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'''Crafting''' is the fine art of taking a set of items and turning them into something greater than the sum of their parts.
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[[File:Interface-Crafting-Standard.png|thumb|right|An example interface for crafting.]]
  
==Recipes and Alchemy Machines==
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'''Crafting''' is the process by which new [[equipment]] is made.
  
In order to begin crafting, you'll need to locate three key ingredients...
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==Basics==
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Crafting, a.k.a "transmuting" an item requires the [[material]]s listed in its [[recipe]], three [[orbs of alchemy]] (with the exception of [[furniture]]), a number of [[crown]]s, and usage of the correct [[List of Alchemy Stations|alchemy station]].  
  
* An appropriate recipe
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If the item is crafted at the regular [[Alchemy Machine]], the player must obtain and learn the recipe as well as collect the components of the desired item. Items made at the regular Alchemy Machine can be made anywhere in [[Haven]] by opening the recipe tab, which is [[controls|keybound]] to F5 by default.
  
Recipes are purchased from shops. The Bazaar in Haven has a Stranger with a small stock of basic equipment recipes. Hover over the recipes to see details on the item it will create. After you purchased the recipe find it in the Arsenal under Recipes and click on it to learn it.
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Once the player has collected the required components, the desired item can be transmuted. Certain items must be crafted via specific stations, and in the case of furniture, components must be collected in the [[Guild Treasury|treasury]] of the player's guild instead of the [[arsenal]].  
Once you've learned a recipe, you can craft the associated item as many times as you please.
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Crafting is not tied to any skill and always succeeds.
  
* A supply of crafting materials
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==Upgrading==
[[Image:alchemy.jpg|right]]
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[[File:Interface-Transfer_UVs-Yes.png|thumb|right|UVs will transfer.]]
Crafting materials can be found in The Clockworks. A list of known materials can be found below. Certain recipes may also require other pieces of [[equipment]], or even [[Leveling_Equipment|leveled up]] pieces of equipment. Unsurprisingly, the items created by such recipes are typically very powerful.
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[[File:Interface-Transfer_UVs-No.png|thumb|right|UVs will be discarded.]]
Press F5 or select Recipes from the Menu in the upper left corner to bring up the Recipe Manager. Here you can get more information on which materials are needed to create the item. Notice that the Recipe Manager can't create the item, for that you need the Alchemy Machines described below.
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When upgrading an item from one star level to the next, crafting also requires a precursor item. Items related to each other in this way are in the same [[:Category:Alchemy Paths|alchemy path]]. The precursor item must be unequipped in order to be used in a craft. The upgraded item replaces the precursor item in the player's arsenal.
  
* Access to an Alchemy Machine
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To upgrade a 3-star item to 4 stars, the 3-star item must be [[heat]]ed to level 5 or higher. To upgrade a 4-star item to 5 stars, the 4-star item must have heat level 10. Beyond these minimum requirements, the heat level of the precursor item has no effect on the quality of the upgrade. The upgraded item always begins at heat level 1.
  
Alchemy Machines can be found placed throughout town areas. Haven, for example, has an Alchemy Machine in its Bazaar, its Arcade, and its Main Square.
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If the precursor item is [[Binding|bound]], then the newly upgraded item will also be bound. Because an item must be equipped to be heated, and equipping an item binds it, this means that any newly made 4- and 5-star item is bound. The item cannot be traded to another player, unless an unbinding fee is paid at [[Vise]].
  
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When upgrading an item with one or more unique variants, the player can choose whether to "Transfer Unique Variants" under the "special" section of the crafting interface. If the UVs are kept, then the upgraded item will have those UVs, with no chance of more or better UVs. If the UVs are discarded, then the upgraded item has a chance of acquiring up to three UVs. This chance is the same as an item made from scratch.
  
===Getting It Done===
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Upgrading preserves [[accessory|accessories]], as long as the upgraded version has the accessory slot. If the item does not have a slot for the accessory, then the accessory is destroyed. For example, if an [[Ash Tail Coat]]  with an aura attached is upgraded to a [[Skolver Coat]] then the aura will be destroyed.
  
Once you've gathered the required materials, you can construct any recipe that is known to you at any Alchemy Machine. The process will expend your materials, as well as a small amount of Crowns and [[Official:Energy|Energy]]. Note that crafting always succeeds, and there is no concept of crafting "skill": the Alchemy Machine does the tough work for you, and never fails! Technology is a wonderful thing.
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Upgrading an item can significantly improve its performance in certain combat situations. The next item must be carefully chosen if the item has a branched alchemy path, and this decision is often influenced by the combat situations the player plans to use the item in. For example, upgrading a [[Brandish]] up to the [[Voltedge]] is a good choice for some places, but [[Acheron]] is better for others. The solution is to plan ahead as well as craft a variety of gear, because the player can obtain more than one Brandish and so on. Upgrading is also integrated into player progression, because higher star items are necessary to receive Star Certification from [[Barrus]] in the [[Hall of Heroes]], thus unlocking more opportunities for exploration in deeper depths and higher ranked missions. On the other hand, players might not want to continue upgrading certain items in order to use them in the desired tier of [[Lockdown]].
  
==Crafting Materials==
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==Economics==
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Acquiring an item via crafting is almost always significantly less expensive than buying the item from a [[vendor]] or the [[Supply Depot]]. Crafting also offers a chance of acquiring up to three [[unique variant]]s, which does not occur when the item is purchased from a vendor or the depot.
  
===Shards [[Image:Crafting-Blue_Shard.png]]===
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A 5-star recipe costs more than its 2-, 3-, and 4-star versions combined. The overall cost of a completed 5-star item dwarfs the entire cost of making a 4-star item from scratch and heating it. In other words, as far as cost is concerned, a typical 4-star item is far less than halfway finished on its way to being a fully heated 5-star form.
  
The most common crafting material found in The Clockworks, shards are tiny pieces of [[Minerals|mineral]] which are too small for use in [[Official:Exploration|gate construction]], but are well-suited to making equipment. Shards come in five colors, each corresponding to one of the common mineral types found on Cradle: '''Red Shards''', '''Green Shards''' and '''Blue Shards''' are all readily available, while '''Light Shards''' and '''Dark Shards''' are a little rarer.
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There are currently no transmutable 0-star items.
  
===Scrap [[Image:Crafting-Scrap_Metal.png]]===
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Items crafted via special alchemy stations have built-in recipes and therefore no recipe purchase cost. Many items crafted at these machines have economic patterns similar to items crafted at the standard alchemy machine, frequently differing significantly in total crown cost as well as material quantity.
  
A number of Clockworks denizens are either made of or frequently utilize machinery, and thus when they are mercilessly beaten by roving bands of Spiral Knights, they have been known to drop pieces of scrap that are usable in crafting. Types of scrap you'll most likely encounter include '''Scrap Metal''', '''Bronze Bolts''' and '''Iron Gears'''.
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The following table summarizes the standard crafting costs of most items created via the standard alchemy machine. A few items do not follow these patterns consistently or predictably, such as the [[Swiftstrike Buckler]] and [[Lightning Capacitor]].  
  
===Cells [[Image:Crafting-Power_Cell.png]]===
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{{CraftingEconomics/Start}}
  
Scavenged cells from broken or discarded machines are the most common way that Spiral Knights add elemental affinities to their equipment. Cells in good working order are somewhat rare finds in The Clockworks, but the types you are most likely to come across in your travels are the fiery '''Fuel Canister''', the chilling '''Cooling Cell''' and the rather shocking '''Power Cell'''.
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{{CraftingEconomics
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|star  = 1
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|recipe = 250
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|craft  = 200
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|heat  = -
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|orb    = Flawed
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|0      = 3
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|1      = 2
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|2      = -
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|3      = -
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|4      = -
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|5      = -
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}}
  
===Gel [[Image:Crafting-Gel_Drop.png]]===
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{{CraftingEconomics
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|star  = 2
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|recipe = 1,000
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|craft  = 400
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|heat  = -
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|orb    = Simple
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|0      = 5
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|1      = 2
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|2      = 2
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|3      = -
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|4      = -
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|5      = -
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}}
  
The sentient [[Slime_Family|jellies]] that roam the Clockworks' halls are made up of a quivering material that has a few practical uses when collected. The notion may ''seem'' disgusting to you, but when you've crash landed on a strange planet, you take what you can get! The most common type of gel material is the '''Gel Drop''', followed by the slightly rarer '''Gel Core'''. It's said that both are rather delicious when prepared properly.
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{{CraftingEconomics
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|star  = 3
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|recipe = 4,000
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|craft  = 1,000
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|heat  = -
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|orb    = Advanced
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|0      = 10
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|1      = 3
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|2      = 2
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|3      = 1
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|4      = -
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|5      = -
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}}
  
==Unique Variants==
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{{CraftingEconomics
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|star  = 4
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|recipe = 10,000
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|craft  = 2,500
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|heat  = 5
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|orb    = Elite
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|0      = 15
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|1      = 4
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|2      = 3
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|3      = 2
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|4      = 1
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|5      = -
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}}
  
When crafting an item, you will sometimes be informed that you have crafted a "unique variant." These items have a stat bonus.
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{{CraftingEconomics
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|star  = 5
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|recipe = 25,000
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|craft  = 5,000
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|heat  = 10
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|orb    = Eternal
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|0      = 20
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|1      = 5
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|2      = 4
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|3      = 3
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|4      = 2
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|5      = 1
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}}
  
The variant's bonus is described in the tooltip and marked with a star icon. For instance, the Jelly Helm below has an increase to elemental defense.
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{{Table/End}}
  
[[Image:jelly.PNG]]
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==History==
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*{{release|2011-05-17}}: Changes to crafting economics
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*{{release|2011-07-20}}: Changes to alchemy regarding UVs 
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*{{release|2012-10-17}}: Improved crafting interface
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*{{release|2013-07-30}}: Crafting no longer requires a payment in [[energy]]. The cost was shifted to orbs of alchemy.
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*{{release|2013-10-16}}: Material Finder added to interface
  
__NOTOC__
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==See Also==
 
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*[[Exploration]]
 
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*[[Mission]]
{| class="wikitable" border="1" cellpadding="5" cellspacing="0" align="left"
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|-
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! colspan="2" style="background: lightblue; color: black"  | '''NEXT''': [[Minerals|Minerals]]
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|}
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[[Category:Items]]
 
[[Category:Items]]
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[[Category:Arsenal items]]

Latest revision as of 11:18, 12 January 2016

An example interface for crafting.

Crafting is the process by which new equipment is made.

Basics

Crafting, a.k.a "transmuting" an item requires the materials listed in its recipe, three orbs of alchemy (with the exception of furniture), a number of crowns, and usage of the correct alchemy station.

If the item is crafted at the regular Alchemy Machine, the player must obtain and learn the recipe as well as collect the components of the desired item. Items made at the regular Alchemy Machine can be made anywhere in Haven by opening the recipe tab, which is keybound to F5 by default.

Once the player has collected the required components, the desired item can be transmuted. Certain items must be crafted via specific stations, and in the case of furniture, components must be collected in the treasury of the player's guild instead of the arsenal.

Crafting is not tied to any skill and always succeeds.

Upgrading

UVs will transfer.
UVs will be discarded.

When upgrading an item from one star level to the next, crafting also requires a precursor item. Items related to each other in this way are in the same alchemy path. The precursor item must be unequipped in order to be used in a craft. The upgraded item replaces the precursor item in the player's arsenal.

To upgrade a 3-star item to 4 stars, the 3-star item must be heated to level 5 or higher. To upgrade a 4-star item to 5 stars, the 4-star item must have heat level 10. Beyond these minimum requirements, the heat level of the precursor item has no effect on the quality of the upgrade. The upgraded item always begins at heat level 1.

If the precursor item is bound, then the newly upgraded item will also be bound. Because an item must be equipped to be heated, and equipping an item binds it, this means that any newly made 4- and 5-star item is bound. The item cannot be traded to another player, unless an unbinding fee is paid at Vise.

When upgrading an item with one or more unique variants, the player can choose whether to "Transfer Unique Variants" under the "special" section of the crafting interface. If the UVs are kept, then the upgraded item will have those UVs, with no chance of more or better UVs. If the UVs are discarded, then the upgraded item has a chance of acquiring up to three UVs. This chance is the same as an item made from scratch.

Upgrading preserves accessories, as long as the upgraded version has the accessory slot. If the item does not have a slot for the accessory, then the accessory is destroyed. For example, if an Ash Tail Coat with an aura attached is upgraded to a Skolver Coat then the aura will be destroyed.

Upgrading an item can significantly improve its performance in certain combat situations. The next item must be carefully chosen if the item has a branched alchemy path, and this decision is often influenced by the combat situations the player plans to use the item in. For example, upgrading a Brandish up to the Voltedge is a good choice for some places, but Acheron is better for others. The solution is to plan ahead as well as craft a variety of gear, because the player can obtain more than one Brandish and so on. Upgrading is also integrated into player progression, because higher star items are necessary to receive Star Certification from Barrus in the Hall of Heroes, thus unlocking more opportunities for exploration in deeper depths and higher ranked missions. On the other hand, players might not want to continue upgrading certain items in order to use them in the desired tier of Lockdown.

Economics

Acquiring an item via crafting is almost always significantly less expensive than buying the item from a vendor or the Supply Depot. Crafting also offers a chance of acquiring up to three unique variants, which does not occur when the item is purchased from a vendor or the depot.

A 5-star recipe costs more than its 2-, 3-, and 4-star versions combined. The overall cost of a completed 5-star item dwarfs the entire cost of making a 4-star item from scratch and heating it. In other words, as far as cost is concerned, a typical 4-star item is far less than halfway finished on its way to being a fully heated 5-star form.

There are currently no transmutable 0-star items.

Items crafted via special alchemy stations have built-in recipes and therefore no recipe purchase cost. Many items crafted at these machines have economic patterns similar to items crafted at the standard alchemy machine, frequently differing significantly in total crown cost as well as material quantity.

The following table summarizes the standard crafting costs of most items created via the standard alchemy machine. A few items do not follow these patterns consistently or predictably, such as the Swiftstrike Buckler and Lightning Capacitor.

Star Level Icon-Crown.png Recipe Cost Icon-Crown.png Crafting Cost Prerequisite Heat Orb of Alchemy x3 0* Icon-material.png 1* Icon-material.png 2* Icon-material.png 3* Icon-material.png 4* Icon-material.png 5* Icon-material.png
★☆☆☆☆ 250 200 - Rarity-Flawed Orb of Alchemy icon.png Flawed Orb of Alchemy 3 2 - - - -
★★☆☆☆ 1,000 400 - Rarity-Simple Orb of Alchemy icon.png Simple Orb of Alchemy 5 2 2 - - -
★★★☆☆ 4,000 1,000 - Rarity-Advanced Orb of Alchemy icon.png Advanced Orb of Alchemy 10 3 2 1 - -
★★★★☆ 10,000 2,500 5 Rarity-Elite Orb of Alchemy icon.png Elite Orb of Alchemy 15 4 3 2 1 -
★★★★★ 25,000 5,000 10 Rarity-Eternal Orb of Alchemy icon.png Eternal Orb of Alchemy 20 5 4 3 2 1

History

See Also

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