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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.
Artisan Skills + Mechanics
Kleinature
Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Which artisan skill are you most looking forward to? Are there any specific mechanics you want/don't want for said skill?
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Comments
I know more about your love for Jewels than I feel comfortable admitting...
THAT SOUNDS LIKE YOU WANT SOME OF MY TRINKETS! COME HERE MY FRIEND, THE FIRST ONE IS ON THE HOUSE!
Scribes was something they were still thinking about^^
https://ashesofcreation.wiki/Scribes
You think wands and books will be crafted by same artisan class?
from what Damokles just said I would say maybe
Formerly T-Elf
I don't want to; stand at a crafting station, grab 3 herb, a vial and use my imagination while it gets mass produced.
I want to be able to choose how much of it I use. X+Y+Z herb can always make Amazing potion, sure. But choosing amounts leading to different effects would be great. If it can increase the potions enhancements while increasing rate of failure that'd be great. Like Buff potion increase Attack Speed and Accuracy for 10 seconds. Reducing Herb Y reduces accuracy but increasing crafting success rate. Increasing Herb X increasing the attack speed multiplier but reduces crafting success chance. Increasing the amount of water makes the potion easier to drink but takes longer. Reducing that takes more concentration at the time but happens quicker.
Something like this seems very difficult to do. But at least seems possible. I'd turn into a near full time crafter for depths like that. I think even after a base code is made you could copy paste it and design all potions around it.
If not I'll be focusing on mastering a gather profession to get the most from my time while out and about fighting.
Any mechanics I wouldn't want are creating an unbreakable item since there is degradation.
Any sort of mechanic that can inhibit the ability to use the item, besides perhaps racial traits.
Also, total loss of item. It would rather be a lesser quality or grade; hardness, temper, composition, etc. Qualities that can degrade the item.
Say perhaps I wanted to create some steel armor. If my skills were high enough to get it around a 96% composition grade of durability then my temper and squelching skills would obviously have to be moderate to get that % of success. Perhaps, with some good water and belches it can increase my success rate.
wan't to hear more first.
I hope they will introduce a very steep way to craft and acquire the materials. I don't want to see a fully automated process of crafting materials.
It would be handy to have some random option added when you forge your item manually from the sub-materials towards end product versus automated process where you have guaranteed some options.
Want to wander into mines to find some super cool materials and be able to not stay only in the smithy most of the game. For me, Artisan class or in my way some armor/weapon crafter don't need to fight too often but should be able to defend himself/herself.