Three systems turn items you own into items you want. Alchemy follows a written recipe. Composing gambles two scrolls against each other. The barter shop charges two currencies at once.
Alchemy: the craft book is the recipe
Every recipe lives inside an item: a craft book, a recipe, or a design. Put it in the alchemy slot, the window lists materials and fee, you press the button. The book is consumed along with the materials.
There are 1,998 recipes. 1,900 succeed every time. Fees run from nothing (165 recipes are free) to 100 gold. A worked example, the Tia spirit weapon chain:
| Step | Craft book | Fee | Materials | Result |
|---|---|---|---|---|
| 1 | Soldin's Spirit Rigel's Dagger Basic Design (Tia) | 30 G | 1 Spirit Rigel's Dagger, 1 Rigel's Item Box, 3 Dwarf's Jewel, 3 Sikan's Jewel, 5 Rigel's Jewel, 10 Glory of Soldin | Broken Spirit Rigel's Dagger |
| 2 | Broken Spirit Rigel's Dagger | 50 G | 5 Adamantium, 5 Ruthenium, 5 Tantalunite | Soldin's Spirit Rigel's Dagger |
Note step 2: the half finished weapon is the craft book for the next step. Many chains work this way, so never vendor anything called "Broken" or "Damaged" without checking whether it opens an alchemy window.
A 100% recipe does not mean you get what you wanted
Success rate and result are separate rolls. Eye of the Seas is the clearest case:
| Chance | You receive |
|---|---|
| 70% | 1 Eye of the Seas |
| 5% | 2 Eye of the Seas |
| 20% | 1 Shining Powder |
| 3% | 1 Adamantium |
| 1% | 1 Ruthenium |
| 1% | 1 Tantalunite |
Success rate 1.00, and a one in five chance of powder instead of the thing you were crafting. Read the outcome list before committing forty of anything.
The crystal fusion ladder
Unidentified Crystals drop from stage bosses and are worthless until fused with a Fusion Accerator. The jewel depends on which crystal you had, and the deal gets worse the higher you climb. Each tier below covers ten numbered crystals plus a Big Unidentified Crystal.
| Crystal | Jewel | Success | Fee |
|---|---|---|---|
| 1 to 10 | Zircon | 100% | 1 silver |
| 11 to 20 | Blue Sapphire | 80% | 2 silver |
| 21 to 30 | Amber | 70% | 4 silver |
| 31 to 40 | Ruby | 60% | 8 silver |
| 41 to 50 | Black Crystal | 50% | 16 silver |
| 51 to 60 | Sapphire | 40% | 32 silver |
| 61 to 70 | ToddMarin | 30% | 64 silver |
| 71 to 80 | Emerald | 20% | 1 G 28 s |
| 81 to 90 | Diamond | 10% | 2 G 56 s |
The fee doubles every tier while the rate drops ten points, so a Diamond really costs about ten crystals, ten accelerators and 25 gold.
There is also a flat gamble: the four Unstable Crystal Craft Books take 10 jewels of one shining grade and return 15 of the same jewel at 80%, for 5 gold. Ten in, twelve out on average.
Composing: two scrolls in, one scroll out
Composing is a strict 1+1 flow. Two items go in, one comes out, both inputs are destroyed. Two units off the same stack count as two items. Both must belong to the same compose family, and there are only two families. If no legal result exists for your pair the attempt is refused and nothing is consumed, which usually means you crossed a family or class line.
Family one: the class stat scrolls
Twenty four scrolls: Knight's or Wizard's, Strong or Special, plain or "Great", numbered I to IV. Plain versions work anywhere; Great versions only apply their stats in Myth and Devildom stages. Grades III and IV exist only in the Great line.
The result grade is rolled against the higher grade of your two inputs.
| Inputs | Drops a grade | Stays | Up one | Up two |
|---|---|---|---|---|
| I + I | 0% | 0% | 100% | 0% |
| I + II | 48.0 to 49.5% | 30% | 20% | 0.5 to 2.0% |
| II + II | 38.8 to 39.4% | 30% | 25% | 5.6 to 6.2% |
| I + III | 51.0 to 60.1% | 30% | 9.9 to 19.0% | 0% |
| II + III | 45.7 to 52.6% | 30% | 17.5 to 24.3% | 0% |
| III + III | 19.6 to 29.8% | 30% | 40.2 to 50.4% | 0% |
| anything + IV | 0% | 100% | n/a | n/a |
Three things fall out of that table:
- Two grade I scrolls always make a grade II. The only guaranteed upgrade in the system. Never compose a grade I into anything else.
- Never mix grades. A I paired with a II is worse than two IIs at every outcome, and it burns a scroll you could have upgraded for free.
- A grade IV is a safe reroll. Anything paired with a grade IV returns a grade IV, so a cheap scroll can change which grade IV you own.
Which flavour you get is three independent coin flips. Matching inputs keep the trait. Mixed inputs roll it: Knight against Wizard comes out 40% Knight and 60% Wizard, while Strong against Special and plain against Great are both 50/50. Since grades III and IV only exist in the Great line, any upgrade past II lands on a Great scroll whether you wanted one or not.
The fee is a flat amount per scroll, added together: Knight I 3 G 50 s, Knight II 10 G 50 s, Knight III 31 G 50 s, Knight IV 105 G. Wizard scrolls cost more at every grade: 5 G, 15 G, 45 G, 150 G. So two Knight I scrolls cost 7 gold to compose and two Wizard IV scrolls cost 300.
Family two: Ancient Magic Scrolls
Ancient Magic Scrolls are class locked and composing enforces it: both scrolls must belong to the same class. There is no cross class recipe. Each class has twenty common ones (ten Skill Damage, ten Skill Cool Time) plus two rarer ones, and four generic utility scrolls (HP Recovery, MP Recovery, Increment in Def., Moving Speed) sit on their own tiers.
Composing two never gives a scroll directly. It gives a box, and the box opens by itself the moment you receive it, 50/50 between the Ancient Magic Scrolls Box and the Gold Box of that tier. The tier is fixed, not random: two common scrolls give a tier 5 box, two rare ones a tier 6, two of the second utility tier a tier 4. A common pair costs 1 G 72 s to compose, a rare pair 2 G 40 s.
The Scrolls Box spreads its contents thin, most single entries at 1% or 2%. The Gold Box has a much shorter list, which makes it the predictable one.
The barter shop
Check the current item tooltip and confirmation window for the applicable cost and conditions. For planning and comparisons, see gold and trading.