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Complex Crafting

I dedicated a paragraph to Nightingale’s crafting system in my initial Impressions post, but after spending some more time with it and going up the Tiers, it deserves its own article. In short, I haven’t seen a more (optionally!) complex, min-maxing crafting system anywhere else.

At the base level, all the resources that you collect – wood, ore, meat – have attributes. If you craft something using a resource, that item inherits the attributes. That’s… actually it. That’s the system. The key is that as you unlock higher Tier recipes, they call for more complex ingredients, which have intermediate crafting components. In most games, these intermediate items are just a resource sink. The trick Nightingale pulls off is that every crafting steps allows for more opportunity to stuff the end product with extra attributes.

Let’s use a real example. I recently unlocked the first part of Tier 3 items, and I want to upgrade my old gloves to Calcularian Gloves. The recipe is:

Fairly straight-forward, no? Let’s look at Leather. To make Leather, you need Hide, which comes from skinning creatures out in the world. Hide (Prey) grants +Stamina and Hide (Predator) grants +HP, which is fine, but there is also Fabled Hide that drops from bosses and special mobs that have an assortment of bonus stats. Pick one, craft the Leather, and move to the next ingredient.

…or maybe add a little more juice? As it turns out, Nightingale crafting has an additional unspoken feature in that higher-tier components can be substituted for their standard varieties. In this example, the recipe calls for Leather, but you can use Reinforced Leather for that slot. What’s that? It’s Leather x2 and a Fastener, the latter of which is crafted from Ingots. Now we can bring in some (m)ore stats. I’m a fan of Brass Ingots, as it has Melee Damage +4%, Ranged Damage +6%, and Durability +20. Craft the Fastener (Brass), combine with Leather, and we now have the first (!) ingredient ready for those gloves.

Next is Thread. What, you thought I was just going to “yada, yada, yada” this away? Thread requires Fiber x2. How complicated could that be? I’m glad you asked. There are a lot of sources of Fiber, starting with the grass you can punch in minute 1 of the game, to high-tier plant nodes, to drops from the Bound enemies. Something else that counts as Fiber is Animal Fibre (as spelled in-game). Animal Fibre comes from meat. Meat comes from skinning, but also from those Fabled beasts you slew for their Hide. So rather than cooking the meat for temporary buffs, you can instead craft it into Animal Fibre, and then into Thread for more permanent buffs. Neat.

Lastly, we have Textiles. Which is basically… most everything. I could use Reinforced Leather again for this component, but I wanted to look at other things. What I found on Tier 3 was Durable Cloth. This is made from Cloth + Lining. Cloth is Thread x2 and Lining is… Cloth + Thread x2. Talk about Threadception. Or maybe Fiberception is more accurate. To break this down, Durable Cloth is created using Cloth + Cloth + Thread, which are three opportunities to stuff in more stats. “Opportunity” is the key term here, because Lining by itself satisfies the Textile requirement, as does Cloth. The only reason to complicate it is precisely because it allows us to utilize more resources and multiply their attributes.

The best part is that, again, all of this is optional. If I wanted to fully min-max, I’d make sure that every Thread was crafted from Animal Fibre that came from Fabled Meat (e.g. bosses) that I farmed. Or I could walk outside my shack on tutorial island, skin the first deer I shot, punch some grass, and craft the Tier 3 gloves like that. The stat delta between the two would be incredibly vast, of course, but most reasonable players will probably just craft what they can using the best ingredients they happened to have squirrelled away at that moment. Or maybe they will be driven to go farming for more mats. Either way, that a win-win in the design department… provided you didn’t scare anyone away.

Anyway. Congratulations, you have just made a pair of gloves!

Stealth and Injury Resist don’t do much, but I didn’t want to farm better meat.

By the way… I hope you arranged the augmentation decorations to maximize your bonus attributes before crafting though. Oh, and be sure craft and apply an Infusion and appropriate Charm. Glad this was just an item of clothing and not a melee weapon, as you’d have all of that plus Enchantments.