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Crafting Experimentation

Experimentation is the process by which a crafter can add random or specific enhancements on a broken item. Experimentation is dependant on the crafted item's level, rarity, and pure luck! Each enhancement recipe could yield more than one result on each different item type.

Experimention Mechanics

Each enhancement has 5 levels of complexity, the higher the better. Some enhancements, especially the weapon ones, will only show complexity in the effect description - like +1 Fire Damage (complexity 1), up to +1-3 Fire Damage (complexity 5). Other enhancements, like "Supercooled", have Mk1 to Mk5 near the name to indicate the complexity level. Remember that each enhancement and each complexity vary in their result on the stats of the item.

To give a general idea, almost all the 1st and 2nd level enhancements (Mk1 and Mk2) will add 1 to the level requirement of the item, Mk3 to Mk5 are usually anywhere from 1 to 3 levels. So just remember if you are a crafter or want to use gadgets, if the level requirement for the item you want is really close or equal to your level, do NOT enhance it if you want to use it, unless you really know what you are doing. Since similar enhancements will result in only ONE of them active.

Each enhancement will also increase the level requirement and rarity of the item, usually from 10% to 30%, so if your item requires level 10 character to use, putting in more enhancements will increase those requirements up to level 15. or less, depending on how many and how complex the added enhancements are.

Each enhancement will also increase the value of the item, usually up to 2 times its original value or more, and the enhancement "Collectors Series" only increases the value of the item, so Mk.I = x2, Mk.II = x 2.5, Mk.III = x3, Mk.IV = x3.5, Mk.V = x4.

Most enhancements will affect the item's visible stats, so for "Supercooled", it will add heat dissipation to the power plant. The effect is already displayed in the item stats, so if you see a power plant with "Mk.II Supercooled" with +5 heat dessipation, the real dessipation of this power plant with no enhancement was probably around +4 or less.

If you put enhancements on an item that obviously affect that type of item (such as + Damage on weapons, + Power on powerplants, +Drivetrain on vehicles, and +Defense/Resists on armor), the expected effect will occur on that item. However, any other combination is either useless of unattainable, like putting +1 Energy Damage on your Hazard Chip or +TacArc and Range on an Ornament, etc.

Enhancements Table

Enhancement Prefix-Suffix Result
All Items
Mk. I Collector Series
Collectible
Increases value of item by 50%
Chassis
Military Construction Mk.I
of War

+10% Steering, +10% Redline, +1 Cargo, +25% Mass,

-10% Spin, +5% Heat Dissipation, +10% Speed

Mk.I Storage Module
of Cargo
+1 Cargo slot on chassis. (Max 4 slots per chassis)
Mk.II Storage Module
of Storage
+1 Cargo slot on chassis. (Max 4 slots per chassis, Stacks with Mk.I Storage Module)
Mk.I Performance Suspension
Shock Absorbing
+10% Steering, +10% HP & +10% Mass
Mk.II Performance Suspension
Absorbing
+X% Steering
Mk.III Performance Suspension
Stabilized
+X% Steering
Mk. I Performance Drivetrain
Performance
+25% Mass, +5 HP, +1 Power, 5% Redline, 5% Speed Adjust
Mk. II Performance Drivetrain
Swift
+25% Mass, +1 Power, 10% Redline, 10% Speed Adjust
Mk. III Performance Drivetrain
Speedy
+25% Mass, +1 Power, 15% Redline, 15% Speed Adjust
Mk.I Performance Brakes
of Braking
+10% Redline & +5% Mass
Mk.II Performance Brakes
of Stopping
+20% Redline & +10% Mass
Mk.III Performance Brakes
of Friction
+30% Redline & +15% Mass
Mk.I Performance Frame
Rugged
+10 HP & -10% Spin
Mk.II Performance Frame
Strengthened
+X HP
Mk.III Performance Frame
Reinforced
+X HP
Mk.I Performance Power Conduits
Energized
+5 Power Capacity & +5% Mass
Mk.II Performance Power Conduits
Amplified
+10 Power Capacity & +5% Mass
Mk.III Performance Power Conduits
Amplified
+15 Power Capacity & +5% Mass
Mk.I Performance Heatsink
of Dissipating
+10% Max Heat Capacity, +5% Mass
Mk.II Performance Heatsink
of Dispersion
+20% Max Heat Capacity, +10% Mass
Mk.III Performance Heatsink
of Diffusion
+30% Max Heat Capacity, +15% Mass
Mk.I Performance Radiator
Cooling
+10% Max Power Capacity & +10% Mass
Mk.II Performance Radiator
Boosted
+20%Max Power Capacity & +10% Mass
Mk.III Performance Radiator
Upgraded
+30%Max Power Capacity & +10% Mass
Power Plants
Mk. I Supercharged
Supercharged
Increases Power by +5% & +5% Power Recharge
Mk. II Supercharged
Supercharged
Increases Power by+10% & +5% Power Recharge
Mk. I Supercooled
of Frost
Increases heat dessipation by +0.33 MKz
Mk. II Supercooled
of Frost
Increases heat dessipation by +0.66 MKz
Mk. III Supercooled
of Frost
Increases heat dessipation by +0.99 MKz
Mk. V Supercooled
of Freezing
Increases heat dessipation by +1.33 MKz
Mk. VI Supercooled
of the Arctic
Increases heat dessipation by +1.66 MKz
Weapons
Mk. I Power Converter
Converting
Converts 1 Power to +1 Energy Damage
Mk. II Power Converter
Modulating
Converts 2 Power to +2-2 Energy Damage