Beginner Crafting Guide

Created 2019-06-11 16:32 PM

The shortest path to victory is cutting your way through your enemy. You can’t do that unless you’re equipped with weapons, armor, and all the goodies you can craft. Crowfall’s crafting system is a robust system not seen in modern MMOs, harking back to the likes of Star Wars Galaxy and Eve Online. As a profession, you can make just about anything in the game, from food and jewelry, to the parcel pieces placable in your Eternal Kingdom. This guide serves as an introductory primer for more complex crafting concepts.

Note: Many of the concepts presented are available in Pre-Alpha. As the game updates, we’ll update this guide.

Passive Skill Tree

If you’re serious about crafting, you’ll want to start your account level skill progression immediately. The first skill box offers multiple paths that unlock specific crafting disciplines in the skill tree. Basic crafting perks are contained within each of the paths. We advise picking one crafting discipline and sticking with the track to quickly unlock your advance crafting skills. If you have spare points, vendor thralls are a good idea, unlocking vendors enable players to sell items to customers. Unlike class professions, there is no other way to level your crafting skills in the campaign. All crafting skills are unlocked within the passive skill tree.


Each crafting discipline has 4 core skill tracks, Experimentation, Assembly, Recipes, and Mass Production.


The most import skill track is the Experimentation line. This track increases your point value and success for experimentation.  The points you have in the experimentation line, the more experimentation points you receive and the better your rolls when experimenting, increasing the crafted items stats.

The Assembly track improves Successful assembly attempts and is key for items that have been experimented. Assembly speed, a stat not currently in used in the game, is buried within the lines and is required to unlock the Master Craft bubble at the end. The Recipe track provides increases to assembly within the crafting. Recipes are no longer locked into this track and all recipes are available at the crafting station. The Mass Production track improves your Thralls, captured souls within the campaign world that can provide crafting buffs and aid in crafting items. Thralls are currently not implemented in the game.

A good strategy for investing your points is to start with the Experimentation point line. This will provide you more points up front to experiment on. You can get up to 5 more points for completing the line. Next, invest points in the Experimentation Success line. This provides better results per roll on experimentation points, increasing the outcome of the item. This will also allow you to select higher level experimentation risk, providing a higher multiplier to the result, bettering the stats.  Last, is the Assembly Success, which increases the chance of you successful in creating the item and not suffering Assembly Failure. This will allow you to work with higher quality materials.

Crafting Vessels

As a crafter, your vessel (Race/Class) choice will matter. Currently (Pre-Alpha), vessels of a particular race have better stats in certain crafting disciplines. For instance, the Stoneborn race, has *+10 to Jewelcrafting*, *+5 to Jewelcrafting experimentation*, *+10 to Stonemasonry*, and *+5 Stonemasonry Experimentation*. The race’s class also matters as it will adjust the primary attributes (Strength, Dexterity, and Intellect) that also affect your crafting success. This gives the Stoneborn crafter an edge over other classes, improving experimentation outcome and assembly of higher level items. This may change as the game progresses in development toward launch. It's important to note, that Necromancy crafters can create vessels with higher stats, greatly improving crafting success.

Like Combat and Exploration, there are stats that affect your crafting outcome. These stats are improved by a vessel attribute. The following lists the crafting discipline and which stat helps improve the outcome.

AlchemyIncrease the chance for successful combines when crafting Alchemy items. Increasing your Dexterity will also increase this statistic.
BlacksmithingIncrease the chance for successful combines when crafting Blacksmithing items. Increasing your Strength will also increase this statistic.
Crafting BasicsIncrease the chance for successful combines when crafting items.
Jewelcrafting
Increase the chance for successful combines when crafting Jewelcrafting items. Increasing your Dexterity will also increase this statistic.
Leatherworking
Increase the chance for successful combines when crafting Leatherworking items. Increasing your Dexterity will also increase this statistic.
Necromancy
Increase the chance for successful combines when crafting Necromancy items. Increasing your Dexterity will also increase this statistic.
Runemaking
Increase the chance for successful combines when crafting Runemaking items. Increasing your Dexterity will also increase this statistic.
StonemasonryIncrease the chance for successful combines when crafting Stonemasonry items. Increasing your Strength will also increase this statistic.
WoodworkingIncrease the chance for successful combines when crafting Woodworking items. Increasing your Strength will also increase this statistic.

Each of these has a corresponding experimentation stat that increases the chance for successful experimentation on items. For example, the higher a vessel’s strength, the greater their Blacksmith Assembly skill will be. Intellect is a universally important crafting stat as it affects both experimentation and experimentation points for all crafting types. With this knowledge, we could pick races and classes that can benefit from our crafting, enhancing our crafting outcomes and synergy with our playstyle. 

For Example, Intellect affects the Critical Hit Amount and Healing Bonus, and aids in Attack Power Bonus for magic casting classes. A High-Elf Confessor, with additional Intellect points in the starting pool, should play a caster (Confessor or Frostweaver), Jewelcrafting or Leatherworking. As they invest in a high intellect pool, their damage will improve and so will their experimentation on items. By being smart about your race, class, stat pool combinations, you can achieve synergy with your crafting profession.

A green vessel with increased stats in the intellect and the crafting assembly stat can easily hit the crafting cap (100) with a little crafting gear (armor and jewelry).  Necromancy additives can be used by a Necromancer to increase the cap. Also, the minor crafting Technique runes will increase the cap to 120. The higher your stats, the greater the experimentation success at higher levels of risk and the more amazing your crafted gear will become.

Core Crafting Stats

Crafting comes down to two concepts, your ability to experiment on an item to improve its base stats and your ability to assemble the item. Assembly failure will lower the items quality one level. The more experimentation on the item, the greater the difficulty of the item rating and more likely it is to fail in assembly.


As you level up your crafting skill, you can invest points that aid in experimentation and assembly.

ExperimentationIncrease the chance for successfully experimenting on items.
Crafting Speed
Decrease the amount of time for a recipe to complete by 1% per point when crafting any item.
Assembly Difficulty Reduction
Reduce the Base Assembly Difficulty of a recipe.
Experiment Difficulty Reduction
Reduce the Base Experimentation Difficulty of a recipe.

These stats provide more experimentation points per item, granting higher successes and ensuring the item can be assembled. 

Crafting Items

There are three tiers of craftable items: Basic, Intermediate, and Advance. Basic Recipes make use of Knotwood, Cobblestone, and Slag. The resources are available anywhere. Basic Recipes can be crafted by any character and do not require a crafting station.

Intermediate Recipes require Non-Basic resources and can be crafted at any crafting station.  All players will have access to intermediate recipes and experimentation points can be used against these items. 

Advanced Recipes are the highest level in the game and provide much of the “end game” gear to be had. Recipes are only available based on the crafting skill tree advancement. Time spent progressing these skill lines will provide better-crafted items.

When crafting items, you require resources that are obtained from harvesting. Recipes have resource requirements.  For instance, if we were to craft a Basic Dagger.  We would need Knotwood and Cobblestone, common items and lowest grade and quality in the game. In fact, all your basic crafting items rely on these lower level materials, enabling characters to get started in the game.


However, as we begin crafting higher level materials, we will need non-basic items. If we were to craft an intermediate Dagger.  We would need 1x Basic Dagger, 4x Ethereal Dust, and 1x Metal Billet.


We could leverage our previous crafted basic Dagger, but the Metal Billet requires 9x Non-Basic Ore, anything but Slag. Higher level craftable items require non-basic material to craft. We would need to harvest resources nodes in the beachhead, venture out into the campaign, or acquire them from another player. 

Crafting items beyond the basic and intermediate levels require the crafting stations for the specific discipline. Crafting stations can be found in Forts and Keeps in the Campaign or can be crafted by Stonemasons and placed in your Eternal Kingdom.


Each station allows you to craft basic crafting items but opens up more advanced items for the particular skill line. 

Item Quality

Crowfall’s items have quality. The higher the quality, the better the stats (damage, resist, etc.) and the more points you can apply in experimentation. 

  • Poor: Gray
  • Common: White
  • Uncommon: Green
  • Rare: Blue
  • Epic: Purple
  • Legendary: Gold

To craft high-quality items, you must harvest resources of the quality. These resources are used in crafting all subcomponents. Occasionally, experimentation of an item will increase its quality, but this is considered rare

Experimentation and Assembly

Crafting experimentation is the key to making better items. You receive additional experimentation points as you level up the crafting skill line. Each point provides a chance to improve an item’s stats. The amount improved is based on the risk you’re willing to receive when you make the experimentation roll.


Each point can have their multiplier value increase per point, improving the outcome. The more you experiment, the greater the chance your experimentation can fail. Greater experimentation also raises the difficulty of the item, making assembly more difficult. Points invested in crafting skill lines will increase points for experimentation and provider better experimentation outcomes. 

Item experimentation can be re-rolled, allowing for a second pass on improving stats. A re-roll is extremely desirable for maximizing the stats of items. Re-rolls cost Ethereal Dust for Common, Uncommon, and Rare quality items. Epic and Legendary gear require Chaos Embers, a rarer resource, to re-roll. 

Assembly is incredibly important. While it's easy to focus on investing points in the experimentation line, failure to invest in the assembly will reduce your item outcome, lowering the stats. If you fail an assembly, it reduces the item quality one level. If you have mats for a common item, assembly failure will produce a poor item. If you have a Rare (blue) quality item, failure will reduce it to an Uncommon (green) item.

The following addresses the assembly difficult per item quality.

  • Poor: No increase in Assembly or Experiment difficulty
  • Common:  +10 Assembly Difficulty,  +5 Experiment Difficulty
  • Uncommon: +15 Assembly Difficulty, +10 Experiment Difficulty
  • Rare: +25 Assembly Difficulty, +20 Experiment Difficulty
  • Epic: +35 Assembly Difficulty, +40 Experiment Difficulty
  • Legendary: +50 Assembly Difficulty, +60 Experiment Difficulty

Resource Type

As mentioned, non-basic resources are used to craft subcomponents and items. To learn how to harvest check out our guide on harvesting. Non-basic resources can be combined with each other to produce interesting stats to go into your items. 

If we go back to our crafting example of a dagger and advance to crafting a Heavy Dagger. We would need 1x Weapon Blade: Short, 1x Hunger Shard, 1x Weapon Hilt, and 6x Ethereal Dust. The Weapon Blade: Short requires 3x Metal Bars.  Looking at the Metal Bar, we need 9x Non-Basic Ore.


We are given three slots to put in three quantities of Ore. Based on the type of Ore used, we can achieve different results. For example:

9x Iron provides a Metal Bar with Attack Power and Critical Hit Damage

3x Iron and 6x Copper provides a Metal Bar with Attack Power and Ice Penetration

By choosing the correct material, we can create gear with stats that synergize with our gameplay. For more information check out the combinations page.

What’s with Ethereal Dust and Chaos Embers?

Ethereal Dust is used in the assembly of many crafted items and is considered the “glue” of crafting. More importantly, Ethereal Dust is used to rerolling item experimentation. The amount of dust varies based on the quality of the item and if it is a Large or Small rerolls. This makes Ethereal Dust an extremely viable resource. Similarly, Chaos Embers is used for Large rerolling experimentation on Epic and Legendary quality items and is much more difficult to come by. The following table list the Ethereal Dust and Chaos Ember requirements for Large and Small rolls based on the quality of the item.


Small RerollLarge Reroll
Common10 Ethereal Dust15 Ethereal Dust
Uncommon15 Ethereal Dust35 Ethereal Dust
Rare25 Ethereal Dust50 Ethereal Dust
Epic50 Ethereal Dust5 Chaos Embers
Legendary5 Chaos Embers10 Chaos Embers

Anyone can harvest Dust and Embers from the beginning, even from the basic resource nodes in your Eternal Kingdom. Any resource node has a chance to drop Dust and Embers. There are several ways to increase your yield with dust harvesting.

Plethora of Dust PotionThis will increase the chance for Ethereal Dust on harvesting nodes. But only works with basic and intermediate harvesting tools. It will not work with runic harvesting tools (the cool looking blue ones).
Ethereal SightThis minor discipline will increase your chance to harvest dust on basic (Knotwood, Slag, and Cobblestone) resource nodes and can be purchased in temple from a vendor.
Harvesting ToolsTools can be crafted with a Plethora of Dust increasing dust yield. Note: only basic and intermediate tools will work with the Plethora of Dust Potion and Ethereal Sight minor.
GearRings with Round Gemstone Cut can be polished to provide a Plethora of Dust.

Foods

Crowfall’s skill system will require time for you to reach a higher level of crafting. However, foods, potions, and gear can help make up for what you lack in skills. There are two primary crafting foods Sumptuous Pot Pie and Bon Tippers

The Sumptuous Pot Pie will provide one extra experimentation point for the duration of the food buff. This is an excellent way to increase the stats on your crafted items. Bon Tippers is a drink (you can have both food and drink buffs running) and reduces the experimentation risk, giving better experimentation rolls. This drink buff only lasts for the duration of the experimentation attempt and must be retaken each time. For a single item that can have three experimentation roles, you will use up three Bon Tippers. So stock up!

The Potion of Sapho will increase the crafting point availability for a specific experimentation line. This is an excellent way to increase experimentation points in lines that are more critical your stat needs.