There is a lot of discussion, without a lot of details, about what types of revisions to the crafting system will "fix" what is perceived as broken. Even thoughts about what exactly is "broken" vary greatly. For the most part, it seems that the developers want to keep RNG in order to preserve rarity, so the economy does not immediately implode, while players hate not being able to predictably create a given item. However, I don't feel that these two issues are necessarily opposed. I'm going to suggest ways to revise the crafting system, without a lot of additional systems, to try to meet both of these viewpoints. Base Crafting For the most part, the base crafting system is quite good. It is skill based, with skill requirements rising to create more powerful items. There are a couple failures here that could be easily rectified, and indeed some are already in process. Cooking needs to be fleshed out, as it is not a full school yet. Add subskills of Brewing, Meat, Fish, and Vegetarian, and have each increase chance and yield of specific types of craftables. Components First, components have traditionally only been available by crafting. In Release 47, this was expanded to include "tier three" components that could be gathered by salvaging, including Elven components and the rare Torc'Dawl's pieces, and in R48 to include Bandit, Heavy, and Sturdy components. In Release 67, "tier one" components (those from store-bought recipes) began appearing as part of regular drops. While this is great for providing a non-crafting progression, salvaging these items is exceedingly rare and runs into the one systems limitation of salvaging: patterns, components, and standard scrap cannot happen simultaneously. This needs to be fixed for this to have any real meaning. Recipes I think the only other failure of this system is that higher tier recipes are only available from Supply Bundles, which means they are level and RNG gated. Getting a specific recipe you want is entirely dependent on luck, or the rare and pricy secondary player market. There are a couple things that might help with this. One would be to include recipes in the salvage table, if your crafting skill is high enough to learn it. Thus, if you salvaged a Meteoric Iron Longsword, you might have a chance at a Recipe: Meteoric Iron Longsword Blade. Another would be to make critical success on component crafting have a small chance to give you a higher tier version of the same recipe. So having an exceptional roll when crafting a Copper Longsword Blade might also give you access to that Recipe: Meteoric Iron Longsword Blade. The chance for this should be fairly small, and may require an adjustment to how often they drop in Supply Bundles to keep some degree of rarity; however, currently it seems that these recipes are not found often enough. Masterworking The player's issue with crafting mostly comes with Masterworking, and later with Enchantment. Both of these systems are very dependent upon RNG to keep very powerful items rare. However, they are skill-based in that the available effects that can be applied and your chance of success are entirely dependent on what skills you have leveled. Players complain mostly in that they have no real control over what effects they get on a given item, and adding new effects increases the randomness so you have less control. The way to keep both rarity and add control is to separate the Masterwork (and Enchanting) process from the item being created. In effect, you would be creating another set of components that could be applied to a given item after base crafting is complete. Because their creation does not depend on a base item, it would be necessary to break the "Masterwork Upgrade" recipes into multiple variations, based on what they could apply to. For example, Masterwork Blacksmithing Upgrade would be broken into Masterwork Shield Upgrade, Masterwork Chain Armor Upgrade, Masterwork Plate Armor Upgrade, and Masterwork Blade Weapon Upgrade. The crafting process would be like any other recipe, with a fixed set of components. To keep relative parity, let's say the Masterwork Blade Weapon Upgrade requires two iron or copper ingots, five silver ingots, and two chunks of coal. On success, you get the current effect selection window, where you can choose which Masterwork option you want to add. Let's say you pick Whirling Blades Power. You end up with a new item Metal Blade Weapon Components of Whirling Blades Power +3. Each component would thus show not only the type of item it can be applied to, but also what the "plus" it will add to the item; mouseover should show the durability cost and effect. Some effects will of course add limitations; the move rate benefit limits armor pieces to the feet, so this should be reflected in the name "Metal Plate Boot Component...". Applying a component is just another combine, say in this case it is Apply Blacksmithing Upgrade that requires a base item, the component to be applied, and some coal. Here, the chance of success will depend on both your skill, and the "plus" of the component being added. Let's say the current chance of success is 95%/85%/48%/15%, which appears to be the current high-tier GM numbers. To add a +3 component, you would have a 48% chance of success. You are still limited by item durability. Enchanting Enchanting would be very similar to Masterworking; the recipes would be broken down into Enchant Weapon, Enchant Armor, and Enchant Jewelry, and each would have an optional gem component. Including the gem would add effects, but require a socked gem or jewel to apply it to. For example, using Enchant Weapon requires five gold ingots and ten mandrake root, and you can optionally include a gem, so you put in a ruby. You have a chance to create a Enchanted Two-handed Blade Sigil of Ignite +4, but requires that you apply it to a Two-handed Bladed Weapon with socketed sorcery gem(s). One additional enchanting recipe that is necessary is Enchant Repair Kit, which is simply any of the different repair kits, two gold ingots, and five mandrake root. The resulting Enchanted Repair Kit - Blacksmithing (or Carpentry, Tailoring, or Tool) will be discussed in the Repair section. In Alchemy, there needs to be a Jewelry Enchantment skill just to add options to those items, which are severely underpowered. Salvage As noted in components, salvage needs an update to be able to draw from multiple loot bundles, depending on the item. The base salvage for scrap should always be present, any pattern should be a separate check, and if the item includes components, yet another. Further, salvaging items that have been enchanted or masterworked should be a viable way to recover some of your effort. In addition to possibly recovering components, you should recover a small number of gold or silver scrap for each "plus" of enchanting or masterwork on the item. These can be used to create new ingots. Repair The repair skills are unfortunately secondary in the market, as they cannot match what even unskilled players can do using Crowns. I think this skill could easily be expanded to make a viable alternative, without infringing entirely on the game's income. The current system for field and minor repairs are adequate. I'd like to see some tweaks to how much durability is restored, especially to have it influenced by player skill, but this is a very minor part of the process. First, rename the current Repair Item (Major) recipe to Repair Item (Crown), or (Premium). This is really outside of the normal range of crafting. Then, add a new Repair Item (Major) recipe that requires an Enchanted Repair Kit. This recipe restores some of the maximum durability based on the skill of the craftsman, as well as all of the current durability. This provides an option other than Crowns to continue utilizing gear, but does not do so as efficiently (more repairs needed to bring back to full durability, which results in more major repairs to the item, thus decreasing the amount returned by each repair). Finally, an option to repair failures in Enchanting/Masterworking would be a huge addition to high-end crafting. This Repair Masterwork recipe would require an Enchanted Repair Kit, five silver ingots, and ten fuel (i.e., coal for Blacksmithing). If successful, it removes the "failed" effect, returning the max durability to the item and freeing up the slot for another effect to be applied. A Repair Enchantment recipe would be the same, but with gold ingots and ten mandrake root. Specialization The current suggestion for Specialization is the addition of new effects to the Masterwork and/or Enchantment pool, and the option to reroll the effect if you don't want any of the current options. I think those are fine; however, like combat specialization, this should affect all of the skills in the tree rather than just one. For example, in the Blacksmithing skill tree we have the base Blacksmithing skill, then Repair, Salvage, and Masterwork, with subskills of Masterwork Blade Weapon, Masterwork Chain Armor, Masterwork Plate Armor, and Masterwork Shield. Each of these should gain some benefit from specialization. For base proficiency, I think the best specialization effect is increasing the rate of exceptional items being produced. This could be a separate check from the standard crafting exceptional, which does not provide the extra crafting experience, if that is a limitation. Specialists should have a very good chance to produce an exceptional item, with extra durability. Salvage should increase the chance of returning components, increase the amount of scraps for a standard salvage, and increase the chance for silver or gold scraps, based on the specialization skill. Base masterwork should get the reroll mechanic as a benefit of specialization. Each of the subskills is where the additional options should be added, so each can gain specific benefits. Specialization should increase gains for most consumable recipes; potions, scrolls, food, and drink can provide more items for a success. This could be used even if the item received is not a duplicate of the item created; such as creating a Tuna Steak and also getting a couple Tuna Skewers. The effect for specialization on decoration items is more difficult. Ideally, all deco items should be moved to the Pattern system, where there is a base item and each of the craftables are just pattern skins that can be applied to them. Then specialization can add additional patterns, or even turn the normal into a Eternal Pattern. Another possibility is that crafting a deco item that is dyable would be to have it come with rare dyes already applied; this might be the only way to get some exclusive dyes down the road. Affinity The last system that has been talked about for a long time, but as had no progress made, is the Item Affinity. In short, this was to be a system that they more you use an item, the better it becomes at a specific task. The example given was killing thousands of skeletons might have your sword gain the Undead Slayer affinity, which provides a small bonus damage against undead. We could utilize the current Totem system to accomplish the same thing, and add it to crafting. Currently, you can gather 100 essences, combine them into a totem using Smelting, and then place that totem in a dungeon. Why not just apply that same totem to a crafted item? So applying a Level 1 Lich Totem to a Iron Longsword would turn that into a Iron Undead Slayer Longsword, with a 110% Damage Versus Undead bonus. You could apply the next level of totem to this to increase it, and only one type of totem could be applied to a single item. Can we have an Obsidian Essense from obsidian creatures and cultists, to expand the system? This has the same type of benefits that were originally discussed, but utilizes the existing systems.