% for every skill point above it. At 25 points above the minimum you never fail. For example, a wooden chest needs 73.6, so you have a 75% chance at 86.3 and you never fail from 98.6 on.
A failed attempt costs the materials: "You failed to create the item, and some of your materials are lost." Practice on cheap items.
Items that need a second skill
Some items also need another skill. If that skill is below the listed amount you can't make the item at all, even with enough Carpentry. Each attempt also gives the second skill a chance to rise, so building them trains both.
| Second skill | Needed for |
|---|---|
| Musicianship 45 | All instruments |
| Tailoring 40 to 75 | Fishing pole (40), training dummy and pickpocket dip (50), dressform, spinning wheel and loom (65), beds (75) |
| Tinkering 50 | Stone oven and flour mill |
| Blacksmithy 75 to 80 | Small forge and anvil (75), large forge (80) |
| Magery 50 to 75 | Abbatoir (50), pentagram (75) |
Exceptional quality
Only staves, wooden shields and instruments can come out exceptional: "You create an exceptional quality item." Furniture, containers and everything else always come out as ordinary items.
Your exceptional chance is your success chance minus 60% (before it's capped at 100%). So you start seeing exceptional pieces once you're 5 points above an item's minimum, the chance rises by 2% per point from there, and at 55 points above the minimum every one is exceptional. For example, a quarter staff needs 73.6, so at 100.0 you succeed every time and 43% of them are exceptional. The tables below show each item's exceptional chance at 100.0.
What exceptional means:
- Staves: 20% more damage and 20% more durability.
- Wooden shields: +8 armor rating and 20% more durability.
- Instruments: 100 more uses, and they're a little easier to use when you play them against a target.
Maker's mark
Your work can carry your name. Use the MARK ITEM button in the menu to switch between Mark Item, Do Not Mark and Prompt For Mark. Marked items show crafted by and your name: "You create an exceptional quality item and affix your maker's mark."
Wood
| Material | Weight | Where to get it | Notes | |
|---|---|---|---|---|
| Logs | 2 | Chopped from trees with Lumberjacking, 10 at a time | Work exactly like boards in the carpentry menu. Carpenters and tinkers buy them back for 1 gold. | |
| Boards | 1 | Carpenters and tinkers (3 gold). Or cut your own: double-click an axe and target logs in your backpack. | Half the weight of logs. Carpenters buy them back for 2 gold. |
All wood in New Bradford is ordinary wood, and everything you build comes out in its natural color.
Other materials:
| Material | Where to get it | Used for | |
|---|---|---|---|
| Cloth | Tailors (2 gold), or cut from bolts of cloth. See Tailoring. | Instruments, fishing poles, beds, training dummies, pickpocket dips, dressforms, spinning wheels and looms | |
| Iron ingots | Blacksmiths and tinkers (5 gold), or smelt your own. See Mining. | Forges, anvils, stone ovens, flour mills, pentagrams and abbatoirs | |
| Barrel hoops | Made by tinkers from 5 iron ingots. See Tinkering. | Kegs |
What you can build
In every table, Carpentry needed is the minimum skill, and Always succeeds at is the skill where you stop failing. Sells for is what a town carpenter pays you for one.
Other
| Item | Carpentry needed | Always succeeds at | Materials | Notes | |
|---|---|---|---|---|---|
| Barrel staves | Any | 25.0 | Part of a keg. | ||
| Barrel lid | 11.0 | 36.0 | Part of a keg. | ||
| Short music stand | 78.9 | 103.9 | Decoration. | ||
| Tall music stand | 81.5 | 106.5 | Decoration. | ||
| Easel | 86.8 | 111.8 | Decoration. |
Furniture
| Item | Carpentry needed | Always succeeds at | Materials | Sells for | |
|---|---|---|---|---|---|
| Foot stool | 11.0 | 36.0 | 6 gold | ||
| Stool | 11.0 | 36.0 | 6 gold | ||
| Straw chair | 21.0 | 46.0 | 6 gold | ||
| Wooden chair | 21.0 | 46.0 | 8 gold | ||
| Vesper-style chair | 42.1 | 67.1 | 12 gold | ||
| Trinsic-style chair | 42.1 | 67.1 | 10 gold | ||
| Wooden bench | 52.6 | 77.6 | 6 gold | ||
| Wooden throne | 52.6 | 77.6 | 6 gold | ||
| Magincia-style throne | 73.6 | 98.6 | 24 gold | ||
| Small table | 42.1 | 67.1 | 7 gold | ||
| Writing table | 63.1 | 88.1 | — | ||
|
Large table | 63.1 | 88.1 | 10 gold | |
|
Yew-wood table | 84.2 | 109.2 | 10 gold |
Containers
| Item | Carpentry needed | Always succeeds at | Materials | Sells for | Notes | |
|---|---|---|---|---|---|---|
| Wooden box | 21.0 | 46.0 | 7 gold | Can have a lock. Provisioners sell them for 14 gold. | ||
| Small crate | 10.0 | 35.0 | 5 gold | Can have a lock. | ||
| Medium crate | 31.0 | 56.0 | 6 gold | Can have a lock. | ||
| Large crate | 47.3 | 72.3 | 7 gold | Can have a lock. | ||
| Wooden chest | 73.6 | 98.6 | 15 gold | Can have a lock. | ||
| Wooden shelf | 31.5 | 56.5 | — | A bookcase you can store things in. | ||
| Armoire (red) | 84.2 | 109.2 | — | A tall wardrobe you can store things in. | ||
| Armoire | 84.2 | 109.2 | — | A tall wardrobe you can store things in. | ||
| Keg | 57.8 | 82.8 | — | See Kegs. |
Locks
Wooden boxes, crates and wooden chests can come out lockable, with a matching copper key inside. Whether they do depends on your Tinkering, not your Carpentry:
- With no Tinkering, the chance is 25%. It rises by 5% per point and is certain at 15.0 Tinkering.
- "Your tinker skill was sufficient to make the item lockable." means you got a lock and key. "Your tinker skill was insufficient to make the item lockable." means it has no lock.
- The more Tinkering you have, the harder the lock is to pick.
- Each attempt also gives your Tinkering a small chance to rise, until 15.0.
Wooden shelves and armoires never have locks.
Kegs
An empty keg is put together from 3 barrel staves, 1 set of barrel hoops and 1 barrel lid. Tinkers turn it into a potion keg that holds 100 potions. See Alchemy.
Weapons and armor
| Item | Carpentry needed | Always succeeds at | Materials | Exceptional at 100 | Strength needed | Damage | Speed | Weight | Shops sell it | |
|---|---|---|---|---|---|---|---|---|---|---|
|
Quarter staff | 73.6 | 98.6 | 43% | 30 | 8–28 | 48 | 4 | Weaponsmiths and blacksmiths (19 gold) | |
|
Gnarled staff | 78.9 | 103.9 | 32% | 20 | 10–30 | 33 | 3 | Weaponsmiths and blacksmiths (16 gold) | |
| Shepherd's crook | 78.9 | 103.9 | 32% | 10 | 3–12 | 30 | 4 | Weaponsmiths and blacksmiths (20 gold) | ||
| Wooden shield | 52.6 | 77.6 | 85% | — | Armor rating 8 | — | 5 | Blacksmiths (30 gold) | ||
| Fishing pole | 68.4 | 93.4 | Also needs 40 Tailoring |
— | — | — | — | 8 | Fishermen (15 gold) |
The shepherd's crook is also the tool for Herding. All three staves are two-handed Mace Fighting weapons. The fishing pole is what you need for Fishing.
Instruments
Every instrument also needs 45 Musicianship.
| Instrument | Carpentry needed | Always succeeds at | Materials | Exceptional at 100 | Shops sell it | |
|---|---|---|---|---|---|---|
| Lap harp | 63.1 | 88.1 | 64% | Bards, tinkers and carpenters (21 gold) | ||
| Standing harp | 78.9 | 103.9 | 32% | — | ||
| Drum | 57.8 | 82.8 | 74% | Bards, tinkers and carpenters (21 gold) | ||
| Lute | 68.4 | 93.4 | 53% | Bards, tinkers and carpenters (21 gold) | ||
| Tambourine | 57.8 | 82.8 | 74% | Bards, tinkers and carpenters (21 gold) | ||
| Tambourine (tassel) | 57.8 | 82.8 | 74% | — |
Instruments are what bards play with Musicianship, Peacemaking, Provocation and Discordance. Each one has a limited number of uses. When they run out the instrument breaks.
House add-ons
The beds, dartboards, ballot box, pentagram, abbatoir, forges, anvils, training dummies, pickpocket dips, spinning wheels, looms, stone ovens, flour mills and water troughs come out as deeds. Most come in two versions, facing east or south.
| Add-on | Menu category | Carpentry needed | Always succeeds at | Materials | Also needs | Facing | |
|---|---|---|---|---|---|---|---|
|
Small bed | Misc. Add-Ons | 94.7 | 119.8 | Tailoring 75 | East or south | |
|
Large bed | Misc. Add-Ons | 94.7 | 119.8 | Tailoring 75 | East or south | |
| Dartboard | Misc. Add-Ons | 15.7 | 40.7 | — | East or south | ||
| Ballot box | Misc. Add-Ons | 47.3 | 72.3 | — | Single | ||
|
Pentagram | Misc. Add-Ons | 100.0 | 125.0 | Magery 75 | Single | |
|
Abbatoir | Misc. Add-Ons | 100.0 | 125.0 | Magery 50 | Single | |
| Small forge | Blacksmithing | 73.6 | 98.6 | Blacksmithy 75 | Single | ||
|
Large forge | Blacksmithing | 78.9 | 103.9 | Blacksmithy 80 | East or south | |
| Anvil | Blacksmithing | 73.6 | 98.6 | Blacksmithy 75 | East or south | ||
| Training dummy | Training | 68.4 | 93.4 | Tailoring 50 | East or south | ||
| Pickpocket dip | Training | 73.6 | 98.6 | Tailoring 50 | East or south | ||
| Dressform | Tailoring and Cooking | 63.1 | 88.1 | Tailoring 65 | — | ||
| Spinning wheel | Tailoring and Cooking | 73.6 | 98.6 | Tailoring 65 | East or south | ||
|
Loom | Tailoring and Cooking | 84.2 | 109.2 | Tailoring 65 | East or south | |
|
Stone oven | Cooking | 68.4 | 93.4 | Tinkering 50 | East or south | |
|
Flour mill | Cooking | 94.7 | 119.7 | Tinkering 50 | East or south | |
|
Water trough | Cooking | 94.7 | 119.7 | — | East or south |
The dressform isn't a deed: it comes out as an ordinary item you can carry around and set down anywhere.
Placing an add-on
- Put the deed in your backpack ("That must be in your pack for you to use it.").
- Double-click it and pick a spot inside a house you own. Elsewhere you'll see "You can only place this in a house that you own!"
- The add-on appears and the deed is used up.
You can't place an add-on in front of a door ("You cannot build near the door.") or where it doesn't fit ("You cannot build that there.").
To take it back up, double-click an axe and target the add-on: "You destroy the item." The deed goes back in your backpack. Only the house owner can do this.
What they do
- Forges and anvils let you smith at home. See Blacksmithy.
- Spinning wheels and looms turn wool and cotton into cloth. See Tailoring.
- Stone ovens and flour mills are where you bake and grind flour. See Cooking.
- Water troughs are a water source: double-click an empty pitcher (or other drink container), then target the trough to fill it with water.
- Training dummies let you practice a melee weapon skill up to 25.0 (or Wrestling with bare hands). Equip the weapon, stand within its reach and double-click the dummy. Each hit is a chance to gain. Ranged weapons don't work ("You can't practice ranged weapons on this."), you have to be on foot, and you have to wait for the dummy to stop swinging before hitting it again.
- Pickpocket dips let you practice Stealing up to 25.0. Stand next to the dip, on foot, and double-click it.
- Ballot boxes hold a yes-or-no vote. The house owner writes the question (up to 6 lines) and can reset the count. Each player gets one vote: "Your vote has been registered."
- Dartboards are just for fun. Hold a knife or dagger, stand up to 4 tiles away facing the board and double-click it to throw. No skill involved: "BULLSEYE! 50 Points!"
- Beds, pentagrams and abbatoirs are decoration.
Training Carpentry
- Every attempt can raise your Carpentry, whether it succeeds or fails, but only while the item is a challenge. Once you reach an item's Always succeeds at skill it's too easy to teach you anything.
- Below 10.0 you gain on every attempt. Above that, each attempt has a chance to gain 0.1.
- The harder the item is for you, the better your chance to gain, especially when you succeed. Your chance also drops as you get closer to your Carpentry cap and to your total skill cap.
- Carpentry tops out at 100.0 (Grandmaster). There are no power scrolls for Carpentry.
- Reaching 100.0 adds Carpentry to the Skills Mastered count on your achievements.
- Town carpenters, stonecrafters and shipwrights will also teach you the basics for a fee.
Strength and Dexterity: each successful item has about a 6% chance to raise your Strength by 1 and about a 1.5% chance to raise your Dexterity by 1, at most once every 10 minutes each (as long as the stat is set to rise).
Suggested path
| Carpentry | Build | Wood each | Notes |
|---|---|---|---|
| 0 to 10 | Barrel staves | 5 | Keep them for kegs. |
| 10 to 21 | Small crates | 8 | Sell for 5 gold. |
| 21 to 31 | Wooden boxes or wooden chairs | 10 / 13 | Sell for 7 and 8 gold. |
| 31 to 42 | Medium crates | 15 | Sell for 6 gold. |
| 42 to 60 | Trinsic-style chairs | 13 | Sell for 10 gold. |
| 60 to 74 | Large tables | 23 | Sell for 10 gold. With 45 Musicianship and some cloth, lutes (68.4) work too. |
| 74 to 90 | Magincia-style thrones | 19 | Sell for 24 gold, the best return in carpentry. Wooden chests (20 wood, 15 gold) are the same difficulty. |
| 90 to 100 | Yew-wood tables or armoires | 27 / 35 | Yew-wood tables are cheaper and sell for 10 gold. |
Chairs, stools, crates, chests and tables sell back to carpenters, so a lot of your practice pays for some of its wood.
Messages you'll see
| Message | What it means |
|---|---|
| You create the item. | Success. |
| You create an exceptional quality item. | Success, and the staff, shield or instrument is exceptional. |
| You failed to create the item, and some of your materials are lost. | The attempt failed and the wood is gone. |
| You do not have sufficient wood to make that. | Get more boards or logs. |
| You do not have sufficient cloth to make that. | The item needs cloth. |
| You don't have the required skills to attempt this item. | Your Carpentry, or the second skill the item needs, is too low. |
| The tool must be on your person to use. | Put the tool in your backpack. |
| You have worn out your tool! | Your tool broke. Grab a spare. |
| Your tinker skill was sufficient to make the item lockable. | The box, crate or chest has a lock and a key inside. |
| Your tinker skill was insufficient to make the item lockable. | No lock this time. |
| You can only place this in a house that you own! | Add-on deeds only work in your own house. |
| You cannot build near the door. | Move the add-on away from the door. |
Tips
- Cut your logs into boards before a long trip home. Boards weigh half as much and build exactly the same things.
- Learn a little Tinkering. 15.0 Tinkering means every box, crate and chest you build comes with a lock and key.
- Raise Tailoring alongside if you want to build looms, spinning wheels, training dummies or beds. Every attempt trains it a little too.
- Sell your practice pieces. Magincia-style thrones fetch 24 gold and wooden chests 15 from carpenters.
- Keep your add-on deeds safe. A deed in your backpack is the add-on, and you can always chop a placed one back into its deed.












