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Skills and crafting

Skill progression, alchemy, gem recipes, weapon upgrades and manufacturing.

Skills

The table shows skill-progress thresholds, not a fixed number of successful actions. Progress earned depends on the skill, action and server XP settings. Unused progress can carry over after a skill increase. Character stats also limit skill training; see Character Development.

The first skill increase in a progress update needs more than the listed threshold. Further increases in that update need at least their listed thresholds. Mastery is capped at 100.

Current skill % Next threshold (progress units)
0 11
10 33
20 75
30 137
40 219
50 321
60 443
70 585
80 747
90 929
Calculation details

For current mastery s<100, the next threshold is Q(s+1), where

Q(t)=10+t+⌊t2/10⌋.

Alchemy

Alchemy creates potions by mixing ingredients in an Alchemy Bowl, available from Kiora (Shopkeeper). Open the bowl, select the recipe, supply the displayed ingredients, and create the potion. Cosmetic potions cycle the selected appearance.

Potion Required skill % Materials Effect
Health Potion 0 1 Slime Jelly; 1 Ant Leg; 1 Snake Tongue Restores 27 HP.
Mana Potion 0 1 Slime Jelly; 1 Ant Antenna; 1 Snake Skin Restores 23 MP.
Revitalizing Potion 0 1 Slime Jelly; 1 Scorpion Pincers; 1 Snake Meat Restores 23 SP. Cures poison.
Big Health Potion 20 1 Troll Meat; 3 Slime Jelly; 1 Ant Leg; 1 Snake Tongue Restores 62 HP.
Big Mana Potion 20 3 Slime Jelly; 1 Cyclops Meat; 1 Ant Antenna; 1 Snake Skin Restores 68 MP.
Big Revitalizing Pot 20 2 Slime Jelly; 1 Scorpion Pincers; 1 Snake Skin; 2 Snake Meat Restores 68 SP. Cures poison.
Invisibility Potion 50 1 Slime Jelly; 1 Skeleton Bones; 1 Orc Teeth; 1 Orc Meat Makes the user invisible.
Hair Color Potion 60 1 Slime Jelly; 1 Scorpion Meat; 1 Lump of Clay; 1 Snake Meat Changes hair colour.
Underwear Color Potion 60 1 Slime Jelly; 1 Scorpion Skin; 1 Scorpion Sting; 1 Scorpion Pincers; 1 Hellhound Claw Changes underwear colour.
Hair Style Potion 70 1 Stone Golem Piece; 1 Slime Jelly; 1 Hellhound Tongue; 1 Snake Meat Changes hairstyle.
Power Green Potion 70 1 Pumpkin; 1 Slime Jelly; 1 Hellhound Heart; 1 Ant Leg Prevents stamina depletion for 15 minutes, added to any remaining time up to 30 minutes.
Super HP Potion 75 1 Barley; 1 Troll Heart; 1 Slime Jelly; 1 Ant Antenna Restores 164 HP.
Super MP Potion 75 1 Water Melon; 1 Slime Jelly; 1 Orc Meat; 1 Cyclops Heart Restores 140 MP.
Skin Color Potion 90 1 Slime Jelly; 1 Lump of Clay; 1 Hellhound Tail; 1 Snake Teeth Changes skin colour.
Un-Freeze Potion 90 1 Werewolf Heart; 1 Slime Jelly; 1 Scorpion Sting; 1 Orc Leather; 1 Cyclops Leather Removes Frozen status.
Sex Change Potion 95 1 Troll Claw; 1 Slime Jelly; 1 Skeleton Bones; 1 Ogre Heart; 1 Lump of Clay; 1 Cyclops Eye Changes the character’s sex.
Super Power Green Potion 95 1 Werewolf Claw; 1 Troll Heart; 1 Slime Jelly; 1 Hellhound Heart; 1 Cyclops Heart Prevents stamina depletion for 30 minutes.
Ogre Summon Potion 100 1 Troll Heart; 1 Ogre Claw; 1 Ogre Meat; 1 Ogre Heart; 1 Ogre Hair; 1 Ogre Leather Summons an allied Ogre.

Restoration amounts are nominal and cannot exceed missing health, mana or stamina. Xelima reduces health-potion restoration.

Necklace crafting

For necklace crafting, see magic-necklace recipes.

Gem wares

Gem wares are intermediate crafting materials with a purity value.

Ware Ingredients
Diamondware 1 Crystal; 2 Diamond
Crystalware 3 Crystal
Rubyware 1 Crystal; 2 Ruby
Emeraldware 1 Crystal; 2 Emerald
Sapphireware 1 Crystal; 2 Sapphire

Magic gems

After a successful craft, gem purity varies with the purity of the eligible input wares. A single Stone of Merien contributes 100% purity. Equipped bonuses depend on the gem's stored purity.

Magic gem Ingredients Equipped effect
Magic Diamond 1 Crystalware; 2 Diamondware; 1 Stone of Merien Physical Hit Ratio and Magic Hit Ratio bonus; 20 at 100% purity.
Magic Ruby 1 Crystalware; 2 Rubyware; 1 Stone of Merien HP recovery bonus; 20 at 100% purity.
Magic Emerald 1 Crystalware; 2 Emeraldware; 1 Stone of Merien Magical Absorption bonus; 10 at 100% purity.
Magic Sapphire 1 Crystalware; 2 Sapphireware; 1 Stone of Merien Physical Absorption bonus on armor hit locations; 10 at 100% purity.
Calculation details

Take the average of eligible input purities, rounded down, then calculate the lower base. The p values are the input purities, and n is their count:

A=⌊(p1+⋯+pn)/n⌋,B=⌊4A/5⌋.

If A−B>0, add a uniformly selected integer from 1 through A−B, including both endpoints. Otherwise the result remains B. Thus a positive average produces final purity from B+1 through A, inclusive.

For the example inputs 80%, 85%, 95% and 100%, the average is 90%, the lower base is 72%, and the remainder is 18%. Final purity is therefore 73% through 90%, inclusive.

  • Magic Diamond: ⌊(P+1)/5⌋ Physical Hit Ratio and Magic Hit Ratio bonus.
  • Magic Ruby: ⌊(P+1)/5⌋ HP recovery bonus.
  • Magic Emerald: ⌊(P+1)/10⌋ Magical Absorption bonus.
  • Magic Sapphire: ⌊(P+1)/10⌋ Physical Absorption bonus on armor hit locations.

Here P is the gem’s stored purity.

Armor gems

Gems fit equipment sockets.

Non-vortexed manufactured body armor, hauberks, leggings and headgear use the same completion thresholds:

Completion Usable sockets
Below 50% 0
At least 50%, below 100% 1
At least 100% 2

Vortex Gems create a socket on eligible statted armor with no existing sockets. Use the table below for Vortex gem bonuses.

Gem family Effect Manufactured values by tier Vortex values by tier
Rejuvenation MP recovery bonus 8, 14, 19 4, 6, 8
Blood HP recovery bonus 8, 14, 19 4, 6, 8
Mind Magic Resistance bonus 8, 14, 19 4, 6, 8
Armor Defense Ratio bonus 8, 14, 19 4, 6, 8
Enchanted Magical Absorption bonus 2, 4, 6 1, 2, 3
Tactical Physical Absorption bonus at the socketed armor location 3, 5, 7 2, 3, 4
Crafted item Ingredients
Rejuvenation Gem(14) 3 Rejuvenation Gem (8); 1 Stone of Merien
Rejuvenation Gem (19) 2 Rejuvenation Gem (14); 2 Stone of Merien; 1 Stone of Xelima
Blood Gem(14) 3 Blood Gem (8); 1 Stone of Merien
Blood Gem (19) 2 Blood Gem (14); 2 Stone of Merien; 1 Stone of Xelima
Mind Gem(14) 3 Mind Gem (8); 1 Stone of Merien
Mind Gem (19) 2 Mind Gem (14); 2 Stone of Merien; 1 Stone of Xelima
Armor Gem(14) 3 Armor Gem (8); 1 Stone of Merien
Armor Gem (19) 2 Armor Gem (14); 2 Stone of Merien; 1 Stone of Xelima
Enchanted Gem(4) 3 Enchanted Gem (2); 1 Stone of Merien
Enchanted Gem (6) 2 Enchanted Gem (4); 2 Stone of Merien; 2 Stone of Xelima
Tactical Gem(5) 3 Tactical Gem (3); 1 Stone of Merien
Tactical Gem (7) 2 Tactical Gem (5); 2 Stone of Merien; 2 Stone of Xelima

Weapon upgrades

Ordinary stone-upgraded weapons, including manufactured weapons, have a maximum of +7. Special majestic weapons use separate rules.

A failed attempt while an ordinary weapon is already +3 or higher lowers it by 1; the item is not destroyed by that failure. Thus +2 is the failure floor. The corresponding existing-upgrade threshold for rare weapons is +5.

A Lodestar can raise the chance of a single attempt, up to a certain success; see Normal upgrades.

These are rounded success chances per eligible stone-upgrade attempt for nonrare melee weapons and bows. Manufactured weapons above 100% Completion get higher chances; the last column shows a weapon at 150% Completion.

Attempt Normal chance (rounded) Manufactured at 150% Completion
+0 → +1 35% 40%
+1 → +2 28% 33%
+2 → +3 23% 28%
+3 → +4 18% 20.5%
+4 → +5 15% 17.5%
+5 → +6 13% 15.5%
+6 → +7 12% 14.5%
Calculation details

Above 100% Completion, each 10% of extra Completion adds 1 percentage point to the chances up to +2 → +3, and each 20% adds 1 point from +3 → +4 on. Chances are single-precision values, so they differ from exact decimal percentages by tiny amounts.

Expected Stone of Xelima consumption

The table estimates Stone of Xelima use for repeated eligible upgrades of nonrare weapons, including manufactured weapons up to 100% Completion, assuming independent rolls. Counts are rounded to 2 decimals and are expectations, not guarantees; invalid attempts and separate special upgrade systems are excluded.

Target upgrade Expected stones for this step Expected stones from +0
+1 2.86 2.86
+2 3.57 6.43
+3 4.35 10.78
+4 25.36 36.14
+5 150.39 186.53
+6 1014.12 1200.65
+7 7445.25 8645.90
Calculation details

For repeated eligible attempts under the independent-roll model, let pn be the exact success probability for upgrading from n−1 to n, and En the expected stones for that step:

En={1/pn,n≤3,(1+(1−pn)En−1)/pn,n≥4.

The cumulative expectation from an unupgraded weapon is Tn=∑k=1nEk.

For ordinary primary player physical attacks, the equipped weapon’s flat upgrade contribution is added after the base-damage stage and any applicable Berserk multiplier, before later combo additions, damage multipliers and mitigation. See Combat for the qualified physical-damage sequence.

See equipment basics and Dark Knight, Mage and Hero items.

Manufacturing

Use the manufacturing interface with the listed materials to make ingots and equipment. A recipe becomes usable at its minimum skill, but only grants skill progress while your skill is below its training cutoff.

Item Minimum skill % Training cutoff % (exclusive) Materials
Super Coal 0 30 3 Coal
Ultra Coal 80 90 2 Super Coal; 1 Iron Ore
Iron Ingot 0 30 3 Iron Ore; 1 Super Coal
Mithral Ingot 85 95 2 Mithral; 1 Ultra Coal; 1 Super Coal
Gold Ingot 70 95 3 Gold Nugget; 1 Super Coal
Silver Ingot 40 95 3 Silver Nugget; 1 Super Coal
Bronze Ingot 40 95 3 Bronze Ore; 1 Super Coal
Dagger 15 40 1 Iron Ingot; 1 Super Coal
Gladius 50 60 1 Iron Ingot; 1 Super Coal; 1 Iron Ore; 1 Coal
Falchion 70 80 2 Iron Ingot; 1 Super Coal; 1 Coal
Long sword 40 50 2 Iron Ingot; 1 Super Coal; 1 Coal
Scimitar 60 70 2 Iron Ingot; 1 Super Coal; 1 Coal
Esterk 40 50 2 Iron Ingot; 1 Super Coal; 1 Iron Ore
Rapier 50 60 2 Iron Ingot; 1 Super Coal; 1 Iron Ore
Sabre 60 70 1 Iron Ingot; 1 Super Coal; 1 Iron Ore; 1 Coal
Broad Sword 50 60 2 Iron Ingot; 2 Super Coal
Bastard Sword 60 70 2 Iron Ingot; 2 Super Coal; 1 Coal; 1 Iron Ore
Claymore 70 80 2 Iron Ingot; 3 Super Coal
Light Axe 30 40 2 Iron Ingot; 1 Super Coal; 1 Coal
Tomahawk 40 50 2 Iron Ingot; 1 Super Coal; 1 Coal
Saxon Axe 50 60 2 Iron Ingot; 1 Super Coal; 1 Coal
Hauberk 40 50 1 Silver Ingot; 2 Iron Ingot; 1 Orc Leather
Chain Hose 50 60 1 Silver Ingot; 2 Iron Ingot; 1 Super Coal; 1 Orc Leather
Scale Mail 60 70 1 Silver Ingot; 3 Iron Ingot; 1 Super Coal; 1 Orc Leather
Superior Long Sword 45 80 1 Bronze Ingot; 2 Iron Ingot; 1 Super Coal; 2 Coal
Superior Sabre 55 85 1 Bronze Ingot; 2 Iron Ingot; 1 Super Coal; 2 Coal
Superior Esterk 45 65 1 Bronze Ingot; 2 Iron Ingot; 1 Super Coal; 1 Iron Ore; 1 Coal
Superior Rapier 55 75 1 Bronze Ingot; 2 Iron Ingot; 1 Super Coal; 1 Iron Ore; 1 Coal
Superior Broad Sword 55 90 1 Bronze Ingot; 2 Iron Ingot; 2 Super Coal
Superior Light Axe 40 60 1 Bronze Ingot; 2 Iron Ingot; 1 Coal
Superior Tomahawk 45 70 1 Bronze Ingot; 2 Iron Ingot; 1 Coal
Superior Saxon Axe 55 80 1 Bronze Ingot; 2 Iron Ingot; 1 Coal
Exceptional Long Sword 55 80 1 Mithral Ingot; 1 Gold Ingot; 1 Cyclops Hand Edge; 1 Iron Ingot
Exceptional Esterk 55 65 1 Mithral Ingot; 1 Gold Ingot; 1 Cyclops Hand Edge; 1 Iron Ingot; 1 Ultra Coal; 1 Super Coal
Exceptional Light Axe 50 75 1 Mithral Ingot; 1 Gold Ingot; 1 Cyclops Hand Edge; 1 Ultra Coal
Exceptional Tomahawk 55 80 1 Mithral Ingot; 1 Gold Ingot; 1 Cyclops Hand Edge; 1 Iron Ingot
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