Craft What You Want


Massive crafting system


Mortal Online 2’s crafting system is huge and deep. It is simple in principle but can be very complicated in practice - how complicated varies from craft to craft.

Thousands of materials can be used sometimes with billions of possible combinations. What works may sometimes be a question of skill and testing and sometimes of common sense. Yes you can craft a suit of armour out of lead. But are you sure anyone would want to wear it? As with many things in Mortal just because you can doesn’t mean you should.

Crafting also require knowledge of the appropriate lores. You can craft without the lore but the result will be very second rate. This can result in crafters being able to make armour out of one thing but not another for example. Just you can make a good sword out of steel doesn’t mean you can necessarily make a good one out of oghmium.

  • Alchemy
  • Armour crafting
  • Bowyery
  • Cooking
  • Engineering
  • Extracting
  • Shield crafting
  • Weapon crafting
  • Necromancy

Where realistic damaged items can be repaired if they are not totally broken. No you cannot repair a pie or a healing potion.

As you increase in skill the quality of the item increases. A general guideline for combat items is as follows.

At 50 skill and 50 lore you repair items at full effectiveness.
At 70 skill and 70 lore you can make an item that is fully perfect in every way except durability.
Beyond 70 in both skills durability continues to improve.
At 100 in both skills you can additionally sign your name on the product and have a chance to craft legendary items that visually look better than if a lesser skilled crafter made them. Both proving that the item is made by a master craftsman and advertising your own skills.

For extracting the quality of output does not vary - simply the amount gained. (Extraction is the art of getting materials out of other materials.)

It is also important to bear in mind that for some crafts the items need to be tailored to the end user. For example a bow should have a pull appropriate to the strength of the user. Too high and he won’t’ be able to use it; too low and he won’t be getting as much out of it as he could.