![]() ![]() If he or she keeps the UVs, then the upgraded item will have those UVs, with no chance of more or better UVs. When performing an upgrade, the knight chooses whether to keep the unique variants (UVs) on the precursor. Consequently, 4- and 5-star items command extremely high prices, in comparison to 3-star items. The item cannot be traded to another player, unless an unbinding fee is paid at Vise. 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. If the precursor item is bound, then the newly upgraded item will also be bound. The upgraded item always begins at heat level 1. Beyond these minimum requirements, the heat level of the precursor item has no effect on the quality of the upgrade. To upgrade a 4-star item to 5 stars, the 4-star item must have heat level 10. To upgrade a 3-star item to 4 stars, the 3-star item must have heat level 5 or higher. To upgrade a 0-, 1-, or 2-star item, no heat is required on the item. The upgraded item replaces the precursor item in the knight's Arsenal. The precursor item must be unequipped when it is used in the upgrade crafting. The recipe for an upgrade lists the precursor item in addition to the materials. It is also used to upgrade items from one star level to the next. The item has a small chance of acquiring one, two, or even three unique variants.Ĭrafting is not only used to make items from scratch. The cost of crafting roughly doubles with each star level: An alchemy machine requires a payment of energy and crowns for each item that it crafts. These machines are scattered around Haven, and can also be found in Moorcroft Manor, Emberlight, mission lobbies, and guild halls. Once the knight has learned a recipe and assembled its materials, he or she can craft the item at an alchemy machine. Materials can also be traded between knights, and hence sold in the Auction House. Some materials can be bought at Brinks for tokens and at Sullivan for Krogmo Coins. Most materials are acquired randomly while adventuring in the Clockworks. Low-star recipes require low-star materials, while high-star recipes require high-star materials and large quantities of low-star materials. 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.Įach recipe lists the materials that it requires. When a recipe is learned, it vanishes from the knight's Arsenal but appears in the knight's list of learned recipes. Before the recipe is used, it must be learned. Once a recipe is purchased, it appears in the knight's Arsenal. When purchasing a recipe, the player can view its details by hovering his or her mouse over the recipe. This section outlines the ingredients and procedure for crafting an item from scratch.Ī recipe can be purchased from vendors in Haven, Clockwork Terminals, mission lobbies, and the Hall of Heroes, for a predetermined price:Ī recipe can also be purchased from other knights, for example through the Auction House, but usually for a higher price. Crafting is not tied to any skill, and it always succeeds. The knight assembles these ingredients at an alchemy machine, which manufactures the item according to its recipe. When upgrading an item from one star level to the next, crafting also requires a precursor item. Crafting also offers a chance of acquiring valuable unique variants.Ĭrafting an item requires a recipe, the materials listed in the recipe, energy, and crowns. Crafting an item is usually much less expensive than buying the item from a vendor or the Supply Depot. Crafting is the process by which knights make new equipment such as weapons and armor. ![]()
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