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{{quotation|We want players to be able to freely collect or craft 95% of the items in the game using all professions.|website}}
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{{quotation|The player can practice all kinds of gathering and crafting professions by gathering and crafting most of the items in the game, but players can only gather the rarest resources and craft the best items if they focus on one gathering profession and one crafting profession.|source=[https://www.youtube.com/watch?v=Pfpidpblj8s  Corepunk Gameplay Video #4: Professions]}}
In Corepunk, the [[profession]] system is used to keep track of a player's [[gathering]] and [[crafting]] skills. There are {{#ask:[[Category:Professions]]|format=count}} professions in total, with each specializing in a different resource or item.
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In Corepunk, the [[profession]]s system is used to keep track of gathering and crafting. There are two profession types - crafting and gathering. There are 8 professions in total, each one specializing in a different resource or item.
  
 
==Gathering==
 
==Gathering==
{{see|Gathering|Main Article:}}
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{{see|text=Main Article:|[[Gathering]]}}
Gathering is the process of collecting materials from a [[Gathering#Resource Nodes|resource node]].
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There are 4 different gathering professions:<br>
There are {{#ask:[[Category:Gathering Professions]]|format=count}} different gathering professions: {{serial|{{#ask:[[Category:Gathering Professions]]}}}}.<br>
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{{arrow}}[[Butchery]]<br>
[[File:GatheringProgressBar.png|thumb|Progress bar for Herbalism. The item has not yet been identified.]]
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{{arrow}}[[Herbalism]]<br>
To begin gathering a resource, a progress bar will appear. For the resource to drop from the node:<br>
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{{arrow}}[[Logging]]<br>
{{arrow}}The progress bar must reach the end.<br>
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{{arrow}}[[Mining]]
{{arrow}}The item must be idenfitied.<br>
 
{{arrow}}The gathering attempt must not fail.<br>
 
This process repeats until no more gathering attempts can occur at a resource.{{Clear|right}}
 
  
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[[File:GatheringProgressBar.png|thumb|Progress bar for Herbalism. The item has not been identified yet.]]
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[[File:IdentifiedProgressBar.png|thumb|A [[Fragrant Root{{!))}} has been identified.]]
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{{error|EDITORS: Copy this section to the [[Gathering]] main article and then shorten the text below}}<br>
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The process of gathering resources can be outlined as follows:<br>
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Click on a gatherable resource to gather it. These come in the forms of ore veins, trees, bushes, and low-level dead animals. When hovering over a gatherable node with your cursor, it should change to represent the profession it is related to. Upon starting the gathering process, a progress bar will appear above the skill menu. At first, the progress bar will show a generic icon and the name of the resource the player is gathering from.<br>
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There is a chance of identifying the item. Once an item is identified, the icon and name will change to the respective icon and name of the specific item that has been found. If the progres bar finishes and no item was identified, no item will be gathered. The gathering process can also fail once an item has been identified, and no item will be gathered. After an item has been identified and the progress bar finishes without failing, the item will drop from the resource node ready to be collected. This process repeats until no more gathering attempts can occur at a resource, at which point the resource disappears and no more can be collected from that spot.
 
==Crafting==
 
==Crafting==
{{see|Crafting|Main Article:}}
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{{see|text=Main Article:|[[Crafting]]}}
There are {{#ask:[[Category:Crafting Professions]]|format=count}} different crafting professions: {{serial|{{#ask:[[Category:Crafting Professions]]}}}}. To craft an item, players must use the profession's respective [[Workbench]], or use the [[Synthesis Machine]]. Using a workbench, crafting requires a [[recipe]]. However, the synthesis machine doesn't require a recipe. As a result, items are crafted using it are more expensive to craft. The synthesis machine can also be used to upgrade skins you have by adding [[Upgrade Kit]]s and, optionally, some additional resources to increase the chances of acquiring rarer skins made with different materials.
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There are 4 different gathering professions, all with very different mechanics:<br>
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{{arrow}}[[Alchemy]]<br>
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{{arrow}}[[Construction]]<br>
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{{arrow}}[[Mysticism]]<br>
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{{arrow}}[[Weaponsmith]]
  
Items have two main judgements of satus: [[Profession#Tier|tier]], and [[Profession#Quality|quality]]. They are very similar but have different implications on the crafted item depending on the profession. The [[Stat]]s of crafted items are determined by randomly choosing a value between an upper and lower bound.
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Items have two main judgements of satus: [[Profession#Tier|tier]], and [[Profession#Quality|quality]]. They are very similar and have different implications on the crafted item depending on the profession.
 
===Tier===
 
===Tier===
{{see|Tier|Main Article:}}
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{{see|text=Main Article:|[[Tier]]}}
An item's tier represents how it was crafted. It affects either how many or how good an item's stats are.<br>
 
Tier 1 items are crafted from gathered resources only. Subsequent tiers are crafted using items from the previous tier in addition to rarer gathered resources.
 
  
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Tier 1 items are crafted from gathered resources only. Subsequent tiers are crafted using items from the previous tier in addition to rarer gathered resources.<br>
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In general, an item's tier represents how good its [[Stat#Primary Stats|primary stats]] are.
 
===Quality===
 
===Quality===
{{see|Quality|Main Article:}}
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{{see|text=Main Article:|[[Quality]]}}
An item's quality represents its rarity. It is not specific to crafted items, therefore it shouldn't be compared with item tier and should instead be thought of as a completely separate metric.<br>
 
Higher-quality items used in crafting affect the crafted item's secondary characteristics, such as a [[consumable]]'s quantity, a weapon's upgrade slots, or an artifact's secondary stats.<br>
 
There are five possible qualities of an item: Common, Uncommon, Rare, Epic, and Legendary.
 
  
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There are five possible qualities of a crafted item: Common, Uncommon, Rare, Epic, and Legendary.<br>
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In general, an item's quality represents how many [[Stat#Secondary Stats|secondary stats]] there are.
 
==Progression==
 
==Progression==
 
Players can '''progress''' their professions by doing activities related to the profession. By doing this, players gain [[experience]] for both their [[character]] and the related profession. Upon gaining profession experience, 2 metrics change: [[Profession#Efficiency|Efficiency]], and [[Profession#Mastery Level|Mastery Level]] (not to be confused with [[Weapon Mastery]]).
 
Players can '''progress''' their professions by doing activities related to the profession. By doing this, players gain [[experience]] for both their [[character]] and the related profession. Upon gaining profession experience, 2 metrics change: [[Profession#Efficiency|Efficiency]], and [[Profession#Mastery Level|Mastery Level]] (not to be confused with [[Weapon Mastery]]).
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In general, increasing efficiency usually increases the chances of getting better items, whereas increasing mastery level usually increases base stats (e.g. number of gathering chances).  
 
In general, increasing efficiency usually increases the chances of getting better items, whereas increasing mastery level usually increases base stats (e.g. number of gathering chances).  
 
===Efficiency===
 
===Efficiency===
{{see|Efficiency|Main Article:}}{{blockquote|We favor mechanics where there is a choice, and that choice has both positive and negative consequences.|Corepunk Gameplay Video #4: Professions|https://www.youtube.com/watch?v{{=}}Pfpidpblj8s&t{{=}}316s}}
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{{see|text=Main Article:|[[Efficiency]]}}{{blockquote|In terms of game design, we’re not always advocates of rigid distinctions. More often than not, we favor mechanics where there is a choice, and that choice has both positive and negative consequences.|source=[https://www.youtube.com/watch?v=Pfpidpblj8s Corepunk Gameplay Video #4: Professions]}}
[[Artificial Core]]'s design philosophy includes the idea that in-game decisions are not clear-cut. '''Efficiency''' is an example of this.<br>
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[[Artificial Core]]'s design philosophy includes the idea that in-game decisions are not clear-cut. '''Efficiency''' is an example of this.
100% efficiency is shared among the gathering professions, and a different 100% efficiency is shared among the crafting professions. Upon increasing the efficiency of one profession, the efficiency of the '''least-used''' profession of the '''same type''' decreases in tandem.
 
  
 
A higher efficiency means:<br>
 
A higher efficiency means:<br>
 
{{arrow}}A higher chance of gathering rarer resources.<br>
 
{{arrow}}A higher chance of gathering rarer resources.<br>
 
{{arrow}}A lower chance of failing the collection of a resource.<br>
 
{{arrow}}A lower chance of failing the collection of a resource.<br>
{{arrow}}A higher chance of crafting items with higher [[Gear Score]]. 100% efficiency on the corresponding profession is required for this to take effect.<br>
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{{arrow}}A higher chance of crafting items with higher [[gear score]]. 100% efficiency on the corresponding profession is required for this to take effect.<br>
 
{{arrow}}Access to a profession-unique bonus which affects gameplay. Upon reaching [[Level#Max Level|level 40]], 100% efficiency on the corresponding profession is required.
 
{{arrow}}Access to a profession-unique bonus which affects gameplay. Upon reaching [[Level#Max Level|level 40]], 100% efficiency on the corresponding profession is required.
  
To increase efficiency in gathering professions, players must gather resources corresponding to the gathering profession they want to increase.<br>
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To increase efficiency in gathering professions, players must gather resources of the same mastery level as the corresponding gathering profession.<br>
 
To increase efficiency in crafting professions, players must craft items with a gear score high enough for the current mastery level of the corresponding crafting profession.
 
To increase efficiency in crafting professions, players must craft items with a gear score high enough for the current mastery level of the corresponding crafting profession.
  
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However, 100% efficiency is shared among the gathering professions, and a different 100% efficiency is shared among the crafting professions. Therefore, upon increasing the efficiency of one profession, the efficiency of the '''least-used''' profession of the '''same type''' decreases in tandem.
 
===Mastery Level===
 
===Mastery Level===
{{see|Mastery Level|Main Article:}}
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There are three distinct '''mastery levels''':<br>
Mastery Level measures a profession's experience level. There are five distinct mastery levels: Newbie, Journeyman, Craftsman, Expert, and Master.
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{{arrow}}Beginner<br>
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{{arrow}}Advanced<br>
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{{arrow}}Master
  
 
A higher mastery level unlocks:<br>
 
A higher mastery level unlocks:<br>
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{{arrow}}Additional gathering chances.<br>
 
{{arrow}}Additional gathering chances.<br>
 
{{arrow}}A higher chance of finding a resource.<br>
 
{{arrow}}A higher chance of finding a resource.<br>
{{arrow}}A [[Mastery Level#Crafting Professions|profession-specific bonus]] to crafted items.
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{{arrow}}A profession-specific bonus to crafted items.
  
Unlike efficiency, mastery level can never decrease.
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Unlike efficiency, mastery can never decrease. However, upon reaching ''Master'' in one profession, it will be harder to progress another since higher tier resources must be gathered.

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