From The Mana World
(notes about how to obtain materials)
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Metals are accquired by mining metal deposites which spawn in caves and mountain areas.
Metals are accquired by mining metal deposites which spawn in caves and mountain areas.


*...
{|border="1"
!Tier
!Name
!Toughness
!Hardness
!Mysticality
!Density
|-
|1 (tutorial)
|(Basic metal)
|1
|1
|1
|1
|-
|rowspan="2"|2 (low-level)
|(Tough basic metal)
|2
|1
|1
|1
|-
|(Powerful but heavy basic metal)
|1
|2
|1
|2
|-
|rowspan="3"|3 (mid-level)
|(Average all-purpose light metal)
|2
|2
|2
|1
|-
|(Average arms metal)
|2
|3
|1
|2
|-
|(Average magic metal)
|1
|2
|3
|2
|-
|rowspan="4"|4 (high-level)
|(Advanced all-purpose metal)
|3
|3
|3
|3
|-
|(Advanced sturdy arms metal)
|4
|2
|2
|3
|-
|(Advanced powerful arms metal)
|2
|4
|2
|3
|-
|(Advanced magic metal)
|2
|2
|4
|3
|-
|rowspan="4"|5 (endgame)
|(Specialized light arms metal)
|3
|4
|1
|1
|-
|(Specialized sturdy arms metal)
|5
|1
|1
|4
|-
|(Specialized powerful arms metal)
|1
|5
|1
|4
|-
|(Specialized magic metal)
|1
|1
|5
|4
|-
|6 (epic)
|(ultra-rare unobtanium)
|5
|5
|5
|6
|}
Names in brackets are provisorical names. This table is made in a way that:
*The further the character advances the more complex do its crafting options become
*Specialization on one property costs a bigger disadvantage in other properties
*Mixing materials can be useful to counterbalance extreme weaknesses but is generally not a good idea


===Clothes:===
===Clothes:===
Line 22: Line 129:


===Herbs===
===Herbs===
see [[User:Crush/Alchemy]]
see [[Alchemy system]]


===Food===
===Food===

Latest revision as of 12:14, 10 December 2009

List of crafting materials for User:Crush/Crafting

Basic

Metals:

Metals are accquired by mining metal deposites which spawn in caves and mountain areas.

Tier Name Toughness Hardness Mysticality Density
1 (tutorial) (Basic metal) 1 1 1 1
2 (low-level) (Tough basic metal) 2 1 1 1
(Powerful but heavy basic metal) 1 2 1 2
3 (mid-level) (Average all-purpose light metal) 2 2 2 1
(Average arms metal) 2 3 1 2
(Average magic metal) 1 2 3 2
4 (high-level) (Advanced all-purpose metal) 3 3 3 3
(Advanced sturdy arms metal) 4 2 2 3
(Advanced powerful arms metal) 2 4 2 3
(Advanced magic metal) 2 2 4 3
5 (endgame) (Specialized light arms metal) 3 4 1 1
(Specialized sturdy arms metal) 5 1 1 4
(Specialized powerful arms metal) 1 5 1 4
(Specialized magic metal) 1 1 5 4
6 (epic) (ultra-rare unobtanium) 5 5 5 6

Names in brackets are provisorical names. This table is made in a way that:

  • The further the character advances the more complex do its crafting options become
  • Specialization on one property costs a bigger disadvantage in other properties
  • Mixing materials can be useful to counterbalance extreme weaknesses but is generally not a good idea

Clothes:

Cloth materials are obtained by killing monsters with the exception of cotton, which is obtained from cotton plants.

  • Cotton
  • Wool
  • Silk
  • Leather
  • Dragonskin
  • ...

Wood:

Wood is obtained from chopping special trees which grow in forest areas.

  • ...

Herbs

see Alchemy system

Food

see User:Crush/Food

Special

Crystals

Crysals exist for all 8 elements in different quality grades. They are dropped by monsters which are strongly aligned to one element. The highest quality crystals are only dropped by boss monsters.

  • splinter
  • fragment
  • crystal
  • jewel

Gemstones

Random gemstones are sometimes obtained from mining metal. They can also be dropped by monsters, although very rarely.

  • Ruby (strength)
  • Amber (agility)
  • Emerald (dexterity)
  • Turquoise (intelligence)
  • Amethyst (vitality)
  • Sapphire (willpower)

Weapon Essence

When a weapon is broken its essence can be extracted from it. Materials and formula don't matter when extracting an essence but the weapon type and the quality grade do. A "Broken Flawless Iron Battleaxe of Fire" would, for example, yield a "Flawless Axe Essence". An essences can only be used as a special material when crafting a weapon of the same type. They give a bonus between 0 and their quality grade to the corresponding weapon skill.