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.

02/23/2017 Ozymandias

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The Spellcast

Developer Posts

“It's been a long year but we're finally rolling out a huge update for Heroes of Dire! All platform download links are available at http://www.DIRE.com Thanks for your patience, and there's more to come! Please report any issues so we can get them fixed ASAP. v1.4.0 - Many UI improvements! - Media packaged with client -- No downloading and fast load times! - Over 200 new audio clips for voices and combat - Guilds can now design a custom banner - Quests, treasures, and squads visible on the world map - Recover crafting materials from scrapped items - All weapon damaged adjusted to make lower levels easier - Item durability loss significantly reduced to encourage fighting - Item durability MAX removed -- All items repair to 100% - Quests: Removed kill requirements, replaced with progress points - Quests: Officers worth 5 points, Leaders worth 15, Deity worth 50 - Quests: Item rewards are better than normal loot drops - Rogues can shadowstep through walls and friends - Lance, Halberd, Quarterstaff, and Spear reach 2 tiles instead of 1 - Resources and Artifacts can no longer be teleported - Resources can be destroyed by squads - Masterwork crafted items are much better (for players and NPCs) - Battles can once again pull in nearby friends and enemies - Fighters have a new stat called Mana - Max mana is calculated from class, race, rarity, and ascend - Healing actions reduce a fighter's mana by weapon attack speed - Healing is heavily penalized once mana is depleted! - Cultists, Zombies, Golems, Giants, Huppo gain a mana bonus - Wall Shield has more Guard, can stun, and does more damage”

11/03/2018