Welcome, dear readers! Here we are going to make a huge chapter for all of you who like crafting, without dealing with taming (sorry, but I wasn't one to deal with taming... Nor shall I ever again. Also applies for synthesis equip, F that), and this way you can start with the things i talked about in Spina Farming (Method 2).
Before we talk, I'll put a simple explanation for those who can't think for themselves half a second (and wannabe TOF fucks, because you fuckers got me riled up once more for going for the technicality and then proceeding to say bullshit in Reddit [SniperX64, you dare to lie in everyone's faces with the potential stuff... And the refining part, but oh wow... What a surprise, you are the one making money out of the mithril ore sell the most.]):
Proficiency=What every fucker of TOF and Coryn Club fucks call Difficulty (which is wrong as it makes everything easier, and to prevent misunderstandings for new players... I call it proficiency).
Proficiency level= The proficiency you have (the one you need to raise the synth level!).
I am going to explain more or less how the stats go for both, which items you need to focus on for each (as when the people notice them, they'll want them), and the materials you'll need.First, to craft items you need the skills to craft it (smith/alchemist) and materials. This part is where the Spina Farming guide helps you. Going to farm with the parties the different materials you require is going to be far cheaper than buying them, with a good farm mage that is, and when you are starting out you prefer that.
There are those who don't have enough time to work on the farming (many in fact), that buy the materials, but in our case: I am considering that you don't have 10 million spina minimum running around to start the investment once the character is ready for the duty (before that, unless it's adventurer garb and you are VIT blacksmith, you'll need to pay the materials you'll need to level up the proficiency).
But in this guide, at the cost of getting the ire of the veteran blacksmiths (probably, as I will give out their little secrets), I'll be telling you the best methods to start producing items for smiths.
For alchemists, sorry: The grind is unavoidable, like Frostpunk's coal life, and you'll suffer making revitas until you want to dump the head of the developer of synthesis. But I'll tell you where to focus (you'll have many Qadal mages buying your stuff).
Unless you have the event of the blue ribbons, which means that the start is easier (not by much), and cheaper, with the heart candies
That said for alchemists: Your investment for getting started is doable with 10 million spina, as long as you get flower nectar at a cheap price. Revita is the fastest path to high proficiency in my experience, as the materials required are simple as they can get.
But before we delve further into the items you need to craft, we shall talk about material points and which points we do want to acquire for each.
MATERIALS:For Blacksmith: EVERYTHING. Metal, cloth, mana... All of it. Mana is the one you'll use less unless you are making mage weaponry. But you need all the materials you can get, that said: Priority on beast, metal, and cloth. They are the three you'll be using most of the time, sometimes wood too (bows/bowguns)... But also you'll be using medicine for statting (I'll talk about it way later, so stay and read it all).
For Alchemists: Medicine. You'll be making potions and tinctures (this is how I call all boosting items, get used to it: Because I am not going to change it for you.). So medicine galore, ladies and gents.
ALCHEMISTSAlchemists just need TEC, I recall there was a stat that helped with crafting (but the developers had to touch it all over and I am unsure if they still work like that [If they don't, sorry]) which was DEX. Either way, you'll do DEX or something like that to go DPS (that way you can level up without abusing the exp quests).
Mainly I think I explained everything for alchemists already, unless your targets... So I'll focus on them first, and then go back to blacksmiths. Why? Because the sooner I close the thing for alchemists, the more focused I can be for blacksmiths.
The targets here are going what I call tinctures to boost the stats. Spell Headphones is one of those, 30 minutes (if you don't die) with 700-750 CSPD extra.
You'll need to seek out all the prices and the like. But I can tell you that even if the Qadal mages don't admit it, they want this. Why? Cannon. That thing gets really fast.
YOU ARE READING
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