KCD ROLEPLAYthe wiki of the realm

Crafting

Parts, professions and costs

How the crafts depend on each other: the parts each one makes, the three-professions limit, what a piece costs and how it trains you, and the rare finds of the high levels. For crafters planning their climb.

The parts

PartMade byFrom levelNeedsUsed by
leather ×2Tailoring or Tailoring11 hidesSmithing, Tailoring, Bowyery
padding ×2Tailoring23 nettles, 1 leatherArmouring, Tailoring, Alchemy
bowstrings ×3Bowyery11 hides, 1 pine resinBowyery
hafts ×2Bowyery12 logs, 1 pine resinSmithing
fine silver ×2Jewelling11 silver ore, 1 coalSmithing, Tailoring, Jewelling
steel bars ×2Smithing or Armouring23 iron ore, 2 coalSmithing, Armouring, Tailoring, Bowyery, Jewelling
found horseshoes ×1Smithing11 Scrap metal-
holy nails ×1Smithing21 Iron-
broken crankshafts ×1Smithing21 Iron, 1 Scrap metal-
ghostly horseshoes ×1Smithing61 Iron, 1 silver ore-
commemorative coins ×1Jewelling21 fine silver-
charcoal water ×1Alchemy22 coal, 1 nettles-
hanged man's nooses ×1Tailoring23 nettles, 1 leather-

Crafters need each other

From level 5, every piece of smithing, armouring, bowyery, jewelling and carpentry, and the tailor's horse tack and noble garments, needs a part that only another craft makes: buy it from a crafter or trade for it. Its share is small - about a tenth of the piece's goods, one part at level 5, up to two at level 6 and three at level 7, more for the great pieces - and it replaces as much of the craft's own goods, so a piece costs what it did. Every one of these parts is made from level 1 or 2 of its craft. The craft window lists the part with the other goods. The game's own anvil takes it from your sack too. The cook, the apothecary and the brewer still work alone.

CraftNeedsMade by
Smithingleather for a sword, a dagger, a sabre or a shield (the grip, the straps); a haft for an axe, a mace, a war hammer, a flail or a polearmTailoring; Bowyery
Armouringpadding (the lining)Tailoring
Tailoringsteel for horse tack, belts and spurs (buckles, bits, rings); fine silver for a noble garment (silver thread and buttons); nothing for an ordinary garmentSmithing or Armouring; Jewelling
Bowyerysteel for a crossbow, arrows and bolts (the lock, the heads); leather for a bow (the grip)Smithing or Armouring; Tailoring
Jewellingsteel (clasps, pins and settings)Smithing or Armouring
Carpentrysteel (nails and fittings); leather for a carpet or a cushion; nothing for a dishSmithing or Armouring; Tailoring

The recipe tables (Every recipe) show each piece's goods as the bench takes them: that part, the rare finds of levels 8 to 10 and the armour's least cost are in (a piece of armour costs at least 15 gr. of goods and fee at level 1, 70 at level 4, 110 at level 5, 300 at level 8 and 600 at level 10: a cheap one takes more of its metal and lining). Horseshoes need no other craft's part. A noble garment is one whose name speaks of rank or finery (noble, courtier, legate, lord, knight, a coat of arms or a crest, brocade, embroidered, ornate...) or one of the dearest pieces of tailoring (level 10); every other hat, hood, coat, gambeson, shoe or glove of level 5 and up needs no other craft's part. A haft is turned by the bowyer from level 1: two logs and some pine resin make two. In the craft window a part of another craft has a blue edge and a rare find a golden one (hover for which).

Rare finds in the high crafts

Every recipe of level 8, 9 or 10 asks one to three rare finds besides its goods - weapons included; never the kitchen, nor a part made only to go into another piece. Level 8 asks one, level 9 two, level 10 two or three:

CraftLevel 8Level 9Level 10
Smithing, armouring1 silver nugget2 silver nuggets2 silver nuggets, 1 meteoric iron
Tailoring1 river pearl1 river pearl, 1 white wolf pelt2 river pearls, 1 white wolf pelt
Bowyery1 yew stave2 yew staves2 yew staves, 1 royal antler
Jewelling1 rock crystal1 rock crystal, 1 river pearl2 rock crystals, 1 river pearl
Joinery1 oak heartwood1 oak heartwood, 1 amber2 oak heartwood, 1 amber
Alchemy1 ancient mandrake1 ancient mandrake, 1 rock crystal1 ancient mandrake, 1 rock crystal, 1 royal antler
Brewing1 oak heartwood1 amber1 amber, 1 oak heartwood

The finds turn up now and then while the gatherers work - miners and woodcutters at a rich or normal spot, herbalists, fishers on fine work, hunters skinning a stag or a wolf: about one an hour for a steady hand, two for one who works hard. A golden card and a chime tell you; the market buys them dear and never sells them.

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