The different primary tradeskills that will be featured in 'Age of Conan' will be the armour smith, weapon smith, alchemist, architect, and the gem cutter. Secondary tradeskills will consist of acquiring the skills needed to harvest the resources required for your given primary tradeskill. For example, an armour smith will need to harvest iron and leather in order to make certain armour types. As a player progresses through the crafting quests, as earlier mentioned, they will be given access to recipes that will create better and stronger items, which of course will require better ingredients and resource types to create them. So basic resources means basic items, and rare ingredients and resources means rare items, to put it in a nutshell, but all these resources you need can be found in the crafting playfields, so it's not like you will have to explore for hours and hours or walk for miles and miles to find one piece of the resource that you require.

In terms of resource gathering and inventory storage, 'Age of Conan' will feature a separate inventory page for resources containing 100 slots, along with a separate page for normal inventory items (loot, potions, food, etc.) and a separate page for quest items. So a player will very rarely have to worry about making room or deciding between a resource or loot item when placing things in their inventory slots.

imageCrafted items will also bear a gem slot once being made, but slotted items can only be crafted and cannot be found any other way in the game. Going on from that, using the same recipe for a certain item, if better or rarer ingredients or resources are used, not only will a better item be made, but the crafted item will bear more gem slots, up to four slots. Gems will be items that you will be able to find in the world, either dropped by monsters or other mobs, or harvested and crafted by players with the gem cutter tradeskill. Gems will provide you with some sort of bonus when placed into a crafted item, like bonuses to health, damage, and so on. Basically, if you craft an item or are given a crafted item with a few gem slots, you can add the gems you want with their associated bonuses to make it as versatile as you desire it to be.

At the moment, players can only begin the crafting quests and kick-start their tradeskill paths at level 40, but we were informed that the developers want to bring this down to level 20, so I guess we'll hear more about that at a later date.

Because of a busy schedule laid out in front of us, we could only spend a little bit of time looking at keep/city building, but building a city is simply a matter of choosing an area to build your city using the guild GUI. The locations are the same as the crafting playfields: Lacheish Plains, the Purple Lotus Swamp, and Poitain. Using the guild city GUI can teleport you directly to the city site where you can immediately begin construct a keep and other city buildings. We assumed that a guild would have to have quite a lot of money and resources to begin building a city, but that's not to say you need a massive amount of guild members to begin building a guild city. You will need at least 30 members in your guild to begin building a keep, which appears to be a very casual player-friendly number. We were also informed that there is currently no limit to the size of your guild, that is, you can have as many people in there as you want. Yes, I did say "currently", but it didn't sound like a detail that's going to change any time soon; this sort of freedom is met with well by players in general as it will provide guild leaders will a relative ease in managing large-sized guilds.

Around the keep/city-building playfield are location markers where you can construct certain building types. It was noted that a keep had to be constructed first before anything else could be laid down. The rest of the guild city is built around the keep; it's essentially the "hub" of the player city. Each city instance will allow up to three guild to build their cities, but it's important to keep in mind that is completely separate to sieging and Border Kingdoms combat where there will be nine physical locations to build and control resources; these will be the areas that will be fought over when a guild wants to lay siege against another guild (I'll come back to talk more about sieging in a bit more detail a bit later).

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