FAQ: Crafting & disassembling items, recipes and patterns

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Chrisax
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FAQ: Crafting & disassembling items, recipes and patterns

Post by Chrisax »

Temporary note:
For technical reasons, the last updated and edited version of this FAQ is on TSW official forums. Check it there. This one will be updated very soon.

http://forums.thesecretworld.com/showthread.php?t=39863



FAQ: Crafting and disassembling items, recipes and patterns

In TSW, crafting (“tradeskilling”) is at the same time very simple and very sophisticated, but it is also very unusual.

The principles
  • Items are made from various components / materials that have to be combined to form specific patterns (symbolic shapes). The same pattern with different components / materials will give different results, or no result at all.

    A tool “Assembling kit“, of different types, is required for a lot of crafting operations but not all.

    Components / materials drop from mobs, or as mission rewards, or can be bought from other players

    Items can be destroyed to get components / materials back but with a loss in quality

    Items quality goes from 0 to 10 (Quality level: “QL”) and for each quality (except 0 and 1 it seems) they can be
    • - white (very ordinary, starting items in general)
      - green (very decent quality)
      - blue (high quality: a blue at QL “N” is usually as good as a green QL N+2 and sometimes better; for example a blue QL 3 is often comparable to a green QL5)
      - purple (exceptional)
    Components / materials quality follows a 5 quality steps scale, dropping from start zones to high end zones.
    • - Base (mostly Kingsmouth)
      - Imperfect
      - Normal
      - Sacred
      - Pure (mostly Transylvania)
    Components / materials can be upgraded by combining 5 lower quality materials to make one of the quality just above

    Making items (”Assembling” in TSW vocabulary) in TSW is entirely done in the Assembling window that is opened with the “y” key

    The Assembling window is used to make items (“assemble”) or to return them to basic components (“disassemble”)

    The Assembling window presents:
    • - a 5x4 grid (horizontal x vertical): components / materials will be placed there
      - a “tool” slot: a tool (an “assembling kit”) will place there when necessary (not always)
      - a result / item slot: the result will be pre-visualized there and then created there / items to disassemble will be placed there too
      - a button to assemble or disassemble
      • [ ][ ][ ][ ][ ]
        [ ][ ][ ][ ][ ]
        [ ][ ][ ][ ][ ]
        [ ][ ][ ][ ][ ]
        [ ]
        [ ]
        [button]

Disassembling items
  • - y key to open the crafting interface

    - in the slot "item", put the item you want to disassemble

    - if it can be disassembled, the button "assemble" will turn into "disassemble and will light up

    - the elements you can get back by disassembling will be shown in the assemble grid

    - check if the elements are really what you want to get

    - press the button

    - in the grid area you'll get materials / components

    - NOTE DOWN the shape / pattern they form: you'll be able to create an item of the same kind by reproducing this pattern

    - Green, Blue, and Purple items of the same type give the same elements, but in bigger numbers. If you get for example 7 Imperfect metal from a Green weapon, you'll get 7x2 Imperfect metal from a Blue weapon.

    - White (starting) items can't be disassembled

    - IMPORTANT: when you disassemble an item, the elements you get back are one quality level below the ones that were used to create the item. For example, if you disassemble an item made with “Pure” quality elements, you'll get “Sacred” quality elements only.

    - EVEN MORE IMPORTANT: pay a lot of attention to the elements shown in the grid because disassembling does NOT give you ALL the elements used to make an item!
    For example, if you disassemble a weapon with a glyph, you will only get metal from the weapon, and nothing that was used to make the glyph.

    - There is no way to remove a glyph or signet from a weapon.

Materials and components & Upgrading them
  • You have 4 types of materials, and 9 components (Runes)

    Materials:
    • Metal: to make all weapons and Barrier potions
      Water: related to health
      Dust: related to healing
      Fire: related to attack and damage
    Runes, divided in offensive and defensive runes:
    • Offensive Runes
      Denkyem Rune: gives critical damage
      Lu Rune: gives critical rating
      Trinity Rune: gives penetration rating
      Wheel Rune: gives hit rating

      Defensive Runes
      Earth Rune: gives block rating
      Koru Rune: gives physical protection
      Pentagram Rune: gives magical protection
      Wedjat Rune: gives defense rating
      Yggdrasil Rune: gives evade rating
    Material and Runes follow a 5 quality steps scale:
    • Base (mostly from Kingsmouth)
      Imperfect
      Normal (the adjective “normal” doesn't appear in the name)
      Sacred
      Pure (mostly from Transylvania)
    • So, for example you have Base water, Imperfect water, Water (no adjective for normal), Sacred water, and Pure water.

    Upgrading material and Runes:
    • You can “refine” lower quality elements to create higher ones.

      Place 5 elements of the same kind and quality stacked in the assembly grid of the assembling window, and click the assemble button. (They have to be stacked.)

      So with 5 elements of rank "N", you make one element of rank "N+1"
      For example: 5 'Base Koru Rune' will make 1 Imperfect 'Koru Rune'

      You can place more than 5 stacked elements in the assemble grid: each time you press the assemble button, 5 will be used to make one element of the next quality. When you are done, you can get the remaining elements back to your inventory.

Assembling kits
  • Assembling kits are the only tool necessary to create items. They are not always required. (For example, adding a glyph to a weapon requires not tool, as we'll see later in this FAQ.)

    Assembling kits come in QL's from QL 1 to QL 10 and in rarity (color) from green to purple
    • - green (very decent quality)
      - blue (high quality: a blue at QL “N” is usually as good as a green QL N+2 and sometimes better; for example a blue QL 3 is often comparable to a green QL5)
      - purple (exceptional)
    The QL and the color of the Assembling kit determines the QL and (when applicable) the color of the item created.
    • For example a QL 5 Green Weapon Assembling kit will make a QL 5 green weapon, and a QL3 Blue Weapon Assembling kit will make a QL3 blue weapon.
    The Assembling kit also indicates what quality of components must be used:
    • QL 1 kits: Base materials
      QL 2-3 kits: Imperfect materials
      QL 4-6 kits: Normal materials
      QL 7-8 kits: Sacred materials
      QL 9-10 kits: Pure materials
    Assembling kits are:
    • - Weapons Assembling kits, QL 1-10, green to purple: to make any weapon; usually drops form mobs
      - Talismans Assembling kits, QL 1-10, green to (?) purple: to make any kind of talisman
      - Consumable Assembling kits, QL 1-10, green: to make “potions” of various kinds; sold by some Council of Venice NPC's, drops from mobs
      - Glyph Assembling kits, no QL, no color: to make any glyph


Weapons making
  • All weapons use only metal.

    All weapons use 7 metal clumps

    The quality and color of the weapon is determined only by the Weapon Assembling kit (see Assembling kits section above)

    The quality of the metal to use is determined by the Weapon Assembling kit (see Assembling kits section above):
    • QL 1 kits: Base materials
      QL 2-3 kits: Imperfect materials
      QL 4-6 kits: Normal materials
      QL 7-8 kits: Sacred materials
      QL 9-10 kits: Pure materials
    To make a weapon:
    • - Place the 7 pieces of metal of the right quality in the grid of the Assemble window
      - Form the pattern (shape) corresponding to the weapon you want (see just below)
      - When the pattern is right, the Tool slot lights up
      - Place the Weapon Assembling kit in the Tool slot
      - The result is previewed in the result slot, move your mouse above it to see the characteristics
      - If all if OK, press the assemble button

    Patterns for weapons:
    • Code: Select all

      Assault Rifle    Blood:         Blade          
      [x][x][x][x][x] [x][ ][x][ ][ ] [ ][x][ ][ ][ ]
      [x][ ][x][ ][ ] [x][x][x][ ][ ] [x][x][x][x][x]
      [ ][ ][ ][ ][ ] [x][ ][x][ ][ ] [ ][x][ ][ ][ ]
      [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
      
      Chaos           Elemental       Fist (Claw)
      [ ][x][x][ ][ ] [ ][x][ ][ ][ ] [ ][x][x][x][ ]
      [x][x][x][ ][ ] [x][x][x][ ][ ] [x][ ][ ][ ][ ]
      [x][x][ ][ ][ ] [ ][x][ ][ ][ ] [ ][x][x][x][ ]
      [ ][ ][ ][ ][ ] [x][ ][x][ ][ ] [ ][ ][ ][ ][ ]
      
      Hammer          Pistol       
      [ ][ ][ ][ ][x] [x][x][x][x][ ]
      [x][x][x][x][x] [x][x][ ][ ][ ]
      [ ][ ][ ][ ][x] [x][ ][ ][ ][ ]
      [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
      


Talismans making
  • Talismans use Fire, Dust, or Water

    Talismans use different numbers of elements to be made:
    • 12 for Head talismans
      10 for Neck and Belt
      8 for all others
    The quality and color of the Talisman is determined only by the Talisman Assembling kit (see Assembling kits section above)

    The quality of the elements to use is determined by the Talisman Assembling kit (see Assembling kits section above)
    • QL 1 kits: Base materials
      QL 2-3 kits: Imperfect materials
      QL 4-6 kits: Normal materials
      QL 7-8 kits: Sacred materials
      QL 9-10 kits: Pure materials
    The role of the Talisman is determined by the material used
    • - Fire: makes “Offensive/DPS” Talismans (damage/attack focused + small lifepoints)
      - Dust: makes “Healing” Talismans (healing bonus focused + small lifepoints)
      - Water: makes “Tanking” Talismans (protection focused + high lifepoints)

    To make a talisman:
    • - Place the 8 or 10/ or 12 elements of the right type and quality in the grid of the Assemble window
      - Form the pattern (shape) corresponding to the talisman you want (see just below)
      - When the pattern is right, the Tool slot lights up
      - Place the Talisman Assembling kit in the Tool slot
      - The result is previewed in the result slot, move your mouse above it to see the characteristics
      - If all if OK, press the assemble button

    Patterns for talismans
    • Code: Select all

      Head        
      [ ][x][x][ ][ ] 
      [x][x][x][x][ ] 
      [x][x][x][x][ ] 
      [ ][x][x][ ][ ] 
      
      Neck            Belt
      [x][x][x][x][x] [ ][ ][ ][ ][ ]
      [ ][ ][x][ ][ ] [x][x][x][x][x]
      [ ][x][x][x][ ] [x][x][x][x][x]
      [ ][ ][x][ ][ ] [ ][ ][ ][ ][ ]
      

      Code: Select all

      Finger          Wrist
      [ ][x][x][ ][ ] [ ][ ][x][x][ ]  
      [x][ ][ ][x][ ] [ ][x][ ][x][ ]  
      [x][ ][ ][x][ ] [x][ ][x][ ][ ]  
      [ ][x][x][ ][ ] [x][x][ ][ ][ ]  
      
      Luck            Occult
      [ ][ ][x][ ][ ] [x][x][ ][ ][ ]
      [ ][x][x][x][ ] [x][x][ ][ ][ ]
      [x][x][x][ ][ ] [ ][ ][x][x][ ]
      [ ][x][ ][ ][ ] [ ][ ][x][x][ ]
      


Potions making
  • All Potions use 8 elements and the same pattern (a bottle shape)

    The quality of the elements to use is determined by the Consumable Assembling kit (see Assembling kits section above)
    • QL 1 kits: Base materials
      QL 2-3 kits: Imperfect materials
      QL 4-6 kits: Normal materials
      QL 7-8 kits: Sacred materials
      QL 9-10 kits: Pure materials
    Consumable Assembling kits are sold by some Council of Venice vendors; they can also drop from mobs

    Potions use different elements depending on the potion wanted:
    • Elements can't be combined and must all be of the same kind (you can't make a potion giving evades + leech, for example)
      - Fire: Energy Drink Leech
      - Metal: Energy Drink Barrier
      - Trinity: Anima Penetration Rating
      - Yggdarsil Rune: Anima Evade Rating
      - Water: Energy Drink HOT
      - Wheel: Anima Hit Rating
      (There might be other combinations but they are not known yet)

    To make a potion:
    • - Place the 8 elements of the right type and quality in the grid of the Assemble window
      - Form the bottle pattern (shape)
      - When the pattern is formed, the Tool slot lights up
      - Place the Consumable Assembling kit in the Tool slot
      - The result is previewed in the result slot, move your mouse above it to see the characteristics
      - If all if OK, press the assemble button
    Pattern for potions (only one)
    • Code: Select all

      [ ][x][ ][ ][ ]
      [x][ ][x][ ][ ]
      [x][ ][x][ ][ ]
      [x][x][x][ ][ ]


Glyphs making
  • Glyphs form the "Prefix" of an item (for example “Resilient ring”) and add a bonus to the item

    Glyphs come in QL up to 10 and in green, blue, and purple colors (rarity), and can be added to items of any QL with a glyph slot.

    The bonus given to the item depends on the QL of the glyph. If you use a glyph QL 10 in weapon, it will do more than a glyph QL 4 in the same weapon.

    Glyphs can only be added to items that have a glyph slot open or items that already have a glyph installed. In this case the new glyph will destroy the old one.

    There is no way to remove a glyph or signet from a weapon.

    If a item with glyph is disassembled, you don't get back the elements used for the glyph.


    All glyphs use 4 runes in a same “cross” pattern

    The color (rarity) of the glyph is determined only by the Glyph Assembling kit (see Assembling kits section above)

    The quality of the runes to use is determined by the Glyph Assembling kit (see Assembling kits section above)
    • QL 1 kits: Base materials
      QL 2-3 kits: Imperfect materials
      QL 4-6 kits: Normal materials
      QL 7-8 kits: Sacred materials
      QL 9-10 kits: Pure materials

    Runes are divided in offensive and defensive runes.
    • Offensive Runes
      • - Denkyem Rune: gives critical damage
        - Lu Rune: gives critical rating
        - Trinity Rune: gives penetration rating
        - Wheel Rune: gives hit rating
      Defensive Runes
      • - Earth Rune: gives block rating
        - Koru Rune: gives physical protection
        - Pentagram Rune: gives magical protection
        - Wedjat Rune: gives defense rating
        - Yggdrasil Rune: gives evade rating
    Runes can be combined to make glyphs BUT offensive and defensive runes can't be combined in the same glyph.
    For example, you can combine Lu and Trinity (offensive), or Earth and Pentagram (defensive) but NOT Earth and Trinity (defensive and offensive)

    If you use a 2+2 runes combination (for example 2 Lu and 2 Denkyem), it will create a glyph giving roughly balanced statistics for the effect of each rune (at least what the game considers balanced).

    If you use a 3+1 combination, the effect provided by the 3 runes will be the major one.

    The name of the glyph seems to be only based on the two kinds of runes used and NOT on the proportions used.
    So a 2+2 combination will hve the same named as a 3+1 combination of the same kinds of rules.
    But the tooltip of the Glyph will mention “moderate” additions for the two statistics added in the first case, and respectively “major” and “minor” additions in the second case.


    To make a glyph:
    • - Place the 4 runes (4, 2+2, 3+1) of the right type(s) and quality in the grid of the Assemble window
      - Form the cross pattern (shape)
      - When the pattern is formed, the Tool slot lights up
      - Place the Glyph Assembling kit in the Tool slot
      - The result is previewed in the result slot, move your mouse above it to see the characteristics
      - If all if OK, press the assemble button
    Pattern for glyphs (only one):
    • Code: Select all

      [ ][x][ ][ ][ ]
      [x][ ][x][ ][ ]
      [ ][ x][ ][ ][ ]
      [ ][ ][ ][ ][ ]

    Known combination of runes and name of the resulting glyph
    • Defensive Glyphs:
      • 4x Earth (Block rating) : Solid
        4x Koru (Physical protection) : Steadfast
        4x Pentagram (Magical protection) : Warding
        4x Wedjat (Defense rating) : Stalwart
        4x Yggdrasil (Evade rating) : Fleeting

        2+2 (& also 3+1) Earth (Block rating) + Yggdrasil (Evade rating) : Ardent
        2+2 (& also 3+1) Earth (Block rating) + Wedjat (Defense rating) : Valorous
        2+2 (& also 3+1) Earth (Block rating) + Pentagram (Magical protection) : Pure
        2+2 (& also 3+1) Earth (Block rating) + Koru (Physical protection) : Vigorous

        2+2 (& also 3+1) Koru (Physical protection) + Wedjat (Defense rating) : Rugged
        2+2 (& also 3+1) Koru (Physical protection) + Pentagram (Magical protection) : Attuned
        2+2 (& also 3+1) Koru (Physical protection) + Yggdrasil (Evade rating) : Fearless
        2+2 (& also 3+1) Koru (Physical protection) + Earth (Block rating) : Vigorous

        2+2 (& also 3+1) Pentagram (Magical protection) + Koru (Physical protection) : Attuned
        2+2 (& also 3+1) Pentagram (Magical protection) + Wedjat (Defense rating) : Enchanted
        2+2 (& also 3+1) Pentagram (Magical protection) + Yggdrasil (Evade rating) : Elusive
        2+2 (& also 3+1) Pentagram (Magical protection) + Earth (Block rating) : Pure

        2+2 (& also 3+1) Wedjat (Defense rating) + Koru (Physical protection) : Rugged
        2+2 (& also 3+1) Wedjat (Defense rating) + Earth (Block rating) : Valorous
        2+2 (& also 3+1) Wedjat (Defense rating) + Pentagram (Magical protection) : Enchanted
        2+2 (& also 3+1) Wedjat (Defense rating) + Yggdrasil (Evade rating) : Resilient

        2+2 (& also 3+1) Yggdrasil (Evade rating) + Pentagram (Magical protection) : Elusive
        2+2 (& also 3+1) Yggdrasil (Evade rating) + Wedjat (Defense rating) : Resilient
        2+2 (& also 3+1) Yggdrasil (Evade rating) + Koru (Physical protection) : Fearless
        2+2 (& also 3+1) Yggdrasil (Evade rating) + Earth (Block rating) : Ardent
      Offensive Glyphs
      • 4x Denkyem (Critical damage) : Ferocious
        4x Lu (Critical rating) : Brutal
        4x Trinity (Penetration rating) : Piercing
        4x Wheel (Hit rating)) : Accurate

        2+2 (& also 3+1) Lu (Critical rating) + Denkyem (Critical damage) : Focused
        2+2 (& also 3+1) Lu (Critical rating) + Trinity (Penetration rating) : Fierce
        2+2 (& also 3+1) Lu (Critical rating) + Wheel (Hit rating))= Ruthless

        2+2 (& also 3+1) Denkyem (Critical damage) + Lu (Critical rating) : Focused
        2+2 (& also 3+1) Denkyem (Critical damage) + Trinity (Penetration rating) : Savage
        2+2 (& also 3+1) Denkyem (Critical damage) + Wheel (Hit rating)) : Devastating

        2+2 (& also 3+1) Trinity (Penetration rating) + Lu (Critical rating) : Fierce
        2+2 (& also 3+1) Trinity (Penetration rating) + Denkyem (Critical damage) : Savage
        2+2 (& also 3+1) Trinity (Penetration rating) + Wheel (Hit rating)) : Ravaging

        2+2 (& also 3+1) Wheel (Hit rating)) + Denkyem (Critical damage) : Devastating
        2+2 (& also 3+1) Wheel (Hit rating)) + Lu (Critical rating) : Ruthless
        2+2 (& also 3+1) Wheel (Hit rating)) + Trinity (Penetration rating) : Ravaging

    Adding a glyph to an item

    Glyphs can only be added to items that have a glyph slot open or items that already have a glyph installed. In this case the new glyph will destroy the old one.

    There is no way to remove a glyph or signet from a weapon.

    If a item with glyph is disassembled, you don't get back the elements used for the glyph.


    To add a glyph to an item
    • - open the Assemble window with the “y” key
      - put both the item and the glyph in the assemble grid
      - no tools is required
      - The result is previewed in the result slot, move your mouse above it to see the characteristics
      - If all if OK, press the assemble button

Signets making (?)
  • Signets are the “suffix” of an item. They drop from hard mobs in specific areas.
    So far it doesn't seem signets can be crafted.
    They can be added to items if items have a signet slot.
    They are added the same way as glyphs are.

- work in progress -
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Chrisax
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Re: FAQ: Crafting & disassembling items, recipes and patterns

Post by Chrisax »

Big one, hey?! :chrisdidit:
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Lasarina
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Re: FAQ: Crafting & disassembling items, recipes and patterns

Post by Lasarina »

Good job Chris.
It seems that using 3+1 will work too, tried out a few.
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Chrisax
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Re: FAQ: Crafting & disassembling items, recipes and patterns

Post by Chrisax »

Thanks, Lasa. I wanted to be sure nothing changed since launch. I don't have the material to make glyphs at all as I don't progress :()

Edited the FAQ to remove the "?"
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Sillanto
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Re: FAQ: Crafting & disassembling items, recipes and patterns

Post by Sillanto »

Posted on the Main forums by SoSerious22

Code: Select all

Also, Gadget toolkits can be used to make clickable "Trinkets", or timed powerups. The pattern to make them is as follows

[ ][ ][ ][ ] [ ] 
[ ][x][x][x][ ] 
[ ][x][x][x][ ] 
[ ][ ][x][ ][ ] 

So far, I have experimented with basic elements and uncovered:

"Normal" Water= +250 HP for 20 Seconds, 2minute cooldown. [Stimulant- Health]
"Normal" Fire= +45 Attack Rating for 20 Seconds. 2 minute cooldown [Stimulant-Attack]

-More to come?-
Hope this helps!  great FAQ guide!
Might need to check im right but i think gadgets can also be made using glyphs and the following pattern, it shows green for me but i havent got the right ql glyphs to test with:

[ ][x][x][x][ ]
[ ][x][ ][x][ ]
[ ][x][ ][x][ ]
[ ][ ][x][ ][ ]
You want it made ..... See me
You want it broken ... See me
You want it fixed....... Send your hampster to FC
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Chrisax
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Re: FAQ: Crafting & disassembling items, recipes and patterns

Post by Chrisax »

Thanks sill :-) I couldn't work on gadgets, i'll look into that!
=D> :D
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Crash
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Re: FAQ: Crafting & disassembling items, recipes and patterns

Post by Crash »

Some pretty outstanding work, Chris. All the FAQs are great stuff.
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Chrisax
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Re: FAQ: Crafting & disassembling items, recipes and patterns

Post by Chrisax »

Thanks :) They are getting good feedback on TSW official forums too.

Now we have to use this positive feelings for our Great Plan. :twisted:
Elrojo
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Re: FAQ: Crafting & disassembling items, recipes and patterns

Post by Elrojo »

- EVEN MORE IMPORTANT: pay a lot of attention to thz elements shown in the grid because disassembling does NOT give you ALL the elements used to make an item!
For example, if you disassemble a weapon with a glyph, you will only get metal from the weapon, and nothing that was used to make the glyph.

Typo in 1st line.

Nice work in getting patterns. Is knowing the pattern considered a spoiler for forums?
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Chrisax
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Re: FAQ: Crafting & disassembling items, recipes and patterns

Post by Chrisax »

Thx for typo spotting. :)

No, knowing the patterns is not considered a spoiler. (Actually you just have to place any item of a given kind in your crafting window to see the pattern. No need to disassemble it.)
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