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Crafting Reworked

Hi All,

I've reworked the weapon and armor forging system and introduced a few new features. These updates will be available in the Full Release.


[h3]Skill Development[/h3]

Alchemists and blacksmiths no longer develop special skills randomly. Instead, they earn skill points upon reaching levels 10, 20, 30, and beyond. Players can use these points to select a special skill, such as 'Skilled Herbalist' or 'Enchanter,' or to remove a negative trait. This system allows for greater customization of craftsmen, making their development less dependent on chance.


[h3]Bows & Shields[/h3]

The creation of bows, shields, and magic staves will now be possible. To craft these items, the blacksmith must possess a special skill called 'Master Smith.' Different types of shields will offer unique bonuses. For instance, the Cavalry Shield provides a +15% chance to block but offers less protection against arrows due to its smaller size.


[h3]New Alloys[/h3]

Eleven new alloys have been introduced, each offering a unique bonus. This allows all melee weapons, bows, and shields to have two distinct bonuses: one based on the weapon type and another determined by the alloy used during their creation.


[h3]Raw materials[/h3]

The raw materials have been replaced with four distinct types of steel.

Standard Steel is the most common and affordable option. It has no notable advantages or disadvantages, serving as a balanced choice for general use.

Light Steel weighing 30% less than Standard Steel, this type is ideal for applications where weight is a concern. However, its enchantability is reduced by 30%, making it less suitable for enchanting.

Army Steel provides a 20% bonus for either damage or protection. It is 30% heavier than Standard Steel, making it more demanding to wield or wear.

Arcane Steel gives a 30% enchant bonus. On the downside, it is less durable than Standard Steel and reduces physical protection or damage output by 15%.