Artifact Crafting

**Inner Disciples** can use the Crafting Table (Sect Tab) to infuse their own **Qi** into an item and enchant it into an artifact.

This procedure is called **Artifact Crafting**. You can use almost any Item - from Feces, Relics, to even another Cultivator's Treasure.

**But beware,** the procedure is not always 100% successful. If the process fails **the item will be destroyed**, so choose wisely & plan accordingly.

Disciples can learn Manuals, other Laws, and equip Accessories or Talismans to raise the disciple's artifact crafting ability, which includes Success Rate, Tier Upgrade Amount, and Crafting Speed.

## Effective artifacts

The properties of artifacts made with Artifact Crafting depend on the base item's intrinsic properties. For example, Artifacts made from Cotton will be significantly weaker than one made from a Blade Pill, all else being equal. Most Invaders use randomly-generated artifacts, which often tend to be very poor at combat. If made from an item with a Material (such as a Ice Essence Bar Bracelet), the properties of both the material and the item are applied to the resulting artifact.

### In general

The most important attributes in a good artifact for combat are:

* low Artifact Qi (reduces Qi drained from the cultivator)
* high Artifact Power (increases damage dealt to enemy)
* high Artifact Qi Recovery Speed (reduces recharge time)

Some examples of good artifact base items include Bracelets, Acupuncture Needles, Dice, Spears, and Swords of TaoDLC.

### Early Game

Early game, the cultivator's Max Qi will usually restrict the Artifacts being crafted to low-tier items. These can be made by using low-tier Materials of the correct Element. The Element of the cultivator should feed that of the Artifact for maximum effectiveness. For example, a Water cultivator can use an artifact made from a Wood Bracelet or Sword of Tao.

### Late Game

Late game Artifacts should always be made from Tier 12 items. If they are not Tier 12, Specter Refinement should be used to upgrade them before crafting an Artifact. The crafter should preferably be practicing the Myriad Artifact Law and have a high Mental State (see section below).

### Improving artifact statistics

The following properties of the artifact affect its statistics:

* Tier when crafted
* Quality
* Intrinsic Lables of the item used in crafting. Both the Lables from the base item as well as its material are applied to the final Artifact.
* Random multiplier from 0.75 to 1.15. This multiplier is fixed.

## Grand Artifact Success Rate/T12 Artifacts

The odds of successfully turning a Tier 12 or higher item into a Tier 12 artifact are not substantially affected by most crafting stats. The maximum Tier of an Artifact created through Artifact Crafting is 12.

The stats of interest are Base artifact crafting success rate (which sees no benefit from increased artifact crafting success rate bonus) and mental state. This value can only be increased with two manuals, the "One with Fire-Primeval Force" manual in the Myriad Artifact Law and the "Taoist Artifact" manual in demigod available to all characters. The demigod manual substantially increases time to craft so is not advised. Alternatively, Spirit Relics can also be used to improve this stat by a maximum of 8%. Having a low Mood or Willpower also reduces this stat.

The Myriad Artifact Law manual (which is a Mutually Exclusive Manual with others in the same tree) brings base artifact crafting success chance to roughly 20%.

To determine the final Tier of an Artifact of Tier 12, base artifact crafting success rate is multiplied by Mental State and divided by 50. This means that **100% chance is reached at 250 mental state with the myriad artifact law manual**, while having 200 Mood and 1 Willpower. Note that the Story Talisman can be used to raise mental state, as Artifact Crafting speed isn't affected by Work Speed. If you have additional boosts to Base artifact crafting success rate, for example from a Spirit Relic, the required mental state would be reduced. If this roll fails, the Artifact will be created at Tier 11 instead.

The only regular artifact crafting bonuses relevant in crafting of a Tier 12 Artifact are the follows:

* Crafting Speed which helps to craft an artifact faster
* Crafting Success Rate which prevents the craft itself from failing

The other artifact crafting bonuses or the Artifact Crafting Skill are not relevant to the chance of crafting a Tier 12 Artifact, and additionally:

* Artifact Crafting Quality does not matter if the base item is already Quality 100
* Grade Bonus does not matter since the base item is already Tier 12

## Artifact Tier and Quality Bonus

### Tier Bonus

Having additional Qi in the item can improve the resulting Tier of the Artifact. The Artifact still has to pass the Tier 12 check (detailed above) in order to become Tier 12, no matter how high this boost is. The Tier Bonus effect is based on the following Properties:

* Artifact Crafting Grade Bonus
* Mental State
	+ Pristine: 3
	+ Harmony: 2
	+ Composed: 1.5
	+ Stable: 1
	+ Unstable: 0.3
	+ Breakdown: 0.1

The resulting value (`lingfix`) is the product of the values from the above lookup table.

It is then multiplied by a random number (`num2`) depending on the randomness score.

The randomness score is based on the following:

* Luck of the Cultivator
* The Feng Shui of the Crafting Table.
	+ Very Ominous: 10
	+ Ominous: 7
	+ Slightly Ominous: 6
	+ Slightly Auspicious: 4
	+ Auspicious: 3
	+ Very Auspicious: 0

The sum of luck and the Feng Shui score is the total randomness of crafting.

At 0 randomness, the range is 100%-100%, at 10 randomness, the range is 50%-200%, at 20 randomness, the range is 0%-300%.

For example, a Character with 200% Artifact Crafting Grade Bonus, Pristine Mental State, and 10 randomness score has a multiplier of 2\*3\*(0.5 to 2), or a range from 3 to 12.

* The amount of Qi in the Artifact is then multiplied with the above multiplier score. The resulting Tier bonus is as follows:
	+ >4,000,000: 8
	+ 4,000,000 - 3,000,000: 7
	+ 3,000,000 - 2,000,000: 6
	+ 2,000,000 - 1,000,000: 5
	+ 1,000,000 - 90,000: 4
	+ 90,000 - 40,000: 3
	+ 40,000 - 15,000: 2
	+ 15,000 - 1500: 1
	+ 1500 - 0: 0

For example, a Character with a randomly rolled multiplier of 10 crafting an item with 5000 Qi will obtain a 3 Tier bonus (50,000 score) when crafting the item.

### Quality Bonus

If the crafting item has low initial Quality, it can be boosted when creating an Artifact. The Quality Bonus effect is based on the following Properties:

* Artifact Crafting Quality Bonus
* Crafting Quality Gains
* Product Quality Estimate \* (Minimum Craft Quality to Maximum Craft Quality)

The Quality Bonus is the sum of the three values above. This is directly added to the original Quality of the item.

## Artifact Crafting Skill Level Effects

Artifact Crafting Skill Level affects the following Properties:

* Artifact Crafting Grade Bonus (`FabaoMake_LingInheritRateAddV`) - 5% per Skill Level
* Artifact Crafting Speed Bonus (`FabaoMake_SpeedAddV`) - 2% per Skill Level, directly added alongside the Property.
* Artifact Crafting Success Rate Bonus (`FabaoMake_SuccessRateAddV`) - 10% per Skill Level, directly added alongside the Property.

## Qi Cost and Success Rate

### Qi Cost

The Qi Cost is equal to

500
∗
T
i
e

r
2

{\displaystyle 500 \* Tier^2}

, where the Tier considered is the one of the base item. See the table below for a breakdown.

### Success Rate

The success rate is based on several factors:

* The Tier of the item being crafted into an Artifact
* Artifact Crafting Success Rate Bonus (found under Items&Equipment -> Stats -> Produce)
* Artifact Crafting Skill (in Basic Stats, or the Inspiration screen)
* Mental State level (mouse over mental state, and the word in brackets after the number)

The Equation is approximately:

Your success + Artifact Crafting Skill + mental level + Item's modifier = final success% (>100% is 100%, <0% = "Insignificant")

ie, for "Pristine" mental state:

90% + Character success bonus in stats + 10% \* articraft lv - Item's Tier \* 40% - Any Mental State debuff = final success (rounded down to nearest 10%)

### Item Tier Modifiers

Items of different Tiers have an additional bonus to the Artifact Crafting Success Rate. The character's Artifact Crafting Success Rate Bonus must be at least the following number in order to guarantee crafting success.

* Tier 1: +50% = 50%
* Tier 2: +10% = 90%
* Tier 3: -30% = 130% (poor clothes/tools)
* Tier 4: -70% = 170% (ginco/lingzhi)
* Tier 5: -110% = 210% (Spirit leaf/purity leaf)
* Tier 6: -150% = 250% (Ganoderma/Red Ginseng)
* Tier 7: -190% = 290% (Exquisite Spiritwood weapons/Resin Essence powder)
* Tier 8: -230% = 330% (Soul Pearl/Wicked Flux)
* Tier 9: -270% = 370% (Junk Pill)
* Tier 10: -310% = 410%
* Tier 11: -350% = 450%
* Tier 12: -390% = 490% (Heaven's Breath / max Refine)

ie: At pristine Mental, and 490% Success Rate Bonus, you can craft a T12 item in to an Artifact, guaranteed.

or: At pristine Mental, 20 levels of Artifact crafting, and 290% Success Rate Bonus, you can craft a T12 item in to an Artifact, guaranteed.

Also: if you had pristine mental state, 480% success rate bonus, and 0 arti crafting, you'd have a 90% chance of success in crafting a T12 Item.

### Mental State Artifact Craft Success Chance (vs Pristine)

* 95+% (Pristine) = +0%
* 85% - 95% (Harmony) = -10%
* 70% - 85% (Composed) = -20%
* 50% - 70% (Stable) = -30%
* 30% - 50% (Unstable) = -70%
* <0% - 30% (Breakdown) = -230%

### Mental State Artifact Craft Success Chance (vs Stable)

* 95+% (Pristine) = +30%
* 85% - 95% (Harmony) = +20%
* 70% - 85% (Composed) = +10%
* 50% - 70% (Stable) = +0%
* 30% - 50% (Unstable) = -40%
* <0% - 30% (Breakdown) = -200%

## Increasing Artifact Crafting Success Rate

Each Skill Level of Artifact Crafting provides 10% success chance. The Attainment cost increases every 5 levels by 1 point, ie:

* Lvl 1-5 = 1 Attainment Point (1 Attainment / 10%)
* Lvl 6-10 = 2 Attainment Points (1 Attainment / 5%)
* Lvl 11-15 = 3 Attainment Points (1 Attainment / 3.3%)
* Lvl 16-20 = 4 Attainment Points (1 Attainment / 2.5%)
* Lvl 21-25 = 5 Attainment Points (1 Attainment / 2%)

Skill inspiration costs will also depend on whether the skill is liked or loved. It is also possible to increase the Artifact Crafting skill level by high Crafting (trained) and high Magic Crafting (innate) Skill Level before promotion to an Inner Disciple. The mechanics of this are covered in the Skill article.

The other way to get success chance is via manuals (mostly Unorthodox). Go in to the Manual Pavilion, tick Artifact Crafting, and search "success".

If a manual has more than 10% "Artifact Crafting Success Rate Bonus" per Attainment Point, it should be prioritized if aiming to improve Success Rate. Unless the Manual is counteractive, they are typically the more efficient method of gaining additional success chance.

## Mechanics Guide

Artifact Crafting Mechanics (google docs) by exteel from the Discord Community

## References

1. ↑ 1.0 1.1 Settings\World\ItemPhysicalLable\ItemPhysicalLable.xml
2. ↑ 2.0 2.1 2.2 `XiaWorld.ItemThing.InitFabao`
3. ↑ 3.0 3.1 3.2 3.3 3.4 `XiaWorld.ToilRefining.MakeFaBao`
4. ↑ `GameDefine.MindState2RefiningRate`
5. ↑ `GameDefine.FengShuiRefining`
6. ↑ GameDefine.Ling2FabaoRate
7. ↑ `XiaWorld.Thing.InheritDataFromMade`
8. ↑ Settings\Property\PracticeProperty.xml
9. ↑ `XiaWorld.ToilMakeItem.OnStepToil`