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[[folder:Tabletop Games]]
* The earliest editions of the ''TabletopGame/DungeonsAndDragons'' didn't really pay much attention to crafting, as the game was focused around the tactical side of adventuring. Later on came the proficiency (2e) and skill (3e and on) systems which let one produce non-magical equipment and goods. But the production of magic items has always been more of an ordeal for players and characters alike...
** 2nd Edition kept the heavy focus on adventuring in all things, including crafting. Magic items were supposed to be special, so the GameMaster was advised to come up with strange and difficult processes and ingredients to go into any item - getting a dragon to breathe fire on the steel for your sword was a ''simple'' starting point. A handful of spells were also part of the process, one of which [[CastFromLifespan took some of the caster's Constitution score to cast]], effectively limiting how many items a wizard could make in their lifetime before it killed them.
** 3rd Edition and 3.5 required you to take Item Creation Feats to make anything magical. Everything was assigned a base price in gold pieces and experience points to create, the former to represent the cost of materials and the latter under the idea that casters gave up something of themselves to create a magic item. It was an all-around simpler process than 2e's, to reflect how a certain value of magic gear had become part of the power curve - if you were poor, you were falling behind the rich guy of the same level. It also let someone make stuff without detouring the whole campaign just for one person's creations.
*** The ''TabletopGame/{{Eberron}}'' setting in 3.5e also introduced the Artificer class, focused on magical gear and item crafting. So they didn't automatically fall behind other characters just to use their abilities, they got a pool of special points to spend instead of experience points, which refreshed and grew with each level up. Eberron is a setting buried in low-level magical gear, and the Artificer was created to help justify that.
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* ''VideoGame/StarTrekOnline'' ''has'' Item Crafting, but because of a strange shift in priorities, it's essentially non-existent. It's mainly used now to craft the crafting-only space set Aegis.
* ''VideoGame/SDGundamCapsuleFighter'' doesn't have Item Crafting. It has ''Mobile Suit Crafting''. Rank B and beyond MS can be crafted by combining a number of lower-ranking suits via a blueprint. This is the only way to obtain -R Rank suits like the Pack-equipped [[Anime/MobileSuitGundamSEED Strike Gundams]].
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[[caption-width-right:214:[-Baking made easy!- -(Finding the resources was hard enough...)-] ]]

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[[caption-width-right:214:[-Baking made easy! (Finding the resources was hard enough...)-] ]]

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[[caption-width-right:214:[-Baking made easy! (Finding easy!- -(Finding the resources was hard enough...)-] ]]
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[[caption-width-right:214:[-Baking made easy!-] ]]

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[[caption-width-right:214:[-Baking made easy!-] easy! (Finding the resources was hard enough...)-] ]]
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* Probably the only way to get useful gear in ''ThroneOfDarkness'', is to make it yourself. The complex ItemCrafting system was one of the few original and truly appealing features the game had.

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* Probably the only way to get useful gear in ''ThroneOfDarkness'', ''VideoGame/ThroneOfDarkness'', is to make it yourself. The complex ItemCrafting system was one of the few original and truly appealing features the game had.
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* ''VideoGame/ArxFatalis'' lets you combine objects, regardless if they are in your inventory or not, leading to diverse crafting system that ranges from simply cooking fish (caught by fishing rod made by combining a stick and a rope) on the fire to using billows to heat a hiltless blade in the furnace and then forging the desired weapon to brewing potions in still from powdered plants to full techological cycle of [[spoiler: mining the mithril ore in dwarven quarry with a pickaxe, breaking it to pieces with a steam hammer, smelting it into pure metal in the blast furnace, casting it into a sword in molding machine, adding some meteor powder and a dragon egg and finally slapping an enchantment on it to produce the [[InfinityPlusOneSword Ultimate]] [[SwordOfPlotAdvancement Weapon]].]]
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* Most of the higher level or more effective equipment in ''BattleStations'' is crafted using rare items which have outlived further usefulness.

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* Most of the higher level or more effective equipment in ''BattleStations'' ''VideoGame/BattleStations'' is crafted using rare items which have outlived further usefulness.
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** Weapon and Armor crafting deserves special mention on how ''insanely deep it is''. Not only there's a huge list of Materials, you can power up your gear (known as Tempering ingame) with every item in the game that isn't a material. Each one of these items may grant you stat bonuses, elemental affinity, immunity to status effects or insert a Card in your equipment (up to 3 Card slots [[GuideDangIt plus one that is completely hidden]]), which also can do all of this and much more, up to and including ''completely changing the rules of tempering altogether''. By the way, these are the ''basics''. In a game whose average weapon has around 50 Attack Power, Tempering can make one with above '''800''' plus insane stat bonuses.
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** ''VideoGame/FalloutNewVegas'' greatly expands the crafting system seen in ''VideoGame/{{Fallout 3}}''. The crafting system is now primarily based on your level in certain skills, Repair and the new Survival skill being the requirements for the majority of recipes. It's a bit more balanced too; There's less blueprints and the really strong recipes require high skill levels. New Vegas also introduces cooking (allowing for superior food items to be made with the various raw ingredients around the game world) and handloading (allowing for ammo to be broken down into raw materials, collecting empty casings from hunting and firefights and reloading them, and building more powerful or specialized ammo types). A good survivalist will be able to save a lot of caps on food and ammunition by hunting and recycling empty casings/spent power cells.

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** ''VideoGame/FalloutNewVegas'' greatly expands the crafting system seen in ''VideoGame/{{Fallout 3}}''.3}}'', although most of the weapons you create are expendable explosives. The crafting system is now primarily based on your level in certain skills, Repair and the new Survival skill being the requirements for the majority of recipes. It's a bit more balanced too; There's there are less blueprints and the really strong recipes require high skill levels. New Vegas also introduces cooking (allowing for superior food items to be made with the various raw ingredients around the game world) and handloading (allowing for ammo to be broken down into raw materials, collecting empty casings from hunting and firefights and reloading them, and building more powerful or specialized ammo types). A good survivalist will be able to save a lot of caps on food and ammunition by hunting and recycling empty casings/spent power cells.
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* ''FallenEarth'' just about requires you to have a crafting character, a friend who crafts, or to be prepared to spend a lot of chips on the auction house to keep your gear up to date. It's a post-apocalyptic ScavengerWorld where all industry has regressed to hand-crafting whatever you need.
* The ''WesternAnimation/{{Wakfu}}'' MMO has a fairly elaborate crafting system with lots of skills, of which the harvesting skills are tied up in the world's [[BalanceBetweenGoodAndEvil balance between wakfu (growth, life energy) and stasis (destruction, death energy)]]. You don't have to learn to craft but it has definite benefits, and almost everyone will practice the Mining skill since you need to mint your own coins.


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** It is in fact something of a sport among the ''Franchise/StarOcean'' fandom to see how soon into a game you can snap it into tiny bits using the item crafting system. One of the most notable gameplay changes between ''VideoGame/StarOceanTheSecondStory'' and its PSP remake is moving one of the learnable crafting skills to a later point in the game so you can't get Claude's InfinityPlusOneSword before the game is 1/3 done.


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** The PSP remake, ''Persona 3 Portable'', now tells you what you'll get out of weapon fusion. As well, fusing a particular persona to ''any'' Nihil weapon will produce that unique weapon - sticking Thor on a spear will produce Mjolnir just as well as fusing him to a hammer. Once you create a unique weapon, though, it can't be fused further; if you need to upgrade from one of the weaker uniques you have to possess another Nihil weapon of the type you want.

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Zapping overly informal tone


* ''VideoGame/NappleTale'' does not concern itself with upgrading the heroine's gear, but the player can craft {{Mon}}s to expand her abilities. The process is rather...whimsical.
** Step one: collect recipes. Step two: use the special decoding machine to break items dropped by monsters into...[[MadeOfPhlebotinum ideas]]? Pictographs? Something like that; the game calls it MIS. Step three: follow the recipes to reassemble ("remix" in ''Napple Tale'' parlance) MIS into floating, cuddly creatures that shoot [[RazorWind shockwaves]] or turn into bridges.

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* ''VideoGame/NappleTale'' does not concern itself with upgrading the heroine's gear, but the player can craft {{Mon}}s to expand her abilities. The process is rather...whimsical.
abilities.
** Step one: collect recipes. recipes.
**
Step two: use the special decoding machine to break items dropped by monsters into...[[MadeOfPhlebotinum ideas]]? Pictographs? Something like that; the game calls it MIS. into MIS.
**
Step three: follow the recipes to reassemble ("remix" in ''Napple Tale'' parlance) MIS into floating, cuddly creatures that shoot [[RazorWind shockwaves]] or turn into bridges.
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* ''VideoGame/NappleTale'' does not concern itself with upgrading the heroine's gear, but the player can craft {{Mon}}s to expand her abilities. The process is rather...whimsical.
** Step one: collect recipes. Step two: use the special decoding machine to break items dropped by monsters into...[[MadeOfPhlebotinum ideas]]? Pictographs? Something like that; the game calls it MIS. Step three: follow the recipes to reassemble ("remix" in ''Napple Tale'' parlance) MIS into floating, cuddly creatures that shoot [[RazorWind shockwaves]] or turn into bridges.

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* In ''{{Overlord}}'', it is possible to make weapons and armor, and upgrade them with [[PoweredByAForsakenChild lives of your minions]]. Since Overlord doesn't get any levels, it is the only way to do LevelGrinding (because the process of getting new minions is very similar).
* ''{{Castlevania}}'': ''[[VideoGame/CastlevaniaChroniclesOfSorrow Dawn of Sorrow]]'' uses this for many weapons. Weapons can be upgraded into new forms thanks to Yoko by fusing them with soul abilities (which act as subweapons and magic in this game). Souls and weapons often require grinding, which can become a frustrating mechanic. Some weapons use boss souls, which only appear once! It becomes a case of whether you want to go further up the chain, or keep a potentially useful ability (or upgrade, then grind for the soul again). This soul fusion is the only way to get many of the best weapons, or at least ones above "mediocre" level.

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* In ''{{Overlord}}'', ''VideoGame/{{Overlord}}'', it is possible to make weapons and armor, and upgrade them with [[PoweredByAForsakenChild lives of your minions]]. Since Overlord doesn't get any levels, it is the only way to do LevelGrinding (because the process of getting new minions is very similar).
* ''{{Castlevania}}'': ''[[VideoGame/CastlevaniaChroniclesOfSorrow Dawn of Sorrow]]'' ''Franchise/{{Castlevania}}''
** ''VideoGame/CastlevaniaDawnOfSorrow''
uses this for many weapons. Weapons can be upgraded into new forms thanks to Yoko by fusing them with soul abilities (which act as subweapons and magic in this game). Souls and weapons often require grinding, which can become a frustrating mechanic. Some weapons use boss souls, which only appear once! It becomes a case of whether you want to go further up the chain, or keep a potentially useful ability (or upgrade, then grind for the soul again). This soul fusion is the only way to get many of the best weapons, or at least ones above "mediocre" level.level.
** ''VideoGame/CastlevaniaCurseOfDarkness'' has such a system which can be used to craft weapons ranging from [[JokeWeapon joke weapons]] to [[InfinityPlusOneSword extremely powerful weapons]]. There is also a system for creating your Innocent Devils.



* ''CastlevaniaCurseOfDarkness'' has such a system which can be used to craft weapons ranging from [[JokeWeapon joke weapons]] to [[InfinityPlusOneSword extremely powerful weapons]]. There is also a system for creating your Innocent Devils.

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* Scattered through the first twelve towers in ''VideoGame/PandorasTower'' are numerous objects, spoils and treasures that can be given to Mavda so she can upgrade the weapons Aeron finds, including the secret fourth weapon that can be found during the NewGamePlus. Uniquely, the upgrade requirements can be chosen accordingly to the items gathered, though all of them will be necessary if the player seeks to completely empower the weapons. As far as money goes, the upgrades are all free.



* In ''VideoGame/DissidiaFinalFantasy'', many items in the Shop must be bought with both items and gil. This is called Trading in the game, but you'll probably notice that, usually, the items you need to trade can logically act as ingredients for the purchase. An ItemCrafting system by any other name...
** It was actually called "Synthesis" in the Japanese version.

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* In ''VideoGame/DissidiaFinalFantasy'', many items in the Shop must be bought with both items and gil. This is called Trading in the game, but you'll probably notice that, usually, the items you need to trade can logically act as ingredients for the purchase. An ItemCrafting system by any other name...
**
It was actually called "Synthesis" in the Japanese version.
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* ''DeadRising2'' features combo weapons, made by [[DuctTapeForEverything duct-taping]] other weapons together. Examples include [[ChainsawGood a kayak paddle with a chainsaw on each end]], [[WolverineClaws Knife Gloves]], a LaserBlade, and even a motorized wheelchair with machine guns and a robotic voice that taunts your enemies.

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* ''DeadRising2'' ''VideoGame/DeadRising2'' features combo weapons, made by [[DuctTapeForEverything duct-taping]] other weapons together. Examples include [[ChainsawGood a kayak paddle with a chainsaw on each end]], [[WolverineClaws Knife Gloves]], a LaserBlade, and even a motorized wheelchair with machine guns and a robotic voice that taunts your enemies.
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** The "Tech 2" module item class is a class of items unique to 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 EVEOnline, and there is no analogous item class in other MMOs.[=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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* ''BatenKaitos''... good lord. The best weapons are found in treasure chests (and many common drops are also far stronger than the best weapons that can be created through ItemCrafting), but the best ''healing'' items...
** Then there's the PacMan sidequest in ''Origins'', where you have to feed a PacMan magnus ''every other magnus that is not plot necessary''. Oh, and to keep PacMan from eating every other magnus, you have to surround him with plot necessary magnus. Granted, the reward for ''that'' sidequest is the biggest GameBreaker imaginable.

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* ''BatenKaitos''... good lord. ''BatenKaitos''. The best weapons are found in treasure chests (and many common drops are also far stronger than the best weapons that can be created through ItemCrafting), but the best ''healing'' items...
**
items have to be crafted manually. Then there's the PacMan sidequest in ''Origins'', where you have to feed a PacMan magnus ''every other magnus that is not plot necessary''. Oh, and And to keep PacMan from eating every other magnus, you have to surround him with plot necessary magnus. Granted, the reward for ''that'' sidequest is the biggest GameBreaker imaginable.
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* ''BatenKaitos''...good lord. The best weapons are found in treasure chests (and many common drops are also far stronger than the best weapons that can be created through ItemCrafting), but the best ''healing'' items...

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* ''BatenKaitos''... good lord. The best weapons are found in treasure chests (and many common drops are also far stronger than the best weapons that can be created through ItemCrafting), but the best ''healing'' items...
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** Returned again in ''VideoGame/DragonQuestIX''.

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** Returned again It returned in ''VideoGame/DragonQuestIX''.
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* ''VideoGame/TalesOfSymphonia'' has this, and the GaidenGame, ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'', has it even more annoying, in that not only are you utilizing random drops to get these items, the most powerful forms of your [[{{Mons}} monstrous allies]] can only be acquired using equipment that must be specifically crafted...using an item that only appears once as anything other than a random drop...and the enemies that it's a random drop for can only be found in an area that can only be reached on a NewGamePlus. Why must you annoy us so?
** ''VideoGame/TalesOfTheAbyss'' was worse by far. Some of the best armor in the game required you to search specific points on the world map for items of different rarities. One characters titles could get you specific rarities easily, so that wasn't so bad. But giving the items to one person who didn't tell you what you could make until after they were given, adding them to a pool, with all items having specific requirements to be met, some requiring almost hundreds of items to have a ''chance'' at, and two or three items with the same requirements, one often being fairly easy to get while the other could only be gotten by that method. It was a horrible case of GuideDangIt.

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* ''VideoGame/TalesOfSymphonia'' has this, and the GaidenGame, ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'', has it even more annoying, in that not only are you utilizing random drops to get these items, the most powerful forms of your [[{{Mons}} monstrous allies]] can only be acquired using equipment that must be specifically crafted... using an item that only appears once as anything other than a random drop...and the enemies that it's a random drop for can only be found in an area that can only be reached on a NewGamePlus. Why must you annoy us so?
** ''VideoGame/TalesOfTheAbyss'' was worse by far. Some of the best armor in the game required you to search specific points on the world map for items of different rarities. One characters titles title could get you specific rarities easily, so that wasn't so bad. But giving the items to one person who didn't tell you what you could make until after they were given, adding them to a pool, with all items having specific requirements to be met, some requiring almost hundreds of items to have a ''chance'' at, and two or three items with the same requirements, one often being fairly easy to get while the other could only be gotten by that method. It was a horrible case of GuideDangIt.

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* ''VideoGame/TheLegendOfZeldaSkywardSword'' has a shop where you can use stuff that RandomlyDrops from enemies to improve your items, making them tougher (shields are breakable in this game) and sometimes adding new abilities.

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* ''VideoGame/TheLegendOfZeldaSkywardSword'' has a shop where you can use stuff that RandomlyDrops from enemies to improve your items, making them tougher (shields are breakable in this game) and sometimes adding new abilities. There are at least two upgrades (Beetle to Hook Bettle and Digging Mitts to Mogma Mitts) that have to be acquired elsewhere, though.



* ''FinalFantasyCrystalChronicles'' has "scrolls", which have materials listed on them. Taking them to a specific shop with said materials allowed crafting of a specific item, with a chance of it being better than normal. Gems can optionally be added for various effects, resulting in many possible versions of each item. Finding some of the materials may result in GuideDangIt, however.
** Gets really weird with the NewGamePlus system, where you get items identical in appearance and similar in name & scroll, but with different materials and stats. Especially confusing with "Dragonlike", "Dragonish", "Dracolord", and "Dragon God" armors, which are all variations on the standard Dragoon outfit in the [[FinalFantasy Main Series]].

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* ''FinalFantasyCrystalChronicles'' has "scrolls", which have materials listed on them. Taking them to a specific shop with said materials allowed crafting of a specific item, with a chance of it being better than normal. Gems can optionally be added for various effects, resulting in many possible versions of each item. Finding some of the materials may result in GuideDangIt, however.
** Gets
however. It gets really weird with the NewGamePlus system, where you get items identical in appearance and similar in name & scroll, but with different materials and stats. Especially confusing with "Dragonlike", "Dragonish", "Dracolord", and "Dragon God" armors, which are all variations on the standard Dragoon outfit in the [[FinalFantasy Main Series]].
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* Weapons and armor can be enhanced this way in ''VideoGame/TheLastStory'', requiring commonplace materials like iron, gold and others. But for much higher levels, they will require rare and unique items known as "Particles of the Outsider", which are more frequent in the NewGamePlus (five of them are even earned for every boss defeated).
* The many different weapons in ''VideoGame/MonsterHunter'' can be either crafted from scratch or upgraded from other weapons. Logically, the latter is the cheaper way and will require less materials. Armor pieces can only be crafted from scratch, though, and further upgrades will require Armor Spheres (of which there are various types by rarity and rank).
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* ''VideoGame/EvilIslands'': Taken UpToEleven in this game, as you have to craft even ''spells''. Also disassemble a suit of armor and then assemble the metal into a sword and a helmet.
* ''{{Kingdoms Of Amalur Reckoning}}'' has one for making weapons, armor and items. Can reach {{Gamebreaker}} levels when used right. Oddly enough encouraged by the game as [[KarlMarxHatesYourGuts every store is VERY expensive when it comes armor and weapons]] and your first playthrough will consist of mostly grabbing any weapon or armor you find of enemies to get components for blacksmithing and pick herbs to make potions while selling anything you have no need for.

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* ''VideoGame/EvilIslands'': Taken UpToEleven in this game, ''VideoGame/EvilIslands'', as you have to craft even ''spells''. Also disassemble a suit of armor and then assemble the metal into a sword and a helmet.
* ''{{Kingdoms Of Amalur Reckoning}}'' has one for making weapons, armor and items. Can reach {{Gamebreaker}} levels when used right. Oddly enough encouraged by the game as [[KarlMarxHatesYourGuts every store is VERY expensive when it comes armor and weapons]] and your first playthrough will consist of mostly grabbing any weapon or armor you find of enemies to get components for blacksmithing and pick herbs to make potions while selling anything you have no need for.
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* ''{{Kingdoms Of Amalur Reckoning}}'' has one for making weapons, armor and items. Can reach {{Gamebreaker}} levels when used right. Oddly enough encouraged by the game as [[KarlMarxHatesYourGuts every store is VERY expensive when it comes armor and weapons]] and your first playthrough will consist of mostly grabbing any weapon or armor you find of enemies to get components for blacksmithing and pick herbs to make potions while selling anything you have no need for.
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Adding the Haunting Ground example.

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* ''VideoGame/HauntingGround'' has an alchemy-related plot, and thus the game allows us to produce items by [[DoubleEntendre inserting medallions in a sephiroth]].
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** ''VideoGame/{{Tales Of Graces}}'' gives you dualizing for making weapons, armor, accessories, items and food. The game is at least helpful enough to mark any new items you pick up as... well ''new'' and when picking one it helpfully gives you a list of what you can dualize with it (if you have it) and what will be made and anything made ends up in your dualize book for future reference. Can be surprisingly addictive since it encourages experimentation.
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** Returned again in ''DragonQuestIX''.

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** Returned again in ''DragonQuestIX''.''VideoGame/DragonQuestIX''.

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* Indie MMORPG ''Wurm Online'' takes this concept UpToEleven; ''everything'' can be crafted, and indeed has to be unless you want to try earning money on someone's big construction project. Yes, it actually simulates ''grueling manual labour''.

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* Indie MMORPG ''Wurm Online'' *''WurmOnline'' takes this concept UpToEleven; ''everything'' just about every single inventory item can be crafted, and indeed has to be unless if you don't want to try earning spend real-world money or earn some cash working on someone's big someone else's construction project. Yes, it actually (Yes, this game faithfully simulates ''grueling ''gruelling manual labour''.labour.'') It's pretty much the whole point of the game, in fact.
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* ''VideoGame/{{Stranded}}''. The player needs to craft things for surviving the islands.

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