I guess professions in some other shape might have been proposed before, but I can't find it so here's my idea:
Master crafter professions/skills should become available to heartlings that have achieved a rather high skill level in a particular craft, so they might require a minimal skill level/stat level before becoming available (I'd say 250 base skill, jewelry buffs don't count for this).
They should be limited to either:
- Max one profession per heartling, or
- One profession allowed for each 10 million Lps the heartling got.
They would cost a high amount of Lps to learn (250-500k?), representing the time and effort put into refining the skill...
Each profession would open up some exclusive new recepies and give some bonus to the ql of the crafted items; here are some guideline examples:
1. Master mason/builder:
- Requires:
250 skill points in Carpentry and a base str of 300
- Bonus gained:
Double building and 'cellar digging' speed
Can craft 'Stone blocks' from current rocks and boulders (blocks the size of a chest, needed for the new stone buildings), mortar (needs sand, water and gray clay) and some other nifty tools...
Can build 'Stone bastions' (big walls of massive stone blocks and mortar) and the 'Lord's castle/fort': only master builder can start and build these, but other players can deposit construction materials on the building sites to help with the process.
2. Master weapon-smith:
-Requires:
250 skill points in smiting, base str of 350 and base Psy of 150
-Bonus gained:
Double the chance to gain metal bars when smelting common ores (iron, tin, copper) and maybe get a bit extra bonus to quality of metal items crafted.
Can craft a new alloy that is better than steel (let's call it Gromnil or Mithril atm) and make some exclusive items, weapons and armors using it.
Maybe a master smith could also have the ability to name some of these weapons (as for crossroads), to make them feel more like rare master crafted weapons of heroes...
3. Master jeweler:
-Requires:
300 skill points in smiting, base str of 150 and base Psy of 250
-Bonus gained:
Double the chance to gain metal nuggets when smelting rare/precious ores (silver and gold) and maybe get a bit extra bonus to quality of jewels crafted.
*Maybe add a little chance (2-5 %) of getting raw precious stones (rubys, emeralds, ecc...) rather than metal bars when smelting metal ores; for instance you could get raw ruby from iron ore, emeralds from copper ore, zaffirs from tin, diamonds from silver and gold ores.
Can craft some exclusive/expensive new jewels and maybe can name some of them (The crown of Sodom, The star of 'nople, ecc...)
4. Master tailor:
-Requires:
250 skill points in sewing and base dex of 250
-Bonus gained:
Gain 50-100% more silk filaments and hide straps
Ql bonus to crafted clothes and leather items
Can craft a set of new clothes, hats and lether armors that use gold and silver in their recepies...
5. Master hunter
Gets extra meat when butchering wild animals, bonus to ql of skinned hides and bones, can craft some new bows, a better sling and some other items like 'skinner's knife'...
6. Grand chef
New food reciepies, one with high pure psy fep, can craft some new tools for cooking and has a big bonus for symbel related things...
7. Go on as u please...
So what do you think?