Armor Component Crafting

Summary

Our Anima armor component crafting video can be found here.
With the resistance that remained scattered throughout Nanotopia slowly gathering supplies to arm themselves again with Anima Armour to try to defend themselves against Mark, those skilled in the art of crafting the armor were sought after. These select individuals known as Greensmiths had the ancient knowledge passed down through generations, and are the only ones capable of working the raw materials and shellinium, into the desired components and then ultimately the armor itself.

Greensmiths

Greensmiths are the basis for armor component crafting. The player will need the services of a Greensmith NFT to craft the components which make up an anima armor. These individuals are legendary in their arcane skills of crafting the components and fusing the components into Anima Armor. Similar to Materials Foraging, players will perform work orders where a Greensmith NFT will work on a Greenprint NFT. These work orders could be a component construction or a deconstruction of a component in an effort to retrieve used materials and increase the quality of the component crafted.
The basic requirements to construct a new component include a Greenprint, Shell, and the Materials needed for that specific component. The Greenprint should be fully boosted to reduce the crafting costs see Greenprint Boosting. With the requirements in hand, the Greensmith may begin construction on the chosen component. After time has passed the crafting will complete and the player will have the component added to the Greenprint. A Greensmith may successfully craft a component that is too weak to withstand the fusion process. In this case, a player would want to leverage a Greensmith to deconstruct the component and make another attempt.
Note that prior to crafting a Greensmith will need to perform a one-time ceremony to determine the Greensmith's totem. This is done by visiting the local Shaman. Once the totem is determined may apply an A.N.I.M.A. Mod with a totem matching the Greensmith's Totem. Once applied A.N.I.M.A. Mods enhance the Greensmith's outcomes on work orders with Greenprints that match the totem of the Greensmith. This means that a Rabbit totem Greensmith, with a Rabbit totem A.N.I.M.A. Mod has better outcomes when crafting or deconstruction components on a Rabbit totem Greenprint. A Greensmith can work on any totem Greenprint but can only apply an A.N.I.M.A. Mod with a matching totem.

Leveling a Greesmith

A level 1 Greensmith can only craft gloves. The Greensmith must level up in order to perform more difficult crafts. The Greensmith must master the creation of gloves by crafting and deconstructing gloves many times. Each mission the Greensmith will gain XP. Once the Greensmith reaches level 5 the Greensmith may then begin to work on mastering sleeves. The Greensmith will gains access to all six components at level 25 and the maximum level a Greensmith can reach is level 50.
Required Level to Craft
Component
1
Gloves
5
Sleeves
10
Boots
15
Helmat
20
Pants
25
Chest

Crafting and Deconstruction Time

When a work order is initiated the Greensmith will be busy for a certain amount of time until the order is complete. While the Greensmith is working on a Greenprint the Greensmith and Greenprint may not be used for any other activity. The time to complete a component can be decreased by adding stat points to the Greensmith's Speed attribute (discussed in the stat points section below). The maximum a player can decrease speed is 10% of the base time. A Greensmith must have a speed of level 50 to achieve this 10% decrease. The base speeds based on action are shown in the table below:
Component
Craft [hours]
Deconstruct [hours]
Gloves
2
1
Sleeves
2.5
1.25
Boots
3
1.5
Helmet
3.5
1.75
Pants
4
2
Chest
4.5
2.25

XP Issuance

To level up a Greensmith will need to gain XP from both construction and deconstruction missions. Once the needed XP is acquired a Greensmith will need an Ascendant Orb to level up. The amount of XP gained is a factor of time and outcome with the basic formula as follows:
XP=(BaseXPRate)(Hours)(ActionMultiplier)(OutcomeMultiplier)XP = (Base \,XP \,Rate) * (Hours) * (Action \,Multiplier) * (Outcome\,Multiplier)
The base XP rate is 15 XP/hour. The number of hours is determined by the component type (Gloves, Sleeves, boot, ect.) as shown in the table in the Time section. The action multiplier is 1 for crafting and 1.5 for deconstructing meaning a player will get more XP for deconstruction. The outcome multiplier is an RNG function that is impacted by the Greensmiths skills and the totem of the Greenprint they are working on. There is a detailed discussion on how leveling a Greensmith will impact these outcomes but for now, we will just focus on the four types of outcomes. The four quality outcomes from crafting are Poor, Good, Fine, Exquisite. The four outcomes from deconstruction are Failure, Common, Uncommon, Epic. The "Outcome Multiplier" of each of these outcomes is shown in the table below:
Craft Outcome
Deconstruction Outcome
Multiplier
Poor
Failure
0.7
Good
Common
1.0
Fine
Uncommon
1.4
Exquisite
Epic
1.8

Stat points from Ascendant Orbs

Greensmiths come in three rarities (Common, Uncommon, and Epic). The rarity of a Greensmith determines the number of total stat points it starts with and the maximum rarity ascendant orb which may be applied when leveling. Higher-level ascendant orbs give higher stat points to the Greensmith. The table below shows the available options for each rarity of Greensmith. For details on acquiring ascendant orbs please see Ascendant Orb Fusion.
Greensmith Rarity
Common Orb
Uncommon Orb
Epic Orb
Common
1 Stat Point
Not Available
Not Available
Uncommon
1 Stat Point
2 Stat points
Not Available
Epic
1 Stat Point
2 Stat points
3 Stat points
Stat points may be applied to one of seven skills. Each skill has a maximum of 50 stat points. Greensmiths start with stat points applied to each material based on the region they are from. Greensmiths are better at working with materials that originate in the region of Nantopia they are from (please see Materials Foraging for more details). The material skill in the region the Greensmith is from must maintain an advantage of stat points dependent on the Greensmith rarity of 1 point, 5 points, and 10 points for Common, Uncommon, and Epic rarity Greensmiths respectively. This point advantage applies at the maximum level and means that only the region that the Greensmith is from can reach the max of 50 stat points.
Skill
Description
Floria
Better component quality outcomes when working with FLORIA
Elder Tree Sap
Better component quality outcomes when working with SAP
High Mountain Hillside
Better component quality outcomes when working with VERSAT
Nanore
Better component quality outcomes when working with NANORE
Reduce Mats Cost
Decreases the overall cost of component construction
Increase Mats Returned
Increases the materials returned to the player during deconstruction
Speed
Reduces the time it takes to craft a component

Materials Cost by Greenprint

The numbers in the tables below account for the TOTAL amount of materials required to make ONE SINGLE ATTEMPT for a fully boosted Greenprint each of the six components on a single common Greenprint. This does not suggest it will only take a single attempt, it is expected to take many attempts, depending on which Armor Component Quality you are going after.
CAT (Common)
FLORIA
SAP
VERSAT
NANORE
Gloves
2
2
0
0
Sleeves
0
2
2
2
Boots
4
2
0
0
Helmet
0
2
2
3
Pants
0
4
4
4
Chest
0
3
3
5
Total
6
15
11
14
RABBIT (Common)
FLORIA
SAP
VERSAT
NANORE
Gloves
2
1
1
0
Sleeves
0
1
3
2
Boots
3
3
0
0
Helmet
0
1
2
4
Pants
2
2
4
4
Chest
0
2
5
4
Total
7
10
15
14
TURTLE (Common)
FLORIA
SAP
VERSAT
NANORE
Text
Gloves
1
1
0
2
Sleeves
0
2
2
2
Boots
2
2
0
2
Helmet
2
1
2
2
Pants
2
3
3
4
Chest
0
2
2
7
Total
7
11
9
19
SNAKE (Common)
FLORIA
SAP
VERSAT
NANORE
Gloves
0
1
1
2
Sleeves
0
1
1
4
Boots
0
1
1
4
Helmet
0
2
2
3
Pants
0
2
2
8
Chest
0
3
6
2
Total
0
10
13
23
The tables above are shown for a fully boosted COMMON rarity Greenprint. A rarity multiplier is applied to the tables to determine the materials needed for higher rarity Greenprints as shown in the table below:
Rarity
Uncommon
Epic
Legendary
Mythic
Multiplier
1.5
2
2.5
3
Lastly, there is a cost multiplier for Greenprints which are not fully boosted. Unboosted Greenprints have a cost multiplier as follows. A fully boosted (10 boosts) Greenprint has no multiplier at 1x times the cost of materials and shell.
Boost Number
Cost Multiplier
0
11x
1
10x
2
9x
3
8x
4
7x
5
6x
6
5x
7
4x
8
3x
9
2x
10
1x

Shell Cost

The table below shows the cost per craft in Shell for each component based on its rarity. The cost shown is for a SINGLE ATTEMPT. It will most likely take multiple attempts to achieve the quality a player desires, especially for low-level Greensmiths. The cost to deconstruct a component is half the construction cost shown in the table below.
Component
Common
Uncommon
Epic
Legendary
Mythic
Gloves
80,000
120,000
240,000
600,000
1,800,000
Sleeves
120,000
180,000
360,000
900,000
2,700,000
Boots
160,000
240,000
480,000
1,200,000
3,600,000
Helmat
200,000
300,000
600,000
1,500,000
4,500,000
Pants
240,000
360,000
720,000
1,800,000
5,400,000
Chest
280,000
420,000
840,000
2,100,000
6,300,000

Material Cost Reduction

When leveling a Greensmith the player may decrease the amount of materials used by applying stat points to the skill.
The material reduction has a maximum value of 10% applied to each material in the component. The percentage of reduction applied at the time of crafting is
matspercentreduction=10%matsreductionstatpoints50mats\,percent\,reduction = 10\% * \frac{mats\,reduction\,stat\,points}{50}

Increased Materials Returned from Deconstruction

When leveling a Greensmith the player may increase the amount of materials returned during deconstruction by applying stat points to the skill. The material increase has a maximum value of 10% applied to each material in the component.
matscapturepercent=10%matscapturestatpoints50mats\,capture\,percent= 10\% * \frac{mats\,capture\,stat\,points}{50}
The total percentage of materials returned is determined by adding the calculated value to the standard return values in the table below. The probability of achieving each of these four outcomes is discussed in the Quality section below.
Outcome
Material Returned
Failure
10% + mats capture percent
Common
20% + mats capture percent
Uncommon
40% + mats capture percent
Epic
89% + mats capture percent

ARMOR COMPONENT QUALITY

As Greensmiths complete crafting missions, the resulting component will be one of four quality types:
Poor, Good, Fine or Exquisite
The higher the quality of the components, the higher the likelihood of success when attempting to fuse the final components into Anima Armor. Furthermore, the higher the quality, the more durable the Armor will be that comes out of the Armor Fusion process, thereby requiring less maintenance.
Fusing with any Poor quality components on your Greenprint will not be possible. The minimum quality required to attempt fusion will be Good. This leads us to briefly touch on the types of missions that will be available to Greensmith's. The first set of missions will be crafting (construction) missions. The second set will be deconstruction missions. Greensmith's will be able to attempt to deconstruct components that have already been constructed in an effort to gain XP, recover materials used and open that component slot up to attempt to craft a higher quality component.
Once all components are crafted on a Greenprint and are of quality Good or above. the player can ultimately attempt to fuse into Anima Armor. A successful fusion will result in the loss of the Greenprint and the player receiving a new Anima Armor NFT made from the underlying components and stats from the Greenprint used. That said, the quality aspect of the Armor will always be the lowest quality of any component used. Therefore, if 5 Fine components and 1 Good component is on the Greenprint, a successful fusion will result in no higher than a Good Quality Armor. So, make your decisions wisely, there is no reversing it once Fused.

Success

There are four possible outcomes when crafting or deconstructing. While the names of outcomes differ their probabilities are calculated in the same way. Crafting outcomes refer to the quality of the component and are Poor, Good, Fine, and Exquisite. Deconstruction outcomes refer to the Greensmith's success at revering materials from the craft and are Failure, Common, Uncommon, and Epic. It bears repeating that while the names between the actions are different the probabilities are calculated the same.
The probability of success a Greensmith receives is determined from three parts:
  1. 1.
    Base Success - Base probabilities, always applied.
  2. 2.
    Totem Success - Increases base success when the Greensmith totem matches the Greenprint Totem. Greensmith must have an A.N.I.M.A. Mod.
  3. 3.
    Materials Success - Increases base success based on Greensmith's skills in each of the four materials and the amount of that material used in a specific component.
The total probability of success for a given quality can be calculated as follows:
TotalSuccess=BaseSuccess+TotemSuccess+MaterialSuccessTotal\,Success = Base\,Success + Totem\,Success+Material\,Success
In the following sections, we will detail how each of the probabilities of Success is calculated.

Base Success

Base probability of Success is always applied. The base Success is the same for all components.
Poor
Good
Fine
Exquisite
75%
19%
5%
1%

Totem Success

Greensmiths have better outcomes when the Greesmith totem and the Greenprint totem are the same by applying an ANIMA mod. The ANIMA mod must match the totem of the Greensmith. The MAXIMUM difference to the base probabilities from totem success is shown in the table below. The maximum totem success increases based on the rarity of the ANIMA Mod (Common, Uncommon, Epic). The maximum totem success change is achieved by reaching level 50 with the Greensmith. The increase in skills occurs for all outcomes (Good, Fine, and Exquisite) by adding to Good, Fine, and Exquisite base success outcomes and subtracting from the poor.
ANIMA Mod Rarity
Poor
Good
Fine
Exquisite
Common
-13%
10%
3%
0%
Uncommon
-23%
15%
6%
2%
Epic
-33%
20%
9%
4%
The equation used to calculate success would be
QuailitySuccess=BaseQuailitySuccess+GreensmithLevel50MaxModPercentQuaility\,Success= Base\,Quaility\,Success + \frac{Greensmith\,Level}{50}*Max\,Mod\,P ercent
Where Quality Success considers the success of a particular quality (Poor, Good, Fine, Exquisite) from base and totem success only (exclude influence from stat points discussed below). Base Quaity Success Is the Success of a given quality from the Base Success table. Lastly, Max Mod Percent is the maximum increase from an ANIMA mod given in the table above.
For example, a level 1 Rabbit Greensmith working on a Rabbit Greenprint would increase the base probability of a Good quality component by 1/50 * 10% = 0.2% and would also increase the probability of a Fine quality component by 1/50 * 0.06%. These success values would be added to the base Good, and fine probability in the base success and each subtracted from the base Poor quality. Using the same conditions above but the Greensmith is now at level 50 the Good would increase by 50/50 * 10% = 10% and the Fine would increase by 50/50*3% = 3%. Therefore the total success probability from base and totem influences would be Total Success = Base Success + Totem Success. For good Quality this would be 0.19 + 0.1 = 0.29 and poor would be reduced as 0.75-0.1=0.65. Again recall this is only applied if the Greensmith has the same totem as the Greenprint being worked on and the Greensmith has bound an “Unbound Totem” to himself. Otherwise, the increase from Totem success is zero.

Material Success

The last component which impacts component success is the Greensmith’s skill in working with each material. Material skill is increased using stat points during the Greensmith leveling process (stat points applied to Speed, Material Reduction, and Material Recovery do not impact the success). The maximum skill a Greensmith may have for a given material is 50 stat points. A Greensmith can only reach this level in the region they hail from due to the constraint that the Greensmith must maintain an advantage in the material in their native region (e.g Paragon Plains then Greensmith must maintain an advantage in Floria).
Material
Poor
Good
Fine
Exquisite
Floria
-17%
10%
5%
2%
Elder Tree Sap
-17%
10%
5%
2%
Versatopium
-17%
10%
5%
2%
Nanore
-17%
10%
5%
2%
For example, let us assume a Greensmith has the following material stat points and this Greensmith is will work on a component that takes the following amount of Materials to craft:
Material
Stat Points
Component Materials Required
Floria
50
6
Elder Tree Sap
2
7
Versatopium
3
8
Nanore
4
9
There is an increase to each quality based on the max changes listed in the table above. For a given quality the total change to that qualities success could be calculated as:
Successmats=QIncreaseLmaxMats(FLF+SLS+VLV+NLN)Success_{mats} = \frac{Q_{Increase}}{L_{max}* \sum Mats} \left( F\, L_{F} + S\, L_{S} + V\, L_{V} + N\, L_{N} \right)
where Sucess_mats is the success increase from materials level for a particular quality. Q_Increase is the maximum increase for a given material (because the qualities are the same for each material e.g. Good 10% his has been factored out of the term in parentheses). L_max is the max level (50). The Summation of mats is the sum of all materials in the component in this case 6+7+8+9=30. F is Floria required (6), S is Sap required (7), V is Versatopium required (8), and N is Nanore required (9). L_F, L_S, L_V, and L_N are Level (stat points) of Floria, Sap, Versatopium, and Nanore respectively. So for our example, the increase to Good quality would be:
Successmats=10%5030(650+72+83+94)=2.49%IncreaseSuccess_{mats} = \frac{10\%}{50 \cdot 30} \left( 6\cdot 50 + 7 \cdot 2 + 8 \cdot 3 + 9 \cdot 4 \right)=2.49\% \,Increase

XP Needed to Level

The total XP for each level is included here for reference
Level
XP
1
25
2
53
3
84
4
118
5
155
6
195
7
238
8
284
9
333
10
389
11
452
12
522
13
599
14
683
15
774
16
872
17
977
18
1089
19
1208
20
1334
21
1467
22
1607
23
1754
24
1908
25
2076
26
2258
27
2454
28
2664
29
2888
30
3126
31
3378
32
3644
33
3924
34
4218
35
4526
36
4848
37
5184
38
5534
39
5898
40
6290
41
6710
42
7158
43
7634
44
8138
45
8670
46
9230
47
9818
48
10434
49
11078
50
11778
Copy link
On this page
Summary
Greensmiths
Leveling a Greesmith
Materials Cost by Greenprint
Shell Cost
Material Cost Reduction
Increased Materials Returned from Deconstruction
ARMOR COMPONENT QUALITY
Success
XP Needed to Level