Thea 2: The Shattering: Crafting guide

Crafting in Thea 2: The Shattering

 

This guide takes a ‘best option’ approach as, otherwise, there are too many variables. The best material suggested below is relative to gathering and crafting time, not Best in Slot. For instance, crafting a ring using tier 5 ‘secret alloy’ instead of tier 4 ‘metal composite’ might reduce the weight of a crafted item, but give no other benefit. Useful to know if weight reduction is crucial, but a waste of time and resources otherwise.

It began with “Why can’t I find…?;” and “Where can I find…?” and the paradox of mob farming for rare materials. If it drops from dragons and trolls and you ideally need gear crafted from such esoteric materials to survive such encounters, well it’s a problem. In theory, you can craft these from the starter area (not hard mode ‘cos no coal), but in practice, it would be silly.

For instance, in the example below, you’d need to gather 423 sandstone to refine it down to 2 pure stone. The village (later) ideally wants 32 pure stone, taking it to 6,912 sandstone – as opposed to just gathering 192 obsidian

Pure stone (x2) = 12 obsidian, plus coal

Obsidian (x2) = 12 clay / quartz / granite, plus coal

Clay / quartz / granite (x2) = 12 sandstone

And so forth with bone, wood, etc. Impractical from a gathering point of view, but useful as a way of keeping weight down and upgrading while camping.




Optimised crafters

Faster as I can tell, the MasterCraft chance is based on your best crafter, any additional just reduce the craft time relative to their skills. As such, you want at least one crafter or inventor to really shine. Allowing for perfect equipment, the difference between a +9 ring crafting and The Other Ring is negligible (e.g. 66.5 vs 67.6 for the character I looked at).

The materials used matter too!

Normals materials: chance of trash is zero.
Improved materials: chance of trash is 10%.
Improved materials: chance of trash jumps to 40%.

This is balanced with the skill of the crafter; if they are artisans, it can improve (or not!), if they are apprentices, you are going to waste a lot of material!




Crafting materials

Tier 0, food and other resources:

Starter areas, common food: meat, fish, seaweed, vegetables, berries

Starter areas, uncommon food: grain, herbs

mid-level areas, rare food: nuts, mushrooms

high-level areas, rare or unique food: spice, beetle jelly

Coal: uncommon or rare in starter areas; unavailable in starter areas in ‘hard’ mode.


Tier 1, Base, common, gathered in starter areas:
No research cost. Gathered.

Bone: Bone
Wood: Wood
Gems: Amber
Metal: Iron
Stone: Sandstone
Leather: Leather


Tier 2, uncommon, gathered in mid-level areas:
Research cost: 1. Gathered.

Bone: blood, monster and shadow bone
Wood: elven, dryad and dark wood
Gems: malachite, topaz, ruby
Metal: steel, silver, gold
Stone: clay, granite, quartz
Leather: fur, scaled leather, enchanted leather


Tier 3, rare, gathered in high-level areas:
Research cost: 2.

Bone: dragon bone
Wood: ancient wood
Gems: diamonds
Metal: mithril
Stone: obsidian
Leather: mythical leather


Tier 4a, epic, crafted:
Research cost: 3. Drop, or crafted from one rare tier 3 material and coal.
Arguably it’s purified rather than a composite as it only fits in its own material slot.

Bone: rune bone (from dragon bone)
Wood: sacred wood (from ancient wood)
Gems: grandgem (from diamonds)
Metal: metal composite (from mithril)
Stone: pure stone (from obsidian)
Leather: combat leather (from mythical leather))


Tier 4b, epic, crafted:
Research cost: 3. Drop, or crafted from two rare tier 3 materials and coal
These composite blends will fit in two slots.

Improved resources:

Golem leather (mithril and mythical leather), an improved resource, fits in metal and leather slots.

Stone wood (obsidian and ancient wood), an improved resource, fits in wood and stone slots.

Enchanted bone (dragon bone and diamond), an improved resource, fits in bone and gems slots.

 

Wild resources:

Armored stone (obsidian and mithril), a wild resource, fits in stone and metal slots.

Crystal wood (diamonds and ancient wood), a wild resource, fits in gem and wood slots.

Spike leather (dragon bone and mythical leather), a wild resource, fits in bone and leather slots.


Tier 5, legendary, crafted:
Research cost: 3. Drop or crafted from two epic tier 4 components and coal
Purified composite blend. Fits in two slots. Generally lighter in weight.

Improved resources:

Alchemy skin (combat leather and golem leather), an improved resource, fits in leather and metal slots.

Life root (crystal wood and sacred wood), an improved resource, fits in wood and gem slots.

Pristine matter (stone wood and pure stone), an improved resource, fits in wood and stone slots.

Secret alloy (armoured stone and metal composite), an improved resource, fits in stone and metal slots.

Wyrm silk (spike leather and rune bone), an improved resource, fits in leather and bone slots.

Void sparkler (enchanted bone and grand gem), an improved resource, fits in bone and gem slots.

 

Wild resources:

Earth core (grandgem and crystal wood), a wild resource, fits in bone and gem slots.

Forgotten essence (rune bone and enchanted bone), a wild resource, fits in bone and gem slots.

God’s branch (sacred wood and stone wood), a wild resource, fits in wood and stone slots.

Igneous spike (metal composite and golem leather), a wild resource, fits in leather and metal slots.

Moonstone (pure stone and armoured stone), a wild resource, fits in stone and metal slots.

Morph material (combat leather and spike leather), a wild resource, fits in leather and bone slots.


Crafting Jewellery and baskets


Survival and exploration:

Protective Pendant (for survival)
Adds +16 to shields.
Best materials: diamonds and grandgems (wt: 18.3)
Requisitive essence: none

Lightness Jewel (increases carry and equipment limit)
Adds +200 to carry capacity
Best materials: diamonds and grandgems (wt: 18.3)
Requisitive essence: none

Crafting

Crafting jewel (crafting)
Adds +9 to crafting
Best materials: grandgems and obsidian (wt: 46.5)
Requisitive essence: stone

Inventor’s aid tools
Adds +9 to research
Increases crafting by up to 175%
Increases sanity regeneration by +5
Best materials: living root and living root (wt: 40.3)

Gathering

Gathering jewel (gathering)
Adds +9 to gathering
Best materials: grandgems and sacred wood (wt: 27.5)
Requisitive essence: wood

Gatherer’s Aid basket (OK)
Adds +6 to gathering
Best materials: grandgems and diamonds (wt: 26.4)

Forager’s aid basket (Better)
Increases gathering by 155%
Best materials: grandgems and diamonds (wt: 26.4)

Scavenger’s aid basket (Best)
Adds up to +9 to rituals
Increases gathering by 175%
Increases the group’s carry multiplier by 250% (can carry more before movement slowed)
Best materials: void sparklers and void sparklers (wt: 26.9)

Stats:

Bright mind (crafters, casters etc)
Adds +3 to intelligence and to wit
Best materials: grandgems and combat leather (wt: 27.2)
Requisitive essence: leather

Divine goal (hunters, gatherers etc)
Adds +3 to destiny and to perception
Best materials: grandgems and grandgems (wt: 21)
Requisitive essence: none

Mystical Sign (healers, casters, etc)
Adds +3 to wisdom and to mysticism
Best materials: grandgems and sacred wood (wt: 27.5)
Requisitive essence: wood

Combat focused

Bear spirit (combat, allow you to attack like a bear)
Grants / adds +2.5 Mystic Claw Hit
Best materials: secret alloy and grandgems (wt: 21.3)
Requisitive essence: metal

Distracting Jewel (combat, increases combat delay)
Grants / adds +5.2 to Lullabye
Best materials: diamonds and scaled leather (wt: 19.8)
Requisitive essence: leather

Hypnotic jewel (combat)
Grants / adds +3 to Hypnotise (3 targets in a horizontal line)
Best materials: grandgems and grandgems (wt: 21)

Soul Tear Jewel (combat)
Grants / adds +3.2 Soul Damage (single target, any row)
Best materials: grandgems and spike leather (wt: 30)
Requisitive essence: bone

Swift jewel (combat, reduces delay)
Grants / improves Delay by -5 (to selected ally)
(Delay relates to queue position during a challenge’s fight phase and is based on wits, battle phase, and selected skill).
Best materials: metal composite and diamonds (wt: 30)
Requisitive essence: metal


Crafting Jewellery: One ring to rule them all


WARNING NOTE:
You may only get one chance at this. It is best to make it with tier 5 materials as it makes a big difference and salvage on this item does not recover your cosmic seed!

The Other Ring: Cosmic Seed’s Root

Grants:

+12 to main attributes (strength, intelligence, wisdom, perception, wit, mysticism and destiny)

+50 to max hit points (health)

+50 to Shield Self (faith, mysticism and sanity)

Summons a demon to the battlefield (only one can be on the battlefield)

Best materials: void sparkler* (wt: 2.6)

Requisitive essence: Cosmic root. *requires tier 3 or better, but you really want tier 5 material to make this ring shine.


Creating the best village and boat

You only get one shot at the village, so you might as well make it the best you can, at least in terms of location. Difficulty setting allowing, forge ahead as best you can towards the ice area and look for a spot with food, coal, diamonds and obsidian in close vicinity to each other. Then focus on crafting pure stone for the base and work from there.

Obsidian is common in mid-level areas and coal is often close. That’s all you need to craft crafting pure stone for the perfect village.

Grants:

Village guardian demon
Increases village sight range by 3 hex (5 hex if you have the boat below as well)
Increases village gathering range by 3 hex
Increases gathering by +16
Increases crafting by +16


Ship
As well as fast travel, it extends visibility for the village, so good to have.

Grants:

12 movement at sea.
Replaces group weight at sea, up to 20,000
Increases village sight by 2 hex.
Best materials: sacred wood and topaz (wt: 938.7)
Perfect materials: wyrm silk and topaz (wt: 318.7)



Suggested build order for the village

As with jewellery, different materials can give different results. I haven’t given all the possible combinations, but I have covered all the best resulting build benefits.

With the exception of the playground stats bonus for children, bonuses only apply in and around the village (within the gathering range).

  1. Forge (crafting bonus)
  2. Guard tower (protection)
  3. Herbalist (healing and protection)
  4. Armoury (protection)
  5. Warehouse (gathering)
  6. Dwelling (protection)
  7. School (research)
  8. Children’s playground (better skilled as adults)
  9. Witch hut (herbs and rituals)
  10. Well (resources / other)
  11. Crop field (resources)
  12. Lumber mill (resources)
  13. Mine (resources)
  14. Trading post (occasional trader)


Forge

Best materials: secret alloy plus secret alloy
Increases crafting by +15
Grants2 extra crafting slots
Increases physical shield by +30


Armoury

Best materials: secret alloy plus mithril
Grants +30 to physical shielding

A better option is: forgotten essence plus secret alloy
Grants +30 to physical shielding
Also grants +1 experience point per turn


Warehouse

Best materials: forgotten essence (or morph material) and living root
Adds +15 to gathering
Adds 2 gathering slots
Adds +3 to movement points in and around the village


Trading Post

Basically a marquee for visiting trade caravans, so any materials will do.


School

Best materials for all below options: Forgotten essence and spike leather (or wyrm silk)
(Various other combinations work too)

Morale option:
Adds +9 to research
Grants 2 extra research slots
Adds +1.2 research points per turn
Maintains villagers’ morale above 30

Faith option:
Adds +9 to research
Grants 1 extra research slot
Adds +1 research point per turn
Adds +30 to villagers’ faith

Incremental research option
Adds +9 to research
Grants 1 extra research slot
Adds +1.5 research points per turn


Children’s playground

Note that no combination offers strength directly. Not tested yet, but I doubt these stack, so it’s a case of picking one.
Other materials can be used to get the same results.

Stats option
Best materials: forgotten essence and secret alloy
Increases all main attributions by +4.5

Clever option
Best materials: forgotten essence and secret alloy
Increases all main attributions by +2.8
Increases intelligence and wisdom by 190%
(Intelligence affects research, crafting, and max sanity)
(Wisdom affects luck, rituals, crafting, gathering, and max sanity)

Mystic option
Best materials: forgotten essence and secret alloy
Increases all main attributions by +2.8
Increases mysticism and destiny by 190%
(Mysticism affects research, rituals and max faith)
(Destiny affects gathering, crafting, research, rituals, luck, and max Faith)

Perceptive option
Best materials: forgotten essence and earth core
Increases all main attributions by +2.8
Increases perception and wit by 190%
(Wit affects how quickly the character can act during a challenge)
(Perception affects gathering, luck, and max Health)


Dwelling

Healthy option (best)
Best materials: pure stone plus wyrm silk
Morale can’t fall below 50
Adds +30 to max health

Movement option
Best materials: moonstone and earth core
Morale can’t fall below 50
Adds +4 to movement points in and around the village

Morale option
Best materials: combat leather and life root
Morale can’t fall below 65


Guard tower

Best materials: pure stone plus pure stone
Adds +30 to max health
Adds +30 to max sanity


Herbalist

Death’s door option
Best materials: forgotten essence and grandgems
Improves healing rate by 3
Decreases chance to die from serious wounds by 25%

Sane option
Best materials: Life root and diamonds
Improves healing rate by 3
Adds +30 to max sanity

Healing option
Best materials: Life root and diamonds
Improves healing rate by 5


Witch hut

Faith option
Best materials: Rune bone and secret alloy
Adds +9 to rituals
Adds +1 to ritual slots
Adds +30 to max faith

ritual option #1
Best materials: Rune bone and secret alloy
Adds +9 to rituals
Adds +2 to ritual slots
Adds 1-3 herbs per turn

ritual option #2
Best materials: Rune bone and god’s branch
Adds +15 to rituals
Adds +1 to ritual slots
Adds 1-3 herbs per turn


Well

Lucky option
Best materials: pure stone and igneous spike
Adds 1-3 tier 1 resources per turn
Adds +9 luck to the villagers
(Provides a bonus to Experience and improves chance rolls in growing up events.)

Spiritual option
Best materials: pure stone and igneous spike
Adds 1-5 tier 1 resources per turn
Adds +30 to spiritual shielding

Resources option
Best materials: moonstone and grandgem
Adds 1-3 tier 1 resources per turn
Adds 1-3 tier 1 or tier 2 resources per turn


Crop field

Best materials: pure stone and herbs (or any allowed food)
Grants 1-4 vegetables per turns
3% chance per turn of a villager receiving a seasonal pet


Lumber mill

Best materials: rune bone and fish (or any allowed food)
Grants 1-5 tier 1 wood per turn


Mine

Gem mining option
Best materials: secret alloy plus enchanted bone
Grants 1-4 tier 1 or tier 2 gems per turn

Ore mining option
Best materials: secret alloy plus enchanted bone
Grants 1-5 tier 1 or tier 2 metal per turn

Quarry option
Best materials: secret alloy plus enchanted bone
Grants 1-5 tier 1 or tier 2 stone per turn

Commmon resource option (worst)
Best materials: pure stone and combat leather
Grants 1-5 common tier 1 resources per turn (wood, stone or gems)

Ack

Been playing with computers since the stone age, online since the '80s, and developing websites since the '90s.

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