LuxInTenebris
Veteran
*drools*
It's so fancy. It makes me want to ponce around selling luxuries.
- Workshop crafting
* Four workshops: blacksmith, carpenter, church and tailor
* Craft every weapon, armour, gauntlets, boots and more
* Craft tradegoods for sale
* Unique: you'll need to manufacture every intermediate good
and combine them to craft the full item.
* Every intermediate good requires a series of processes accompanied
with unique skeletal animations and machinery animations
* Every workshop is unique and has its own cool stuff
* Blacksmith can craft:
- Tradegoods (tools)
- Intermediates (dozens)
- Swords
- Axes
- Polearms
- Maces
- Plate/mail armour
- Plate/mail helmets
- Plate/mail gauntlets
- Plate/mail footwear
- Bullets
- Steel shields
* Carpenters can craft:
- Tradegoods (stool, cabinet)
- Intermediates (dozens)
- Ranged (bow, crossbow, firearms)
- Arrows & bolts
- Wooden Shields
* Church can:
- Tradegoods (rossary, letter of indulgence, ...)
- Intermediates (many)
- Church goods (hosts)
- Learning books
- Hold sermon (represents realistic catholic sermon)
* Tailor/tannery can craft:
- Tradegoods (cloth, ...)
- Intermediates (wool cloth, linen, velvet, shirt, sleeves, ...)
- Leather armour
- Leather boots
- Leather stuff
- Gambesons
- Other headwear
* As member of the Guild you have unique access to the intern market.
Look here to buy semigoods and rare items.
* Pointers guide you with the manufacturing proces, you can
disable them at the tutorial menu
* The goods can be sold for 20% profit directly due to fixed
prices offered by the Guild (calculation: costs of goods + 20%
of final buying price). You can also choose to keep the item.
I dunno. You can try, but I've added a new skill. I hope it doesn't mess up the import.WillieTheWolf said:Will we be able to import the characters from our previous saves? What stats are retained? Thanks