Camelot Unchained Wiki
(Added references section.)
Line 109: Line 109:
* Crafting Q&A Part 3
* Crafting Q&A Part 3
{{#ev:youtube|3VDByxYXA1w }}
{{#ev:youtube|3VDByxYXA1w }}
<references />

Revision as of 13:23, 16 April 2015

Crafting - the ability to make items. Crafting is a key part of the design of Camelot Unchained, as nearly all items in the game are player-created through a customizable Vox Magus crafting station. One of the very few exceptions is that brand-new players will start with some items, as City State Entertainment has stated that new players should not start the game "naked."


  • The crafting system of Camelot Unchained will cater to both full-time and casual crafting
  • The Vox Magus takes the familiar MMORPG concept of a forge in a new direction
  • The use of souls in crafted items, while not a unique twist, is being done in an original manner that will allow master crafters to make very rare and powerful items
  • A vast number of options, combined with varying needs, means that two items will rarely be identical, and crafters can charge premium prices for well-made or very specific items

Guiding Principles of Crafting from CSE

  • Crafting must support both “popcorn” crafting (simple crafting/repairing available to all players) as well as a full-time “pure” crafter class that doesn't need to engage in combat in order to play the game
  • Crafting MUST create a vibrant economy that ensures a key role for the crafter class in the game’s economy
  • Economic support systems must be robust enough to replace an Auction House
  • Crafting is magic, and should embrace magic at its core
  • Crafting should use a consistent interface for all crafting, but customize it for each Realm
  • CSE has said that the use of a single interface cuts development time and resources overall, but allows them to “go to town” on the main interface
  • System must be designed with a long-term view
  • Crafters must be able to make a profit throughout their lifetime
  • Crafting needs to prevent or at least slow down “MudFlation” through use of time and money sinks

Meaning of "Crafting is Magic"

  • All pure crafters use magic
  • Crafters can progress in their skill, just as combatants do
  • With downtime and recovery time, crafters will not be able to craft 24 hours straight. This will slow progression, and prevent flood of items from well-funded crafters
  • Players will use a “Vox Magus” in a similar manner that mages use their spellbooks
  • Crafting should be more challenging, interesting, and visually enjoyable, as crafting can become a “performance piece” that people can watch and enjoy

Popcorn Crafting

Popcorn Crafting is a basic crafting system available to all players, not just pure crafters.

  • Intended to allow a greater sense of self-sufficiency for the non-crafter, so that "they don’t have to run back to town every 30 minutes to find a crafter"
  • Can only be used for simpler actions that require little magic and a small time commitment
  • Can engage in low-level mining, harvesting, gathering, etc.
  • Can repair low-power weapons and most armor
  • Can create basic arrows, repair kits, and other such items
  • Can create potions (unconfirmed, proposed Stretch Goal)
  • Frees up pure crafters to focus on their own special skills

Popcorn Crafting – Repairing

  • Minor damage to armor and weapons can be repaired, but heavy damage requires the help of a pure crafter
  • Combatants can carry around whetstones, repair kits that allow them to do some basic work themselves
  • Sitting down after a battle or two with your mates to sharpen your own weapon or repair armor adds to immersion
  • Archers can fletch their own simple arrows if they have the components

Popcorn Crafting – Gathering/Harvesting

Wandering around and picking up stuff scattered throughout the world is considered a key example of Popcorn Crafting. The planned design is that players can gather or harvest from any field or plot that falls into one of the following:

  • Unowned
  • Owned by the player (Combatants can have their own fields, but they will be limited in size)
  • Owned by an enemy Realm
  • Owned by another player or entity which has granted the gathering player permission

Popcorn Crafting — Mining

  • Unlike fields, many mines are owned by the Realm, which then allows all members of the Realm to mine there
  • Realm-owned mines also come with a limit on what can be taken out per day
  • Access to mines works in a similar manner to fields
  • Combatants mine slower than crafters, due to crafters’ skills and access to higher-level equipment
  • Combatants can mine most minerals, but lack higher-level equipment for some minerals

Crafting for Crafters: Design Goals for Full-time Crafting

  • "Pure" crafters use the Vox Magus, a magic focus crafting station with lots of customization and power options that the crafters use to make their items
  • Treat the “pure” crafter as a mage: A crafter has stats, crafting points, and downtime
  • Crafters are split into three sub-classes, though each can access all three. They are: Takers (they take from the land), Shapers (they shape the raw materials) and Makers (they make the finished item)
  • Ensure that the system does not require macro-ing to succeed
  • Crafters should not have to create 10,000 arrows to see their skill tick up one tiny bit
  • Use downtime + crafting time to remove the need to make 10K arrows
  • Reward the player for crafting without the penalty of inducing carpal tunnel
  • Crafters should have stat progression similar to combatants
  • Crafting an item is not automatic; each item takes time and drains resources
  • Prevent rapid-fire crafting of items by guilds, and helps slow down the supply of any crafted item
  • Allow the crafter to control almost every aspect of the final item
  • Integrate the blueprint system from building with crafting
  • If crafters can be treated more like the architect than the laborer, crafting will be less drudgery and more fun
  • Allow the Realm to buy items from players
  • Ses a floor for the item, and guarantee that low-level crafters can still make money
  • Encourage Realm pride, as crafters’ contributions are apparent and rewarded
  • Still under consideration by CSE/Mark Jacobs: Should there be special “crafting stats,” or should we just reuse current stats?

Souls in Crafting

  • Crafters can use bits of their own (or captured) souls in crafting an item
  • Like combatants’ soul shards that are captured in battle, soul shards are limited in duration and number
  • Crafters can only use a certain number of shards at any one time
  • This limits the amount of powerful items one crafter can create
  • Souls can grant additional power to items, and can also make those items more resistant to wear, breaking, etc.
  • Captured souls can act as a beacon to the soul’s owner in RvR
  • Souls can be used to power spells that are engraved in very select items
  • The cliché “Fireball Wand” would be considered a very powerful item, rare and expensive

The Depths

Little information has been released regarding The Depths, but it will include special crafting equipment and unique resources.


  • Kickstarter Crafting Presentation
  • BSC Crafting Presentation
  • Crafting Q&A Part 1
  • Crafting Q&A Part 2
  • Crafting Q&A Part 3