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Qsario's english crafting guide

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Qsario's english crafting guide Empty Qsario's english crafting guide

Post  shram Tue Apr 15, 2014 11:25 pm

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#
# Generation Xth - Code Hazard
# Basic Crafting Guide
#
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This is a basic crafting guide for Generation Xth: Code Hazard. Most of this
has been tested personally, but a few details were taken from a translated
version of this Japanese spoiler site: http://spoiler.sakura.ne.jp/rr/gxth/

This FAQ is PUBLIC DOMAIN and may be adapted for any use, unlike your average
FAQ which is worth at least $1,000,000 and where copying more than two bytes
will cause the author to send mutated shark-lawyers after you.

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[Contents]
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Search for the code in brackets to jump to that section.

[XTH-MT] Materials
[XTH-MT-B] Basic Materials
[XTH-MT-S] Special Materials

[XTH-RE] Basic Item Creation

[XTH-PL] Plugins
[XTH-PL-EL] List of Elemental Plugins
[XTH-PL-EN] List of Enemy Plugins

[XTH-SO] Source Data

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[XTH-MT] Materials
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Crafting materials are dropped by enemies or scavenged by using 'develop' to
disassemble an item into its component junk and materials. Special materials
can only be bought/found, as they will not survive disassembly. The MT Genome
items seem to be most prevalent in the Babel Sphere. If you have emotion data,
you can get a ton of them by gifting the emotions to Masa, then robbing her.
If you get an emotion keytool that she already has and use it on her, you will
get an MT Genome I and 3 Babel Key alphas. Otherwise they only seem to come
from various quests.

**********
[XTH-MT-B] Basic Materials come in ranks I & II:
**********

* MT Skin - mostly used on light armor and some weapons
* MT Fiber - mostly used on magical weapons
* MT Metal - mostly used on weapons & heavy armor
* MT Genome - used on special items

Crafting:
10 x Rank I <==> Rank 2
E.G. 10 * MT Metal I <==> MT Metal II

**********
[XTH-MT-S] Special Materials - Not retrieved after disassembly
**********

These are combined with the appropriate JW or JA junk item to make a
copy of the item that can be used.

* MT Clay - used with level 7-9 junk
* MT Copper - used with level 10-12 junk
* MT Silver - used with level 13-15 junk

Crafting:
3 x MT Clay <==> MT Copper
3 x MT Copper <==> MT Silver [untested]


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[XTH-RE] Basic Item Creation
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The basic recipe for a junk weapon/armor (JW / JA) depends on the
material it's made of and the item level. You can find out what
material an item is made of either by experiementing with all of them
or dismantling the item. Items can be upgraded to +9. Upgrades usually
give +1 to the item, but for items less than +6 or so, you can get a
bonus. I have crafted a +5 item right off the bat. The [builder] is
either a weapon or armor builder, as appropriate.

Unique items CANNOT BE UPGRADED. You can, however, deliver & then
deploy them to get rid of any -X they had. This means that non-unique
items can be improved to a far higher degree than other items.

Items lvl 1-10: Junk + Rank I MT * level
So a lvl 10 metal item requires 10 x MT Metal I
Items lvl 11-15: Junk + Rank II MT * (level - 10)
So a lvl 12 metal item requires 2 x MT Metal II

Creating high level items also requires a special material:
Level 1- 8 - (nothing)
Level 7- 9 - MT Clay
Level 10-12 - MT Copper
Level 13-15 - MT Silver

When upgrading, you use a weapon/armor builder instead of the special
material (if any). Note that some items may use special recipes. The
Kudo Muramasa, for example, does not seem to require MT Copper, just
2 * MT Genome II and the junk weapon. Genome items may be exempt.

Examples:

Shinobi Source (level 3 weapon)
JW Shinobi Source + 3* MT Metal I = Shinobi Source
Shinobi Source + Weapon Builder + 3* MT Metal I = +X Shinobi Source

Enhighlander (level 11 armor)
JA Enhighlander + MT Skin II + MT Copper = Enhighlander
Enhighlander + MT Skin II + Armor Builder = +X Enhighlander


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[XTH-PL] Plugins
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Plugins can be combined with an item to give it elemental properties or
to make it more effective vs. certain monsters. You can add one of each
to any given item, ending up with combinations like VIRUS-WIND or
ENERGY-LIGHT. So you get one elemental plugin & one enemy plugin.

Proper use of plugins can make things a lot easier. For example, many
weapons are weak vs. the supernatural. Adding an energy plugin will
overwrite the red 'Su' status and make them much more effective.

The elements each beat one element and are beaten by one element. So
Fire beats Earth, etc.: Fire > Earth > Wind > Water > (Fire). Having
no element means having no advantages or disadvantages. Light & Dark
are opposed to each other and strong on the attack, but weak when
defending.

You can combine 3 of the Rank I plugins to make a Rank II. So,
3 * PL Fire I == PL Fire II. You combine the item with the right
rank of plugin to add the attribute. You have to add the enemy
attribute separately from the elemental attribute (so you can't add
both VIRUS and WIND at the same time). I believe you need Rank I
plugins for levels 1-10 and Rank II for higher level items.

***********
[XTH-PL-EL] Elemental Plugins
***********

PL Fire Gives the Fire attribute
PL Water Gives the Water attribute
PL Earth Gives the Earth attribute
PL Wind Gives the Wind attribute
PL Dark Gives the Dark attribute
PL Light Gives the Light attribute
PL Erase Erases the elemental attribute

***********
[XTH-PL-EN] Enemy Plugins
***********

PL Drug 'De' - Demihuman
PL Bio 'Be' - Creature
PL Energy 'Su' - Supernatural
PL Virus 'Ma' - Machine
PL Nano 'Un' - Unknown

I have been using a lot of Energy & Virus plugins. Putting some Virus
plugins on my armor seems to help a lot in the deeper parts of the Babel
Sphere.

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[XTH-SO] Source Data
--------------------------------------------------------------------------------

Source Data is used to change the appearance of an item. You do this by
using Source Shift items to extract the powers of the good item, then
combining it with the appropriate good-looking item. There are a few
cheats with respect to this, where doing this changes the item's range.

Level 1-10 items: Require Source Shift I * level + Item
Shinobi Source + Source Shift I * 3 = SO Shinobi Source

Level 11-15 items: Require Source Shift II * (level-10) + Item
Enhighlander + Source Shift II = SO Enhighlander

After you have the source, just combine it with an item of the same
type whose appearance you want to use. Note that you can dismantle an
item created this way to get the two original items, but you lose all
the source shift items used.

The Japanese site says there's a cheat using, e.g. the Kudo Muramasa
SO + Kojiro Spec to create an M range version of the Kudo Muramasa.
And that the Psycho Knuckle SO + Rocket Man creates an L range version
of that. I have not tested this.
=================================
http://www.gamefaqs.com/boards/980520-generation-xth-plus-code-hazard/69037198
shram
shram
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Join date : 2013-01-10
Age : 38
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