Earthrise Crafting System Guide

Earthrise Crafting System Guide by Setesh

Foreward: How do I earn CP and Crafting calculator’s
Part 1: The Crafting Station
Part 2: Crafting Skills
Part 3: Manufacturing Process

Sagaris’s Crafting Calculator is a very neat tool that shows the breakdown of many craftable items in Earthrise and their sub components. The Bewahrer der Welten crafting calculator serves a very similar function but with a different interface.

Crafting points: You earn Crafting points by using your crafting skills. It is highly recommended that you purchase all ranks of each recycling skill before getting too heavily into crafting. It really does make a significant difference in how many resources you get from each part. Recycling gets you 1-3 points per each recycle, crafting sub components earns you 2 points per sub component. A completed Tier 1 weapon will get you 12 points and a successful disassembly will get you 8 points. For easy CP It is suggested that you make a bunch of Tier 1 weapons or really cheap sub-components and then disassemble them, reassemble them and so on until you run out of sub components due to the critical failure rate of disassembly (about 50% but officially 44%). The higher the tier of item you are making the more CP you will be rewarded with. A T5 weapon will net you 29 CP for the final assembly and 5 CP for most of the sub components. The disassembly rate however is about 12% and it is not advisable that you attempt to grind CP by disassembling your higher end equipment.

The Crafting Stations

The second thing you need to know about the crafting system is the crafting stations themselves. They are located in major cities, smaller quest hubs and even out in the wilds. When you open the crafting station you are presented with a large complicated interface. The icons on the top are the Factory Production Modes. They tell you what that station can craft and the quality of the station. The stations are not uniform and each can craft a different combination of resources/processes.

The factory production modes that you will see at the top of the interface are Printer, Metallic, Synthetic and Organic. Note there are six slots but four modes, so in each station you will see the modes in different orders and quantities. For the purposes of this guide I will refer to the stations as their particular combination of PMS or O. You can determine the level of a station by the number of horizontal tick marks next to the icons for the factory production modes it has. The cities have level 1 stations but you can find level 2 and 3 stations out in the wilderness. The level of station you use reflects the success rate of what you are manufacturing. As an example if you want to disassemble a Tier 1 rifle in Sal Vitas it has a 44% success rate. If you disassemble that same rifle at a level 3 station you will find the success rate is 69%. The stations in Sal Vitas are all level 1 so they have 1 tick mark. As of the big patch in March 2011, identifying crafting stations became much easier as they now have icon’s that vaguely represent what they do. The station layout in some locations has been further improved as well. Some stations even have holograms floating over them with the icon made easy to see.

The crafting station interface has 5 key areas. The top as previously mentioned shows what a stations factory production modes are and its quality. To the left you will see an interface of the items you have learned. It follows the same basic order as the skills menu and its sub fields can be minimized as needed. When you mouse over the particular item a window pops up to show you what is required to manufacture the item.

To the right you will see an information panel that serves many purposes. It will:

  • Shows what production modes you need to craft an item when you select an item to craft and the station does not meet those requirements.
  • Tells you what ingredients are required when you are at the correct terminal for the recipe you have selected. You can hover your pointer over a particular required component and it will highlight the item in your inventory (if the inventory section is open to where the component is in your inventory :P)
  • Displays general information when no recipe is selected.

The middle section of the crafting interface is an enhanced version of your inventory. You may drag items from here to the workbench or hold ctrl and left click them and the whole stack will move down to the work bench. The sort feature is also available here as well as the normal item type filters (tabs) that are found in the normal inventory screen.

The bottom section is your workbench It was greatly enhanced in the big March 2011 patch. To assemble items you may drag or cntrl click their components into the work bench area Alternatively you can now use the DOWN arrow on the right to have the crafting interface automatically pull the required components from wherever they are in your inventory and deposit them in the work bench. Using that button next to the DOWN arrow you can even filter the quality that it will pull. There is now a UP arrow that automatically clears everything in your workbench and returns it to your inventory. The Manufacture button is now located to the Left of the UP arrow and the DOWN arrow. Don’t forget the ALL check box, when selected it will instruct the crafting interface to use up all of a particular set of resources in the work bench creating an item.

Finding the right crafting station

As mentioned, each station has different factory production modes. You can identify a station by the icon representing its production modes, to learn the production modes you need to open the crafting station’s interface where you will see the six production modes at the top of the interface.

The Sal Vitas crafting stations were relocated in March 2011 to be much more player friendly. They are located in three areas of Sal Vitas now. The middle section has the 3 main sub component crafting stations, the east wing has the armor crafting stations and the west wing has the weapon crafting stations.

Tech Collective: Up the ramp around several corners is a large room with the stations. The layout is as follows.

PMSSSS PMSSSO (east wall)
PMMMSS PMMSSO (south wall)

Eastern Gardens: Found toward the south and up via the teleporter. The stations are to the right.


The Nest: Compliments of Cereniel Here is the layout.
Nest: (crafting area is east and a tiny bit north from the resurrection point when looking at your map. One of the lower platforms)


(Northeast corner of the city when looking at the map.)



Crafting Skills

To utilize the crafting station you must first learn recipes. Open your skill menu and Look at the two right tabs, production and processing. Those are your crafting skills. To purchase them you must spend credits and Crafting Points. The first skill in a particular tree only costs CC. As you climb the ranks of skills the cost in CC and CP goes up. In some skill trees there are multiple CC only starter skills.

As a new crafter the first skills you will want to purchase are the first ranks of the three recycling recipes for Biological, Synthetic and Metallic. It is suggested that before you get to invested in crafting that you purchase the rest of the recycle skills all the way to 100% to maximize your resources gained from recycled parts. Open your skills menu and press the processing to find the recycling skills. The recycling skills are the 2nd, 3rd, and 4th skills and have the little “recycle” symbol next to them. The Disassembly skill is used to take apart a completed component but be warned you can not disassemble that which is not craftable by players. When you first start out, recycling will provide the lions share of your acquired CP. When you kill a creature you may loot items from them that are labeled “part” It is these parts that you can recycle. Robots provide Metallic parts, Critters provide Organic parts and Humans (npc) provide Synthetic parts.

The next recipes you purchase are up to you. It depends on what you wish to manufacture first. Lets say you purchase the recipe for the first rank of Assault Rifle, the Coyote. It takes three sub components to manufacture and one of those sub components requires 2 more sub components. In all you will need to purchase five sub components in addition to the initial Coyote recipe purchase. The sub component recipes are found in the far right tab of the skills menu and are a bit convoluted to find because the category title doesn’t necessarily reflect what is inside and the cagtegories may have two or more starter skills. After you have purchased all the required skills and farmed the appropriate materials you will be ready for the manufacturing process.

Manufacturing Process

Recycling: To recycle something you must first have a junk item called a part. You obtain these from killing npc’s. To recycle a part you must utilize a crafting station. If your part is synthetic then your .crafting station must have at least 1 synthetic production mode. Same goes for the other 2 types. Once you have purchased the Recycle (or any) skills your crafting interface will have a new icon on the left side representing that skill. To recycle you must select the process on the left (click the recycle icon – only 1 icon for all types of recycling) then cntrl click your part into the workbench and hit the activation button. Don’t forget to select the ALL box or it will only recycle 1 item out of each stack. Repeat the process until all your parts have been turned into resources. New crafters can rejoice because auto stacking was added to the inventory interface in the big March 2011 patch. You can force auto stacking by typing /autostack_inventory.

Lets use the Coyote AR again as an example of the manufacturing process. The Rattlesnake PR uses the exact same process.

Coyote and Rattlesnake

Light Ammo Factory 1

Data Processing Unit 1

Electroactive Polymer (2)
Zirconium (2)

Fast Matter Converter I

Titanium (2)

Fuel Cell Core I

Zirconium (2)

Portable Rifle Chassis I

Aluminum (2)
Titanium (2)

You can see that the Light Ammo Factory has its own two sub components with their own requirements. To craft the sub components you click the recipe in the left menu, it will cause the right menu provide info on your desired process. Note: If you are at a station that does not have the correct factory production modes your right panel will display a list of the desired modes and the icon will be greyed out in the list to your left. Once you drag the required components into your workbench you can then press the Manufacture button and the process will begin. There is a chance for success, failure and catastrophic failure where you will lose your crafting components. When your process fails some or all of your components may be reduced in quality. There is also the possibility for a premium outcome where the item has an even better quality than it’ts sub components. Some stations have a modifier that effects this and some do not. Stations you find in the wilderness will always have better statistics than stations found in the city. Repeat the assembly process until you have created your very own Coyote. Congratulations. But hang onto that Coyote or Rattlesnake because it is a sub component to the tier 2 PR (Rattlesnake Crotal, found under Infiltrator Rifle crafting skill) or AR (Jackal).

You might be thinking: What am I going to do with a tier 1 weapon when Tier 2 is freely available? Here is what you need to turn your Coyote or Rattlesnake into their Tier 2 variety. Purchase the additional processing skills of Targeting Assistance I, Biological Motor Assistance I, and Fuel Cell II. The rest you should already have learned. Congratulations you now have a Tier 2 weapon that out performs its Tier 2 free variety. A word of caution: Your new weapon can be looted from you because it is not a “quest item” like its freebie counterpart so be sure to insure it or don’t take it places where it might get lost. Fortunately once you have invested the credits in the process it is quite cheap and easy to make another one. Happy Hunting.

Rattlesnake Crotal and Jackal

Targeting Assistance I

Electroactive Polymer (1)
Biological Motor Assistance I

Hyper Reactive HSK (2)
Anomalous Hemoprotein (4)

Data Processing Unit I

Electroactive Polymer (1)
Zirconium (2)

Fuel Cell Core II

Electroactive Polymer (1)
Zirconium (2)

Rattlesnake (1) or Coyote (1)

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