Difference between revisions of "Crafting"

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[[Image:alchemy.png|thumb|right|An alchemy machine.]]
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[[File:Interface-Crafting-Standard.png|thumb|right|An example interface for crafting.]]
  
'''Crafting''' is the process by which knights make new [[equipment]] such as weapons and armor. Crafting an item is usually much less expensive than buying the item from a [[vendor]] or the [[Supply Depot]]. Crafting also offers a chance of acquiring valuable [[unique variant]]s.
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'''Crafting''' is the process by which new [[equipment]] is made.  
  
Crafting an item requires a [[recipe]], the [[material]]s listed in the recipe, [[orbs of alchemy]], and [[crown]]s. When upgrading an item from one star level to the next, crafting also requires a precursor item. The knight assembles these ingredients at an [[alchemy machine]], which manufactures the item according to its recipe. Crafting is not tied to any skill, and it always succeeds.  
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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]].  
  
==Basic Crafting==
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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.
  
This section outlines the ingredients and procedure for crafting an item from scratch.
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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]].  
  
===Recipes===
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Crafting is not tied to any skill and always succeeds.
  
Recipes can be obtained as mission rewards, or they can be purchased from vendors in [[Haven]], [[Clockwork Terminal]]s, [[mission]] lobbies, and the [[Hall of Heroes]], for a predetermined price:
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==Upgrading==
* ★☆☆☆☆: 250 crowns
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[[File:Interface-Transfer_UVs-Yes.png|thumb|right|UVs will transfer.]]
* ★★☆☆☆: 1,000 crowns
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[[File:Interface-Transfer_UVs-No.png|thumb|right|UVs will be discarded.]]
* ★★★☆☆: 4,000 crowns
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* ★★★★☆: 10,000 crowns
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* ★★★★★: 25,000 crowns
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Recipes can also be be purchased from other knights, for example through the [[Auction House]], but usually for a higher price. When purchasing a recipe, the player can view its details by hovering his or her mouse over the recipe. Once a recipe is purchased, it appears in the knight's [[Arsenal]]. It's important to note that some recipes are bound upon purchase and cannot be traded.
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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.
  
Before a recipe is used, it must be learned. When a recipe is learned, it vanishes from the knight's Arsenal but appears in the knight's list of learned recipes. Once a recipe is learned, it cannot be unlearned or traded to another knight, but the item that it describes may be crafted as many times as the player desires. Knights can see the learned recipes from the [[main menu]] or using F5 on their keyboard.
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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.
  
===Materials===
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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]].
  
Each recipe lists the materials that it requires. Low-star recipes require low-star materials, while high-star recipes require high-star materials and large quantities of low-star materials. Most materials are acquired randomly while adventuring in the [[Clockworks]]. Some materials can be bought at [[Brinks]] for [[token]]s and at [[Sullivan]] for [[Krogmo Coin]]s, while others can be found in the [[Supply Depot]]. Materials can also be traded between knights, and hence sold in the Auction House.
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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.
  
===Crowns and Orbs===
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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 the knight has learned a recipe and assembled its materials, the knight is able to craft the recipe anywhere inside [[Haven]] or at an Alchemy Machine. These Alchemy Machines may also be found in [[Moorcroft Manor]], [[Emberlight]], mission lobbies, and [[guild hall]]s. In addition to the materials, an alchemy machine requires a payment in [[crowns]] and [[orbs of alchemy]] for each item that it crafts. The cost of crafting roughly doubles with each star level:
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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]].
* ★☆☆☆☆: 200 crowns and 3 [[Rarity#Flawed_Orb_of_Alchemy|Flawed Orbs of Alchemy]]
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* ★★☆☆☆: 400 crowns and 3 [[Rarity#Simple_Orb_of_Alchemy|Simple Orbs of Alchemy]]
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* ★★★☆☆: 1,000 crowns and 3 [[Rarity#Advanced_Orb_of_Alchemy|Advanced Orbs of Alchemy]]
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* ★★★★☆: 2,500 crowns and 3 [[Rarity#Elite_Orb_of_Alchemy|Elite Orbs of Alchemy]]
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* ★★★★★: 5,000 crowns and 3 [[Rarity#Eternal_Orb_of_Alchemy|Eternal Orbs of Alchemy]]
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The item has a small chance of acquiring one, two, or even three unique variants.
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==Upgrading==
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Crafting is not only used to make items from scratch. It is also used to upgrade items from one star level to the next. The recipe for an upgrade lists the precursor item in addition to the materials. The precursor item must be unequipped when it is used in the upgrade crafting. The upgraded item replaces the precursor item in the knight's Arsenal.
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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.
  
It is worth noting the enormous cost of upgrading a 4-star item to 5 stars and heating the 5-star item. A 5-star recipe costs more than its 2-, 3-, and 4-star versions combined. Players who don't have a lot of extra Eternal Orbs of Alchemy and Radiant Fire Crystals must purchase these items using energy, and this cost 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 with its alchemy path.
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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.
  
===Heating and Binding===
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There are currently no transmutable 0-star items.
  
Upgrading a 0-, 1-, or 2-star item does not require any [[heat]] on the item. To upgrade a 3-star item to 4 stars, the 3-star item must have heat 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 success or quality of the upgrade. The upgraded item always begins at heat level 1.
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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.
  
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 rule 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]]. Consequently, 4- and 5-star items command extremely high prices, in comparison to 3-star items.
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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]].  
  
===Unique Variants and Accessories===
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{{CraftingEconomics/Start}}
  
When upgrading an item with [[unique variant]]s (UVs), the knight chooses whether to keep the UVs or not. If he or she keeps the UVs, then the upgraded item will have exactly those UVs, with no chance of more or better UVs. If he or she discards the UVs, then the upgraded item has the same chance of acquiring up to three UVs as an item made from scratch.
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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      = -
 +
|5      = -
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}}
  
The upgrading process preserves [[accessory|accessories]], as long as the upgraded version has the required accessory slot. That is, if the upgraded suit or helmet can carry the attached accessory, then it does. If it cannot carry the attached accessory, then the accessory is destroyed.
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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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}}
  
==Special Alchemy Machines==
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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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}}
  
Apart from regular alchemy machines described earlier, there are several special alchemy machines that function differently. These alchemy machines cannot be used to craft any item; rather, each one has a predetermined library of items that it can craft. The recipes for these items are not purchased and learned by the knight; rather, the recipes are built in to the alchemy machine.
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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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}}
  
* The [[Armero Alchemy Machine]] stands in the [[Hunter's Lodge]], which is a [[Room (Guild Hall)|room]] that can be installed in a [[Guild Hall]].
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{{CraftingEconomics
* The [[Sprite Food Alchemy Machine]] can be found in the [[Lab]] in the [[Garrison]], in the [[Town Square]] near the [[Auction House]], in [[Moorcroft Manor]], and in [[Emberlight]].
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|star  = 5
* The [[Krogmo Alchemy Machine]] is near the western end of the [[Arcade]] in Haven.
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|recipe = 25,000
* The [[Sanctuary Alchemy Machine]] can be found in the [[The Sanctuary|Sanctuary]] at the end of every [[Shadow Lair]] expedition.
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|craft  = 5,000
* The [[Vise Alchemy Machine]] stands in the [[Operation Crimson Hammer]] mission lobby.
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|heat  = 10
* The [[Obelisk of Creation]] can be found in [[Shroud of the Apocrea]], in both the [[Obsidian Nexus]] and the final floor.
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|orb    = Eternal
* The [[Mysterious Alchemy Machine]] can be found in the east side of the [[Arcade]] and in [[Moorcroft Manor]] near the Moorcroft Archives. It may also appear in other locations during events.
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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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}}
  
==Historical notes==
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{{Table/End}}
* As of {{release|2013-07-30}}, crafting no longer requires a payment in energy, the cost was shifted to orbs of alchemy.
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==Other Links==
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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
  
* [[List of alchemy paths]]
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==See Also==
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*[[Exploration]]
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*[[Mission]]
  
 
[[Category:Items]]
 
[[Category:Items]]
 
[[Category:Arsenal items]]
 
[[Category:Arsenal items]]
[[Category:Lists]]
 

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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