Crafting

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Under Development.Some or all of the features on this page are not implemented in the most-recent release of Revival.

Crafting

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.