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Crafting in CoS does not require recipes or the use of a crafting station. You can do it anywhere, even in the middle of a dungeon.
Press O, or click the Hammer-n-Anvil icon, to open the Crafting Interface, which has the following options (unlocked at progressive levels):
Crafting Materials are Metal (for Upgrading), Alloy (for Smelting), Shillings and Revamp Gems.
On several Crafting operations, you can reduce your chance of failure (to 0) by using Catalysts (they are expensive and are not required but failure consumes materials).
Weapons, Armor and Accessories may be Upgraded. Upgrading an item will add a bonus to the Primary Stat.
To do this, you need Shillings and an amount of Metal.
Max Upgrade is equal to the minimum level to equip the item.
Metal comes from quests and loot drops, or you can buy some in the Electrum Shop. Metal cost is equal to the Upgrade Level you are attempting. The expense in shillings is too minor to bother documenting.
Chance of Success - After 2.6.1 all Upgrading is at 100% no matter what the Upgrade level, but Metal is harder to find.
Modding allows you to add extra stats to an item. Each Armor, Weapon, or Accessory item has 3 mod sockets where a mod can be socketed and a list of the three stats that can be enabled.
To start modding, open your Crafting UI (press O). The third tab is for Mods. Drag an item from either Backpack or Equipment to the square with the gear at the top. This will now display three slots that match, left to right, the three mods that are available to be enabled on this item.
Each mod has a Grade (1 to 9) and a Shape (Diamond, Square, Triangle, Pentagon or Hexagon), so an example of a Mod in your material inventory might be Grade 2 Square Mod or a Grade 7 Hexagon Mod.Now to actually enable a new stat you must match the shape displayed in the UI with a mod of the same shape as the slot. Right-click a mod from your inventory to add it to the selected item, assuming a slot iof that shape is blank. Right-click an equipped mod to remove it to your inventory. Both actions are free, cannot fail, and cannot damage the mod or the item.
Here's an example. I have a Revolver which has 2 Critical slots and an Attack Speed slot, and a Max Mods of 1. I unlock the first slot and find it is Square so I can add a Grade 1 Square Mod for Critical +15, a Grade 2 Square Mod for Critical +30, or a Grade 3 Square Mod for Critical +53.
In the picture above-left, we see a newly modded Repeater with an enabled Attack Speed mod.
The same Mod Stat Bonus on the same type of equipment will always use the same shaped mod.
You can merge three mods (of Grade 1 to 8) into a single mod of the next higher Grade, but all must be the same Grade and Shape.
For example, 3 Grade 2 Square Mods (or 2 Grade 2 Square Mods and a Grade 2 Blank Mod) plus 4000 can make a Grade 3 Square Mod.
With the 2.7 patch, the Chance of Success for all Mod Merges is 100%. The Merge will also consume a sliding-scale amount of Shillings.
You can use a Blank Mod (from the Electrum Shop) but you can only use one and it must be of the same Grade. If the merge fails it will always consume the blank. You could also use the Merge Now button which will use Electrum to buy any missing mods you need to complete the merge, but this is only available up to Grade 4 (buy a number of Grade 3 mods to complete a Grade 4 Merge).
Note: Each increase in grade is double or less the value of the previous grade. Since it takes three mods to merge each merge is actually losing value. For this reason, it is very important to keep every mod socket filled before you start merging mods if you want to maximize Power.
Starting Grade | Cost | Total Grade 1 to Make | Notes |
---|---|---|---|
1 | 1000 | ||
2 | 4000 | 3 | |
3 | 9000 | 9 | |
4 | 16000 | 27 | |
5 | 25000 | 71 | |
6 | 36000 | 213 | |
7 | 49000 | 639 | |
8 | 64000 | 1917 |
updated for 2.6.1
Smelting allows you to reforge your accessories, armor and weapons with Alloy to add additional stats or damage. Each smelt also rewards +100 EXP.
Item Type | Bonus per Smelt |
---|---|
1h Weapon | 0.30% |
2h Weapon | 0.40% |
Arms, Legs, Shoulders | 0.40% |
Body, Helm, Boots | 1.00% |
Shield | 1.00% |
Accessories | 1.00% |
There are three tiers of Smelting, identified by the icons for Stars, Moons and Suns. Each tier has 10 steps. The first step has a 100% Chance of Success, decreasing by 10% until the 10th step reaches 10% Chance of Success. There is also a checkbox that, for a price in Electrum (from 500 ($4.85) for the second Star to 4500 ($43.69) for the 10th Sun), will raise the Chance of Success for that step to 100%. Failure of any step in a tier results in a damaged, greyed-out icon that cannot be removed except by using the Clean Up button. The Clean Up button will clear all icons on that tier.
The total Electrum required to guarantee 10 Gold icons on a tier is 22500 ($218.45) . Mutilply that by 3 to take a new item all the way to a Smelt level of 30.
When a tier is complete (of gold and/or broken icons) there is a fee to advance to the next tier and auto-complete the first icon of that tier. Once done, the previous tier cannot be reset with Clean Up. Any broken icons remaining are locked in and you lose that potential on the item.
Succeed or fail, your Daily Goals will advance.
Mechanist has said they are reviewing this design and it may change greatly in the near future, but as of now it is impossible, without spending literally hundreds of dollars, to raise a single item to a Smelt level of 30.
Stars | Moons | Suns | Unbound Electrum Cost for 100% | ||||||
---|---|---|---|---|---|---|---|---|---|
Level | Chance of Success | Shillings Cost | Level | Chance of Success | Shillings Cost | Level | Chance of Success | Shillings Cost | |
1 | 100% | 30 | 11 | 100% | 21 | 100% | 13230 | -- | |
2 | 90% | 120 | 12 | 90% | 22 | 90% | 14520 | 500 ($4.85) | |
3 | 80% | 270 | 13 | 80% | 23 | 80% | 1000 ($9.71) | ||
4 | 70% | 480 | 14 | 70% | 24 | 70% | 1500 ($14.56) | ||
5 | 60% | 750 | 15 | 60% | 25 | 60% | 2000 ($19.42) | ||
6 | 50% | 1080 | 16 | 50% | 7680 | 26 | 50% | 2500 ($24.27) | |
7 | 40% | 1470 | 17 | 40% | 8670 | 27 | 40% | 3000 ($29.13) | |
8 | 30% | 1920 | 18 | 30% | 28 | 30% | 3500 ($33.98) | ||
9 | 20% | 2430 | 19 | 20% | 10830 | 29 | 20% | 4000 ($38.84) | |
10 | 10% | 3000 | 20 | 10% | 12000 | 30 | 10% | 27000 | 4500 ($43.69) |
Total Unbound Electrum for 100% for an entire tier | 22500 ($218.45) | ||||||||
Total Unbound Electrum for Smelt Level of 30 | 67500 ($655.36) |
This craft allows you to move the Upgrade levels, Smelt levels and Soul Gems (random Properties) that you have invested in an old item onto a new item of the same slot. There is no loss in the transfer. The new, target item must be unmodified (It cannot have any Upgrades, Smeltings or Soul Gems) and of a higher or equal level and quality to the source item. The source item is not destroyed in this process.
Mods are not transferred, they must be removed from the old item and then added to the new one.
Revamp allows you to use Revamp Gems to attach a Soul Gem to your level-30+ blue, purple or orange equipment. After each Revamp you can lock the properties you like and re-roll again on the ones you do not, but each locked property increases the Shilling and Revamp Gem cost. The first 3 revamps each day are completely free, no shillings or Revamp Gems required.
Each stat that can come up will display a grade (green through orange) and a value range. When you Revamp a stat the value starts at a base then randomly adjusts up from there to reach the actual value. Because of this upward adjustment Orange will always be at the maximum of the range.
Steam and Regen do not appear in the Revamp-able stats.
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