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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Artisan&amp;diff=55827</id>
		<title>Artisan</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Artisan&amp;diff=55827"/>
				<updated>2012-07-16T16:13:06Z</updated>
		
		<summary type="html">&lt;p&gt;Diablogamer7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Artisans are special kinds of merchant [[NPCs]], introduced in Diablo III. They provide quest information, as well as numerous essential services such as [http://www.diablocrafts.com crafting], item [[repair]]s, [[socketing]] and unsocketing, item [[enchant]]ing, and much more.&lt;br /&gt;
&lt;br /&gt;
There are currently two Artisans, the [[Jeweler]] and the [[Blacksmith]]. A third artisan, the [[Mystic]], has been planned for a later expansion. The artisans travel with the [[Caravan]] and are available to the player in each act of the game. Artisans were introduced in August 2010, and are succinctly explained in the [[Artisan Video]], narrated by Jay Wilson.&lt;br /&gt;
&lt;br /&gt;
All players have their own Artisans, with their own levels and recipes. You can not access another players Artisan, and if they have special recipes your Artisans have not learned, you can not use them. Each player will see only their own Artisans in a multiplayer game.[http://diablo.incgamers.com/blog/comments/blue-info-on-artisans-in-multiplayer/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Artisans-concept1.jpg|frame|right|Concept art of the three Artisans.]]&lt;br /&gt;
Artisans are NPC merchants, &amp;quot;vendors 2.0&amp;quot; as the dev team calls them. They buy and sell items, as well as make item [[repair]]s, upgrade [[gems]] and [[runes]], and provide all of the [[crafting]] services. They have other special features as well; they can be [[trained]], which improves their skills, adds to the crafting [[recipes]] they offer, and even improves the appearance of their wagons.&lt;br /&gt;
&lt;br /&gt;
[[Crafting]] is their biggest special skill. This form of item creation requires a recipe, [[materials]], and [[gold]], which the Artisan takes and uses to craft a new item with some pre-set and some [[random properties]].  This is an upgrade over how crafting worked in Diablo II, and it varies from crafting in most RPGs since the outcome is not entirely predictable; the random properties can roll as a wide variety of [[modifier]]s, potentially yielding a fantastic item, or a piece of junk, from the same recipe.  Numerous attempts at most recipes are to be expected before a great item is fashioned.&lt;br /&gt;
&lt;br /&gt;
When first encountered, the Artisans seem like any other [[NPCs]].  They have problems that must be solved as [[quests]]. Only once the Artisans have been impressed by the hero's skill will they join the [[Caravan]] and travel with you, offering quest and story information, as well as their talents and abilities, for a price. They have strong personalities and will offer information and input on most quests and other issues in the game. As Jay Wilson explained during the Blizzcon 2010 [[Crafting Sanctuary]] panel:&lt;br /&gt;
&lt;br /&gt;
::We tried to make the artisans real people. Not generic. Strong opinions and ideas. They view you and your actions in real terms and talk about it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Three Artisans==&lt;br /&gt;
&lt;br /&gt;
[[File:Recipes-all2.jpg|thumb|250px|Blacksmith [[Recipes]].]]&lt;br /&gt;
There are three Artisans in Diablo III. Each of these NPCs will be encountered during the course of the gameplay, and once their quest is completed they will join up with the [[Caravan]] and travel with the player for the rest of the game.  &lt;br /&gt;
&lt;br /&gt;
See their individual pages for many more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Blacksmith===&lt;br /&gt;
[[Haedrig Eamon]], the [[Blacksmith]] is the only Artisan yet named. He is the first one encountered, early in Act One, and he gives the player the [[Salvage Cube]], which is used throughout the game to break down items into [[materials]] for crafting.&lt;br /&gt;
*Special Abilities: [[Repair]]s, [[Socket]]ing.&lt;br /&gt;
*Crafting Specialties: [[Weapons]], [[Armor]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Mystic===&lt;br /&gt;
Myriam Jahzia, The [[Mystic]] talents involve [[Enchant]]ing Items.&lt;br /&gt;
*Special Abilities: [[Enchant]]ing Items.&lt;br /&gt;
&lt;br /&gt;
As of 01-19-2012 The Mystic is no longer in the game, but Jay added that she might return later.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&lt;br /&gt;
The design team is currently looking at systems and cleaning them up, removing any superfluous system objectives and those that are beyond fixing. Thus, we're removing the Mystic artisan. As we look at the big picture, the Mystic simply wasn’t adding anything to our customization system. Enhancement was really just the socket and gem system with a different name, and it would prolong the release of the game even further to go back to the drawing board and differentiate it, so we’ll revisit the Mystic and enhancements at a later time. Removing her from the game took some time, but it’s nowhere near the efforts that would be required to flesh out a better customization system. We hope she’ll be able to join your caravan in the future, but for now we’re going to focus on the extensive customization options the game already offers.&lt;br /&gt;
&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jeweler===&lt;br /&gt;
Covetous Shen, The [[Jeweler]] is said to be a greedy, avaricious fellow, who accompanies the player out of a desire for riches. He deals in [[gems]] and crafting jewelry.&lt;br /&gt;
*Special Abilities: Un-socketing Gems, Gem Upgrades&lt;br /&gt;
*Crafting Specialties: [[Rings]], [[Amulets]], and Gems.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
[[File:Artisan-icon-training.jpg|left|thumb|100px]]&lt;br /&gt;
[[File:Blacksmith-wagon-progression.jpg|thumb|350px|Three levels of the Blacksmith's wagon.]]&lt;br /&gt;
Artisans can be trained to higher levels, gaining a new title and improved wagon appearance each time.  The maximum level is five (until the expansion?), and with each level the artisans learn new recipes to craft. &lt;br /&gt;
&lt;br /&gt;
Training is not free; it costs increasing amounts of gold and materials, but players will always want to train up their Artisans, since this enables them to create higher quality items from better recipes. &lt;br /&gt;
&lt;br /&gt;
The developers have said that Artisans can be upgraded to a fifth level of expertise, in Diablo III. The game code lists up to ten levels, but we should only see five in the initial release, with others possibly added in expansions or patches.&lt;br /&gt;
&lt;br /&gt;
# Apprentice&lt;br /&gt;
# Journeyman&lt;br /&gt;
# Adept&lt;br /&gt;
# Master&lt;br /&gt;
# Grandmaster&lt;br /&gt;
# Illustrious&lt;br /&gt;
# Magnificent&lt;br /&gt;
# Resplendent&lt;br /&gt;
# Glorious&lt;br /&gt;
# Exalted &lt;br /&gt;
&lt;br /&gt;
The unlocking of crafting [[recipes]] is a process of drops, no matter whether the recipes come from training the artisan or from actual recipe drops.&lt;br /&gt;
In order to train the artisan, the player will need to collect [[Page of Training|Pages of Training]] which are assembled into a book after five pages are collected. The book is then used, in conjunction with scaling amounts of crafting material and gold, to level up the artisan.&lt;br /&gt;
However, it is not one book or gold cost per level. The player will have to &amp;quot;level&amp;quot; the artisan multiple times before the artisan reaches the next rank of progress.&lt;br /&gt;
&lt;br /&gt;
[[Image:bsmith_upgrade_pane.jpg|thumb|300px|The [[Blacksmith]] upgrade pane.]]&lt;br /&gt;
&lt;br /&gt;
Each [[Tome of Training]] that the player hands in will not only get the artisan closer to reaching their next rank of craftsmanship, but it will also teach them new recipes. This is one of two ways to get recipes in Diablo III; the other being lucky drops. It is important to note that increasing an artisans rank beyond a certain point will likely require a different type or &amp;quot;tier&amp;quot; of the training tomes, which are likely to drop in the higher difficulty levels, scaling along with the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specialization===&lt;br /&gt;
&lt;br /&gt;
In addition to being trained up, Artisans can be specialized in creating various item types. Jay Wilson spoke on this from Gamescom, in August 2010.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''After you’ve max leveled your Artisan, you can specialize them in areas. They’re not exclusive, if you want to just make axes, you don't omit the ability to make swords or armor. Each path is its own time and resource commitment. And you can specialize in item types that you like the best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another comment on the same issue: [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-tweakers.net/]&lt;br /&gt;
&lt;br /&gt;
::Moreover, you can specialize the three Artisans. The [[Blacksmith]], for instance, can specialize in the crafting of [[axes]]. Then you will mostly see axes lying at his stall. Those specializations will not exclude other ways, however. If you are completely specialized in the crafting of axes, you can still try to make the Artisan learn another specialization, by gathering the right recipes and resources.&lt;br /&gt;
&lt;br /&gt;
How specialization will work for the [[Mystic]] and [[Jeweler]] isn't yet known; perhaps the jeweler will know hundreds of recipes for rings and amulets, but will show more recipes for jewelry with good bonuses for melee combat, or spell-casting, or whatever your character desires?&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Artisans were revealed in August 2010, at the Gamescom show in Cologne, Germany.  Nothing was revealed about their development at that point (other than the fact that it was ongoing, with the Mystic and Jeweler not yet ready to be revealed), but during the [[Crafting Sanctuary]] panel at Blizzcon 2010, the developers shared some &amp;quot;making of&amp;quot; information about the Artisans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Artisan Interface==&lt;br /&gt;
&lt;br /&gt;
[[File:Artisan-training2.jpg|thumb|Training the [[Blacksmith]]].]]&lt;br /&gt;
The Artisans interface window is a very functional interface. You see it to the right, with the icons down the left side clickable to open a new tab in the main window. &lt;br /&gt;
&lt;br /&gt;
'''Diablo III Interface elements:'''&lt;br /&gt;
* [[Interface|The Belt Interface]].&lt;br /&gt;
* [[Inventory]]&lt;br /&gt;
* [[Skills and traits window]]&lt;br /&gt;
** [[Skill tree]].&lt;br /&gt;
* [[Artisans|The Artisans window]].&lt;br /&gt;
* [[Quests window]]&lt;br /&gt;
** [[Lore window]]&lt;br /&gt;
&lt;br /&gt;
[[File:Artisan-interface-evolution1.jpg|left|thumb|350px|Artisan interface evolution, with the oldest on the left.]]&lt;br /&gt;
The design goal for the Artisan interface was something that was, &amp;quot;Quick to pick up, simple to use, and that let the player get about the business of killing things.&amp;quot; They wanted to maintain a consistency of artisan interface design between the characters, and scrapped some early designs where the designs differed too much between the Artisans. &lt;br /&gt;
&lt;br /&gt;
The image to the left shows the working models. The early designs for the [[crafting]]/[[recipes]] window had too much text information and not enough space for recipes. Only 4 items could be shown at once, which meant players had to scroll through multiple pages to see all of the options. Through multiple iterations the design was simplified with less information shown, until they got to a stage where ten items could be seen at once. That was still too cumbersome and presented too much information at once, and it got further simplified to the current design with just the item name and a progress bar behind it. That design is shown higher up this page. &lt;br /&gt;
&lt;br /&gt;
Another early complexity was the time required to craft items. They had ideas they thought were great; &amp;quot;Let's make some top items take a full day to craft!&amp;quot; This was cool in theory, but lousy in practice since no one liked waiting that long to see how their effort turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wagon Design===&lt;br /&gt;
&lt;br /&gt;
[[File:Artisan-wagon-concept1.jpg|thumb|400px|Concept art for the Artisans' wagons.]]&lt;br /&gt;
Another design issue was wagons of the Artisans. They dialed in the [[blacksmith]]'s wagon look fairly quickly, but had more trouble with the other two Artisans. &lt;br /&gt;
&lt;br /&gt;
The [[Mystic]] was hard to design. They knew they wanted round shapes and lots of natural wood, but their early designs had her wagon looking too much like the Blacksmith's. They ultimately decided to make her whole layout round and organic.&lt;br /&gt;
&lt;br /&gt;
The [[Jeweler]] was also hard to design, for a different reason. It's easy to show the progression through the levels for the Blacksmith and Mystic, since their wagons get more ornate and they've got obviously higher level items lying around. But since the Jeweler only upgrades and crafts tiny objects like gems and jewelery, the artists couldn't show his higher level through those items. The ultimately decided to show his higher level largely through his wagon, by making it get much larger over time, with more intricate details, gold-plating on the sides, etc. &lt;br /&gt;
&lt;br /&gt;
As the developers said, &amp;quot;Everyone levels up in Diablo. Even the vendors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Artisan_01.png|A Blacksmith has set up shop in this camp.&lt;br /&gt;
Image:Artisan_02.png|The Blacksmith started making a bit of coin.&lt;br /&gt;
Image:Artisan_03.png|THE LOOT! THE WONDERFUL, WONDERFUL LOOT!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|conf}}&lt;br /&gt;
&lt;br /&gt;
[[category:artisans]]&lt;br /&gt;
[[category:crafting]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Diablogamer7</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=55826</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=55826"/>
				<updated>2012-07-16T16:11:00Z</updated>
		
		<summary type="html">&lt;p&gt;Diablogamer7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''crafting''' system in Diablo III uses NPC [[Artisans]] to manufacture new, semi-random items from salvaged [[materials]]. This system allows players to essentially [[gamble]] for new gear, potentially creating some of the best items in the game.&lt;br /&gt;
&lt;br /&gt;
Crafting is a major part of the game economy, creating a useful purpose for all of the extra items and gold that players will accumulate over time.  Players begin crafting early in the game, and continue doing so as their characters grow. Crafting remains useful in the [[end game]] when the highest level crafting recipes will be rolled over and over again, by players hoping to score great mods from the [[Random Properties]] in all crafting recipes. &lt;br /&gt;
&lt;br /&gt;
* Watch [http://www.youtube.com/watch?v=UNP8QiNbFmU Blizzard's Artisan video] for a visual introduction to Crafting or visit [http://www.diablocrafts.com DiabloCrafts.com for more information on crafting legendary gear].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artisans==&lt;br /&gt;
&lt;br /&gt;
[[Image:CraftingWindow.png|250px|thumb|The crafting interface.]]&lt;br /&gt;
All crafting is done through the [[Artisans]], two new NPCs who are found in the town, or [[Caravan]] area. The caravan travels with the player all through the game, so the same NPCs will be found in each act.  The two artisans cover different aspects of items, and they will be large parts of the game's plot and quests as well, with information to share about all sorts of things encountered during the course of the game's four acts. &lt;br /&gt;
&lt;br /&gt;
New characters do not start off with Artisans; both are encountered during the course of playing through Act One, as [[NPCs]] with [[quests]] that they need assistance with. Once the player completes their quests, the Artisans join up on your journey, out of loyalty or simply a desire for profits.&lt;br /&gt;
&lt;br /&gt;
Artisans start off as apprentices (level one), but they can be [[trained]] up to level five, gaining more abilities and learning many new recipes as their level increases. &lt;br /&gt;
&lt;br /&gt;
Haedrig Eamon is the [[Blacksmith]]. The first artisan encountered, Haedrig's family was killed and zombified, and he needs your assistance in putting them to rest. Once that's done, he joins the Caravan. Haedrig handles [[salvaging]], [[repairs]], and buys and sells most every type of weapon and armor. His crafting recipes are all weapons and armor.  &lt;br /&gt;
&lt;br /&gt;
The [[Jeweler]], Shen is a greedy fellow, who requires assistance obtaining a valuable jewel from a fearsome demon. Once that's given, he joins the Caravan, offering item [[socketing]], removing [[Gems]] and upgrade the quality of your found [[gems]].&lt;br /&gt;
&lt;br /&gt;
To learn more about crafting in Diablo, read here: http://www.diablocrafts.com&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Materials are required for all crafting recipes. Materials are obtained by placing unwanted items into the Salvage tab in the [[Blacksmith]]'s interface. He will reduce all types of magic armor and magic weapons into raw materials, which stack up in the character's [[inventory]] taking up very little storage space. He will charge a small fee for doing this.&lt;br /&gt;
&lt;br /&gt;
Materials are semi-random in their generation; you do not know exactly how much of each you will obtain from salvaging a given item. In addition to basic substances like bone and wood, magical (and higher quality) items will return magical materials, which are rarer, and required to make magical items. &lt;br /&gt;
&lt;br /&gt;
* Common (white) items can no longer be salvaged and common crafting materials have been removed in all difficulty levels&lt;br /&gt;
* Salvaging a Magic (blue) item will always give you a Magic material, as well as a chance to receive a Rare (yellow) or Legendary (orange) material&lt;br /&gt;
* Salvaging a Rare item will always give you a Rare material and a Magic material, as well as a chance to receive a Legendary material&lt;br /&gt;
* Salvaging a Legendary item will always give you a Legendary material, Rare material, and Magic materia&lt;br /&gt;
&lt;br /&gt;
The best recipes will require very rare materials, which can only be obtained by salvaging equally rare, high-level items.&lt;br /&gt;
&lt;br /&gt;
==How To Craft Items==&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe3.jpg|left|thumb|250px|Empowered Long Axe recipe.]]&lt;br /&gt;
To craft items, select the crafting interface from any Artisan's options menu. The available [[recipes]] will display in a long list. Hovering on a recipe will expand it, showing the required ingredients, as well as a preview of the [[potential item]]. &lt;br /&gt;
&lt;br /&gt;
All recipes include one or more [[random properties]], which is what makes crafting a long term activity in the game. There's no telling what modifiers will spawn in those spots, so while there's some predictability to crafted items, there are thousands of potential items that can be created from each recipe; as many as there are [[modifiers]] in the game. &lt;br /&gt;
&lt;br /&gt;
[[File:Item-crafting1.jpg|thumb|250px|Empowered Long Axe potential item.]]&lt;br /&gt;
The recipe is seen here on the left, with the resulting item to the right. This one would make an [[Empowered Long Axe]]; a decent weapon for a low level [[Barbarian]]. Crafting items requires the right materials; in this case 6 [[common scraps]], 1 [[bone]], and 200 [[gold]]. [[Materials]] are the raw ingredients obtained by [[salvaging]] items in the [[salvage cube]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] made the crafting interface simple, and kept the creation of items quick and easy. They want players to spend their time in the dungeons, bashing monsters. Not standing around in town, hammering on an anvil. Thus all the item creation is done by the Artisans, with ingredients primarily obtained from monster killing. &lt;br /&gt;
&lt;br /&gt;
Artisan [[training]] is quick also, once your character has obtained the materials and gold to pay for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Recipes===&lt;br /&gt;
&lt;br /&gt;
Only a few recipes are known, at this point. See the [[recipes]] page for many more details. The following are all [[Blacksmith Recipes]].&lt;br /&gt;
&lt;br /&gt;
* [[Empowered Wrist Spade]] -- The only item seen in completed form.&lt;br /&gt;
* [[Empowered Long Axe]]&lt;br /&gt;
* [[Magical Skull Cap of Willpower]]&lt;br /&gt;
* [[Magical Leather Boots of Dexterity]]&lt;br /&gt;
* [[Magical Leather Belt of Brawn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End Game Crafting==&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has repeatedly stated that they want a wide variety of equipment to make up a character's end game kit. [[Rare]], [[Legendary]], and Crafted items (as well as magical items and [[Set Items]], perhaps, should all compete for the top item in each spot. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''One of the key elements of crafting is that to acquire the best stuff you need the recipes to make them. and recipes drop. You might find those from final bosses in hell difficulty. It is our goal that some crafted items are viable as top tier items. we don’t want crafting to dominate. If anything, we’ll make them the smallest percentage of the items. But we do want to make some crafted items obviously the best in their area. So that when you get a max level char, they’re not wearing just rares/legendary/crafted. But a mixture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Might the high end Crafted Items be too good? Could a player mass produce them and flood the market, almost as if they had a way to dupe? [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''If Artisan items are that great, can they be created in bulk and traded and passed around?&lt;br /&gt;
::'''Jay Wilson: '''The problem with that idea is that the D3 crafting system produces random items. So there won’t be high end crafted items that don’t have completely random properties. &lt;br /&gt;
&lt;br /&gt;
Crafting is more like gambling was in D2. You know what type of item,but not the mods. So even the uber [[recipes]] you’ll have to make a ton of them to get one that’s really good. Even if crafting does make a lot of great same type of item, it would just devalue it since other people could probably do the same thing. We don’t think that’s a problem as long as crafted items are a small % of the overall [[high end]] items.&lt;br /&gt;
&lt;br /&gt;
==Diablo II Crafting==&lt;br /&gt;
&lt;br /&gt;
Diablo III's item crafting takes {{iw|crafting Diablo II's crafting system}} and expands upon it. The same basic mechanic exists; crafted items are a predictable item type, and they have preset mods that will vary within a slight range, while bonus modifiers are tacked on to make or break the item, quality-wise.&lt;br /&gt;
&lt;br /&gt;
Diablo III adds a lot to it, of course, combining elements of gambling, as well as item recycling and creation to the process. There are hundreds more recipes in Diablo 3 than there were in Diablo 2, plus the rare recipes that can only be obtained as item drops from monsters. &lt;br /&gt;
&lt;br /&gt;
The Artisan interactions are all new as well, with their quest and story input adding to the game. They make crafting much easier as well; players have all they need to know in the game; there's no need to print out or memorize crafting recipes from websites. Crafting is much easier in Diablo III as well, since the items are created from materials. Diablo 2 required players to find an item of the type they wanted to craft, which the recipe would then reroll. That was easy with rings and amulets, but other recipes required a specific quality or types of boot or glove or other item, plus high level gems, which took time to create. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:artisans]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:crafting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Diablogamer7</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=55825</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=55825"/>
				<updated>2012-07-16T16:08:57Z</updated>
		
		<summary type="html">&lt;p&gt;Diablogamer7: /* Artisans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''crafting''' system in Diablo III uses NPC [[Artisans]] to manufacture new, semi-random items from salvaged [[materials]]. This system allows players to essentially [[gamble]] for new gear, potentially creating some of the best items in the game.&lt;br /&gt;
&lt;br /&gt;
Crafting is a major part of the game economy, creating a useful purpose for all of the extra items and gold that players will accumulate over time.  Players begin crafting early in the game, and continue doing so as their characters grow. Crafting remains useful in the [[end game]] when the highest level crafting recipes will be rolled over and over again, by players hoping to score great mods from the [[Random Properties]] in all crafting recipes. &lt;br /&gt;
&lt;br /&gt;
* Watch [http://www.youtube.com/watch?v=UNP8QiNbFmU Blizzard's Artisan video] for a visual introduction to Crafting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artisans==&lt;br /&gt;
&lt;br /&gt;
[[Image:CraftingWindow.png|250px|thumb|The crafting interface.]]&lt;br /&gt;
All crafting is done through the [[Artisans]], two new NPCs who are found in the town, or [[Caravan]] area. The caravan travels with the player all through the game, so the same NPCs will be found in each act.  The two artisans cover different aspects of items, and they will be large parts of the game's plot and quests as well, with information to share about all sorts of things encountered during the course of the game's four acts. &lt;br /&gt;
&lt;br /&gt;
New characters do not start off with Artisans; both are encountered during the course of playing through Act One, as [[NPCs]] with [[quests]] that they need assistance with. Once the player completes their quests, the Artisans join up on your journey, out of loyalty or simply a desire for profits.&lt;br /&gt;
&lt;br /&gt;
Artisans start off as apprentices (level one), but they can be [[trained]] up to level five, gaining more abilities and learning many new recipes as their level increases. &lt;br /&gt;
&lt;br /&gt;
Haedrig Eamon is the [[Blacksmith]]. The first artisan encountered, Haedrig's family was killed and zombified, and he needs your assistance in putting them to rest. Once that's done, he joins the Caravan. Haedrig handles [[salvaging]], [[repairs]], and buys and sells most every type of weapon and armor. His crafting recipes are all weapons and armor.  &lt;br /&gt;
&lt;br /&gt;
The [[Jeweler]], Shen is a greedy fellow, who requires assistance obtaining a valuable jewel from a fearsome demon. Once that's given, he joins the Caravan, offering item [[socketing]], removing [[Gems]] and upgrade the quality of your found [[gems]].&lt;br /&gt;
&lt;br /&gt;
To learn more about crafting in Diablo, read here: http://www.diablocrafts.com&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Materials are required for all crafting recipes. Materials are obtained by placing unwanted items into the Salvage tab in the [[Blacksmith]]'s interface. He will reduce all types of magic armor and magic weapons into raw materials, which stack up in the character's [[inventory]] taking up very little storage space. He will charge a small fee for doing this.&lt;br /&gt;
&lt;br /&gt;
Materials are semi-random in their generation; you do not know exactly how much of each you will obtain from salvaging a given item. In addition to basic substances like bone and wood, magical (and higher quality) items will return magical materials, which are rarer, and required to make magical items. &lt;br /&gt;
&lt;br /&gt;
* Common (white) items can no longer be salvaged and common crafting materials have been removed in all difficulty levels&lt;br /&gt;
* Salvaging a Magic (blue) item will always give you a Magic material, as well as a chance to receive a Rare (yellow) or Legendary (orange) material&lt;br /&gt;
* Salvaging a Rare item will always give you a Rare material and a Magic material, as well as a chance to receive a Legendary material&lt;br /&gt;
* Salvaging a Legendary item will always give you a Legendary material, Rare material, and Magic materia&lt;br /&gt;
&lt;br /&gt;
The best recipes will require very rare materials, which can only be obtained by salvaging equally rare, high-level items.&lt;br /&gt;
&lt;br /&gt;
==How To Craft Items==&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe3.jpg|left|thumb|250px|Empowered Long Axe recipe.]]&lt;br /&gt;
To craft items, select the crafting interface from any Artisan's options menu. The available [[recipes]] will display in a long list. Hovering on a recipe will expand it, showing the required ingredients, as well as a preview of the [[potential item]]. &lt;br /&gt;
&lt;br /&gt;
All recipes include one or more [[random properties]], which is what makes crafting a long term activity in the game. There's no telling what modifiers will spawn in those spots, so while there's some predictability to crafted items, there are thousands of potential items that can be created from each recipe; as many as there are [[modifiers]] in the game. &lt;br /&gt;
&lt;br /&gt;
[[File:Item-crafting1.jpg|thumb|250px|Empowered Long Axe potential item.]]&lt;br /&gt;
The recipe is seen here on the left, with the resulting item to the right. This one would make an [[Empowered Long Axe]]; a decent weapon for a low level [[Barbarian]]. Crafting items requires the right materials; in this case 6 [[common scraps]], 1 [[bone]], and 200 [[gold]]. [[Materials]] are the raw ingredients obtained by [[salvaging]] items in the [[salvage cube]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] made the crafting interface simple, and kept the creation of items quick and easy. They want players to spend their time in the dungeons, bashing monsters. Not standing around in town, hammering on an anvil. Thus all the item creation is done by the Artisans, with ingredients primarily obtained from monster killing. &lt;br /&gt;
&lt;br /&gt;
Artisan [[training]] is quick also, once your character has obtained the materials and gold to pay for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Recipes===&lt;br /&gt;
&lt;br /&gt;
Only a few recipes are known, at this point. See the [[recipes]] page for many more details. The following are all [[Blacksmith Recipes]].&lt;br /&gt;
&lt;br /&gt;
* [[Empowered Wrist Spade]] -- The only item seen in completed form.&lt;br /&gt;
* [[Empowered Long Axe]]&lt;br /&gt;
* [[Magical Skull Cap of Willpower]]&lt;br /&gt;
* [[Magical Leather Boots of Dexterity]]&lt;br /&gt;
* [[Magical Leather Belt of Brawn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End Game Crafting==&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has repeatedly stated that they want a wide variety of equipment to make up a character's end game kit. [[Rare]], [[Legendary]], and Crafted items (as well as magical items and [[Set Items]], perhaps, should all compete for the top item in each spot. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''One of the key elements of crafting is that to acquire the best stuff you need the recipes to make them. and recipes drop. You might find those from final bosses in hell difficulty. It is our goal that some crafted items are viable as top tier items. we don’t want crafting to dominate. If anything, we’ll make them the smallest percentage of the items. But we do want to make some crafted items obviously the best in their area. So that when you get a max level char, they’re not wearing just rares/legendary/crafted. But a mixture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Might the high end Crafted Items be too good? Could a player mass produce them and flood the market, almost as if they had a way to dupe? [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''If Artisan items are that great, can they be created in bulk and traded and passed around?&lt;br /&gt;
::'''Jay Wilson: '''The problem with that idea is that the D3 crafting system produces random items. So there won’t be high end crafted items that don’t have completely random properties. &lt;br /&gt;
&lt;br /&gt;
Crafting is more like gambling was in D2. You know what type of item,but not the mods. So even the uber [[recipes]] you’ll have to make a ton of them to get one that’s really good. Even if crafting does make a lot of great same type of item, it would just devalue it since other people could probably do the same thing. We don’t think that’s a problem as long as crafted items are a small % of the overall [[high end]] items.&lt;br /&gt;
&lt;br /&gt;
==Diablo II Crafting==&lt;br /&gt;
&lt;br /&gt;
Diablo III's item crafting takes {{iw|crafting Diablo II's crafting system}} and expands upon it. The same basic mechanic exists; crafted items are a predictable item type, and they have preset mods that will vary within a slight range, while bonus modifiers are tacked on to make or break the item, quality-wise.&lt;br /&gt;
&lt;br /&gt;
Diablo III adds a lot to it, of course, combining elements of gambling, as well as item recycling and creation to the process. There are hundreds more recipes in Diablo 3 than there were in Diablo 2, plus the rare recipes that can only be obtained as item drops from monsters. &lt;br /&gt;
&lt;br /&gt;
The Artisan interactions are all new as well, with their quest and story input adding to the game. They make crafting much easier as well; players have all they need to know in the game; there's no need to print out or memorize crafting recipes from websites. Crafting is much easier in Diablo III as well, since the items are created from materials. Diablo 2 required players to find an item of the type they wanted to craft, which the recipe would then reroll. That was easy with rings and amulets, but other recipes required a specific quality or types of boot or glove or other item, plus high level gems, which took time to create. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:artisans]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:crafting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Diablogamer7</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=55824</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=55824"/>
				<updated>2012-07-16T16:08:13Z</updated>
		
		<summary type="html">&lt;p&gt;Diablogamer7: /* Artisans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''crafting''' system in Diablo III uses NPC [[Artisans]] to manufacture new, semi-random items from salvaged [[materials]]. This system allows players to essentially [[gamble]] for new gear, potentially creating some of the best items in the game.&lt;br /&gt;
&lt;br /&gt;
Crafting is a major part of the game economy, creating a useful purpose for all of the extra items and gold that players will accumulate over time.  Players begin crafting early in the game, and continue doing so as their characters grow. Crafting remains useful in the [[end game]] when the highest level crafting recipes will be rolled over and over again, by players hoping to score great mods from the [[Random Properties]] in all crafting recipes. &lt;br /&gt;
&lt;br /&gt;
* Watch [http://www.youtube.com/watch?v=UNP8QiNbFmU Blizzard's Artisan video] for a visual introduction to Crafting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artisans==&lt;br /&gt;
&lt;br /&gt;
[[Image:CraftingWindow.png|250px|thumb|The crafting interface.]]&lt;br /&gt;
All crafting is done through the [[Artisans]], two new NPCs who are found in the town, or [[Caravan]] area. The caravan travels with the player all through the game, so the same NPCs will be found in each act.  The two artisans cover different aspects of items, and they will be large parts of the game's plot and quests as well, with information to share about all sorts of things encountered during the course of the game's four acts. &lt;br /&gt;
&lt;br /&gt;
New characters do not start off with Artisans; both are encountered during the course of playing through Act One, as [[NPCs]] with [[quests]] that they need assistance with. Once the player completes their quests, the Artisans join up on your journey, out of loyalty or simply a desire for profits.&lt;br /&gt;
&lt;br /&gt;
Artisans start off as apprentices (level one), but they can be [[trained]] up to level five, gaining more abilities and learning many new recipes as their level increases. &lt;br /&gt;
&lt;br /&gt;
Haedrig Eamon is the [[Blacksmith]]. The first artisan encountered, Haedrig's family was killed and zombified, and he needs your assistance in putting them to rest. Once that's done, he joins the Caravan. Haedrig handles [[salvaging]], [[repairs]], and buys and sells most every type of weapon and armor. His crafting recipes are all weapons and armor.  &lt;br /&gt;
&lt;br /&gt;
The [[Jeweler]], Shen is a greedy fellow, who requires assistance obtaining a valuable jewel from a fearsome demon. Once that's given, he joins the Caravan, offering item [[socketing]], removing [[Gems]] and upgrade the quality of your found [[gems]].&lt;br /&gt;
&lt;br /&gt;
To learn more about crfting in Diablo, read here: http://www.diablocrafts.com&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Materials are required for all crafting recipes. Materials are obtained by placing unwanted items into the Salvage tab in the [[Blacksmith]]'s interface. He will reduce all types of magic armor and magic weapons into raw materials, which stack up in the character's [[inventory]] taking up very little storage space. He will charge a small fee for doing this.&lt;br /&gt;
&lt;br /&gt;
Materials are semi-random in their generation; you do not know exactly how much of each you will obtain from salvaging a given item. In addition to basic substances like bone and wood, magical (and higher quality) items will return magical materials, which are rarer, and required to make magical items. &lt;br /&gt;
&lt;br /&gt;
* Common (white) items can no longer be salvaged and common crafting materials have been removed in all difficulty levels&lt;br /&gt;
* Salvaging a Magic (blue) item will always give you a Magic material, as well as a chance to receive a Rare (yellow) or Legendary (orange) material&lt;br /&gt;
* Salvaging a Rare item will always give you a Rare material and a Magic material, as well as a chance to receive a Legendary material&lt;br /&gt;
* Salvaging a Legendary item will always give you a Legendary material, Rare material, and Magic materia&lt;br /&gt;
&lt;br /&gt;
The best recipes will require very rare materials, which can only be obtained by salvaging equally rare, high-level items.&lt;br /&gt;
&lt;br /&gt;
==How To Craft Items==&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe3.jpg|left|thumb|250px|Empowered Long Axe recipe.]]&lt;br /&gt;
To craft items, select the crafting interface from any Artisan's options menu. The available [[recipes]] will display in a long list. Hovering on a recipe will expand it, showing the required ingredients, as well as a preview of the [[potential item]]. &lt;br /&gt;
&lt;br /&gt;
All recipes include one or more [[random properties]], which is what makes crafting a long term activity in the game. There's no telling what modifiers will spawn in those spots, so while there's some predictability to crafted items, there are thousands of potential items that can be created from each recipe; as many as there are [[modifiers]] in the game. &lt;br /&gt;
&lt;br /&gt;
[[File:Item-crafting1.jpg|thumb|250px|Empowered Long Axe potential item.]]&lt;br /&gt;
The recipe is seen here on the left, with the resulting item to the right. This one would make an [[Empowered Long Axe]]; a decent weapon for a low level [[Barbarian]]. Crafting items requires the right materials; in this case 6 [[common scraps]], 1 [[bone]], and 200 [[gold]]. [[Materials]] are the raw ingredients obtained by [[salvaging]] items in the [[salvage cube]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] made the crafting interface simple, and kept the creation of items quick and easy. They want players to spend their time in the dungeons, bashing monsters. Not standing around in town, hammering on an anvil. Thus all the item creation is done by the Artisans, with ingredients primarily obtained from monster killing. &lt;br /&gt;
&lt;br /&gt;
Artisan [[training]] is quick also, once your character has obtained the materials and gold to pay for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Recipes===&lt;br /&gt;
&lt;br /&gt;
Only a few recipes are known, at this point. See the [[recipes]] page for many more details. The following are all [[Blacksmith Recipes]].&lt;br /&gt;
&lt;br /&gt;
* [[Empowered Wrist Spade]] -- The only item seen in completed form.&lt;br /&gt;
* [[Empowered Long Axe]]&lt;br /&gt;
* [[Magical Skull Cap of Willpower]]&lt;br /&gt;
* [[Magical Leather Boots of Dexterity]]&lt;br /&gt;
* [[Magical Leather Belt of Brawn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End Game Crafting==&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has repeatedly stated that they want a wide variety of equipment to make up a character's end game kit. [[Rare]], [[Legendary]], and Crafted items (as well as magical items and [[Set Items]], perhaps, should all compete for the top item in each spot. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''One of the key elements of crafting is that to acquire the best stuff you need the recipes to make them. and recipes drop. You might find those from final bosses in hell difficulty. It is our goal that some crafted items are viable as top tier items. we don’t want crafting to dominate. If anything, we’ll make them the smallest percentage of the items. But we do want to make some crafted items obviously the best in their area. So that when you get a max level char, they’re not wearing just rares/legendary/crafted. But a mixture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Might the high end Crafted Items be too good? Could a player mass produce them and flood the market, almost as if they had a way to dupe? [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''If Artisan items are that great, can they be created in bulk and traded and passed around?&lt;br /&gt;
::'''Jay Wilson: '''The problem with that idea is that the D3 crafting system produces random items. So there won’t be high end crafted items that don’t have completely random properties. &lt;br /&gt;
&lt;br /&gt;
Crafting is more like gambling was in D2. You know what type of item,but not the mods. So even the uber [[recipes]] you’ll have to make a ton of them to get one that’s really good. Even if crafting does make a lot of great same type of item, it would just devalue it since other people could probably do the same thing. We don’t think that’s a problem as long as crafted items are a small % of the overall [[high end]] items.&lt;br /&gt;
&lt;br /&gt;
==Diablo II Crafting==&lt;br /&gt;
&lt;br /&gt;
Diablo III's item crafting takes {{iw|crafting Diablo II's crafting system}} and expands upon it. The same basic mechanic exists; crafted items are a predictable item type, and they have preset mods that will vary within a slight range, while bonus modifiers are tacked on to make or break the item, quality-wise.&lt;br /&gt;
&lt;br /&gt;
Diablo III adds a lot to it, of course, combining elements of gambling, as well as item recycling and creation to the process. There are hundreds more recipes in Diablo 3 than there were in Diablo 2, plus the rare recipes that can only be obtained as item drops from monsters. &lt;br /&gt;
&lt;br /&gt;
The Artisan interactions are all new as well, with their quest and story input adding to the game. They make crafting much easier as well; players have all they need to know in the game; there's no need to print out or memorize crafting recipes from websites. Crafting is much easier in Diablo III as well, since the items are created from materials. Diablo 2 required players to find an item of the type they wanted to craft, which the recipe would then reroll. That was easy with rings and amulets, but other recipes required a specific quality or types of boot or glove or other item, plus high level gems, which took time to create. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:artisans]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:crafting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Diablogamer7</name></author>	</entry>

	</feed>