Rush. Craft Alchemy.
Rush. Crafting Alchemy.
Alchemy rightfully holds the title of the queen of crafting. Primarily due to the inexperience of players who choose crafts. This guide aims to balance the equation and reveal the secrets.
So. The main misconception is that many think it’s much more important to have the gear itself than some consumables, not understanding that by selling consumables which have huge demand and can be sold for much easier money, they can buy everything they need.
The second mistake is also thinking that everything is fine in the game without consumables. This is also not true. More accurately, it can be said that at max level, when you buy and enhance excellent gear, which won’t seem so expensive if you know how to make money, you will have 2 paths to spend your money on:
divine unique gear, which is either a hassle to obtain or has a cosmic price (for example, a chest piece on Akira cost more than 100,000,000 kinah), but at the same time, its stats are only slightly higher (for example, the same piece of armor cost 8,000,000 kinah and its stats were lower by 60 def, 250 hp, 3% flight speed and some minor details. I have basic stats of 1800 def and 10,000 hp).
buy a sea of consumables for that money and enjoy every battle, consuming potions costing 10k by the 50s, which triple your lifespan, or scrolls that give you +30% movement speed. You can also combine cheap mana stones into very expensive ones.
Another advantage of alchemy is its independence from "successful crafting," termed crit-crafting. In other crafts, you waste a ton of resources and time creating one item, and if the result is the item stated in the recipe rather than its improved version, you most often end up at a loss. People who craft 20 items in a row usually profit due to probability theory. However, there can also be epic fails.
In alchemy, excluding books (which is not the main focus of crafting), you use just tiny amounts of materials + resources and get products that the high levels are waiting to buy in quantities of 1000+. You almost always have a place for the results, unlike in other crafts. In the worst-case scenario, you can use it yourself, and it will be useful and incredibly cheap. High levels are scary because they carry a large quantity of alchemical products. A high level in Abyss without scrolls +30% flight speed is a fool. He can be easily caught up with. It is easy to escape from him. And so on.
Why is this article focused on Rush?
Rush allows for your maximum speedy development to the end-game phase and the latest dungeons. If you use the advantages of alchemy, you will find it easier to survive/kill, accumulate money, and not die in quality. People will love you and cooperate with you in a guild more willingly.
This craft is preferably developed by magic classes (sorcerer and spirit master) because they are more dependent on mana; HP potions often restore more than half their health upon one use at high level. There will be something to attract crafters of cloth armor (tailoring) with, which is not very useful for mages, but later a mage can't do without this craft.
Other classes are more suited to other types of crafting, and it will be explained why.
Alchemy, like any craft, is divided into several levels of mastery. Each requires its own consumables, resources, and materials.
1-99 Lesser Craft
100-199 Regular Craft
200-299 Greater Craft
300-399 Major Craft
400+ Master Craft
As you progress in crafting, you produce essentially the same items but for higher levels and better quality.
Key items include: Instant HP and MP recovery potions. Mana stones +85 hp, +15 crit, magic boost +25. Scrolls for +30% running or flying speed. Books and orbs. Potions for flying time and siege weapons (+ fuel for them). Activation stones for artifacts in Abyss.
Lesser Alchemy.
The main reagent for your products is the lesser elemental stone, which you process into 2 lesser elemental powders or 5 bottles of lesser elemental water. They will be needed everywhere, except for combining mana stones, so mana stones will be addressed separately.
The most useless and unnecessary mana stones can be combined into quite expensive (rare) stones.
For example, from 2 stones +20 hp, which cost around 3k per kilogram (about 50-70 coins each), you can make +30 hp stones (costing 150 each) with a catalyst, with a high chance (crit-crafting), transforming them into +55 hp stones (costing 4k each).
It’s stupid and simple; you are essentially printing money. Donators weep.
Potions. To produce potions, you will need a vial (purchased from NPCs), elemental water (made from elemental stones), and a resource gathered from any herb. Simple herbs are used to make "ticker" potions (which work for 20 seconds and gradually heal/make mana) and potions that remove negative statuses (which everyone should have). Fresh herbs are used to make instant action potions. For potions for flying time recovery, air resources are used instead of herbs.
Scrolls. Noob scrolls for protection against each element for 10 minutes are useless junk. Scrolls for maximum level fire protection are worn by almost everyone. Duration and damage absorbed are crucial.
The reagents are alchemical powder + water and paper from the seller to write the scroll. Also, some "cheaters" carry shocker scrolls while tanking (they absorb part of the damage dealt to you). Tankers often consume these, pulling "impossible" mobs without an off-tank. 148 damage is small, but the cost of shockers is almost zero for a crafter. They often level up their skill, avoiding pre-quests.
Lesser does not create scrolls for speed boosts; therefore, they will be covered separately.
Orbs and books. Lesser craft also gives you a chance to craft the most basic books and orbs for levels 15-20. They are not profitable and will take some work. To do this, you will need to create magic crystals from alchemical water and a catalyst, and from alchemical powder and the catalyst, wisdom crystals. Next, you combine all this with air resources and lesser enhancement stones to receive a book (sometimes an improved book).
Replacing lesser with any of the other types of crafting, you will get a guide to any level of crafting with minor exceptions, which I will describe below. Only profitability and payback of products will increase, but not their price. Get it?
To produce books/orbs not from a white recipe, you will need a crit-craft of the same level of the white recipe as a reagent. You will also need green ore from earth resources. Often, books and orbs will require special loot from certain monsters (sometimes named).
To craft certain mastercraft books, you will need two crits from weak recipe books sequentially.
Starting from regular crafting, you gain the ability to grind precious stones into powders, which will be needed for crafting.
For example, this powder will be needed for scrolls for speed boosts for running, attacking, or flying. + air resources and bugamu. Just like for scrolls to increase crit rate.
Gradually, everything will require powders from jewels.
For activation stones for artifacts, you will need a scroll for AP, a resource air 100-199 (crystal), a store catalyst, as well as magic crystals and wisdom crystals made by the alchemist.
For siege machines and fuel, a scroll for Abyss Points and several resources are also required.
Many thanks to the templar Akira (Rasberg) for advice and potions that gave me a chance to kill and survive.