Crafting and power-up

Three Living skills let you make and improve your own gear. Item Combination raises gear up to +10 and makes potions and jewels, Item Power Up adds stats to gear with jewels, and Separate item breaks gear down into materials.

Features

Checklist

  • Combine gear before you power it up.
  • A failed combination can destroy the item.
  • A new Power Up replaces the item’s old power-up stats.

Learning the crafting skills

Skill

Unlocks at

Max level

Opens

Item Combination

Level 12

30

Goods Combination

Item Power Up

Level 20

30

Item Power Up

Separate item

Level 25

1

Item Disassemble

Open the Skill window (K), go to Special and then Living, and press Training to learn a skill with skill points. The first level of Item Combination or Item Power Up costs 1,000 skill points, and each level after that costs more. Separate item costs 500,000 and has only one level.

Use the skill, or put it on your quick bar, to open its window. The crafting windows don’t open on training or event maps, or while you’re dead. Everything you use has to be in your inventory and not locked.

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Combining items

Drag an item from your inventory into the Goods Combination window and choose what you want to make from the list. The window shows the materials and gold needed. Press Combine and the materials are taken from your inventory. There’s no confirmation, so check the result before you press it.

You can combine:

  • weapons, armor, helmets and shoes, one grade at a time up to +10,

  • jewels, for example refining Red Rock into Pure Red Rock,

  • potions, for example Healing Potion into Great Healing Potion,

  • some chests, and the Five-element Bead.

Potions and jewels can be combined as a whole stack, which multiplies the gold and materials. Items that have already been powered up can’t be combined, so raise an item’s grade first and power it up afterwards.

Recipe

Gold

Materials

Chi Shao → Chi Shao+1

10

Pure Purple Rock ×3, Pure Red Diamond ×1

Chi Shao+9 → Chi Shao+10

10

Tektite ×4, Garnet ×2

Healing Potion → Great Healing Potion

1,000

Snake Cholecyst ×1, Salt ×5, Tea Leaf ×5, Thew ×1

Red Rock → Pure Red Rock

10

Red Rock ×24, Jade Powder ×1

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Combination success rate

Each recipe has a base success rate, and every level of Item Combination adds 1% to it, up to 30% at level 30. At the higher grades, your skill level makes up most of the chance.

The final step to +10 uses its own rate instead: 3%, plus about 0.33% per level of Item Combination, so 13% at level 30.

Example

Base rate

At Item Combination 30

Chi Shao → +1

7.5%

37.5%

Chi Shao+8 → +9

0.1%

30.1%

Any item +9 → +10

3%

13%

Red Rock → Pure Red Rock

69%

99%

Gear can’t be combined above +10. A +10 weapon has a glow when you equip it.

When a combination fails

A failed combination always uses up the gold and the materials. Most of the time the item itself is kept at the same grade (“Combination failed.”). About 1 in 5 failures destroy the item (“Failed to combine, items vanished.”), and for items with a rare option it’s about 3 in 10.

Two items reduce the risk:

Item

What it does

Advanced Combination Scroll

Adds 10% to the success rate of your next combination and stops the item being destroyed if it fails. It’s used up on that attempt whether it works or not.

Combination Protect Stone (Lv1~50, Lv51~70, Lv71~90)

Keeps your gold and materials if the combination fails. It doesn’t stop the item being destroyed. It’s used up on every attempt, and its level range has to match the item.

For an expensive item, such as the step to +10, it’s worth using both.

Powering up gear

Item Power Up adds stats to a piece of gear using jewels. Put an unequipped item from your inventory in the Item Power Up window, add jewels in the material slots, and press Power Up. It costs no gold. The jewels you can use depend on the type of gear:

Gear

Jewels and the stat they add

Weapon

Inverse Stone: physical attack
Fast Stone: critical

Hat

Jade Rock: physical defense

Armor

Life Stone: HP
Rainbow Stone: MP
Icy Crystal: AP

Shoes

Purple Rock: STR
Star Rock: AGI
Inhaust Stone: CON
Black Stone: INT

Ring and necklace

Red, Blue, Green, Golden and Yellow Rock: fire, water, wood, metal and earth attack

Cape and belt

Red, Blue and Green Diamond, White Stone and Diamond: fire, water, wood, metal and earth resistance

Armlet

Elemental resistance, physical attack and critical

You can use up to 100 of each jewel, and mix different jewels in one attempt. Items with a rare option need the Pure version of each jewel, and those are limited by weight: each attempt can hold 100 weight, and Pure jewels weigh 1, 2 or 5 each.

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Power Up results

Each type of jewel rolls separately. The result depends on how many jewels you use and a random roll. Your Item Power Up level improves the roll, and a higher-level item lowers it. For example, 100 Inverse Stones on a level 61 weapon at Item Power Up 30 add between 0 and about 50 physical attack.

A new Power Up replaces all of the item’s previous power-up stats. They don’t add together. If every jewel rolls 0, the Power Up fails, the jewels are used up and the item doesn’t change.

Powered-up items can’t be combined or separated afterwards.

Protecting a Power Up

An Enhancement Stablising stone (Lv1~50, Lv51~70 or Lv71~90) lets you try to improve a power-up without risking it. It works on items that have exactly one power-up stat, using one type of jewel that matches that stat.

If the new roll is higher, it replaces the old value. If not, the item keeps its old value (“Enhancement value has been protected.”). One stone is used up per attempt, and its level range has to match the item.

Separating items

Separate item breaks an item down into materials in the Item Disassemble window. It’s free and the result is always the same for each item, for example Chan Yin gives Icy Iron ×1, Jade Rock ×15 and Green Diamond ×1.

You can separate +0 weapons, armor, helmets and shoes, and a few materials such as Silver Binder and Gold Binder. Powered-up items, rare items and stacked items can’t be separated. You need enough free inventory space for the materials.