Crafting
Blacksmith
Blacksmiths are used to craft equip for your pets. Equip can be used to help advance in dungeons, to craft better gear (hammers), to help alchemists (pots), or to make adventurers stronger (sticks). Equip also provides stat bonuses. Equip is generally necessary to progress into Depth 2 dungeons and beyond.
Blacksmiths craft faster and with better quality as they reach higher Class Levels, as well as by wearing equipment with crafting bonuses (primarily hammers). They gain Class Exp in dungeons, and they also gain Class Exp by crafting, according to this formula:
- a = 250 * (1 + total_growth/20000) * (1 + crafting_speed/100)
- b = a, if a <= 30000
- b = 30000 + (a - 30000)^0.85, if a > 30000
- exp_per_hour = b * dojo_multiplier
Getting Started
Your first blacksmith needs to be a "wildcard" pet (one with a weak specialty), such as Bug or Mouse. You'll need a wildcard blacksmith to forge your first hammer.
Once you have a hammer, you can unlock Hamster and/or Hermit Crab. You will generally want to have 1-2 blacksmiths early on and then get more as you go.
Deciding on What to Craft (Blacksmith)
Once you have your blacksmith, the next step is deciding what you need to craft. In general, you always want your blacksmiths to craft something, so the first thing you should consider is creating a hammer to improve their crafting.
Progressing a blacksmith hammer to T2 SSS+20 should be an eventual long-term goal. With this hammer, all your odds of crafting gear with a good modifier increase. Your crafting speed also improves, meaning you can craft more faster. Both of these combine make putting a quality blacksmith hammer as a priority. However, you shouldn't be burning every single resource you have trying to get the perfect hammer. If you end up with a T2 A or S hammer, you should consider taking one of those to +20 to avoid spending everything finding the perfect hammer.
It is also recommended that you create 2 of these T2 SSS+20 hammers before attempting to move into T3 since one hammer will be used by the pet to boost your speed and quality while the other will be transformed into a T3. However, moving into T3 can be incredibly expensive and early on it can do more harm than good as you will have a much higher chance to create a very low Tier until your blacksmiths are a higher Class Level.
In general, you want to craft any t1 equipment and get them to +5 or +6. Once you do, you use it to craft the t2 version. If the t2 version is B or lower, you should consider either holding it as filler gear or scrapping it. This is a much better option vs. spending resources to improve their rating. The only time you do this if they are S or SS and you have a lot of resources invested into them. At that point, raising their rating is significant and worth the cost.
Beyond the hammer, you should target the gear your pet needs. It should have been mentioned in another guide, but you generally craft the gear that optimizes your pets. Mages tend to get fire swords, Assassins and Rogues get either a fire sword or knives, and armor/accessories of their element. Defenders usually get a pot or iron sword and Neutral armor/accessory. Supporters tend to get fire swords or knives and either their same element armor/accessory or more defensive iron armor. Equipment needs change based on dungeon, pet, and dungeon depth. For more information, check out this page: Equip and the Dungeon guide by Malfat Dungeon Guide
This should take a majority of your blacksmith's time. If you find yourself in a position that you aren't using them (lack of resources), then focus on crafting the Nothing item (these are very useful for Santa and Mimic. Better gear nets better dungeons which nets more materials. You can turn to the alchemist guide to learn more about their role in getting resources you need.
As you get farther into the game, you will notice that some of your blacksmiths have higher forging chances than others. You should use these blacksmiths to forge new equip, and the other blacksmiths should focus on reforging or upgrading.
Equipment Crafting
For an in detail look at equipment you can craft as well as their stats and costs for upgrading/reforging, check out this section : Equipment Crafting
Alchemist
Alchemists are used to craft items that help with dungeon success. They are critically important for progressing into further dungeon depths and crafting the materials needed to evolve pets. Wildcard pets often end up as alchemists.
Alchemists are able to craft faster at higher Class Levels, and by wearing equipment with crafting bonuses (initially pots). They gain Class Exp by crafting, using the same formula as Blacksmiths. Except for the Dungeon Alchemists, normal alchemists do not gain Class Exp in dungeons.
Dungeon Alchemist
Some Alchemists are designed not only for crafting but also to fight in dungeon. These Dungeon Alchemists gain Class XP not only crafting but also in dungeons, and sometimes have abilities that scale with Class Level.
- Stale Tortilla/Taco - single target buff depending on its highest element.
- Vampire - Oilburn immunity, increased stats. More abilities with Token Upgrade
- Student - bonus Earth Element.
Selecting Your Alchemist
Early on, there are a few easy choices to make into an alchemist. The first one is Bee, which is obtainable after you beat Diana.
If you are further on, than a few more alchemist pets open up. Bug and Camel are both wildcards (See Pets) that can make decent options for Alchemists, even though they don't have an alchemist class bonus. Beyond that, there's a series of token pets that you can evolve to alchemists, such as Question, and Rose.
As you unlock more and more pets, and get deeper into the dungeons, you'll start to get many more Dungeon supplies and items you can use for Crafting, as well as a desire to create talismans or rebirth bacon. As such, the need for more alchemists starts raising pretty fast. A token on a new alchemist is never wasted.
Deciding on What to Craft (Alchemist)
When you're starting out, you may not have the resources to do much with alchemists. The good thing is that there will always be something to craft.
Initially, your alchemists will craft lots of tier 2 (T2) materials to help you evolve your other pets or create T1-T2 gear. Early on, you will mainly be finding T1 materials, with a few T2s here and there. The ability to sustain constant blacksmith crafting is often determined by your alchemists' ability to create the materials.
After you've got all your pets dressed in decent gear, your alchemists will still be upgrading materials to build your Tavern, and later, your Dojo and Strategy Room. You'll needs lots of alchemists, and they'll almost never be idle.
Another option is to create items to help with dungeons. Early on, you may struggle to keep up your supplies of the trap- and event-specific items (like flying boots, torches and holy water). Reaching the point where you can sustain these items and pass all the traps and events is a goal to aim for. These items can help you push your difficulty further, which in turn gets you more materials. However, this goal should have lower priority than pet evolutions and gear.
If you run out of materials, then you can craft the Nothing (item). This is an item that originally served no purpose. The Santa pet can convert "Nothing" into 1-6 (depending on class level) Chocolate each. It can also be used later to spawn the Mimic enemy in dungeons.
Eventually your dungeon teams will start to bring in more T2 materials themselves (especially at depth 3+). At this point, your alchemists can finally reduce the time they spend on material conversions, and start brewing advanced healing potions and ale for the Tavern, crafting strategy books for the Strategy Room, enchanting your T3 gear, etc.
Crafting Items/Materials
For both Blacksmiths and Alchemists, crafting time is calculated as base time / (crafting speed / 100%). For example, a Blacksmith with a 1571% crafting speed (displayed) forging an item with a base crafting time of 24 hours (86400 seconds) will need 5499.7 seconds, or 1:31:39.7 hours.
For a more detailed look at things you can create and a simplified list of their costs/usage, check out this page : Items/Materials