History Main / ItemCrafting

11th Dec '17 3:42:46 PM TheNoun
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* ''VideoGame/FireEmblem: [[VideoGame/FireEmblemTellius Path of Radiance]]'' had this ability, and ''Radiant Dawn'' took it one step further by adding the card system where if you had a coin, you could get a random upgrade on top of whatever you paid for...usually.

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* ''VideoGame/FireEmblem: [[VideoGame/FireEmblemTellius Path of Radiance]]'' had this ability, and ''Radiant Dawn'' took it one step further by adding Games in the card system where if you had a coin, you could get a random ''VideoGame/FireEmblem'' series often include forging that allows the player to upgrade on top their weapons. The specifics differ between games, but in general forging allows players to increase the stats of whatever you paid for...usually.their weapon and give it a unique name, and may also allow changing the weapon's color or even changing it into a new weapon altogether.
22nd Sep '17 6:54:39 AM BeerBaron
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* ''Franchise/TheElderScrolls'' games from ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' on, all feature a simple yet potent system for creating alchemical potions and poisons from items readily available in the game world. Weapons and armor, and even clothing, can also have magical effects added to them.
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', you can enchant clothing with "damage health on self" and sell it to a merchant, who puts it on. HilarityEnsues. The same trick can be used in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', though it requires that the item is zero-weight so you can "give" it via pickpocketing. The beauty of it is that you don't get a bounty from killing someone this way (they can't trace it back to you, and [[TooDumbToLive it was their own fault, anyway]]) and you can loot back the cursed item afterwards. GameBreaker, anyone?
** In ''Morrowind'', it's also possible to craft pieces of equipment which bestow the Chameleon effect. If enough are worn to grant a total of 100%, the PC is invisible to enemies, even while attacking. And, of course, [[TheSingularity there's also the trick of brewing an Intelligence-boosting potion, drinking it, and then, while still under its effects, brewing an even more powerful Intelligence-boosting potion...]] After a few cycles of this, you can create Fortify Attribute potions with effect values in the millions and durations that last ''years'', effectively allowing you to one-hit kill everything in the game.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', especially with [[GameMod the right mods]], can be played through without ever purchasing a thing from merchants thanks to the crafting system being made integral to the game. Potions, weapons, even the most powerful armor in the game, all free if the player knows where to look for the ingredients and grinds the right skills.

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* ''Franchise/TheElderScrolls'' games from ''Franchise/TheElderScrolls''
** The series, starting with
''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' on, all feature Daggerfall]]'', features a simple yet potent system for creating alchemical [[AlchemyIsMagic Alchemical]] potions and poisons from items readily available in the game world. Weapons and armor, and even clothing, can also have magical effects added to them.
them via the Enchanting system.
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', you can enchant clothing with "damage health on self" and sell it to a merchant, who puts it on. HilarityEnsues. The same trick can be used in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', though it requires that the item is zero-weight so you can "give" it via pickpocketing. The beauty of it is that you don't get a bounty from killing someone this way (they can't trace it back to you, and [[TooDumbToLive it was their own fault, anyway]]) and you can loot back the cursed item afterwards. GameBreaker, anyone?
** In ''Morrowind'',
it's also possible to craft pieces of equipment which bestow the Chameleon spell as a constant effect. If enough are worn to grant a total of 100%, the PC is invisible to enemies, even while attacking. And, of course, [[TheSingularity there's also the trick of brewing an Intelligence-boosting potion, drinking it, and then, while still under its effects, brewing an even more powerful Intelligence-boosting potion...]] After a few cycles of this, you can create Fortify Attribute potions with effect values in the millions and durations that last ''years'', effectively allowing you to one-hit kill everything in the game.
game. This is how speed runs lasting mere minutes are possible in a game with hundreds of hours of content.
** After witnessing the [[GameBreaker Game Breaking]] nature of the [[ExponentialPotential wide-open]] crafting system in ''Morrowind'', Bethesda {{Nerf}}ed both Alchemy and Enchanting pretty heavily in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. You can only have four potion effects active at a time, skill boosts past 100, the {{Cap}}, have no effect, and stats don't affect skills nearly as directly as in ''Morrowind''. While it is still possible to create powerful potions and enchanted equipment, it requires using exploits and even then, they aren't nearly as powerful as in ''Morrowind''.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', especially with [[GameMod Skyrim]]'' adds the right mods]], can be played through without ever purchasing a thing from merchants thanks ability to the crafting system being made integral to the game. Potions, weapons, even the most powerful forge your own weapons and armor in the game, all free if the player knows where to look for the ingredients first time. By possessing the required raw ingredients, as well as the requisite skill level and grinds the right skills.perks, it is possible to forge (or improve upon) weapons and armor that are much stronger than what you'd be able to find or loot at your level. Potion making and enchanting also remain.
4th Sep '17 10:48:17 AM HalcyonDayz
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** The "Tech 2" module item class is a class of items unique to ''VideoGame/EVEOnline'', and there is no analogous item class in other [=MMOs=]. It provides similar performance to faction modules (i.e. rare items/minor artifacts) but has a steeper skill requirement and is slightly more difficult to use than faction modules. While the supply of faction modules are scarce and unstable because they are mostly dropped from [[EliteMooks commander rats]] or purchased from [=NPCs=], Tech 2 modules are entirely manufactured by players and thus the only limiting factor(bottle neck) of supply is the influx of Tech 2 base materials. Combined with the fact that modules and ships get destroyed on a regular basis and must be resupplied periodically, it has achieved a status similar to standardized military gear; an easily identifiable, cost effective package that provides reasonable performance and can be mass produced. (And yes, some items do perform notably worse than their NPC dropped equivalents, making them comparable to the Volkssturmgewehr assault rifle or the dreaded "Ham and Lima Beans" C-Ration package.) It is no surprise that Tech 2 modules serve as a yard stick of both player skill and module performance.

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** The "Tech 2" module item class is a class of items unique to ''VideoGame/EVEOnline'', and there is no analogous item class in other [=MMOs=]. It provides similar performance to faction modules (i.e. rare items/minor artifacts) but has a steeper skill requirement and is slightly more difficult to use than faction modules. While the supply of faction modules are scarce and unstable because they are mostly dropped from [[EliteMooks commander rats]] or purchased from [=NPCs=], {{Non Player Character}}s, Tech 2 modules are entirely manufactured by players and thus the only limiting factor(bottle neck) of supply is the influx of Tech 2 base materials. Combined with the fact that modules and ships get destroyed on a regular basis and must be resupplied periodically, it has achieved a status similar to standardized military gear; an easily identifiable, cost effective package that provides reasonable performance and can be mass produced. (And yes, some items do perform notably worse than their NPC dropped equivalents, making them comparable to the Volkssturmgewehr assault rifle or the dreaded "Ham and Lima Beans" C-Ration package.) It is no surprise that Tech 2 modules serve as a yard stick of both player skill and module performance.



* ''VideoGame/FinalFantasyTacticsA2'' has the bazaar, which is one of the only consistent ways to get good equipment. Rather than doing the crafting yourself, you trade away materials you've acquired to allow NPCs to create new items which you can then buy.

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* ''VideoGame/FinalFantasyTacticsA2'' has the bazaar, which is one of the only consistent ways to get good equipment. Rather than doing the crafting yourself, you trade away materials you've acquired to allow NPCs {{Non Player Character}}s to create new items which you can then buy.
27th Aug '17 8:48:22 PM MyFinalEdits
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* The ''KingdomHearts'' series has synthesis shops, run by the Moogles.

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* The ''KingdomHearts'' ''Franchise/KingdomHearts'' series has synthesis shops, run by the Moogles.



** Or perhaps you are only using the parts that can reasonably used to make the weapons and armor. You need parts like the claw to build the weapon because the dragon obviously uses them to hit people. But for the armor, you are using the chitinous hide, not the soft underbelly skin. [[FridgeBrilliance There was a reason why the dragons all have marked weakpoints, the parts that you are using to make the armor are not the parts that you are supposed to attack on the dragon]].
27th Aug '17 1:13:15 PM nombretomado
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** The ''Franchise/{{Atelier}}'' series (and its spinoff, ''VideoGame/ManaKhemiaAlchemistsOfAlrevis'') is built around this. In fact, prior to the 1997 release of ''Atelier Marie'', crafting in [=JPRGs=] was virtually unknown; after ''Marie'' and its sequel went on to sell a quarter-million each partly on the strength of their absurdly deep crafting systems, nearly every JPRG since has featured some kind of crafting or item customization.

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** The ''Franchise/{{Atelier}}'' ''VideoGame/{{Atelier}}'' series (and its spinoff, ''VideoGame/ManaKhemiaAlchemistsOfAlrevis'') is built around this. In fact, prior to the 1997 release of ''Atelier Marie'', crafting in [=JPRGs=] was virtually unknown; after ''Marie'' and its sequel went on to sell a quarter-million each partly on the strength of their absurdly deep crafting systems, nearly every JPRG since has featured some kind of crafting or item customization.
26th Aug '17 5:21:19 PM nombretomado
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* Pretty much every game by Gust (VideoGame/{{Atelier}} series, ArTonelico series, etc.) has this.

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* Pretty much every game by Gust (VideoGame/{{Atelier}} (''VideoGame/{{Atelier}}'' series, ArTonelico ''VideoGame/ExaPico'' series, etc.) has this.
13th Jul '17 10:13:14 AM mogryo
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* ''VideoGame/FinalFantasyTacticsA2'' has the bazaar, which is almost the only way to get good equipment, other than abusing the Auction House. Oddly enough, you need to craft the item and then have to ''buy'' it. At least most items are available in unlimited amounts afterwards, though.
** Well, there are a few other ways but neither is going to get you anything great; hiring new members and law bonuses. A few items can also be stolen, but you need the right weapon to learn that skill first.
** With the bazaar, you aren't crafting the item though. You're putting loot on some researcher market for someone else to buy, at which point they will make an item and put it on the market for you to buy.

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* ''VideoGame/FinalFantasyTacticsA2'' has the bazaar, which is almost one of the only way consistent ways to get good equipment, other equipment. Rather than abusing doing the Auction House. Oddly enough, you need to craft the item and then have to ''buy'' it. At least most items are available in unlimited amounts afterwards, though.
** Well, there are a few other ways but neither is going to get you anything great; hiring new members and law bonuses. A few items can also be stolen, but you need the right weapon to learn that skill first.
** With the bazaar, you aren't
crafting the item though. You're putting loot on some researcher market for someone else yourself, you trade away materials you've acquired to buy, at allow NPCs to create new items which point they will make an item and put it on the market for you to can then buy.
13th Jul '17 7:14:13 AM mogryo
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* ''VideoGame/NeverwinterNights2'' features a crafting system which requires one to put items into workbenches and cast spells on them, potentially creating items that are significantly stronger than what would otherwise be available. This is despite background lore suggesting that creating magical items is an intricate and time-consuming process, requiring up to several years to create the more potent ones. In this game, crafting basically takes no time at all. In [=DnD=] 3.0 and 3.5, magic items take 1 day to craft for every 1000 GP market price (So even a +1 sword should take 2 days).
** As the maximum cost of items is 200,000 gold, that makes the max craft time 200 days, or a bit under seven months. A far cry from 'years'. But given that in D&D you can go from a level 1 nobody to a max level Badass in a third that time (excluding downtime such as time spent making such an item) it still is a very long time spent crafting.
** Time in ''VideoGame/NeverwinterNights2'' is very much [[TakeYourTime not to scale]]. Just count all the various places in the game where it's possible to take an 8-hour rest when it makes absolutely no sense.

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* ''VideoGame/NeverwinterNights2'' features a crafting system which requires one to put items into workbenches and cast spells on them, potentially creating items that are significantly stronger than what would otherwise be available. This is despite background lore suggesting that creating magical items is an intricate and time-consuming process, requiring up to several years to create the more potent ones. In this game, whereas crafting basically takes no time at all. In [=DnD=] 3.0 and 3.5, magic items take 1 day to craft for every 1000 GP market price (So even a +1 sword should take 2 days).
** As the maximum cost of items
is 200,000 gold, that makes the max craft time 200 days, or a bit under seven months. A far cry from 'years'. But given that instantaneous in D&D you can go from a level 1 nobody to a max level Badass in a third that time (excluding downtime such as time spent making such an item) it still is a very long time spent crafting.
** Time in ''VideoGame/NeverwinterNights2'' is very much [[TakeYourTime not to scale]]. Just count all the various places in the game where it's possible to take an 8-hour rest when it makes absolutely no sense.
this game.
13th Jul '17 7:09:09 AM mogryo
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* Central to the gameplay of ''VideoGame/DwarfFortress'', since it's very much like a typical MMORPG turned upside down. If you want to equip an army capable of standing up to goblin ambushes and sieges, the monsters in underground caverns, and [[spoiler: the demons from Hell]], you're going to have to have your dwarves dig up ore, smelt it into metal, and turn it into weapons and armor. And that's just the ''equipment'' your dwarves use. You also have to craft the beds they'll sleep in, the doors to their bedrooms, the booze they drink, the barrels that hold the booze, and more. Crafting is also a common focus of many GameMods, especially for [[AnAdventurerIsYou Adventurer Mode]]. In the base game though, adventurers are limited to knapping sharp rocks.

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* Central to the gameplay of ''VideoGame/DwarfFortress'', since it's very much like a typical MMORPG turned upside down.''VideoGame/DwarfFortress''. If you want to equip an army capable of standing up to goblin ambushes and sieges, the monsters in underground caverns, and [[spoiler: the demons from Hell]], you're going to have to have your dwarves dig up ore, smelt it into metal, and turn it into weapons and armor. And that's just the ''equipment'' your dwarves use. You also have to craft the beds they'll sleep in, the doors to their bedrooms, the booze they drink, the barrels that hold the booze, and more. Crafting is also a common focus of many GameMods, especially for [[AnAdventurerIsYou Adventurer Mode]]. In the base game though, adventurers are limited to knapping sharp rocks.
4th Jul '17 10:01:06 AM RockRaider
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Added DiffLines:

* You can do this in ''VideoGame/{{Skyhill}}''.
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