I decided to revisit this topic since crafting at one time in UO played a major part of the game. Not just for items per say when I make that statement but the interaction the community had with crafters. Personally I believe crafted items should be better than artifacts. I will try to make it very simple and to the point in my idea.
I am going to just name them Super armor and Super weapons for example sake.
Super Slither
Combine
* 10 Slithers
* 1000 Valorite Ingots
* 2000 Blood moss
* 500 Strength Potions
Hit Point Increase 25
Hit Point Regeneration 4
Defense Chance Increase 30%
Skill required to make: Tinkering
Super Crimson Cincture
Combine
* 10 Crimson Cinctures
* 2000 Barbed leather
* 1500 Black pearls
* 500 Threads
Dexterity Bonus 10
Hit Point Increase 15
Hit Point Regeneration 5
Skill required to make: Tailoring
Super Nystul's Wizard Hat
* 5 Nystul's Wizard Hat
* 4000 Spined Leather
* 1200 Garlic
* 1000 Wool
Lower Mana Cost 30%
Physical Resist 15%
Fire Resist 20%
Cold Resist 15%
Poison Resist 20%
Energy Resist 45%
Skill required to make: Tailoring
Now the above were just thrown together quick ideas of what a Super Artifact that can be crafted. Each item can be used in the game already that are artifacts. Library turn ins should be included because I feel what a way to get players involved back into their crafters.
This gives players who may not revisit parts of the game to go back and play them again. Like Doom artifacts which most are outdated now days. Doom artifacts that can be improved on by crafters while players may organize large runs in Doom again. The same goes for Peerless and such.
All skills can be required for any item. So maybe Jewelry is just Tinkering but maybe add imbuing skill for certain items to be created. Smithy can be added to metal armor and weapons. Tailoring can be cloth and leather items.
If you noticed I used items like reagents, potions, ingots, wool, and thread. Any ingredient can be used including peerless and imbuing.
Like I said it's just an idea and maybe not a good one however I would think you may see more interaction on some shards by payers organizing events to obtain items needed. even players who hardly use their resource gathers or crafters may spark some interests back into using them.
I am going to just name them Super armor and Super weapons for example sake.
Super Slither
Combine
* 10 Slithers
* 1000 Valorite Ingots
* 2000 Blood moss
* 500 Strength Potions
Hit Point Increase 25
Hit Point Regeneration 4
Defense Chance Increase 30%
Skill required to make: Tinkering
Super Crimson Cincture
Combine
* 10 Crimson Cinctures
* 2000 Barbed leather
* 1500 Black pearls
* 500 Threads
Dexterity Bonus 10
Hit Point Increase 15
Hit Point Regeneration 5
Skill required to make: Tailoring
Super Nystul's Wizard Hat
* 5 Nystul's Wizard Hat
* 4000 Spined Leather
* 1200 Garlic
* 1000 Wool
Lower Mana Cost 30%
Physical Resist 15%
Fire Resist 20%
Cold Resist 15%
Poison Resist 20%
Energy Resist 45%
Skill required to make: Tailoring
Now the above were just thrown together quick ideas of what a Super Artifact that can be crafted. Each item can be used in the game already that are artifacts. Library turn ins should be included because I feel what a way to get players involved back into their crafters.
This gives players who may not revisit parts of the game to go back and play them again. Like Doom artifacts which most are outdated now days. Doom artifacts that can be improved on by crafters while players may organize large runs in Doom again. The same goes for Peerless and such.
All skills can be required for any item. So maybe Jewelry is just Tinkering but maybe add imbuing skill for certain items to be created. Smithy can be added to metal armor and weapons. Tailoring can be cloth and leather items.
If you noticed I used items like reagents, potions, ingots, wool, and thread. Any ingredient can be used including peerless and imbuing.
Like I said it's just an idea and maybe not a good one however I would think you may see more interaction on some shards by payers organizing events to obtain items needed. even players who hardly use their resource gathers or crafters may spark some interests back into using them.