This system is for weapons from July 26 2017 and onward.
All weapons before this date will not change and will be classified as Gen 1 weapons.
there are Gen 2 weapon info here as well.
Gen 3 weapons and equipment have weight and are the only kind you can make now.
All weapons before this date will not change and will be classified as Gen 1 weapons.
there are Gen 2 weapon info here as well.
Gen 3 weapons and equipment have weight and are the only kind you can make now.
As in the first generation the rating system for gear is the same.
1= 1-10 level
2= 10-20 level
3= 20-30 level
4= 30-40 level
5= 40-50 level
6=50-60 level
7=60-70 level
8=70-80 level
9=80-90 level
10=90-100 level
C- common
B- rare
A- super rare
X- mega rare
S- ultra rare
A S-5 material can craft you a 40-50 level ultra rare equipment
items required per level to smith item.
Rarity :
C - 10
R - 5
SR - 3
MR - 2
UR - 1
ex. ten common wolf fangs are needed to make a wolf fang sword.
Smithing levels will transfer over to the new system, the following are the smithing levels :
weapons (of a specific type Ex. Grand Master Katana Smith.) crafted per level and what their benefits are, benefits apply to making weapons and upgrading weapons. Weapons are total needed. so Master needs 50 not 50 + 25 + 10 + 1 from the previous ranks.
1. Novice - 1 weapons - none
2. Adept - 10 weapons - Needs 10 less common iron to smith
3. Veteran - 25 weapons - Needs 25 less common iron to smith
4. Master - 50 weapons - Needs 50 less common iron to smith
5. Grand master - 75 weapons - 50 Less common iron to smith, 50% shorter ingot cooldown time.
6. Weapon Bender - 100 weapons - 100 Less common iron, 1 Less Rare to smith, 50% shorter ingot cooldown time
7. Forge Lord - 150 Weapons - 100 Less common iron, 25 less Rare to smith, 75% shorter ingot cooldown time Level of weapon can be adjusted by 1 level
8. Anvil King - 200 weapons - 120 less common iron, 100 less Rare to smith, 80% shorter ingot cooldown time.
Level of weapon can be adjusted by 2 levels
9. Grinder God - 500 weapons - 150 less common iron,150 less rare to smith, 90% shorter ingot cooldown time.
Level of weapon can be adjusted by 3 levels
10. The Creator - 1,000 Weapons. - no additional materials needed to smith Except UR, no ingot cooldown times.
Level of weapon can be changed to whatever the Smith sees Fit.
additional materials.
levels :
1-10 - no change
11-20 - common iron x10
21-30 - common iron x25
31-40 - common iron x50
41-50 - common iron x50 rare iron x1
51-60 - common iron x100 rare iron x10
61-70 - common iron x100 rare iron x25
71-80 - common iron x120 rare iron x50 MR iron x1
81-90 - common iron x120 rare iron x100 MR iron X5
91-100 - common iron x120 rare iron x120 MR iron x10
100+ - common iron x150 rare iron x150 MR iron x20 UR iron x1
more Tools and stations will be needed to make weapons in Gen 2.
The following is materials needed to make any kind of Weapon Armor or Extra Attachments.
prices will be listed here so you don't have to keep switching pages.
The Step by Step Process on how to Smith in Gen 2 :
1. Take out your material.
-If it's a Hard/Strong/Tough material- Ex.Dragon Scales, Wolf fangs, Metals. -then place it inside the Forge with the needed additional materials. A Block of Material will come out in a Few minutes Ex. A Dragon Scale Ingot etc.
-If it's a soft Material- Ex. Slime ball, Bat Wings. -then place it inside the Magic Shaper with the needed additional materials. A Block of Material will come out in five minutes Irl - Ex. A Slime ball Ingot.
Note * Heavy Stations can hold 3 items at once, Pro Stations can Hold 10 at Once, they all finish at the same time.
2. Take your Ingot out, Preferably with the Tongs. Let it cooldown for 60 minutes IRL time. OR dip it into the cooling tank for 20 seconds.
3.Take your now Chill Ingot to the grinder where you will have to mold it into the correct Size.
-Weapons Will need to be decided on One or Two handedness here.
-Blunt, Slashing, Piercing, Blasting, shooting, Magical, Or "Other" will need to put here for the attack type, if it is a weapon.
-Head, Upper Body, Lower Body, feet, hand, other, for armor and EA.
4.Take your molded weapon to the Anvil where you will need to decide the final weapon type.
beat the Material with your hammer until it magically turns out how you want more or less.
-Sword Type Ex. Katana
-Wand, Staff, or Rune Blade.
-Stats will need to be inputted here.
-Name the Weapon.
Optional Recommended
5. Go to the Craftwork bench and make essentials for your weapon.
-Sheaths - Can be made out of any one Material.
-Ornaments and fine details on swords - Can be made Custom.
-fixes durability on weapons up to Shiny.
Prices for Gen 2 weapons.
NPC prices (remember that weapons sell for 25% of their worth to NPCs)
weapons -
common : 500 Yuld per level
Rare : 1,000 Yuld per level
Super Rare : 2,500 Yuld per level
Mega Rare : 4,800 Yuld per level
Ultra Rare : 6,500 Yuld per level
Armor -
common : 400 Yuld per lvl
Rare : 900 Yuld per lvl
Super Rare : 1,500 Yuld per lvl
Mega Rare : 3,900 Yuld per lvl
Ultra Rare : 5,000 Yuld per lvl
Extra Attachments -
Common : 450 Yuld per lvl
Rare : 950 Yuld per lvl
Super Rare : 2,000 Yuld per lvl
Mega Rare : 4,500 Yuld per lvl
Ultra Rare : 8,000 Yuld per lvl
How to arrange stats in Gen two.
(no more than 80% of a Gear's Total stats can go into one stat, except Def and MDef.
This only applies to gear whose Total Combined Stats are above 100)
weapons -
Common : base 30 stats + 3 per additional level
Rare : base 40 stats +5 per additional level
Super Rare : base 50 stats +7 per additional level
Mega Rare : base 100 stats + 10 per additional level
Ultra Rare : base 200 stats +15 per additional level
Armor -
Common : base 10 stats + 2 per additional level
Rare : base 30 stats + 3 per additional level
Super Rare : base 50 stats + 5 per additional level
Mega Rare : base 80 stats + 8 per additional level
Ultra Rare : base 150 stats + 13 per additional level
Extra Attachments -
Common : base 40 stats + 4 per lvl
Rare : base 50 stats + 5 per lvl
Super Rare : base 60 stats + 6 per lvl
Mega Rare : base 70 stats + 7 per lvl
Ultra Rare : base 100 stats + 20 per lvl
When putting hp on equipment one point is worth 2 hp
Shields count as Armor pieces and go into the left or right hand slots so they do not take up an armor slot like helm.
How to arrange elements for Gen two.
You get elemental essence and hammer it into a weapon on an anvil,
you need more essence depending on the rarity of the equipment
Common : 50
Rare : 100
Super Rare : 150
Mega rare :250
Ultra rare : 500
each rarity also has a different amount of elemental slots you can work with.
Common : Base None + One slot can be added
Rare : Base One element slot + one slot can be added
Super Rare : base two element slot + one slot can be added
Mega rare : base two element slot + two slots can be added
Ultra Rare : base three element slot + three slots can be added.
All weapons already have the slots open, but weapons may come with elements already, that's the base.
so for example you can have a sword with light dark and fire, but still put three more elements on it, if it is Ultra rare.
How to arrange Extra Skills for Gen two
(remember Extra skills only apply to the weapon unless stated.)
Common : base None + None
Rare : base None + one slot can be added
Super rare : Base one slot + one slot can be added
Mega Rare : base two slot + one slot can be added
Ultra Rare : base three slot + two can be added
How to Put Elemental Resistance on Gen two gear.
Elemental res works like this, if you have 10 dark res, you take 10 less dmg from all dark elemental attacks.
so in a 1 to 1 ratio.
you need to take Elemental essence and Pound it onto a piece of equipment on the anvil.
the conversion rate is 10 essence = 1 res for that element,
if a weapon has an element on it, you cannot put elemental res that that element is weak too.
example, if your sword is fire element, you cannot put water res on it, UNLESS that sword also has water element.
Each rarity has a different cap for total res that it can have.
Common : 20 +2 per level
rare : 50 +5 per level
Super rare : 100 +8 per level
Mega rare : 200 +12 per level
Ultra rare : 500 +20 per level
How to calculate and Learn what durability does :
First of all, durability can only be broken physically, so don't work about magic exploding your weapon.
there are 5 durability levels.
A weapon's durability level drops when another Weapon with Higher Resiliency Hits your Weapon, and you are not attacking back with Near Equal Power (Take 50% of the higher resilience weapon and if it does not reach the value of the lower weapon, it goes down one durability level. Remember Only the Weapon's stats, not the players.) Skills do add more power, if a DMG of 5,000 hits a blade with 2,000 RES, that blade is going down a level in durability.
let's imagine 1k RES VS 1.3k RES, no durability drops, but if the 1k uses a skill and deals 4k DMG the 1.3k RES blade will drop in durability unless it can also use a skill with near equal power to strike back, if that skill is much greater than the previous 4k DMG, then the 4K DMG blade loses durability. A weapon's durability cannot drop a durability level with monsters unless it is hit by an attack that deals more damage than its resilience.
How to Measure Weight for your Equipment :
Materials are broken down into two types.
Metals and Organics.
Metals are comprised of any material that is an iron, steel, or so on.
organics are comprised of any material that is like fur, slime, leather and so on.
The weight of the equipment depends on it's Rarity, stats, Material Type and equipment type.
You take the stats of it and multiply it by the rarity, once you know the material type below.
Metal Weapon :
C - .25
B - .35
A - .75
X - 1.2
S - 1.5
Metal Armor:
C - .2
B - .3
A - .35
X - .45
S - .55
Metal EA :
C - .1
B - .17
A - .23
X - .3
S - .4
Organic Weapon :
C - .25
B - .5
A - .65
X - .8
S - 1
Organic Armor :
C - .1
B - .2
A - .25
X - .35
S - .45
Organic EA :
C - .1
B - .15
A - .2
X - .25
S - .3
Examples :
A Level one common Weapon In shops made out of common iron has a base stat total of 30. that means it you go Metal Weapons, and go down to Common it says .25. you take 30 and times it by .25, you get 7.5. round down.
so a level one common weapon like a sword has a weight of 7.
your total Weight on your character should not exceed your character's strength. if it does, for every point of weight over your strength, you lose one point of atk AND spd.
Ex.
500 weight weapon
600 total armor :
200 body
200 legs
200 foot
100 necklace
That's 1,200 weight, that means you need at least 1,200 strength to not lose any stats.
for Mages, they can lift their Gear with Matk and mspt instead of strength.
so using the sameExample as above, Mages would require at least 1,200 Matk or 1,200 Mspt. it can be any combination of both as well. such as 1,000 matk and 200 mspt.
Measuring Resilience :
A weapons resilience is it's total stats combined times five. Ex. lvl 1 common sword = 30 stats, 30 x 5 =150 Res. so if a damage of 150 or more hits the weapon, and its not using a skill to counter the hit, the weapon will drop one durability level.
Broken weapons cannot be used to battle at all since it does no damage. using the Grinder it can be put from Shiny to New.
Armor's Resilience is it's total stats combined times ten. Every time the gear is hit with an attack exceeding that amount, the DL goes down one.
EA is times three only.
costs for repairing durability levels -
common : 1k per level
Rare : 3k per level
Super Rare : 5k per level
Mega rare : 20k per level
Ultra Rare : 50k per level
to make it go to "New" level it costs a special :
"New" grinder : 70k
Enchantment Bench Uses :
(all prices are NPC blacksmith prices)
-adds Slots for both elements and ES's : 20% of the Weapons Value is needed to add a slot + whatever the Blacksmith gets paid, NPC blacksmiths will ask for 10% of whatever you paid.
-adds elements : 100 essence needed for each added element : 10k Yuld paid to blacksmith
-adds extra skills : ES ORB needed to add ES : 25k Yuld paid to blacksmith : choose a Valid ES and add it to the weapon.
-upgrades Extra skills : to upgrade the level of an ES you'll need as many Orbs as the level you want to reach, and it has to be in numerical order. Ex. five ES orbs to reach lvl 5, but you can't Jump levels, you'll need to reach 2, 3, 4, then 5. : NPC's charge 10k per ES orb used to upgrade.
-upgrades weapons : Can only upgrade weapons at Average durability and higher; weapons can be upgraded up to +10
below is a list of what is needed to upgrade weapons and what effects are given. the Yuld is required to upgrade the weapon.
if the blacksmith wants to get paid, they'll have to add more Yuld as a payment for Smithing. NPC's will just ask for 20% of the Yuld amount needed to Upgrade your weapon.
( rare iron x 5)
( rare iron x20)
( rare iron x 30)
( rare iron x50)
(Mega rare iron x5)
( rare iron x75 )
(Mega rare iron x10 )
( ultra rare iron x1)
These Are the effects
+1 15% up all stats
+2 30% up all stats
+3 45% up all stats
+4 60% up all stats
+5 75% up all stats
+6 90% up all stats
+7 105% up all stats
+8 120% up all stats
+9 135% up all stats
+10 150% up all stats
List of Gen 2 Extra skills :
(remember that ES's only apply to the weapon)
(the dashes "-" will be the levels of the skills.)
Melee ES's :
Npc Helpers for Blacksmiths : these are AI's that help run the shop in various ways and how much it takes to hire them.
once hired you do not need to pay them extra
Clerk Npc - 100,000 Yuld - stands in the front of the shop, sells pre made weapons, can take weapon orders and send them to the owner
Advanced Clerk Npc - 200,000 Yuld - Sells premade weapons, can take weapon orders and send them to owner, can send them to Npc Blacksmiths too, can be taken over by owner via Messaging commands and speak for business deals.
Npc blacksmith assist - 300,000 Yuld - can follow any command in the blacksmith shop within the weapon making process.
Npc blacksmith - 500,000 Yuld - can make weapons on its own up to the SR rarity. Only Follows Weapon Orders. Novice Level
Advanced npc Blacksmith - 1,000,000 Yuld - can make weapons up to MR rarity on its own, follows voice commands and weapon orders. Master Level. Can Be Taken Over by Owner, but has owner smithing skills. can still only make up to MR.
Note* you cannot hire blacksmiths with hire smithing levels than you.
1= 1-10 level
2= 10-20 level
3= 20-30 level
4= 30-40 level
5= 40-50 level
6=50-60 level
7=60-70 level
8=70-80 level
9=80-90 level
10=90-100 level
C- common
B- rare
A- super rare
X- mega rare
S- ultra rare
A S-5 material can craft you a 40-50 level ultra rare equipment
items required per level to smith item.
Rarity :
C - 10
R - 5
SR - 3
MR - 2
UR - 1
ex. ten common wolf fangs are needed to make a wolf fang sword.
Smithing levels will transfer over to the new system, the following are the smithing levels :
weapons (of a specific type Ex. Grand Master Katana Smith.) crafted per level and what their benefits are, benefits apply to making weapons and upgrading weapons. Weapons are total needed. so Master needs 50 not 50 + 25 + 10 + 1 from the previous ranks.
1. Novice - 1 weapons - none
2. Adept - 10 weapons - Needs 10 less common iron to smith
3. Veteran - 25 weapons - Needs 25 less common iron to smith
4. Master - 50 weapons - Needs 50 less common iron to smith
5. Grand master - 75 weapons - 50 Less common iron to smith, 50% shorter ingot cooldown time.
6. Weapon Bender - 100 weapons - 100 Less common iron, 1 Less Rare to smith, 50% shorter ingot cooldown time
7. Forge Lord - 150 Weapons - 100 Less common iron, 25 less Rare to smith, 75% shorter ingot cooldown time Level of weapon can be adjusted by 1 level
8. Anvil King - 200 weapons - 120 less common iron, 100 less Rare to smith, 80% shorter ingot cooldown time.
Level of weapon can be adjusted by 2 levels
9. Grinder God - 500 weapons - 150 less common iron,150 less rare to smith, 90% shorter ingot cooldown time.
Level of weapon can be adjusted by 3 levels
10. The Creator - 1,000 Weapons. - no additional materials needed to smith Except UR, no ingot cooldown times.
Level of weapon can be changed to whatever the Smith sees Fit.
additional materials.
levels :
1-10 - no change
11-20 - common iron x10
21-30 - common iron x25
31-40 - common iron x50
41-50 - common iron x50 rare iron x1
51-60 - common iron x100 rare iron x10
61-70 - common iron x100 rare iron x25
71-80 - common iron x120 rare iron x50 MR iron x1
81-90 - common iron x120 rare iron x100 MR iron X5
91-100 - common iron x120 rare iron x120 MR iron x10
100+ - common iron x150 rare iron x150 MR iron x20 UR iron x1
more Tools and stations will be needed to make weapons in Gen 2.
The following is materials needed to make any kind of Weapon Armor or Extra Attachments.
prices will be listed here so you don't have to keep switching pages.
- Forge - 70,000 Yuld
- Heavy Forge - 270,000 Yuld
- Forge Pro - 500,000 Yuld
- Magic Shaper - 70,000 Yuld
- Heavy Shaper - 270,000 Yuld
- Shaper Pro - 500,000 Yuld
- Anvil - 50,000 Yuld
- Hammer - 5,000 Yuld
- Grinder - 15,000 Yuld
- Tongs - 3,000 Yuld
- Craftwork table - 20,000 Yuld
- Enchantment Bench - 100,000 Yuld
- Cooling Tank - 15,000 Yuld
The Step by Step Process on how to Smith in Gen 2 :
1. Take out your material.
-If it's a Hard/Strong/Tough material- Ex.Dragon Scales, Wolf fangs, Metals. -then place it inside the Forge with the needed additional materials. A Block of Material will come out in a Few minutes Ex. A Dragon Scale Ingot etc.
-If it's a soft Material- Ex. Slime ball, Bat Wings. -then place it inside the Magic Shaper with the needed additional materials. A Block of Material will come out in five minutes Irl - Ex. A Slime ball Ingot.
Note * Heavy Stations can hold 3 items at once, Pro Stations can Hold 10 at Once, they all finish at the same time.
2. Take your Ingot out, Preferably with the Tongs. Let it cooldown for 60 minutes IRL time. OR dip it into the cooling tank for 20 seconds.
3.Take your now Chill Ingot to the grinder where you will have to mold it into the correct Size.
-Weapons Will need to be decided on One or Two handedness here.
-Blunt, Slashing, Piercing, Blasting, shooting, Magical, Or "Other" will need to put here for the attack type, if it is a weapon.
-Head, Upper Body, Lower Body, feet, hand, other, for armor and EA.
4.Take your molded weapon to the Anvil where you will need to decide the final weapon type.
beat the Material with your hammer until it magically turns out how you want more or less.
-Sword Type Ex. Katana
-Wand, Staff, or Rune Blade.
-Stats will need to be inputted here.
-Name the Weapon.
Optional Recommended
5. Go to the Craftwork bench and make essentials for your weapon.
-Sheaths - Can be made out of any one Material.
-Ornaments and fine details on swords - Can be made Custom.
-fixes durability on weapons up to Shiny.
Prices for Gen 2 weapons.
NPC prices (remember that weapons sell for 25% of their worth to NPCs)
weapons -
common : 500 Yuld per level
Rare : 1,000 Yuld per level
Super Rare : 2,500 Yuld per level
Mega Rare : 4,800 Yuld per level
Ultra Rare : 6,500 Yuld per level
Armor -
common : 400 Yuld per lvl
Rare : 900 Yuld per lvl
Super Rare : 1,500 Yuld per lvl
Mega Rare : 3,900 Yuld per lvl
Ultra Rare : 5,000 Yuld per lvl
Extra Attachments -
Common : 450 Yuld per lvl
Rare : 950 Yuld per lvl
Super Rare : 2,000 Yuld per lvl
Mega Rare : 4,500 Yuld per lvl
Ultra Rare : 8,000 Yuld per lvl
How to arrange stats in Gen two.
(no more than 80% of a Gear's Total stats can go into one stat, except Def and MDef.
This only applies to gear whose Total Combined Stats are above 100)
weapons -
Common : base 30 stats + 3 per additional level
Rare : base 40 stats +5 per additional level
Super Rare : base 50 stats +7 per additional level
Mega Rare : base 100 stats + 10 per additional level
Ultra Rare : base 200 stats +15 per additional level
Armor -
Common : base 10 stats + 2 per additional level
Rare : base 30 stats + 3 per additional level
Super Rare : base 50 stats + 5 per additional level
Mega Rare : base 80 stats + 8 per additional level
Ultra Rare : base 150 stats + 13 per additional level
Extra Attachments -
Common : base 40 stats + 4 per lvl
Rare : base 50 stats + 5 per lvl
Super Rare : base 60 stats + 6 per lvl
Mega Rare : base 70 stats + 7 per lvl
Ultra Rare : base 100 stats + 20 per lvl
When putting hp on equipment one point is worth 2 hp
Shields count as Armor pieces and go into the left or right hand slots so they do not take up an armor slot like helm.
How to arrange elements for Gen two.
You get elemental essence and hammer it into a weapon on an anvil,
you need more essence depending on the rarity of the equipment
Common : 50
Rare : 100
Super Rare : 150
Mega rare :250
Ultra rare : 500
each rarity also has a different amount of elemental slots you can work with.
Common : Base None + One slot can be added
Rare : Base One element slot + one slot can be added
Super Rare : base two element slot + one slot can be added
Mega rare : base two element slot + two slots can be added
Ultra Rare : base three element slot + three slots can be added.
All weapons already have the slots open, but weapons may come with elements already, that's the base.
so for example you can have a sword with light dark and fire, but still put three more elements on it, if it is Ultra rare.
How to arrange Extra Skills for Gen two
(remember Extra skills only apply to the weapon unless stated.)
Common : base None + None
Rare : base None + one slot can be added
Super rare : Base one slot + one slot can be added
Mega Rare : base two slot + one slot can be added
Ultra Rare : base three slot + two can be added
How to Put Elemental Resistance on Gen two gear.
Elemental res works like this, if you have 10 dark res, you take 10 less dmg from all dark elemental attacks.
so in a 1 to 1 ratio.
you need to take Elemental essence and Pound it onto a piece of equipment on the anvil.
the conversion rate is 10 essence = 1 res for that element,
if a weapon has an element on it, you cannot put elemental res that that element is weak too.
example, if your sword is fire element, you cannot put water res on it, UNLESS that sword also has water element.
Each rarity has a different cap for total res that it can have.
Common : 20 +2 per level
rare : 50 +5 per level
Super rare : 100 +8 per level
Mega rare : 200 +12 per level
Ultra rare : 500 +20 per level
How to calculate and Learn what durability does :
First of all, durability can only be broken physically, so don't work about magic exploding your weapon.
there are 5 durability levels.
- Broken (-100% damage)
- rusty (-50% damage)
- Blunt (-20% damage)
- Average
- Strong
- Shiny
- New
A weapon's durability level drops when another Weapon with Higher Resiliency Hits your Weapon, and you are not attacking back with Near Equal Power (Take 50% of the higher resilience weapon and if it does not reach the value of the lower weapon, it goes down one durability level. Remember Only the Weapon's stats, not the players.) Skills do add more power, if a DMG of 5,000 hits a blade with 2,000 RES, that blade is going down a level in durability.
let's imagine 1k RES VS 1.3k RES, no durability drops, but if the 1k uses a skill and deals 4k DMG the 1.3k RES blade will drop in durability unless it can also use a skill with near equal power to strike back, if that skill is much greater than the previous 4k DMG, then the 4K DMG blade loses durability. A weapon's durability cannot drop a durability level with monsters unless it is hit by an attack that deals more damage than its resilience.
How to Measure Weight for your Equipment :
Materials are broken down into two types.
Metals and Organics.
Metals are comprised of any material that is an iron, steel, or so on.
organics are comprised of any material that is like fur, slime, leather and so on.
The weight of the equipment depends on it's Rarity, stats, Material Type and equipment type.
You take the stats of it and multiply it by the rarity, once you know the material type below.
Metal Weapon :
C - .25
B - .35
A - .75
X - 1.2
S - 1.5
Metal Armor:
C - .2
B - .3
A - .35
X - .45
S - .55
Metal EA :
C - .1
B - .17
A - .23
X - .3
S - .4
Organic Weapon :
C - .25
B - .5
A - .65
X - .8
S - 1
Organic Armor :
C - .1
B - .2
A - .25
X - .35
S - .45
Organic EA :
C - .1
B - .15
A - .2
X - .25
S - .3
Examples :
A Level one common Weapon In shops made out of common iron has a base stat total of 30. that means it you go Metal Weapons, and go down to Common it says .25. you take 30 and times it by .25, you get 7.5. round down.
so a level one common weapon like a sword has a weight of 7.
your total Weight on your character should not exceed your character's strength. if it does, for every point of weight over your strength, you lose one point of atk AND spd.
Ex.
500 weight weapon
600 total armor :
200 body
200 legs
200 foot
100 necklace
That's 1,200 weight, that means you need at least 1,200 strength to not lose any stats.
for Mages, they can lift their Gear with Matk and mspt instead of strength.
so using the sameExample as above, Mages would require at least 1,200 Matk or 1,200 Mspt. it can be any combination of both as well. such as 1,000 matk and 200 mspt.
Measuring Resilience :
A weapons resilience is it's total stats combined times five. Ex. lvl 1 common sword = 30 stats, 30 x 5 =150 Res. so if a damage of 150 or more hits the weapon, and its not using a skill to counter the hit, the weapon will drop one durability level.
Broken weapons cannot be used to battle at all since it does no damage. using the Grinder it can be put from Shiny to New.
Armor's Resilience is it's total stats combined times ten. Every time the gear is hit with an attack exceeding that amount, the DL goes down one.
EA is times three only.
costs for repairing durability levels -
common : 1k per level
Rare : 3k per level
Super Rare : 5k per level
Mega rare : 20k per level
Ultra Rare : 50k per level
to make it go to "New" level it costs a special :
"New" grinder : 70k
Enchantment Bench Uses :
(all prices are NPC blacksmith prices)
-adds Slots for both elements and ES's : 20% of the Weapons Value is needed to add a slot + whatever the Blacksmith gets paid, NPC blacksmiths will ask for 10% of whatever you paid.
-adds elements : 100 essence needed for each added element : 10k Yuld paid to blacksmith
-adds extra skills : ES ORB needed to add ES : 25k Yuld paid to blacksmith : choose a Valid ES and add it to the weapon.
-upgrades Extra skills : to upgrade the level of an ES you'll need as many Orbs as the level you want to reach, and it has to be in numerical order. Ex. five ES orbs to reach lvl 5, but you can't Jump levels, you'll need to reach 2, 3, 4, then 5. : NPC's charge 10k per ES orb used to upgrade.
-upgrades weapons : Can only upgrade weapons at Average durability and higher; weapons can be upgraded up to +10
below is a list of what is needed to upgrade weapons and what effects are given. the Yuld is required to upgrade the weapon.
if the blacksmith wants to get paid, they'll have to add more Yuld as a payment for Smithing. NPC's will just ask for 20% of the Yuld amount needed to Upgrade your weapon.
- +1 - 10k ¥
- +2 - 20k ¥
- +3 - 30k ¥
- +4 - 40k ¥
- +5 - 50k ¥
- +6 - 60k ¥
( rare iron x 5)
- +7 - 70k ¥
( rare iron x20)
- +8 - 80k ¥
( rare iron x 30)
- +9 - 90k ¥
( rare iron x50)
(Mega rare iron x5)
- +10 - 100k ¥
( rare iron x75 )
(Mega rare iron x10 )
( ultra rare iron x1)
These Are the effects
+1 15% up all stats
+2 30% up all stats
+3 45% up all stats
+4 60% up all stats
+5 75% up all stats
+6 90% up all stats
+7 105% up all stats
+8 120% up all stats
+9 135% up all stats
+10 150% up all stats
List of Gen 2 Extra skills :
(remember that ES's only apply to the weapon)
(the dashes "-" will be the levels of the skills.)
Melee ES's :
- Blade Fury : Boosts Atk - 10% - 20% - 30% - 40% - 50%
- Blade Storm : boosts Spd - 10% - 20% - 30%v- 40% - 50%
- Mana Rage : boosts Mp - 5% - 10% - 15% - 20% - 25%
- Vital Stream : boosts Hp - 5% - 10% - 15% - 20% - 25%
- Arcana Hand : boosts Matk - 5% - 10% - 15% - 20% - 25%
- S Support : boosts Mspt - 5% - 10% - 15% - 20% - 25%
- Spike : chance to ignore defense - 10% - 20% - 30% - 50% - 70%
- Requip : able to switch weapons instantly a certain number of times in a minute - 1 - 3 - 5 - 10 - Unlimited
- DuraMax : boosts Resilience By - 25% - 50% - 70% - 90% - 120%
- Magic Fusion : boosts Matk - 10% - 20% - 30% - 40% - 50%
- Rune Step : boosts Spd - 10% - 15% - 25% - 30% - 40%
- Spirit Will : boosts Hp - 5% - 10% - 15% - 20% - 25%
- Spirit Crush : boosts Mp - 10% - 20% - 30% - 40% - 50%
- Combat Boost : boosts Atk - 5% - 10% - 20% - 25% - 30%
- X Support : boosts Mspt - 10% - 25% - 35% - 45% - 60%
- Energy Saver : chance to recover 20% of mp used - 10% - 20% - 40%
- Meditation : increases Mp regen rate when doing Nothing by percent faster - 10% - 20% - 30% - 40% - 50%
- Flight Boost : boosts Spd - 5% - 10% - 15% - 20% - 30%
- Skin Boost : boosts def - 10% - 25% - 40% - 60% - 80%
- Arcana Block ; boost Mdef - 10% - 25% - 40% - 60% - 80%
- Shark Boost : boost Hp - 10% - 20% - 30% - 40% - 50%
- Hawk boost : boosts Mp - 5%V - 10% - 15% - 20% - 25%
- Dragon Boost : boosts Atk And Matk - 2% - 4% - 6% - 8% - 10%
- IronHide : deals damage back when touched physically - 50DMG - 100DMG - 250DMG - 500DMG - 1,00DMG
- Nindo : silent at a distance - 50 meters - 25 meters - 10 meters - 5 meters - 0 meters
- Elemental Resist : mitigates damage from a certain element - 5% - 10% - 15% - 20% - 25%
- DuraMax + : boosts resilience by - 25% - 50% - 100% - 150% - 200%
- Physical/ Magical Resist : mitigates specific damage types - 5% - 10% - 15% - 20% - 25%
- Blunt/Slash/Piercing : mitigates specific damage types - 5% - 10% - 15%v - 20% - 25%
- Adaptation : this slot can be filled with any ES from other Gear Types.
Npc Helpers for Blacksmiths : these are AI's that help run the shop in various ways and how much it takes to hire them.
once hired you do not need to pay them extra
Clerk Npc - 100,000 Yuld - stands in the front of the shop, sells pre made weapons, can take weapon orders and send them to the owner
Advanced Clerk Npc - 200,000 Yuld - Sells premade weapons, can take weapon orders and send them to owner, can send them to Npc Blacksmiths too, can be taken over by owner via Messaging commands and speak for business deals.
Npc blacksmith assist - 300,000 Yuld - can follow any command in the blacksmith shop within the weapon making process.
Npc blacksmith - 500,000 Yuld - can make weapons on its own up to the SR rarity. Only Follows Weapon Orders. Novice Level
Advanced npc Blacksmith - 1,000,000 Yuld - can make weapons up to MR rarity on its own, follows voice commands and weapon orders. Master Level. Can Be Taken Over by Owner, but has owner smithing skills. can still only make up to MR.
Note* you cannot hire blacksmiths with hire smithing levels than you.
Templates for Weapons (Examples) :
Weapons : Name - Basic Long Sword Level - 1 Rarity - Common (Optional) Element(s) - Resilience (Res) - 150 Durability Level (DL) - Shiny Attack Type - Slashing Weapon Type - Long Sword/Single Handed (Projectile Speed for Ranged Weapons) - (Optional) Extra Skill Slots - Stat Bonuses - +10 Atk +10 Spd +10 Matk Armor : Name - Basic Chest plate Level - 1 Rarity - Common (Optional) Elements(s) - Resilience - 100 Durability Level - Shiny Gear Type - Upper Body (Optional) Extra Skills Slots - Stat Bonuses - +10 Def Extra Attachments : Name - Basic Ring Level - 1 Rarity - Common (Optional Element(s) - Resilience - 120 Durability Level - Shiny Gear Type - Hand (Optional) Extra Skills Slots - Status Bonuses - +20 Mp +20 Mspt |
Templates for Weapons (Blank) :
Weapons : Name - Level - Rarity - (Optional) Element(s) - Resilience (Res) - Durability Level (DL) - Attack Type - Weapon Type - (Projectile Speed for Ranged Weapons) - (Optional) Extra Skill Slots - Stat Bonuses - Armor : Name - Level - Rarity - (Optional) Elements(s) - Resilience - Durability Level - Gear Type - (Optional) Extra Skills Slots - Stat Bonuses - Extra Attachments : Name - Level - Rarity - (Optional Element(s) - Resilience - Durability Level - Gear Type - (Optional) Extra Skills Slots - Status Bonuses - |