This guide will address the crafting system in The Secret World, including the various crafting patterns, the quality of materials and runes and so forth.
The Assembly Window
The crafting system in The Secret World is, compared to many other games, quite simplistic and easy to understand. By pressing the Y key ingame, you open the Assembly Window. This window has three important areas.
1) The large box consisting of 5×4 cells. This is where you put raw items to combine them into new items, or where you put items to upgrade them to better ones. In other words, it is where you put the original item(s) that you wish to do something with.
2) The toolkit slot. Many crafting processes will require a certain toolkit. For instance, to assemble a talisman, you will need a Talisman Toolkit.
3) The results and disassembly slot. This is the bottom slot. It shows what your assembly will produce; the end product. However, it is also where you put items to disassemble them into raw materials or to downgrade materials and runes to lower quality ones.
You can fiddle around with these to see for yourself, without pressing the assembly button. The system is pretty logical once you get used to it.
Materials and Runes
Materials and runes are the most basic and common assembly materials in the game. They are used to create a wide array of items such as talismans, weapons, glyphs, healing potions, boost potions, stimulants and gadgets. Familiarising yourself with the various materials and runes is one of your first steps in the process of getting in touch with the crafting system.
Pure materials and pure runes are of their highest possible quality level. Each quality level of materials and runes are made from combining 5 of the previous quality level ones.
For instance, if you put 5 Sacred Metal in the assembly window, you get 1 Pure Metal.
On the other hand, if you disassemble a Pure Metal, you only get 4 Sacred Metals, thus you lose in process of downgrading materials and runes. Also, disassembling a talisman that is made from pure materials awards you sacred materials. This pattern is pretty consistent across all diassemblement processes.
Toolkits are required for quite a few crafting processes such as to create talismans, weapons or glyphs. However, there are indeed quite a few times where it’s not needed. You do not need a toolkit when combining items, such as adding a glyph to a weapon or talisman. You need a toolkit when constructing new items.
As for talismans, weapons and glyphs, it is important to note that the toolkit will require a specific quality level of materials and runes depending on the quality level of the toolkit. Mouseover the toolkit to view its tooltip. It will state which quality it needs the materials or runes to be in.
Use Fire for damage-based talismans, Water for health-based talismans or Dust for healing-based talismans, in the patterns shown below.
Weapons are constructed using Metal. Refer to the patterns below.
Glyphs are made by placing runes in a circle. You can use either one rune type or two rune types. With only one rune type, you get a pure glyph that gives a substantial increase in that glyph’s stat. If you use two rune types, the produced glyph’s stats will vary depending on the balance. 2+2 gives a moderate increase in both glyphs’ stats, while 3+1 will give a major increase in one stat and a minor increase in the other. It’s up to you.
You can craft healing potions with materials and a Consumable Toolkit. You will get a stack of 3 potions upon assembly.
Anima Potions award a 1-hour boost in a specific stat, such as Penetration Rating. They are made with runes in the stat that you want, and you also need a Consumable Toolkit. You get a stack of 3 potions upon assembly.
Pure Animas are similar to normal Anima potions, however, these will boost your main combat stats such as your Attack Rating, Heal Rating and Max Health. Unlike the regular animas, these boosts also persist through death, however they are more expensive to craft.
Stimulants are temporary boosts activated through a Stimulant Gadget. The gadget is not consumed and can therefore be used over and over, however, a 2 minute cooldown is applied to all Stimulants when used. You need a Gadget toolkit to make these.
There are two different patterns for Stimulants. The primary stats which are Attack Rating, Heal Rating and Max Health have one pattern and the secondary stats such as Penetration Rating, Critical Rating, etc. have a different one. Basically they are the Anima and Pure Anima patterns turned upside down!
Generally, you should go with Critcal Rating or Penetration Rating here. The stat numbers vary from stat to stat, and the other ones aren’t very feasible.
This one is the most advanced so far. There are two fragments in the crafting pattern of kickback gadgets. One part is the trigger stat and the other one is the effect stat. The trigger stat is which stat that you must output to trigger the effect that follows.
For example, a Kickback when activated will grant you 506 Critical Rating when you land a Penetrating hit on a target. Penetration is the trigger here and Critical Rating is the effect.
Using Hit Rating as the trigger will lower the effects stat. Generally, you should use your highest stat as the trigger and your lowest stat as the effect. Crit Power could be good for elemental force focus consumer builds.