Editing Profession

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quotation|We want players to be able to freely collect or craft 95% of the items in the game using all professions.|website}}
+
{{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.|[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.
+
In Corepunk, the [[profession]] system is used to keep track of a player's [[gathering]] and [[crafting]] skills. There are 8 professions in total, each one specializing in a different resource or item.
  
 
==Gathering==
 
==Gathering==
{{see|Gathering|Main Article:}}
+
{{see|text=Main Article:|[[Gathering]]}}
 
Gathering is the process of collecting materials from a [[Gathering#Resource Nodes|resource node]].
 
Gathering is the process of collecting materials from a [[Gathering#Resource Nodes|resource node]].
There are {{#ask:[[Category:Gathering Professions]]|format=count}} different gathering professions: {{serial|{{#ask:[[Category:Gathering Professions]]}}}}.<br>
+
There are 4 different gathering professions: [[Butchery]], [[Herbalism]], [[Logging]], and [[Mining]].<br>
 
[[File:GatheringProgressBar.png|thumb|Progress bar for Herbalism. The item has not yet been identified.]]
 
[[File:GatheringProgressBar.png|thumb|Progress bar for Herbalism. The item has not yet been identified.]]
 
To begin gathering a resource, a progress bar will appear. For the resource to drop from the node:<br>
 
To begin gathering a resource, a progress bar will appear. For the resource to drop from the node:<br>
Line 14: Line 14:
  
 
==Crafting==
 
==Crafting==
{{see|Crafting|Main Article:}}
+
{{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.
+
There are 4 different gathering professions: [[Alchemy]], [[Construction]], [[Mysticism]], and [[Weaponsmithing]]. 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.
  
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.
+
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 statistics (abbreviated to [[Stats]]) of crafted items are determined by randomly choosing a value between an upper and lower bound.
 
===Tier===
 
===Tier===
{{see|Tier|Main Article:}}
+
{{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>
 
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.
 
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.
  
 
===Quality===
 
===Quality===
{{see|Quality|Main Article:}}
+
{{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>
 
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>
 
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>
Line 34: Line 34:
 
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}}
+
{{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>
 
[[Artificial Core]]'s design philosophy includes the idea that in-game decisions are not clear-cut. '''Efficiency''' is an example of this.<br>
 
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.
 
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.
Line 48: Line 48:
  
 
===Mastery Level===
 
===Mastery Level===
{{see|Mastery Level|Main Article:}}
+
{{see|text=Main Article:|[[Mastery Level]]}}
Mastery Level measures a profession's experience level. There are five distinct mastery levels: Newbie, Journeyman, Craftsman, Expert, and Master.
+
Mastery Level measures a profession's experience level. There are three distinct mastery levels: Beginner, Advanced, and Master.
  
 
A higher mastery level unlocks:<br>
 
A higher mastery level unlocks:<br>

Please note that all contributions to Corepunk Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Copyrights for details). Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)

Templates used on this page: