Crafters and healers are some of the most valuable people in King's Landing. A knight is only as good as the sword in their hand and the armor on their back, and a bad wound left untreated has ended more promising careers than any enemy blade. Finding the right person and knowing what they can do for you is worth understanding before you need them.
Crafters and healers are player characters with an approved specialization. There is no shop menu to click through — you find them in roleplay, commission what you need, and they handle the rest through their HUD. What gets made, and for whom, happens in the scene between you.
Blacksmiths produce weapons, armor, shields, and repair kits. The quality of what they make depends on two things: their crafting feat tier, which determines durability, and their forge access, which determines whether they can produce castle-forged work. Any smith can produce common gear. Castle-forged weapons and armor require access to a high-end forge, granted by admin based on the smith's established reputation through roleplay. Valyrian steel cannot be crafted by anyone.
Seamstresses and Tailors produce attire that provides a bonus to one skill. Attire comes in three tiers — +1, +2, or +3 to the chosen skill — depending on the crafter's feat tier. No crafting roll is required; the tier is set by what the crafter is capable of. When commissioning attire, make clear in roleplay or in a direct message to the crafter which skill you want the bonus applied to. The choice is yours as the customer, though you are welcome to leave it to the crafter's discretion if you prefer. Note that attire and armor occupy the same body slot — you cannot wear both simultaneously. If your character is in armor, they are not gaining a skill bonus from attire, and vice versa.
Jewelers work exactly like Seamstresses and Tailors, producing jewelry that provides a skill bonus in the same three tiers. The same guidance applies — communicate which skill you want buffed, or leave it to them.
Forgers produce forged documents in three tiers of quality, each more difficult to detect than the last. A Tier I document can be spotted by a Perception roll of 14 or higher. Tier II requires 16. Tier III requires 18. What you do with a forged document is your business.
Healers and Maesters produce healing aids and moon tea. Healing aids speed up your recovery from injury. Moon tea is handled privately — the roll goes to you alone and feeds into the pregnancy system. See the Pregnancy page for details on how that works.
Clothing made by a Seamstress or Tailor occupies the same body slot as armor. The two cannot be equipped at the same time.
Weapons, armor, and shields degrade with use. Your Items tab shows the current condition of your equipped gear as a row of boxes — green is fine, yellow is worn, orange is damaged, red is critical. When durability reaches zero the item is gone permanently.
Blacksmiths can produce repair kits that restore a piece of gear to its full durability. There is no cooldown on repairs — get your gear seen to as often as you need to. Don't wait until the boxes go red.
If your character has taken damage, your HP recovers automatically at a rate of one point per real-life day. You do not need to do anything to trigger this — rest is assumed between scenes and the server handles it in the background.
If you want to recover faster, find a Healer or Maester. They can produce healing aids that accelerate your recovery for a number of days depending on the tier. You may only benefit from one healing consumable per week regardless of how many healers you visit — the server enforces this automatically and will tell you how long remains on your cooldown if you try to use another too soon.
Characters with the Recuperative or Regenerative feats heal slightly faster than the baseline. This is already factored into your sheet and requires nothing on your part.
Skill bonuses from attire and jewelry are applied automatically when the item is equipped through your Items tab. You can have one attire piece and one jewelry piece equipped at a time for a maximum of two active skill buffs. These items have no durability and do not degrade with use.