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Crafting - Version 6 vs Version 7
Aug 16, 2026, 09:38 PM
Added internal links to related articles
Aug 27, 2026, 01:16 AM
Removed the unsupported five-direction attack count
11Overview2233Crafting in Blight: Survival is split into two parallel systems that share a common resource pool. The developers describe crafting as "a key part of our progression system" and state that it "will likely be the main progression players will experience in this game." Both systems operate at the camp between runs into No Man's Land.445566The Two Crafting Systems7788SystemHandled ByProducesPersistenceGear craftingThe ArtisanWeapon and armor component upgrades, visual customization, new movesetsPermanent until character deathRemedy craftingSeparate system at campRemedies: bandages, torches, herbs, potionsConsumed on use during runs99Both systems use the same crafting materials and coins gathered during extraction runs. This shared resource pool creates the game's central economic tension: every material spent on one system is unavailable for the other.10101111Gear Crafting at the Artisan12121313The Artisan is a camp NPC who handles weapon and armor modifications through a modular component system. Weapons and armor are assembled from interchangeable parts, each independently upgradeable.14141515A sword consists of a hilt, crossguard, blade, and scabbard. A bascinet helmet consists of a coif, the bascinet shell, and a visor. Each component has its own rarity and condition values. The Artisan upgrades, replaces, or repairs individual components using materials and coins.161617-Beyond stat improvements, the Artisan system ties into moveset progression. Players "will unlock new weapon type movesets" through crafting, meaning upgraded weapons gain new attack combinations in the 5-directional combat system.17+Beyond stat improvements, the Artisan system ties into moveset progression. Players "will unlock new weapon type movesets" through crafting, meaning upgraded weapons gain new attack combinations in the directional combat system.18181919The developers confirmed there are "a lot of different gear slots" with "different levels within each." Armor includes visual customization options: the official FAQ confirms that players can wear enemy armor and "recolor it and change the crests." The visual influences draw from "a wide number of European" styles fitting the alternate 14th-century setting.20202121Remedy Crafting22222323The Remedies system produces expendable consumables: bandages for healing, torches for light, herbs for minor effects, and potions for stronger buffs or healing. These are single-use items that do not persist between runs. Each remedy takes up inventory space and costs materials to craft.24242525Remedy crafting is the per-run preparation system. Before each mission, players decide how many bandages to bring (survival insurance), whether torches are needed (for dungeons or nighttime runs), and whether to invest in potions (for emergency situations or boss encounters).26262727Shared Material Economy28282929The resource flow in Blight: Survival follows a cycle:303031313232Enter No Man's Land and gather materials, coins, weapons, armor, and crafting resources from enemies and the environmentExtract successfully to keep everything collectedReturn to camp and decide how to allocate resources between the Artisan (permanent upgrades) and Remedies (per-run consumables)Enter No Man's Land again with improved gear and prepared consumables33333434Dying during a run means losing all gathered materials. The bloodline system carries some experience forward, but materials and coins are gone. This makes every successful extraction valuable: the materials you bring home feed both crafting systems.35353636Resource Allocation Decisions37373838The shared economy forces players to make trade-offs. Every material has three potential uses:39394040UseBenefitTrade-offArtisan: gear upgradePermanent power increase (until character death)Materials unavailable for Remedies or shrine offeringsRemedy craftingImmediate survival tools for the next runMaterials consumed on use, no lasting benefitShrine offeringsRandom per-run blessing buffMaterials spent during a run, outcome is random4141Early in the game, when gear is basic and runs are dangerous, spending on Remedies for survival may be the priority. As gear improves and runs become more manageable, shifting investment toward the Artisan for permanent upgrades makes more sense. Experienced players with strong gear might allocate resources toward shrine offerings for the roguelite blessing stacking.42424343Weapon Degradation and Repair44444545The Artisan also handles weapon repair. Weapons and armor degrade through use and can break during runs. Repairing degraded components costs materials and coins at the Artisan. This means the Artisan's workshop is not just for upgrades; it is also for maintenance. A portion of gathered resources goes to keeping existing gear functional, adding another demand on the shared material pool.46464747Camp Development48484949The camp itself "develops over time" as players invest resources. While the exact camp progression mechanics have not been detailed, this suggests the crafting systems may expand. Early in the game, the Artisan might offer basic upgrades. As the camp develops, more advanced modifications and Remedy recipes may become available. For more on the camp, see The Camp.50505151Related Systems52525353The crafting system connects to several other progression mechanics. Armor Customization covers the modular armor system, including visual options like recoloring, crest changes, and mixing enemy armor pieces with player-crafted gear.54545555For a complete overview of all weapon types and equipment slots, see Weapons and Equipment. That article details the full gear system, including weapon degradation, modular upgrades, and how equipment interacts with the directional combat system.