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	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Occupations&amp;diff=25580</id>
		<title>Occupations</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Occupations&amp;diff=25580"/>
				<updated>2016-01-12T05:00:03Z</updated>
		
		<summary type="html">&lt;p&gt;TalkIRC: /* Words of Warning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Occupations-icons.JPG|right|thumb|8 occupations.]]&lt;br /&gt;
Occupations are a type of job, if you will, you can take. An occupation from what is currently known allows you to create [[Occupation Produce|all sorts of items]], which mostly aid in helping regenerate an attribute of the player character. At any given time you can not take on more than three occupations and there is a two day cooldown before you can drop an occupation. In the event that you drop an occupation, the experience you had in that occupation will remain should you ever choose to take that occupation on again.&lt;br /&gt;
&lt;br /&gt;
At the moment there are 8 occupations in game, and it seems 4 of them are much easier and take place in the normal regions of the main continents, starting in the lowest-level one and working their way up, while the other 4 are much harder and involve going into the [[Kitins' Lair]] right from the start.&lt;br /&gt;
*The easy ones are: [[Florist]], [[Toolmaker]], [[Water-Carrier]], and [[Magnetic Cartographer]].&lt;br /&gt;
*The hard ones are: [[Butcher]], [[Medic]], [[Scrollmaker]], and [[Larvester]].&lt;br /&gt;
&lt;br /&gt;
Occupations yield certain items which aid regeneration when consumed, among other things. See [[Occupation Produce]] for the list of items produced by occupations. The individual page for each occupation also has a description of what they produce.&lt;br /&gt;
&lt;br /&gt;
==Known bugs, issues and workarounds==&lt;br /&gt;
As occupations were just recently introduced, there are still some issues surrounding them. Current known bugs include:&lt;br /&gt;
*'''[[Toolmaker]]:''' The mission descriptions are lacking a number of ''&amp;quot;or&amp;quot;'', so that it seems like you need to do every task in the list while in fact you only need to do either of the tasks.&lt;br /&gt;
*'''[[Scrollmaker]]:''' Mission 1 of grade 1 asks for the same larva that are needed for mission 1 of the [[Larvester]] occupation, while scrollmaker is supposed to ask for different larva.&lt;br /&gt;
*'''[[Medic]]:''' One of the NPCs you're sent to treat may be dead; right-clicking his corpse and selecting the option to treat him still allows you to complete the mission. One of the Ranger NPC's may also be missing after being dead for some time. The bandages mission will then be bugged when the random target is selected, either when taking the mission, or completing a component of the mission, if the target is the missing NPC. The only work around currently is to abandon the mission and retake until you receive a NPC target that is not missing.&lt;br /&gt;
&lt;br /&gt;
==Quick Overview==&lt;br /&gt;
Here's the main summary of the occupations to give you a rough idea of their differences:&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|'''Occupation:'''&lt;br /&gt;
|'''Takes places mostly in:'''&lt;br /&gt;
|'''Main Activities:'''&lt;br /&gt;
|'''Product improves:'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Water-Carrier]]&lt;br /&gt;
|[[Aeden Aqueous]] &lt;br /&gt;
|Running around&lt;br /&gt;
|Life and sap regeneration&lt;br /&gt;
|-&lt;br /&gt;
|[[Magnetic Cartographer]]&lt;br /&gt;
|[[Witherings]] &lt;br /&gt;
|Running around&lt;br /&gt;
|Life and stamina regeneration&lt;br /&gt;
|-&lt;br /&gt;
|[[Florist]]&lt;br /&gt;
|[[Verdant Heights]] &lt;br /&gt;
|Foraging and running around&lt;br /&gt;
|Sap regeneration&lt;br /&gt;
|-&lt;br /&gt;
|[[Toolmaker]]&lt;br /&gt;
|Anywhere you prefer&lt;br /&gt;
|Hunting, foraging and crafting&lt;br /&gt;
|Stamina regeneration&lt;br /&gt;
|-&lt;br /&gt;
|[[Butcher]]&lt;br /&gt;
|[[Burning Desert]] and [[Kitins' Lair]]&lt;br /&gt;
|Killing stuff&lt;br /&gt;
|Life Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|[[Medic]]&lt;br /&gt;
|[[Kitins' Lair]]&lt;br /&gt;
|Running Around&lt;br /&gt;
|Life Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|[[Larvester]]&lt;br /&gt;
|[[Kitins' Lair]]&lt;br /&gt;
|Foraging&lt;br /&gt;
|Focus Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|[[Scrollmaker]]&lt;br /&gt;
|[[Kitins' Lair]]&lt;br /&gt;
|Foraging and running around&lt;br /&gt;
|Craft success&lt;br /&gt;
|}&lt;br /&gt;
For more details, see the individual page of each occupation. Also see [[Occupation Produce]] and [[Occupations/Spoilers#Recommended Combinations|Recommended Combinations]].&lt;br /&gt;
&lt;br /&gt;
==Occupation Trainers==&lt;br /&gt;
There is only one trainer for each occupation. Each capital has the trainers for 2 occupations: one easy occupation and one difficult occupations. The easy occupation mostly involves missions in the local regions, while the difficult occupation sends you into the [[Kitins' Lair]].&lt;br /&gt;
&lt;br /&gt;
===Zora===&lt;br /&gt;
*'''[[Magnetic Cartographer]] (Easy):''' Just west of Daïsha Estate.&lt;br /&gt;
*'''[[Medic]] (Hard):''' Just south of Daïsha Estate.&lt;br /&gt;
[[Image:Occupations-zora.JPG|Occupation trainers are located at the big blue dots.]]&lt;br /&gt;
&lt;br /&gt;
===Fairhaven===&lt;br /&gt;
*'''[[Water-Carrier]] (Easy):''' Just outside the main entrance to the city.&lt;br /&gt;
*'''[[Larvester]] (Hard):'''' Just outside the southern entrance to the city.&lt;br /&gt;
[[Image:Occupations-FH.JPG|Occupation trainers are located at the big blue dots.]]&lt;br /&gt;
&lt;br /&gt;
===Yrkanis===&lt;br /&gt;
*'''[[Florist]] (Easy):''' Located in a building just east of the Karavan altar.&lt;br /&gt;
*'''[[Scrollmaker]] (Hard):''' Located just east of the stables.&lt;br /&gt;
[[Image:Occupations-Yrk.JPG|Occupation trainers are located at the big blue dots.]]&lt;br /&gt;
&lt;br /&gt;
===Pyr===&lt;br /&gt;
*'''[[Toolmaker]] (Easy):''' Inside the Great Forge.&lt;br /&gt;
*'''[[Butcher]] (Hard):''' Just inside the city from the southern gate.&lt;br /&gt;
[[Image:Occupations-pyr.JPG|Occupation trainers are located at the big blue dots.]]&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
This section will address the basics to get you started in your chosen occupation. As an example, we'll use the [[Water-Carrier]] occupation, but the concepts we'll discuss apply to all occupations. Remember to use this guide sparingly; half the fun is in figuring it out yourself. &lt;br /&gt;
&lt;br /&gt;
First, you need to choose an occupation. Read up a bit about the different occupations here on the wiki or in the ingame guide, which can be found by opening the API-window (shift-W by default) and going to the &amp;quot;Occupations&amp;quot; section. Once you've decided, find the master for your chosen occupation using the maps included on this page.&lt;br /&gt;
&lt;br /&gt;
===Words of Warning===&lt;br /&gt;
Two things to know about occupations before you start:&lt;br /&gt;
* You can only have a maximum of 3 occupations, and there's a 2-day cooldown between taking an occupation and being able to drop it to make space for another.&lt;br /&gt;
*If you advance to the next Grade (explained later) you get more difficult missions, and can no longer do the missions from the previous grade. Make sure you are ready for the more difficult missions before advancing!  You can however do the lower grades with higher grade components.  For example you can do grade 1 with grade 6 components, also the recipe for grade 1 will still be the same regardless of using higher grade components.&lt;br /&gt;
&lt;br /&gt;
==Basic Concepts==&lt;br /&gt;
Now that you know about the common pitfalls, let's look at the basic outlines of how occupations work.&lt;br /&gt;
*'''Components:''' The core of every occupation revolves around gathering two different component items, unique to that occupation. You need several of both component items in order to produce the main products of the occupation. Every occupation has two separate 'gathering' missions, one for each component, that you must perform to acquire those components.&lt;br /&gt;
*'''Practising your occupation:''' This is the process by which you turn the component items into products. (Basically the 'crafting' part of the occupation, but that term is generally avoided to prevent confusion with actual [[crafting]].) Every occupation has a specific mission to do this; the 'crafting' mission of the occupation, so to speak.&lt;br /&gt;
*'''Grades:''' Grades are a measure of how good you are in an occupation. You start at grade 1, and can become better through practising the occupation. If you reach a higher grade, you'll be given more difficult 'gathering' missions, which will reward you with higher grade components, which in turn can make more powerful products.&lt;br /&gt;
*'''Upgrading:''' Every grade has both basic components and upgraded components. The 'gathering' missions will give you the basic components, and upgrading is the process whereby you turn these into upgraded components. This usually takes several basic components for each upgraded component. Practising your occupation with upgraded components instead of basic ones gives better products.&lt;br /&gt;
*'''Special Items:''' Every occupation has it's own special item, and practising an occupation allows you to get that occupation's special item once every 2 days. This doesn't require you to do anything else than ask the master of the occupation for it. The use of the special item depends on the occupation. &lt;br /&gt;
&lt;br /&gt;
==The occupation master==&lt;br /&gt;
[[Image:Occupation-missions1.jpg|thumb|right|The master's missions.]]&lt;br /&gt;
Now you're ready to talk to the occupation master of your choice. This master will offer you four missions, displayed on the image to the right.&lt;br /&gt;
&lt;br /&gt;
The first mission will be the only one that's available when you first talk to the master. This is the one you take to become a practitioner of that occupation. (Water-Carrier in this image.) Once you're already a practitioner of the occupation, you can take the same mission again every 2 days and it'll offer you three options:&lt;br /&gt;
*Receive more of the Special Item of the occupation. What this item is depends on the occupation&lt;br /&gt;
*Drop the occupation to make room to learn another.&lt;br /&gt;
*Never mind. This cancels the mission without doing anything.&lt;br /&gt;
If you pick an option, the mission will then become unavailable again for 2 days (unless you pick the &amp;quot;never mind&amp;quot; option).&lt;br /&gt;
&lt;br /&gt;
The second and the third mission are the main 'gathering' missions for your occupation. These are the missions you have to do to get the two different components to practice your occupation with. Both these missions are an &amp;quot;on-going&amp;quot; mission involving 4 different tasks: Once you take the mission, you will randomly be assigned one of the 4 tasks of that mission. If you complete that task, you'll receive a component, and will again randomly be assigned one of the 4 tasks (which may be the same task again). This will go on while the mission is active, and the mission will only stop if you abandon it. &lt;br /&gt;
&lt;br /&gt;
For Water-Carrier, for example, the 4 tasks for the first gathering mission are 4 different locations to get water from, and the 4 tasks for the second gathering mission are 4 different NPCs to bring water to. For other occupations, the 4 tasks may be completely different, but the gathering missions always involve 4 tasks on continuous random shuffle. Note that you can always abandon the mission and retake it to get a new random task, as many times as you like.&lt;br /&gt;
&lt;br /&gt;
The fourth mission in the menu is for later on in the occupation, so we'll not bother with that for now.&lt;br /&gt;
&lt;br /&gt;
==The occupation workbench==&lt;br /&gt;
[[Image:Occupation-missions2.jpg|thumb|right|The workbench missions.]]&lt;br /&gt;
Somewhere close by the master of the occupation is the workbench for the occupation. It's different for each occupation, but usually easy enough to recognise. You have to be a practitioner of the occupation to use the workbench. It will offer you 8 missions, displayed on the image to the right.&lt;br /&gt;
&lt;br /&gt;
The first two missions are for upgrading the two different components of your occupation. With upgraded components you can create better items. At grade 1, doing the 'gathering' tasks described above will give you basic Q10 components. These can be turned into upgraded Q15 components. To do this, take the mission to upgrade a particular component (the first mission for the first component and the second mission for the second component), and hand 4 of the basic Q10 components over to the workbench.&lt;br /&gt;
&lt;br /&gt;
Beware that upgrading has only a certain chance of success, and if it fails, you will lose 2 of the 4 components you just handed over. If the upgrading succeeds, you will get 2 upgraded components out of 4 basic components. Upgraded components will be further discussed in the advanced section.&lt;br /&gt;
&lt;br /&gt;
====The actual creating of items====&lt;br /&gt;
The next six missions in the menu are for actually practising your occupation and thus creating items. At first only the first one will be available. The other 5 will open up as you reach higher grades in the occupation. To start creating items in the occupation, take that first 'crafting' mission (the third mission in the list). Once you take it, a 5 minute time starts. All the following actions have to be done within those 5 minutes or the mission will fail. &lt;br /&gt;
&lt;br /&gt;
First, the mission will ask you if you want to use basic or upgraded components. We'll assume for now you'll choose basic components; upgraded components will be discussed later on. You'll then be asked to hand over 4 of each of the two basic components of your occupation. If you do not have these in your inventory, the mission will be cancelled.&lt;br /&gt;
&lt;br /&gt;
====Recipes====&lt;br /&gt;
Once you've handed over the necessary components, you'll be asked to choose a &amp;quot;recipe&amp;quot;. This recipe basically comes down to making 5 choices in a row, each between 7 options. The combination of options you choose will affect the &amp;quot;yield&amp;quot; of the creation. The yield ranges between 30% and 100% and a higher yield means you will create more items. For example, a yield of 40% may give you 6 items while a yield of 60% will give you 9 items. The items created will be the same, the yield only determines how many of them you receive.&lt;br /&gt;
&lt;br /&gt;
There is no way to know which combination will give a good result, except asking someone else who's done the same occupation. You can't experiment until you find a good combination either. You only see how good the combination you've chosen is when the creating is already done, and then there's no changing it anymore. So just pick options randomly and see what you get. Don't worry if you get a bad combination the first time, this is just to see how it works. And you'll always get at least a few items even with the worst possible combinations.&lt;br /&gt;
&lt;br /&gt;
====Gaining experience====&lt;br /&gt;
Once you're done choosing a recipe, you will be told how many items you created. You'll then be asked whether you want to keep the items, or to hand them in for experience. You will only receive experience in your occupation if you hand items in, but handing them in means you won't actually receive any items to use. So choose carefully if you'd like to receive items now or gather experience to create better items later. If you choose to hand them, you'll receive 1 point of experience for each item you had created. Making this choice is the final step of the mission; once you choose the mission will be completed.&lt;br /&gt;
&lt;br /&gt;
====Final notes====&lt;br /&gt;
Lastly, the 'crafting' mission can only be taken once every 20 hours. Once you've completed it, you will receive either your items or your experience, and a 20 hour cooldown will be started before you can take the mission again.&lt;br /&gt;
&lt;br /&gt;
If the 5 minute timer ends before you complete the mission, the mission will fail. The 20 hour cooldown will also be started, and if you had already turned in components, those will be lost.&lt;br /&gt;
&lt;br /&gt;
=Advanced Concepts=&lt;br /&gt;
&lt;br /&gt;
==The Recipe Book==&lt;br /&gt;
The first time you're asked for a recipe, you just randomly pick a series of options and hope for the best. If you continue practising your occupation however, you'll want to start trying different combinations and looking for the best recipes. To help you with this, you have an automatic recipe book. Every recipe you try and see the result for is automatically added into this recipe book.&lt;br /&gt;
&lt;br /&gt;
Your recipe book is accessed by opening the ingame web-application window (mapped to shift-W by default) and going to the &amp;quot;Occupations&amp;quot; section. This section contains your &amp;quot;Saved Recipes&amp;quot; for each occupation. Selecting an occupation will by default only show you the best recipe you've so far found for that occupation, but you can click &amp;quot;Display all recipes&amp;quot; to show you all recipes you've found for it.&lt;br /&gt;
&lt;br /&gt;
Note that the recipe book will show you the combinations you've chosen and the resulting yield in %, but not the number of items this yield produces. A higher yield is always better for the number of items, though.&lt;br /&gt;
&lt;br /&gt;
All your recipe book does for you is show you all combinations you've already tried. When you're still trying new recipes, it does not automatically stop you from accidentally trying a recipe you've already tried again. Nor can it automatically enter in the best recipe you've found when you've decided to only use that anymore. You still have to look in your recipe book yourself and enter in the combination manually whenever you practise your occupation.&lt;br /&gt;
&lt;br /&gt;
The recipe book is tied to your character, not your account. Thus it will only show the recipes you've used on your current character. Recipes used by another character on the same account will show up in that character's recipe book.&lt;br /&gt;
&lt;br /&gt;
==Special Items==&lt;br /&gt;
As said earlier, each occupation has it's own special item that you may receive every 2 days if you have the occupation. &lt;br /&gt;
&lt;br /&gt;
For the 4 harder occupations ([[Butcher]], [[Medic]], [[Scrollmaker]], and [[Larvester]]), this special item is a teleporter pact to [[Almati Wood]]. For the 4 easier occupations, this item is something that helps with occupations itself.&lt;br /&gt;
&lt;br /&gt;
Three of these items help with upgrading components.&lt;br /&gt;
*Florist gives you Lucky Flowers. You can chose to use up a lucky flower when you start an upgrade action to increase your chances of succeeding in the upgrading. &lt;br /&gt;
*Magnetic Cartographer gives you Amber of Protection. You can chose to use up an amber of protection when you fail an upgrade action to prevent the loss of 2 basic components.&lt;br /&gt;
*Water-Carrier gives you Stimulating Water. You can chose to use up a stimulating water when you succeed an upgrade action to get 4 upgraded components instead of 2.&lt;br /&gt;
&lt;br /&gt;
The fourth items helps with actually practising your occupation: The Improved Tool, from the [[Toolmaker]] occupation. You can chose to use up an improved tool when you start practising your occupation with basic components to give you +10% yield on that item creation. This only works if you practise with basic components, the improved tool cannot be used to improve the yield if upgraded components are used.&lt;br /&gt;
&lt;br /&gt;
==Practising with upgraded components==&lt;br /&gt;
When you start a mission to practise your occupation, you'll first be asked if you want to use basic or upgraded components. We've already discussed using basic components. Using upgraded components is largely the same, but has a few important differences.&lt;br /&gt;
&lt;br /&gt;
If you choose to practise your occupation with upgraded components, you'll be asked to hand over 4 of each of the two upgraded components of your occupation. Again if you do not have these in your inventory, the mission will be cancelled. The rest of the process will go exactly the same as with basic components, and the recipes will give the same yield as they would've with basic components. It's the end-result that is different: With upgraded practising, the same yield in % gives you a higher number of actual items created. &lt;br /&gt;
&lt;br /&gt;
Another important difference with upgraded components is that once the recipe is completed, you'll get the options to either hand the created items in for experience, or to hand ''half'' of them in for experience and keep the other half. There is no option to keep all of them. (And with basic practising, there is no option to turn in half.) You will still only receive 1 point of experience for each item handed in. &lt;br /&gt;
&lt;br /&gt;
If you choose the second option though, the items you'll receive will be one grade higher than the items created with basic components. So, the items created with upgraded components at grade 1 will be the same as the items created with basic components at grade 2, and so on.&lt;br /&gt;
&lt;br /&gt;
==Advancing in grades==&lt;br /&gt;
There are 6 grades to every occupation. Everybody starts out at grade 1, but by practising your occupation and handing in the created items for experience, you can eventually reach the higher grades. Being a higher grade means you will be assigned more difficult gathering tasks, but you'll also be able to create more powerful regenerative items.&lt;br /&gt;
&lt;br /&gt;
Beware that once you advantage to the next grade, your gathering missions will automatically be upgraded to reflect your higher grade. There is '''no''' way to still do the easier gathering missions of the lower grade, or to go back to being a lower grade. If your gathering missions involve turning in items, any items you haven't turned in yet could also become useless if you advance to the next grade. So make sure you are ready for the more difficult gathering missions of the next grade before you advance!&lt;br /&gt;
&lt;br /&gt;
To advance to the next grade, you first need to fill up your experience bar. For the first grade, this requires 30 experience. As soon as you reach the 30 experience points, you can advance to grade 2, but there is a catch: The practise mission that brings you to 30 experience must be completed with a yield of at least 60% (exactly 60% is enough). The +10% from an improved tool does not count in this. &lt;br /&gt;
&lt;br /&gt;
If the yield of the items handed in was less than 60%, you'll be stuck at 30 experience and any more products you hand in will be wasted, until you hand in products created with a yield of at least 60%. Once a yield of 60% pushes you over the 30 experience, you'll be told to talk to your occupation master, who will advance you to the grade.&lt;br /&gt;
&lt;br /&gt;
===Being grade 2===&lt;br /&gt;
A number of things change when you advance to the next grade. For one, the next grade mission to practise your occupation will become available. This mission requires higher grade components to complete, but will give higher grade, more powerful products.&lt;br /&gt;
&lt;br /&gt;
The creation mission of your previous grade will also still be available to you. If you have any lower grade components left, you can still use them on this mission. Once you run out, you can also use the higher grade components on this mission. You cannot hand these lower grade products in for experience anymore though. If you are grade 2, only the grade 2 creation mission can gain you experience when you turn the products in.&lt;br /&gt;
&lt;br /&gt;
You cannot obtain more of the lower level components anymore though, save through trade. As soon as you advance to the next grade, your gathering missions will alter to reflect the higher grade. You'll be given more difficult tasks that will reward you with the higher grade components. There is no way to do the easier tasks for lower level components anymore.&lt;br /&gt;
&lt;br /&gt;
Also, the recipes you've learned for grade 1 don't apply anymore to grade 2 item creation. Every grade has it's own different good and bad combinations, so you'll have to start over in discovering recipes. The grade 2 recipes you try will be stored in your recipe book separate from the grade 1 recipes. You can ofcourse still use your grade 1 recipes for the grade 1 crafting mission, when you still want to do that one.&lt;br /&gt;
&lt;br /&gt;
==Master's Instruments==&lt;br /&gt;
[[Image:Occupations-bonusitem.jpg|right|Master's Instruments.]]&lt;br /&gt;
Master's Instruments are a special occupation item that is sometimes handed out as event rewards. These items can be handed in to an occupation master to receive a direct boost to your experience in that occupation. Master's Instruments have to be handed in 3 at a time, and seem to give you 1 point of experience per item handed in (so 3 in total per hand-in).&lt;br /&gt;
&lt;br /&gt;
You hand in Master's Instruments by talking to your occupation master and taking the fourth mission offered to you, the one called &amp;quot;Use you Master's Instruments&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Further information=&lt;br /&gt;
'''Wiki:'''&lt;br /&gt;
*[[Occupation Produce | List of items provided by occupations.]]&lt;br /&gt;
*[[Occupations/Spoilers | Spoilers on occupations, like recipes.]]&lt;br /&gt;
'''External:'''&lt;br /&gt;
*[http://adcguild.info/index.php?option=com_content&amp;amp;view=article&amp;amp;id=65:a-beginners-guide-to-occupations&amp;amp;catid=35:info&amp;amp;Itemid=63 A beginner's guide to occupations, including free 60% recipes.]&lt;br /&gt;
*[http://adcguild.info/index.php?option=com_content&amp;amp;view=article&amp;amp;id=67:the-finer-art-of-occupation-recipes&amp;amp;catid=35:info&amp;amp;Itemid=63 An advanced guide to finding occupation recipes.]&lt;br /&gt;
&lt;br /&gt;
{{featured article}}&lt;br /&gt;
[[Category:Occupations]]&lt;/div&gt;</summary>
		<author><name>TalkIRC</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Crafting&amp;diff=25579</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Crafting&amp;diff=25579"/>
				<updated>2016-01-12T03:43:21Z</updated>
		
		<summary type="html">&lt;p&gt;TalkIRC: /* High Grade Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
In Ryzom, crafting is a fascinatingly complex system, with many little oddities and facets of interest for those willing to be constantly baffled in the name of science. Player-crafted equipment is, without doubt, the best equipment available ingame - equipment sold on the vendors by NPCs, and even Bandit Lord loot equipment, pale in comparison. As such, crafting is central to Ryzom; no warrior or mage can get by without a good player crafted weapon or set of amps; and materials used in crafting are the main currency of the Ryzom economy. Large guild battles are fought in the most perilous corners of Atys, for the privilege of having first pickings of the most valuable crafting materials.&lt;br /&gt;
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Crafting in Ryzom is very different from crafting in most other games, so for many new players it entails a steep learning curve; there is much, much more to crafting than having the levels to craft high quality gear. Someone who has maxed their crafting tree can easily still be a bad crafter. However, the rewards are well worth the effort.&lt;br /&gt;
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It is recommended that, in addition to reading this guide, new players do the tutorial missions from Sterga Hamla on Silan; as these provide an excellent hands-on crash course regarding the basics of crafting.&lt;br /&gt;
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=Getting Started=&lt;br /&gt;
As crafting in Ryzom is so complex, the first section of this article addresses only the very basics. Once you've got a good grasp on these, you might want to read the [[Crafting#Advanced Crafting|Advanced Crafting]] section too - but do remember to use this guide sparingly; half the fun is in figuring it out yourself.&lt;br /&gt;
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So, what do you need to get started with crafting in Ryzom?&lt;br /&gt;
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==Stanzas and Plans==&lt;br /&gt;
Before you can craft anything, you need both a stanza for the type of crafting you want to do, and a plan for the particular item you wish to craft. Both of these can be bought from a Crafter Trainer.&lt;br /&gt;
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[[Image:Crafttrain.jpg|thumb|Some types of Crafting Stanza]]There are four main crafting types, each of which is accompanied by a stanza set:&lt;br /&gt;
* '''Armour crafting''' - including shield crafting at level 51+.&lt;br /&gt;
* '''Melee Weapon crafting''' - believe it or not, this includes magic amplifiers.&lt;br /&gt;
* '''Jewel crafting'''&lt;br /&gt;
* '''Range crafting''' - this is for crafting guns and ammo, and is not available on Silan.&lt;br /&gt;
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In addition, there is one less obvious crafting type:&lt;br /&gt;
* '''Tool crafting''' - '''You cannot craft normal tools with tool crafting.''' Tool crafting is used to make special tools, as explained in [[Crafting#Special Tools &amp;amp; Boosted Crafting|Special Tools &amp;amp; Boosted Crafting]]. It is recommended that you don't buy tool crafting until you have the material to make a special tool in your hand - before that, it is a waste of skill points.&lt;br /&gt;
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For each crafting type, with the exception of tool crafting, there are 25 stanzas. Each different stanza allows you to craft at a different quality level - armour crafting 1 will allow you to craft armour of quality 10, whereas armour crafting 25 will allow you to craft armour of quality 250. The highest quality stanza you can buy is your level in that type of crafting + 10; so if you have a jewel crafting skill of lvl 60, then you can buy a quality 70 jewel crafting stanza, i.e. jewel crafting 7. When you start out in Atys, you will already have the armour crafting 1 stanza; you can buy others at any point from a Crafting Trainer.&lt;br /&gt;
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Once you have your stanzas for the type of crafting you need, you'll also need a plan for the particular item. So, to craft a two handed sword of quality 20; you will need a weapon crafting 2 stanza, and a two handed sword crafting plan. These can also be bought at the Crafter Trainer.&lt;br /&gt;
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The crafting plan, in RP terms, tells you two things - what crafting part materials you need, and how many of them you need. You can access all your plans for a particular crafting type through the crafting window you'll see when you use your crafting action.&lt;br /&gt;
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==Tools==&lt;br /&gt;
The next thing you'll need for crafting is a crafting tool. These can be bought from a Tool Merchant; there is one in every city, and one in the Ranger Camp on Silan. Tools are fairly cheap, at around 1000 dappers each; and while they do wear out and eventually break, it takes quite a while for that to happen. Make sure you buy the correct tool for what you're crafting - it's pretty intuitive, really, as they're called imaginative names such as &amp;quot;Jewel Crafting Tool&amp;quot; and &amp;quot;Melee Weapon Crafting Tool&amp;quot;.&lt;br /&gt;
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To start out with, you'll just want the bog standard quality 1 tools. There are some other types of crafting tool, as explained in [[Crafting#Special Tools &amp;amp; Boosted Crafting|Special Tools &amp;amp; Boosted Crafting]]; but those aren't needed for normal, or experimental, crafting.&lt;br /&gt;
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==Materials==&lt;br /&gt;
And of course the most important requirement for crafting: crafting materials. Materials are almost solely responsible for determining the characteristics of your crafted item, so pay attention!&lt;br /&gt;
[[Image:Matinfo.jpg|thumb|A material's information window]]&lt;br /&gt;
===Which materials?===&lt;br /&gt;
Taking the simplest view possible, the materials you need are the materials your plan uses. If you select your plan in the crafting window (see [[Crafting#The Crafting Window|The Crafting Window]] if you can't find it), you'll see that, above the empty boxes on the left, are several crafting part names. Let's say you're making light armour - the crafting window will tell you that you need Clothes, Lining, Stuffing, and Armour Clip.&lt;br /&gt;
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However, these four are not names of specific materials - they are categories of materials. Lining materials, for example, include resin, animal teeth, and plant moss. You can use any combination of those three in the Lining box, but no other materials. You can check to see what crafting part categories a material belongs to by right-clicking it in your inventory or the vendor window and hitting Info - this will also show you what stats that particular material will give in crafting. If you're stuck trying to find a particular crafting part, try this handy [[Crafting/Crafting Part Table|Crafting Part Table]] - but beware of spoileriness!&lt;br /&gt;
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There is more to selecting materials than that - after all, you want to use materials that will give your crafted item good stats, don't you? - but this is just the bare bones. Go and experiment with different materials and their stats.&lt;br /&gt;
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===Where do I get materials?===&lt;br /&gt;
There are two main sources for materials. The first, and most common, is to dig them. For more info on digging, see the [[Harvesting]] guide.&lt;br /&gt;
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The second is looting. Although at higher levels killing and looting animals rarely yields enough materials for your needs (and they never drop what you want, of course), it is a useful source of material income at lower levels. In addition, the materials dropped by bosses and mini-bosses often have very good stats, and are in high demand for crafting.&lt;br /&gt;
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You can also buy materials from the vendor; however these are usually very expensive, so most crafters only buy materials when they're desperate (or feeling desperately lazy). If you choose to buy materials from the vendor, beware - some diggers use the vendors to store their materials by selling them at a ridiculously high price, assuming no-one will buy them at such an extortionate value, and then removing them from the vendor when they need them. If you don't double-check the price before you buy materials, you could end up paying several million dappers for four or five pieces! If you do this by accident, you can try to contact the seller to see if they'd be willing to reverse the sale - make sure to note down exactly how much you paid, since they probably won't have a record of it.&lt;br /&gt;
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==Important Things to Remember...==&lt;br /&gt;
'''DO NOT''' craft in heavy or medium armour. Both of these increase your [[malus]], and presence of malus degrades the final item's quality.&lt;br /&gt;
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If your items are coming out a lower quality than expected, but you're not getting degrades (partial failures); make sure you haven't used materials of a lower quality than you're trying to craft.&lt;br /&gt;
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Crafting wears out equipment quite quickly. If you'd prefer to keep your gear in working order for as long as possible, craft naked. It's the Atysian way. ;)&lt;br /&gt;
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==The Crafting Window==&lt;br /&gt;
The crafting window is reasonably intuitive, but just in case all those funky boxes confuse you, here's an outline of how it all works. With a crafting tool in hand, use a crafting action, and you'll see something like this - this is the crafting window of an armour crafter, but the differences are small:&lt;br /&gt;
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[[Image:Craftingwindow.png|center|The crafting window]]&lt;br /&gt;
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# '''The Plan List:''' When you first open your crafting window, it will be blank. Use the plan list to select the crafting plan you're using, and thus enable the crafting options.&lt;br /&gt;
# '''The Success Rate:''' This is the probability of your successfully crafting the item, without its quality degrading. The success rate will be high if your crafting lvl is equal to or above the quality you are crafting, and lower if your lvl is lower than the item quality. Using higher grade materials (i.e. Excellent and Supreme materials) will also lower the success rate (See [[Material Grade]]).&lt;br /&gt;
# '''Material Selection:''' Clicking on any empty material box will give you a list of all the materials you have which are suitable for use in that material slot. This will include any materials in your bag, as well as materials on your pack animals if they are close by; it will ''not'' however allow you to craft directly from your apartment's storage.&lt;br /&gt;
# '''Mix'n'Match:''' You can use more than one type of material in a material slot - add your first material, then click it to choose how many of that material you want to use. If there is any room left in that material slot, another blank box will appear for you to select your second (and third, and fourth, and...) material.&lt;br /&gt;
# '''The Stats Preview (Precraft):''' This gives you a preview of the stats your item will have once crafted. There are two important things to remember about the precraft: it can be off by a tiny amount - decimal rounding, but sometimes enough to make or break a recipe; and the stats don't always start at 0. Take, for example, a medium armour vest: the highest parry modifier it can have is +1, so surely 100% in precraft = +1 parry, and 0% in precraft = 0 parry, right? No! The maximum parry for medium armour is not +1, rather it is +1.x; the ''minimum'' is -1; so 0% in precraft will give you -1, not 0, parry. Somewhere between 0% and 100% are the magic numbers for 0 and +1.0 parry - have fun finding them. ;)&lt;br /&gt;
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=Advanced Crafting=&lt;br /&gt;
This section won't explain all you could ever need to know about truly advanced crafting - learning all that can take years, and it's far too much info to be written down. It will, however, give you the bits of information that aren't so obvious, but are essential to becoming a competent crafter.&lt;br /&gt;
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==Stanzas and Plans==&lt;br /&gt;
The basic functions of stanzas and plans are fairly simple to grasp, but there are a few FUNKY LLAMAS IN DA HOUSE!&lt;br /&gt;
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===Racial Crafting===&lt;br /&gt;
You probably noticed that the crafting action you had when you started out on Silan was called &amp;lt;race&amp;gt; Armour Crafting 1, and that when you crafted using it all your crafts had the same background colour, although gear with different background colours on the icon was available. The colour denotes the race of the item (green for Matis works, orange for Fyros, purple for Zoraï, blue for Tryker); however, the race of the item is not dependent on the race of the homin who crafted it. Trykers can craft Fyros gear, Matisians can craft Zoraï gear, etc - all you need is the appropriate stanzas and plans, both of which can be bought from any Crafter Trainer on that race's home continent.&lt;br /&gt;
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The most obvious difference between the crafting plans of different races is that they look different - you can see the different styles of armour, for example, in [http://ballisticmystix.net/?p=dressingRoom Ballistic Mystix' Dressing Room]. However, there is a generally much more important distinction: racial materials (that is, all materials of grade Choice or higher) can only be used in their own race's crafting plans. This is why Silanites are advised to go to their own homeland upon leaving Silan - if you are, say, a Matis living in the Fyros desert; you won't be able to use any medium or high grade fyros materials for your crafting without spending a load of valuable skill points on getting fyros crafting stanzas and plans. This isn't the end of the world, as you can earn enough skill points eventually to buy every action or ability - but it does slow you down.&lt;br /&gt;
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The exception to this rule is materials from the Prime Roots, which can always be used in crafting plans of any race.&lt;br /&gt;
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[[Image:Electricmace.jpg|right|thumb|A Zoraï electric Kanka Mace and Kastu Buckler.]]&lt;br /&gt;
===Special Plans===&lt;br /&gt;
All crafting types except armour crafting have special crafting plans, of two varieties.&lt;br /&gt;
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The first type of special plan is racial specials; these are available at normal crafting trainers, and when used create items with special effects - the picture to the right shows a Zoraï Electric Kanka Mace and Kastu Buckler. These are prized because they look bloody awesome, but in practical terms are no different from any HQ plan (plans are available in three varieties - basic quality, medium quality, and high quality).&lt;br /&gt;
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For crafters, a small advantage of these plans is that you don't need to buy the basic and medium quality plans to make them, saving some crafting stat points.&lt;br /&gt;
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The second type of special plan is the OP plan. These plans require a piece of rare [[Outpost Produce|outpost material]] to craft, and have particular bonuses - OP plan weapons crafted using vedice, for example, have a certain percentage chance of healing the wielder during a fight. There is a different plan not only for each OP material, but also for modified OP material (drilled by an outpost with a karavan drill), and purified OP material (drilled by an outpost with a kami drill); and an OP plan can use any combination of materials of any race in its crafting. OP plan items will always have the name of the material and the faction from whence it came in their names, for example &amp;quot;Supreme [[Outpost Produce#Cheng Root|Cheng]]-[[Ma'Duk|Duk]] Magic Amplifier&amp;quot;. These plans, especially at quality 250, are often used to craft PvP gear; which may or may not be used for gleeful suicide runs into lairs full of giant, angry insects instead of for PvP.&lt;br /&gt;
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===Overcrafting===&lt;br /&gt;
Overcrafting is a simple idea, which can be very lucrative. Crafting at a quality more than 10 above your crafting lvl is considered overcrafting. Consider this situation: you've reached lvl 150 in your light armour crafting, and now you want to do some work on heavy armour crafting, which is at lvl 101. However, light and heavy armour crafting both use the armour crafting action - and you have your armour crafting action up to 16 because of your work on light armour. This means you can use your lvl 101 heavy armour crafting skill to craft quality 160 items - you'll get a load of failures and partial failures; but overcrafting can get you 10,000, even 14,000 xp ''per action''. See the dappers floating past your eyes yet?&lt;br /&gt;
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===Bonuses===&lt;br /&gt;
One very useful attribute of player crafted gear is the ability for crafters to add bonuses to the item - that is, to craft an item which, when equipped, will increase the homin's maximum HP, sap, stamina, or focus. This is incredibly useful - quality 250 gear can have bonuses on it of up to 125 in any given stat; which means a five piece set of light armour can, in total, boost your HP by 625 - imagine how useful 600 extra HP could be in a fight! Jewel and LA sets with focus boost are also used for digging, as they allow the wearer to spend more focus per source, and therefore harvest more materials of a higher quality - it may not seem like it when you're a newbie, but after about lvl 100 you will constantly wish you had more focus for digging.&lt;br /&gt;
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Bonuses must first be bought, as stanzas, from a Crafter Trainer; once you've bought the bonus, simply edit your crafting action and add the bonus stanza, and all items crafted with that action will have the bonus. Do be aware, however, that using bonuses in crafting costs focus.&lt;br /&gt;
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==Special Tools &amp;amp; Boosted Crafting==&lt;br /&gt;
One of the types of item which can be crafted using an OP plan and materials produced by an outpost is tools - this is what the Tool Crafting action is for. Crafting tools can be made either of [[Outpost Produce#Armilo Lichen|Armilo]] or [[Outpost Produce#Rubbarn Gum|Rubbarn]]; the former gives a small chance of boosting the bonuses on the final crafted item (in addition to any bonuses the crafter has used), and the latter may boost the stats of the item. The frequency of boosts, and in the case of armilo the stat which will be boosted, is impossible to predict; rubbarn boosted gear in particular is in very high demand, and crafters often expend huge amounts of materials on crafting an item tens of times over, just in order to get one boosted item.&lt;br /&gt;
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Armilo and rubbarn tools should only be used for crafting items for other players; using them on throwaway crafting just for xp is a hanging offence.&lt;br /&gt;
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==Materials==&lt;br /&gt;
We've already established that the materials you use control the stats of your item, and that some materials can only be used in specific (racial or special) crafting plans. Part of being a strong crafter is developing recipes of materials which balance good stats with reasonably attainable materials - that can't be taught; you'll have to figure it out on your own. Take note of the Recipe Book in the web applications (accessed with Shift-W ingame), which is a very handy tool for storing both established recipes and experiments.&lt;br /&gt;
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Materials, however, are a little more complex than we've previously covered.&lt;br /&gt;
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===High Grade Materials===&lt;br /&gt;
We already know that mid- and high-grade materials from topside continents (i.e. not the Prime Roots) can only be used in the correct racial plan. Material grade has several other effects on your crafting, however:&lt;br /&gt;
[[Image:Statcomparison.jpg|thumb|250px|A comparison between fine and excellent zerx bone.]]&lt;br /&gt;
* '''Higher grade materials provide better stats.''' This isn't terribly surprising, really. The distribution of stats within one material will never change - so if a caprice seed has a lightness stat which is 20% higher than its durability stat, that will be the case no matter what grade the material is. However, basic caprice seed might have 20% lightness and 0% durability, where supreme caprice seed might have 90% lightness and 70% durability.&lt;br /&gt;
* '''Higher grade materials decrease the success chance when crafting.''' This little oddity is normally forgotten about - but it can prove disastrous if you fail to consider it. Say you've been crafting jewels at quality 100, using choice materials, and getting about a 90% success rate. Someone asks you to craft them a supreme quality 100 jewel set. Great! You get to it - and suddenly your success rate is more like 20% than 90%. The moral? Don't forget to take this into account when you're overcrafting with expensive materials!&lt;br /&gt;
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===Item Colour===&lt;br /&gt;
A lot of Ryzom players wouldn't class themselves as Serious Gamers. We like to have good equipment, sure; but even more than that, a homin likes to look like the cat's pyjamas. In a good way.&lt;br /&gt;
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Well, you can't look like the awesome sex goddess within you if you're wearing armour the colour of clown puke. Item colour is another property of your crafts which is controlled by materials. And when someone wants a particular colour of equipment, that can make your recipe a bit more interesting.&lt;br /&gt;
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Specific materials have specific colours. The colour is also affected by the grade of the material, and where it comes from.&lt;br /&gt;
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* '''Basic''' or '''Fine''' materials can be &amp;lt;span style=&amp;quot;color:#C18A47&amp;quot;&amp;gt;Beige&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#87A136&amp;quot;&amp;gt;Green&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#8E4347&amp;quot;&amp;gt;Purple&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:#27A75A&amp;quot;&amp;gt;Turquoise&amp;lt;/span&amp;gt;.&lt;br /&gt;
* '''Choice''', '''Excellent''' or '''Supreme''' materials from topside continents can be &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt;.&lt;br /&gt;
* '''Choice''', '''Excellent''' or '''Supreme''' materials from the '''Prime Roots''' can be '''Black''' or &amp;lt;span style=&amp;quot;color:#DBD1A0&amp;quot;&amp;gt;White&amp;lt;/span&amp;gt;.&lt;br /&gt;
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This tips the scales a little - higher grade materials have superior stats, but sometimes you'll have to use low-grade materials to get the colour you want. You can mix different coloured materials in one recipe - the colour which will come out on top, and be the colour of the item, is determined by a combination of factors: obviously, which colour is the most represented by the materials in the recipe plays a part; different crafting part types also hold more or less influence over colour.&lt;br /&gt;
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Item colour only affects armour, however - the weapon, shield and jewel crafters don't have to worry about any of this, lucky gits.&lt;br /&gt;
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=Useful Links=&lt;br /&gt;
==Ryzomnomnom Links==&lt;br /&gt;
* [[Material Grade]]&lt;br /&gt;
* [[Crafting/Crafting Part Table|Crafting Part Table]]&lt;br /&gt;
* [[Harvesting]]&lt;br /&gt;
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==External Links==&lt;br /&gt;
* [http://ballisticmystix.net/?p=resources Ballystic Mystix - Atys Resources] - A compendium of information on stats, colours and other properties of Atys mats.&lt;br /&gt;
* [http://ballisticmystix.net/?p=patterns Ballistic Mystix - Craft Plans] - A list of the materials needed for various different crafting plans.&lt;br /&gt;
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{{featured article}}&lt;br /&gt;
[[Category:Starting Out]]&lt;/div&gt;</summary>
		<author><name>TalkIRC</name></author>	</entry>

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