Difference between revisions of "Crafting"

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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.]]
  
== Crafting an Item ==
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'''Crafting''' is the process by which new [[equipment]] is made.  
[[Image:alchemy.jpg|thumb|right|An alchemy machine.]]
+
Once everything needed is acquired, an item can be constructed out of any recipe at an Alchemy Machine. The process will expend the listed materials, Crowns, and [[Official:Energy|Energy]]. Crafting always succeeds, and there is no concept of crafting "skill": the Alchemy Machine does all the tough work, and never fails! Technology is a wonderful thing.
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=== Things Needed ===
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==Basics==
In order to begin crafting, three things need to be located: a recipe, the materials detailed in the recipe, and an alchemy machine.
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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]].  
  
==== 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 a recipe is purchased it can be found in the [[Arsenal]] under [[Recipes]]. Once a recipe is learned, the associated item may be crafted as many times as desired.
+
  
In general, the cost of recipes increases by a constant factor of 5 as you go to the next star level:
+
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]].
* 1 star: 50 crowns
+
* 2 stars: 250 crowns
+
* 3 stars: 1250 crowns
+
* 4 stars: 6250 crowns
+
* 5 stars: unknown
+
  
==== Materials ====
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Crafting is not tied to any skill and always succeeds.
Crafting materials can be found in [[The Clockworks]]. Certain recipes may also require other pieces of [[equipment]], or even [[Leveling_Equipment|leveled up]] pieces of equipment. The items created by such recipes are typically very powerful.  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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[[Image:jelly.PNG|thumb|right|A unique variant [[Jelly Helm]] with an increase to elemental defense.]]
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==Upgrading==
==== Alchemy Machine ====
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[[File:Interface-Transfer_UVs-Yes.png|thumb|right|UVs will transfer.]]
Alchemy Machines are located throughout town areas. For example, Haven has an Alchemy Machine in the [[Bazaar]], [[Arcade]], and [[Main Square]].
+
[[File:Interface-Transfer_UVs-No.png|thumb|right|UVs will be discarded.]]
  
The cost of crafting an item depends on its star level, and generally doubles with each additional star.
+
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.
* 1 star: ?? (dusk drop costs 200 crowns, 5 energy; may be a special case)
+
* 2 stars: 400 crowns/ 50 energy
+
* 3 stars: 800 crowns / 100 energy
+
* 4 stars: 1600 crowns/ 200 energy
+
* 5 stars: ??
+
  
Usually, this is much cheaper than buying the item pre-made from a shop, and crafting gives the added possibility of creating a unique variant (see below). Pre-made items increase in price as their star level increases- thus, items with a high star level are generally cheaper to craft than to buy pre-made.
+
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.
* 0 stars: 200 crowns
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* 1 star: 1,500 crowns
+
* 2 stars: 3,750 crowns
+
* 3 stars: 11,250 crowns
+
* 4 stars: 33,750 crowns
+
* 5 stars: 101,250 crowns
+
  
 +
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]].
  
=== Unique Variants ===
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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.
When crafting an item, you will sometimes be informed that you have crafted a "unique variant." These items have a stat bonus.  
+
  
The variant's bonus is described in the tooltip and marked with a star icon.
+
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.
  
== Crafting Materials ==
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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]].
  
{{SKWindowSortable
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==Economics==
| width = 100%
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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.
| title = List of known crafting materials
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| body =  
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{{SKCell|'''Icon'''| | | | |45px}} {{SKCell|'''Name'''| | | | |100px}} {{SKCell|'''Description'''}} {{SKCell|'''Drops From'''| | | | |100px}}{{SKCell|'''Recipe Uses'''| | | | |100px}} {{SKCell|'''Rarity'''| | | | |67px}}
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{{SKCraftEntry
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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.
|name=Blue Shard
+
 
|desc=A shard of Moonstone that is too small to be used in powering gates but highly useful in alchemy.
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There are currently no transmutable 0-star items.
|drops=
+
 
*Any Monster
+
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.
|uses=
+
 
|rarity=1
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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]].  
 +
 
 +
{{CraftingEconomics/Start}}
 +
 
 +
{{CraftingEconomics
 +
|star  = 1
 +
|recipe = 250
 +
|craft  = 200
 +
|heat  = -
 +
|orb    = Flawed
 +
|0      = 3
 +
|1     = 2
 +
|2      = -
 +
|3      = -
 +
|4      = -
 +
|5      = -
 
}}
 
}}
{{SKCraftEntry
+
 
|name=Red Shard
+
{{CraftingEconomics
|desc=A shard of Crimsonite that is too small to be used in powering gates but highly useful in alchemy.
+
|star  = 2
|drops=
+
|recipe = 1,000
*Any Monster
+
|craft  = 400
|uses=
+
|heat  = -
|rarity=1
+
|orb    = Simple
 +
|0      = 5
 +
|1     = 2
 +
|2      = 2
 +
|3      = -
 +
|4      = -
 +
|5      = -
 
}}
 
}}
{{SKCraftEntry
+
 
|name=Green Shard
+
{{CraftingEconomics
|desc=A shard of Valestone that is too small to be used in powering gates but highly useful in alchemy.
+
|star  = 3
|drops=
+
|recipe = 4,000
*Any Monster
+
|craft  = 1,000
|uses=
+
|heat  = -
|rarity=1
+
|orb    = Advanced
 +
|0      = 10
 +
|1     = 3
 +
|2      = 2
 +
|3      = 1
 +
|4      = -
 +
|5      = -
 
}}
 
}}
{{SKCraftEntry
+
 
|name=Light Shard
+
{{CraftingEconomics
|desc=A shard of Luminite that is too small to be used in powering gates but highly useful in alchemy.
+
|star  = 4
|drops=
+
|recipe = 10,000
*Any Monster
+
|craft  = 2,500
|uses=
+
|heat  = 5
|rarity=3
+
|orb    = Elite
}}
+
|0      = 15
{{SKCraftEntry
+
|1     = 4
|name=Dark Shard
+
|2     = 3
|desc=A shard of Dark Matter that is too small to be used in powering gates but highly useful in alchemy.
+
|3     = 2
|drops=
+
|4     = 1
*Any Monster
+
|5     = -
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Scrap Metal
+
|desc=A discarded piece of metal that could easily be repurposed.
+
|drops=
+
*Gun Puppy series
+
|uses=
+
|rarity=1
+
}}
+
{{SKCraftEntry
+
|name=Bronze Bolt
+
|desc=A simple bronze bolt found everywhere throughout the Clockworks.
+
|drops=
+
*Gun Puppy series
+
*Lumber series
+
|uses=
+
|rarity=1
+
}}
+
{{SKCraftEntry
+
|name=Power Cell
+
|desc=A small device used to power complex machines.
+
|drops=
+
*Gun Puppy series
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Fuel Canister
+
|desc=A small receptacle once used to hold fuel for a complex machine.
+
|drops=
+
*Gremlin Scorchers
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Cooling Cell
+
|desc=A small device used in complex machines to keep them from overheating. Also handy to keep in your pockets on hot summer days.
+
|drops=
+
*Gun Puppy series
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Cursed Idol
+
|desc=A small, stone statue carved into the form of one of the thousands of arch fiends of the Underworld. The shadowy surface color seems to move and shift like smoke.
+
|drops=
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Plasma Cell
+
|desc=
+
|drops=
+
*Gun Puppy series
+
|uses=
+
|rarity=5
+
}}
+
{{SKCraftEntry
+
|name=Gel Drop
+
|desc=A drop of goo collected from a jelly. It's still quivering.
+
|drops=
+
*Jelly series
+
|uses=
+
|rarity=1
+
}}
+
{{SKCraftEntry
+
|name=Ecto Drop
+
|desc=A bit of ectoplasm meticulously collected from an unwilling undead volunteer. It's an unpleasant shade of green.
+
|drops=
+
*Kat series
+
*Zombie series
+
|uses=
+
|rarity=1
+
}}
+
{{SKCraftEntry
+
|name=Phial of Phear
+
|desc=A glass tube containing a small dose of phearium, a strange chemical said to induce panic into anyone who even gets so much as a sniff of this stuff.
+
|drops=
+
*Devilite series
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Chroma Tear
+
|desc=
+
|drops=
+
*Bull Chromalisk
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Philoso Feather
+
|desc=
+
|drops=
+
*Kat series
+
|uses=
+
|rarity=5
+
}}
+
{{SKCraftEntry
+
|name=Sharp Fang
+
|desc=A particularly pointy premolar. Or maybe it's a canine?
+
|drops=
+
*Wolver series
+
|uses=
+
|rarity=1
+
}}
+
{{SKCraftEntry
+
|name=Beast Scale
+
|desc=A relatively intact scale recovered from a clockworks creature.
+
|drops=
+
*Chromalisk series
+
|uses=
+
|rarity=1
+
}}
+
{{SKCraftEntry
+
|name=Critter Carapace
+
|desc=A chitinous chunk carefully shucked from a Clockworks creature. It's in surprisingly good shape.
+
|drops=
+
*Chromalisk series
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Bushy Tail
+
|desc=
+
|drops=
+
*Wolver series
+
*Gremlin series
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Drake Scale
+
|desc=
+
|drops=
+
*Bull Chromalisk
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Dragon Scale
+
|desc=
+
|drops=
+
|uses=
+
|rarity=5
+
}}
+
{{SKCraftEntry
+
|name=Redwood
+
|desc=
+
|drops=
+
*Redward
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Blaze Pepper
+
|desc=
+
|drops=
+
*Ash Wolver
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Ironwood
+
|desc=
+
|drops=
+
|uses=
+
|rarity=
+
}}
+
{{SKCraftEntry
+
|name=Brimstone
+
|desc=A smelly, stygian, sulfuric shard commonly found in the underworld.
+
|drops=
+
*Devilite series
+
*Slag Walker
+
*Slag Guard
+
|uses=
+
|rarity=1
+
}}
+
{{SKCraftEntry
+
|name=Blast Powder
+
|desc=
+
|drops=
+
*Gremlin Demos
+
|uses=
+
|rarity=2
+
}}
+
{{SKCraftEntry
+
|name=Grave Soil
+
|desc=Dreadful dirt dredged a creepy crypt. It is always a little cold to the touch.
+
|drops=
+
*Zombie series
+
*Kat series
+
|uses=
+
|rarity=2
+
}}
+
{{SKCraftEntry
+
|name=Swordstone
+
|desc=
+
|drops=
+
*Devilite series
+
*Trojan series
+
|uses=
+
|rarity=2
+
}}
+
{{SKCraftEntry
+
|name=Soul Dust
+
|desc=The dust of the departed. Whether it still retains any shred of a soul remains to be seen.
+
|drops=
+
*Zombie series
+
*Kat series
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Warp Dust
+
|desc=
+
|drops=
+
*Wolver series
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Rock Salt
+
|desc=
+
|drops=
+
|uses=
+
|rarity=
+
}}
+
{{SKCraftEntry
+
|name=Gel Core
+
|desc=A fist-sized, gelatinous lump collected from a jelly.
+
|drops=
+
*Jelly series
+
|uses=
+
|rarity=2
+
}}
+
{{SKCraftEntry
+
|name=Brute Core
+
|desc=An oozing blue lump from a particularly potent gelatinous opponent.
+
|drops=
+
*Jelly series
+
|uses=
+
|rarity=2
+
}}
+
{{SKCraftEntry
+
|name=Forbidden Fruit
+
|desc=A sinful snack favored by famished fiends.
+
|drops=
+
*Devilite series
+
|uses=
+
|rarity=2
+
}}
+
{{SKCraftEntry
+
|name=Toxic Core
+
|desc=
+
|drops=
+
*Droul
+
*Toxigel
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Zee Core
+
|desc=
+
|drops=
+
*Sloom series
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Unstable Core
+
|desc=
+
|drops=
+
*Super Blast Cube
+
*Ultra Blast Cube
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Ghost Bell
+
|desc=A small, silvery bell worn by considerate ghosts that alerts the living when they are close by.
+
|drops=
+
*Kat series
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Rocky Core
+
|desc=
+
|drops=
+
*Brute Cube
+
*Rock Cube
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Royal Core
+
|desc=
+
|drops=
+
*Rock Cube
+
|uses=
+
|rarity=5
+
}}
+
{{SKCraftEntry
+
|name=Force Dynamo
+
|desc=
+
|drops=
+
*Tortodrone
+
*Redward
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Silver Coil
+
|desc=
+
|drops=
+
*Gremlin series
+
*Gun Puppy MK II
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Frayed Fabric
+
|desc=The worn remains of a Clockworks denizen's duds. It could probably be recycled.
+
|drops=
+
*Kat Series
+
*Gremlin series
+
|uses=
+
|rarity=2
+
}}
+
{{SKCraftEntry
+
|name=Fine Fabric
+
|desc=
+
|drops=
+
*Kat Series
+
*Gremlin series
+
|uses=
+
|rarity=3
+
}}
+
{{SKCraftEntry
+
|name=Miracloth
+
|desc=
+
|drops=
+
*Kat series
+
*Wing series
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Silverweave
+
|desc=
+
|drops=
+
*Silkwings
+
|uses=
+
|rarity=5
+
}}
+
{{SKCraftEntry
+
|name=Iron Gear
+
|desc=A metal gear that was once a component of a complicated contraption.
+
|drops=
+
*Gun Puppy series
+
*Lumber series
+
|uses=
+
|rarity=2
+
}}
+
{{SKCraftEntry
+
|name=Heavy Gear
+
|desc=
+
|drops=
+
*Redward
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Primal Ore
+
|desc=
+
|drops=
+
|uses=
+
|rarity=5
+
}}
+
{{SKCraftEntry
+
|name=Volcanic Iron
+
|desc=
+
|drops=
+
|uses=
+
|rarity=5
+
}}
+
{{SKCraftEntry
+
|name=Shadow Steel
+
|desc=
+
|drops=
+
|uses=
+
|rarity=5
+
}}
+
{{SKCraftEntry
+
|name=Monster Bone
+
|desc=An intact bone from a now-deceased beast.
+
|drops=
+
*Wolver series
+
*Zombie series
+
|uses=
+
|rarity=2
+
}}
+
{{SKCraftEntry
+
|name=Blighted Bone
+
|desc=
+
|drops=
+
*Droul
+
*Slag Walker
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Reaper Rib
+
|desc=
+
|drops=
+
*Dust Zombie
+
*Slag Walker
+
|uses=
+
|rarity=5
+
}}
+
{{SKCraftEntry
+
|name=Trojan Horseshoe
+
|desc=
+
|drops=
+
|uses=
+
|rarity=4
+
}}
+
{{SKCraftEntry
+
|name=Flame Soul
+
|desc=
+
|drops=
+
|uses=
+
|rarity=5
+
}}
+
{{SKCraftEntry
+
|name=Plague Essence
+
|desc=
+
|drops=
+
|uses=
+
|rarity=5
+
 
}}
 
}}
 +
 +
{{CraftingEconomics
 +
|star  = 5
 +
|recipe = 25,000
 +
|craft  = 5,000
 +
|heat  = 10
 +
|orb    = Eternal
 +
|0      = 20
 +
|1      = 5
 +
|2      = 4
 +
|3      = 3
 +
|4      = 2
 +
|5      = 1
 
}}
 
}}
  
 +
{{Table/End}}
  
 +
==History==
 +
*{{release|2011-05-17}}: Changes to crafting economics
 +
*{{release|2011-07-20}}: Changes to alchemy regarding UVs 
 +
*{{release|2012-10-17}}: Improved crafting interface
 +
*{{release|2013-07-30}}: Crafting no longer requires a payment in [[energy]]. The cost was shifted to orbs of alchemy.
 +
*{{release|2013-10-16}}: Material Finder added to interface
  
{| class="wikitable" border="1" cellpadding="5" cellspacing="0" align="left"
+
==See Also==
|-
+
*[[Exploration]]
! colspan="2" style="background: lightblue; color: black"  | '''NEXT''': [[Minerals|Minerals]]
+
*[[Mission]]
|}
+
  
 
[[Category:Items]]
 
[[Category:Items]]
 +
[[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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