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# Generation Xth Plus - Code Hazard #
# Crafting Guide #
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This is a basic crafting guide for Generation Xth: Code Hazard. This has been
tested personally, but a translation of the Japanese spoiler site was
referenced. You can find that at:
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 shark-lawyer malforms 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 or enemy drops in the Babel Sphere.
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[XTH-MT-B] Basic Materials come in ranks I & II:
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* 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 * Rank I <==> Rank 2
Example:
10 * MT Metal I <==> MT Metal II
There is a cost associated with this, so don't convert them needlessly. I
do not know of any use for MT Genome I and I don't think there is a genome
armor low level enough to use them, so you probably want to convert every
batch of 10 MT Genome Is to MT Genome IIs.
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[XTH-MT-S] Special Materials - !! Not returned after disassembly !!
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These are combined with the appropriate JW or JA junk item to make a copy of
the item that can be used. You do NOT get them back if you disassemble the
item. A few can be bought, but most need to be saved from enemy drops or
quest rewards.
* 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
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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 experimenting 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 (until later in the series). 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
This special material requirement does not appear to apply to Genome recipes.
At least, not for any of the Genome recipes I can find. So you don't need
anything but Genome IIs for the Kudo Muramasa, Athena & Ares series armors.
So a Kudo Muramasa is made with 2 MT Genome IIs and the [JW] and you do not
need MT Copper at all. When upgrading, you use a weapon/armor builder instead
of the special material.
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 can make use of one elemental plugin & one enemy plugin per item.
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 against each other 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 lower level items and Rank II for higher level
items, but I haven't had any reason to use Rank IIs yet.
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[XTH-PL-EL] Elemental Plugins
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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
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[XTH-PL-EN] Enemy Plugins
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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
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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
For example: Shinobi Source + Source Shift I * 3 = SO Shinobi Source
Level 11-15 items: Require Source Shift II * (level-10) + Item
For example: 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 personally.