Outdated template, please use Template:Status Under Construction to mark pages as unfinished. To craft an item the character first needs to obtain a formula for the item it wants to craft and some raw materials. What kind of raw material depend on the formula. A sword could, for example, ask for 5 units of metal. What type of metal is left to the discretion of the player. The player can either use cheap and easy to use materials or expensive and hard to use materials. Depending on the used materials and the general difficulty of the crafted item the success chance is higher or lower.
In the medieval ages aspiring craftsmen from all kinds of proffessions used to travel from city to city for a year to learn the local crafting techniques of different places from as many different masters as possible. I think that we should simulate this tradition by making craftsmen collect different crafting formulas from all around the game world.
Every NPC who sells items can teach the player characters one or two different crafting formulas. But before these NPCs accept characters as their apprentices and teach them their secrets they first have to do a quest for them. What kind of quest varies. But usually these are non-violent errants.
Raw materials are either obtained as regular monster drops or from mining raw material deposites. These deposites are beings that can neither move nor attack and drop some units of raw material when killed. They can take different shapes depending on the type of material. Deposites of metals or gemstones appear as rocks, herb or fruit deposites as bushes, wood deposites as special trees and so on. Deposites can be mined by attacking and destroying them. Most deposites have a very high armor defence that is ignored by specific weapon types (tools usually used for harvesting this resource).
Material deposites spawn in specific areas. Low level ingredients spawn in save areas that are easy to access while high level ingredients spawn in remote and dangerous areas. The player should spend much more time searching for material deposites than actually harvesting them to make the collecting process more interesting and not just button mashing (like in runescape, for example). For that reason the areas in which material deposites spawn should be large and the density of deposites should be low.
The crafting process
When a character wants to craft an item, it opens the crafting menu with a button click. Then a list appears with all formulas the character collected. When the character selects a formual a new window opens with item slots in which the player has to draw materials from its inventory.
The outcome varies.
The art of alchemy differs a bit from the other disciplines. The formulas are rather few:
But the effect of the potions that use the same formulas can differ a lot depending on the used ingredients.
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