GENERIC RECIPES: WWW WWW = Hay Block WWW (W = Wheat) A basic storage block, highly flameable! HRH RDR = Training Dummy HRH (H = Hay, R = Redstone, D = Dye) This training dummy is excellent for setting up obstacle and fighting courses. Upon hit, he will emit a sound similar to somebody getting hurt and will additionally trigger a redstone impulse. F W WWW = FWF = Herbal Bandages F W (W = Wool, F = Flower) Herbal Bandages are the most basic healing item. They will heal half a heart and as well accelerate the natural regeneration (after consuming food). CHAINMAIL ARMOR C = Chainmail Normal Armor Recipes Chainmail armor can be carryd by anyone and poses an adequate protection. On the other hand, it's quite obstructing and heavy, slowing down a carrier quite a bit. III III = 8x Iron Fence (I = Iron) SSS SWS = Woodern Shield SSS (W = Wood, S = Planks) Woodern Shields are the weakest Shields avaible. They are somewhat light, but dont cover a big arc and will break fast. G = x coins (G = Gold Ingots) NOTE: Traders produce more coins per used Gold Ingot Coins are used for trading purpouses, only. LBL BBB = Big Book LBL (L = Leather, B = Book) Big Books award more levels upon reading then normal books. B = (Different) Class-Book (B = Big Book / Class-Book) Class Books award a couple of levels for one distinctive class. WARNING! IN SMP BOOKS WORK DIFFERENT! Big books will display your overall levels. Class Books will REDUCE your class level by 5 (to remove "accidental" leveling). W s = 4x Woodern Arrow s (W = Wood, s = Stick) Weak arrow, but light enough to reach a basic range. S C = 3x Stone Arrow C (S = Smooth Stone, C = Cobblestone= Stone arrows pack a better punch then Woodern ones, but are much more inaccurate and heavier. BUILDER RECIPES: SCG cCc = 2 Cement GCS (S = Sand, C = Cobblestone, G = Gravel, c = Clayball) Dry Cement is a weak material, until coming into contact with water. It will turn into a solid wall-block, which's strength and durability can be further increased by a Throwel tool. II s = Throwel (I = Iron Ingot, s = Stick) Throwels can be used by Builders to further solify a wall. The higher the builder level, the more effective the entire process becomes. WWW sss = 12x Scaffold sss (W = Planks, s = Stick) Scaffold ares easy to place construction helpers. Though they are slightly instable and need support by other scaffolds below, they are easy to set up / demolish AND even act as ladders for reaching the building height easyly. DSD DSD = Clayball DWD (D = Dirt, S = Sand, W = WaterBucket) LVL 40: P P P = Reinforced Planks P (P = Planks) Reinforced Planks are far more durable then normal Planks and can't be set on fire. SSS SRS = Gate Block sIs (S = Smooth Stone, R = Redstone, s = Stick, I = String) Gate Blocks will, upon getting powered by redstone, extend a block specified in their GUI as far as possible. The gate can either extends downwards or sidewarts into the direction the Gate Block was placed. Removing the redstone input will cause the gate to be retracted. Gates can only consist of a few choosen materials: Wood, Planks, Reinforced Planks, Fences, Iron Fences DSD DSD = Clayball W (D = Dirt, S = Sand, W = WaterBucket) LVL 70: DSD = Clayball W (D = Dirt, S = Sand, W = WaterBucket) RRR RGR = Illusion Block RGR (R = Redstone, G = Glass) Illusion blocks will try to imitate the texture of the block below them. This only works for a few choosen (stone) materials (and, ofc, other Illusion blocks) As well, Illusion Blocks can be walked through. And shot through. ALCHEMIST RECIPES: G G G G = Vial GGG (G = Glass) Vs VFI = Mixer VI (V = Vial, s = Stick, F = Furnace, I = Iron Ingot) Mixer Tables can be used to process various plants and other ingridents into valuable, alchemistic powders (some plants can only be processed after reaching level 40!). As well, it can be used to refine vials of water into destilled water. Lastly, it can be used by skilled Alchemists to produce Potions, by using destilled water and adding various powders. SIEGE MECHANIC RECIPES: IsI s = Siege Hammer s (I = Iron Ingot, s = Stick) Siege Hammers can be used to de-solify wallblocks, making them breakable again. Hammering walls can take some time and tries, though. XXX sss = Fall-Trap (X = Dirt, Sand, Snow, Stone, Cobblestone, Cement , s = Stick) Fall-Traps look like ordinary Blocks after being placed, but will crumble upon anything walking above it. CCC CSC = Stone Shield CCC (C = Cobblestone, S = Smooth Stone) Stone Shields are much heavier then Woodern Shields, put as well pose a better protection. LVL 40: I IsI = Iron Shield I (I = Iron, s = Stick) Iron Shields are quite durable shields, with a good protection arc and medium weigth. I I = 8x Spikes I I (I = Iron) As the name implies, spikes are dangerous traps, which will inflict damage upon people running or falling into them. In effect, they deal the more damage, the faster said person is while hitting spikes. Additionally, they inflict a slowing effect. As well, poison can be applied to their tips to make the trap even more lethal. GATHERER RECIPES: S SS = Hunting Knife s (S = Smooth Stone, s = Stick) Hunting Knifes are weak fighting tools, but can deal decent damage in the hand of skilled Gatherers. As well, it increases the overall loot upon killing mobs and animals. SS S = Sickle s (S = Smooth Stone, s = Stick) Sickles allow careful Gatherers to cut Crops more precisely, without destroying the Roots (by rightclicking). LVL 40: Ss Ss = Hunting Bow (S = String, s = stick) Hunting Bows are weaker and lighter bows, designed for, uh, hunting. They pose less range and damage then normal bows and cannot be used with anything past normal arrows (including wood and stone). On the other side, a skilled Gatherer can easyly deal critical hits to any sort of animal, increasing the overall loot as well. I I I = Trimmer s s (I = Iron, s = stick) Trimmers can be used to shear sheeps or cut leather from cows (left-click). As well, one can cut leaves with it (rightclick), to either gather leave-blocks or, rarely, apples. LsL LsL = Camouflague LsL (L = Leaveblock, s = Stick) Camouflague-Nets look like Leaves (at least for the unknowing spectator), but can be penetrated by anything, including players and arrows. Their primary use is to set up hidden ambush posts in trees. s sBs = 3x Fertilizer s (s = Seeds, B = Bonemeal) Fertilizer works the same way as Bonemeal, thus, Gatherers can multiply the amount of effective fertilizing material. LVL 70: F FBF = 9x Fertilizer F (F = Fertilizer, B = Bonemeal) As well, a skilled Gatherer can use Bonemeal to elongate their supplies of Fertilizer. P P P = Ration Wrapping P (P = Paper) WWW WWW = Food Packer SBS (W = Ration Wrapping, S = Stone, B = Workbench) In Food Packers, Gatherers can create delicious rations. Place the food-stuff in the crafting grid and then (AFTERWARDS) a Ration Wrapping in the right slot. There are multiple sorts of rations, try mixing food with other ingridents. F.e. stuff that comes in vials. WARRIOR RECIPES: LVL 40: II sI = War Spear s (I = Iron, s = Stick) War Spears deal less damage then most weapons, but have a significant knockback. Excellent weapons to fight multiple enemys at once while keeping a safe distance. I IsI = Battle Axe s (I = Iron, s = Stick) Battle Axes are cruel weapons dealing severe wounds and crippling an enemys movements. Ideal weapon to prevent enemys from running off. Once you hit them, that is. Is sI = War Hammer s I (I = Iron, s = Stick) War Hammers are somewhat weighty and will slow down warriors using it. On the other side, they pack quite a punch and will annilate any sort of shield upon striking. LVL 70: I I = Longsword GSG (I = Iron, G = Gold, S = Iron Sword) Longswords are the Queens of Battlefield. They are somewhat big and heavy, severly slowing down, but pack the most devasting punch of all weapons. As well, the less stuff you have hanging around (in your action bar), the more powerful you can swing the sword to inflict even more damage. BEASTTALKER RECIPES: P B = Fleshy Bone P (P = Raw Pork, B = Bone) Fleshy Bones are far more tasty then normal ones, taming any sort of wolf-like animal they are fed to. As well, they are much more healthy then normal pork (for wolfs, that is), and heal an amount of full 10 Hearts. Additionally, they boost the Beasttalkers ability to increase wolfs max health. LVL 40: Wolf armor set BFB FBF = Packleader's Head F F F F F F = Beast's Claws I I LFL F = Growler's Tail F F F FIF = Nightstalker's Paws (F = Wolf Fur (dropped by wolfs on random occasions), B = Black Dye, I = Iron Ingot, L = Leather) The armor doesn't weigth anything and is indestructible, but barely awards any protection. Head: Increases the buff of the Tail. Sneaking commands wolved back to the user. Claws: Increased damage while unarmed. Jumpattacks deal critical damage. Tail: Automatically de-rages, tames and buffs nearby wolves, as well as the user if many wolves are nearby. Paws: Increased speed and jump height. ARCHER RECIPES: s sB = Longbow sB (s = String, B = Bow) Longbows are devasting weapons, in the right hands. They have a much higher recoil then normal bows and are thus not useful for rapid fire. In redo, however, they have a BY FAR greater accuracy and range. Even the damage is slightly higher. Archers are now the only class to craft normal arrows. I I = 4x Iron Bolt F (I = Iron Ingot, F = Feather) Iron Bolts/Arrows are more powerful then normal arrows, albeit heavier. As well, they are the only ammunition suitable for crossbows. F CAC = 2x Barbed Arrow CAC (F = Flint, C = Cactus, A = Normal Arrow) Barbed arrows have a better damage rating the normal arrows and will afflict an additional slowdown effect to hit enemies. IBI sPs = Crossbow P (I = Iron Ingot, B = Bow, s = String, P = Planks) Crossbows are quite special weapons. They are easy to handle and thus can used by every player regardless of class. Archer skills don't affect a crossbow either. Crossbows only use Iron Bolts and must be manually reloaded (crafting window) after each shot. On the other site they pack a neat damage with good accuracy over decent range. C GRG = Repeater Crossbow IRI (C = Crossbow, G = Gold Ingot, R = Redstone, I = Iron Ingot) Repeater Crossbows are the creme de la creme of archery weapons. They are build with a special loading mechanism, allowing 6 consecutive shots to be fired in rapid succession. On the downside they can only be reloaded by expensively made Repeater magazines. AsA AIA = Repeater Magazine AsA (A = Iron Bolt, s = Stick, I = Iron Ingot) ssI ssI = Composite Bow II (s = String, I = Iron Ingot) Composite bows are metallic bows, which are more difficult to handle, but have a far higher power, dealing more damage per shot. MINER RECIPES: GSG SGS = TNT GSG (G = Gunpowder, S = Sand) I I = 6x Chainmail I I (I = Iron) Used to craft Chainmail armor C IFI = Advanced Furnace IFI (C = Chest, F = Furnace, I = Iron) Advanced Furnaces smelt faster then normal ones. Additionally, they have THREE input and THREE output slots, allowing to set up a much bigger smelting operation at once. As it only has one fuel slot, though, you will be in need to use coal (as a stack of wood couldnt possibly smelt 3 stacks of material). TRADER RECIPES: G = x coins (G = Gold Ingot) RPR PCP = Tradebox P (P = Planks, C = Chest, R = Redstone) Tradeboxes are tools meant to set up marketplaces. They have an integrated codelock, preventing anybody else to open their mechanics. Within the mechanics, traders can define whatever they want to buy or sell with the tradebox. The upper slots can only recognize Coins, though. If you place the same amount of coins in both coinslots, the tradebox will "trade" the two blocks defined int he itemslots above, thus selling (f.e.) "3 Dirt for 1 Sand" and similar operations, without any coins (user-sided) required. For any operation, the tradebox needs a nearby (Personal) Chest to operate. Said chest must contain whatever good the tradebox is offering, as well as providing enough free slots for storage purpouses. Other people accessing the tradebox will only see it's input/output interface and can thus not manipulate the Buy/Sell settings. Tradeboxes are made of Holly-Wood and therefore indestructible. They can only be removed by their owner rightclicking them while holding another tradebox. I C = Personal Chest R (I = Iron Ingot, C = Chest, R = Redstone) Personal chest are code-locked chest, reinforced to be indestructible. They can only be opened by whoever placed them and as well only be removed by said owner rightclicking them while holding another PersonalChest. Traders are now the only class to craft Minecart(track)s of any kind. Traders are now the only Class capable of crafting minecart-stuff: MINECART Lvl10 RAILS Lvl10/40/70 (higher levels produce more rails while crafting POWERED/CHEST MINECART Lvl40 DETECTOR/BOOST RAILS Lvl70 ASSASSIN RECIPES: s I = Dagger I (s = Stick, I = Iron Ingot) Daggers deal light base damage, but said damage increases vastly when attacking targets from behind. Hitting a target "Point Blanc", which is considered a "perfect" stab from "exactly" behind will trigger an instant death. The stabbing damage bonus has a cooldown, hitting the target multiple times will only deal vast damage on the first hit. LVL 40: Assassin armor set BLB = Assassin's Hood B BLB = Assassin's Robe B B BLB = Assassin's Pantaloons B BLB = Assassin's Sneakers (B = Black Wool, L = Leather Armor) Assassins Leather armor is blacken'd Leather armor, reinforced with some Wool. It poses no disadvantage while moving, actually it even increase the Assassin's movement speed. As well, it's black surface will make you less likely to be seen by other people (reduces name-display range).