Manufacturing

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Manufacturing (Manu) is one of the five item creation skills, which cannot be increased in the Helbreath USA cash shop. Using this skill a player can create weapons and armors, including some bows that cannot be obtained in other ways. The equipment made via manu can be better than its normal counterparts. The ingredients to make items with manu are mostly coals and metals obtained by mining. As the manu skill increases, the player gains access to additional recipes and the quality of created items improves. Manu is a relatively long skill to train, and most of its benefits are only apparent when the player gets close to 100%.


Contents

Using Manufacturing


To learn the manu skill a player must use a Manufacturing Manual, found for sale at the blacksmith. Learning the manual sets the player's manu skill to 20%. A Smith's Anvil, also purchased at the blacksmith, is needed to create items. Double-clicking the anvil or clicking on the Manufacture button while the anvil is in the bag opens the Tinkering window which contains a list of recipes available at the current skill %. Recipes for which all the ingredients are present in the bag are shown in blue; for the others, the missing ingredients are displayed in gray when the recipe is clicked. After selecting a recipe displayed in blue, the player can place the required ingredients into the window without placing any superfluous ones. This can be done by either:

  • Double-clicking on a single item or dragging it into the window, or
  • Double-clicking on a stack of items or dragging it into the window - in both cases, one item from the stack will be placed into the window.

Only one item can be created at once. The ingredients can be placed in any order. Once all the correct ingredients have been placed, the Manufacture button can be clicked to attempt the creation. If it succeeds, the ingredients are depleted and the item is placed in the bag or dropped on the ground if the bag is full. A bit of Exp is also awarded. If it fails, the ingredients are not depleted. The success chance is equal to the player's manu skill %.

Two types of items can be made by manu: materials and equipment. Items of the material type are used in recipes of equipment. Materials display a Purity value when created while equipment displays a Completion value. However, for later sections of this guide, it is good to know that for all items,

completion (%) = purity + 100


Purity of Manufactured Items


Since the purity of an item will influence how "good" it is, knowing how the purity is determined may be useful. The purity of materials depends on the manu skill while the purity of equipment depends on the ingredients and sometimes on the skill as well.

In the following table are all the materials that can be manufactured. The "maximum skill" is explained later in the guide.

Item Required Skill Maximum Skill Ingredients
Super Coal 20 30 Coal Coal Coal
Iron Bar 20 30 Iron Iron Iron Super Coal
Bronze Bar 40 95 Bronze Nugget Bronze Nugget Bronze Nugget Super Coal
Silver Bar 40 95 Silver Nugget Silver Nugget Silver Nugget Super Coal
Gold Bar 70 95 Gold Nugget Gold Nugget Gold Nugget Super Coal
Mithril Bar 85 95 Mithril Mithril Ultra Coal Super Coal
Ultra Coal 80 90 Super Coal Super Coal Iron
Bag of Bow Strings 80 85 Barley Barley Barley Ogre Hair Ogre Hair Ogre Hair
Bow Limb 80 85 Unicorn Antenna Mithril Bar Mithril Bar Mithril Bar Gold Bar Gold Bar

The purity of materials is as follows:

Minimum purity (%) = skill / 2 (rounded down)
Maximum purity (%) = 2 * (skill / 2, rounded down)
The purity is randomly chosen between those two values.


In the following table is all the equipment that can be manufactured. The "item average", "total value" and "values" are subsequently explained.

Abbreviations of ingredients:

AF: Aresden Flag CL: Cyclops Leather MB: Mithril Bar
BB: Bronze Bar DM6: Damage Necklace (DMG+6) OL: Orc Leather
BHP: Big Health Potion EF: Elvine Flag PST: Platinum Scavenger Token
BL: Bow Limb GB: Gold Bar R: Ruby
BMP: Big Mana Potion HL: Hellhound Leather SB: Silver Bar
BBS: Bag of Bow Strings I: Iron SC: Super Coal
BtL: Boot Leather IB: Iron Bar UC: Ultra Coal
CL: Coal M: Mithril WL: Werewolf Leather
CHE: Cyclops Hand Edge

The ingredients that are of the material type are in italics.


Item Required
Skill
Maximum
Skill
Item
Average
Total
Value
Ingredients and Values
Dagger 30 40 26 3 IB 2 SC 1
Short Sword 40 50 33 5 IB 2 SC 2 I 1 C 0
Main Gauche 50 60 41 5 IB 2 SC 2 I 1 C 0
Gladius 60 70 48 5 IB 2 SC 2 I 1 C 0
Long Sword 40 50 33 5 IB 2 IB 2 SC 1 C 0
Sabre 50 60 41 5 IB 2 IB 2 SC 1 C 0
Scimitar 60 70 48 5 IB 2 IB 2 SC 1 C 0
Falchion 70 80 56 5 IB 2 IB 2 SC 1 C 0
Esterk 40 50 33 5 IB 2 IB 2 SC 1 I 0
Rapier 50 60 41 5 IB 2 IB 2 SC 1 I 0
Broad Sword 50 60 41 7 IB 2 IB 2 SC 2 SC 1
bastard Sword 60 70 48 8 IB 2 IB 2 SC 2 SC 1 C 1 I 0
Claymore 70 80 56 8 IB 2 IB 2 SC 2 SC 1 SC 1
Great Sword 80 90 63 8 IB 2 IB 2 UC 2 SC 1 SC 1
Flameberge 90 100 71 10 IB 2 IB 2 UC 2 UC 2 SC 1 SC 1
Light Axe 30 40 26 5 IB 2 IB 2 SC 1 C 0
Tomahawk * 40 50 33 5 IB 2 IB 2 SC 1 C 0
Saxon Axe 50 60 41 5 IB 2 IB 2 SC 1 C 0
Double Axe 60 70 48 6 IB 2 IB 2 SC 1 SC 1
War Axe 70 80 56 8 IB 2 IB 2 SC 2 SC 1 SC 1
Battle Axe 90 100 66 10 IB 2 IB 2 UC 2 UC 2 SC 1 SC 1
Long Sword+1 45 80 43 7 BB 2 IB 2 IB 2 SC 1 C 0 C 0
Sabre+1 55 85 51 7 BB 2 IB 2 IB 2 SC 1 C 0 C 0
Scimitar+1 65 90 58 7 BB 2 IB 2 IB 2 SC 1 C 0 C 0
Falchion+1 75 95 66 7 BB 2 IB 2 IB 2 SC 1 C 0 C 0
Esterk+1 45 65 43 7 BB 2 IB 2 IB 2 SC 1 I 0 C 0
Rapier+1 55 75 51 7 BB 2 IB 2 IB 2 SC 1 I 0 C 0
Broad Sword+1 55 90 51 8 BB 2 IB 2 IB 2 SC 1 SC 1
bastard Sword+1 65 95 58 9 BB 2 IB 2 IB 2 SC 1 SC 1 I 1
Claymore+1 75 96 66 10 BB 2 IB 2 IB 2 SC 2 SC 1 SC 1
Great Sword+1 84 97 73 10 BB 2 IB 2 IB 2 UC 2 UC 1 UC 1
Flameberge+1 93 100 81 10 BB 2 IB 2 IB 2 IB 2 UC 1 UC 1
Light Axe+1 40 60 36 5 BB 2 IB 2 IB 1 C 0
Tomahawk+1 45 70 43 5 BB 2 IB 2 IB 1 C 0
Saxon Axe+1 55 80 51 5 BB 2 IB 2 IB 1 C 0
Double Axe+1 65 90 58 8 BB 2 IB 2 IB 2 SC 1 SC 1
War Axe+1 80 94 66 8 BB 2 IB 2 IB 2 SC 1 SC 1 SC 0
Battle Axe+1 95 100 75 9 BB 2 IB 2 IB 2 IB 1 UC 1 UC 1
Long Sword+2 55 80 53 7 MB 2 GB 2 CHE 2 IB 1
Sabre+2 65 85 61 7 MB 2 GB 2 CHE 2 IB 1 UC 0 SC 0
Scimitar+2 75 90 68 7 MB 2 GB 2 CHE 2 IB 1 UC 0 SC 0
Falchion+2 85 95 76 7 MB 2 GB 2 CHE 2 IB 1 UC 0 SC 0
Esterk+2 55 65 53 7 MB 2 GB 2 CHE 2 IB 1 UC 0 SC 0
Rapier+2 65 75 61 7 MB 2 GB 2 CHE 2 IB 1 UC 0 SC 0
Broad Sword+2 65 80 61 8 MB 2 GB 2 CHE 2 IB 1 IB 1
bastard Sword+2 75 85 68 8 MB 2 GB 2 CHE 2 IB 1 IB 1
Claymore+2 85 90 76 10 MB 2 GB 2 CHE 2 IB 2 IB 1 IB 1
Great Sword+2 94 95 83 10 MB 2 GB 2 CHE 2 IB 2 IB 1 UC 1
Flameberge+2 97 100 85 10 MB 2 MB 2 GB 2 CHE 2 IB 1 IB 1
Light Axe+2 * 50 75 36 5 MB 2 GB 2 CHE 1 UC 0
Tomahawk+2 * 55 80 53 5 MB 2 GB 2 CHE 1 IB 0
Saxon Axe+2 * 65 85 61 5 MB 2 GB 2 CHE 1 IB 0
Double Axe+2 75 90 68 8 MB 2 GB 2 CHE 2 IB 1 IB 1
War Axe+2 90 95 76 8 MB 2 GB 2 CHE 2 IB 1 IB 1 IB 0
Battle Axe+2 99 100 88 9 MB 2 MB 2 GB 2 M 1 CHE 1 IB 1
Giant Sword 95 100 75 9 MB 2 GB 2 GB 2 M 1 CHE 1 IB 1
Black Shadow Sword 99 100 75 10 MB 2 MB 2 BB 2 BB 2 M 1 CHE 1
Hammer 90 100 71 10 GB 2 IB 2 IB 2 IB 2 UC 1 UC 1
Battle Hammer 95 100 72 9 MB 2 GB 2 GB 2 M 1 UC 1 IB 1
Barbarian Hammer 99 100 73 10 MB 2 MB 2 GB 2 R 2 M 1 UC 1
Hauberk M 40 50 33 7 SB 2 IB 2 IB 2 OL 1
Hauberk W 40 50 33 7 SB 2 IB 2 IB 2 OL 1
Chain Hose M 50 60 41 8 SB 2 IB 2 IB 2 SC 1 OL 1
Chain Hose W 50 60 41 8 SB 2 IB 2 IB 2 SC 1 OL 1
Scale Mail M 60 70 48 10 SB 2 IB 2 IB 2 IB 2 SC 1 OL 1
Scale Mail W 60 70 48 10 SB 2 IB 2 IB 2 IB 2 SC 1 OL 1
Chain Mail M 70 80 56 10 SB 2 IB 2 IB 2 IB 2 SC 1 OL 1
Chain Mail W 70 80 56 10 SB 2 IB 2 IB 2 IB 2 SC 1 OL 1
Plate Leggings M 80 90 63 10 SB 2 IB 2 IB 2 IB 2 UC 1 CL 1
Plate Leggings W 80 90 63 10 SB 2 IB 2 IB 2 IB 2 UC 1 CL 1
Plate Mail M 90 100 71 10 SB 2 SB 2 IB 2 IB 2 UC 1 CL 1
Plate Mail W 90 100 71 10 SB 2 SB 2 IB 2 IB 2 UC 1 CL 1
Wizard Hauberk M 95 100 71 8 MB 2 SB 2 M 2 UC 1 WL 1
Wizard Hauberk W 95 100 71 6 MB 2 SB 2 UC 1 WL 1
Knight Hauberk M 95 100 80 8 MB 2 SB 2 M 2 UC 1 WL 1
Knight Hauberk W 95 100 75 6 MB 2 MB 2 UC 1 WL 1
Knight Plate Leggings M 95 100 80 8 MB 2 SB 2 M 2 UC 1 WL 1
Knight Plate Leggings W 95 100 75 6 MB 2 MB 2 UC 1 WL 1
Knight Plate Mail M 99 100 71 9 MB 2 SB 2 SB 2 M 1 UC 1 WL 1
Knight Plate Mail W 99 100 71 9 MB 2 SB 2 SB 2 M 1 UC 1 WL 1
Helm M 75 85 60 8 SB 2 SB 2 IB 2 IB 1 HL 1
Helm W 75 85 56 8 SB 2 SB 2 IB 2 IB 1 HL 1
Full-Helm M 80 90 65 9 SB 2 SB 2 IB 2 UC 1 SC 1 HL 1
Full-Helm W 80 90 63 9 SB 2 SB 2 IB 2 UC 1 SC 1 HL 1
Knight Full-Helm M 95 100 75 8 MB 2 SB 2 M 2 UC 1 WL 1
Knight Full-Helm W 95 100 71 8 MB 2 SB 2 M 2 UC 1 WL 1
Winged Helm M 95 100 75 9 MB 2 SB 2 SB 2 M 1 UC 1 HL 1
Winged Helm W 95 100 71 9 MB 2 SB 2 SB 2 M 1 UC 1 HL 1
Horned Helm M 99 100 80 9 MB 2 SB 2 SB 2 M 1 UC 1 HL 1
Horned Helm W 99 100 80 9 MB 2 SB 2 SB 2 M 1 UC 1 HL 1
Impact Bow 80 85 48 6 BBS 1 BL 1 MB 1 GB 1 CHE 1 UC 1
Deadly Shot 90 90 56 6 BBS 1 BL 1 EF 1 EF 1 AF 1 AF 1
Beast Bow 99 100 63 5 BBS 1 BL 1 DM6 1 DM6 1 PST 1
Bishop Boots, Warrior 20 50 56 4 BtL 1 BtL 1 BtL 1 BHP 1
Bishop Boots, Mage 20 50 56 4 BtL 1 BtL 1 BtL 1 BMP 1

* These recipes are currently disabled.
Bishop Boots, Warrior and Bishop Boots, Mage are "activated" during each server reset - they receive Endurance + 21% and Exp + 10% stats, although their endurance does is not increased since they cannot be repaired.


When manufacturing equipment, every ingredient in a recipe has a purity and a value, which can be 0, 1 or 2 as seen in the table above. First, the average purity of ingredients (API) is calculated. The higher an ingredient's value, the more it contributes to that average:

average purity of ingredients (API) = (purity1 * value1 + purity2 * value2 + purity3 * value3 + purity4 * value4 + purity5 * value5 + purity6 * value6) / total value (rounded down)

where purity1 and value1 are the purity and value of the first ingredient, and so on. If there are less than 6 ingredients, the excessive terms are omitted. The total value is the sum of values of all ingredients, which is also found in the table above. When calculating the API, the following rules must be followed:

  • Ingredients that are not of the material type do not have a purity value displayed; their purity is taken as 100.
  • If the player's skill is lower than an ingredient's purity, the purity will be taken as:
modified purity (%) = purity - ([purity - skill] / 2, rounded down)

This also applies to ingredients that are not of the material type.

  • Some recipes contain the same ingredient twice but with different values. In these cases, the first ingredient a player places in the Tinkering window will be treated as the first ingredient of that name in the recipe. In all of the recipes involved, the value of identical ingredients decreases with their order in the recipe. For that reason it is good practice, when making an item which requires the same ingredient multiple times, to place the higher purity ones first.

When the API has been determined, it is compared with the recipe's item average (IA) found in the table above. The item average is a measure of how "demanding" an item is in terms of purity. For example, when all the ingredients have a purity equal to the item average, the item will end up having 100% completion.

  • If the API is higher than the IA:
purity (%) = 100 * [API - IA] / [100 - IA] (rounded down)
  • If the API is lower than the IA:
purity (%) = 100 * [API - IA] / IA (rounded down)

In that case, the purity is below 0.

  • If the API is equal to the IA, the purity is 0.

As a reminder, the completion of equipment is the purity + 100.


The following table can be used to find what API is required to create an item of a desired completion. This table is only valid for a manu skill of 100%.

Average Purity of Ingredients
Item Average 88 89 90 91 92 93 94 95 96 97 98 99 100
26 183 185 186 187 189 190 191 193 194 195 197 198 200
33 182 183 185 186 188 189 191 192 194 195 197 198 200
36 181 182 184 185 187 189 190 192 193 195 196 198 200
41 179 181 183 184 186 188 189 191 193 194 196 198 200
43 178 180 182 184 185 187 189 191 192 194 196 198 200
48 176 178 180 182 184 186 188 190 192 194 196 198 200
51 175 177 179 181 183 185 187 189 191 193 195 197 200
53 174 176 178 180 182 185 187 189 191 193 195 197 200
56 172 175 177 179 181 184 186 188 190 193 195 197 200
58 171 173 176 178 180 183 185 188 190 192 195 197 200
60 170 172 175 177 180 182 185 187 190 192 195 197 200
61 169 171 174 176 179 182 184 187 189 192 194 197 200
63 167 170 172 175 178 181 183 186 189 191 194 197 200
65 165 168 171 174 177 180 182 185 188 191 194 197 200
66 164 167 170 173 176 179 182 185 188 191 194 197 200
68 162 165 168 171 175 178 181 184 187 190 193 196 200
71 158 162 165 168 172 175 179 182 186 189 193 196 200
72 157 160 164 167 171 175 178 182 185 189 192 196 200
73 155 159 162 166 170 174 177 181 185 188 192 196 200
75 152 156 160 164 168 172 176 180 184 188 192 196 200
76 150 154 158 162 166 170 175 179 183 187 191 195 200
80 140 145 150 155 160 165 170 175 180 185 190 195 200
81 136 142 147 152 157 163 168 173 178 184 189 194 200
83 129 135 141 147 152 158 164 170 176 182 188 194 200
85 120 126 133 140 146 153 160 166 173 180 186 193 200
88 100 108 116 125 133 141 150 158 166 175 183 191 200

Thus, it is only possible to make a 200% completion item when the skill is 100% and all the ingredients have 100% purity.


Properties of Manufactured Equipment

Manu items differ in several ways from their normal counterparts:

  • The color of manu equipment is different.
  • Manu equipment has no level limit.
  • The endurance of manu equipment is increased:
additional endurance = base endurance * purity / 100

When the purity is below 0, the endurance is lower than that of the normal counterpart.

  • Manu armors, when upgraded with Stones of Merien, gain 20% additional endurance rather than 15%.
  • The defense of manu armors is increased:
additional defense = base defense * purity / 200 (rounded down)

When the purity is below 0, the defense is lower than that of the normal counterpart.

  • Manu weapons can be upgraded with Stones of Xelima up to +10 rather than +7.
  • On critical attacks, manu weapons other than bows have the value of their purity added to hit probability.
  • Manu weapons other than bows, with purity above 0, have an added lower damage limit.
added lower damage limit = purity / 20 (rounded down)

This works with both the small and large damage dice. Normally, a weapon dealing XdY + Z damage will produce a minimum damage of X + Z before modifiers and bonuses. The manu weapon's minimum damage will be X + Z + purity/20 (rounded down) before modifiers and bonuses (but after the Str modifier). When the damage is below this value, it is set to this value.

  • Manu weapons other than bows, with purity below 0, have an upper damage limit.
upper damage limit = maximum dice roll

This works with both the small and large damage dice. Normally, a weapon dealing XdY + Z damage will produce a maximum damage of X * Y + Z before modifiers and bonuses. The manu weapon's maximum damage will be X * Y + Z before modifiers and bonuses (but after the Str modifier). When the damage is above this value, it is set to this value.


Training Manufacturing


Manu is a relatively long skill to train. In most cases the optimal way is that which uses the least minerals, since obtaining minerals is a significant part of the process. Here a way is suggested which only relies on Coals, Iron and Bronze Nuggets; in addition, coal usage is reduced to the lowest possible. If the player obtains minerals only from mining (not trading), then this way is the fastest.
Succeeding at a recipe only contributes to the advancement of the manu skill when the manu skill is below the maximum skill for that recipe, which is shown in a table above. The number of items to make for next % follows the skill raising formula found here. A player's Str must be above 10 to allow the manu skill to progress. The maximum attainable % is the double of the Str score, up to 100% (50 Str).
Note: This way involves storing certain items created while training and using these items in later steps. At one point, 12,130 items must be stored in total; this can be done on 18 accounts containing 72 characters with a maximum weight limit of 250, achievable at level 10.

Step Skill Recipe Amount to Make Coal Iron Bronze Nugget Amount to Store
1 20-29 Super Coal 265 795 All for step 2
2 30-39 Dagger 365 1,395 1095
3 40-79 Bronze Bar 13,577 40,731 40,731 4,806 for steps 6 and 7
4 80-89 Ultra Coal 7,324 43,944 7,324 All for step 7
5 90-94 Bronze Bar 4,328 12,984 12,984
6 95 Claymore+1 922 13,830 5,532
7 96-99 Battle Axe+1 3,884 37,620 35,400
Total 151,299 49,351 53,715

The player can substitute Battle Axe+1 by Flamberge+1. Bronze Bars can be partially substituted by Silver Bars or Gold Bars as long as 4,806 Bronze Bars are created and stored.

Written by Rowechelon

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