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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
In-depth crafting
Hello, I am really curious about crafting and here is my question, is there only gonna be only weapons armours and support items crafting or is crafting gonna be as deep as crafting your own anchor for your own ship, your fire place for your house, gear for your mounts, and if so, is there a way you can use augments from an item on another, for example, you have this one dark flavoured sword, can you dissassemble it, use its dark components on your ship parts, your house parts, like forges,.or even your anvil to give that dark flavour when you are using them.
Like using augments from combat gear on non combat stuff.
Like using augments from combat gear on non combat stuff.
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Comments
Last but not least, what fun is it to have to buy all your furniture, ships or caravans from a NPC? If instead you could craft it yourself, or buy it of a player. To make it even more fun let it be a little modular so you can mix and match your own chair with different styles on the same chair.
History shows that if they are only chairs and tables, ppl do not care as much. But at the same time, you can't make em must have items either. Middle road is best, best of both worlds, meaning minmaxing but not mandatory.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.
There should be recipes that create a slightly modified version of the item(affix, suffix).
-There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.-It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
-If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
-These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
-There would be more variants(affixes and suffixes) for a item.
For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.
Crafting should improve the crafting itself.
-By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.-It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
-Recipes would level up to +9, and each level would exponential more xp to reach.
Reverse engineering for items
-Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.-The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
-Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.
There should be recipes that create a slightly modified version of the item(affix, suffix).
-There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
-It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
-If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
-These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
-There would be more variants(affixes and suffixes) for a item.
For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.
Crafting should improve the crafting itself.
-By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
-It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
-Recipes would level up to +9, and each level would exponential more xp to reach.
Reverse engineering for items
-Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
-The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
-Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.
There should be recipes that create a slightly modified version of the item(affix, suffix).
-There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.-It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
-If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
-These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
-There would be more variants(affixes and suffixes) for a item.
For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.
Crafting should improve the crafting itself.
-By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.-It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
-Recipes would level up to +9, and each level would exponential more xp to reach.
Reverse engineering for items
-Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.-The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
-Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.
There should be recipes that create a slightly modified version of the item(affix, suffix).
-There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
-It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
-If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
-These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
-There would be more variants(affixes and suffixes) for a item.
For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.
Crafting should improve the crafting itself.
-By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
-It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
-Recipes would level up to +9, and each level would exponential more xp to reach.
Reverse engineering for items
-Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
-The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
-Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.
There should be recipes that create a slightly modified version of the item(affix, suffix).
-There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.-It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
-If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
-These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
-There would be more variants(affixes and suffixes) for a item.
For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.
Crafting should improve the crafting itself.
-By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.-It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
-Recipes would level up to +9, and each level would exponential more xp to reach.
Reverse engineering for items
-Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.-The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
-Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.
There should be recipes that create a slightly modified version of the item(affix, suffix).
-There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
-It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
-If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
-These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
-There would be more variants(affixes and suffixes) for a item.
For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.
Crafting should improve the crafting itself.
-By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
-It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
-Recipes would level up to +9, and each level would exponential more xp to reach.
Reverse engineering for items
-Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
-The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
-Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.
There should be recipes that create a slightly modified version of the item(affix, suffix).
-There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
-It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
-If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
-These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
-There would be more variants(affixes and suffixes) for a item.
For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.
Crafting should improve the crafting itself.
-By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
-It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
-Recipes would level up to +9, and each level would exponential more xp to reach.
Reverse engineering for items
-Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
-The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
-Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.
There should be recipes that create a slightly modified version of the item(affix, suffix).
-There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
-It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
-If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
-These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
-There would be more variants(affixes and suffixes) for a item.
For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.
Crafting should improve the crafting itself.
-By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
-It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
-Recipes would level up to +9, and each level would exponential more xp to reach.
Reverse engineering for items
-Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
-The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
-Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.
There should be recipes that create a slightly modified version of the item(affix, suffix).
-There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
-It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
-If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
-These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
-There would be more variants(affixes and suffixes) for a item.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.
For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.
There should be recipes that create a slightly modified version of the item(affix, suffix).
-There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
-It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
-If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
-These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
-There would be more variants(affixes and suffixes) for a item.
Each item should have recipes from lvl +0 to +9.
-As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
-You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
-The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
-These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.