
Well there were alot of items and by alot I mean most mobs droped 3-4 unique things all different for a different purpose. There were also craft parts whose only purpose was to repair items as each item required a specific piece to repair. Alot of abilties purpose was designed to manipulate good, excellent and bad status as the status of step was random based on your stats. For instance the more "control" (I think it had a different name back then) the less likely status can change which was a double edge sword because you can use even bads with certain ability would get a huge quality boost similar to byegot's. Also depending on what crystals were part of the craft the aether element can go unstable at any step which would effect you ability to succeed on any action unless you had the right element move to stablize it or you finished the craft. Wait was free if I recall but as there was a crafting time limit you would time yourself out and fail. Also the recipes were drastic range for certian things because a level 18 pair of boots could require an item for a level 50 mob.
The system while indepth played into the idea of the battle system, and the ability to use a piece of gear for a range much longer then in 1.3x as the gear didn't matter as much as your personal stats but were used for a specific purpose such as parry, mag atk+, etc.
Last edited by Sakasa; 07-24-2015 at 01:27 AM.
Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>
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