Gaining the Field Crafter Badge: Difference between revisions

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* crafting only the first four badge levels
* crafting only the first four badge levels
* crafting the least expensive enhancements by crafting cost
* crafting the least expensive enhancements by crafting cost
* crafting the lower-level enhancement when an uneven number are required (see above)<br /><br />
* crafting the lower-level enhancement when an uneven number are required (see table, above)<br /><br />
{{Aggregate Field Crafter Salvage}}<br />
{{Aggregate Field Crafter Salvage}}<br />
{{Field Crafter Salvage}}
{{Field Crafter Salvage}}

Revision as of 05:20, 29 July 2008

Badge field crafting.png  Field Crafter Badge        

Crafting required to gain Invention Badges

Any variety of Invention Origin recipe listed under the badge category works. For all badges except the level 10 group, you need to craft an equal number at each of the two levels. If the total is odd, the extra one may be of either level.

Table of Memorization Badges and Crafting Count Requirements
Badge Category Recipe Levels
10 15 & 20 25 & 30 35 & 40 45 & 50
Defense Debuff, To Hit Debuff, Taunt, Confuse Declining
2
Decaying
2 & 1
Despoiler
2 & 2
Dismantler
3 & 2
Retrograde
4 & 3
Heal Medicator
7
Mender
5 & 4
Rebuilder
6 & 6
Revivifier
8 & 7
Reanimator
10 & 9
Defense Buff, Resist Damage Armorer
7
Guardian
5 & 4
Protector
6 & 6
Security
8 & 7
Defensive
10 & 9
Sleep, Snare, Hold, Stun, Immobilize, Fear Blinding
8
Beguiler
5 & 5
Charming
7 & 6
Charismatic
9 & 8
Mesmerizer
11 & 11
Endurance Modification, Endurance Reduction Energy Conservationist
9
Battery Powered
6 & 6
Nuclear Powered
8 & 7
Mystically Powered
10 & 9
Perpetual
12 & 12
Recharge Rate, Interrupt Time Trigger Man
10
Hired Gun
7 & 6
Hit-Man
9 & 8
Sniper
11 & 11
Sharpshooter
14 & 14
Accuracy, ToHit Buff Major
10
Lt. Colonel
7 & 6
Colonel
9 & 8
Major General
11 & 11
General
14 & 14
Damage, Knockback Munitionist
10
Weaponeer
7 & 6
Warhead
9 & 8
Arms Dealer
11 & 11
Lord of War
14 & 14
Run Speed, Fly Speed, Jump, Range Pilgrim
10
Vagabond
7 & 6
Wanderer
9 & 8
Walks the Earth
11 & 11
Nomad
14 & 14
Icon for all badges in that level: Badge crafter 1.png Badge crafter 2.png Badge crafter 3.png Badge crafter 4.png Badge crafter 5.png
Notes: +2 salvage storage +1 recipe storage


The Field Crafter Badge requires the first 4 badge levels in each category. This comes to 455 enhancements total. The minimum amount of Inf needed just to craft these enhancements is 11,414,900. Calculating the total needed to purchase the required salvage and recipes on the market is subject to too much variation.

This amount was calculated using:

However, Field Crafter also requires the Master Craftsman Badge (1000 craftings), so the memorization badges are not enough.

Completing the last memorization badge set (level 45 & 50) would add 201 enhancements (as well as bonus recipe slots). However, those are among the most expensive recipes in the game. The minimum Inf needed just to craft (again, not including market costs for salvage and recipes) the enhancements required for this tier is 39,939,200.

Instead, it is generally easier to reach Master Craftsman by making base Components, Crafted Base Items, and Empowerments, all of which count toward crafting totals.

Salvage required for crafting enhancements

The level 40, 35 and 30 enhancements take similar salvage; this is also true of the 25, 20, 15 and 10s.

The table below lists the amount of salvage required for crafting using only the enhancements described in the previous section. These numbers assume:

  • crafting only the first four badge levels
  • crafting the least expensive enhancements by crafting cost
  • crafting the lower-level enhancement when an uneven number are required (see table, above)

Table of Salvage Requirements by Crafted Enhancement Level
Levels Enhancement Qty Salvage Qty Salvage Qty Salvage
10-15-20-25 Taunt/Placate 7 Human Blood Sample 7 Simple Chemical 7 Brass
30-35-40 Taunt/Placate 7 Rune 7 Spell Ink 7 Stabilized Mutant Genome
10-15-20-25 Heal 22 Spiritual Essence 44 Human Blood Sample
30-35-40 Heal 21 Demonic Blood Sample 42 Ancient Bone
10-15-20-25 Resist Damage 44 Runebound Armor 22 Simple Chemical
30-35-40 Resist Damage 21 Rune 42 Improvised Cybernetic
10-15-20-25 Fear 25 Spiritual Essence 25 Human Blood Sample 25 Brass
30-35-40 Fear 23 Masterwork Weapon 23 Ancient Bone 23 Stabilized Mutant Genome
10-15-20-25 End Mod 29 Spell Scroll 29 Spiritual Essence 29 Simple Chemical
30-35-40 End Mod 26 Demonic Blood Sample 26 Inert Gas 26 Stabilized Mutant Genome
10-15-20-25 Interrupt 32 Luck Charm 32 Clockwork Winder 32 Inanimate Carbon Rod
30-35-40 Interrupt 30 Spell Ink 30 Circuit Board 30 Iron
10-15-20-25 To Hit Buff 32 Runebound Armor 64 Boresight
30-35-40 To Hit Buff 30 Improvised Cybernetic 30 Inert Gas 30 Scientific Theory
10-15-20-25 Knockback 32 Ancient Artifact 32 Clockwork Winder 32 Brass
30-35-40 Knockback 30 Masterwork Weapon 30 Demonic Blood Sample 30 Circuit Board
10-15-20-25 Jump 32 Luck Charm 32 Simple Chemical
30-35-40 Jump 30 Improvised Cybernetic 30 Scientific Theory
Table of Total Salvage Requirements
Salvage Count
Ancient Artifact 32
Ancient Bone 65
Boresight 64
Brass 64
Circuit Board 60
Clockwork Winder 64
Demonic Blood Sample 77
Human Blood Sample 76
Improvised Cybernetic 102
Inanimate Carbon Rod 32
Inert Gas 56
Iron 30
Luck Charm 64
Masterwork Weapon 53
Rune 28
Runebound Armor 76
Scientific Theory 60
Simple Chemical 90
Spell Ink 37
Spell Scroll 29
Spiritual Essence 76
Stabilized Mutant Genome 56


Table of Salvage Requirements by Crafted Enhancement Level
Levels Enhancement Qty Salvage Qty Salvage Qty Salvage
10-15-20-25 Taunt/Placate 7 Human Blood Sample 7 Simple Chemical 7 Brass
30-35-40 Taunt/Placate 7 Rune 7 Spell Ink 7 Stabilized Mutant Genome
10-15-20-25 Heal 22 Spiritual Essence 44 Human Blood Sample
30-35-40 Heal 21 Demonic Blood Sample 42 Ancient Bone
10-15-20-25 Resist Damage 44 Runebound Armor 22 Simple Chemical
30-35-40 Resist Damage 21 Rune 42 Improvised Cybernetic
10-15-20-25 Fear 25 Spiritual Essence 25 Human Blood Sample 25 Brass
30-35-40 Fear 23 Masterwork Weapon 23 Ancient Bone 23 Stabilized Mutant Genome
10-15-20-25 End Mod 29 Spell Scroll 29 Spiritual Essence 29 Simple Chemical
30-35-40 End Mod 26 Demonic Blood Sample 26 Inert Gas 26 Stabilized Mutant Genome
10-15-20-25 Interrupt 32 Luck Charm 32 Clockwork Winder 32 Inanimate Carbon Rod
30-35-40 Interrupt 30 Spell Ink 30 Circuit Board 30 Iron
10-15-20-25 To Hit Buff 32 Runebound Armor 64 Boresight
30-35-40 To Hit Buff 30 Improvised Cybernetic 30 Inert Gas 30 Scientific Theory
10-15-20-25 Knockback 32 Ancient Artifact 32 Clockwork Winder 32 Brass
30-35-40 Knockback 30 Masterwork Weapon 30 Demonic Blood Sample 30 Circuit Board
10-15-20-25 Jump 32 Luck Charm 32 Simple Chemical
30-35-40 Jump 30 Improvised Cybernetic 30 Scientific Theory
Table of Total Salvage Requirements
Salvage Count
Ancient Artifact 32
Ancient Bone 65
Boresight 64
Brass 64
Circuit Board 60
Clockwork Winder 64
Demonic Blood Sample 77
Human Blood Sample 76
Improvised Cybernetic 102
Inanimate Carbon Rod 32
Inert Gas 56
Iron 30
Luck Charm 64
Masterwork Weapon 53
Rune 28
Runebound Armor 76
Scientific Theory 60
Simple Chemical 90
Spell Ink 37
Spell Scroll 29
Spiritual Essence 76
Stabilized Mutant Genome 56