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Kiwi Clicker Wiki

**Welcome to the Kiwi Clicker Wiki!**
A info hub about the new game: kiwi clicker

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Psychic Ability levels

There are two different main things that affect how powerful a psychic is. The strength of their ability and the number of powers they have. A very weak psychic with tons of uses of their ability could be a level three or four! A super-duper powerful psychic with only one use for it could still be a level 5. Because of this it may be difficult to make a list, but I will try to make one with the average psychic in mind. Please note that is is not just one or the other. It is possible for a level three to be strong with 2-3 powers.

For a list of powers see the **Psychic** page. It doesn't have all possible powers, but it does have a good example of a lot of them.

Level 1 Powers:

* A little psychic ability and maybe one use of it.

Level 2 Powers:

* Some psychic ability in at least one use of it, or little psycic ability with three diffent ways to use it, or somewhere in between.

Level 3 Powers:

* Psychic ability with one power, or Mutiple uses of it, or somewhere in between.

Level 4 Powers:

* Lots of psychic ability with one power, or lots of different uses for psycic abilities, or somewhere in between.

Level 5 Powers:

* Very strong Psychic ability, lots of powers, or both.
Wordsmith Ability Levels

**Wordsmith**

Level 1 Powers:

* Single Word, Low Level Cast: The ability to cast a spell using only a written word for a weaker effect. Uses little mana.

Level 2 Powers:

* Wordsmith: The ability to cast spells with more than one word, chaining together a few to create a different effect. The more words they use the more mana is used up.
* Multi Word Low Level Cast: The amount of mana used depeneds on the number of words.

Level 3 Powers:

* Single word, Medium Level Cast: A stronger casting style that uses more mana, but has a greater effect.

Level 4 Powers:

* Multi Word Medium Level Cast: More versitile medium cast with more words.
* Single Word High Level Cast: A dangerous powerful cast that uses a lot of mana.

Level 5 Powers:

* Multi Word High Level Cast: Uses a ton of mana but creates something very powerful.
Types of Elementals

The word "Elemental" may refer to a few different things.

First off The "Elemental" Species. Elementals come in a variety of appearances but often usually have some identifying trait like skin color. Being connected to an element, they may have some basic powers outside of being an ability user.

The Elemental Ability is a special power one has. The users of this ability usually gain some kind of aura when using it, and it allows them some different kinds of powers. manipulating an element, changing that element, or other things. Though they usually only have one element, sometimes they can have more than one or combo elements.

The Elemental (mythical creature) is a type of creature that has an affinity towards an element. Fire Salamanders are an example.

Another kind of Elemental is the spirit kind. A type of ghost, these spirits are often said to have some manner of otherworldy powers attributed to them.

Elementals (Fairy like creature) are similar to fairies. They often like to hide when people are around and thier actions appear similar to normal phenomenon. Like normal fairies sometimes they may play tricks on people or help them in some way.

Elementals (forces of nature) appear more like their natural counterpart but alive. fire that moves on it's own or rocks that can float.

Elementals (monsters) are a type of monster that are often partly of that element. These monsters are often like swirling energy with a main form in the middle. They can vary in appearance, and if summoned with the right materials, can take a shape similar to some of the others on this list.
Blacksmith Recipes

**Blacksmiths** Specialize in making gear, such as weapons or other equipment. They use a variety of materials.

* Metal B = Sword
* Metal C = Armor
* Golem Clay = Golem Armor

They can make elemental equipment too.

* Metal B + Fire Mineral = Fire Sword.

They can add slots to equipment in which crystals can be inserted. If the crystal is elemental in nature it will give the weapon an elemental aura around it. It would be different from a normal elemental weapon, even if the name is similar or the same.

* Sword(Slot) + Fire Energy Crystal = Fire Sword

Adding a crystal of a type that is different still gives the sword an aura with a different element as the weapon/armor. This would make it a multitype weapon/armor. This is different from an enchantment

* Fire-Water Sword + Lighting Energy Crystal = Lighting-Fire-Water Sword.

More about this can be found **here**.

Like Alchemists and Mechanics, Blacksmiths can also modify weapons or gear with additional materials.

* Sword + Metal B = Longsword

Armor Coating can be made to improve armor.

* Oilstone + Magic Mushroom = Base Armor Coating

Blacksmiths can also make a type of metal:

* Metallic Mineral + Metallic Crystal (Blacksmith) = Blacksmith's Metal.

Blacksmith's metal is all purpose, having multiple uses. It isn't the best, but it is good enough to be used for anything blacksmiths can make.

Materials like this are called All purpose materials. They can be used to make almost anything, but the quality and usefulness might vary by material. Let's take a look at a few of these materials:

* Wood: Good for a lot of uses, but doesn't really hold up when compared to other materials. Wood can be used to make all sorts of things.
* Blacksmith's Metal: As stated before, it's all purpose, though it isn't the best material around. Things made from this are pretty good.
* Meteorite: Better than any normal metal, this celestial metal has both fire and star elements in it already so it will have an advantage over non-elemental armor. It's qualities will make it super useful for all kinds of gear.
* Aurorite: Same as Meteorite except it has different elements. Its beautiful coloration makes it very sought after for both utility and looks.
* Pearlescent Metal: This precious metal can be made into almost anything, though it is like gold and not suitable for actual use. Being valuable, most things made of this will also be valuable.
Makeshifter Recipes

Creating a true recipe list for a **Makeshifter** is impossible, as they tend to come up with "interesting" ways to use some things.

* For Example: They can make a fake lasagna from pizza slices.

In other cases, the things they can make are simply objects strapped together to make something. Some Examples:

* Rock + Rock = Sharpened rock
* Fuel + Bottle + Cloth = Molotov Cocktail
* Fuel + Large Branch + Cloth = Makeshift Torch
* Sharpened Rock + Long Branch + Any Binding = Makeshift Spear
* Taking a piece of metal ore and latching it to a stick to make an ore hammer.
* Knife + gun with tape = gun with small bayonet

Given the right tools it is uncertain what they would make, as it is often not what you would normally make from those materials. a makeshifter in collaboration with another ability user could make a powerful pair, as makeshifter's are great at thinking outside of the box. Together you would end up with 100 different recipes and maybe some of them are what you were trying to make.

They say makeshifters of a higher level, the kinds of levels you get from the stories, are able to do more supernatural things with ingredients. The exact processes are unknown, but they have often have a complicated and nonsensical theme to them.
Analyzing Analysts

Analysts are able to know things. It is a very supernatural power. It's like an appraiser who doesn't have to have all the knowledge of an object to make an accurate appraisal. Due to this Analysts make great merchants.

In the early eras Analysts were regarded as either very wise, or very scary. The ability being both useful and unnatural to normal people.

So Analysts have been both feared and revered in almost all the eras. The nature of the ability allowing them to use it without giving away that they are an ability user.

Though there was some debate over whether it was even an ability or not, but it can be copied by Mimicopies, so it has been proven that it is one.

Let's take a look at the powers an analyst can have and how it affects things.

To start, Not all Analysts have the same powers, however they often have more than one power. The strength of the ability also determines how much information they can get and maybe even what kind of information.

Some of the possible things they can see are...

* Identity
* Value
* Weight
* Use
* Age
* Wear
* Durability
* Meaning
* Direction
* Strength
* Weakness
* Potential
* Possibly other things depending on the powers they have.

Even with all this information, there are certain things that are difficult for normal Analysts to see and know. It is said that analysts of mythical levels can see things like...

* Thoughts
* Future
* Past
* Fears
* Aspirations
* Other Worlds
* Alternate Timelines

But that is mostly just in the stories of those with more power than normal. Whether it is true or not is unknown. Give a normal analysts a box with unknown contents and they will not be able to tell you what's in it. It seems they have to have sight or touch with an object to identify things about it.

Now that we have seen what Analysts are capable of, let's look at their roles in the Eras.

In the Ancient times, Analysts could tell if things were poisonous or not. They were regarded as wise men/women and were revered due to the usefulness of the ability. Some were afraid, however utility overshadowed these things.

As time passed into the Era of Myth, Analyst roles expanded, leading onto the common role as merchants. Since they could appraise things with accuracy they could get the best deals.

Even during the Dark Era where Ability users were feared, Analysts could still use thier ability outside of hidden places. As long as they were careful they could continue.

During the secret era many Analysts acted as spies vor various organizations or governments.

As time passed into the Light era, Analysts interacted more with other Ability users as they were more commonly out and about. Ability users began finding eachother, and Analysts were good at finding other ability users.

In the Modern Era many will set up shops in the places where people with abilities gather. An Analysts skills can be very useful.
Makeshifter Ability levels

**Makeshifter**

Level 1 Powers:

* Unintended usage: The ability to find uses for things that were not intended.
* Lash together: The ability to lash or bind things together with tape, adhesive, cordage, or other binding agents. This increases a user's skill with such a talent.

Level 2 Powers:

* Makeshift Crafting: Better understanding on how to combine things together in a way to do something, and the ability to do so.

Level 3 Powers:

* Puzzle out: The ability to figure out how something works from how the peices of it are put together.
* Skill with knots: Using cordage is much easier when you have good knot tying skills.
* Easy Junk: Sometimes being able to take different broken things and putting them together into something that does a thing.

Level 4 Powers:

* Leverage: The enhanced ability to pinpoint ways to break things though the use of weak points or how they function.
* Take apart: The ability to figure out how to disasemble something without breaking it. You may not know exactly what does what, or how to put it back together, but you can take it apart now.
* Medium Junk: Some more complicated things are now possible, yeah!

Level 5 Powers:

* Making Junk Work: The ability to take mechanics that were broken and combining them together into "junk" that works. More advanced junk that is!
Summoner Ability Levels

**Summoner**

Level 1 Powers:

* Summon Monster: The ability to summon a monster, mostly just one monster at a time. Mostly just from special statues or carvings.

Level 2 Powers:

* Modify: Certain materials can be used to modify a summon. Usually to add or change it.

Level 3 Powers:

* Weapons and Armor: Weapons and armor can be summoned from the appropriate statues.
* Increased summons: The ability to summon three monsters at the same time.
* Multiple Material Summons: The Ability to use multiple materials when summoning a monster.

Level 4 Powers:

* Fusion!: The ability to temporarily combine two monsters together at the same time.

Level 5 Powers:

* Weird Materials: The user can now summon things from weird materials and use weird materials to modify a summon.
* Lots of Summons: The amount to summons one can control at one time increases beyond three.
Machine Output

Mostly made by Mechanics, machines are useful for a few things, depending on what kind of machine it is.

Energy Splitter: A device used to separate complex energy materials into simpler ones.

* Basic Energy = Base Energy + Base Energy
* Concentrated Energy = Base Energy + Energy A
* Psychic Energy = Base Energy + Energy B
* Matter Energy = Base Energy + Energy C
* Physical Energy = Base Energy + Energy D
* Nature Energy = Base Energy + Energy E
* Curse Energy = Base Energy + Energy F
* Fire Energy = Energy A + Energy A
* Water Energy = Energy B + Energy B
* Wind Energy = Energy C + Energy C
* Earth Energy = Energy D + Energy D
* Light Energy = Energy E + Energy E
* Dark Energy = Energy F + Energy F
* Null Energy A = Energy A + Energy B
* Null Energy B = Energy C + Energy D
* Elec Energy = Energy A + Energy C
* Plant Energy = Energy A + Energy D
* Cloud Energy = Energy B + Energy C
* Sand Energy = Energy B + Energy D
* Star Energy = Energy E + Energy A
* Conjuring Energy = Energy E + Energy B
* Sound Energy = Energy E + Energy C
* Crystal Energy = Energy E + Energy D
* Poison Energy = Energy F + Energy A
* Ice Energy = Energy F + Energy B
* Gravity Energy = Energy F + Energy C
* Metal Energy = Energy F + Energy D
* Null Energy C = Energy E + Energy F
* Power Energy = Energy A + Basic Energy
* Magic Energy = Energy B + Basic Energy
* Speed Energy = Energy C + Basic Energy
* Defence Energy = Energy D + Basic Energy
* Healing Energy = Energy E + Basic Energy
* Draining Energy = Energy F + Basic Energy

Energy Extractor: A device useful for getting elemental energy from materials.

* [Elemental] Herb = [Elemental] Energy + Gray Herb
* [Elemental] Mineral = [Elemental] Energy + Gray Mineral
Card Games

Card Games are normally just games, but in the hands of certain ability users they can be much more! They can be used by Card Battlers or by Summoners to do a variety of things.

It may be difficult to list every type of card game, so here are some basic types:

* Playing Cards: A common type of cards. Used to play various games.
* Trading Cards: Sometimes these have game like mechanics, though they are mostly just for trading.
* Battle Card Game: Games where players versus each other.
* Other types: There are so many different card games out there it would be impossible to list all of them. There are many types of games that utilize cards as a base.

Card Battlers may find some more useful than others. Because they often rely upon mechanics to wield cards, trading cards aren't as helpful as battle cards are. A Summoner can make monsters from almost any type of card, though the results may vary for some. For example. One type of summoner using the playing card 2 of hearts may summon a beast type monster, while another may summon a humanoid type monster.
Tabletop Maps

In tabletop gameplay type, there are two main types of adventures you can use as a base. Adventures like usual tabletop RPG type games where the players partake in some kind of quest, and contests of skill, where players compete against each other in some way. If you have an idea for a third way then that's okay too. In this I will go over the two ways I have come up with, and you can use bits from them to help you make your own.

Note that the following are only suggestions, and you can come up with anything you want to.

There are a few key things when creating the Map for an adventure. First of all, do you want to make an actual map, or have a situation where the one in charge describes the adventure instead?

This is something you find with other tabletop games. With an actual map, players can explore it as they want to, however the more they can explore the more you have to make. With descriptions you can improvise, but you have to keep track of what you do for the players.

Either way, the two different types have some differences. I will go into those differences when I list the things maps can be made with.

* **Story**: Story affects how the map will be put together. If you have a lot of story then you can craft the map with the story in mind. You don't always need a lot of story for a map. It can be just the setup for the quest/contest.
* **Goal**: Adventures need some sort of goal, even if that goal is just to explore some ruins or something else. Contests usually have a theme to them, battle, race, cooking, or something else.
* **Setting**: There are different eras of ability user history that can be used as settings. Anything from the past to the future, the **history and eras** of ability users have a variety to pick from.
* **Scope**: How long the adventure will be. Even a long adventure can take place in a small area if you plan it right. Contests can be placed anywhere, but they usually take place in areas that were planned for the contest.
* **Dangers**: As discussed on the previous page, there can be different types of Monsters, or Evironmental Hazards. Even contests can have wandering monsters added as obstacles.
* **Treasure/Rewards**: In the case of contests, rewards could be something that helps the player accomplish a task, such as a useful tool or ingredient. **Abilities** can be given as treasure/rewards, but I caution you to be careful when you do this. A person with several abilities can be powerful indeed!

Those are the main parts of a map. The other important details are something that can be covered in other pages.
Making Magic

In the ancient times mages practiced magic alone, since not many were around back then. As more and more came about they began to practice magic together.

During the Age of Myth some mages would gather apprentices to train. These groups would grow until they became like schools. Some Mages would learn and wander a bit, while others stayed mainly in the schools. Being one of the four most common abilities, there were lots of mages during this time.

The schools grew, and some of them became larger places where some mages would live and work. Things would change during the dark era. Some of the mage schools came under attack by ability hunters, though they were no match for the powerful mages. The mages decided to go into hiding, and so they did.

Not many mages traveled during the secret era. Some did, however most stayed away from the rest of the world.

The light era would make a change, and a divide between the mages. Some of the older more traditional mages favored dueling and isolationism. Some of the younger mages favored freedom and many styles of magic. The divide grew, and many mages left the old places and began to travel.

Near the end of the era of light a mage had become friends with an alchemist, a summoner, and a mechanic. They would argue but they were still friends in the end. One day this argument grew to a full-on rivalry. The friends couldn't decide who's ability was better. Then an Enchanter came and changed things. Afterwards new places began to be built for all ability users. And some of the newer style mages decided to create their own magic classes in these places. New types of magic could be discovered and new uses for magic as well.

Now let's look at the ability.

The spell casting part is mostly done with energy materials, with the occasional magic circle. Mages can also make magical gear and cauldron potions.

What is magical gear? The most common two types are wands and robes. Mages can make things that aid in casting magic and they can make robes which can act as elemental armor.

Cauldron Potions are one of the least used powers, as they are often less effective than an Alchemist's potions, and require a cauldron to make.

One thing to note here are that spells can be placed into scrolls for others to use.
Crystal Technician

General Overview: Crystal Technician

This ability lets one harness the power of crystals in a way others cannot to make new technology. It can be a little hard to explain how this works so I will lay it out. Devices can be made that have certain properties to them.

* Frame: Made of a crystal or more than one crystals and a metal. Determines what the device does.
* Main Crystal: The effect of the main crystal combines with the frame to produce an effect. For example. A gun frame with a water crystal shoots water. Adding a White main Crystal(Purify) will change it into a cleaning gun. The main crystal is needed for the construction to work.
* Enhancement Crystals: Other crystals that add to the effect of the device. When touching the main crystal they enhance it in small ways. These burn out quicker with use than the main one.
* Energy Crystals: Crystals used to power the device. Different crystals offer different energy amounts, but they are used up.

This ability only appeared recently. It is uncertain if it is from lack of materials or knowledge on how the ability works. It is certainly more complex than some others and relies on magic crystals to make it work.

Powers:

* Shape Crystal: This lets one change the shape of a crystal to suit certain needs.
* Frame Base: The ability to make the base for a construction out of materials. The frame is constructed usually of a metal and maybe one or two crystals.
* Crystal Build: Make a base tech with crytals and a frame. This combination determines what it can do. Once that is finished, a main crystal is needed for the whole thing to work. In total several crystals are used at once to make a single object.
* Draw out: Changes a crystal to draw out a latent ability it has. For example. a white crystal has purifying as it's latent ability. These became the Main crystal for crystal builds.
* Change(Enhancment): Changes crystals into smaller enhancment type crystals for constructions.
* Change(Energy): Changes crystals into energy crystals for constructions.
* Modify: Changes a crystal so that it is a lesser enhancment type of crystal. they change the machines. These can burn out after too much use.'
* Clean: The ability to clean crystals. This prevents main crystals from burning out and can return performance back to them.

**Recipes**: Crafting of this type often results in a device of some sort, usually using crystals and something else. At least two crystals are needed for the device to work properly, and a frame to contain them.

**Ability Levels**: Ability determines how complicated the device made can be.

Main Materials: **Crystals**, **Metals**.

Other materials: Other materials are useable but less common.
Witch

General Overview: The Witch

Witches are a different sort of magical ability. They use other materials than the usual energy to cast spells. They have a large number of things they can do; however, the complexity of some spells is something that makes this ability difficult to use.

Powers:

* Witchcraft: The ability to make spells from materials. They can be imbued into wands for use.
* Spellcasting: Witches can cast powerful spells and use other magics.
* Brew: Brews are made in a large cauldron and require a combination of materials to make something useable. Brews are like potions.
* Conjuring: Using materials to conjure forth a minion.

**Recipes**: Witches have a few different things they can do. Spells, Brews, etc.

**Ability Levels**: Ability Levels could be based on what spells can be cast or what powers are available.

Main Materials: Magic Circles, Crystals, Herbs, Mushrooms, Monster materials
Druid

General Overview: The Druid

Druids have a strong connection to Nature and plants. Druids mostly use magic in connection with one of these two things.

Powers:

* Grow: The ability to use energy to grow plants. This is far faster than natural growth.
* Change: The ability to change plants with energy materials.
* Animal Connection: The ability to connect to a specific animal through a process.
* Animal Shapeshift: The ability to shapeshift into an animal one has connected with.
* Ritual: The ability to create a spell with materials.
* Natural Energy: The ability to locate and get Nature Energy easier.

**Recipes**: Druids can manipulate plants with various energy materials. They can connect with an animal and change into them, and they can perform rituals to cast spells.

**Ability Levels**: Ability levels affect the level of spells and the amount of manipulation that can be done to plants.

Main Materials: **Herbs**, Plants, **Mushrooms**, **Crystals**, **Magic Circles**
Enchanter Ability Levels

**Enchanter**

Level 1 Powers:

* Simple Enchantments: Using basic energy, An enchanter can enchant an object.
* Remove Enchantment: The ability to remove an enchantment, but only the object remains.

Level 2 Powers:

* Elemental Enchantments: Using an elemental energy an Enchanter can add an element to something

Level 3 Powers:

* Enchantment Potions: The ability to make weak potions by enchanting water.
* Complicated Enchantments: The ability to make more complicated enchantments with more than one energy.

Level 4 Powers:

* Disenchant: The ability to remove an enchantment from something and get something back.

Level 5 Powers:

* Golemancy: The ability to make a small golem or puppet move with an enchantment. They can also craft the golem or puppet with materials
Witch Ability Levels

**Witch**

Level 1 Powers:

* Beginner Witchcraft: The ability to make spells from materials.
* Spellcasting: The ability to cast a spell.

Level 2 Powers:

* Better witchcraft: Better spells are available to cast using multiple materials.

Level 3 Powers:

* Brew: The ability to brew with a cauldron.

Level 4 Powers:

* Powerful Spellcraft: The ability to use magic circles and several materials to cast more powerful spells.
* Conjure: The ability to conjure a minion

Level 5 Powers:

* Maximum Power: Allows for the witch to make/cast all types of spells that are within normal limits.
Duplicator

General Overview: Duplicator

The Duplicator is a rare/fabled ability similar to that of a Mimicopy. Supposedly they are able to copy an ability and keep it! Due to fact this power is rumored to exist not much else is know about how it works.

Powers:

* Copy Ability: The ability to copy another person's abilities and keep that copy.
* Copy Powers: The ability to copy another person's powers and keep that copy.

**Recipes**: Supposedly all the recipes the abilities the Duplicator has gained.

Ability Levels: Unknown

Main Materials: **All**/Any: Due to the nature of this ability any material could be useful depending on what powers they have copied.
History and Eras

Ability users have existed for a long time. As such there have been many different changes over time in how they have acted and were seen.

* The Era Before: A time before Ability users were known. They were a rare thing and were only found by journey and exploration.
* The Ancient Time: A time of long forgotten by many. Ability users became more common. Though most were normal, it is said some were creating strange and mysterious things that are not very understood. Though Artifact users existed before, it is thought many artifacts were created during this time. Some being too new for era such as the "Out of Place Objects" phenomenon. Things that have survived this era are seen as special or strange in the more modern eras.
* The Era of Myth: An era long ago that speaks of quests and legends. Like something out of the fantasy books. Ability users were seen as mystical and special and were well regarded. There is a small group of people who distrust abilities during this era.
* The Dark Era: An era of superstition in which Ability users acted in secret. Those with abilities had to act in secrecy. They say that there are a lot of different groups or guilds operating in secrecy.
* The Secret Era: A time of mystery shrouded in secrets. Though some of the negativity has lifted, many ability users operate within secret organizations and almost never show themselves, except to other ability users.
* The Light Era: Though Ability users now operate mostly in secrecy, fear and superstition have abated somewhat and they are freer to operate. People with abilities did not group up as much and mostly roamed freely.
* The Modern Era: A more modern time where the ability users aren't as secret, they aren't too well known either. Many band together into groups sometimes and form places for ability users to do different things.
Crystal Technician Ability Levels

**Crystal Technician**

Level 1 Powers:

* Shape Crystal: The ability to change a crystal's shape.
* Draw out: Draw out a crystal's latent power for use in crafting.
* Crystal Build (Simple): Build a frame out of a crystal and some other material.
* Change (Energy Crystals): The ability to change crystals into a power source for constructions.
* Construct: Make a device using the frame, Main Crystal, and energy crystals.

Level 2 Powers:

* Clean: The ability to clean crystals to prevent them from Burning out from device use.

Level 3 Powers:

* Crystal Build: The ability to make frames that support two or three base crystals.
* Enhancement Crystals: The ability to make smaller crystals that enhance the device. Only one can be used for now.

Level 4 Powers:

* Better enhancement frames: The ability to make frames that can support up to three enhancement type crystals at once.

Level 5 Powers:

* Crystal Build (Complex): The ability to use several crystals when building a frame.
Monster Materials

Monster Materials are basically materials from monsters. These materials are useful usually for Alchemists, Summoners, Blacksmiths, and possibly others. Monster materials are often dropped by monsters upon defeat, and are often themed around that monster. Some do not have to have a relation to that monster and can be other things. Summoners can use them to summon new monsters, Alchemists can use them in potions, and Blacksmiths can use them for armor and other gear. Other Abilities could use them, but not as often as the three already described.

Please note that these are the most common drops:

* Slimes often drop Slime Jell.
* Golems often drop Golem Clay.
* Elementals often drop energy materials. The type depends on the elemental monster.
* Forces often drop something relating to the type of force they are.
* Beasts often drop beast fangs.
* Demons often drop Demon Claw.
* Crystals sometimes drop crystal materials. They may not always be whole crystals and may drop fragments.
* Armors often drop metals.
* Weapons often drop metals.
* Imps often drop Imp Horn.
* Ogres often drop ogre teeth.
* Summoned Monsters will sometimes poof back into what summoned them or drop something else.
* Monster versions of ordinarily sapient creatures: Will sometimes drop an object they were carrying, or something related to the type of humanoid they are. Things like food or materials like leather, gears, etc.
* Art monsters will often just disappear, sometimes leaving behind the things used to make them.
* Conjured Monsters will sometimes drop materials relating to the monster.
* Humunculi Will often drop humunculi cores.
* Card Monsters drops will vary depeneding on several factors. usually the cards used to make them, if those cards are not with the Card battler that summoned them.
* Programmer's monster drops will vary depending on how they were made.
Mimicopy Ability Levels

Ability Levels for a **Mimicopy** have been partially covered **here**, but there is a little more to it. The ability level depends on a few different things:

* Duration: The time in which the ability is copied for. This is usually a day for a full powered Mimicopy, however it could only be an hour for a weaker one.
* Amount: The number of Powers/Abilities one can copy. The max being all from a single person, the least being usually a couple of powers and not a full ability.
* Range: How close a Mimicopy must be to copy an Ability/Powers. The more range the more powerful they are.

Due to the weird nature of the Mimicopy ability there are a few things that may vary from individual to individual. Sometimes a rare or weird skill will be present with a Mimicopy.

* Knowledge: Copying a person's knowledge is pretty rare and instantly ranks the level of the ability higher.
* Personality: Copying a person's personality is hazardous and usually ranks the ability down a little bit.
* Skills/Talents: Uncommon but not unheard of. This will increase the rank a little depending on what skills/talents are usually copied.

This list may not be a good indicator of the exact level that the ability is ranked but may tell you a little bit about what determines the rank.
Card Game

The card game version of this game is something you can customize as you want! Adding or making new cards expands on the existing game and gives people more they can do!

Now, about this card game. Here are a few things that you need to know how it and how it works.

There are various **card types**

Rules:

1. Players each have decks with an agreed upon amount of cards. Crafted objects may be placed in a separate deck if players agree to it. If placed in a second Deck, players may take cards from the deck only when crafting.
2. Each player draws up to 5 cards from their deck to start.
3. Players place down rule cards.
4. Players place a Character Card down.
5. Durning a Players turn, Characters may attack once and use Actions.
6. Actions are used up each turn by crafting, passing equipment to a character, or using items.
7. Actions represent a limit of how many things a Character can do each turn.
8. If a Character Card is defeated, they may be placed into the player's discard pile.
9. Used up cards or "broken" cards are placed in the player's discard pile.

Character card Stats and Abilities:

* HP: Health points. If this reaches zero, the character card is defeated.
* Actions: The number of things a card can do in a turn.
* Abilities: The abilities the card can perform. Determines what they can craft.
* Atk: How much attack a card has. Attack decreases HP when a card attacks.
* Def: How much attack a card can block with defense. mostly comes from armor.
* MP: This amount determines how much magic a card can perform per turn.
* No: Card Number. This is a collection number for the card.

For more cards please look in the Images part of this wiki
Elemental Enhancement

There are many kinds of elemental enhancement available for gear.

* Alchemists can combine Gear with elemental Energy
* Alchemists can coat gear with an elemental potion
* Enchanters can enchant gear with elemental Energy
* Blacksmiths can add elemental crystals to gear
* Blacksmiths can forge elemental mineral with metal
* Blacksmiths can create an elemental armor/weapon coating
* Artist drawing/making an object as elemental

So, what's the difference and how do these affect each other?

First off, they kind of layer. Ones closer in the center are on top, ones closer to the outside are on the bottom.

* Artist Elemental object
* Blacksmith's elemental mineral
* Blacksmith's Armor/weapon Coating
* Enchanter's enchantments
* Blacksmith's Crystals
* Alchemist's Energy
* Alchemist's Potion.

As you can see, the potion on the outside affects the object's surface, however this also is temperary. The potion wears off after a while.

The element most on the outside takes the most importance to the gear's effectiveness to other elements.

Now for the complicated part. Placing elements on the gear works best if the elements go in order of weakness to strength. outside to inside. They don't counter each other as much. Having multiple of the same element increases its potency and strength, but having multiple elements can increase its versatility. If something resists the outer coating, but the next element in line is strong then it will still work. The naming convention works like this: Outside - Inside Sword. example: Fire-Water Sword.

The outmost coating is the thing the weapon is covered with. If someone covers a weapon with water, it may be weak to electricity unless the weapon has more layers of elements.

What happens if you try to get two or more elements into a layer? Well, that really depends on the layer. To change an element you would have to either replace the layer or make a new object. An Alchemist's potion is easy to clean off and switch. So are the Blacksmith's crystal and enchantments.

What about a enhancing a person elementally? lets start from the inside and work outside shall we?

* Elemental's innate powers
* Enhancer's special ability
* Mage's Spell Enhancment (Non Aura)
* Alchemist's potion (Drank, Non Aura)
* Gear
* Coatings
* Aura
* Barriers and other external things

The aura is on the outside since it is more of a projection, sort of like a protective air.

Note that some layers can be multi element. A single layer with multiple elements is different. In that case the elements do not have to be weakness to strength since they are treated as the same layer. In many cases this is additive rather than subtractive.
Ninja

General Overview: The Ninja

The Ninja ability focuses more on versatility than some of the others. Ninja can have access to many different types of powers and there is some overlap with the other abilities, however using these abilities can be tricky. Since all abilities have their pros and cons...

There are many different Ninja clans and schools, each with different styles and techniques, so the abilities for one Ninja could vary widely from another. Not only that, Ninja have also branched out from their traditional stealth and theater roots to include more combat or medical/support-oriented roles. Nowadays Ninja can be divided up into various types depending on what school of Ninjustsu they hail from. The Three Main types are...

* Traditional Ninja: A Mix of stealth and combat! Often wear blue.
* New age Ninja: New age battle ninja who focus on Magical Ninjutsu
* Theater Ninja: Performance artists, sometimes flashy sometimes stealth.

Powers: Vary depending on the type of Ninja, due to this I have listed the most common powers among most Ninja

* Traditional Ninjutsu: Ninja techniques using more traditional means such as using smoke bombs and setting traps. Some of these techniques, such as the classic doppleganger technique can have a Ninja magic version.
* Throwing Weapons: The ability to throw weapons Ninja style.
* Ninjutsu (Ninja Magic Style): Includes things like breathing fire. Unlike traditional magic, Ninja magic uses both natural magic power (MP) and physical stamina (Chi) to perform.
* Taijutsu (Ninja Fighting techniques): Physical ninja techniques such as fighting moves or maneuvering by running on walls and stuff.
* Stealth: Includes things like hiding in plain sight and moving without being seen.
* Ninja Aura/energy manipulation: The ability to manipulate the energy of oneself or others.
* Ninja Arts (Object): the ability to disguise oneself as an object.
* Ninja Medicine, Poison, and Food: The ability to make things like food medicine or poisons from various ingredients.

The Main Crafting Aspects of a Ninja come from three main places:

* Medicines, Poisons, and food
* Hand made tools or weapons
* Mixing Ninjutsu together for a new effect

Depending on what type of Ninja these can vary.

**Recipes**: Ninja can do a few things depending on what kind of Ninja they are.

**Ability Levels**: Gauging the ability levels of Ninja is a difficult thing to do since some powers have magical and non-magical counterparts.

Main Materials: Materials vary depending on which Ninja school the powers belong to. Because of this, different types of Ninja use different types of materials. Some common ones are...

* Herbs, Weapons, Ninjutsu Scrolls

Skill or ability?: This ability can be awakened without training; however, training can be useful for unlocking several powers and skills that would also be used with this ability. Without the training, a person could usually only perform some very basic Ninja techniques. Enough of the right training can make one a type of ninja, but it would take a lot of training to make one able to perform all kinds of ninja techniques. Some have more of a proficiency towards some types than others.
Random

General Overview: The Random

This rare variation on Mimicopy has a unique power. The power to have a different ability for a period of time. This usually lasts only a day, but they have access to the powers of one ability. There is a chance one can have two, but this is rare even amoung the already rare Random.

Powers:

* Random: The ability to have a random ability. This usually changes daily.

**Recipes**: Depends on what ability they have at the time.

**Ability Levels**: Ability levels for this are strange since it's such a rare ability, however they are assumed to be based off the power level of the gained abilities or other things.

Main Materials: whatever the ability gained uses.
Crafting Ability Game Wiki

**Welcome to the Crafting Ability Game Wiki!**
This is a community about a game system based mostly on crafting abilities such as Alchemy or Mechanic

We're a collaborative community website about Crafting Ability Game that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

For more information look here: **What it is and how it works**

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Replicator

General Overview: Replicator

This ability allows one to replicate materials! It's fairly rare, but it's common enough that it is known to be an ability. The material replication requires something similar enough to the material one wants to make, so it doesn't just make materials from nothing.

Powers:

* Replicate: Using a material, one can make another different material from it.

**Recipes**: It's hard to make a list, but it would be groupings of certain materials that are similar to each other.

**Ability Levels**: This can determine what sort of things one can replicate.

Main Materials: Any material
Were-Creature

General Overview: The Were-Creature

The ability to change into a creature at specific times or at will. Such an ability can be natural, or granted from curses, magic or other means. Although it's usually into an animal or half animal of some sort, curses and evil magic can turn beings into were-objects as well. Note that, transformation though magic is considered something else, unless it's specifically a spell that grants were-creature like ability. The type of were-creature can vary depending on the amount of control they have over the transformation and what other powers it may have.

Note: This does not include mages who use magic and materials to transform, as this would be a different power. This does not include individuals who are always a half animal half person species, unless they can change into something else. This can include robots whose transformation is an animal or half animal half humanoid form similar to that of a normal were-creature. It doesn't include robots that can transform into vehicles, since that is just transformation. This can include individuals who can change from being completely organic into a robot and back like a Were-robot, unless that comes from a different kind of ability. Species like Mimics are a grey area, since they can be anything. Sentient objects that can turn into people/animals are another gray area, since it might depend on the nature of how/why they can change.

Powers:

* Transform: The ability to change into an animal/object, or to half change into an animal/object. This can be done by the will of the Were-person, or it can be something that happens when specific conditions are met (like it being a full moon). The level of control can vary.
* Partial Transformation: Some Were-Creature types can have part of them transform and not all the way! These transformations often require lots of skill to preform and can be useful for many situations.
* Gift/Curse: The ability to temporarily grant were-creature powers to an individual. This can be done on purpose or by accident.

Recipes: Were-Creatures don't craft things so there are no recipes.

**Ability Levels**: A Were creature's ability levels can be based off of different things, but it's mostly dependent on what kind of were-creature they are. Level of control is one thing. Control over oneself after transforming is another. Other factors could be at play if the transformation is unusual or has special qualities unlocked.

Materials:

Some special materials or objects may change or modify the transformation. Although some other things are said to harm were-creatures, not all of them share the same weaknesses. In that case, remedies or other things can be used to resist said weaknesses.

Extra Notes: It has been theorized for a long time that abilities have some way to grant the same ability to another person. However, with Were-creatures it is easier than usual. This however, depends on the type of were-creature ability. Some of them are transmittable via bite or some other kind of contact. This could be a good or a bad thing depending on the type, so naturally some are afraid of getting a negative type of this ability.
Relics

Relics are special objects that have been crafted long ago. They first began to be found around the time of the era of myth. Some theorize that is when they were made, but others think they may be older than that.

Relics take many forms, with the most common being something that can be worn. They usually have special powers, or grant the wearer special powers.

Powers granted are varied. They can range from being able to hover to being able to read a special language.

Where they come from is unknown. The few that have been found have been from ruins or other people. The method of creation is currently unknown. It is thought that they come from an **unknown ability** or crafted in some very precise manner.

These objects are different from Artifacts in that they can be used by any person. The one drawback is the rarity. There are very few of these to that are known.

Some ability Users have attempted to recreate these with mixed results. Objects that do this are called fake relics, or artificial relics. Most of the time these objects are just objects heavily modified by ability users' powers.