This document describes changed and new recipes in this mod.

[CHANGED VANILLA RECIPES] Describes changes to vanilla recipes.
[NEW RECIPES] This and all following sections describe new recipes.
[SUPERUPGRADE]
[ANAMNESIS TYPE]
[NORMAL]
[MAGIC]


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[CHANGED VANILLA RECIPES]

Normal Axe-class + Normal Dagger-class = Normal Throwing Axe (now only works with normal items)
Normal Spear-class + Normal Arrows = Normal Javelin (now only works with normal items)







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[NEW RECIPES]


[SUPERUPGRADE]

Unique Item + Stamina Potion = Superupgraded Unique (goes up a grade from the base grade, rerolls stats, and gives new, stronger stats, but also increases level requirement of the produced exceptional/elite by 25/30 levels and adds a disadvantage, usually increased stat requirements) {make more expensive}

[ANAMNESIS TYPE]

Item with Anamnesis Type + Minor Health Potion = Item with Shifted Anamnesis Type {make more expensive}

[NORMAL]

Normal Dagger + Normal Bolts = Normal Throwing Knives

[MAGIC]

2 Magic Bolts = 1 Magic Arrows (ilvl=0.75*clvl)
2 Magic Arrows = 1 Magic Bolts (ilvl=0.75*clvl)

Magic Spear-class + Magic Arrows = Magic Javelin (ilvl=1.25*clvl)
Magic Axe-class + Magic Spear-class = Magic Throwing Axe (ilvl=clvl)
Magic Dagger-class + Magic Bolts = Magic Throwing Knives (ilvl=1.25*clvl)

{

2 Magic Small Charms + 1 Magic Belt-type + 2 Normal Skulls = 1 Magic Large Charm (ilvl=0.5*clvl)
3 Magic Small Charm + 2 Magic Belt-type + 2 Normal Skulls = 1 Magic Grand Charm (ilvl=0.5*clvl)
1 Magic Large Charm + 1 Magic Small Charm + 1 Magic Belt-type + 1 Normal Skull = 1 Magic Grand Charm (ilvl=0.5*clvl)

3 Rare Small Charms = Rare Large Charm (ilvl=0.25*clvl)
3 Rare Large Charms = Rare Grand Charm (ilvl=0.25*clvl)
3 Rare Grand Charms = Rare Small Charm (ilvl=0.25*clvl)

3 Rare Rings = 1 Rare Amulet (ilvl=0.5*clvl)
3 Rare Amulets = 1 Rare Ring (ilvl=0.5*clvl)


Low Quality Normal Item + Any Gem + Any Rune + Magic Jewel = Tempered Item


TEMPERING SYSTEM:
(1) take a normal-type, normal-grade item and cube it with stuff to temper it
(2) tempering it gives it a randomized anamnesis type somewhere between 500000-599998 max (go above 500000 for as many types as there can be); also sets the ilvl to 99 (so sockets can be fully controlled); also appends a hidden stat to weapons that tells it which it is; at lvl~33 this allows the item to be transformed into a new base type, which is balanced in comparison to all other base types (this way a short sword will be comparable to a great maul in the long run)
(3) rolling the anamnesis type subtracts the anamnesis type such that it will result in a value of 500000, and adds a bunch of properties (depending on which type it was rolled from), and increases the level requirement, and adds +X to Level Required for next Upgrade (a pseudostat that tells the player when they can level it up again)
(4) this can be repeated until the anamnesis type=0 (e.g. when at 500000, roll to be given a value between 500000-599999), at which point the item is finalized

TEMPERING SYSTEM RULES:
first tempering		=level 1-14
second tempering	=15-29
third tempering		=30-44
fourth tempering	=45-59
fifth tempering		=60-74
sixth tempering		=75-85

first tempering
second tempering
third tempering
fourth tempering
fifth tempering
sixth tempering



}

