Production System

Production System

Production system includes turning raw materials obtained from Primary life skills into very useful items, via secondary life skills; Manufacturing, Crafting and Cooking.

General process:
All three of the above-mentioned skills work the same way when it comes to using raw materials. The process only differs in small details, such as the materials themselves, the products and how exactly the items are turned.


First of all, in order to obtain any item(s) from these skills, a blueprint has to be obtained first. A blueprint is a special item which is obtained from opening closed blueprints of varying quality. It can either be:
- Manufacturing Blueprint (40% chance)
- Crafting Blueprint (20% chance)
- Cooking Blueprint (40% chance).
Each one is used by the respective skill. Every blueprint (regardless of its type) has a few elements.

  • Lv: Level of the blueprint
  • Product: Name of the obtained product.
  • Ingredients (Materials): Required Items and quantity of each to make the blueprint. Blueprints always have 3.
  • Blueprint usage count: How many times the blueprint can be used.
  • Base success rate: The chance of the blueprint succeeding
  • Fairy Coin(s) required: How many Fairy coins are required per usage.
All of these determine the value of a blueprint. Naturally, the fewer materials required and the higher the success rate, the better the blueprint.

Different levels of blueprints are obtained from different closed blueprints. Generally, higher level blueprints are more valuable, but they are more difficult to obtain, the materials are harder to gather and the success rate is lower. These are the items which give blueprints:
Obtained from various low level monsters at a fairly high rate. Gives the following level(s) of blueprints:
-Lv1: 100%
Obtained from various low level monsters at a decent rate. Gives the following level(s) of blueprints:
-Lv2: 70%
-Lv3: 25%
-Lv4: 5%
Obtained from higher level monsters at a low rate. Gives the following level(s) of blueprints:
-Lv4: 70%
-Lv5: 25%
-Lv6: 5%
Obtained from very high level monsters at a minuscule rate. Gives the following level(s) of blueprints:
-Lv6: 70%
-Lv7: 25%
-Lv8: 5%

Learning Secondary Skills:

As for the skills themselves, they are learned the same way as primary life skills are, via skill books. Lv1 Skills books for each skill can be found at any town's Grocer. However, leveling the skills up is not done the classic way, and instead required higher level skill books.
These higher level books are obtained from Fairy Merchant for either Fairy Coins or Elven Signets. Note that skill levels cannot be skipped. For instance, Lv6 Crafting cannot be learned unless you have Lv5 (which requires Lv4 and so on).
The level of the skill has to be the same or higher than the level of the blueprint, the blueprint can otherwise not be made. Higher level skills do not increase success rate, contrary to popular belief.

Additionally, secondary skills are bound to a primary skills hence they cannot exceed that skill's level. Meaning that if the secondary skill is to be learned or leveled up, the primary skill needs to be (at least) that level as well.

Secondary skills which exist in the game:

Pet skills:
Fairies, being one of the necessary components of secondary life skills, can learn their own "production" skills as well. Similar to regular skills, they take up one of the three skill slots. They can either be Novice or Standard quality, and they increase the success rate of the blueprint when a fairy with those skills learned is used.

The Secondary skills which exist for pets:


Tools:
In order to be able to use the skills, a Tool has to be used as well. Each skill has its own tool and it is a special item with a few elements.

-Durability: Every time a blueprint is done, the tool will lose some durability and it cannot be used if the durability drops to zero. It can, however, be repaired to full (200 durability) at the Furnace of Immortality , using a Repair Tool of the same level.
-Level/Experience: A tool has its own level and experience. It earns experience every time a blueprint is done. The experience earned is equal to the level of the blueprint if succeeded and 1 if failed (regardless of level). Upon reaching a certain amount of experience, the tool will level up and its experience will go back to zero. Higher level tools increase the success rate of blueprints.

Required EXP per Tool level:
-Lv2: 100 EXP (100 total)
-Lv3: 400 EXP (500 total)
-Lv4: 900 EXP (1400 total)
-Lv5: 1600 EXP (3000 total)

Manufacturing:
The skill which turns raw materials into useful usable tools on both land and sea. There are many types of tools; from area of effect stuns, to summoning monsters which give EXP to area of effect poison and many others on land; to useful tools which help your ship and disrupt the enemy's on sea, manufacturing truly provides an abundance of tools which players can use in almost all situations.

In order for the player to start Manufacturing, the player needs the following:
Since Manufacturing relies on woodcutting, all of its blueprints have wood obtained from the same level of tree as one of its materials.'

  • Lv 1 Manufacturing- Level 1 Woodcutting
  • Lv 2 Manufacturing- Level 2 Woodcutting
  • Lv 3 Manufacturing- Level 3 Woodcutting
  • Lv 4 Manufacturing- Level 4 Woodcutting
  • Lv 5 Manufacturing- Level 5 Woodcutting
  • Lv 6 Manufacturing- Level 6 Woodcutting
  • Lv 7 Manufacturing- Level 7 Woodcutting
  • Lv 8 Manufacturing- Level 8 Woodcutting

In order to manufacture item(s) the player needs a Manufacturing blueprint, which looks like this:
manubp.JPG

The required tool for manufacturing is Black Hole Crystal and the player's fairy should have Manufacturing of either Novice or Standard level.

To start Manufacturing, head over to Substance Generator in Shaitan.
The player must then speak to the Substance Generator and a new UI window will open

Example of items placed in the UI window:

pkoguide.JPG


The items have to be dragged in the slots, when they are empty, hovering over them will display what has to be placed inside. (For example, Tool, Fairy, Material 1 and etc)
The empty white slot in the middle of all profession UI windows will be the slot where the item that's manufactured will appear.

After this, clicking on start will begin the manufacturing process. Clicking stop or waiting until the green bar fills up will consume one usage of the blueprint, expend Materials from the inventory and (possibly) yield the finished product(s).
based on which word is written in the bottom-left corner of the UI, the following number of products will be given:

Thank you = 0
Abysmal = 1
Bad = 2
Great = 3
Perfect = 4

Here's an example on how the process looks like:

as.JPG


tol.JPG


Failing a manufacturing session will result in losing the items only! not the player's pets or tools.

Crafting:
The skill which is used to turn raw materials into wearable equipment for players. There are many types of equipment that can be crafted for each and every class that will benefit the player as they progress through the game.

Since crafting relies on mining, all of its blueprints have iron ore obtained from the same level of the ore as one of its materials

  • Lv 1 Crafting- Level 1 Mining
  • Lv 2 Crafting - Level 2 Mining
  • Lv 3 Crafting - Level 3 Mining
  • Lv 4 Crafting - Level 4 Mining
  • Lv 5 Crafting - Level 5 Mining
  • Lv 6 Crafting - Level 6 Mining
  • Lv 7 Cooking - Level 7 Mining
  • Lv 8 Crafting - Level 8 Mining

In order to craft item(s) the player needs a crafting blueprint, which looks like this:
craftb.JPG

The required tool for crafting is Anti Matter Crystal and the fairy needs to have the Crafting skill, of either Novice or Standard level.

In order for to craft an item, head to Big Furnace in Thundoria castle
The player must then speak to the furnace, and a new window will appear
Here's an example on how the process looks like:

crafting.JPG


The items have to be dragged in the slots, when they are empty, hovering over them will display what has to be placed inside. (For example, Tool, Fairy, Material 1 and etc)
The empty white slot in the middle of all profession UI windows will be the slot where the item that's crafted will appear.

In order to succeed, the player will see two dice on the bottom left window indicating some random numbers, in order to "Start" the process, the player must select "Big" or "Small" this is a gamble. The dices will roll anything between 3-18.

If you choose Small, the Dices MUST roll a number between 3-10 (3 and 10 included) and if you choose Big, the Dices MUST roll between 11-18 (11 and 18 included) in order for crafting succeed and yield item(s).

If successful, the system will give a message and the tool will gain experience.
tol2.JPG


Failing a crafting session will result in losing the items only! not the player's pets or tools.

Cooking:
The skill which is used to cook potions which restore hp/sp and/or increase stats temporarily, or give other effects, such as immunity to damage for a short period of time.

Since Cooking relies on Fishing, all of its blueprints have fish obtained from the same level of fish swarms as one of its materials.

  • Lv 1 Cooking - Level 1 Fishing
  • Lv 2 Cooking - Level 2 Fishing
  • Lv 3 Cooking - Level 3 Fishing
  • Lv 4 Cooking - Level 4 Fishing
  • Lv 5 Cooking - Level 5 Fishing
  • Lv 6 Cooking - Level 6 Fishing
  • Lv 7 Cooking - Level 7 Fishing
  • Lv 8 Cooking - Level 8 Fishing

In order to cook item(s) the player needs a cooking blueprint, which looks like this:
cookb.JPG

The required tool for cooking is Crystal Cauldron and the player's fairy needs to have Cooking learned, of either novice or standard quality.

In order for the player to start cooking the player must head to any of the following Matchsticks.
When a player speak to any of these Matchsticks a new window will appear.

Here's an example on how the process looks like:

coocking.JPG


The items have to be dragged in the slots, when they are empty, hovering over them will display what has to be placed inside. (For example, Tool, Fairy, Material 1 and etc)
The empty white slot in the middle of all profession UI windows will be the slot where the item that's cooked will appear.

Upon clicking start, a red bar will start to go up, the player will then have to click "STOP" at the perfect timing as the bar turns GREEN in order to get the maximum amount of items (Roughly 3/4 or 75% of the bar). The food will otherwise be undercooked or burn and will not yield any items or yield fewer than when stopping at the right time.

Example of a perfect timing to press STOP:
stop.JPG


If successful, the system will notify the player by displaying a system message. The tool will gain experience as well.
tol3.JPG

Failing a cooking session will result in losing the items, only! not the player's pets or tools.
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