Character systems
Trade Skills
Beleghost runs a genuine multi-station crafting economy, built on the UOACraft framework: thirty-odd stations, each its own trade, its own skill, and its own recipe list — not one generic crafting menu.
The stations
Almost every station is a placeable you drop materials into. A trade is rarely one step: hides pass through the oven and then the bath, grain through the mill, mash tun, lauter tun and vat before it is ever a drink. The arrows below show where each station sits in its chain. Cartography is the one exception — it has no bench at all, and is worked from your pack wherever you happen to be standing.
Loading stations…
The recipe book
Every recipe the stations actually check for, read straight out of the module's own scripts. Drop the listed components at the right station and, if your skill holds, you get the item. Search by what you want to make, by what it is made of, or by resref.
| Makes | Station | Needs | Difficulty |
|---|---|---|---|
| Loading the recipe book… | |||
Difficulty is the penalty a recipe subtracts from your skill roll, not a flat requirement — a hard recipe is possible early, just rarely. Recipes marked one version per material grade produce a different item for each metal, leather or wood you feed the station.
Materials & sources
Metals
Thirteen grades, in ascending order of difficulty. The grade you load into a station shifts every recipe at it: each step up the ladder costs another 25 points of skill chance, and anything above plain iron carries a further 250-point penalty on top.
Ore into ingots
Ore is mined in the field and smelted at a forge. Everything past iron has a hard floor: below the listed smelting skill the attempt simply fails, however lucky the roll.
Gems
Rough stones are cut at the gem cutter and finished at the polisher, and offcuts grind down into the powders alchemy runs on. The number is the penalty that stone carries — the ladder runs from common azurite to the rarest of the set.
Hides, cloth and grain
The other ladders are chains rather than grades. Raw pelts are cured in the tanning oven and tanned in the bath before a tailor can use them. Fibre is spun into thread, woven into bolts, and dyed. Grain is milled into meal, mashed, lautered into wort, then either fermented in the vat or run through the still. Every step is its own skill and its own roll.
Skill & progression
Every trade tracks its own skill on your character, stored server-side under the UOACraft campaign record and kept across reboots. Skill runs from 0 to 1000, and a roll is made against it each time you craft.
− the recipe's difficulty
− the material penalty, if the station takes a grade
success when a d1000 roll comes in at or under the chance
Starting out. Below 350 in a trade, your ability scores stand in for the skill you do not have yet: strength ×5, dexterity ×3 and intelligence ×2, all tripled, capped at 350. A strong, clever character therefore begins a trade part-trained rather than helpless — but the substitute never exceeds 350, so past that point only practice counts.
Quality. A success is rolled twice more, at a further −50 and −150, to decide the grade: one hit gives a poor item, two a normal one, three an exceptional one. This is why the same pattern can hand you three different results at the same bench.
Gaining skill. Only a success can teach you anything, and then only sometimes: the lower your current skill, the more likely the point. Work that is trivially easy for you teaches nothing, which is the system's way of pushing you up the material ladder rather than letting you grind iron daggers forever.
The trades tracked separately are:
Supplies & crafted gear
The Alchemy Seed shop stocks every UOACraft tool and reagent at unlimited quantity, so a fresh crafter never has to hunt down starting tools before their first recipe. Reagents and tools you gather in the field feed straight into the same recipe lists. Some stations also want a tool in hand rather than in the bag — the anvil will not start without a smithy hammer equipped.
A weapon, piece of armour or shield you craft doesn't stay a flat base item — where a crafted item has a loot mapping, it is rolled into the same randomized quality system every other drop in the game uses. See the Loot Codex for exactly how a quality tier and its bonuses are decided.
Recipes, components, difficulties and material ladders on this page are generated from the module's own station scripts, so they match what the server actually checks rather than a hand-kept list.