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Crafting and Itemization

Design Goals

Crafting should be a core progression lane, not a side profession with obsolete tiers. It should feed combat, survival, town growth, logistics, and trade.

Core Crafting Loop

  1. discover or source raw materials
  2. refine them into usable components
  3. combine components in a workshop recipe
  4. apply finishing or augmentation steps
  5. use, sell, repair, salvage, or refit the result

Profession Groups

Metalworking

Weapons, tools, fittings, armor reinforcement, nails, chain, and structural hardware.

Woodworking

Hafts, bows, shields, handles, crates, wagons, furniture, and town project parts.

Leatherworking and Clothworking

Armor linings, straps, packs, tents, wraps, ropes, clothing, padded gear, banners.

Cooking and Preserving

Meals, expedition rations, morale foods, brews, preserved goods.

Alchemy and Medicine

Potions, salves, powders, toxins, solvents, stabilizers, ritual reagents.

Masonry and Civil Works

Town projects, kiln goods, wells, walls, road material, public works inputs.

Workshop Model

Crafting should happen through workshops with different capabilities.

Examples:

  • forge
  • tannery
  • loomhouse
  • kitchen
  • alchemy bench
  • sawmill
  • mason yard

More developed towns and guild facilities improve throughput, recipe access, efficiency, and quality ceilings. They should not eliminate the need for basic materials.

Recipe Types

Refining Recipes

Convert raw materials into standard components.

Examples:

  • ore to bloom or ingot
  • timber to plank or shaft blank
  • hide to leather
  • herbs to dried herb bundles or extract

Assembly Recipes

Turn components into final items.

Examples:

  • spear
  • brigandine coat
  • ration pack
  • medicine satchel
  • cart axle

Finishing Recipes

Apply coatings, bindings, dyes, enchants, lacquers, preservatives, or pack treatments.

Retrofit Recipes

Upgrade or specialize an existing item without fully replacing it.

Repair Recipes

Restore condition using the same structural materials that helped create the item in the first place.

Item Quality Model

Avoid a simple white-green-blue-purple ladder as the main crafting model. Use a system based on:

  • craftsmanship quality
  • material quality
  • property synergy
  • workshop quality
  • specialization slot use

This makes a well-crafted common-material item still valuable when optimized for a task.

Material Relevance in Itemization

An endgame item should still contain multiple common or mid-grade components.

Examples:

  • late spear still needs wood, leather wrap, metal fittings, oil, and packing materials
  • elite winter armor still needs wool, felt, hide, thread, and wax even if it includes rare drake scale plates
  • advanced potions still need glass, wax seals, cloth filters, salt, and solvent base

Crafted Item Categories

Combat Gear

  • weapons
  • shields
  • armor
  • ammunition
  • traps

Expedition Gear

  • tents
  • rope
  • packs
  • torches
  • climbing tools
  • repair kits
  • field kitchens

Survival Goods

  • rations
  • waterskins
  • purification tablets
  • cold-weather layers
  • heat cloaks

Town and Trade Goods

  • wagon parts
  • crates and barrels
  • mill components
  • construction bundles
  • militia supply kits

Why Old Materials Stay Useful

They remain useful because the whole game consumes them across several loops:

  • every item recipe uses support materials
  • repairs consume them constantly
  • retrofits consume them repeatedly
  • town projects need them in bulk
  • consumables burn through them every day
  • caravans and warehouses consume packaging and hardware

Recipe Knowledge

Recipes should unlock through:

  • relevant craft skill practice
  • teacher instruction or apprenticeship
  • regional teachers
  • town building upgrades
  • monster research
  • rare books or contract rewards

This gives exploration and renown value beyond raw loot.


Crafting Quality Model

Crafted item quality is resolved from four deterministic inputs and one probabilistic step. It is not a single random roll.

Four Quality Inputs

1. Material Quality Floor The lowest-quality material in a recipe sets the quality floor. If any input is Common, the finished item cannot exceed Fine without a workshop or skill boost.

Lowest Input Quality Base Quality Ceiling
Common Crafted
Crafted Fine
Fine Superior
Superior Exceptional
Exceptional Masterwork

2. Workshop Rank The workshop where the craft is completed sets an absolute ceiling. A low-rank workshop cannot produce Masterwork items regardless of skill or materials.

Workshop Rank Quality Ceiling
Field (improvised) Common–Crafted
Basic Workshop Crafted–Fine
Established Workshop Fine–Superior
Advanced Workshop Superior–Exceptional
Master Workshop Exceptional–Masterwork

Town progression raises workshop rank. Guilds can build or upgrade workshops, giving them a crafting advantage over unguilded players.

3. Crafter Skill Band

Skill Band Effective Quality Achieved
Untrained Floor only
Familiar Floor + 0 tiers
Practiced Floor + 1 tier
Skilled Floor + 1–2 tiers
Veteran Floor + 2 tiers (near ceiling)
Expert Ceiling −1 tier reliably
Master Full ceiling; Masterwork attempt unlocked

4. Profession Set Tier - 2-piece: reduces material waste; no direct quality change - 4-piece: raises effective quality ceiling by 1 tier (stacks with skill) - 6-piece: enables a Masterwork upgrade check on Superior or higher completed items (8–10% success chance; see equipment-and-gear.md)

Worked Example

A Skilled smith in an Established Workshop using Fine iron and Fine ashwood, wearing a 4-piece Smithing set: - Material floor: Fine → base ceiling: Superior - Workshop ceiling: Superior - Skill: Skilled = Floor +1–2 tiers → approaches Superior - Set 4-piece: ceiling +1 → Exceptional now reachable - Likely result: Superior; meaningful chance of Exceptional - Masterwork: not reachable without Master skill and Master Workshop


Recipe Structure and Material Permanence

Every recipe is divided by input role. The role defines what function a material serves, not which specific material is required. This lets common materials stay relevant forever because they own the structural roles that no rare material ever replaces.

Weapon Recipe — Late-Game Spear

Role Required Example Inputs Always-Relevant Category
Core Yes iron bloom, steel billet, bone rod Structural metal / bone
Frame (haft) Yes ashwood pole, pine shaft, ironwood shaft Timber (permanent)
Binding Yes leather strip, sinew cord, woven wrap Leather / cloth (permanent)
Temper Yes salt brine, whale oil, spirit flux Salt, oil, resin (permanent)
Finish Optional wax, lacquer, dye Wax / oil (permanent)
Augmentation Optional frost shard, drake tip, storm crystal Rare functional material

Even the finest late-game spear still consumes ashwood, leather, and salt. Only the augmentation slot carries the rare material. The rare material changes what the spear does — it does not replace the structural inputs.

Armor Recipe — Late-Game Plate Chest

Role Required Example Inputs Always-Relevant Category
Shell Yes steel plates, iron plates, drake scale Metal (permanent)
Lining Yes wool felt, padded cloth, fur Cloth / fur (permanent)
Straps and Closures Yes leather strap, buckle, rivets Leather and iron (permanent)
Reinforcement Optional bone ribs, rare alloy rings Bone / rare metal
Finish Optional wax coat, oil rub, lacquer seal Wax / oil (permanent)
Rare Augmentation Optional void residue, mithril thread Rare functional material

Consumable Recipe — Advanced Healing Salve

Role Required Example Inputs Always-Relevant Category
Active Ingredient Yes potency-grade herb, bloom root, elder moss Herbs (all tiers in demand)
Base Medium Yes rendered fat, purified oil, spirit base Oil / fat (permanent)
Stabilizer Yes salt, mineral powder, binding resin Salt / resin (permanent)
Container Yes clay vial, glass vial, wax-sealed pot Clay, glass, wax (permanent)
Seal Optional wax seal, cloth wrap Wax / cloth (permanent)

A potency-grade herb upgrades the salve's effectiveness. A Common herb produces a Basic Salve. Both recipes use oil, salt, and a container regardless of herb tier.

Material Demand Permanence Table

Any material appearing across multiple loops is permanently in demand regardless of character progression.

Material Weapons Armor Tools Consumables Town Projects Repair Caravans
Timber / planks
Leather / straps
Cloth / thread
Iron / common metal
Salt
Wax / oils / resins
Fuel (coal, peat)
Bone / stone
Clay / glass

Crafting Time Model

Crafting should be asynchronous for anything beyond trivial field work.

Instant or Near-Instant Crafts

  • simple camp conversions
  • emergency ration prep
  • basic bandages

Timed Workshop Jobs

  • weapon assembly
  • tanning batches
  • brewing and preservation
  • town project contribution bundles

Long Craft Orders

  • caravans
  • siege kits
  • masterwork gear
  • major public works materials

Profession set and workshop time: workshop job duration scales with skill band and workshop rank, not with profession set bonuses. Set bonuses (waste reduction, quality lift, Masterwork check) fire at resolution time, not during the timer. This keeps skill the primary time reward.


Technical Model

Core Records

Store:

  • character_skill_proficiency
  • workshop
  • workshop_capability
  • recipe_knowledge
  • crafting_job
  • item_instance
  • item_durability_state
  • salvage_result

Crafting Job Flow

  1. validate recipe knowledge and workshop access
  2. validate and reserve ingredient stacks
  3. resolve material floor quality from lowest-quality input
  4. determine workshop quality ceiling
  5. store seed, duration, crafter skill band snapshot, and active profession set tier
  6. apply completion rules at wake time:
  7. roll quality within floor–ceiling range weighted by skill band
  8. apply 4-piece set ceiling lift if active
  9. check 6-piece Masterwork upgrade if active and result is Superior or above
  10. apply waste reduction from 2-piece set (reduces off-cut material consumed)
  11. mint item instance or component output
  12. write event log for audit and economy tracking

Item Instance Design

Important crafted items should store:

  • recipe used
  • ingredient summary (material roles and quality tiers of inputs)
  • property summary
  • crafter identity
  • quality outcome
  • active profession set tier at craft time
  • workshop rank at craft time
  • repair material family hints (derived from ingredient summary)

Repair and Salvage

Repair consumes the same material families that created the item, using the repair family hints stored on the item instance. A steel sword with a leather grip is repaired with metal and leather — not a generic repair token.

Salvage returns a fraction of those same families at reduced quantity, with quality degraded by current durability:

Item Quality Item Durability at Salvage Salvage Output Quality
Masterwork 75–100% Exceptional components
Masterwork 25–74% Superior components
Masterwork 0–24% Fine components
Superior 75–100% Fine to Superior components
Fine Any Crafted to Fine components
Crafted / Common Any Common components

This gives deprecated or over-leveled gear a productive end state and keeps all material tiers circulating through the economy permanently.

  • gathering and resource ecology
  • material relevance and recipe structure
  • markets, town demand, and public works
  • expedition supply and survival