With the next WildStar update, crafting will be fundamentally revamped – it should now be more understandable and cause less frustration.
In a new developer blog on the official WildStar website, Carbine speaks to the fans again, and Marc Chang explains what changes are being made in the crafting system with the WildStar: Reloaded update – and it’s a lot! The focus was on simplifying the system, as crafting armor should be more intuitive and thus more enjoyable than it has been before.
The Values and Overloads
From the basic idea, not much is changing. Weapon smiths, armorers, tailors, and outfitters can still craft a variety of items as before, and they must imbue them with power cores to load them with various elemental stones afterward. Since each socket represents an element by color (red, for instance, indicates critical hit value), one should fill it with a corresponding elemental stone. However, for those who do not want to do that, there is good news: It is also possible to use color-inappropriate stones, but this slightly increases the failure chance. In short, this means: Just because the socket is red and actually indicates critical hit value, you can still fill it with another color (for example, green for more health).
As before, the chosen attribute’s amount can also be specified. But be careful! The more values an item has, the higher the failure chance becomes – and thus the risk of losing the entire piece of equipment during crafting.
New Talents and Energy Cores
The talent system for crafting has also been revamped and now offers new and interesting abilities. For instance, players can specialize in fine-tuning the charge, allowing a more precise adjustment of the charge. In the end, it can be decided exactly how much attack power or armor an item should have.
Crucial to the success of crafting is also the energy core used. This determines which level the final item will be. A level 50 blueprint can be used with a level 15 energy core to create a nice low-level item for a twink or friend. Conversely, this does not work: a lower-level blueprint cannot be improved by a higher energy core.
Tech Trees and Endgame Armor
Not much will change with the existing tech trees, but even here the whole thing is being streamlined a bit. Many players found it particularly absurd that they often had to craft numerous exotic weapons to build better weapons for themselves. It will no longer be necessary to craft Psychic Blades in order to build a new sword at the end of the day. However, it is still necessary to craft numerous items to earn the necessary talent points in crafting.
Lastly, Chang discusses the endgame armor. This is intended to be on par with experienced dungeons and the first raids and thus represents a meaningful addition for many players. However, a part of the necessary resources will only be found in the corresponding instances – you must be active in PvE or trade diligently, as the items are not bound.
For more about the game and the upcoming free-to-play transition, you can find them on our WildStar topic page.


