Fractured Crafting Guide

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Basics

Fractured has a complex crafting system.  The system falls into tiers: Primitive, Tier1, Tier2, and Tier3.  Gear is also divided by quality.  While the stats do not change as the items are crafted at higher quality, the durability does.  Durability is important because you cannot repair items.  When the durability of an item reaches 0, it breaks and disappears from your character sheet.  You will need to craft and re-enchant a new item once it disappears and this can be expensive and time consuming to get a new item.  Enchants alone can be expensive (see Enchanting Guide - Not yet out).

Primitive Gear

Crafting primitive items are a bit different than Tier gear.  Primitive items are designed to be made and used by new players.  You will be in primitive gear for a bit, but it is not generally advised to waste resources enchanting them.  Primitive items can be made from your inventory and do not require workbenches to make.  Since they do not need workbenches, they do not cost crafting cost or town taxes (if applicable).  All primitive gear made in your inventory will be Poor quality.

To make primitive gear, open the crafting menu at the lower right (hammer and pickaxe) or press the 'N' key.  The crafting menu will appear.  In the top you will see two tabs: crafting and blueprints.  Select the crafting tab.  There will be several tabs on the right: Material and Components, Armors, Tools and Weapons, Consumable, and Trinkets.  Any item in these tabs can be made without a workbench, and without crafting fees.

First steps

In the tutorial, you gathered items to make armor and a weapon.  These items primitive items (Tier1).  The armor consists of light and medium armor.  The light armor is commoner clothes, while the hide is medium armor.  The weapons are either light or medium weapons.  The type of weapon and armor determine the skills you can use (See Skill Guide - Not yet available).  You can check what type of armor and weapon is required by a skill by mousing over the skill in question.  You will also notice that they have various stats:

Damage type Determines what type of damage a weapon does. 
Can restrict what skills/spells can be used.
Slash, pierce, crush (or combination)
Armor type Determines what skills/spells can be used with armor Light, Medium, Heavy
Weapon Type Determines what skills/Spells can be used with weapon Light, Medium, Heavy
Poisonable Can poison be applied to the weapon  
Channeling Can channeling skills be used while wielding weapon  
Armor Penetration Ignores a certain level of armor  
Crit Damage Increases damage dealt when you get a critical hit  
Attack Speed How fast your weapon Attacks  
Block Chance The chance to block a melee attack  
Damage Dealt Amount of Damage dealt each hit  
Armor Encumberance Affects move speed, cooldown reduction, and attack speed.  

 

Quality

Quality of items vary from poor to legendary.  As the quality goes up, so does the durability.  Players can increase the quality level they craft by repeatedly crafting the item.  The items will add to the progress of each quality level and show progress in each tier, 1 through 4.  Quality level 1, poor, is the fastest to progress.  As you progress in quality levels, the amount needed to craft increases at each level.  While it may take 10 items to progress from level 1 to level 2, it would take 20 items to get to level 2, and 40 to reach level 3 (number of iterations varies by item.  Numbers for example only).  As you go up in crafting tiers, the progress is also affected by the quality level you have reached in the previous tier. The higher level you are in the previous tier, the less items you need to craft to progress to the next level in your current tier.  So someone who has 2 out of 4 in tier1 hide armor would need to craft less to go up a level in hunter armor (tier2) than someone with level 1 in tier1 hide.  And someone who has level 4 in hide armor would progress faster in hunter armor than someone with level 3 in hide armor.

Cities and Crafting

Tech TreeCrafting is tied to cities and their tech level.  You must either use a city workbench or build your own in a housing plot in or near a claimed city (gold shield on the map).  As cities grow, they gain tech points.  These tech points can be put into things like city walls, advanced smelter or a jail, but more importantly, they are put into various crafting trees. The city level crafting interacts with the player level crafting and allows players to make up to the lower quality between the player and city level.  For example, if the city crafting level for hide armor is Excellent, and the player level is Good, the player can only make up to Good quality in that city.  The reverse is also true.  If the player can make Excellent quality but the city level is Good, the player can only make Good quality hide.

City categories are Carpentry, Blacksmithing, Wizardry, and Tailoring (additional categories like architecture are used for city building). 

Carpentry Wooden Weapons Clubs, staves, Wooden Shields
Bowcraft Shortbows, Longbows
 
Blacksmithing Plate Armor Plate Armor, Metal Shields
Metal Weapons Swords, Axes, Halberds, Pikes, Spears
Chainmail Chainmail
 
Wizardry Wizardry Wizard Staves
 
Tailoring Peltworking (Hide) Hide Armor
Sewing Cloth Armor
Tanning (Leather) Leather Armor
 
Advanced Smelting Alloy Making Advanced smelting allows use of advanced smelters and Alloy making allows the creation of alloys

 

Each category takes a tech point to raise a crafting level.  Cities are limited in tech points and cannot have all categories maxed out.  Cities that do not have a least one tech point in a category cannot craft that category in or around the city.  Cities must have a point in a subcategory to craft Tier2 items in that subcategory.  Primitive items,  hide, headdresses, and commoner clothes can be made in your inventory without visiting a workbench.  Version made in your inventory are always Poor quality and do not cost money to make.  Many of the items can be made at a higher quality at the workbenches, but there will be an added crafting cost.

 

Blacksmithing

Carpentry

Tailoring

Wizardry

Tier 1
Armor
Weapon
 
  • Primitive Quarterstaff
   
Tier 2

Armor

   
Weapon
  • Battle Axe
  • Dagger
  • Great Sword
  • Great Axe
  • Halberd
  • Handaxe
  • Long Sword
  • Mace
  • Morning Star
  • Rapier
  • Scimitar
  • Short Sword
  • Spear
  • War Hammer

 

 

 

Workbenches

Anything above Primitive gear requires a workbench to craft.  You can either build on your housing plot or use the town's benches.  Governors can restrict city benches to everyone, residents, citizens, or trusted citizens.  If restricted to citizen, trusted citizens can also use the bench.  If restricted to residents, residents (people who own a housing plot outside the city), citizens, and trusted citizens can use the bench.  Some benches are restricted to trusted citizens by the game.  These cannot be changed at this time. Workbenches built on your housing plots can always be used by you.  You can allow other players to use your benches. 

Workbenches will require the materials for the item and a crafting fee.  Cities can also impose a tax on crafting that will be added to the fee.  This tax may vary by citizen, resident, and foreigner.  When adding benches to your plot, some benches can only go inside and some can only go outside. 

Workbench Inside/Outside Description
Fleshing Beam O Finish raw hide which can be turned into hide armor or tanned for leather.
Fireplace I Rest/Cook - Fireplaces remove "greybar" when resting.  Can also be placed on patio.
Milling Stone O Grind grains to be used to make dough
Weaving Station I Turn fibers or wool into cloth.
Tailor Bench I Turns cloth into armor.
Smelter/Advanced Smelter O Turns ore into metal ingots.  Heat by using charcoal or coal.  Advance smelter makes 2 ingots per run.
Forge I/O Create metal weapons or armor from ingots.
Charcoal Pile O Turns wood into charcoal
Fletching Table I Makes bows
Woodcutting Table I Makes wooden bows and shields.
Wizard's Bench I Makes wizards staves
Tanning Tub O Processes hides and skins into leather.  Does 40 at a time, at 5 per slot.
Enchanting Table I Lets players enchant items (see enchanting guide)

 

Materials

Crafting material choiceCrafted weapons and armor will vary depending on the material used.  You can craft the same item with a different material to get different stats.  When crafting an item, you will see the requirements list.  One of the items will be a option to select the materials that item can be crafted from.

Wood Metals Cloth Hides
Leather
  • Chestnut
  • Deadwood
  • Frostwood
  • Hardwood
  • Lightwood
  • Red Maple
  • Yew
  • Bloodiron (alloy)
  • Bronze (alloy)
  • Copper
  • Electrum (alloy)
  • Gold
  • Hepatizon (alloy)
  • Iron
  • Moonsteel (alloy)
  • Oricalcum (alloy)
  • Platnium
  • Silver
  • Shadowsteel (alloy)
  • Sunsteel (alloy)
  • Sulferite
  • Tin
  •  
  • Mithril (alloy)
  • Moonsteel (alloy)
  • Cotton Cloth
  • Ghastly Spider Silk
  • Linen Weave
  • Mammoth Wool
  • Primal Weave
  • Rabbit Wool
  • Spider Silk Cloth
  • Winterspine Weave
  • Artic Wolf Fur
  • Direwolf Hide
  • Fox Fur
  • Grizzly Hide
  • Light Animal Hide
  • Mammooth Hide
  • Polar Bear Hide (not yet in game)
  • Soft Animal Fur
  • Tough Animal Hide

 

Crafting Costs

As mentioned, using workbenches will require a crafting few, and possibly a crafting tax.  Base crafting fees are a gold sink and do not go to the city.  Taxes applied on top of the crafting fee goes directly to the city coffers.  Taxes can be applied differently at different levels: Citizen, Resident, and Foreigner. Citizens are people signed up as citizens.  Residents are people who have housing plots outside the city and foreigners applies to everyone else. Citizen level could be None, while Resident could be Low, and Foreigner High.

Base Costs City Crafting Taxes
  • armor tier 1: 100 (x2 for the chest)
  • armor tier 2: 300 (x2 for the chest)
  • weapon tier 1: 50 (x1.5 if 2-handed)
  • weapon tier 2: 400 (x1.5 if 2-handed)
  • shield tier 1: 50
  • shield tier 2: 400
Governor Tax Level Additional Gold Cost
None 0%
Low 25%
Medium 50%
High 75%
Very High 100%