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Vanguard:Saga of Heroes>>Class & Skill>>Crafting Classes
Vanguard crafting is a turn-based mini-game which relies on skill and strategy for success. The crafting system is designed to be a viable and fully-fleshed game experience in itself. And a fun one. While interdependent with Adventuring and Diplomacy, players do not need to level these other spheres to advance in crafting. Nor will it be necessary for crafters to spend most of their time harvesting to acquire the materials necessary to advance.
Trades
Crafting Classes
The four crafting trades are:

* Alchemist - potions, infusion, etc.
* Artificer - wooden weapons, jewelry, focus items, vehicle components and structural components.
* Blacksmith - metal weapons, armor, vehicle components and structural components.
* Outfitter - cloth or leather armor, armor components and bags.


Players can choose one trade. They can then specialize in their trade.
Crafters can choose to abandon a trade or specialization and take up another. When this happens, the crafter will lose the skills of their original trade, but retain their crafting level and attributes.
Specialization
 · Artificer: Carpenter or Mineralogist.
 · Blacksmith: Armorsmith or Weaponsmith.
 · Outfitter: Leatherworker or Tailor.

Crafting Skills

Each trade has a number of skills, including skills associated with each specialization. These are important during refining and finishing processes, as they affect how well you can deal with complications, progress, and quality.
Attributes
Crafters have four attributes unique to them:

 · Finesse
 · Ingenuity
 · Reasoning
 · Problem Solving

Like skills, these are important during the crafting process, but are not tied to any trade.
Preparation
Before the crafting process can begin, the crafter must have four necessary things: a recipe, a crafting station, component materials and tools. It also helps to be wearing crafting gear, but gear is not a requirement for success.

Recipes
The recipe, presuming you are an appropriate level to use it, defines a set of actions which must be performed. Recipes can be obtained from trainers, through quests, by experimentation and possibly as drops.
Once a recipe is obtained, it must be mastered. When the recipe is mastered, other recipes may be unlocked.

Crafting Stations
A crafting station is required for all crafting. Stations have different qualities, levels and inherent strengths and weaknesses. Access to an appropriate crafting station is just as important as having the materials to craft. Stations affect:

* Execution of actions.
* Severity and chance of complications.
* Quantity of items which can be worked per process
* (Possibly) how many slots are available on the crafting inventory.

Although it will be possible for players to construct crafting stations in certain circumstances, the stations will not be portable and it is not expected that players will be crafting in between battles while adventuring.

Component Materials
The ingredients required for crafting recipes fall into two categories: expendables and components. Expendables are vendor-purchased items (for instance, flux), while components can be resources obtained through harvesting or supplied by a city through a work order, or material refined in a previous crafting session.

Tools
The tools of a crafter's trade, such as the blacksmith's hammer or the outfitter's needle, are the final item necessary for crafting. Just like adventuring weapons, these tools can have different qualities and value, and crafters may even create their own tools. Tool quality will be an important factor in the outcome of the crafting process.

Gear
Other equipment, while not part of the 'vital four' of the actual crafting process, certainly has the potential to significantly affect the outcome. The tool belt, for instance, may alter how many tools the crafter can have ready during the crafting process, while other equipment might grant bonuses to abilities.

Crafting Process

Action Points

Crafters have a pool of action points which they must spend each time they perform an action during the crafting process. Although the action points will be sufficient to complete each of the basic steps of the recipe, countering any complications which arise during the crafting process will also burn action points.

Each action in response to a complication will use further action points, and if the crafter spends their entire pool of action points before all the steps of the recipe are complete, the crafting process will fail.

It is believed that only Refining and Finishing can fail. Assembly is said to be a 'guaranteed combine' which means you will always succeed in making an item. However, the quality of the item will probably be affected by the crafter's skill during the assembly process.

Commencing Crafting

Recipe in hand, the crafter must engage the crafting station and ready both tools and materials for use. This appears to the player as a series of boxes into which tools and materials are placed. Once the crafting session is commenced, additional materials and tools cannot be used.

It is important to note that a crafter does not refine, finish and assemble an item in a single crafting session. Refining is a crafting session in itself, and to obtain sufficient refined material, the crafter may undertake numerous refining sessions before moving on to a finishing session.

Complications

Complications can occur during your crafting session, requiring action points, consumables, and specific crafting tools to allieviate. Should a complication occur, it will appear to the right of the crafting dialog box (Pictured above). Each complication is widely different, but generally a complication will increase the number of action points needed to continue crafting. Most often, it is beneficial to spend the action points and consumable to rid yourself of the complication. However, if the complication is quite expensive in terms of action points or consumables, you may choose to continue on with the recipe.

Make sure you know the exact consequence of the specific complication. You don't want to be continuing on with your recipe only to discover the complication was lowering the recipe's quality!

Refining

During the Refining stage, raw materials obtained from harvesting are, well, refined and made ready for use in the Finishing stage.

Finishing

Finishing is the process of converting refined raw materials into components suitable for assembly. The quality of your raw materials and the skill with which you finish them, will determine the grade of the components you produce.

Assembly

Assembly is the process of putting all your work together into a finished product, and is a relatively simple process compared to Refining and Finishing. Assembly uses three components (which are created during the Finishing process, although it is possible some of them will have been obtained as adventuringloot). These components may have different qualities or grades, and the grade of each of the components will have an effect on the overall quality of the final item.

As assembled items often require components from different crafting trades, item assembly will often require interaction with other crafters. Unlike Refining and Finishing, Assembly is said to be a guaranteed combine and cannot fail. The assembled item will have a Maker's Mark signifying the crafter who completed the recipe.


Advancement & Groups

Advancement does not explicitly require interaction with other players, however creating complex and powerful items and learning special things will require interaction.

Experience

It will take a player approximately as much time to reach the maximum level in crafting as it would for a player to reach maximum level in adventuring. It is not yet clear whether crafting experience is lost as well as gained, and in what circumstances.

Generally work orders are the primary means of gaining crafting experience.

Work Orders

A work order is a crafting commission from an npc. Work orders are performed to the benefit of the city, and draw upon resources stocked by the city. Work orders are expected to be the primary mechanism for gaining crafting experience and levels in Vanguard.

The items produced for a work order are returned to the city, not to the crafter. Items crafted for selling to players are not made by work orders. They will require the crafter to obtain the necessary component materials.

Recipe Discovery

While a crafter can reach the maximum level in both their primary and secondary trade, the crafter can only gain basic recipes for their secondary trade. Although some recipes will require a certain crafting level to be able to perform, being significantly higher than the level of a recipe will not give the player a bonus to crafting the item.

Experimentation

Experimentation is a method of discovering new recipes. The crafter can choose to diverge from a known recipe, forfeiting the item the recipe would normally produce in an attempt to discover a new recipe.

Inspiration can be spent to increase the chances of success.

Inspiration

Inspiration is a resource pool which slowly increases in response to your crafting successes. Crafters can spend their inspiration during the crafting process, or store it to enhance their chances of successfully experimenting on an item.

Group Projects

Complex designs, such as ships, require multiple crafters to complete. These will not necessarily involve multiple crafters on the same parts, but often require different trades for the .

Multi-sphere Interaction

Crafters seeking to make high quality goods will need to rely on other adventurers/harvesters for quality resources (work orders aren't enough). The influence of diplomacy in crafting isn't known however.

 

More Information

Creating unique items

Crafting has a great level of customization, through the use of materials such as attuning dusts as well as their level of quality. If a crafter desires a Grade A final item, they may have to use more expensive components to help them if they're aren't quite good enough to handle that item difficulty. Occasionally, a person may get a chance to turn the item they're creating into a unique item with a special opportunity, which opens up interesting situations for a limited market of rare crafted items that cannot be created on purpose. You'd better be on the good side of the better crafters on your server for the chance of bidding on one of these rarities!

Crafting Commands and Macros

/craftingaddsecondary
FORMAT: /craftingaddsecondary
When presented with the option, add the secondary ingredient to the crafting process.

/craftingchangeactivetoolbelt

/craftingchangetoolbelt
FORMAT: /craftingchangetoolbelt
For use only during crafting. Populates a window with all your toolbelts for use in changing toolbelts.

/craftingselectaction
FORMAT: /craftingselectaction <number>
Execute the crafting action in the crafting actions window that corresponds with number, counting from the left in the UI.

/craftingselectstep
FORMAT: /craftingselectstep <number>
Select the step in the recipe that corresponds with the number, starting from the left in the UI.

/recipesdisplay
FORMAT: /recipesdisplay
Lists your recipes.

/refineadditem
FORMAT: /refineadditem <item keyword>
Move an item from your inventory to your refining workbench.

/refinecancel FORMAT: /refinecancel
Cancel or end the crafting process.

/refineremoveitem
FORMAT: /refineremoveitem <item keyword>
Moves an item from your refining workbench to your inventory.

/refinesetrecipe
FORMAT: /refinesetrecipe <recipe name>
Set the recipe you want to use in refining.

/refiningrecipeinfo
FORMAT: /refiningrecipeinfo <recipe name>
Displays detailed information on a refining recipe


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