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Loot, Crafting & Training

Loot and selling

Index pickups and carried loot are managed separately from Strength. SellLootGui shows carried items and their sale values, with locking and sell actions.

Check backpack capacity, locked items and Money multipliers when investigating sale totals.

Crafting configuration

ReplicatedStorage.Shared.CraftingConfig defines:

  • Materials, Relics, RelicSlots
  • EssencePacks, CraftPasses

Relic recipes contain material requirements, an essence cost, crafting chance and crafting time.

Update the authored crafting UI together with catalog changes.

Relic bonuses

CraftingService publishes equipped relic bonuses as player attributes, including RelicStrengthMultiplier. These multiply earned Strength alongside auras and other bonuses. Attack speed, attack range, backpack and movement bonuses are separate effects.

Essence

Cutting calls CraftingService.AddEssenceForHits with the hit count. Unlike the single Strength reward per cutting pulse, essence can scale with hits. Training computes essence separately and applies its zone multiplier and applicable relic/pass bonuses.

Training zones

Config.TrainingZones configures training. CutterService.AutoCut awards Strength from the training base reward, the equipped cutter, Strength bonuses and zone multiplier.

Keep this path distinct from normal cutting when balancing rewards.