Crafting is entirely separate from the grinding/affixing system, and does has an entirely different function. Unlike typical MMOs, crafting isn’t used to create new things from materials. In PSO2, crafting is here to enhance your gear and modify your PAs/Techs. That said, it’s split into 4 major divisions.

First, Equipment Extension. Here, you’ll be modifying your weapons and units to possibly give them a boost in damage or defense. There’s other things that get changed, but I’ll cover that in detail in its own section. I should note that high end items will most likely suffer in damage if you decide to craft them.

Second, PA Customization. This is the newest addition to crafting and the currently there’s very limited options for customization. But the premise for it is that the PA customization modifies how each PA works as well as the PP cost and damage.

Third, Technique Customization. While it might sound like PA Customization, the general effect of Technique Customization is to edit the power, PP cost, and other stats of the Tech. The Tech will work exactly the same, aside from the differences made from the craft.

Lastly, Timed Abilities. These are abilities that you can create that provide one specific large bonus and random small bonuses. These are usually area specific and only last for a set period of time that you can increase via support items.

Now, on how to start off. Generally, the best way to go about this is to learn each piece one at a time. The 4 systems are mostly separate, so you won’t need to learn each of the systems at once. Also, when you’re starting off, it’s best to just do the daily crafts until you have materials you can use for it.

Daily Crafts are crafts requested by NPCs and take up no materials to complete. Completing them provides you materials you can use in crafting. Although this shouldn’t be your main source of materials, it can be a very good way to start stockpiling them when starting out.

To have a more steady supply of materials, you’ll have to desynthesize rare weapons and units. For clarification, that means any weapon/unit at or above 7 star rarity. Each weapon archetype will give you a different material type. Each unit type (rear, arm, leg) will give you a different material type as well. These are used for Equipment Extension, and the type of material you need is reflected by the archetype of weapon you’re crafting. T-Atk weapons need T-Atk materials from T-Atk weapons, and so on. Same applies for units, rear unit crafting needs rear unit materials. Higher rarity weapons/units will also desynthesize into special crafting materials you’ll need to use for higher tier weapon/unit crafting. You can also get those crafting materials from Great Successes during desynthesizing.

There are multiple tiers to the quality of the crafting material you’ll get when desynthesizing your weapons. In order, they are in order of lowest to highest: Iro, Stee, Silva, and Gold. Higher rarity items will desynthesize into higher tiered crafting materials. I should note that Gold tier materials only come from trading in Silva materials at the crafting shop. You can also trade in other crafting materials for higher tiered materials there as well.

There’s other materials outside of what you get from units/weapons, though. The other essential material of Equipment Extension and other crafts are PA Fragments. These come in three different variations, S-Atk, R-Atk, and T-Atk. These are obtained by desynthesizing Lv 11 or higher PA or Tech Disks. S-Atk Fragments come from PAs for striking weapons, R-Atk from ranged weapon PAs, and T-Atk from Technique disks. These disks are key in 3 of the 4 crafting systems, so I’d recommend stocking up on them. As a note, Lv 11+ disks only drop on VH difficulty and higher. Lv 16 comes from SH and Lv 17 comes from XH.

The last crafting material is only used in Timed Abilities. It comes from drops from enemies while out on the field. Each enemy has a chance to drop a crystal for the planet you’re on. Vopar and Lilipa Crystals would be examples.

So, before we dive into actual crafting, I do want to note a few things.

First off, crafting takes time. It’s entirely time gated due to the cooldown on crafting lines. Yes, there’s ways to decrease the time it takes to cool off, but ultimately, unless you have a huge stockpile of them (and anyone that crafts A LOT won’t), you’re going to be waiting. Because of this, it’s best to start early on.

Second, I want to talk about craft levels. There’s a few things tied to your crafting levels. One, there’s a few recipes that are gated behind levels. A notable example would be HP/PP crafts for unit extending. You only unlock the recipes for them once you hit Lv 20 Equipment Extension. Two, the amount of craft lines you have available to you are locked to your level. There’s 3 total non AC related craft lines, and you only start off with 1. Leveling any craft to the designated levels will unlock those craft lines. Third, to increase your craft level, you have to complete achievements within that craft. As you level up your crafting, you’ll be required to unlock more and more achievements to level up. Also, leveling up your crafts will also give you certain bonuses that will improve the odds of a good craft outcome.

Third, any weapons or units you’ve crafted are bound to you and require an item from the Excube Shop to unbind them. That item will also reset any craft you’ve applied to the item.

Lastly, there’s a crafting shop that lets you trade materials for other materials. I talk about it in the recycle shop section.

With that out of the way, we’re just gonna start right off with Equipment Extension.

Equipment Extension allows you to modify the stats of your equipment in various ways. Most of the time, for lower end items, for the better. Notably, this is the easiest way to remain a relevant source of damage if you’re lacking higher rarity weapons. You most likely won’t do more DPS, but it’ll be enough to keep your contribution up. It also allows you to enhance your units for high HP/PP gains and a good amount of defense. You also have the benefit of changing the classes that can equip the weapon, if you’re crafting that.

Extension at its core is fairly simple, put equipment and materials in, get crafted equipment out. All you require is the recipe, and you’re good.

As said before, these recipes come from achievements. Most of the achievements are linked towards if you’ve performed the craft and  how many times you’ve done certain crafts. For example, to unlock the recipes to go past Lv 5 extension on 1~3* weapons, you need to craft a 1~3* weapon 5 times. Early on, it’s fairly easy to unlock achievements for recipes, but the higher end recipes take a bit of grinding to get.

There’s a few things to note about extensions. One, the requirements to equip the item will change. So double check if you have enough stats to equip it after the craft. Two, for weapons, you lose the innate property of rare weapons that give you a damage range of 90% to 100% of your damage. Depending on how much Dex you have, this can lead to a fair bit of DPS loss. However, if you have a large enough difference between the attack on your current weapon and the attack of the crafted results, it can be beneficial to just bite the bullet on that damage variance.

In higher level crafts, specifically once you start using Silva-tiered materials, this detriment is reduced greatly and shouldn’t prove to be much of a problem. Three, crafted weapons have a cap on their power. Lower rarity weapons will take longer to reach that cap, but they all will end up with the same power. Which is why higher end items can drop in power when crafted.

At this point, you’re probably asking, “what weapons SHOULD I craft then?” Simply put, if you’re lacking in the ability to get a good 11* weapon, you’ll most likely benefit from crafting in some way. In some cases, you can also benefit from crafting because it will allow you to equip an item from a different class. A good example would be the ability to use certain Partizans, which are Hunter main only, as a Fighter. If you want to be 100% sure about the damage difference between your weapon when it’s not crafted and when it is, you can refer to the PSO2 Damage Calculator.

The other part of extensions is unit crafting. This one is more universally useful, as there’s little downside to this, assuming you’re going for the HP/PP crafts. When unit crafting, you remove the innate bonuses such as HP or PP bonuses as well as any resistances on it. You, in return, gain defense as well as small a HP/PP bonus. However, the real attraction for unit crafting is the HP/PP crafts. These crafts give either 100 HP or 10 PP, depending on which craft you choose to do. You can only craft units for HP/PP on certain levels, these being Ex Lv 3, Lv 8, and Lv 10.

Now, these crafts require you to be at Lv 20 extension crafting, which might be a bit of a tall order as a newer player. You have the option of requesting another player to do the craft via the visiphone’s crafter option. Do note that it’s fairly expensive to obtain the materials needed for this craft. Again, as a newer player, it might be less attractive to do these crafts until you’re able to do SH Quests, have some excess money, and have some decent units already. Even then, you’ll most likely not have enough stats and money to afford going all the way up to Ex Lv 10. The only benefits you get from higher extend levels on units is more defense. A Lv 3 HP/PP craft is sufficient for most things, and Lv 8 is more than enough for all content. In my opinion, it’s not very worth getting the Lv 10, as you gain a very small amount of defense to make it worth it compared to Lv 8.

That should about cover the important aspects of Equipment Extension.

Onto the second, and newest crafting system. PA Customization.

This one is a bit short, since it’s fairly new. The gist of it is that through this, PAs will change in how they’re used. For example, they made it so Kazan-Nadeshiko, a Katana PA, has a charge instead of a VERY long animation. The effects vary between what PA you’re crafting, so you’ll have to figure out if you’ll benefit from it. I say this due to some PAs being…well preferencial if it’s beneficial or not. Most are, however.

In addition to the changes to how the PA works, there’s also a modifier in the power of the PA and the PP cost. I should note that when you craft a PA, the PP cost is changed separately from the PP cost modification that the craft shows.

At the time of writing, there’s only one type of PA you can craft per weapon, and some weapons aren’t included. There’s no recipes to unlock either. Leveling the craft purely gives you better chances of a good craft and reduces the cooldown of the craft. The materials used is solely PA Fragments of S-Atk and R-Atk types.

Until there’s more added to the system, that’s about it for PA Customization.

The third crafting system, Technique Customization, is a bit like PA Customization. Instead of PAs, you’re focusing on Techs. Unlike PA Customization, they don’t change how the attack works. Each Tech Customization also has a merit and a demerit. You’ll basically enhance one part of it, in exchange for losing effectiveness in another part. This can make Tech Customization a bit more preference based, depending on if you consider certain demerits to outweigh the benefits. Do note that some higher tiered crafts can change what the demerit is, and also add in an additional effect.

Now, like Equipment Extensions, you’ll need to clear achievements to unlock recipes. However, there’s two sets of recipes for each Tech. This adds in a little bit of complication to it. Not very much, but it’s still there.

Generally, you’ll be unlocking recipes via crafting recipes of an element over and over. Since these recipes are locked behind the “Craft X amount of Y tier of any Tech of this element”. This is only for the first tech recipe, though. To unlock the recipes of the other way to craft the Tech, you’ll have to repeatedly craft the first recipe of the tech. Tier 1 for tier 1, tier 2 for tier 2, and tier 3 for tier 3.

Now, because of the nature of how the achievements are mostly elemental based, you’ll want to at first stick to the element you mainly plan on using while getting some minor crafts to supportive techs that are useful all around.

The supportive techs I’m referring to would be: Shifta, Deband, Ilzonde, Zanverse, Resta, Anti, and Megiverse. Zondeel would be decent as well, but requires higher tiered crafts to get the benefits.

For the last crafting system, Timed Abilities, this is the most minor of them all. -to be added

As usual with enhancement in PSO2, there’s a slew of support items to go with it. Most notably is the My Room furniture you can obtain via the Crafting Shop that give you either a boost to Great Success rate or reduces the cooldown timer on crafts. There’s 4 different tiers of furniture and there’s furniture for each type of crafting.

Furniture aside, there’s support items you can use during the crafts that have various effect, but will always force a Great Success when used.

For Equipment Extension, you have items that reduce the required amount of stats you need to equip the item you’ve crafted. This comes in 10%, 20%, and 30% reductions. There’s also support items that force a certain class to be able to equip the item you’ve crafted, so you won’t have to rely on RNG for that. And the third support item is the ability to switch what stat you need to equip the item you’ve crafted.

For PA Customization, you have two items that decrease the variance of the merits that the craft has. One for the first merit, and the other for the second merit.

In Technique Customization, you have items that decrease the variance of the merit and demerit outcomes of the craft. Both of those come in 10%, 20%, and 30% variants.

For Timed Abilities -to be added

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