Crafting & Harvesting

This is informal information on the new crafting and harvesting systems. A wiki article will appear soon.
There are harvestable resource nodes scattered around the world that can be dragged like Relics, and slowly replenish their resource supply over time. Examples are Wood, Leather, Crystal, Metal, Water, etc.
There are 6 magical resource types (Fire Gems, Ice Gems, Voltic Gems, Ichor Gems, Venom Gems, Blood Gems, Spirit Gems). These only replenish when held in a guild's Treasure Vault, and are required for any magic item recipe (including enchanted physical weapons like swords).
Only a few resource nodes of each type exist in the world. Guilds will battle over them for access to crafting resources.
Players can convert resources into an item ("Stack of 100 Wood", etc) that can be sold or consumed to add to your personal resource supply.
Every weapon and armor in the game can be crafted at any level or rarity. Each recipe requires X amount of resources, and Y crafting skill, based on item rarity.
Crafting produces the item immediately, but there is a cooldown to do another project after. Higher rarity and level crafts generate longer cooldowns.
The most skilled craftsmen can create Masterwork versions of every weapon and armor. These are Ultimate items, except they have the highest possible rolls for their primary stats. They won't be cheap to make, and players are limited to one Masterwork item craft per week.

Ozymandias
This is informal information on the new crafting and harvesting systems. A wiki article will appear soon.
There are harvestable resource nodes scattered around the world that can be dragged like Relics, and slowly replenish their resource supply over time. Examples are Wood, Leather, Crystal, Metal, Water, etc.
There are 6 magical resource types (Fire Gems, Ice Gems, Voltic Gems, Ichor Gems, Venom Gems, Blood Gems, Spirit Gems). These only replenish when held in a guild's Treasure Vault, and are required for any magic item recipe (including enchanted physical weapons like swords).
Only a few resource nodes of each type exist in the world. Guilds will battle over them for access to crafting resources.
Players can convert resources into an item ("Stack of 100 Wood", etc) that can be sold or consumed to add to your personal resource supply.
Every weapon and armor in the game can be crafted at any level or rarity. Each recipe requires X amount of resources, and Y crafting skill, based on item rarity.
Crafting produces the item immediately, but there is a cooldown to do another project after. Higher rarity and level crafts generate longer cooldowns.
The most skilled craftsmen can create Masterwork versions of every weapon and armor. These are Ultimate items, except they have the highest possible rolls for their primary stats. They won't be cheap to make, and players are limited to one Masterwork item craft per week.


Hell yes! Very excited.

now here is a, reason to fight for. sounds great.
one question though. a masterpiece is an ultimate item with the highest possible rolls for its orimary stats. at 50 active players in a guild thats would be 50 extremely powerful ultimate items possible each wrak forvthat guild only.
maybe its, an idea to limit the, amount per week per guild? just an idea, and, since resources, are guild based maybe unnessasary

Imagine helping your guild get resources and not get any item out of it because you are not among the chosen few.

EvilFrostedJ
Imagine helping your guild get resources and not get any item out of it because you are not among the chosen few.


Going to have to agree with efj here.

You will not be able to mass-produce Masterwork items. There aren't enough resources generated by the game to allow it, and few players will reach the required skill levels.

EvilFrostedJ
Imagine helping your guild get resources and not get any item out of it because you are not among the chosen few.


Time to find another guild, and raid your former guild. This isn't a technical problem. It's a social one that you can solve.

Will there be enough resources to mass-craft lower items? I'm sure guilds will form a procedure to handle crafting but we don't want guilds to become HIVEs.

social.. 100 members each wanting piece of these made items.. and one rule them all. It does not sound the system i like.
System where its everyones availability to create items,are. well maybewe can do uncommons but meh
Same time limit your ways to give extra from buying silvers.
say you could have sale where u buy any amount of silver and get X amount resources too to create something nice. no can do if u dont have a skill.
You are basically forcing one player to do all crafting to get his skill quickest to ultimate level. one player so important that you have to lick his ass to stay in guild or get item is not from this age, imho.
Nodes should be replenish also in world map! maybe slightly slower but still.
players should be allowed to pick resources X amount in a day from those which are in world map.
this let everyone into them and noone get too much, it also keeps everyone actively search them and maybe even fight about harvesting order.
winning a battle in node sector gives winnner 3minutes time to do his harvesting, and then he has reached his maximum in a day of that.
They could swap location each day.
You say theres few of each type, one of those could be unmovable.