The Crowfall team has released a new FAQ that reveals additional details about the crafting system as imagined for the game.
Archetypes will each come with a package of skills and abilities from the start. Some Archetypes will feature crafting abilities, such as the Forgemaster. This does not, however, preclude other Archetypes from gaining crafting abilities, but it does mean that they will have to find Discipline Runestones to gain crafting skills. Each Archetype will be able to specialize in up to three (currently) Disciplines.
The goal crafting in Crowfall is to make it a viable full time play style in much the same way that a tank or healer or DPS Archetype is crucial to success. As items decay and lose durability over time, death, and repairs, crafters will be essential members of any guild. In addition, guilds will want to have their crafters spread across all types as the creation of items will require interdependency.
Artcraft is looking into ways to incorporate a Star Wars: Galaxies type of system where crafters can create multiple copies of items by using a blueprint that is destroyed on use. They will provide more detail on this at a later time.
Crafters will not also be 'gated' by having to level their profession. Recipes of all item levels or rarity can be found from the start. However, getting access to high-level materials will be an issue as will the failure rate for low-level crafters trying to create a top end item.
Crafters will be able to sell goods through "vendor thralls" "both in Campaign Worlds (to service a guild or faction) and in Kingdoms (to foster trade for use in the Eternal Kingdoms, or Campaigns with less strict import restrictions."
Read the full FAQ on the Crowfall KickStarter page.
What do you think of the Crowfall crafting system? Raise your hand if you think the idea of a full time crafting archetype is cool! Let us know in the comments!