See also Skills.
A few notes about crafting, minigames and materials:
- There are two different elements in crafting: skill of the player and the character's craft skill.
- Player crafted items will be better than dropped loot to favor crafted items.
- The advantage takes form of slightly better stats (damage, soak, durability, weight) and look.
- Crafting and gathering will be minigame based. There will be no loading bars.
- If you get attacked while doing the minigame the screen will flash.
- Level of character skill influences difficulty of the minigame.
- Crafted item's "stats" will come from its materials and the skills of its producer.
- For food and drink this means stronger effects and sometimes additional effects.
- Crafting is recipe based: you first need to learn or buy the recipe before you can craft the item.
- You can substitute materials while crafting (i.e. replace steel with carbon steel when forging a sword).
- Substituting materials will generate a new recipe from existing one.
- You can add the new recipe to a book and journal and sell/give it to another player.
- Inscribing ancient sigils to enchanted items will have a positive and negative effects both on the item and the inscriber.
- The negative effects include karma hits, madness, and corruption.
- Appearance customization is limited in stages as you progress.
- Mastering a profession typically opens up techniques/abilities (i.e. personal markers) and recipes.
- The best recipes also require the best ingredients.
- Regional differences in climate will mean that particular crops only grow in particular places or grow best there.
- Items decay over time.
- The main goal of decay is to keep crafters, farmers and traders busy.
- Items will decay as they are used; swords lose edge, armor will dent and split.
- You can repair items but never fully restore what was lost so items have to be replaced.
- Goods may end up being perishable to encourage restocking and seasonal differences.