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-L.F.G.- A Beginner's Guide to Crafting


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To Begin, if you have not already please read the topic named -L.F.G.- A Beginner's Guide to Gathering as this guide will not address item sourcing directly and a passing knowledge of basic gathering is essential to being a competent crafter. That guide can be read below.


Alrighty! At this point you've likely had your first real interaction with the crafting system through the creating of an Intermediate Gathering Tool. That interface will be a persistent friend throughout your crafting adventures.

In the immediacy lets discuss the 10 types of 'Advanced' Crafting that exist in the game. In order of Appearance as listed on the Exploration Discipline Vendor.
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Remember, this fella with the Blue Diamond shaped Exploration discipline floating over his head, You can find him in back part of the Temple area right near the fella you got your mount from during the tutorial. Talking too him should open up this familiar screen.
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Going From Left to Right across that very top row we have:

Alchemist, Armorsmith, Jewelcrafter, Leatherworker, Necromancer, Runemaker, Stonemason, Weaponsmith, and lastly Woodworker.

There is also a tenth type of what I consider 'Advanced' crafting that does not require an exploration discipline in the current iteration, Cooking.
Due to the fact that Cooking does not require advancement in terms of stats, discs, or belts I won't be covering it extensively, but come a proper economy (should we forcefully drive the gold requirements down), players who are willing to stock vendors and hawk goods in the faction worlds will be essential as a good Wined Buff and a Good Dined Buff can be the difference between a good harvest or craft and a great one.

The cooking station loxSpWNXx.pngoks like this for those interested. Cooking as a craft's primary supplier is skinning gatherers from both meats and mushroom/produce drops that animals produce on death but you'll need a smattering of supplies from all types going recipe to recipe. Most supplies can be purchased from the Ingredients Vendor right across the way from the crafting area, they have a red apple over their head and they are standing in the corner of the vendor area closest to where you enter the sentinels plaza.





Now that we've got Cooking out of the way, lets talk about the craftings that most of us are here to learn about.
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Alchemy

Alchemy is an excellent starting craft to learn the system with. Alchemy is used to produce Potions for gatherers and crafters, advanced toxins for combat classes, and Philosopher Stones for necromancy. Alchemy also has many other small recipes that allow for a bit of versatility and usefulness such as turning chaos embers into ethereal dust. The gathering profession that will most support an Alchemist is Quarryman as flasks are made from stone and as an alchemist you will use ALOT of flasks but like all crafts you will likely need bits and pieces from other gathering professions. The Alchemy crafting table is shown below.



Armorsmithing (The First of the Blacksmithing Twins)gHNJYDz.png

Armorsmithing is a medium difficulty craft, that is to say that it requires a fair bit of resources to craft a single item and you will require bits and pieces from other crafts, primarily a Leatherworker. This craft can be pursued whilst playing solo but it will be a little tricky and you'll want to make a friend or two to do some trading. Armorsmiths specialize in producing Plate and Mail armor for combat classes and after a certain progression point gatherers and crafters. You'll use a Blacksmithing Station to craft this type of craft. Miners will be your big providers.

Weaponsmithing (The Second of the Blacksmithing Twins)

Weaponsmithing is easier then Armorsmithing but can still be considered an accessible medium difficulty craft. With lower NBR cost (Non-Basic Resource, Eg. Oak, Aurelium, Tin, Travertine, Durable Hide) of production and a greater array of craftable items the weaponsmith will always be able to find something to craft. Weaponsmithing also relies on Leatherworker support and will mostly rely on Ore provided by Miners. Once more, You'll use a Blacksmithing Station, as displayed above, to craft this type of craft.

Jewelcraftingr55UzJ5.png

Jewelcrafting is a Difficult crafting to get into. Its core component Gems are a drop which can only be gotten from Ore Motherlodes. If you are a solo player you will need a constant seller of raw gems to pursue this craft. Jewelcrafting is used in the making of Rings and Necklaces as well as the processing of core components to some runecrafting. Jewelcrafting primarily relies on gems, ore, and stone in its primary production loop. You'll need a Jewelcrafting Station to buckle down and grind some shiny rocks.



Leatherworking x1sZxMK.png

Leatherworking is also a medium difficulty craft, not due to complexity but due to NBR cost. Leatherworking primarily produces Leather Armor and components that are used in a variety of other crafts such as both types of Blacksmithing and Woodworking. At present very often I see calls for leatherworking components in General chat. Following the obvious logic Skinner is going to be your best friend for this type of crafting. And as with Armorsmithing at later progressions you'll be capable of creating armor specialized for gathering and crafting as well as combat. You'll need a Leatherworking Station to get cutting and curing.


NecromancyfGROee9.png

Necromancy is a high difficulty craft, worse then jewelcrafting by far. It is also an essential craft to progressing in the game. Necromancy is used in the creation of 'Vessels' which are bodies. Each rarity rank, common, uncommon, rare, epic, and legendary, grants you a higher level cap but also has an ascending level requirement so uncommon bodies require level 31 which can only be gained by already equipping a common vessel. Fair warning, I say equip, but it'd be better to say absorb as vessels are consumed upon use. Vessels also give bonus stats and can be imbued with specialty custom stats based off drops you can find from mobs. Necromancers are highly dependent on Gravedigging, Quarrying, and Skinners are a great source of those additive body parts I was talking about. You'll need a Necromancy Station to perform your dark magics.

Runecrafting
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Runecrafting is another low difficulty craft, essential tool maker for all gathering disciplines, uncommon major combat discipline crafter (So very very important later down the line), and additive crafter galore for multiple professions. Runecrafting has multiple dependencies so expect having to get a wide mix of Ore, Stone, and Wood but each individual craft is very low cost compared to the other types of crafting. Advancing a runecrafter is significantly faster then compared to advancing a jewelcrafter due to availability of the required NBR. You'll need a Runecrafting Station to get inscribing.

 

Stonemasonry
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Stonemasonry is a mid to high difficulty craft, though non essential to your early game progression stonemasons are the masters of the Eternal Kingdoms. That is to say they are the crafters of buildings, parcels (the land masses to expand your eternal kingdom), vendors and their stalls, chests for expanded storage in your EK, defensive walls and customizable add-ons for many of the above listed things. If you are just starting out and have your heart set on stonemasonry, focus on chests, vendors, and maybe a building or two if you get ambitious, tackling a parcel will just give you a headache before you've got some friends to help you out. You'll need a Stonemasonry Station to get to smashing your thumb with a hammer... for the seventh time today.

 

Woodworker
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Woodworking is a mid difficulty craft, running side by side with weaponsmithing. Woodworking produces Bows, Staves, Shields, Books, Quivers and some components for other crafters. Though considered a bit of a niche craft due to their limited inventory of items woodworkers are essential for any ranged ranger, druid, or confessor. Not to mention its really something special watching a ranger use crushing arrows to stun lock an enemy from forty meters, said crushing quiver sourced by your local woodworker. Naturally woodworkers will rely on their friendly neighborhood logger. You'll need a Woodworking Station to get planing.

>A quick intercession to address a little weirdness with the Blacksmithing Twins, equipping either of the disciplines will give you access to the full range of blacksmithing advanced recipes but only crafting the items relevant to your specialization will trigger disc drop chance for the one that you currently have equipped.

Alrighty, so you've got a loose idea of what all the craftings do now right? Well the next question is 'how do i get better at these craftings if I want to pursue them' the primary answer is upgrading your exploration discs but the secondary answer is stats! On your inventory screen you'll see a little button that says Details. Were gonna be diving down that rabbit hole here.
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That expanded sidebar to the left is the 'Details' section of your inventory screen, I've opened up the second tab 'Craft' rather then the initial tab it opens on 'Combat'. Crafting has 3 primary statistics to pay attention too.

Assembly: Determined by either Strength or Dexterity depending on the crafting (Hover over the specific stat with your mouse to see which is is per the craft you're interested in). Assembly determines whether or not you will succeed in crafting the item you want to make. However this wording is deceptive as hell because even if you 'Fail' you will still recieve the item, it will just be one rarity lower then what you were originally working with and you will not be able to experiment on said item to increase its stats. This is also increased by your exploration discipline.

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Experimentation: Always Determined by Intelligence and the experimentation stat is run against a crafts 'Experimentation Difficulty'. That is to say, the higher your Experimentation stat is over the 'Experimentation Difficulty' the better your odds for getting good rolls on each stat point spent. This is also increased by your exploration discipline

Experimentation Points: This stat parallels Assembly in that it is determined by either Strength or Dex depending upon the craft. Experimentation points determine the number of points you have to spend during the crafting experimentation phase. Each point spent is a single roll made by the crafting system to determine what percentage to add to that crafting total. This is increased by your Crafting Belt.

Here we see a typical crafting screen after you've allotted your experimentation points into the available slots. If you have more points then there are slots available then the screen will reveal the 'Add Risk' box once you've filled in all of the dots.
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To the left hand side we have the item that we are creating thus far and the base statistics that we will be adding too for our final crafting process.

To the right hand upper portion we have the Experimentation points box, you can distribute the points here however you prefer to emphasize whatever you'd like.
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Once you've got the points put into the diamond checks you'll be glancing down at the 'Add Risk' Box located in the lower right hand corner of the crafting interface.

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There is quite afew numbers here right? So lets go down the list.
Base Difficulty: The experimentation difficulty of this particular crafting recipe.
Item Quality Difficulty: Using higher quality materials will cause this number to increase, ergo increasing the difficulty, this item is a common quality craft (white) so it has no added Item Quality Difficulty.
Bonus Per Point: This number is directly related to the dropdown right above there, the one currently displaying 'No Additional Risk' at the moment, and since there's no risk there's no reward. Below is that dropdown expanded.
SHyriGD.png
 And here is what the Add Risk box looks like if you select something like Critical Risk.
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As you can see now that we've selected a 'Risk Level' we now have a new line of text, Added Risk which has added 50 to the experimentation difficulty. Now that the experimentation difficulty has surpassed our Experimentation Stats it will be significantly less frequent that we will get good rolls on our experimentation. However the trade off is that for every roll we are confirmed to get an additional +2.98% to the result the decision then becomes 'Will I gain enough extra percentage from the bonus points to justify not rolling against the easier risk level' and honestly, early in the game (pre rare discipline) I'd advise just keeping to No additional Risk on your final assembly. Components have lower Base Difficulty so feel free to experiment there.

After you've rolled your experimentation you can polish, polishing spends ethereal dust to re-roll the 3 lowest rolls so its a great way to get rid of critical failures which give you negative stat percentages. The full re-roll costs a chaos ember and can roll worse then your initial rolls, so be wary.

Now that you have an idea of how the crafting interface operates its time to get into the real 'Meat' of the crafting system, Variable Component Crafting.
Crowfall is unique in its crafting system in that which combination of items you use in recipes that have 'Flexible' input slots will change which specific stats come out the other side. And too that end I will be directing you to an external resource provided by the guild Winterblades.

https://winterblades.net/crafting-combinations/

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I know its an excel spreadsheet but please don't get too terrified yet! As you can see, using the weaponsmithing tab here as an example, The item name is listed in the upper left hand corner over each block of combinations. Make sure you're pulling from the right block of info as many item names in the game are very similar. When you begin crafting you will be using White through Blue rarity supplies so typically you'll only be getting the first stat listed, however once you begin crafting using purple and orange rarity (epic and Legendary) supplies you'll receive both of the stats listed on each item.

As you can see at the bottom there are multiple tabs with a dedicated tab for each type of crafting so the resource is very easy to navigate and we thank the winterblades for their work in keeping it updated. Also you can thank them by fighting them! After all, what fun is a throne wars game without competition.

Alrighty! You know where to get your crafting combination, you've got an idea of which craft you want to pursue, and hopefully you've sneaked a peek at the character creation screen and seen what races give what stat bonuses to which crafts. By the way, those stat bonuses are for assembly and experimentation, not experimentation points. (To the best of my observations)

For now lets talk progression as a crafter! (This is the part where we talk about Crafting Belts)
BmzCOWB.png

First things first, you've gotten your common quality crafting discipline from the vendor. To get an uncommon quality discipline of your craft to drop, you must make Completed Products, not components. Components are anything that goes into another thing and cannot be used by itself. Weapon grips are components, Daggers are completed products. Flasks are components, Gathering Potions are completed products.

Also, even on a flawed assembly there is still a disc drop chance. So hopefully even if the game hits you with two failed assembly on a 97% success rate you'll get a disc out of it.

You cannot trigger a disc drop chance with any recipe that is able to be crafted on the General Crafting table. If you are looking to advance, this guy is not your friend anymore.
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And yes, I know the general crafting table the woodworking table look similar, don't get confused if you wander up to one thinking its the other.

Now, once you've managed to grind out some starting crafts, hopefully sell em to another player or use em yourself, and gotten yourself a green crafting discipline its time to slot that disc and go pick yourself up a crafting belt from the discipline vendor. Crafting belts can only be equipped once you have a green disc same as with harvesting belts.

Now the initial bonus for a crafting belt isn't all that great, its only +1 experimentation point, but in all honestly, the green belt isn't what we are here for, its just a bonus to you getting your green crafting discipline.

Your next goal is going to be a blue crafting belt. The reason being is blue crafting belts are when you unlock the 'specialty' craft of that profession. I'll expand on that more a little further down. Naturally you will want to progress your crafting as well, with the major milestones being the unlocking of the 'Scroll Case' slot and the use of the Factory station at Epic level rarity on the discipline. But the general stat boosts you get from going up rarities is really nice too.

I like to say work a rarity down, so if you're rocking a green disc you can likely make some decent white quality stuff, blue disc you can likely make the most out of green and so on and so forth. This is a suggestion not a rule, so feel free to do whatever you like in the regards to what you craft.

Belts and Discs give passive abilities at higher levels as well so the progression has little rewards all the way up.
ydHrpqJ.png0G55SDm.pngtCFYBTN.png

Alrighty! Lets talk about those specialty craftings that I mentioned earlier!

Alchemy: At rare belt gain the 'Apothecary' trait, this trait allows you to equip the item 'Emerald Tablet' a drop item from bosses found in the world. The emeralt tabled allows you to include more Philosopher solutions into a single crafting of the Philospher Stone which is a require item for crafting a Vessel in Necromancy.

Armorsmithing: At rare belt grants the Specialty Seal additive slot for Armor recipes, this is how one crafts crafting or gathering armor based on the specialty seal used. Specialty seals are crafted using runecrafting. One can equip the item Planishing Hammer of the High Forge as soon as one has an uncommon disc, however I suspect this is an oversight and the trait is supposed to be granted along with the rare level belt. The Planishing Hammer allows the creation of 'Treated Steel' an armor additive that increases overall stats.

Weaponsmith: At rare belt grants the inclusion of 'weapon weights' to weapon recipes increasing damage (I believe). The specialty item for weaponsmithing is Chasing Hammer of the High Forge which allows the inclusion of Hunger Shards, a drop from hunger crystals, that give various bonus stats depending upon the shard used. cf2dW8Q.png

Jewelcrafter: At rare belt grants the trait Gemologist which allows one to use the item Clip-On Binocular Prismatic Lenses, these allow you to use Jeweler's Burs in crafting. At present the only known way to acquire Jeweler's Burs are from a rank 3 jewelcrafting hut built up inside a keep, so don't expect to find any inside infected. The use of a Jeweler's Bur in a recipe appears to raise the stat caps on that piece of jewelry.

Necromancer: At rare belt grants the 'sawbones' trait which allows the equipping of the Multi-Magnification Goggles, this item adds the additive slots for additional stat bonus items, those bones that give stats that enemies drop, to various necromancy recipes.

Runemaker: At rare belt grants the additive slot for 'polished soulgems', gathered by miners and polished by jewelcrafters, to advanced runetools. This is essential as it adds a specialty function to advanced runetools that only procs inside of dregs.

Stonemason: At rare belt grants the crafting additive slot for Chaos embers to be added to Diamond cutting blades, a component for jewelcrafting. These infused cutting blades are required to make necklaces in jewelcrafting.

Woodworker: At rare belt grants the trait Wood Carver which allows the equipping of 2 items, Trammel of Archimedes which allows for the additive of the 'Haste Runestone' to quivers, and the Illustrious Elven Shapers Gouge which allows for the additive of Hunger Shards to weapons crafted.


Anyway! Thank you for sticking with me to the end, and I hope this first draft of a guide will at least give you a bit of assistance. I'll likely be doing revisions and edits as things come to me down the line, including the addition of a section on vendors and Eternal kingdoms for all you Market players out there. At this time I'm obligated as a guild leader to shill my guild. So please, check us out, Lion Forge Guild over on the guild recruitment forums.
 

 

Edited by Altybear
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