Progression
Progression is what biases the Grade roll toward the higher tiers as a crafter gets better at their craft. Without it, every craft rolls against a single flat table (noProgressionOdds); with it, the odds a crafter rolls against improve as they climb a ladder, up to seven anchor points that map onto the seven Grade tiers.
- Two systems, one server picks
- What a level buys
- Per track, not per player
- Where it shows up
- Where to go next
Two systems, one server picks
Masterwork ships its own ladder, Built-In. A server can instead point the roll at a supported third party mod’s own leveling system, MMOSkillTree today, so a crafter’s odds are driven by the same numbers their skill screen already shows.
Which one a brand new server starts on depends on what is installed beside it. On a first run, with no Masterwork config file written yet, the roll starts on MMOSkillTree when that mod is present and loads correctly — a server already running it almost certainly wants grading to read the levels its players have rather than starting them over on a second ladder. With no such mod installed, it starts on Built-In. A server that already has a config file is never switched, including one that has never touched this setting.
Only one system is ever active. Switch with /masterwork progression system set <none|self|<source id>> --confirmation=true, or from the Settings tab of the /masterwork page — either way the change takes effect at the next server restart, since the crafting hammers are minted around the active system at boot. Until then every surface that reports the setting also names the system the roll is actually using:
none— progression is off; every craft uses the flatnoProgressionOddstable.self— Masterwork’s own Built-In ladder.- a registered third party source’s id (
mmoskilltree) — that mod’s ladder.
Read the active system and every id available with /masterwork progression system, or a crafter’s own standing on it with /masterwork progression current.
What a level buys
Whichever system is active, its raw level lands on the same seven row odds table Grade always rolls against — one row per tier, from Poor through Masterwork. A system with more than seven levels (MMOSkillTree’s 200) maps onto those seven rows through seven configurable anchor points, with the levels in between interpolated toward the next anchor. A system with exactly seven already, Built-In’s own, needs no mapping at all.
/masterwork odds [level] prints the resulting table for whichever system is active, folding in a crafter’s luck where the active source has one.
Per track, not per player
A crafter does not have one progression level, they have three: weapon, armor and tool are separate standings, and Grade rolls each craft against whichever one matches the item being forged.
Built-In tracks this natively, as three independent XP totals. A source with per skill ladders, like MMOSkillTree, instead maps each track to one of its own skills — by default the same skill for all three, though a server can point them at different skills (weapon and armor at Smithing, tool at Crafting, say).
Where it shows up
- The
/masterworkpage’s Statistics tab draws the active system’s own ladder, one row per track, with a level bar and (where the source has one) a luck figure. - The four crafting hammers’ hidden recipes unlock at anchor points on the active ladder, and are renamed after the stage they unlock at while a third party system is active.
- The per craft and level up toasts are Built-In’s own and go quiet while another system drives the roll, since neither fires from a ladder that is not being climbed.