Things have been moving at a rapid pace for us lately and parts of the game are beginning to fall into place, so we decided to do a quick breakdown of the said game systems: everything you need to know about how the game works without the things we want you to discover yourself.
As we have already been play-testing this part of the game for a couple of weeks, today’s blog post is going to be about crafing and alchemy. The systems are somewhat similar in design. You add some ingredients and you get something more complex and useful for you in return, nothing groundbreaking so far, but we did give it our own little twist.
Crafting is based on recipes, and most of these recipes you get from sending your Follower on Missions or by leading parties in Adventures. Another important part of the crafting system is the container. Every item you craft starts with a container or a mould, so you will need lots of those!
Apart from containers and the recipe to craft whatever you feel like crafting, you also need a combination of the existing crafting materials: metals, fabrics, crystals, and magical fragments. You will need different amounts of them and different tiers. It all depends on the recipe. There are 4 tiers for each crafting material. The more you progress through the game the better materials (higher tier) you will receive. All of these are used to craft more powerful weapons and armors for your Followers in order to fight more and more powerful enemies.
Now about those recipes.
All recipes have some mandatory materials and some content you can add to your hearth’s desire to make the items more powerful. To better illustrate, below it’s the crafting screen.
Let’s use the example right here to get an idea on how the system works. In the central screen, which is the working area, there are 5 slots, some with an indication and some totally empty.
The central slot is the container. As we were saying, it’s required for every item you craft, be it a weapon or an armor piece. Around it there are 4 slots for the 4 crafting materials.
The first slot requires metals and as the recipe says on the screenshot provided, it’s a mandatory Tier I
The second requires crystals, but it no longer specifies the Tier, so you can use any crystal you want or have.
The third and fourth slots have no requirements, so you can put whatever you want there to make the item stronger, if the item holds.
As you insert materials into the slots, you can actually see how the items stats change in the item description at the bottom, but also how the chance to craft the item changes. This is important because as we add more power with the materials we put in, all that magic we’re trying to fit into the item might actually break it upon crafting, so as a result, the chance to craft the item decreases. This gives the player two alternatives for playing with this: either go for the strongest item you can craft and try a few times before you succeed or stick close to the base recipe and have an almost guaranteed craft every time.
Now, about Alchemy.
As we were saying before, the systems are designed in similar manner: you need a recipe to craft a certain potion and you also need a container or a vial.
The main differences between Crafting and Alchemy are:
There is NO chance to craft, so your are successful every time.
There is no optional item. Alchemy doesn’t work like that. If you put the wrong thing in, someone gets poisoned. So all the recipes will specify clearly the 3 materials you need.
Quantity – you need more than one of each material to make a potion. It is described how much of every material in the recipe.
There are no Tiers, just many many plants and other ingredients, so keep an eye out for anything you might find in your Missions and Adventures.
With this short and hopefully comprehensive description of Alchemy we conclude our post for today.