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Skills: Eternal Solder (Way of the Craftsman / Support tree)

Posted: Tue Aug 12, 2025 2:46 pm
by Atrele
One of the things I feel is that Eternal Soldier has some potential as a "mundane" support. Thus I'd like to suggest an Eternal Soldier T3 crafting tree.

As a note, all skills under Way of the Craftsman are children of Way of the Craftsman, and can be bought as long as the Eternal Soldier has Way of the Craftsman. However, certain Master skills are also able to be bought if the Eternal Soldier has certain Mortal skills. Of these suggested skills, only Master of Craft and Master of Improvisation requires Way of the Craftsman.


Way of the Craftsman - 30 CP
The AP cost to craft and repair is reduced by 1.

-Master of Craft - 60 CP
The AP cost to craft and repair is reduced by 2. Furthermore Forges, Gunbenches, and Portable toolkits are no longer required to craft items.

-Master of Improvisation - 60 CP
This is the Eternal Soldier "Enchantment" skill. The Eternal Soldier can use crafting components to place special effects and bonuses on equipment using enchantment slots. Examples include:
Corruptor Trap (1 Spool of Copper Wire, 2 Batteries, 1 Spellgem): A Corruptor trap triggers when the item would be drained by a Corruptor. When activated, the Corruptor gains no MP, and in fact loses HP equal to the MP they would have gained. If this mod is specifically drained and there is more than one enchantment on the item, it is drained for 24 hours, otherwise it is destroyed and the enchantment drain is prevented.
Armor Bracing (1 Chunk of Steel, 1 Chunk of Industrial Plastic, 1 Chunk of Iron): Prevents one instance of degradation of a piece of armor at cost to itself. Triggers at any instance of degradation.
Weapon Bracing (1 Chunk of Steel, 1 Chunk of Wood, 1 Chunk of Iron): Prevents one instance of degradation upon use at cost to itself. Only triggers upon use, death degradation does not trigger Weapon Bracing.
Enchantment Capacitor (1 Chunk of Steel, 1 Gold Ingot, 1 Silver Ingot, 1 Chunk of Wood): Prevents one enchantment loss upon death at cost to itself. Only triggers if an enchantment would be lost due to death.
High Power (2 Bottles of Gunpowder, 2 Chunk of Steel, 1 Lead Brick): Firearm ignores 1 point of soak for every 4 points of target soak. Weapon has higher chance to degrade, which has a chance to also destroy the High Power mod.
Scope (1 Chunk of Steel, 1 Spool of Copper Wire, 1 Chunk of Industrial Plastic, 1 Silver Ingot): Firearm or Bow gains +10% accuracy bonus and +1 damage when attacking from Hiding. Small chance to be destroyed when used, or moderate chance to be destroyed upon death. May not be stacked.
Heavy String (1 Batch of Leather, 1 Bag of Industrial Plastic, 1 Chunk of Steel, 1 Vial of Acid, 1 Potion of Strength): Increases damage of a bow by 3 and gives it the Heavy modifier. Small chance of being destroyed on use. If the weapon is already a heavy weapon (including from another heavy String mod), the weapon's accuracy is reduced by 5%, and it gains a 15% chance of inflicting double damage or ignoring soak entirely, whichever causes more damage. This has a moderate chance to destroy the Heavy String mod. This mod can be stacked to provide a stacking chance of triggering in exchange of a stacking accuracy penalty and a high chance to degrade the bow, which also has an extremely high chance of destroying at least one Heavy String mod.
Keen Edge (2 Chunks of Steel, 1 Rock, 1 Batch of Leather, 1 Potion of Combat Clarity): Slashing weapon has 5% chance of inflicting double damage or ignoring soak, whichever inflicts the most damage, which also has a moderate chance to also destroy the Keen Edge mod. This mod may be stacked to increase chance of triggering in exchange for having a high chance to destroy a Keen Edge mod upon triggering.
Refined Point (1 Chunk of Steel, 2 Rocks, 1 batch of Leather, 1 Potion of Strength): Non-ranged piercing weapon ignores 1 point of soak for every 4 points of target soak. Weapon has a higher chance to degrade, which has a chance to also destroy the Refined Point mod.
Weighted Head (2 Chunks of Steel, 2 Lead Bricks, 2 Batches of Leather, 1 Vial of Acid): Increases damage of non-ranged impact weapons by 3 and gives it the Heavy modifier. Small chance of being destroyed on use. If the weapon is already a heavy weapon (Including from another Weighted Head mod), the weapon's accuracy is reduced by 5%, and it gains a 15% chance of inflicting +30 damage and knocking the corpse out of the tile or potentially into another character if the blow is lethal. This has a very high chance to destroy the Weighted Head mod. This mod can be stacked to provide a stacking chance of triggering in exchange for a stacking accuracy penalty and always destroying a Weighted Head mod on triggering.
Environmental Sealant (2 Bags of Industrial Plastic, 2 Batches of Leather, 1 Vial of Acid): Doubles armor soak against environmental damage, or grants 4 points of soak against enviromental damage, whichever is higher. Has a small chance of being destroyed when it soaks damage. May also be stacked, and placed on Armor, Clothing, and POSSIBLY Jewelry.
Aura Protection (1 Chunk of Steel, 1 Batch of Leather, 2 Chunks of Plastic): Reduces the damage taken from auras while using that weapon (or wearing Aura Protection armor) by two points to a minimum of one. Has a small chance to be destroyed when reducing aura damage, and may be stacked to protect against stronger auras.
Planar Protection (2 Chunks of Industrial Plastic, 1 Batch of Leather, 1 Batch of Stygian Iron, 1 Bottle of Paradise Water, 1 Potion of Planar Protection): Reduces planar damage by 2 point. Has a tiny chance to be destroyed when it reduces planar damage. May be stacked to further resist planar damage to a minimum of 0. If planar damage is reduced to 0, Planar Protection has double chance to be destroyed.
Armor Padding (1 Bag of Industrial Plastic, 3 Batches of Leather, 2 pieces of Clothing): Armor gains one point of Impact, Piercing, and Slashing soak. Minor chance of being destroyed upon soaking damage, moderate chance to be destroyed upon use degradation, and high chance to be destroyed upon death degradation. May be stacked to increase soak as well as chance to be destroyed upon soaking damage.
Elemental Sealant (2 Bags of Industrial Plastic, 2 Batches of Leather, 1 Chunk of Iron, 1 Chunk of Steel): Armor gains one point of Cold, Fire, Electric, and Acid soak. Minor chance of being destroyed upon soaking damage, moderate chance to be destroyed upon use degradation, and high chance to be destroyed upon death degradation. May be stacked to increase soak as well as chance to be destroyed upon soaking damage.
Spiritual Warding (1 Batch of Leather, 1 Silver Ingot, 1 Chunk of Stygian Iron, 1 Chunk of Celestial Bronze, 1 Soul Ice, 1 Vial of Angels Tears): Armor gains one point of Death, Holy, and Unholy soak. Minor chance of being destroyed upon soaking damage, moderate chance to be destroyed upon use degradation, and high chance to be destroyed upon death degradation. May be stacked to increase soak as well as chance to be destroyed upon soaking damage.
Arcane Grounding (1 Bag of Industrial Plastic, 1 Batch of Leather, 1 Chunk of Steel, 1 Gold Ingot, 2 Silver Ingot): Armor gains two points of Arcane and "Special" (All other damage types not included under Armor Padding/Elemental Sealant/Spiritual Warding) soak. Minor chance of being destroyed upon soaking damage, moderate chance to be destroyed upon use degradation, and high chance to be destroyed upon death degradation. May be stacked to increase soak as well as chance to be destroyed upon soaking damage.
Emergency Stim Injector (2 Chunks of Steel, 1 Back of Industrial Plastic, 2 Batches of Leather and 1 Potion of Healing OR Blood Ice OR Vial of Angels Tears OR other similar 1 weight healing item): Armor mod that reacts to the wearer falling below 15 HP. If the wearer falls under 15 HP (and is still alive), the Emergency Stim Injector triggers, destroying itself to apply the effects of the healing item used to construct the Injector. Armor may have multiple Emergency Stim Injectors, but any circumstance that will trigger one will also trigger the rest of them.
Camoflauge Circuitry: Armor mod provides hide bonus, and can be triggered to instantly hide the wearer at cost to itself.
Spellcaster Simulator Unit (1 Chunk of Steel, 2 Chunks of SIlver, 2 Chunks of Celestial Bronze, 1 Chunk of Brimstone, 1 Spellgem with five charges): May only be made for weapons and armor. Permits five uses of the spellgem by the wearer/carrier of the item. MP costs must be paid by user. Destroyed once all uses are expended. Moderate chance of being destroyed on death in armor, high chance of being destroyed on death in weapons.
And more.

-Forgemaster - 60 CP
Forgemaster reduces the AP cost to repair by 1, to a minimum of one. Furthermore the Forgemaster can repair all equipment to Pristine condition, or craft to Pristine condition if the Eternal Soldier has Bowyer, Gunsmith, or Smithing. If the Eternal Solder has Master Bowyer, Master Gunsmith, Mastersmith, or Legend of Steel, the Eternal soldier may create and repair equipment under those skills to a conditions beyond Pristine: Flawless. Flawless weapons deal an additional +1 damage on top of Pristine's +10% hit chance. Flawless armor has a +1 soak bonus to all soaks, stacking with the Pristine soak bonus of +2 to any soak the armor possesses. Flawless equipments have a 50% higher chance to degrade. If the Eternal Soldier has Way of the Fast Hands, effective gun quality effect is two levels to a maximum of "Perfect", which is a level beyond "Flawless". "Perfect" quality guns have +2 damage on top of Pristine's +10% hit chance. If the Eternal Soldier has Quartermaster, all Way of the Fast Hands effects apply to bows. If the Eternal Quartermaster has Mastersmith, all Way of the Fast Hands effects apply to throwing weapons (crafted by Smithing). Finally, if a piece of equipment is reduced to Destroyed condition, there is no longer a chance to be destroyed and removed from the Eternal Soldier's inventory upon death. This skill may be bought if the Eternal Soldier has Master Bowyer, Master Gunsmith, or Mastersmith.

--Legend of Steel - 90 CP
The Eternal Soldier can now craft equipment that is normally impossible to craft, or otherwise hard to obtain. The availability of crafting recipes may depend what crafting or combat trees the Eternal Soldier knows, as well as their current Morality. Possible examples are Virtuecaster, Marrakunian Soul Cannon, laser weapons, and more. If the Eternal Soldier has Master of Improvisation and crafts an item at "Flawless", the item is created with two special mods : the "Masterwork" mod which grants the item +1 damage/+5% to hit or +1 soak/+5% defense and is destroyed whenever the item would degrade, preventing that item's degradation one time. The second is the "Name" mod which allows the item to be renamed once by the creator and causes the item to bear the name of the item's creator. This mod will only be destroyed if the item would otherwise be destroyed, preserving the item entirely from destruction one time. The "Masterwork" mod, if lost, can ONLY be (re)placed on an item with a "Name" mod, by the smith whose name is borne by the mod. A "Name" mod can only be placed by creating the item at Flawless.

-Master Engineer - 30 CP
The AP cost to toggle the power of buildings is reduced by 1. The AP cost to toggle neighborhood power generators is reduced by 5. The Eternal Soldier no longer needs a Portable toolkit to perform Engineering tasks. This also improves the amount of Fortifications and Mounds the Eternal Soldier builds by 50%, after all other modifications. If the Eternal Soldier has a portable toolkit, instead double the amount of Fortifications and Mounds the Eternal builds after all other modifications. If the Fortifications and Mounds have taken no damage within the past hour AND the Eternal Solder has a portable toolkit, instead triple the amount of Fortifications and Mounds the Eternal Soldier builds after all other modifications. This may be bought if the Eternal Soldier has Structural Engineering.

--Legendary Architect - 60 CP
The Eternal Soldier may use crafting materials to create special modifications to tiles that provide effects to those on the tile. These modifications can be "ransacked" by other characters (or only by factions hostile to a stronghold) to gain XP and recover a portion of the crafting materials (At least 2-3 materials will always be destroyed in the ransacking). The maximum number of modifications that may be made is dependent on which modifications ore chosen as well as the HP of the fortifications of that tile. If there are fortifications on the tile, tile modifications cannot be ransacked until the fortifications are reduced enough so that they lose the ability to support those modifications. The Eternal Soldier also gains the ability to construct Mounds for 15 AP and 35 AP, although redirectling Ley Lines is difficult without Tap font or Tap Ley Line.
The suggested method is to have each tile with a Mod rating equal to 1 + (Fortification HP(indoors)/Mound HP(outdoors) / 20) (max 26). All improvements require at least two points of Mod rating, with more potent improvements requiring even more. As long as the total points of all Mods in the area is equal to or less than the tile's Mod rating, more improvements can be added and no improvements can be ransacked. If the total points of all mods exceeds the tile's mod rating, no more improvements may be added and improvements may be ransacked. The exceptions to these rules are that the Legendary Architect may always ransack their own improvements, and the leadership of a faction who owns the fortifications can ransack improvements. Without Fortifications or a Mound, any improvement can be ransacked, with only a single unstackable improvement able to be constructed on the tile at any time.
Examples include:
Portafonty: Creates a "font-like" object for the pooling of MP through the donation of potions and direct infusion and can be linked to and withdrawn from using Tap Font. Portafonty size depends on HP of fortifications/mound, and may be stacked to further increase size. Only one Portafonty stack can exist in a tile at a time. Does not otherwise have the actual function of a Font, including aspect (Although a Portafonty counts as Arcane aspected for the purposes of donating potions), ability to perform enchanting or alchemy tasks, or interaction with Tap Ley Line or Ley Sculpting. Portafontys do not regenerate MP, and are automatically ransacked when overdrawn. Portafontys also count as Superheavy Objects, and can be moved (and thrown for hilarious results~) by those capable of picking up such objects. As only one Portafonty stack can exist on a tile at a time: if another Portafonty is dropped, thrown, or otherwise shares a tile with an already existing Portafonty, the Portafonty with the lowest size is immediately ransacked with 80% of it's stack (Rounded up, minimum 1) and 80% of it's capacity (Rounded up, Minimum 1) transferred to the remaining Portafonty, with the Portafonty's Mod value increasing accordingly. Deliberately ransacking a Portafonty on a tile destroys the Portafonty completely, and distributes MP to all characters on that tileup to a maximum of it's current capacity, with the maximum given to each character equal to the MP they are missing upon ransacking. This distribution starts with the ransacker (then Ransacker pets), then factionmates of the ransacker (then Factionmate pets), then allies of the ransacker (then Ally pets), from highest level to lowest and lowest MP to highest Mp. Characters and Pets Neutral or Hostile to the ransacker gain no benefit.

For someone who is insane enough to actually throw a Portafonty, a Portafonty acts as a 100% 50 Arcane damage grenade type weapon with a maximum damage equal to the Portafonty's current capacity. This will reduce the Portafonty's capacity by the damage inflicted. However, if the Portafonty is dropped when it has has MP remaining, it has a chance of being automatically ransacked, detonating as a 100% 70 Arcane damage grenade weapon with a maximum damage equal to the Portafonty's capacity at time of ransacking and and does not respect politics. As such, leaving Portafonties lying around can be extremely dangerous and quite possibly kill large swathes of people. Furthermore a highly stacked Portafonty is quite heavy, usually requiring multiple AP to lift, and causing the carrier to use multiple AP per tile of movement, with larger Portafonties requiring more AP. If a character does not have the AP to move with the Portafonty, the Portafonty is automatically dropped, which subjects the Portafonty to possible auto-ransack and potential detonation, unless it's smaller than a Portafonty placed on that tile. (If the Portafonty on the tile is smaller, the smaller Portafonty is absorbed into the dropped Portafonty, which is THEN subject to an automatic ransacking check. If it's smaller than the Portafonty already on the ground, it's absorbed into the larger Portafonty which was not dropped and thus not subject to an automatic ransacking check.) Portafontys always receive an auto-ransack/detonation check each time they are placed on the ground: Deliberate droppings having a very low chance, accidental droppings (due to not having the AP to move with the Portafonty, or to hold onto the Portafonty) have a moderate chance, and deliberately throwing the Portafonty has a high chance, if not extremely high chance if the tile cannot immediately support the Portafonty's size. In all cases, the result is the Portafonty exploding as a 100% to-hit 70 Arcane damage grenade that does not respect politics, with a maximum damage equal to the Portafonty's MP capacity. Please note that only deliberate throwing saves the thrower from being a target of a Portafonty explosion. If the Portafonty auto-ransacks, the thrower remains a target for the 70 damage AOE.
Temporary Crafting Stations: Limited use Crafting tables for temporary crafting solutions.
Fortification Reinforcement: Grants bonus fortification/mound HP that is lost first, cannot be repaired, and does not otherwise change the effect of fortifications/mounds. Once all HP is depleted the Reinforcement is automatically ransacked.
Barbed Wire: Makes all actions by nonfriendly faction members or feral characters have a percentage chance to cost an additional AP and HP. depending on the fortifications current HP. Chance to cost AP and HP are rolled separately. This stacks with Glyphs of Slowing and Glyphs of Pain. If there are no Fortifications, Barbed Wire is automatically ransacked.
Resting Areas: Improves the passive HP and MP recovery of a limited number of friendly characters each tick. Can be stacked to increase the number of characters who benefit from regeneration. Regeneration from Resting Areas is first applied to the lowest level characters under maximum HP and MP.
Pet Recovery Station: Gives a chance to for any friendly pet to ignore decay depending on fortification/mound HP, from a minimum of 25% to a maximum of 95%.
Infrasonic Fencing: Reduces hostile pet accuracy by 5%. Has a chance of being automatically be ransacked depending on the number of hostile pets that acted each pet tick. May be stacked to further reduce accuracy but each improvement has it's own separate chance of being automatically ransacked.
Miniature Library: Add Books to a tile's search table.
Caches: Item caches that add specific items or item types to a tile's search table.
Spellcaster Workshop: Adds spellgems of a particular color to a tile's search table, or even adds them to the tile's harvesting table. Reduces AP and MP cost of copying spellgems with Pattern Weaver by 1 and 3 respectively.
Stashes: Allows communal storage to the tile that is solely accessible by factionmates if used in a Stronghold with Fortifications. May be stacked to expand Stash size, however Stashes are ransacked as a whole (Thus all Stash improvements will be ransacked with one ransacking). Any items from a ransacked Stash get dropped onto the ground.
And more.

-Master Burglar - 30 CP
The Eternal Soldier has a 50% chance of refunding the AP cost of a *FAILED* lockpicking attempt. As long as the Eternal Soldier has lockpicks, lockpicking attempts will always succeed. Otherwise, Master Burglar improves lockpicking success by 30%. The AP cost of locking doors is reduced to 0. The Eternal Soldier can also automatically lock doors they close. If the Eternal Soldier has Master Engineer, destroyed doors are automatically fully repaired and locked if repaired, and are always fully repaired with any repair action. Finally, the Eternal Solder gains a +10% search bonus. This may be bought if the Eternal Soldier has Lockpicking.

-Quartermaster - 60 CP
The Eternal Soldier no longer needs AP to craft ammunition. If the Eternal Soldier has Way of the Fast Hands and no ammunition for an empty weapon, the Eternal Soldier may load guns directly with Bottles of Gunpowder or bows with Pieces of Wood. If the Eternal Soldier does so, this fills the empty weapon and creates one clip of the ammunition used by that weapon (or three pistol clips for a pistol type weapon). This will also fully load a Pump Action Shotgun with one Bottle of Gunpowder. Furthermore, if the Eternal Soldier has the Way of the Fast Hands, the effective condition of guns (and bows!) is two higher than they are. This may be bought if the Eternal Solder has Way of the Fast Hands and either Master Gunsmith or Master Bowyer.

Re: Skills: Eternal Solder (Way of the Craftsman / Support tree)

Posted: Tue Aug 12, 2025 10:53 pm
by Klapaucius
I don't mind the idea of a crafting/mundane focused skill tree for ES. I think this needs a lot of refinement. Some thoughts:

craftsman/craft - just the same as the conduit tree right? OK I guess, but I feel like something more thematic would be preferable. Alternatives like 'no additional cost for repairing beyond average' might be worth considering. But even then, that barely carves out a unique niche for ES.

Improvisation - Probably my favorite but it's not very fleshed out. Why do these compete for enchantment slots? I think it could work as a limit-per-item kind of item boost, a bit like seraph augments for characters, or wyrm master for pets. (though in this case I think the limit should be 1). You could have a similar limit to 'disappears on death' like augments have, such as having the improvised boost break when the weapon is repaired.

Forgemaster - can other people use these 'perfect' weapons? This means that ES is the only viable crafter/repairer since they can go two whole levels higher than all other classes? I don't like this at all.

Engineer - A skill for grinding and trolling raids with massive fort builds. From 20 for anyone with structural engineering to 60 per AP with this skill, making them the best in the game at this (with the current best being HC at 40 hp/AP). Massive fort building skills already suck in my view, and this is a 30 cp skill that makes ES able to repair forts at more than twice the efficiency that people damage them.

Burgler - This is really just a 10% search bonus as doors are mostly a joke. Should ES be extra good at searching? Maybe.

Quartermaster - This seems like it would be a lot of coding effor for a relatively low impact skill, but the devs would know best on that front.

Re: Skills: Eternal Solder (Way of the Craftsman / Support tree)

Posted: Tue Aug 12, 2025 11:12 pm
by Atrele
Klapaucius wrote: Tue Aug 12, 2025 10:53 pm I don't mind the idea of a crafting/mundane focused skill tree for ES. I think this needs a lot of refinement. Some thoughts:

craftsman/craft - just the same as the conduit tree right? OK I guess, but I feel like something more thematic would be preferable. Alternatives like 'no additional cost for repairing beyond average' might be worth considering. But even then, that barely carves out a unique niche for ES.

Improvisation - Probably my favorite but it's not very fleshed out. Why do these compete for enchantment slots? I think it could work as a limit-per-item kind of item boost, a bit like seraph augments for characters, or wyrm master for pets. (though in this case I think the limit should be 1). You could have a similar limit to 'disappears on death' like augments have, such as having the improvised boost break when the weapon is repaired.

Forgemaster - can other people use these 'perfect' weapons? This means that ES is the only viable crafter/repairer since they can go two whole levels higher than all other classes? I don't like this at all.

Engineer - A skill for grinding and trolling raids with massive fort builds. From 20 for anyone with structural engineering to 60 per AP with this skill, making them the best in the game at this (with the current best being HC at 40 hp/AP). Massive fort building skills already suck in my view, and this is a 30 cp skill that makes ES able to repair forts at more than twice the efficiency that people damage them.

Burgler - This is really just a 10% search bonus as doors are mostly a joke. Should ES be extra good at searching? Maybe.

Quartermaster - This seems like it would be a lot of coding effor for a relatively low impact skill, but the devs would know best on that front.
Craftsman/Craft - Basically, yeah. It's more or less meant to be the "Martial" end of Conduit and was more or less cribbed off of Rule of Design/Resourcefulness with the reduction in AP usage reversed as "Design" would be the 30 CP "base". I didn't really want to go beyond that since I wanted the cool thematic stuff to be the other skills. As a note, there's no plan or desire to place any sort of Code of Efficiency under this, so Conduits still remain superior crafters.

Improvisation - So do I, and this was the core of the entire concept. So I fully agree with you as for being favorite and not fleshed out enough. All said, I think that using the enchantment system provides the best way to limit Improvisation effects, especially since I want Improvisation effects to have weird and offbeat but (often situationally) useful effects as opposed to just extra damage or accuracy or the boring shit regular enchanters excel at. Enchantments should have more basic, immediately useful/reliable effects that last longer and are less likely to be lost. Improvisation effects are meant to be quick and dirty mods and rigs slapped together at a crafting table that likely gets worn out quickly or temporarily drained as opposed to longer term enchantments. Several mods are powerful, particularly when stacked, but stacking them usually makes the mods or even the item itself more vulnerable to degradation. You absolutely SHOULD be losing at least one mod per hunt/life or every other life, and maybe two or three for intensive use.

One concept for a possible mod would be hacking together a "Corruptor Trap" out of a spellgem, battery, and some copper wire. The trap would activate if a Corruptor tried to drain an enchantment on the item, destroying (or possibly deactivating for 24 hours if the Corruptor is unlucky enough to drain the trap directly, hehe) the trap and making the Corruptor gain no MP and take damage equal to the MP they would have drained. Any suggestions for possible mods?

Weighted Head on Heavy Impact weapons pretty much copies off of Legend of the One Punch and Stygian Brutality, because it's fucking funny damn it, and I DARE YOU to tell me with a straight face that you wouldn't totally build a multi-Weighted Head baseball bat or golf club for that exact damn reason. It's limited by the fact requires at least three Weighted Head mods (two for already-heavy weapons), and a mod is always destroyed when the effect is triggered as opposed the high chance of survival for only one Weighted Head on a non-heavy weapon, or a low chance of survival on a heavy weapon with a Weighted head or a non-heavy weapon with two Weighted Heads.

I also threw up some other concepts, but I'm tired and sleepy, dont' expect too much please.

Forgemaster - It was basically meant to express an even keener ability at mundane craftsmanship. Yes, but I can see what you mean by this. Would it be better if there were only one level above Pristine? I wouldn't be against having Conduits (and maybe Advocates and DOs, perhaps as a child of Seal Magic?) having it too because of this. I do feel that one of the biggest boons of Forgemaster it that the Eternal Soldier can basically completely bypass the Mortal crafting trees to maintain equipment (Otherwise saving a LOT of mortal CP that could be used for stuff like combat trees). I feel that the quality alteration should remain as two levels higher if the ES has Fast Hands.. in fact, it might be a good idea having Fast Hands to serve as the "second" quality level above Pristine. As a note, I did add Legend of Steel (which I also wouldn't be against having Conduits, Advocates and DOs having, which was one of the reasons I made Legend of Steel crafting MO dependent. This is about Eternal Soldiers, not other classes.) as a way to bring the cool shit from older breaths into the game or as a way to maybe craft some legendary type equipments or stuff that needs specific searching in specific locations/events to find. Also added a synergy with Improvisation in that a weapon crafted at Flawless becomes *even better* but the mod will likely not last all that long (as flawless equipment already has a 50% higher overall degradation chance).

Engineer - I see what you mean. To be honest, it was added to make Engineering less tedious. I suppose I meant it as a level of Engineering beyond mortal, but at that effect I could see it with different numbers. Perhaps 1.5x without a Toolkit and 2x with, which would make it equal to NC, and still provide a bonus without one. Maybe 3x effect on fortifications that have not taken damage recently? Would those be better? As a note, I did add Master Architect as a way to do fun shit with tiles similar to Improvisation, particularly fortified tiles. Also, I think Master Architect might be cool ported over to the petmaster or Greater Infusers, using similar effects depending on font strength or infusion level, respectively. Perhaps Greater Infusers would build on Fonts/Infusion, while Petmasters would build on Fonts and Mounds?

Burglar - I agree, it was honestly just a way to make the Lockpicking badge slightly less tedious. The search bonus was slapped on to give a reason to keep the skill beyond getting the lockpicking badge. As a note, I was also considering Quartermaster giving a 10% search bonus as well.

Quartermaster - Maybe, but I think it's a pretty cool effect and would make ammo management *much* easier, and actually kind of cooler since the ES wouldn't have to actually carry ammo around (And would otherwise be encouraged not to, since actual ammo could be passed off to others, and unless the ES was using pistols, weight wouldn't fluctuate all that much. I considered making it 30 CP because it was felt like it was low impact, but then I came to the conclusion that simply not having to go through the crafting interface to reload your weapons or manage ammo *at all* was a pretty significant benefit, particularly in live or extended combat. Example would be basically turning Pump Action Shotguns to nearly as fast loading as pistols, without touching the crafting interface at all! Also, I feel one of the biggest benefits Quartermaster has is that it applies all of the Fast Hands benefits to bows. I also considered giving it a weird little bonus effect where if the ES had any pistol clips, the pistol clips would be considered collectively 3 units lighter than they are, specifically because using this with pistols would cause weight to spike.

I kind of feel I like where my mind is going on Forgemaster and Quartermaster too. They both provide pretty much all of the effects of Mortal crafting trees, bypassing them if the ES just wants to maintain equipment. If the ES DOES have those crafting trees, the ES can do/make some pretty amazing shit. A lot of the theme is basically the ES having one additional "tier" of effect beyond mortal skills with absolutely nothing about it being explicitly "magical" or "supernatural".

---

How about this for Forgemaster:

-Forgemaster - 60 CP
Forgemaster reduces the AP cost to repair by 1, to a minimum of one. Furthermore the Forgemaster can repair all equipment to Pristine condition, or craft to Pristine condition if the Eternal Soldier has Bowyer, Gunsmith, or Smithing. If the Eternal Solder has Master Bowyer, Master Gunsmith, Mastersmith, or Legend of Steel, the Eternal soldier may create and repair equipment under those skills to a conditions beyond Pristine: Flawless. Flawless weapons deal an additional +1 damage on top of Pristine's +10% hit chance. Flawless armor has a +1 soak bonus to all soaks, stacking with the Pristine soak bonus of +2 to any soak the armor possesses. Flawless equipments have a slightly higher chance to degrade. If the Eternal Soldier has Way of the Fast Hands, effective gun quality effect is two levels to a maximum of "Perfect", which is a level beyond "Flawless". "Perfect" quality guns have +2 damage on top of Pristine's +10% hit chance. If the Eternal Soldier has Quartermaster, all Way of the Fast Hands effects apply to bows. If the Eternal Quartermaster has Mastersmith, all Way of the Fast Hands effects apply to throwing weapons (crafted by Smithing). Finally, if a piece of equipment is reduced to Destroyed condition, there is no longer a chance to be destroyed and removed from the Eternal Soldier's inventory upon death. This skill may be bought if the Eternal Soldier has Master Bowyer, Master Gunsmith, or Mastersmith.