See also: Drop Mechanics
Crafting is accessed via the menu in Battle Arena. Inside the menu are several tabs under which different kinds of armor and weapons may be created. Crafting an item requires some amount of any of the following materials: crafting material (CM), special crafting material (SCM), Unobtanium (Unob), Pixels, or mission rewards. You can use crystals of rarity (CoR) and crystals of ultimate rarity (CoUR) when crafting some items to increase the chance of getting a higher tier item.
You may craft only the items for which you have the recipe. Note that lrn2craft recipes drop only from bosses and that secret recipes drop only from rare and epic monsters.
Each item, crafted or otherwise, has a rarity. The item's name's color shows the item's rarity. The rarity of an item is determined by the extent to which the item's stats exceed the average for that item. The below table, courtesy of Tukkun, shows what each color represents.
|Blue||Common||1 ~ 15 points over average stats|
|Yellow||Uncommon||16 ~ 35 points over average stats|
|Green||Rare||36 ~ 65 points over average stats|
|Cyan||Epic||66 ~ 105 points over average stats|
|Purple||Legendary||106 ~ 155 points over average stats|
|Dark Green||Artifact||156 ~ 255 points over average stats|
|Dark Yellow||Artifact||256 ~ 405 points over average stats|
|Pink||Artifact||406 ~ 705 points over average stats|
|Red*||Artifact||706+ points over average stats|
*You need to hold Shift + K to sell the item when the colour of the item reaches red.
An item has three main types of statistics.
See image on right for details on locating each statistic for an item
These statistics are influenced by level and enhancements. The starting base stats can be higher than normal if its crafted using crystals or found as loot (see above)
Tier is determined by the item's rank requirement and the level of Unobtanium enhancements on the item. Tier determines how much bonus is granted from the colored bonus statistics. (see "Bonuses" section)
|Level change||Weapon||Armor + Pendant|
Attack +4~6 (random)
|Defense +2~3 (random)|
|Every 2 levels||Defense +2||Attack +1|
|Every 3 levels||Accuracy +1%||Evasion +1%|
|Every 4 levels||HP Regen +25%||HP +1%|
|Every 5 levels||Critical Chance +1%||Critical Damage +1%|
|Every 6 levels||(Pendant Only) Attack Speed +5%|
Tier is determined by the item's rank requirement and the level of Unobtanium enhancements on the item.
|Cannot apply bonus rocks||
Bonus rocks cannot be crafted and must be found. The color of the rock corresponds to which bonus color it belongs to, and the color of the background dictates whether the rock enhances a weapon, armor, or an accessory. Weapons have an orange background, armor has a green background, and accessories have a pink background.
The Bonus Preferences option in the menu can be adjusted to influence the probability of receiving a certain rock. Bonuses can also be interchanged at the abandoned lab with a probability similarly in accordance with the Bonus Preferences option.
An item's tier determines the amount of bonus it receives from any of the types. A weapon's tier is determined by:
Tier = CEILING (Item Rank / 10) + Unobtanium Enhancement + FLOOR (Legendary Weapon Skillpoints / 5)
where ceiling refers to a value that is always rounded up to a whole integer, and floor to a value that is always rounded down to a whole integer. The tier of any other equipment is determined by:
Tier = CEILING (Item Rank / 10) + Unobtanium Enhancement
The tier is then multiplied by a bonus statistic's base value. In other words, the higher the rank and the unobtanium enhancement on the item, the better the bonus values will be. Each unobtanium enhancement is equal to 10 ranks on the item. The above formula and more information on bonuses, including their base values, can be found from Mike_Takumi's contribution here.
Enhancements are obtained as loot from monsters, missions or chests or can be crafted in the Battle Arena. A list of possible enhancements can be seen in the crafting menu. Non-crafted enhancements often have better success/destroy rates than crafted enhancements. Items must be unequipped prior to modification.
Other - Mystery, Growth, Unobtanium and Enhancement Enhancers
- Mystery Enhancements have guaranteed success rates and are cheaper than comparable enhancements, but the enhancement applied is unknown.
- Growth Enhancements also have guaranteed success rates and increase an item's Max Level, which will eventually yield a broad yet modest increase in statistics.
- Unobtanium Enhancements are a factor in the item's tier level. Applying them will replace whatever the current unobtanium enhancement is on the item.
- Enhancement enhancers can be used to increase success rate or decrease destruction rate of normal enhancers, or to identify the enhancement on a mystery enhancer.
The number of times an item may be enhanced is determined by its enhancement level in brackets next to its name. Each enhancement increases the number by 1, and the maximum is [+10]. For example, a Pyrabow [+5] means the Pyrabow can be enhanced 5 more times before it reaches its limit. An Elm Shoes [-2] can be enhanced a total of 12 times. Craftable or findable "unique enhancements" provide a way to further enhance an item after its limit. These provide very small stat bonuses and are relatively high priced. They are more relevant in the end game.
Finally, a finalizer enhancement, making you unable to fuse, level or modify the item in any way (items will still expire normally). For this sacrifice, the current base statistics of the item are all increased by 20%.
Notes and suggestions on using Enhancements
- A good source of enhancements is the special shop, where special weapon relics and special armor relics can be obtained.
- Any [+10] item can be enhanced with the Spirit property (Spirit enhancement craftable in menu). The Spirit property can also be reversed by reapplying the enhancement.
- Another pseudo enhancement are protection enhancements. These are craftable for free and prevent an item from being sold. It is recommended that all items in the inventory that are up for use be protected at all times. The status may be removed by reapplying protection.
Two weapons or armor pieces of the same general type (i.e. hat, gloves, etc.) may be fused together to form a single item whose statistics are a linear combination of its components. In fusion, the player must designate one item as "primary" and the other as "secondary." The primary and secondary items affect the result as follows:
- The final form of the item is determined by the primary item. Therefore, if one wishes to create a ranged item by fusing together a ranged and melee weapon, the ranged weapon must be in the primary slot.
- All colored bonus types (the green, orange, and purple stats) are taken from the primary item; any bonuses from the second item are not carried over. The numbers associated with these bonuses may change based on the fused item's new rank and unobtainium bonus.
- The item will be a spirit item only if the primary weapon is a spirit item.
- If either item has the "Cannot use bonus rocks" tag, the fusion will too.
- If either item is timed, the resulting item will be timed with whichever duration from the components is lower.
- The resulting fusion will always have the "Cannot fuse" tag.
There are two formulas governing the fusion process:
- The current level, rank requirement, enhancement level, and unobtainium enhancement are averaged, with fractions always rounded down to the nearest integer. Items that display no level information have a level and max level of 1, while items that display no unobtainium enhancement information have a bonus of 0.
- All other statistics for the final item including max level are computed as 0.63 * primary + 0.54 * secondary, where all values are rounded down.
From these formulas, it can be seen that fusing two equally powerful items will result in a stronger item, while fusing one strong item with a relatively much weaker item can potentially create an inferior result. Because the coefficient of both components is greater than 0.5, it follows that enhancements and levels are most optimized when they are maximized before fusion. This has been proven in a thread on the Kongregate Anti-Idle forum.
Furthermore, it is possible to manipulate the rounding down nature of equation 1 in order to gain a bonus enhancement level. For example, fusing two items at [+6] will create a [+6] product; however, if one of the original items is enhanced to [+7] first, the product will still be [+6]. Effectively, the enhancement on one of the components was free. In combination with the previous paragraph, it can be generalized that first maxing enhancements on the primary item, then fusing it with the secondary item at [+9] enhancement level will lead to the most statistically efficient use of fusion.
A fusion simulator is available here . Note that the current level of the item MUST be adjusted via the + and - buttons on the right, otherwise the program does not register a change in statistics. This simulator is a tool to help optimize the stat gain from the entire process of enhancing two items and fusing them. Remember that enhancement levels of [+10] on the primary and [+9] on the secondary are optimal, so the program will not allow the secondary item to be enhanced past [+9]. As a result, the fused product will be at [+9] and still able to be enhanced one additional time.
- Primary Armor: 100 defense, 50% crit damage, 100 evasion, rank 40, no item levels, no unobtainium bonus, unenhanced, no color bonuses
- Secondary Armor: 200 defense, 50% crit damage, item level 2/11, rank 45, unobtainium bonus 1, enhanced to [+3], +experience green bonus
This fusion will have the following properties:
- Defense = 0.63 * 100 + 0.54 * 200 = 171
- Crit damage = 0.63 * 50% + 0.54 * 50% = 58 (58.5 rounded down)
- Evasion = 0.63 * 100 + 0.54 * 0 = 63 Evasion
- Rank = (40 + 45)/2 = 42 (42.5 rounded down)
- Current Item Level = (1+2)/2 = 1 (1.5 rounded down)
- Max Item Level = 0.63*1+ 0.54*11 = 0.63 + 5.94 = 6 (6.57 rounded down)
- Unobtainium bonus = (0+1)/2 = 0 (0.5 rounded down)
- Enhancement level = (0+3)/2 = 1.5 = [+1]
- No color bonuses