Crafting: Difference between revisions
No edit summary |
|||
Line 5: | Line 5: | ||
[[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]] | * + (max 5) Normal/Laser/Fire/Plasma/Explode [[Damage Threshold|Thresholds]] | ||
* + Normal/Laser/Fire/Plasma/Explode [[Damage Resistance|Resistance]] | * + (max 10) Normal/Laser/Fire/Plasma/Explode [[Damage Resistance|Resistance]] | ||
* + [[SPECIAL]] stats ([[Strength]], [[Perception]], [[Endurance]], [[Charisma]], [[Intelligence]], [[Agility]], [[Luck]]) | * + 1 [[SPECIAL]] stats ([[Strength]], [[Perception]], [[Endurance]], [[Charisma]], [[Intelligence]], [[Agility]], [[Luck]]) | ||
* + 1 [[Action Points|Action Point]] | * + 1 [[Action Points|Action Point]] | ||
* + [[Radiated|Radiation Resistance]] | * + (max 20?) [[Radiated|Radiation Resistance]] | ||
* + [[Poisoned|Poison Resistance]] | * + (max 20?) [[Poisoned|Poison Resistance]] | ||
* + [[Carry Weight]] | * + (max 20?) [[Carry Weight]] | ||
* + [[Healing Rate]] | * + (max 10?) [[Healing Rate]] | ||
* - [[Critical Chance|Crit chance mod]] | * - (max 5) [[Critical Chance|Crit chance mod]] | ||
* - [[Critical Hit|Crit power mod]] | * - (max 10?) [[Critical Hit|Crit power 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]] | * + (max 5) Normal/Laser/Fire/Plasma [[Damage Threshold|Thresholds]] | ||
* + Normal/Laser/Fire/Plasma [[Damage Resistance|Resistance]] | * + (max 10) Normal/Laser/Fire/Plasma [[Damage Resistance|Resistance]] | ||
* - [[Critical Chance|Crit chance mod]] | * - (max 5) [[Critical Chance|Crit chance mod]] | ||
* - [[Critical Hit|Crit power mod]] | * - (max 10?)[[Critical Hit|Crit power mod]] | ||
[[File:ALpistol.jpg|thumb|Advanced Laser Pistol]] | [[File:ALpistol.jpg|thumb|Advanced Laser Pistol]] | ||
===Possible buffs for Weapons=== | ===Possible buffs for Weapons=== | ||
* + [[Critical Chance|Crit chance mod]] | * + (max 5)[[Critical Chance|Crit chance mod]] | ||
* + [[Critical Hit|Crit power mod]] | * + (max 10)[[Critical Hit|Crit power mod]] | ||
* + Min [[Damage]] | * + (max 20) Min [[Damage]] | ||
* + Max [[Damage]] | * + (max 20) Max [[Damage]] | ||
* + Accuracy | * + (max 20) Accuracy | ||
* + [[Range]] | * + (max 20?) [[Range]] | ||
* +1 [[AP|Action Point]] | * +1 [[AP|Action Point]] | ||
Revision as of 13:14, 3 November 2018
Crafting allows players to create brand new Items out of raw materials. To craft an item you may need to have the necessary crafting profession, the required resources, and in many cases the appropriate Blueprints. Crafting is one of the most important features in the FOnline: Reloaded economy. Some players create support characters dedicated to mining and crafting.
Crafted Items and Chance for Bonus Stats
Possible buffs for Armors
- + (max 5) Normal/Laser/Fire/Plasma/Explode Thresholds
- + (max 10) Normal/Laser/Fire/Plasma/Explode Resistance
- + 1 SPECIAL stats (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck)
- + 1 Action Point
- + (max 20?) Radiation Resistance
- + (max 20?) Poison Resistance
- + (max 20?) Carry Weight
- + (max 10?) Healing Rate
- - (max 5) Crit chance mod
- - (max 10?) Crit power mod
Possible buffs for Helmets
- + (max 5) Normal/Laser/Fire/Plasma Thresholds
- + (max 10) Normal/Laser/Fire/Plasma Resistance
- - (max 5) Crit chance mod
- - (max 10?)Crit power mod
Possible buffs for Weapons
- + (max 5)Crit chance mod
- + (max 10)Crit power mod
- + (max 20) Min Damage
- + (max 20) Max Damage
- + (max 20) Accuracy
- + (max 20?) 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. Moreover, all bonuses other than N/L/F/P/E Res/Thr (and possibly -crit chance/power) will still apply even if the equipped armor is fully broken.
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 10k 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 |
And also... | Blueprints | · | Books | · | Crafting tools | · | Gathering Cooldown | · | Workbench | · | Fixboy |
---|