Difference between revisions of "Smelting(Recipes)"
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==Notes== | ==Notes== | ||
* Subtype materials can be used for any recipe that specifically calls out a subtype, OR any recipe that calls out the main resource type. | * Subtype materials can be used for any recipe that specifically calls out a subtype, OR any recipe that calls out the main resource type. | ||
+ | * Picking up a pound of smelted material and dropping it will cause all resources of that type to auto bundle in the room (IE, all steel will be joined into the steel bundle). | ||
+ | * It is possible to find resources of the same name that have special properties (good or bad). If these are dropped in the same room as your base stock resource, they could "corrupt" your resource, transferring their properties to all within that bundle. Therefore, it is important that you manage your resources carefully. | ||
+ | * Resources that have special properties transfer their properties to a crafted item, or to another smelted recipe. | ||
+ | ** When used to smelt a new resource, only 1 material's special properties will be present, deferring to the first material component in the list, then subsequent, and finally to the new recipe's special properties. |
Revision as of 00:03, 19 April 2021
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This page has all of the current base Smelting recipes as of 3/8/2019.
Smelting Recipes
Level | Title | Materials | Resource Type | Subtype | Notes |
---|---|---|---|---|---|
1 | bronze | 1 pound of tin and 1 pound of copper | Bronze | ||
3 | Terne | 4 pounds of lead and 1 pound of tin | Bronze | Terne | A more valuable form of lead |
5 | pewter | 1 pound of tin and 1 pound of copper and 1 pound of lead | Bronze | Pewter | |
8 | Molybdochalkos | 9 pounds of lead and 1 pound of copper | Lead | Molybdochalkos | A slightly more valuable form of lead |
10 | brass | 1 pound of zinc and 1 pound of copper | Brass | ||
12 | Brittanium | 9 pounds of tin and 1 pound of copper | Tin | Brittanium | A much more valuable form of tin |
13 | Electrum | 1 pound of gold and 1 pound of silver | Bronze | Electrum | Also known as green gold. A very expensive form of bronze. |
14 | cold iron | 1 pound of iron and 1 pound of chromium | Iron | Cold Iron | |
15 | steel | 1 pound of iron and 1 pound of coal | Steel | ||
16 | Corinthiacum | 1 pound of gold and 1 pound of silver and 1 pound of copper | Bronze | Conrinthiacum | An expensive form of bronze |
17 | Illuminum | 1 pound of tin and 1 pound of mithril | Tin | Illuminum | A rare form of tin that produces light due to the reaction to the mithril content, -1 damage to weapons, -1 armor for worn equipment |
18 | Hepatizon | 1 pound of electrum and 1 pound of copper | Bronze | Hepatizon | A diluted form of electrum |
20 | stainless steel | 1 pound of steel and 1 pound of chromium | Steel | Stainless Steel | Items get a bonus of 100% vs water/cold attacks |
22 | rose gold | 1 pound of gold and 1 pound of copper | Gold | Rose Gold | |
24 | Sterling | 1 pound of platinum and 1 pound of silver | Silver | Sterling | A very expensive form of silver |
25 | white gold | 1 pound of gold and 1 pound of platinum | White Gold | ||
27 | Haderoth | 1 pound of mithril and 1 pound of bronze | Iron | Haderoth | Weapons built with this mithril allow cause additional +10 damage on a critical hit. |
30 | adamantite | 1 pound of mithril and 1 pound of steel | Adamantite | ||
33 | Darksteel | 1 pound of iron and 1 pound of hepatizon | Iron | Darksteel | This difficult metal requires sense hidden to work with. Any item made from Darksteel will naturally be hidden. |
35 | Tungstabidium | 2 pounds of mithril and 1 pound of brass | Steel | Tungstabidium | A mithril dilution that is a good steel substitute. |
37 | Blacksteel | 1 pound of steel and 1 pound of iron | Steel | Blacksteel | This darkened steel provides a slight damage boost (+2 damage) to weapons and has an evil aura. |
38 | Damascus Steel | 1 pound of steel and 1 pound of corinthiacum | Steel | Damascus Steel | This lightened steel provides a slight damage boost (+2 damage) to weapons and has a good aura. |
40 | atlantite | 1 pound of mithril and 1 pound of seaweed | Atlantite | This metal floats on water. | |
43 | Truesilver | 1 pound of silver and 1 pound of sterling | Silver | Truesilver | Weapons made from Truesilver are more easily balanced, resulting in a +20 to attack. |
45 | Galvorn | 1 pound of platinum and 1 pound of adamantite | Adamantite | Galvorn | This is a very expensive and fancy form of Adamantite. |
47 | Volcanium | 1 pound of chromium and 1 pound of adamantite | Atlantite | Volcanium | This floating metal is highly resistant to fire damage. |
50 | Tilkal | 1 pound of copper and 1 pound of silver and 1 pound of tin and 1 pound of lead and 1 pound of iron and 1 pound of gold | Steel | Tilkal | This ancient smelting recipe provides a method of making steel without coal. |
53 | Coralite | 4 pounds of atlantite and 1 pound of limestone | Atlantite | Coralite | |
56 | Moonsilver | 1 pound of silver and 1 pound of illuminum | Silver | Moonsilver | An illuminum and silver allow that produces light due to the reaction to the mithril content, -1 damage to weapons, -1 armor for worn equipment. |
58 | Dwarfstar Iron | 2 pounds of mithril and 1 pound of iron and 1 pound of coal | Steel | Dwarfstar Iron | A rare form of steel that makes weapons deal 5% more damage |
60 | Sky-Iron | 1 pound of mithril and 2 pounds of iron and 1 pound of coal | Steel | Sky-Iron | A rare form of steel that provides 10% more armor rating to armors. |
62 | Magesteel | 3 pounds of iron and 1 pound of coal and 1 pound of dragonscales | Steel | Magesteel | Items made from this material hover above the ground (are constantly flying). |
64 | Sunglass | 1 pound of dragonscales and 1 pound of platinum | Platinum | Sunglass | Through special imbuing processes, dragonscales can be made into this invisible material. |
66 | Demonsteel | 9 pounds of adamantite and 1 demon internal organ | Adamantite | Demonsteel | Adamantite reinforced with demonic essence to have an evil magical nature and provide an innate +1 magical bonus. |
70 | Orichalcum | 1 pound of atlantite and 1 pound of copper | Atlantite | Orichalcum | This magical floating metal provides an innate +1 magical bonus. |
75 | Celenegil | 1 pound of orichalcum and 1 pound of platinum | Atlantite | Celenegil | A more expensive variant of orichalcum. |
77 | Celesteel | 9 pounds of adamantite and 1 some deva blood | Adamantite | Celesteel | Adamantite reinforced with angelic essence to have a good magical nature and provide an innate +1 magical bonus. |
78 | Yautjavian | 4 pounds of mithril and 1 pound of adamantite | Mithril | Yautjavian | Weapons made from this reinforced mithril are 5% more likely to score a critical hit. |
80 | Ithildin | 1 pound of mithril and 1 pound of sunglass | Mithril | Ithildin | This reinforced version of sunglass is as light as Mithril, but just as invisible. |
85 | Quicksilver | 9 pounds of mithril and 1 pound of silver | Mithril | Quicksilver | This exceptional metal provides weapons with twice as much attack rating than other metals. Unbalanced weapons become even more chaotic when made from quicksilver. |
90 | Uru | 1 pound of atlantite and 1 pound of copper and 1 pound of adamantite | adamantite | Uru | This exceptional form of adamantite provides weapons and armor an innate +2 magical ability. |
Notes
- Subtype materials can be used for any recipe that specifically calls out a subtype, OR any recipe that calls out the main resource type.
- Picking up a pound of smelted material and dropping it will cause all resources of that type to auto bundle in the room (IE, all steel will be joined into the steel bundle).
- It is possible to find resources of the same name that have special properties (good or bad). If these are dropped in the same room as your base stock resource, they could "corrupt" your resource, transferring their properties to all within that bundle. Therefore, it is important that you manage your resources carefully.
- Resources that have special properties transfer their properties to a crafted item, or to another smelted recipe.
- When used to smelt a new resource, only 1 material's special properties will be present, deferring to the first material component in the list, then subsequent, and finally to the new recipe's special properties.