Darkfall: Unholy Wars Game

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6th march 2013 patch notes

As I mentioned in the last update, salvaging is going in the patch we’re putting out today. A little about this feature from Vaggelis and Elias, DFUW designers:


The salvaging skill is basically the reverse of the crafting skills; it takes a crafted item and breaks it down to the raw material used in its construction. Salvaging is classified as a crafting skill in the GUI and for the most part functions as one.

Salvageable Items

Currently, there are two types of items that can be salvaged:

  • All crafted items that can be equipped. This includes all weapons, armor, robes, bows etc… but not figurines for mounts or ships.
  • All “broken” items. These are new versions of all weapons and armor added to the game as monster loot. These cannot be equipped and they exist only for salvaging


Just like the crafting GUI, the salvaging GUI can be accessed at any time, from anywhere, through a variety of different methods; these are:

  • A new context menu entry (“Salvage“), available by right-clicking any salvageable item in the back-pack
  • Double-clicking the salvaging skill, in the skills window
  • Double-clicking any broken item in the back-pack
  • Double-clicking the salvaging skill in the crafting skill selection window that appears when a player interacts with a crafting workstation

While the GUI window can be displayed from any location, it imposes several “restrictions” and will only allow the skill to be performed if they are all satisfied:

Depending on how the GUI window is launched, it will either display the complete window with all sections populated (this view is shown when the window is launched from an item), or it will display the instruction to select an item to salvage (displayed when the window is launched from the skill, and the intended salvage item is not yet known). To select the item to salvage, or to change the selected item, the context menu options, or double-clicking for broken items can be used, or any salvageable item can be dragged from the player’s back-pack and dropped on the salvage item section at the top of the salvage window.

When the item to salvage has been selected, the window will display 4 sections:

  • Information about the selected “salvage item”
  • Information about the crafting skill that is used to create the item
  • The list of salvageable resources that may be obtained by salvaging the item
  • The amount of salvage operations to perform (which also displays the cost of performing the salvage operations, and the time the operations will take)

Notethe quantity section is only enabled for broken items, since they are stackable and can be salvaged “in bulk”, for non-broken items, the skill operates on a specific, unique, instance of the item, and therefore cannot perform a bulk-operation.

Assuming all restrictions have been satisfied, the “begin salvage” button will be enabled, and can be clicked to initiate the salvage operation. Once a salvage operation is started, the button can be clicked again to cancel the operation at any point.

What restrictions exist?

There are 3 restrictions on a player’s ability to salvage a specific salvageable item:

  • The player must possess the crafting skill that is used to create the item, at the appropriate skill-level. Basically, if you cannot craft an item, you cannot salvage it either.
  • The player must be at the same type of crafting workstation where the item was created. To be considered “at” a workstation, the GUI must have been launched by interacting with the workstation and selecting the salvaging skill from the displayed crafting skills list
  • The player must have enough gold in their back-pack to afford the displayed cost of the salvage operation. For bulk-operations, the player must possess the gold cost for the total number of salvage operations

Resources that can be salvaged

The list of salvageable resources is the same as the items crafting recipe. The only difference is the gold that was required to craft the item; this cannot be salvaged, but instead becomes the “gold cost” for salvaging the item. The quantities of the resources that can be salvaged are also from the item’s crafting recipe, but are maximum possible quantities, not guaranteed amounts.

Effect of a salvaging skills

The higher a player’s salvaging skill level, the higher their probability of successfully salvaging each salvageable resource and the time taken to perform the salvage operation will be reduced. The player’s probability of salvaging each salvageable resources is displayed to the right of the resource name, in the salvageable resources list. For non-broken items, the probabilities of success are reduced, proportionally to the durability of the salvage item. A quick example: a salvage item with 50% durability will have half the chance of success than an item with 100% durability- to players with the same salvaging skill-level.

When a salvage operation is completed, each salvageable resource is evaluated for success individually, in turn, to determine which resources the player successfully salvaged from the salvage item. Then, from this list of “successfully salvaged resources“, a quantity of the item is delivered (between 1 and the displayed quantity), the resources are added to the player’s back-pack (and the salvage item is removed); so, if a player successfully salvages a resource from the item, they are guaranteed to receive at least one of that resource, but could receive up-to the full quantity.

I’ll follow-up with something on the Prowess Point character progression mechanic, and then with the patch notes for today’s patch.

Thank you for reading: You may find the Prowess Point progression system write-up an interesting read as well.