Crafting chains that make gear: smithing, tailoring, carpentry, bowcraft, alchemy
- Status
- Backlog
- Milestone
- First alpha test
- Area
- EconomyCharactersGame designArt and assets
- Priority
- high
- Updated
The prototype has ten recipes (boards, ingots, tools, cooked food). For trade to matter the things people need must be made by players from gathered goods: weapons, armour, clothes, bows, potions, furniture and building materials.
- Skills and stations: Blacksmithy (anvil, forge: weapons, metal armour, tools), Tailoring (hides → leather, cloth: leather armour, clothes, bags), Carpentry (workbench: furniture, building parts, chests), Bowcraft/Fletching (bows, arrows), Alchemy (reagents → potions), Cooking beyond the basics. Every catalog weapon and armour piece gets a recipe.
- Inputs from the regional resources (
resource-items): at least iron and one coloured ore, two woods, hides and two or three reagents in the alpha, so regions trade with each other. - Wear as a sink: weapons and armour lose durability in fights and are repaired at a station with materials, or break.
- Item quality (normal / exceptional with the maker's mark) and, later, rolled properties (#93's speed properties are the first).
- A crafting window that lists recipes at the station, shows missing inputs and the chance.
Done when a character can equip itself fully from crafted items, every crafted item has a buyer somewhere (another recipe, wear or building), and the bots include a crafter.