Below is the talent tree from my terrible spreadsheet. I will give explanations of each of the talents below. I am sure a lot of people will see that the cross over skill costs 10, not 5. This is why the MC's Karma purchased points took two. Those Karma points were capped to 5 talent points. When the MC recieved them he thought they were just a point each, when they were really a talent rank each.
Production Quality Perception Mortal Efficiency Speed Sub Comps Quality Success rate Sub Comps Material Nature Material Ident Growth rate 0/5 0/5 0/5 0/5 0/5 0/5 0/5 0/5 0/5 Crossover Crossover Crossover 0/10 0/10 0/10 Earth and below Efficiency Speed Sub Comps Quality Success rate Sub Comps Material Nature Material Ident Growth rate Crossover Crossover Crossover Sky and below Efficiency Speed Sub Comps Quality Success rate Sub Comps Material Nature Material Ident Growth rate Crossover Crossover Crossover Heaven and below Efficiency Speed Sub Comps Quality Success rate Sub Comps Material Nature Material Ident Growth rate Crossover Crossover Crossover Immortal and below Efficiency Speed Sub Comps Quality Success rate Sub Comps Material Nature Material Ident Growth rate Crossover Crossover Crossover
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Production Tree:
Efficiency: Reduces materials needed for the finished product by 10%per level.
This is what reduces the potency cost per powder/pill/dan that he makes.
Speed: Increases product completion speed by 20% per level.
100% does not mean instantly. If something takes 30 minutes, he can finish it in 15.
Sub Components: Reduces wastage of components by 20% per level.
This is what helps Kael reduce the impact of his screw ups. This also has the side effect of giving Kael a 50% bonus material when he makes no mistakes.
This side is effect is due to it being doubled up with the Quality tree talent.
Quality Tree:
Quality: Increases the quality of the product by 10% per level.
This has not played a role as of yet, other than his powders being "High Quality". It begins to play a hidden role around chapter 43.
This won't play an effect in alchemy as much until he reaches earth rank, but it will help his smithing, particularly when refining ores.
Success Rate: Increases chance of success by 20% per level.
Due to Kael's high stats at birth, this has only played a role in the story once up to now. This will play a large role in higher tier crafting.
It will also be more important as his statistics begin to not be so crazy.
Sub Components: Reduces wastage of components by 20% per level.
The same as the production tree.
Perception Tree:
Material Nature: Increases the chance to know and understand the interactions of a material by 10% per level.
This is why he can easily change recipes thus far in the story. Later it will help him with creating his own things.
Material Identification: Increases the chance to successfully identify materials by 20% per level.
This is what makes him a walking encyclopedia of the things he examines. This talent adds to the base chance instead of altering it.
E.g. at 100% he can identify anything of the current rank.
Growth Rate: Increases talent growth rate by 20% per level.
This was originally an actual skill modifier. Each rank of a profession gives one "skill" in that professions talent. These are used for the checks to see if someone can succeed.
I have been considering changing it as the talent system I built doesn't truly need this unless you are trying to craft something an entire tier higher than your professions tier.
Crossover Talents: These are talents that apply a real world effect to Kael based on his crafting talents. These talents are the only ones not restricted to tier. Their bonuses are calculated off of Kael current skill though. So if he knows nothing, a 75% increase to nothing is still nothing. Crossover talents are the only talents that are unqiue. I will not post the ones for the rest of the tiers as that would be a spoiler.
Production: Increases the speed one leans a skill/technique by 1% per talent points earned.
Quality: Increases the chance of making a break through to a higher level of a skill/technique by by 1% per talent points earned.
Growth: Increases the chance of making a break through in cultivation by 1% per talent points earned
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The way the crafting skill works is based on a combination of statistics. This skill is compared to a challenge level of the item being made. As an example, for Alchemy that challenge is potency.
Skill points: 1 point per rank, 5 points per tier, plus the statistic bonus.
Example: A Rank 4, Earth Tier Blacksmith would have 18 skill in blacksmithing. 9 points for rank 1-9 of the mortal tier, 5 points for advancing a tier, 4 points for ranks 1-4 of the earth tier.
Crafting Statistics are calculated in the following way. Intelligence+Willpower+spirit=X, Talent+Percpetion=Y, (X/6) +(Y/4)=Total.
Example, Kael in chapter 44 has, Int of 18, Will of 19, Spirit of 28, Talent of 10 and Perception of 8.
18+19+28 = 65, 65/6 = 10.83. 10+8 = 18, 18/4 = 4.5. 10.83+4.5 = 15.33 Skill added to crafting due to statistics.
So, when Kael is a Rank 4, Earth Tier Blacksmith his skill would be 18+15 = 33.
Luck also plays a part, If the heavens determine one is lucky the difficulty is reduced by 25%. The heavens give you a 5% chance of getting lucky per point of luck.