Crafting: Difference between revisions
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=Crafted items have a chance to get a bonus stat= | ==Crafted items have a chance to get a bonus stat== | ||
[[File:ACombat.jpg|thumb|Advanced Combat Armor]] | [[File:ACombat.jpg|thumb|Advanced Combat Armor]] | ||
==Possible buffs for Armors== | ===Possible buffs for Armors=== | ||
* Normal/Laser/Fire/Plasma/Explode [[Damage Threshold|Thresholds]] | * +Normal/Laser/Fire/Plasma/Explode [[Damage Threshold|Thresholds]] | ||
* Normal/Laser/Fire/Plasma/Explode [[Damage Resistance|Resistance]] | * +Normal/Laser/Fire/Plasma/Explode [[Damage Resistance|Resistance]] | ||
* [[SPECIAL]] stats ([[Strength]], [[Perception]], [[Endurance]], [[Charisma]], [[Intelligence]], [[Agility]], [[Luck]]) | * +[[SPECIAL]] stats ([[Strength]], [[Perception]], [[Endurance]], [[Charisma]], [[Intelligence]], [[Agility]], [[Luck]]) | ||
* [[Action Points|Action Point]] | * +1 [[Action Points|Action Point]] | ||
* [[Radiated|Radiation Resistance]] | * +[[Radiated|Radiation Resistance]] | ||
* [[Poisoned|Poison Resistance]] | * +[[Poisoned|Poison Resistance]] | ||
* [[Carry Weight]] | * +[[Carry Weight]] | ||
* [[Healing Rate]] | * +[[Healing Rate]] | ||
* -Critical Power mod | * -Critical Power mod | ||
* -Critical Chance mod | * -Critical Chance mod | ||
[[File:UPlasma.jpg|thumb|Unique Plasma Rifle]] | [[File:UPlasma.jpg|thumb|Unique Plasma Rifle]] | ||
==Possible buffs for Helmets== | ===Possible buffs for Helmets=== | ||
* + Normal/Laser/Fire/Plasma [[Damage Threshold|Thresholds]] | * +Normal/Laser/Fire/Plasma [[Damage Threshold|Thresholds]] | ||
* + Normal/Laser/Fire/Plasma [[Damage Resistance|Resistance]] | * +Normal/Laser/Fire/Plasma [[Damage Resistance|Resistance]] | ||
* - Critical Power mod | * -Critical Power mod | ||
* - Critical Chance mod | * -Critical Chance mod | ||
[[File:ALpistol.jpg|thumb|Advanced Laser Pistol]] | [[File:ALpistol.jpg|thumb|Advanced Laser Pistol]] | ||
==Possible buffs for Weapons== | ===Possible buffs for Weapons=== | ||
* + Critical Power | * +Critical Power | ||
* + Critical Chance | * +Critical Chance | ||
* + Min Damage | * +Min [[Damage]] | ||
* + Max Damage | * +Max [[Damage]] | ||
* + Accuracy | * +Accuracy | ||
* + [[Range]] | * +[[Range]] | ||
* + 1 Action Point | * +1 [[AP|Action Point]] | ||
==Each item with buffs has a prefix, based on the number of buffs== | ===Each item with buffs has a prefix, based on the number of buffs=== | ||
*''1 - Quality (25% chance)'' | *''1 - Quality (25% chance)'' | ||
*''<span style="color:grey">2 - Improved (12% chance)</span>'' | *''<span style="color:grey">2 - Improved (12% chance)</span>'' | ||
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There is almost 50% chance that a crafted item will have at least 1 bonus stat. | There is almost 50% chance that a crafted item will have at least 1 bonus stat. | ||
=See also= | |||
==Item Enchanting== | |||
Player can improve his [[Weapon]]/[[Armor]] with crafting bonuses in following npcs: | |||
* [[Flick]] in [[Den]] - [[Small Guns]] | |||
* [[Marcus]] in [[Broken Hills]] - [[Big Guns]] | |||
* [[Skeeter]] in [[Gecko]] - [[Energy Weapons]] | |||
* [[Sulik]] in [[Klamath]] - [[Melee]] and [[Throwing]] weapons | |||
* [[Balthas]] in [[Modoc]] - [[Armor]]s | |||
It costs 10.000 caps and you have to keep an item you want to enchant in main hand slot. | |||
'''Possible results''': | |||
* 25% - adding 1 additional crafting bonus (can be added to items that already have them but won't go over max number of bonuses) | |||
* 35% - item will be destroyed, player will get some junk depending on item type | |||
* 10% - item will be fixed - current and maximum condition will be increased by 10 (won't go over 100) | |||
* 30% - nothing happens | |||
==See also== | |||
{|width="90%" align="center" | {|width="90%" align="center" | ||
Revision as of 23:52, 13 November 2017
Crafting allows players to create a brand new items out of raw materials. To craft an item you'll need to have the necessary crafting profession (some items do not require a profession, however) and the resources required to make the item. Crafting is one of the most important features in the FOnline: Reloaded economy. Many players create characters whose sole purpose is mining, and crafting items.
Crafted items have a chance to get a bonus stat

Possible buffs for Armors
- +Normal/Laser/Fire/Plasma/Explode Thresholds
- +Normal/Laser/Fire/Plasma/Explode Resistance
- +SPECIAL stats (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck)
- +1 Action Point
- +Radiation Resistance
- +Poison Resistance
- +Carry Weight
- +Healing Rate
- -Critical Power mod
- -Critical Chance mod

Possible buffs for Helmets
- +Normal/Laser/Fire/Plasma Thresholds
- +Normal/Laser/Fire/Plasma Resistance
- -Critical Power mod
- -Critical Chance mod

Possible buffs for Weapons
- +Critical Power
- +Critical Chance
- +Min Damage
- +Max Damage
- +Accuracy
- +Range
- +1 Action Point
Each item with buffs has a prefix, based on the number of buffs
- 1 - Quality (25% chance)
- 2 - Improved (12% chance)
- 3 - Superior (7% chance)
- 4 - Advanced (3% chance)
- 5 - Unique (1% chance)
There is almost 50% chance that a crafted item will have at least 1 bonus stat.
Item Enchanting
Player can improve his Weapon/Armor with crafting bonuses in following npcs:
* Flick in Den - Small Guns * Marcus in Broken Hills - Big Guns * Skeeter in Gecko - Energy Weapons * Sulik in Klamath - Melee and Throwing weapons * Balthas in Modoc - Armors
It costs 10.000 caps and you have to keep an item you want to enchant in main hand slot.
Possible results:
* 25% - adding 1 additional crafting bonus (can be added to items that already have them but won't go over max number of bonuses) * 35% - item will be destroyed, player will get some junk depending on item type * 10% - item will be fixed - current and maximum condition will be increased by 10 (won't go over 100) * 30% - nothing happens
See also
| Craftable Items | Professions | Resources | Mines |
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| And also... | Books | · | Crafting tools | · | Gathering Cooldown | · | Workbench | · | Fixboy |
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