Welcome to Season 9.5, and the long-awaited crafting revamp! You no longer need to go to Memory Alpha or the First City to craft low-powered Mk XI items with inferior mods and high dilithium costs, you can now craft up to purple Mk XII items for much lower costs from the comfort of ESD or under fire in the ground BATTLEZONE!
However, the transition from old!crafting to new!crafting has left almost everyone confused by the staggering array of possibilities and the even more staggering cost implications in order to craft the best weapons. Therefore, I have decided to take the questions most commonly asked in Communications and answer them for you at once.
I.WHAT HAPPENS TO MY OLD CRAFTING STUFF?
Old crafting is gone. If you have over 1500 experience in old!crafting, you will get an accolade (Genius), and a rare ferengi school specialist research lab scientist.NO OLD EXPERIENCE WILL CARRY OVER INTO NEW EXPERIENCE. Your old materials (data samples and particle traces) are likewise no longer useful. You can, however, convert these old materials into new materials. Here is how:
1. Put a material into your inventory.
2. Click on it.
3. This will bring up a conversion screen. You can convert each of your old data samples into common crafting materials or uncommon crafting materials. Your old particle traces convert into "random crafting materials", and can be either common, uncommon, or rare.
II. WHAT DO I NEED TO *START* CRAFTING?
In order to begin crafting, you need two basic items: the new materials, and duty officers. For Duty Officers, you need fabrication engineers and research lab scientists. Cryptic gave us all a bunch of low quality white ones, but you can obtain purple fabrication engineers from the Eridon Nebula Colonial Support DOFF missions (located south of the B'moth Sector in Omega Leonis), and obtain purple research lab scientists from the fleet spire.
Next, you need materials for those fabrication engineers to turn into components to build your equipment. For materials, there are a total of 18 different materials. 4 common, 4 uncommon, 4 rare, and 6 very rare.
The six very rare materials can be obtained through the C-Store, from the "Request R&D Assistance" duty officer mission at Starfleet Academy or the Klingon Academy", or from elite PvE queues. HOWEVER, each of the various VR materials is a chance drop from a particular queue. They are as follows:
Common: Magnesite Trionium Gas Duranium Hydrazine Gas
Uncommon Hexaflorine Gas Verteron Particles Tritanium Thoron Particles
Rare: Beta-Tachyon Particles Z-Particles Rubidium Tetrazine Gas
Very Rare: Trellium-K: Borg and Voth Space STFs (ISE, KASE, CSE, HSE, STSE, TBE) (Engineering Kit Upgrades) Argonite Gas: Undine Space STFs (VCE, UAE, BDE) (Shield and Torpedo Kit Upgrades) Radiogenic Particles: Crystaline Catastrophe Elite (Beam Weapon Kit Upgrades) Plekton: Borg Ground STFs (CGE, IGE, KAGE, HGE) (Ground Gear Kit Upgrades) Dentarium: Undine ground STF (UIE, BHE) (Science Kit Upgrades) Craylon Gas: Romulan and Nukara Ground (DRSE, MTE, NEE, NIE) (Cannon Weapon Kit Upgrades)
III.HOW DO I CRAFT?
Once you have materials and duty officers, you can, at last, start to craft. However, we all start out from scratch in this new system, with all of our crafting levels at 0/20 in all 7 schools.
A.Crafting Schools and crafting experience
There are seven crafting "schools" that have 20 levels each. It is best to think of each school as a reputation. You need to gain experience in each school to level up, from Level 0 to Level 20. As you level up, your crafting skill increases and makes it more likely that you will be able to craft very rare equipment. Likewise, your chance to create common, uncommon, and ultimately rare equipment will drop substantially as you level up. The game is designed to make it possible to get to level 15, but difficult to get to level 20. However, all the best stuff unlocks at level 15.
To gain experience, you can either 1) craft components from materials (which grant 1 XP), 2) craft equipment from components (which grants a variable amount of XP, based on mark you are trying to create), or 3) a 20 hour project which awards 6000 XP on a regular success and 7000 XP on a critical success. The 20 hour project requires 1 of a common material, and it is best to run this one at lower levels when your chance to create decent equipment is limited. The 20 hour project requires a research lab scientist to do the mission.
Furthermore, as you level up your schools, you can get more project slots to open. You start off with 1 project slot. Additional slots open at level 2, level 4, level 15, and when you have three schools at level 5. You can slot up to three copies of a single school's Research project at a time, so you will likely want to focus on multiple schools at once. Furthermore, the difficulty of the research assignment is very low, so by the time you hit Level 6 or so, you should be constantly getting 7000 XP at once!
B.Actually making something
All component construction projects require a fabrication engineer.
Part one is to make a component. There are four tiers of components: common, uncommon, rare, and very rare components. There are two types of very rare components: ones that use 500 dilithium, and ones that use 4000 dilithium. It takes 5 seconds to craft common, 15 seconds to craft uncommon, and 20 seconds to craft rare components, and 30 minutes to craft very rare components. On a critical success, you will get 3 components instead of 1.
Part two is to make what you want. Tech Mk II through VI requires common and uncommon components, Mk VII and Mk X require rare components, Mk XI requires 500 dil VR components, and Mk XII requires 4000 dil VR components. It takes a varying amount of time to finish a project, based on the mark value. You get approximately 1 XP every 5 seconds it takes for the project to finish. These projects also require a doff with a different specialty: beam weapons require energy weapon doffs, shields require shield distribution officer doffs, and so forth.
When you reach level 15, you will unlock a school specialty project. This project will let you make a special weapon (such as Omnidirectional beam arrays) or consoles. These weapons are all Mk XII. This item can be in either very rare or ultra rare qualities. However, in addition to the components needed to make these weapons, you also need a school speciality duty officer to make them. You could have obtained a rare school specialist doff for making Aegis Shields/Deflector/Engines by maxing out crafting under the old system. For other schools, you can get doffs in C-Store packs, the Request R&D Assistance project at SFA/KA, or from the Xindi lockbox.
C. Complete it now!
It is possible to finish a project immediately, instead of waiting for the timer to expire. This method, however, is VERY expensive. You pay dilithium, on the order of 15 refined dilithium per second. For a 5 second project, this isn't too bad (though unnecessary). For a 20 hour project, it becomes 18K dilithium.
That stated, some people HAVE spent the approximately 1.9 million dilithium to immediately finish a school, and sell the weapons resulting on the exchange.
IV. UPGRADING ITEMS
With the release of Delta Rising and the level cap increase, we now have the option of upgrading almost all existing items to Marks XIII and XIV. Upgrading is currently the only way to get Purple, Ultraviolet, or Gold quality items at Mk XIII or XIV levels.
A. The Mechanics of Upgrading
There are two ways to open the item upgrade window. The first is to type "/upgradeitem" into the chat window. The second is to click on the item you want to upgrade, and select "upgrade item". This will bring you to a new window with four squares at the top, and two bars at the bottom.
From left to right, the Boxes are: 1. The Initial Item you are upgrading. 2. The Upgrade Kits you wish to use. 3. The Accelerators you wish to add to that particular upgrade kit. 4. The potential outcome item upon upgrading.
The two bars are: The top bar is the "Tech Points" Bar, and it tells you the percentage of tech points necessary to upgrade an Item's level. You add tech points by adding kits. When the bar hits 100%, you are guaranteed an Item level increase.
The bottom bar is the "Research Points" bar, and it tells you the percentage of likelihood of an item, upon being ready for a mark upgrade, is to have a rarity increase. This means there is a chance a blue item can become a purple, a purple can become an ultraviolet, and an ultraviolet becomes a gold. Upon upgrading from green to ultraviolet, the item will receive a mod. For reputation gear, this mod is fixed. For other gear, this mod is random. Upon reaching gold, the item will gain a predetermined and powerful mod.
It costs dilithium to apply almost all upgrade kits. There is an exception, but it is a limited time exception.
B. Items necessary to upgrade
In order to upgrade, you will need Upgrade Kits corresponding to the item you wish to upgrade: Shields, Cannons, Ground Equipment, Beam Weapons, Science, and Engineering. There are four types of kits normally available to use: Basic, Improved, Superior, and Superior Experimental. Basic Kits can be purchased from EC vendors, Improved Kits can be crafted if you have Level 10 in a school, and Superior and Superior Experimental Kits can be crafted if you have Level 15 in a school.
For superior upgrade kits, you will need one of each "rare" component created in the specialist school, and a single unit of a VR crafting material. Which VR materials are listed above.
The actual manufacture of the kit will take 15 minutes. On a critical success, you will get two kits. On a regular success, you will get one kit.
[Rest of this section is under construction]
If there are any questions or concerns, please feel free to contact me @CathexisZero