The general philosophy for the Elemental games is that they are strategy games in RPG worlds, and part of this means that units could be designed and equipped like you would in an RPG. The one thing we couldn’t do for War of Magic or Fallen Enchantress was have crafting. We just couldn’t fit it. In Sorcerer King, however, we did add it, but we had to remove other things to make it fit. In a 64-bit world, we can have our figurative cake and eat it too.
Recipes and Ingredients
Throughout the course of the game, players will acquire recipes for various items, weapons, armor, and potions, with some coming from the tech tree and others from quests and loot. These recipes require ingredients, some of which can be produced in your cities, while others must be found or harvested from the land itself through the use of magic.

Some ingredients can only be found in very remote locations around the world at great risk and danger, but can then be used to create items of significant power.

One major change from Fallen Enchantress is a global inventory system. Players can equip their champions and other units with equipment that they’ve found and crafted.

Players simply need to go to their unit roster and select the items they want to equip on that unit to build them up.

From a strategic point of view, it provides an additional pathway for players. Receive items through quests and monster killing, harvest resources and craft them at home, or acquire them by conquering other civilizations. Or, of course, some combination of the above.