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    Tempering FAQ by MMajarra

    Version: 2.50 | Updated: 05/01/01 | Printable Version | Search Guide | Bookmark Guide

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    TEMPERING FOR DUMMIES The Basic Handbook for Tempering in Legend of Mana
    
    Compiled by Marcus Majarra (marcusmajarra@hotmail.com)
    Tests by Anthony Nelson (majordragon@hotmail.com)
    Version 2.50
    _______________________________________________________________________________
    TABLE OF CONTENTS
    
    1.  Introduction
    2.  Updates
    3.  Obtaining Your Equipment
    4.  Tempering and Altering
        4.1   The Basics
        4.2   Mystic Cards and Slots
        4.3   Permanent And Temporary Effects
        4.4   Material Essence Resistance
        4.5   PROCEDURE: Increasing Essence Levels
        4.6   PROCEDURE: Plunge Attacks And Status Immunities
        4.7   PROCEDURE: Rinsing
        4.8   PROCEDURE: Augmenting Attributes
        4.9   PROCEDURE: Varnishing
        4.10  Post-Varnishing Tempering
    5.  Essence Level Specifics
        5.1   Essence Types
        5.2   Silver or Gold?
        5.3   Elemental Spirit Cards (UPDATED)
        5.4   Nymph of Dawn Card
        5.5   Wizard Cards
        5.6   Ancient Moon Card
        5.7   Mirrored World Card (UPDATED)
        5.8   Essence Consumption
        5.9   Cardless Tempering (UPDATED)
        5.10  Essence Markers and Elemental Resistances (UPDATED)
        5.11  Notes (UPDATED)
        5.12  Reminder (UPDATED)
    6.  Material Properties (UPDATED)
    7.  Special Powers
    8.  Tempering For Money (UPDATED)
    9.  Information Lists
        9.1   Material Essence Resistances
        9.2   Energy Requirement List (UPDATED)
        9.3   Item Effect List
        9.4   Card Effect And Requirements List (UPDATED)
        9.5   Material Properties List (UPDATED)
    10. Examples
        10.1  AltenaAlloy Sword - Increasing Essence Levels
        10.2  DragonScales Flail - Selecting Plunge Attacks
        10.3  LorimarIron Armor - Augmenting Attributes
        10.4  MapleWood Hammer - Varnishing
        10.5  DiorWood Bow - Complete Process
        10.6  Adamantite Ring - Special Powers (UPDATED)
        10.7  DragonScales Spear - Cardless Tempering (UPDATED)
    11. Locations of a Few Useful Materials
    12. Card Glossary (UPDATED)
    13. Frequently Asked Questions (FAQ)
    14. Scratch Pad (UPDATED)
    15. Credits and Contacting
    
    
    _______________________________________________________________________________
    1. INTRODUCTION
    
    If you're looking for a FAQ document with countless lists of verified recipes
    for every weapon, armor, and material out there, this isn't the way to go. At
    the best, a couple of examples to get you started will help you understand the
    basics, so that you can later devise your own recipes, much like I did.
    
    This FAQ document contains all the information you need to understand how
    tempering works, and how to optimize on your tempering techniques. This will
    provide you with the knowledge you'll need to understand how those long and
    complicated recipes work, and to see how one part of the tempering process
    leads to the next. It's my experience that through a thorough understanding of
    how the process works, one can come up with tempering schemes that outweigh
    those currently found on the web. A friend and I have worked on obtaining 75
    essence levels on DiorWood, whereas most guides can barely get to 60 essence
    levels.
    
    I hope that you will find this information enlightening. Please enjoy, and if
    you have trouble understanding all of this on the first reading, don't hesitate
    to read again. Tempering is a complex process.
    
    
    _______________________________________________________________________________ 
    2. UPDATES
    
    Version 2.00 (April 30th, 2001)
    > Corrected the Material Properties section
    > Corrected the Wizardless tempering cost formula
    > Added the Cardless Tempering section
    > Added the Mirrored World tempering section
    > Corrected a few minor errors in the charts
    > Essence Tainting discussed
    > Added Cardless Tempering example
    > Added Mirrored World tempering example
    > Added the Special Powers section
    > Added Special Powers example
    > Minor corrections to the Attribute Augmentation explanation
    > Added Essence Markers and Elemental Resistance section
    > Added the Tempering for Money section
    > Added the Scratch Pad
    > Added the Card Glossary
    NOTE: I probably missed a few elements. This is a BIG update.
    
    Version 1.00 (February 26, 2001)
    > Created the guide.
    
    
    _______________________________________________________________________________ 
    3. OBTAINING YOUR EQUIPMENT
    
    First things come first. In order to be able to perform any kind of weapon or
    armor modification, you'll need to acquire those particular pieces of
    equipment. You can usually purchase these in shops, but the options are very
    limited, especially with armory. Second, you'll need to have Watts the
    Blacksmith build an equipment smithy in your workshops area. If you don't have
    the smithy yet, you'll need to obtain the Bottled Spirit AF, to place the Ulkan
    Mines, where you must first complete the events "Mine Your Own Business" and
    "Watts Drops The Hammer" before going back to your Home, and reporting to your
    workshops where Watts will trigger the "Path Of The Blacksmith" event. Once
    these three events are cleared, you'll be free to forge your own equipment.
    This offers more liberty than simply buying finished items in shops, since you
    can gather the materials yourself.
    
    In any case, the first step in any tempering process is acquiring the item you
    wish to temper or alter. You can either buy one, or forge one for yourself,
    depending on your preferences. It might also be profitable for you to hunt for
    rare weapons or armor dropped by enemies for better tempering results. For
    example, you might want to find the rare Captain's Helm, which is made out of
    Adamantite, so that you can start out with a good and workable item. However,
    you should be careful when tempering found items. The DragonsRing (a
    DragonScales ring dropped by Sky Dragons) suffers a great power loss when first
    altered.
    
    
    _______________________________________________________________________________ 
    4. TEMPERING AND ALTERING
    
    Onto the piece de resistance! Here's where the spicy information is. Basically,
    the process of tempering weapons or altering armor implies the incorporation of
    secondary materials onto your weapon or armor. Even instruments are altered to
    be rendered magical, as you select an elemental coin to be placed on it. The
    following sections cover what is involved in the entire tempering process, but
    we won't jump into complete detail just yet. It's best that you understand what
    a particular part of the process does before getting to the "how" of this
    matter.
    
    ______________
    4.1 The Basics
    
    The first thing you have to know is that only secondary materials can be used
    in weapon tempering or armor alteration. Primary materials like metals, woods,
    and aerolites are used in the immediate craft of the item in question. Each
    secondary material has direct effects on the weapon or armor in question, and
    most (if not all) of them may produce a mystic card when implemented onto the
    piece of equipment being transformed. Both of these aspects are relevant in the
    determination of what modifications you are implementing in your equipment.
    
    An unlimited amount of secondary materials can be tempered onto any weapon or
    armor, but not all will have cumulative or desirable effects. It's crucial to
    know what you can correctly temper, and how to do it.
    
    __________________________
    4.2 Mystic Cards and Slots
    
    Purchase a weapon or piece of armor, and go into its Status display. On the
    second screen, you can observe three dotted lines in the lower-left corner.
    These are the Mystic Card slots. Every weapon and every piece of armor has
    those three lines, although some of the items you find may already bear
    properties there. The ForbiddenRing, for example, bears the Fertility Goddess
    and the ReviveRing bears the Phoenix, in both cases in the top slots.
    
    Whenever you first temper a secondary material onto a cardless weapon or armor,
    that equipment gains the material's special powers, if it's compatible with
    them. If you take a look at the equipment status screen, you'll notice that the
    three Mystic Card slots are unaffected, even though some of the other aspects
    of the item in question might have changed.
    
    When you temper a second material onto the equipment you're tempering, a Mystic
    Card might be pushed onto the object. This card will be the one representing
    the magical effect of the first item you tempered in. For example, if you
    tempered a Wisp Silver first, and then follow with a Sulpher, a Wisp Card will
    appear as you temper the Sulpher. This is due to the fact that there is a
    hidden card slot on the equipment. This is present in all weapons and armor.
    Thus, you should look at your piece of equipment as if it had the following
    Mystic Card slots:
    
    (----------)    [Invisible Slot] <- Item Properties
     ----------     [ Visible Slot ] <- Card Properties
     ----------     [ Visible Slot ] <- Card Properties
     ----------     [ Visible Slot ] <- Card Properties
    
    Basically, the invisible slot represents the item that you are tempering at the
    present time. In essence, it's not a real Mystic Card, but you might want to
    find out what card it represents. To make a long story short, raw materials
    have properties, and Mystic Cards have properties, but these are not always the
    same. When you know that something is occupying the invisible slot, you take
    into account the properties of the raw material you're tempering. As soon as
    the raw item becomes a Mystic Card (and thus, moves in the first visible slot),
    you stop taking into account its properties (unless they're permanent, until
    manually dispelled), and you start taking into account the properties of the
    new card.
    
    For example, if you temper a Holy Water onto a weapon, you gain the power to
    push off Pixie cards. However, if you temper a Lilipods following that Holy
    Water, the Lilipods take the invisible slot, and the Holy Water becomes a
    Cleric card, which has properties that differ from the raw item that created
    it. In essence, you lose the ability to push off Pixie cards, but you affect
    the weapon's power, and other factors.
    
    As you keep adding more secondary materials to your equipment, more cards are
    pushed down to accommodate the new cards that are being tempered in. When a
    card reaches the bottom slot, and another is pushed in afterwards, the bottom
    card will be expelled from the weapon or armor, and with it go the Mystic
    Card's magical effects, AS LONG AS THEY ARE NOT PERMANENT. Duration of specific
    effects are covered in the next section. Pixie cards are an exception to this
    rule. They occupy the bottom slots permanently, until Holy Water is added.
    
    Note that some times, the card animations are not viewed. This is because the
    item's card slot disposition will not change with the particular sequence
    you're going through, WITH RESPECT TO THE NUMBER OF CARDS OF THE SAME TYPE
    PRESENT. This means that if you had two Aura cards and a Witch present, and the
    item that you temper causes this fact to remain the same, even though the order
    of the cards might have changed, you will not see a card animation. Since you
    start off with 2 Aura and 1 Witch, and you end up with the same, no animation
    is required. Do not be eluded by these effects. Except for specific card
    properties, the lack of animation does not result in a lack of card, if a card
    can be produced. This is why tempering five Glow Crystals in a row does not
    create four animations of the Nymph of Dawn card, but rather three. Whenever
    you don't see an animation and don't feel sure of how the item is going, don't
    hesitate to leave the workshop and check.
    
    As a final note with regard to the invisible slot, any item that doesn't
    produce a card under the conditions present prior to the tempering of the item
    in question (like Dragon Blood, when Salamander is at 1, even if the Dragon
    Blood itself would cause it to rise to 2 itself, and thus be under the
    appropriate conditions for the God of War card to be compatible) will be
    considered cardless, and will be unable to push in or push out a card. As
    soon as you temper another item, the one in the invisible slot disappears,
    and is replaced by the new one. Remember that only items that can produce
    cards under the essence level conditions in which you're tempering your
    item, have the power to push a card in, or out, regardless of the changes
    in the essence level conditions following the tempering of that item.
    Cardless items occupy the invisible slot until another item is tempered in,
    be it cardless or not. This is why it's best to use cardless items when you
    know you can achieve a permanent effect, or to finish the entire tempering
    process.
    
    ___________________________________
    4.3 Permanent And Temporary Effects
    
    As you temper various materials onto your equipment, you'll come to learn that
    some effects are temporary, and last only as long as the items or cards that
    powered them remain on the item, while others are permanent, and persist
    indefinitely.
    
    Here is the list of permanent effects:
    > Essence levels:          When an essence level is augmented, it remains at
                               that level until a conflictive tempering takes
                               place. Some levels might fall if you temper another
                               essence without the right materials to accommodate
                               it.
    
    > Plunge Attacks:          Weapons with new plunge attacks keep them, even if
      & Status Immunities      the card that produced them is discarded from the
                               weapon. The only way to remove a plunge attack is to
                               replace it with another. The same mentality applies
                               to Status Immunities on armor.
    
    > Attribute Augmentations: Many cards give bonuses or penalties to some
                               associated attributes. The Aura card increases luck.
                               These remain unless diminished by another card's
                               limitations.
    
    > Essence Markers:         In the case of weaponry, as soon as an essence
                               reaches a particular level (usually 2), the weapon
                               gains the essence marker of that essence, and the
                               weapon becomes aligned with that essence. Unless the
                               tempering process causes that particular essence to
                               fall to a very low level (usually 0 or 1), the
                               essence marker will remain.
    
    > Elemental Resistances:   Much like essence markers, elemental immunities are
                               present on armor of various types when its
                               associated essence reaches a particular level
                               (usually 2). The armor in question becomes aligned
                               by that essence, and allows you to better resist it.
                               Unless the tempering process causes that particular
                               essence to fall to a very low level (usually 0 or
                               1), the elemental resistance will remain.
    
    Also, any other properties derived from those permanent effects stay in, as
    long as those effects remain.
    
    Effects that are not associated with permanent effects disappear as soon as the
    item or card they're associated with leave the weapon or item being tempered.
    For example, on a metal hauberk, adding multiple Spiny Seeds causes the
    Yggsdrasil card to augment attributes to a maximum of +10. As long as the
    Yggsdrasil card remains on the armor, the augmentations will remain at the
    level you tempered them in, but if it leaves, they will adjust to the default
    maximum, which is +1 in this case. If another card with a higher limit is
    placed, you'll have to find a way to raise them back again. For items that
    don't necessarily show a card, but do have effects, like the Sharp Claw under
    certain essence level conditions, for example, their effects remain so long as
    another item isn't tempered in the weapon or armor, since their lack of mystic
    card causes them to be discarded from the item as they are pushed out of the
    invisible slot.
    
    _______________________________
    4.4 Material Essence Resistance
    
    Essences can be tempered on an item at a difficulty based on the material used
    to forge the weapon or armor in question. Primary materials may have different
    resistances to essences. For example, woods tend to be highly resistant to
    Salamander tempering, but don't resist Dryad too much. For every type of
    essence of every material, there are 7 different levels of resistance. However,
    most tempering schemes consider only three global levels of resistance:
    
    > Low Resistance (5, 6, or 7)
    > High Resistance (8, 9, or 10)
    > To Be Avoided At All Costs (32)
    
    The higher the resistance of the material, the more difficult it is to temper
    that particular essence onto the final product. DiorWood has a resistance of 5
    to Dryad, which means that it can be tempered in at a very low cost. However,
    that same material has a resistance of 10 to Salamander, which means that it'll
    be much more difficult to raise the Salamander essence than it is to raise the
    Dryad essence. The least resistant material overall is DragonScales (total of
    55 resistance points over 8 essences). The most resistant material overall is
    MaiaLead (total of 256 resistance points over 8 essences), but it's rare and
    not particularly strong. It's not worth working on MaiaLead. The second most
    resistant material is AltenaAlloy (80 points over 8 essences), and it can be
    tempered to about 50-75% of the strength of less resistant materials. It's
    sturdy, but not incredibly strong. However, Adamantite is also considered a
    highly resistant material (64 points over 8 essences), but it tempers similarly
    to AltenaAlloy. This is why we categorized high and low resistances.
    
    _____________________________________
    4.5 PROCEDURE: Raising Essence Levels
    
    The most fundamental of all tempering and alteration aspects is the raising of
    essence levels. On weaponry, it radically increases a weapon's strength. For
    example, I forged an AltenaAlloy sword from a power rating of 50 to a power
    rating of 232 through essence levels.
    
    It is a complex process, and research is always being done to optimize its
    results with regards to the cost of materials, the number of essence levels
    gained, and the amount of time invested in the craft of such an item.
    
    The process itself generally involves the addition of elemental coins, the same
    ones that are used in the craft of an instrument, to a weapon or armor. This is
    the most basic aspect, and adding a few coins of an element can boost some
    essences a little. To this, we also combine the power of Glow Crystals, which
    act like the increase of heat inside a chemical reaction, and thus increasing
    the power of the coins. Not only that, but we also combine Mercury and Sulpher,
    which act as catalysts with their respective essences, and reduce the amount of
    energy required for the essences to be boosted. Chaos Crystals are also often
    used, since they allow conflicting essences to be present without canceling
    each other out, much like a Basic substance and an Acidic substance would
    nullify each other out.
    
    To make a long story short, tempering essences is a lot like a chemical
    reaction. You have to know what component does what, and why adding one at that
    time creates a particular effect.
    
    Getting to level 1 always costs, at the least, 8 energy. The formula which
    determines the energy cost to reach a higher level is:
    
    Energy Cost = Material Resistance x (2^Current Level)
    
    Thus, raising Salamander on AltenaAlloy (resistance 10) to level 1 would
    require the addition of 10 Salamander energy (cost = 10 x (2^0)), level 2
    would require 20 points, and level 3 would require 40 more points.
    
    Note that the costs are not descriptive of the overall cost. On AltenaAlloy, 40
    energy do not bring you from level 0 to level 3 on the essence you're
    tempering. Rather, they bring you from level 2 to level 3 only. Additionally,
    not all items have the power to raise an essence by more than one level at a
    time, so going all the way from level 0 to level 3 on an essence found in
    AltenaAlloy might require the additition of at least 70 energy, in three
    increments of at least 10, 20, and then 40 energy.
    
    ___________________________________________________
    4.6 PROCEDURE: Plunge Attacks And Status Immunities
    
    It's recommended that, immediately after completing the tempering of the
    essences in your weapon or armor, you temper in your weapon's new plunge
    attacks or the armor's status immunities. The reason for this is simple. The
    process doesn't require for you to cleanse the item you're working on, and the
    effects are permanent until manually removed. Although this procedure can be
    performed at the same time you temper essences, it's not recommended to do so,
    unless you specifically want to add effects derived from Evil God cards without
    going through the Ragnarok card first.
    
    You see, the cards that give weapons their special plunge attacks and status
    immunities for armor have essence level requirements. For Evil God cards, they
    have complicated requirements when the Ragnarok card is not present. In most
    cases, this involves having one particular essence at level 5 or above, and
    having another essence at level 0. This is the only instance when it's
    necessary to perform this procedure during the essence tempering.
    
    ______________________
    4.7 PROCEDURE: Rinsing
    
    The rinsing process is probably the most simple one. It consists of using items
    to remove any leftovers from previous procedures without affecting the item as
    it is. Sometimes, residue effects from essence tempering or plunge attack
    placement can have a negative effect on attribute augmentation tempering, or
    even the varnishing. In order to prevent this backfire, the rinsing process
    eliminates any mystic cards left from those previous processes with neutral
    cards. In this procedure, it's recommended to use Lilipods, and preferably in
    groups of three. Lilipods produce the Enticed Nymph card, which reacts with
    almost nothing, but still pushes down other cards. Three Lilipods produce three
    Enticed Nymphs, and although the third one isn't apparent when you temper the
    last Lilipods, it will become so when you begin the following procedure. If you
    want to make sure everything works out well, you might want to use a fourth
    one, but it's unnecessary more often than not. Other items can be used,
    depending on what stage you're at. Just zoom through the charts found in this
    guide, and look for items that don't cause unwanted reactions in the item
    you're tempering, while still removing any unwanted cards previously added.
    However, Lilipods seem to be the best cleanser around, since they can be grown
    in the Orchards quickly, and most easily.
    
    ____________________________________
    4.8 PROCEDURE: Augmenting Attributes
    
    This procedure can be performed at any time during the tempering process, but
    it's best to do it after thoroughly rinsing the weapon or armor in question,
    and preferably right before the varnishing. This procedure is very delicate,
    and is affected by many factors, namely the augmentation limit, and the
    augmentation provided by certain cards under specific conditions. For example,
    the God of Destruction card allows the HP attribute to go up to +15, and its
    limitations allow it to remain at that level (and even go higher, to a maximum
    of +20), until the card is removed. This would mean that were the God of
    Destruction card to leave the item you're tempering, the +15 augmentation would
    fall to its default limitation, if it's lower. The priority of limitation
    ranged from the earliest card placed on the item to the most recent. It's
    always that oldest card that will predominate over the newer ones in this
    perspective. For example, the limitations would be at +10 with the following
    card display:
    
    (--------)   [Invisible Slot]
      Cleric     [ Visible Slot ]
      Cleric     [ Visible Slot ]
    Yggsdrasil   [ Visible Slot ]
    
    On the other hand, a different card disposition could result in limitations of
    only +3:
    
    (--------)   [Invisible Slot]
     Sorcerer    [ Visible Slot ]
    Yggsdrasil   [ Visible Slot ]
      Cleric     [ Visible Slot ]
    
    In the first example, Yggdrasil's limitations predominate, since it was the
    oldest card placed on the item, regardless of the number of Clerics present. In
    the second example, Cleric predominates, even though Yggdrasil is much looser.
    This is why it's preferable to rinse the item you're tempering before
    proceeding to the Attribute Augmentation procedure. Residue cards from previous
    processes may impose their own limitations. You should also keep in mind that
    any forged item has a basic limitation of +1 on all attributes. This has always
    inferior priority to any card placed on it.
    
    There is a notable exception to this rule. If the oldest card with limitations
    happens to appear more than once in your Mystic Card slots, only the newest of
    these two cards is accounted for, if there is no other card with limitations
    that's older than this particular card. In the following example, the Beast-
    headed God predominates, even though there are two Yggsdrasil cards present.
    The limitations will be of +20 on all attributes:
    
    (--------------)   [Invisible Slot]
       Yggsdrasil      [ Visible Slot ]
    Beast-headed God   [ Visible Slot ]
       Yggsdrasil      [ Visible Slot ]
    
    As you can see, since Yggsdrasil is present more than once, only its newest
    version's limitations can be accounted for. However, the Beast-headed God is
    older than the newer Yggsdrasil, and therefore predominates.
    
    The next key element in the aspect of attribute augmentation in an item is to
    know which items raise which attributes. In general, these items do not create
    cards, or push down cards with specific limitations. For example, Spiny Seeds
    augment all attributes, and add the Yggsdrasil card as well, as long as it's
    not already present. This means that a repetitive addition of Spiny Seeds in
    the process will only create one Yggsdrasil card, but the augmentations will
    keep accumulating until they reach the current limitation.
    
    There is one clear exception in the field of a card's bonus limitations.
    Whenever a card offers a specific bonus (like Leviathan's +15 to Defense), that
    particular limitation is automatically considered dominant over any previous
    limitation to that particular attribute, so long as no other item with a fixed
    bonus arrives at a later time, even if the card with the original bonus is
    still on the item, AS LONG AS THIS NEW BONUS IS HIGHER THAN THE PREVIOUS ONE.
    In these cases, dominance is always attributed to the more recent card.
    Attributes that don't suffer a fixed bonus keep the limitations of the least
    recent card. Keep this in mind when attempting to raise attributes in a
    disordered fashion.
    
    _________________________
    4.9 PROCEDURE: Varnishing
    
    The varnishing is the final process in the tempering of a weapon or the
    alteration of a piece of armor. The term itself comes from the artistic
    process that covers a work of art with varnish, in order to protect it from
    outside conditions, and later display it. In tempering, it involves the
    addition of three Mystic Cards and one item to further boost the item you're
    working on. This can be done to optimize weapon or armor overall power, and can
    be applied at different levels, depending on how much you wish to benefit from
    attribute augmentation.
    
    It's important that the final item you add confer its effects without having to
    use a Mystic Card, for the item that rests in the invisible slot can still
    affect the weapon or armor. Mystic Cards can't be used as cappers.
    
    More often than not, one type of card varnishing fits your item well, and you
    should aim to use the same card three times to optimize your item's power.
    However, this is sometimes disadvantageous in other aspects, namely in
    attribute augmentation, since the oldest card available usually sets the
    limits. Sometimes, it might be more profitable to install varnishing cards so
    far as to keep the card that provides the limitations you need in the last
    slot, so that you can still benefit from its high limits.
    
    In other words, Varnishing depends on which of the temporary aspects of
    tempering you want to keep. Know that Varnishing increases an item's power
    tenfold. An AltenaAlloy sword was increased to power 232 from 50, by tempering
    in essences (final levels: Wi7, Sh7, Dr9, Au9, Sa10, Gn7, Ji10, Un7). With
    merely 3 Clown cards and 1 Sharp Claw, its power increased to 414.
    
    You should also keep in mind that different varnishing techniques have
    different requirements to be applied. Additionally, some varnishing techniques
    might be useful on some kind of equipment, while others might be more
    beneficial on a particular primary material of equipment. Both type and
    material are factors in determining which varnishing technique should be used
    for optimization.
    
    ______________________________
    4.10 Post-Varnishing Tempering
    
    If you happen to discover a new tempering technique and you wish to apply it on
    a previously forged item, know that it's within your boundaries to do so. In
    order to temper safely after the varnishing, you simply rinse your weapon or
    armor, as shown in the procedures above. Afterwards, you're free to perform any
    new tempering on that weapon with normal results. However, you lose all
    attribute augmentations, save for a maximum of +1 in each attribute, as well as
    the power boost gained from the varnishing itself. You will have to do these
    steps once again.
    
    Post-varnishing tempering is most often used when you would like to add new
    plunge attacks or status immunities to your equipment, or when you wish to
    further temper in your essences. The latter is not recommended, since most
    tempering recipes are specifically designed to follow a particular order of
    tempering. With essence levels already locked in, tempering old or new essences
    might create conflict, and render the process more difficult and limited.
    
    Once you are done with this, you can proceed to rinse your item as needed, and
    retrace your steps back to the varnishing.
    
    
    _______________________________________________________________________________ 
    5. ESSENCE LEVEL SPECIFICS
    
    The tempering of essence levels is discussed in its own section due to its
    great complexity. A lot of factors are in play here, and you should be aware of
    these to develop a working recipe. Know that many of the variables in this
    process are still unknown to us, and we're trying to make some sense out of
    this as we can.
    
    _________________
    5.1 Essence Types
    
    All essences have similarities, but not all essences temper alike. For example,
    all essences are dominant over other particular essences, and all essences are
    dominated by other particular essences. In some cases, one essence might be
    dominant over another, and be dominated by it at the same time. However, the
    determination of dominance is usually applied when an essence is tempered after
    another. Here is the list of the eight essences and their respective
    properties:
    
    Wisp: Essence of light, and charm. Wisp, like Shade, doesn't temper like the 
          other essences. Initially, it already requires more energy to gain 
          levels, and if Aura levels surpass Dryad's levels, it's even more 
          difficult to raise Wisp. Under normal conditions, Wisp will raise no 
          matter what other essence is present. Triggers Shade consumptions.
    
    Shade: Essence of darkness, and spirit. Shade, like Wisp, doesn't temper like 
           the other essences. Initially, it already requires more energy to gain 
           levels, and if Dryad levels surpass Aura's levels, it's even more 
           difficult to raise Shade. Under normal conditions, Shade will rise so 
           long as Wisp is not above level 0. Triggers Wisp consumptions.
    
    Dryad: Essence of nature, and constitution. Under normal circumstances, Dryad 
           will not rise if Wisp is inferior to Shade and Aura is present. If Wisp 
           is superior to Shade, Dryad can trigger Aura consumptions.
    
    Aura: Essence of materialism, and luck. Under normal circumstances, Aura will 
          not rise if Shade is inferior to Wisp and Dryad is present. If Shade is 
          superior to Wisp, Aura can also trigger Dryad consumptions.
    
    Salamander: Essence of fire, and strength. Under normal circumstances, 
                Salamander will rise so long as Undine isn't present. Salamander 
                triggers Gnome consumptions.
    
    Gnome: Essence of earth, and endurance. Under normal circumstances, Gnome will 
           rise so long as Salamander isn't present. Gnome triggers Jinn 
           consumptions.
    
    Jinn: Essence of wind, and agility. Under normal circumstances, Jinn will rise 
          so long as Gnome isn't present. Jinn triggers Undine consumptions.
    
    Undine: Essence of water, and intelligence. Under normal circumstances, Undine 
            will rise so long as Gnome isn't present. Undine triggers Salamander 
            consumptions.
    
    In some cases, essences are considered sensitive with regard to direct
    tempering, and they sometimes raise themselves as other essences are tempered
    in the item. This is relevant of the material used to craft the item you're
    tempering. For woods, Dryad is considered sensitive, whereas Undine is
    sensitive in the Coral material. Watch out when you temper materials with
    sensitive essences. They have the mixed blessing of having the sensitive
    essence borrow some of the energy used for the tempering of other essences, so
    that they can rise by themselves. Also, on materials with sensitive essences,
    ALL ITEMS PRODUCE MYSTIC CARDS, REGARDLESS OF THE PRESENT CONDITIONS. Whenever
    an item would not produce a card under the present conditions automatically
    generates an elemental spirit card associated with the sensitive essence. This
    will be further covered in a later section.
    
    When two or more essences that aren't in a dominant-dominated relationship with
    each other are tempered all at once, they're considered fully-neutral, and
    don't affect each other's growth (unless specified in their descriptions). For
    example, tempering Dryad, Salamander, and Jinn at the same time would not
    create conflict, because the essences aren't linked.
    
    Additionally, on the top row of essences, the Wisp-Shade and Dryad-Aura
    equilibriums may break the rules of dominance. For example, if you temper Shade
    to level 7, and then Wisp to level 7, their balance prevents the conflict that
    would occur when tempering Dryad Aura afterwards. For the purposes of conflict,
    a balance in each of the groups of two essences would allow them to be
    considered as if they were at level 0. More on this later on.
    
    ___________________
    5.2 Silver or Gold?
    
    What's the difference between the two sorts of coin? Well, for starters, the
    Silver Coins provide 48 energy, whereas the Gold provide 64. It's not an
    immense difference, but since you're limited to 4 card slots at the very most,
    the Golds might be necessary at some time. The other difference lies in the
    fact that individually, Gold Coins can divide their energy to simultaneously
    boost two essence levels of the same element at once. This is why adding a Gold
    Coin to a freshly crafted weapon raises that particular essence to level 2
    (except on MaiaLead). Silver Coins can't split their energy in this fashion.
    The Gold Coin split is only applied when possible. In other words, if you still
    have some energy left after going up a level, the remaining energy can be used
    to try to go up another level. After that, any residual energy left is wasted.
    For Silver Coins, this happens after going up a single level. This is because
    Gold coins start off with two tainting points, whereas Silver coins start with
    only one. This will be discussed in the next section.
    
    __________________________
    5.3 Elemental Spirit Cards
    
    When tempering in coins and some other items, cards representing the various
    elemental spirits might become present in the weapon or armor at hand. These
    cards might look somewhat useless at first, but they have a very interesting
    effect with regard to the tempering of essence levels. This effect is what I
    like to call Essence Tainting. This tainting is the real way to raise essence
    levels. Only items associated with elemental essences start off with tainting
    points (Gold coins start with two), and elemental spirit cards bestow tainting
    points on the items being tempered.
    
    It's been my observation that each tainting point (TP) allows the item bring
    tempered to raise an essence by as much as one level. This effect is
    cumulative. For example, if a Wisp Silver would be added on an item with an
    active Wisp card, the coin being tempered could raise the Wisp essence by as
    much as 2 levels, since the Wisp Silver starts off with 1 TP for Wisp, and the
    Wisp card bestows another Wisp TP onto the coin. This is also why normally
    unaligned items (like Sulpher, Mercury, and Glow Crystals) raise essences as
    well.
    
    Now, when you have a large amount of TPs, it's a good thing to know in what
    order they are applied, when they use the energy of the items you temper. As
    mentioned in an earlier section, you need certain amounts of energy to gain a
    level on a particular essence. This cost is based on the essence resistance of
    the material from which your weapon or armor is crafted, and on the current
    level of the essence you wish to raise. In many cases, you might wind up with
    more TPs than you have energy to spread around so that all the TPs can raise
    one essence by one level each. For example, if at one time you have 2 TPs, and
    you would need a total of 128 energy to put them both to good use, you'd have
    to find an item with 128 energy so that both TPs can be used up. However, no
    single item has 128 energy, and thus, you'll most likely be using only one TP,
    or maybe neither of them. Any unused TPs are wasted.
    
    The priority of TPs is particular. Here's the normal chain of succession, in
    order of TP importance:
    
    1. Sensitive essence (if available)
    2. Top visible slot (if available)
    3. Middle visible slot (if available)
    4. Bottom visible slot (if available)
    5. Innate TPs (if available)
    
    When you're tempering an item to raise an essence level, the game will
    automatically determine if your item has enough energy to raise the essence
    with the highest-priority TP. If it does, this energy will be invested in this
    TP, and the rest will be passed on to the TP with the next priority. If the
    item doesn't have the energy required to raise the essence of the TP with
    highest priority, then no energy is wasted, and all is transferred
    onto the next TP in the chain.
    
    For example, let's say we're dealing with a DragonScales item. So far, the
    level of Sala essence is at 5, and Jinn is at level 1. Currently, you have 1
    Sala Card (middle slot), and 1 Jinn Card (top slot). To this, you add a Dryad
    Gold. You have 64 energy to start with, and 4 TPs. The first in line is a Jinn
    TP, because Jinn is higher on the chain. Since Jinn is at level 1, it requires
    14 energy to gain a level. Thus 14 energy are spent on Jinn. This essence goes
    up to level 2, and passes the remaining 50 energy onto the next TP. Next in
    line is Sala. Sala, being at level 5, would require 192 energy to gain a level,
    but we only have 50. The Sala TP doesn't have enough energy to be put to good
    use, and is thus wasted. Since none of the 50 energy could be used, they are
    passed onto the Dryad TPs. Dryad is at level 0, and thus requires 8 energy to
    gain a level. Thus, 8 energy are spent, and Dryad gains a level. We have 42
    energy left. Since we used a Dryad Gold in this process, we have an additional
    Dryad TP to use. So far, Dryad's at level 1, and requires 14 energy to gain a
    level. Another 14 energy are spent, and Dryad goes up to level 2. What have we
    left? 28 energy, and no TPs. Since no TPs are left, no essence can actually
    gain a level, and the remaining energy is wasted. The result of this small
    process is Dryad 2, Sala 5, and Jinn 2.
    
    On items with sensitive essences, all items start off with a TP of the
    sensitive essence. This would explain why the sensitive essence tend to gain
    levels on their own. This means that you have to keep in mind that materials
    with sensitive essences always have at least one TP at all times, and you have
    to watch out with the priorities. You might accidentally waste too much energy
    on the sensitive essence, and wind up with too little of it to work on the
    intended essence. Additionally, materials with sensitive essences cause all
    items to be tempered on it to produce a Mystic Card, regardless of the
    requirements. If the normal situation of your weapon or armor would cause the
    item you're tempering to create a card, this particular card will be the one to
    become awakened as it enters the top visible slot. However, if the item you're
    tempering doesn't normally produce a card, it will still create one later on,
    but it will be an Elemental Spirit card of the sensitive essences. This means
    that any item that doesn't create a Mystic Card will create a Dryad card when
    tempered on a DiorWood weapon or armor.
    
    Please take notice that, like most other card families, the elemental spirit
    cards bestow their effects from the turn in which they become active, until the
    turn before they are pushed out, inclusively. Thus one such card wouldn't
    bestow a TP to an item being tempered if this card is pushed off the item at
    the same time.
    
    Here's a brief reminder of where TPs can be obtained:
    
    - Items with TPs (check the item lists in a later section)
    - Elemental Spirit cards (each such card provides 1 TP)
    - Sensitive essences (always adds 1 TP of the essence)
    
    And remember, TPs are used instantly. The number and type of available TPs
    changes as you temper more items. Any unused TPs are wasted.
    
    ______________________
    5.4 Nymph of Dawn Card
    
    These are produced by tempering Glow Crystals onto your item. Whereas Glow
    Crystals are one of the strongest sources of energy for the essence tempering
    process, the Nymph of Dawn in itself doesn't do much. What it does is that when
    it's removed from an item, this card adds 192 energy to the material you're
    tempering to drive the Nymph out. This makes for a total of 240 energy for
    silver coins, 256 for gold coins, and 288 for aligned Glow Crystals! However,
    Nymphs of Dawn are highly conflictive with cards other than Elemental Spirit
    cards. Every time that a non-coin item is tempered in when a non-Elemental card
    is active or activated above the Nymph of Dawn, a NoD is automatically
    discarded.
    
    For example, tempering two Mercury (that produce the Witch card) after one Glow
    Crystal would eliminate the Nymph of Dawn that settled with the Glow Crystal:
    
        Step #1           Step #2           Step #3
    (Glow  Crystal)   (   Mercury   )   (   Mercury   )
         Shade         Nymph of Dawn         Witch
         Shade             Shade        ---------------
         Shade             Shade             Shade
    
    Here's another example in which a Nymph of Dawn is forced out, along with
    another card:
    
        Step #1           Step #2           Step #3
    (   Mercury   )   (Shade  Silver)   (   Mercury   )
     Nymph of Dawn         Witch             Shade
         Shade         Nymph of Dawn         Witch
         Shade             Shade        ---------------
    
    However, you should note that if a Nymph of Dawn is due to leave an item
    normally when you temper in the conflicting material, this effect does not
    occur an additional time:
    
        Step #1           Step #2
    (   Mercury   )   (   Mercury   )
     Nymph of Dawn         Witch
     Nymph of Dawn     Nymph of Dawn
     Nymph of Dawn     Nymph of Dawn
    
    Keep in mind that in order to best use the Nymphs of Dawn, you have to
    coordinate their leaving your item when you temper a material you want to
    boost. The Glow Crystals act like an increase of heat in a chemical reaction.
    It speeds up the process. Ironically enough, in the japanese version, these are
    called Blaze Crystals.
    
    Again, take notice that Nymphs of Dawn bestow their effects on the turn they
    are pushed off a card (forcibly or not), and on that turn only. At any other
    time, Nymphs of Dawn do absolutely nothing. Combining this effect with an
    effective management of TPs provides the best results when tempering essences.
    
    ________________
    5.5 Wizard Cards
    
    There are two wizard cards: the Sorcerer and the Witch. They are produced by
    Sulpher and Mercury respecitvely. As mentioned earlier, these act like
    catalysts do in a chemical reaction. They lower the activation energy, or in
    this case, they reduce the amount of energy required to gain a level in a
    particular essence. Their effects are cumulative, so more such cards means even
    less energy is required to gain a level.
    
    These can be used to reduce the energy costs of essence consumption as well,
    seeing as you'll need to concentrate the entire consumption on a single coin.
    This will be explained in detail in a section below, as will be displayed the
    energy costs for each level depending on the number of wizard cards present.
    
    Additionally, keep in mind that Sorcerer cards reduce the energy costs for the
    Wisp, Dryad, Salamander, and Gnome essences only. To reduce the energy costs of
    Shade, Aura, Jinn, and Undine, use Witch cards instead. Having both the
    Sorcerer and Witch cards on an item at the same time does not cancel their
    effects. In fact, any essence can benefit from such a combination, but in order
    to optimize results, it's best not to mix them, and accumulate the same kind
    instead.
    
    Please take notice that, like most other card families, Wizard cards bestow
    their effects from the turn they become active on the item, until the turn
    before they are pushed out, inclusively. Thus, tempering one Shade Silver after
    having tempered one Mercury would be favorable to the Shade essence, since the
    Witch card will become active on that turn. In the same perspective, tempering
    a Shade Silver while the Witch card is in the bottom slot would do nothing for
    the Shade essence, since the Witch is due to leave on that turn, and its
    effects won't be accounted for.
    
    _____________________
    5.6 Ancient Moon Card
    
    The Ancient Moon card, produced by the Chaos Crystal, is used to temper
    conflicting essences without disrupting other essences. Its effects are
    accounted for from the moment the card appears on the item until the moment the
    card leaves the item, inclusively. This means that if you temper a conflicting
    item that pushes the Ancient Moon in, it won't suffer from essence disruption.
    Similarly, the consequence is the same when you temper an item that causes the
    Ancient Moon to leave the item. You still benefit from its powers then. To make
    things much simpler, if the Ancient Moon is present at any time when you temper
    an item, be it before you temper a particular item, afterwards, or somewhere in
    between, you can use its powers. If you don't see the Ancient Moon at all, then
    you don't.
    
    At first thought, you would think that the Ancient Moon could allow you to
    temper conflicting essences just as well as non-conflicting essences. In a way,
    this is true, but you have to remind yourself that the Ancient Moon occuppies a
    Mystic Card slot, and more often than not, this slot is essential to rise to
    one of the higher levels (8 through 12).
    
    Keep in mind that Ancient Moon prevents consumptions from taking place, and 
    eliminates all conditions necessary for an essence to rise.
    
    Finally, it's a good thing to know that, as with all of the World cards
    (Ragnarok, Mirrored World, Yggsdrasil, Dying Earth, Heaven's Scale), the
    Ancient Moon can't be present more than once on a particular item, at the same
    time. In a similar perspective, no two World cards can be present on a single
    item at the same time. There is one exception to this rule, and
    it's the Bed of Thorn card, which allows multiple World cards to
    co-exist. This will be covered later on. Additionally, World cards differ from
    other card families in the sense that their effects are also accounted for on
    the turn they are pushed off an item. Thus, you could safely temper a
    conflicting essence on the turn the Ancient Moon is pushed off an item.
    
    _______________________
    5.7 Mirrored World card
    
    Courtesy of AsianGrinch, we have now some spicy info on this very elusive card.
    What it does is simply reverse the order of dominance found in the various
    essences. Thus, while the Mirrored World is present, Salamander would not
    dominate over Gnome but, rather, Gnome would dominate over Salamander. This
    could allow for reversed consumptions (see below), but we've yet to find a
    particularly profitable one. This effect also applies to top-row essences (Wisp-
    Shade-Dryad-Aura).
    
    Here are the changes applied in Mirrored World:
    
    Wisp: Is more difficult to temper if Dryad is superior to Aura. Wisp will not 
          rise if Shade is superior to 0.
    Shade: Is more difficult to temper is Aura is superior to Dryad. Shade rises 
           under any conditions.
    Dryad: Dryad will not rise if Shade is inferior to Wisp and Aura is present. If 
           Shade is superior to Wisp, Dryad triggers Aura consumptions.
    Aura: Aura will not rise if Wisp is inferior to Shade and Dryad is present. If 
          Wisp is superior to Shade, Aura triggers Dryad consumptions.
    Salamander: Salamander will not rise if Gnome is present. Salamander triggers 
                Undine consumptions.
    Gnome: Gnome will not rise if Jinn is present. Gnome triggers Salamander
           consumptions.
    Jinn: Jinn will not rise if Undine is present. Jinn triggers Gnome 
          consumptions.
    Undine: Undine will not rise if Salamander is present. Undine triggers Jinn 
            consumptions.
    
    Take notice that, as with all the World cards (Ragnarok, Ancient Moon,
    Yggsdrasil, Dying Earth, Heaven's Scale), the Mirrored World can't be present
    more than once on a particular item, at the same time. In a similar perspective,
    no two World cards can be present on a single item at the same time. There is
    one exception to this rule, and it's the Bed of Thorn card, which allows
    multiple World cards to co-exist. This will be covered later on. Additionally,
    World cards differ from other card families in the sense that their effects are
    also accounted for on the turn they are pushed off an item. Thus, you could
    perform a reversed consumption on the turn the Mirrored World is pushed off an
    item.
    
    _______________________
    5.8 Essence Consumption
    
    One of the more curious aspects of essence tempering is what we call
    consumption. This is a special process that allows some essences to go above
    level 9. It involves having one or more essences "eat" another essence.
    
    What you have to do is simple. At the basics, what happens is that you take 
    away some energy that was invested for an essence to gain a level, and re-
    invest that in other essences, along with an energy supplement provided by you. 
    Since this energy is generally much larger than any you can provide to gain 
    levels in an essence, this is the only means available to reach levels of 10 
    and above.
    
    The process is as basic as they come. In order for a consumption to be 
    possible, you have to provide at least 1 TP of an essence that triggers a 
    consumption of the essence you want to "eat up". To see what consumptions are 
    triggered by which essences, look in Section 5.1. Remember that Mirrored World 
    affects this, and refer to that section when attempting consumptions in 
    Mirrored World. Additionally, you need for the essence that dominates over the 
    one you want to raise to be absent during the consumption. This only applies to 
    the row of the trigger. In other words, if you're using a Salamander TP to 
    trigger a Gnome consumption, Undine may not be present, since it dominates over 
    Salamander, and is in the same row as the trigger. However, if you were to have 
    enough energy to have Dryad gain a level as well, it doesn't matter whether or 
    not Aura is present (Aura dominates over Dryad), because the trigger is in the 
    bottom row, whereas Dryad and Aura are in the top row. To make a long story 
    short, for a trigger to work, the essence that dominates over it musn't be 
    present.
    
    The essences that will try consume the essence readied to be "eaten up" will be 
    those whom have TPs available, much like you would normally raise an essence. 
    Thus, you can't have Aura rise from a consumption if an Aura TP isn't present 
    to allow the boost. Since triggers are always TPs, there's always the 
    possibility of a consumption. Additionally, the cost to gain a level will also 
    be affected by the Wizard cards associated with the TPs present. For example, 
    if you want to raise Undine through a consumption, it will be much easier to do 
    with three Witch cards present.
    
    For example, on a DiorWood item, if Dryad and Sala are at level 10, and Gnome 
    is at level 9, it's possible to get both Dryad and Sala to level 11 with only 
    one consumption. How? Well, for starters, you need to coordinate some Glow 
    Crystals and Sulpher so that you can discard a Nymph of Dawn (see above 
    sections), while having 3 Wizard cards present on the weapon, and all of this 
    at the same time you temper a Sala coin. The coin, having a Sala TP, will cause 
    Gnome to fall into a consumed state, and it will ready its energy to be passed 
    onto the TPs found at that time. Since we're dealing with a DiorWood item, you 
    have a Dryad TP (DiorWood is Dryad-sensitive), and a Sala TP (from the coin). 
    Under normal circumstances, if you'd only wanted to have Sala perform the 
    consumption so that you could raise it alone, a level 8 Gnome would've provided 
    sufficient energy. A level 9 Gnome has more than enough energy to make both 
    Dryad and Salamander raise. Thus, Salamander and Dryad go up to 11, whereas 
    Gnome falls to 8.
    
    Keep in mind, though, that immediately after a consumption, the essence that
    was powered down will be weak, and since you'll have leftover TPs from the
    trigger (you need to use a coin, and thus generate Element cards), any further 
    addition of items will simply waste away the consumed essence without any gain. 
    In order to prevent this, you need to use one of two cards: Ancient Moon or 
    Mirrored World. Ancient Moon stops conflict, and will prevent the consumed 
    essence to fall any further. Mirrored World reverses the dominance order, and 
    may cause some unusual effects. It's recommended to go with Ancient Moon.
    
    Any of the aforementioned information with regard to essence tempering can be
    applied to consumtions, including Wizard cards, blazing from NoDs, etc.
    
    ______________________
    5.9 Cardless Tempering
    
    It occurred to me that many items do not produce cards, regardless of the
    situation, and yet, they still provide energy to the tempering process. I tried
    tempering cardless items, making sure I had an elemental spirit card present to
    taint these items. The results were gratifying, to say the least. These items
    provide their energy according to the conditions specified by the cards
    currently active on the item. I managed to achieve 46 essence levels on
    DragonScales, using only 5 Sulpher, 5 Mercury, 1 Chaos Crystal, and only 1 item
    associated with each essence (and a handful of common and free items)!
    
    This can be very good for those who don't have a lot of Lucre hanging around,
    since Flaming Quills can be used rather well in this process (unless Sala and
    Jinn are notably present), and they can be commonly found on Chocobos and
    Cockatrices.
    
    However, if you wish to temper an item to very high essence levels, this
    technique won't be optimized very well. Additionally, this technique can't be
    used on items with sensitive essences, since any secondary material added to an
    item crafted of a primary material with a sensitive essence automatically
    forces any cardless items to generate a card of the sensitive essence.
    
    _____________________________________________
    5.10 Essence Markers and Elemental Resistance
    
    When a weapon or piece of armor has been exposed to a particular element long
    enough, it gains an indicator of the essence that it has been exposed to. This
    usually happens when this particular essence reaches level 2. At this point, a
    weapon gains that essence's marker, and a piece of armor bestows resistance to
    that particular element. As long as that essence doesn't fall to 0 (or possibly
    even 1), the marker/resistance will remain. In some cases, these indicators
    might be welcome, but some prefer to do without one or two of the, since
    certain cards can't exist when the indicator is present. For example, Bed of
    Thorn can't exist while there is a Salamander indicator.
    
    __________
    5.11 Notes
    
    Here are a few things you might want to know before trying new tempering
    techniques. This information will remain final until new discoveries can be
    made:
    
    > Wisp and Shade temper differently from other essences. Until I can provide a
      working energy cost chart for these essences, you should experiment on your
      own.
    > Low resistances (5-7) can always be raised to level 9, without resorting to
      essence consumption.
    > For higher resistances (8-10), Wisp and Shade can't rise above level 7
      without resorting to essence consumption. Any other non-conflicting essence
      can raise to level 9 without resorting to essence consumption. Highly
      resistant and conflicting essences can't raise above level 7 without essence
      consumption, and it's most unlikely that a conflicting essence will be able
      to consume altogether.
    > Low resistances can be raised to level 12, through essence consumption.
      However, this requires for the dominated essence to be of low resistance as
      well, since you'll need to raise it to level 9, while in conflict, in order
      to perform the consumption.
    > High resistances can be raised to level 11, through essence consumption.
      However, this requires for the dominated essence to be of low resistance,
      since you'll need to raise it to level 8, while in conflict, in order to
      perform the consumption.
    > If a process of consumption involves two highly resistant essences, the
      devouring essence will never be increased above level 10, since the devoured
      essence can't be raised above level 7, because it's in conflict. Thus, it's
      best to have the more resistant essences consume the least resistant ones to
      optimize the results.
    > The balance of Wisp and Shade is extremely important. Having differing levels
      in Wisp and Shade might cause problems when tempering Aura and Dryad. Even if
      one of these two essences might be less resistant than the other on the same
      material, it's best to raise them both to the same level.
    > The process of having a Wisp/Shade or Dryad/Aura consumption is complex, and
      chaotic. Most of the time, the rate of success of this operation lies with
      the type of material used to forge the item you're tempering.
    
    _____________
    5.12 Reminder
    
    Basically, here are the essential things you have to remember:
    
    > Two things cause an essence to gain a level. Energy, and TPs. Each TP grants 
      the possibility of gaining one level in the appropriate essence. If the 
      energy is sufficient for that TP, the energy is used, and the element 
      associated with the TP gains a level. If not, it's passed onto the next TP. 
      If there are no TPs left, then the remaining energy is wasted.
    > Energy increments are not cumulative. Any excess energy is discarded when 
      everything was sorted out. If a Glow Crystal left you with 48 unused energy, 
      and you then add another Glow Crystal with 96 energy, you'll only have the 96 
      from the new Glow Crystal. This is why you often have to try to unleash the 
      most energy with only one item.
    > Wizard cards are essential to reach the higher levels, and they're also 
      essential to perform consumptions.
    > Consumptions are triggered by consumption triggers (in the form of TPs, see 
      above), and by the absence of the essence that dominates over the trigger. Of 
      course, all the other rules about essence level tempering also apply here.
    > Mirrored World reverses dominance and consumption triggers. Be careful with 
      this.
    > Ancient Moon nulls out the fact that some TPs might trigger consumptions, in 
      reality. By eliminating all possible conflict, any essence can be raised 
      normally.
    > Glow Crystals provide 96 energy. Nymphs of Dawn provide 192 when they leave 
      your item. Note the difference. When using Nymphs of Dawn, make it so that 
      they leave your item when tempering an item to gain an essence level.
    > If there is one non-Element card present on your weapon or armor, as well as 
      a Nymph of Dawn, the addition of any item that doesn't generate an Element 
      card causes the Nymph of Dawn to be immediately discarded, along with any 
      normal discards.
    
    
    _______________________________________________________________________________ 
    6. MATERIAL PROPERTIES
    
    What determines whether a particular material will make strong weapons and
    armor depends on its various properties. Some materials are better for certain
    weaponry, while others might be better for armor.
    
    Every material has eight properties. Four that apply to weaponry, and four that
    apply to armor. The four armor aspects can be spotted out easily, as they are
    the four different types of protection: Strike, Slash, Pierce, and Magic
    defenses. Until we can obtain a better translation of the Seiken Densetsu 4
    Ultimania guide, the four weapon attributes will remain unknown. The better
    estimates are Slash, Heavy, Force, and Tech, but my theory is that they refer
    to the types of plunge attack damage (Cut, Blunt, Pierce, Indirect).
    
    Albatross provided me with a list of offensive statistics for weaponry, but it
    only applied to the japanese version of LoM, and we're trying to chart out the
    correct values as we can. This is why the charts will be incomplete, fow now.
    
    Here are the formulas needed to calculate the power ratings of weapons and
    armor (without essence levels):
    
    Weapons
      (Wpn Slash x Mtrl Slash)/128
    + (Wpn Heavy x Mtrl Heavy)/128
    + (Wpn Force x Mtrl Force)/128
    + (Wpn Tech x Mtrl Tech)/128
    
    Armor
    (Armr Strike Def x Mtrl Strike Def)/64 = Total Strike Def
    (Armr Slash Def x Mtrl Slash Def)/64 = Total Slash Def
    (Armr Thrust Def x Mtrl Thrust Def)/64 = Total Thrust Def
    (Armr Magic Def x Mtrl Magic Def)/64 = Total Magic Def
    
    When you wish to apply a varnishing technique to your weapon or armor, you can
    increase or reduce particular aspects of a weapon or armor by increments of
    25%, 50%, or both. These changes in weapon and armor power last, so long as the
    varnishing remains intact. The goal is to accumulate 3 cards that boost
    particular aspects that are strong, and finish it with an item that further
    contributes to that.
    
    When you add more such increments, keep in mind that they always apply to the 
    new total. For example, if you add a 50% increment after having adding a 25% 
    increment, you'll be adding a 50% increment of 125% of the initial value.
    
    
    _______________________________________________________________________________ 
    7. SPECIAL POWERS
    
    This is a most delicate matter, in the realm of tempering. It only applies to
    pieces of armor. Some cards may be able to bestow a special power on a piece of
    armor, but not in a way similar to the addition of new plunge attacks or status
    immunities, even if the results could be qualified as similar. When hunting for
    card-derived special powers, most observations lead to the conclusion that only
    the most recent active card on an item can provide special powers. This is why
    the Fertility Goddess card on a ring won't share the experience crystals
    acquired if the card isn't on the top slot.
    
    People have been trying to get multiple special powers to work on on the same
    item at the same time (namely, combining the powers of the Forbidden and Revive
    rings), but most tests have been inconclusive. Anthony is presently working on
    this, and more information will be added on an upcoming update.
    
    
    _______________________________________________________________________________ 
    8. TEMPERING FOR MONEY
    
    It's very clear that tempering can be an expensive process. Likewise, if
    handled right, tempering can be a very rewarding process, Lucre-wise. How? By
    tempering in the proper items in order to boost the price to incredible
    amounts. Here are the factors that have influence over the price of a weapon or
    armor:
    
    - Material from which the weapon/armor is made of
    - Type of weapon/armor
    - Mystic Cards present
    - Mystic Card potentially created by the item in the invisible slot, BASED ON
      ESSENCE LEVELS PRIOR TO TEMPERING IN THAT ITEM
    
    What does this mean? Well, it means that a DiorWood Axe with 300 power and
    three Enticed Nymphs will sell at the same price as a DiorWood Axe of 60 power
    with three Enticed Nymphs. That's right, the overall offensive or defensive
    power of your weapon or armor doesn't matter when you're going for money.
    
    Right now, I don't have a way to determine how the basic price of a weapon or
    armor is determined, but I know for certain that any additional Lucre-value is
    due to Mystic Cards, and the card that could be potentially created by the item
    in the invisible slot. Why 'potentially'? Because while it is in the invisible
    slot, the item doesn't count as a Mystic Card. Only the item's powers are
    applied (not the card's), cardless items would create an inconsistency, and
    special conditions might render the creation of a certain card impossible,
    despite the matching essence levels. An evident example of this is with World
    cards, which are unable to be present more than once on an item at any time,
    unless a Bed of Thorn is ready to accomodate them. If you already have a
    Ragnarok card on your weapon/armor, and you temper in a Pine o'Clock, the
    produce will be considered cardless for the purposes of actually creating a
    card as it moves on. However, if the essence levels are sufficient for a Pine
    o'Clock to create the Ragnarok card, so long as the Pine o'Clock remains in the
    invisible slot, the value of the Ragnarok card is accounted due to it.
    
    Right now, we're working on charting out the price values of all the cards, but
    this will require some time. If you come up with any results, please send them
    to me at marcusmajarra@hotmail.com
    
    I've only charted a few cards so far, and there are plenty more to go.
    
    
    _______________________________________________________________________________ 
    9. INFORMATION LISTS
    
    In this section, you will find various lists, with information relevant to the
    various aspects of tempering. These include the energy costs for essence levels
    when there is a presence of wizard cards, and the effects of mystic cards,
    among others.
    
    _______________________________
    9.1 Material Essence Resistance
    
    Here is the chart of the various resistances materials have towards the various
    elements. You can use this information, with the subsequent chart to find out
    how much energy you need to gain a level in a particular essence, for your
    material.
    
    -----------------------------------------------------
    Material Type   Material     |WI SH DR AU SA GN JI UN
    -----------------------------------------------------
    METAL           MenosBronze  |8  8  8  8  8  8  8  8
    METAL           ForsenaIron  |9  9  9  9  9  9  9  9
    METAL           GranzSteel   |9  9  9  9  9  9  9  9
    METAL           LorantSilver |9  9  9  9  9  9  9  9
    METAL           WendelSilver |9  7  8  8  8  8  8  8
    METAL           VizelGold    |7  9  9  9  9  9  9  9
    METAL           IshePlatinum |7  7  8  8  8  8  8  8
    METAL           LorimarIron  |7  9  9  9  9  9  9  9
    METAL           AltenaAlloy  |10 10 10 10 10 10 10 10
    METAL           MaiaLead     |32 32 32 32 32 32 32 32
    METAL           Orihalcon    |8  8  7  10 7  9  6  8
    -----------------------------------------------------
    WOOD            OakWood      |7  8  6  9  10 7  7  7
    WOOD            HollyWood    |7  8  6  9  10 7  7  7
    WOOD            BaobabWood   |7  8  6  9  10 7  7  7
    WOOD            EbonyWood    |7  8  6  9  10 7  7  7
    WOOD            MapleWood    |7  8  6  9  10 7  7  7
    WOOD            DiorWood     |7  8  5  9  10 7  7  7
    WOOD            AshWood      |7  8  6  9  10 7  7  7
    WOOD            FossilWood   |7  6  6  9  10 6  7  7
    -----------------------------------------------------
    STONE           Marble       |7  8  9  7  7  6  10 7  There is a rumor about
    STONE           Obsidian     |8  6  9  7  7  6  10 8  PedanStone having a
    STONE           PedanStone   |7  8  9  7  7  7  10 7  resistance of 11 to
    STONE           Gaeus'sTears |8  8  9  7  10 6  10 6  Jinn. (Unsure)
    -----------------------------------------------------
    HIDE            AnimalHide   |8  8  7  9  9  7  7  7
    HIDE            GatorSkin    |8  8  7  9  7  8  8  6
    HIDE            CentaurHide  |8  8  9  7  8  7  8  8
    HIDE            DragonSkin   |8  8  7  9  5  10 5  10
    -----------------------------------------------------
    SCALES          FishScales   |8  8  8  8  8  8  8  6
    SCALES          LizardScales |7  9  8  8  7  8  8  9
    SCALES          SnakeScales  |9  7  8  8  8  7  8  7
    SCALES          DragonScales |7  7  7  7  6  7  7  7
    -----------------------------------------------------
    BONE            AnimalBone   |9  6  8  8  8  8  8  8
    BONE            Ivory        |7  6  7  7  8  6  7  7
    BONE            CursedBone   |9  5  9  7  9  7  9  7
    BONE            Fossil       |9  6  8  8  10 6  10 6
    -----------------------------------------------------
    FABRIC          ToppleCotton |6  8  6  10 10 7  7  6
    FABRIC          Sultan'sSilk |6  8  6  10 10 7  7  6
    FABRIC          JuddHemp     |10 6  6  10 10 7  7  6
    FABRIC          AltenaFelt   |7  7  7  9  10 7  7  6
    -----------------------------------------------------
    AEROLITE        JacobiniRock |7  8  10 7  7  8  9  8
    AEROLITE        HalleyRock   |7  8  10 7  7  8  9  8
    AEROLITE        AnkhRock     |7  8  10 7  7  8  9  8
    AEROLITE        VinekRock    |7  8  10 7  7  8  9  8
    AEROLITE        TuttleRock   |7  8  10 7  7  8  9  8
    AEROLITE        NemesisRock  |7  8  10 7  7  8  9  8
    AEROLITE        BiellaRock   |7  8  10 7  7  8  9  8
    AEROLITE        SwifteRock   |7  8  10 7  7  8  9  8
    -----------------------------------------------------
                    Adamantite   |8  8  8  8  8  8  8  8
                    FullMetal    |8  8  8  8  8  8  8  8
                    Coral        |9  6  7  7  9  7  9  5
                    TortoiseShell|8  8  9  7  9  8  9  7
                    Shell        |8  7  9  8  9  7  9  6
                    Emerald      |8  8  8  8  8  8  8  8
                    Pearl        |8  8  8  8  8  8  8  8
                    LapisLazuli  |8  8  8  8  8  8  8  8
    -----------------------------------------------------
    
    ___________________________
    9.2 Energy Requirement List
    
    The following chart lists the energy required to rise to a certain essence
    level while there is a presence of favorable wizard cards (Witch/Sorcerer). Up
    to three can be present at any time on an item, and having more tends to reduce
    the energy costs. Remember that the cost for reaching level 1 is always 8, and
    increasing beyond that without Wizard cards goes along the following formula:
    
    Energy = Resistance x (2^Current Level), with a minimum requirement of 8
    
    ----------------------------------------------------------------
    Essence    |Wizard |      Cost For Essence Level Targetted
    Resistance |Cards  |1    2    3    4    5    6    7    8    9
    ----------------------------------------------------------------
    5          |0      |8    10   20   40   80   160  320  640  1280
    5          |1      |8    8    16   24   48   96   192  384  768
    5          |2      |8    8    8    8    16   32   64   128  256
    5          |3      |8    8    8    8    16   32   64   128  256
    ----------------------------------------------------------------
    6          |0      |8    12   24   48   96   192  384  768  1536
    6          |1      |8    8    16   24   48   96   192  384  768
    6          |2      |8    8    8    8    16   32   64   128  256
    6          |3      |8    8    8    8    16   32   64   128  256
    ----------------------------------------------------------------
    7          |0      |8    14   28   56   112  224  448  896  1792
    7          |1      |8    8    16   24   48   96   192  384  768
    7          |2      |8    8    8    8    16   32   64   128  256
    7          |3      |8    8    8    8    16   32   64   128  256
    ----------------------------------------------------------------
    8          |0      |8    16   32   64   128  256  512  1024 2048
    8          |1      |8    16   24   48   96   192  384  768  1536
    8          |2      |8    8    16   24   48   96   192  384  768
    8          |3      |8    8    8    8    16   32   64   128  256
    ----------------------------------------------------------------
    9          |0      |9    18   36   72   144  288  576  1152 2304
    9          |1      |8    16   24   48   96   192  384  768  1536
    9          |2      |8    8    16   24   48   96   192  384  768
    9          |3      |8    8    8    16   16   32   64   128  256
    ----------------------------------------------------------------
    10         |0      |10   20   40   80   160  320  640  1280 2560
    10         |1      |8    16   24   48   96   192  384  768  1536
    10         |2      |8    8    16   24   48   96   192  384  768
    10         |3      |8    8    8    8    32   32   64   128  256
    ----------------------------------------------------------------
    32         |0      |32   64   128  256  512  1024 2048 4096 8192
    32         |1      |24   48   96   192  384  768  1536 3072 6144
    32         |2      |24   48   96   192  288  576  1152 2304 4608
    32         |3      |16   24   48   96   192  384  768  1536 3072
    ----------------------------------------------------------------
    
    ____________________
    9.3 Item Effect List
    
    The following chart displays what effects a particular item has, when tempered
    in a particular item. Remember that these are present as long as the item
    remains tempered in the item. This chart also displays the basic energy
    allocation and elemental association of the items.
    
    -------------------------------------------------------------------------------
    Item Type  |Item Name      Energy|Element TP|Equipment Effect
    -------------------------------------------------------------------------------
    COINS      |Wisp Gold          64|Wisp x2   |
    COINS      |Shade Gold         64|Shade x2  |
    COINS      |Dryad Gold         64|Dryad x2  |
    COINS      |Aura Gold          64|Aura x2   |
    COINS      |Sala Gold          64|Sala x2   |
    COINS      |Gnome Gold         64|Gnome x2  |
    COINS      |Jinn Gold          64|Jinn x2   |
    COINS      |Undine Gold        64|Undine x2 |
    COINS      |Wisp Silver        48|Wisp      |
    COINS      |Shade Silver       48|Shade     |
    COINS      |Dryad Silver       48|Dryad     |
    COINS      |Aura Silver        48|Aura      |
    COINS      |Sala Silver        48|Sala      |
    COINS      |Gnome Silver       48|Gnome     |
    COINS      |Jinn Silver        48|Jinn      |
    COINS      |Undine Silver      48|Undine    |
    -------------------------------------------------------------------------------
    M.STONES   |Fire Stone         24|Sala      |
    M.STONES   |Earth Stone        24|Gnome     |
    M.STONES   |Wind Stone         24|Jinn      |
    M.STONES   |Water Stone        24|Undine    |
    -------------------------------------------------------------------------------
    M.CRYSTALS |Sun Crystal        48|Wisp      |
    M.CRYSTALS |Moon Crystal       48|Shade     |
    M.CRYSTALS |Glow Crystal       96|          |
    M.CRYSTALS |Chaos Crystal      24|          |Cannot be tainted
    -------------------------------------------------------------------------------
    SEEDS      |Round Seed         16|Dryad     |
    SEEDS      |Oblong Seed        16|Dryad     |
    SEEDS      |Crooked Seed       16|Dryad     |
    SEEDS      |Big Seed           24|Dryad     |
    SEEDS      |Small Seed         24|Dryad     |
    SEEDS      |Long Seed          24|Dryad     |
    SEEDS      |Flat Seed          48|Dryad     |
    SEEDS      |Spiny Seed         48|          |
    -------------------------------------------------------------------------------
    PRODUCE    |Bellgrapes         64|          |
    PRODUCE    |Diceberry          16|          |
    PRODUCE    |Mangoelephant      64|          |
    PRODUCE    |Loquat-Shoes       16|          |Shoes: Strike/Slash/Thrust +25%
    PRODUCE    |Pear o'Heels       32|          |Shoes: Strike/Slash/Thrust +25%
    PRODUCE    |Squalphin          16|Undine    |
    PRODUCE    |Citrisquid         8 |          |Weapons: Slash -25%, Heavy +25%
               |                     |          |Armor: Strike +25%, Slash -25%
    PRODUCE    |Springanana        16|          |
    PRODUCE    |Peach Puppy        24|          |Weapons: Slash +25%, Heavy -25%
    PRODUCE    |Apricat            8 |          |Weapons: Force -25%, Tech +25%
    PRODUCE    |Applesocks         64|          |
    PRODUCE    |Whalamato          32|          |
    PRODUCE    |Pine o'Clock       24|          |Armor: Sleep Immunity
    PRODUCE    |Fishy Fruit        32|Undine    |
    PRODUCE    |Boarmelon          32|          |
    PRODUCE    |Rhinoloupe         32|          |Weapons: Slash +25%
               |                     |          |Armor: Poison Immunity
    PRODUCE    |Orcaplant          24|          |
    PRODUCE    |Garlicrown         8 |Aura      |Pushes Off Pixie Cards
    PRODUCE    |Honey Onion        32|Dryad     |
    PRODUCE    |Sweet Moai         32|          |Helm: Strike/Slash/Thrust +25%
               |                     |          |Hat: Strike/Slash/Thrust +50%
    PRODUCE    |Spiny Carrot       8 |Undine    |Weapons: Slash +25%, Heavy -25%
    PRODUCE    |Conchurnip         16|          |
    PRODUCE    |Cornflower         24|Wisp      |
    PRODUCE    |Cabadillo          8 |          |Hauberk: Strike/Slash/Thrust +25%
               |                     |          |         Magic Def -50%
    PRODUCE    |Needlettuce        24|          |Weapons: Slash +25%, Heavy -25%
    PRODUCE    |Cherry Bombs       16|          |
    PRODUCE    |Masked Potato      24|          |Weapons: Slash -25%, Heavy +25%
    PRODUCE    |Lilipods           8 |          |
    PRODUCE    |Rocket Papaya      64|          |
    PRODUCE    |Orange'opus        64|          |
    PRODUCE    |Bumpkin            24|          |
    PRODUCE    |Heart Mint         8 |          |
    PRODUCE    |Spade Basil        16|          |Weapons: Slash +25%
    PRODUCE    |Dialaurel          64|          |
    PRODUCE    |Gold Clover        64|          |Weapons: Slash +25%
    PRODUCE    |Mush-In-A-Box      32|Shade     |
    PRODUCE    |Toadstoolshed      64|Shade     |
    -------------------------------------------------------------------------------
    MEATS      |(All Kinds)        16|          |
    -------------------------------------------------------------------------------
    FANG/CLAW  |Sharp Claw         24|          |Weapons: Slash +50%, Heavy -50%
    FANG/CLAW  |Poison Fang        8 |          |Weapons: Force -50%, Tech +50%
    FANG/CLAW  |Giant's Horn       32|          |Weapons: Slash -50%, Heavy +50%
    FANG/CLAW  |Scissors           16|          |Weapons: Force +50%, Tech -50%
    FANG/CLAW  |Healing Claw       24|          |Shield: Poison Immunity
    FANG/CLAW  |Zombie Claw        32|          |Pendant: Paralysis Immunity
    FANG/CLAW  |Vampire Fang       24|          |
    -------------------------------------------------------------------------------
    EYES       |Little Eye         32|          |Armor: Slash +25%
    EYES       |Sleepy Eye         32|          |Armor: Thrust +25%
    EYES       |Silly Eye          32|          |Weapons: Heavy +25%
    EYES       |Dangerous Eye      32|          |Armor: Strike +25%
    EYES       |Angry Eye          32|          |Weapons: Force +25%
    EYES       |Blank Eye          32|          |Weapons: Tech +25%
    EYES       |Wicked Eye         32|          |Weapons: Slash +25%
    EYES       |Creepy Eye         48|          |Armor: Magic Def +25%
               |                     |          |Produces a random Pixie card (?)
    -------------------------------------------------------------------------------
    FEATHERS   |Angel Feather      32|Wisp      |
    FEATHERS   |Raven Feather      24|Shade     |
    FEATHERS   |Clear Feather      24|          |Weapons: Heavy -50%, Tech +50%
    FEATHERS   |Moth Wing          32|          |Armor: Strike/Slash/Thrust -25%
               |                     |          |       Magic Def +25%
    FEATHERS   |Flaming Quill      64|          |
    FEATHERS   |White Feather      32|          |
    -------------------------------------------------------------------------------
    BOTTLES    |Aroma Oil          24|          |Hide Armor: Strike/Slash/Pierce
               |                     |          |            +50%
    BOTTLES    |Dragon Blood       64|          |
    BOTTLES    |Acid               48|          |
    BOTTLES    |Holy Water         16|          |Pushes Off Pixie Cards
    BOTTLES    |Ether              8 |          |
    -------------------------------------------------------------------------------
    VIALS      |Mercury            24|          |
    VIALS      |Stinky Breath      16|          |Armor: Poison/Confusion Immunity
    VIALS      |Ghost's Howl       32|          |
    VIALS      |Dragon's Breath    24|          |Weapons: Force +25%, Tech +25%
    VIALS      |Virgin's Sigh      16|          |
    -------------------------------------------------------------------------------
    URNS       |Electricity        32|          |
    URNS       |Moss               32|          |Helm: Darkness Immunity
    URNS       |Ear Of Wheat       24|          |
    -------------------------------------------------------------------------------
    PELLETS    |Baked Roach        24|          |Robe: Poison Immunity
    PELLETS    |Blackened Bat      48|          |Pendant: Darkness Immunity
    -------------------------------------------------------------------------------
    POWDERS    |Sulpher            24|          |
    POWDERS    |Poison Powder      8 |          |
    POWDERS    |Sleepy Powder      8 |          |
    POWDERS    |Knockout Dust      8 |          |
    POWDERS    |Rust               8 |          |
    POWDERS    |Grave Dirt         32|          |
    POWDERS    |Ash                16|          |
    -------------------------------------------------------------------------------
    POUCH      |Hairball           8 |          |
    POUCH      |Needle             8 |          |
    POUCH      |Mirror Piece       24|          |Cannot be tainted?
    POUCH      |Wad Of Wool        16|          |
    POUCH      |Messy Scroll       16|          |
    -------------------------------------------------------------------------------
               |Greenball Bun      8 |          |
               |Tako Bug           8 |          |
    -------------------------------------------------------------------------------
    
    _____________________________________
    9.4 Card Effect and Requirements List
    
    Much like the chart above, the following one describes the effects of mystic
    cards, when present, as well as their requirements to be installed. This also
    describes the possible attribute bonuses of each card, as well as their
    limitations. Due to the amount of content explored, this list will be divided
    in two parts. Remember that if an item doesn't have any attribute limitations,
    it is limited to the equipment's basic limits, which are of 0 to +1 on all
    attributes. If a modifier has a fixed bonus or penalty, it gives the marked
    attribute modifier, it's not cumulative. Thus adding multiple Evil Gods does
    not add 15 to the appropriate attribute, but it brings the attribute to +15.
    
    -------------------------------------------------------------------------
    Card          |Card              |Attribute    |Attribute          |Lucre
    Family        |Name              |Modifiers    |Limitations        |Value
    -------------------------------------------------------------------------
    WORLD CARDS   |Yggsdrasil        |All Up       |All -5 to +10      |
                  |                  |             |Staff: All -3 to +9|
    WORLD CARDS   |Ancient Moon      |             |                   |
    WORLD CARDS   |Mirrored World    |             |                   |
    WORLD CARDS   |Heaven's Scale    |             |                   |
    WORLD CARDS   |Dying Earth       |All Down     |All -5 to +10      |
    WORLD CARDS   |Ragnarok          |             |                   |10000
    -------------------------------------------------------------------------
    STAGE CARDS   |Bed of Thorn      |             |All -1 to +3       |
    STAGE CARDS   |Volcano           |             |                   |
    STAGE CARDS   |Metropolis        |             |                   |
    STAGE CARDS   |Tower             |             |All -3 to +5       |
    STAGE CARDS   |Spring            |             |All -3 to +5       |
    -------------------------------------------------------------------------
    12 HEAVEN GODS|Ruler of the Sky  |Pwr +9       |Pwr -3 to +9       |
                  |                  |Mgc +9       |Mgc -3 to +9       |
    12 HEAVEN GODS|Mother of Gods    |Mgc +5       |Mgc -3 to +5       |
                  |                  |Spr +5       |Spr -3 to +5       |
                  |                  |Chm +5       |Chm -3 to +5       |
    12 HEAVEN GODS|Sun God           |Chm +10      |Chm -5 to +10      |
    12 HEAVEN GODS|Moon Goddess      |Spr +10      |Spr -5 to +10      |
    12 HEAVEN GODS|Thunder God       |Pwr +5       |Pwr -3 to +5       |
                  |                  |Skl +5       |Skl -3 to +5       |
                  |                  |Def +5       |Def -3 to +5       |
    12 HEAVEN GODS|Goddess of Love   |Spr +7       |Spr -3 to +9       |
                  |                  |Chm +7       |Chm -3 to +9       |
    12 HEAVEN GODS|Fertility Goddess |HP +10       |HP -5 to +10       |
    12 HEAVEN GODS|Ocean God         |Pwr +7       |Pwr -3 to +9       |
                  |                  |Skl +7       |Skl -3 to +9       |
    12 HEAVEN GODS|Wind God          |Skl +10      |Skl -5 to +10      |
    12 HEAVEN GODS|Wisdom Goddess    |Mgc +10      |Mgc -5 to +10      |
    12 HEAVEN GODS|Blacksmith God    |Def +10      |Def -5 to +10      |
    12 HEAVEN GODS|God of War        |Pwr +10      |Pwr -5 to +10      |
    -------------------------------------------------------------------------
    7 EVIL GODS   |Fallen Angel      |Chm +15      |All -10 to +20     |
                  |                  |Others Down  |                   |
    7 EVIL GODS   |Witch of Moon     |Mgc +15      |All -10 to +20     |
                  |                  |Others Down  |                   |
    7 EVIL GODS   |Lord of Flies     |Skl +15      |All -10 to +20     |
                  |                  |Others Down  |                   |
    7 EVIL GODS   |Wings of Darkness |Spr +15      |All -10 to +20     |
                  |                  |Others Down  |                   |
    7 EVIL GODS   |God of Destruction|Pwr +15      |All -10 to +20     |
                  |                  |Others Down  |                   |
    7 EVIL GODS   |Beast-headed God  |HP +15       |All -10 to +20     |
                  |                  |Others Down  |                   |
    7 EVIL GODS   |Leviathan         |Def +15      |All -10 to +20     |
                  |                  |Others Down  |                   |
    -------------------------------------------------------------------------
    NOBLES        |Sage              |Def Up       |All -3 to +5       |
                  |                  |Mgc Up       |                   |
    NOBLES        |Man of Valor      |Pwr Up       |All -3 to +5       |
                  |                  |HP Up        |                   |
    NOBLES        |Wanderer          |Skl Up       |All -3 to +5       |
                  |                  |Spr Up       |                   |
    -------------------------------------------------------------------------
    MAIDEN CARDS  |Sacrificed Nymph  |             |                   |
    MAIDEN CARDS  |Enticed Nymph     |             |                   |1000
    MAIDEN CARDS  |Nymph of the Sky  |             |                   |
    MAIDEN CARDS  |Nymph of Orchards |             |                   |
    MAIDEN CARDS  |Nymph of Dawn     |             |                   |
    -------------------------------------------------------------------------
    SPIRIT CARDS  |Spirit (Ocean)    |Chm Up       |                   |
    SPIRIT CARDS  |Spirit (Forest)   |Spr Up       |                   |
                  |                  |Chm Up       |                   |
    SPIRIT CARDS  |Spirit (Mountain) |Def Up       |                   |
                  |                  |HP Up        |                   |
    SPIRIT CARDS  |Spirit (Shoes)    |Skl Up       |                   |
    SPIRIT CARDS  |Spirit (Housework)|Lck Up       |                   |
    -------------------------------------------------------------------------
    PIXIE CARDS   |Pixie             |Chm Up       |All -1 to +3       |150
                  |(Red Hat)         |Others Down  |                   |
    PIXIE CARDS   |Pixie             |Mgc Up       |All -1 to +3       |150
                  |(Blue Hat)        |Others Down  |                   |
    PIXIE CARDS   |Pixie             |Skl Up       |All -1 to +3       |150
                  |(Yellow Hat)      |Others Down  |                   |
    PIXIE CARDS   |Pixie             |Spr Up       |All -1 to +3       |150
                  |(Black Hat)       |Others Down  |                   |
    PIXIE CARDS   |Pixie             |Pwr Up       |All -1 to +3       |150
                  |(Light Blue Hat)  |Others Down  |                   |
    PIXIE CARDS   |Pixie             |HP Up        |All -1 to +3       |150
                  |(No Hat)          |Others Down  |                   |
    PIXIE CARDS   |Pixie             |Def up       |All -1 to +3       |150
                  |(Purple Hat)      |Others Down  |                   |
    -------------------------------------------------------------------------
    BEAST GODS    |Phoenix           |Pwr +3       |Pwr -3 to +5       |
                  |                  |Skl +3       |Skl -3 to +5       |
    BEAST GODS    |Unicorn           |Def +3       |Def -3 to +5       |
                  |                  |Mgc +3       |Mgc -3 to +5       |
    -------------------------------------------------------------------------
    ELEMENTS      |Wisp              |Chm Up       |                   |200
    ELEMENTS      |Shade             |Spr Up       |                   |200
    ELEMENTS      |Dryad             |HP Up        |                   |200
    ELEMENTS      |Aura              |Lck Up       |                   |200
    ELEMENTS      |Salamander        |Pwr Up       |                   |200
    ELEMENTS      |Gnome             |Def Up       |                   |200
    ELEMENTS      |Jinn              |Skl Up       |                   |200
    ELEMENTS      |Undine            |Mgc Up       |                   |200
    -------------------------------------------------------------------------
    MISC CARDS    |Raven             |Mgc +3       |Mgc -3 to +5       |
                  |                  |Chm +3       |Chm -3 to +5       |
    MISC CARDS    |Wolf              |Skl +3       |Skl -3 to +5       |
                  |                  |HP +3        |HP -3 to +5        |
    MISC CARDS    |Sorcerer          |Mgc Up       |All -1 to +3       |
                  |                  |Tower: Chm Up|Tower: All -3 to +5|
                  |                  |       Spr Up|                   |
    MISC CARDS    |Witch             |Mgc Up       |All -1 to +3       |
                  |                  |Tower: Chm Up|Tower: All -3 to +5|
                  |                  |       Spr Up|                   |
    MISC CARDS    |King              |Pwr Up       |                   |
    MISC CARDS    |Princess          |Def Up       |                   |
    MISC CARDS    |Clown             |             |All -3 to +9       |
                  |                  |             |Metropolis:        |
                  |                  |             | All -5 to +12     |
    MISC CARDS    |Cleric            |             |All -1 to +3      |
    -------------------------------------------------------------------------
    |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
    -------------------------------------------------------------------------------
    Card              |Item         |Essence     |Effects
    Name              |Requirements |Requirements|
    -------------------------------------------------------------------------------
    Yggsdrasil        |Spiny Seed   |Dryad>4     |Faster HP recovery (?)
                      |             |            |When its limits dominate, it
                      |             |            |allows Spiny Seeds to keep
                      |             |            |accumulating attribute modifiers
    Ancient Moon      |Chaos Crystal|            |Allows conflicting essences to be
                      |             |            |raised normally
    Mirrored World    |Mirror Piece |Total>2     |Reverses the elemental dominance
    Heaven's Scale    |Springanana  |            |Allows HP recovery while moving
                      |             |            |Empowers Phoenix
    Dying Earth       |Grave Dirt   |            |
    Ragnarok          |Pine o'Clock |Salamander>0|Changes Pixie Cards to Evil Gods
                      |             |Gnome>0     |2HSword: Adds "Ragnarok" Plunge
                      |             |Jinn>0      |         Attack
                      |             |Undine>0    |
    -------------------------------------------------------------------------------
    Bed of Thorn      |Needle       |Dryad>0     |Armor: All +50%
                      |Needlettuce  |Salamander=0|Prevents HP recovery
    Volcano           |Ash          |            |Weapons: Force +50%, Tech -50%
                      |             |            |Hammer: Adds "Magma Hammer"
                      |             |            |        Plunge Attack
                      |             |            |Hauberk: Freeze Immunity
                      |             |            |Empowers Phoenix
    Metropolis        |Dialaurel    |Shade>0     |Armor: Magic Def +25%
                      |             |Salamander=0|Robe: Magic Def +50%, Confusion
                      |             |            |      Immunity
    Tower             |Rocket Papaya|Wisp>0      |
                      |Healing Claw |Jinn=0      |
    Spring            |Fishy Fruit  |            |Robe: Flameburst Immunity
                      |             |            |Pendant: Sleep Immunity
                      |             |            |Empowers Unicorn
    -------------------------------------------------------------------------------
    Ruler of the Sky  |Spade Basil  |Wisp>2      |Spear: Adds "Gungnir" Plunge
                      |             |Total>5     |       Attack
                      |             |            |Staff: Adds "Electrosceptre"
                      |             |            |       Plunge Attack
    Mother of Gods    |Heart Mint   |Shade>1     |Flail: Adds "Green Princess",
                      |             |Gnome>1     |       "Game of Death", and "Red
                      |             |Undine>1    |       Dream" Plunge Attacks
    Sun God           |Sun Crystal  |Wisp>2      |Sword: Adds "Sunlight" Plunge
                      |             |Total>4     |       Attack
                      |             |            |Bow: Adds "Solar Flare" Plunge
                      |             |            |     Attack
    Moon Goddess      |Moon Crystal |Shade>2     |Sword: Adds "Moonlight" Plunge
                      |             |Total>4     |       Attack
                      |             |            |Bow: Adds "Lunar Shot" Plunge
                      |             |            |     Attack
    Thunder God       |Electricity  |Wisp>2      |Hammer: Adds "Mjolnir" Plunge
                      |             |Salamander>2|        Attack
                      |             |Jinn>2      |
    Goddess of Love   |Virgin's Sigh|Shade>2     |Pendant: Increases Lucre Gain
                      |             |Dryad>2     |
    Fertility Goddess |Ear of Wheat |Dryad>2     |Armor: Petrification Immunity
                      |             |Total>4     |Ring: Share Exp Crystals
    Ocean God         |Squalphin    |Undine>2    |Spear: Adds "Trident" Plunge
                      |Orcaplant    |Total>4     |       Attack
                      |             |            |Armor: Flameburst Immunity
    Wind God          |Diceberry    |Jinn>2      |Staff: Adds "Caduceus" Plunge
                      |             |Total>4     |       Attack
                      |             |            |Shoes: Paralysis Immunity
    Wisdom Goddess    |Aroma Oil    |Total>5     |Shield: Stare Immunity
    Blacksmith God    |Ether        |Aura>2      |Hammer: Adds "Sledgehammer"
                      |             |Gnome>2     |        Plunge Attack
    God of War        |Dragon Blood |Salamander>2|Axe: Adds "Dragonslayer" Plunge
                      |             |Total>4     |     Attack
    -------------------------------------------------------------------------------
    Fallen Angel      |Angel Feather|Wisp>4      |2HSword: Adds "Chaotic Avenger"
                      |             |Shade=0     |         Plunge Attack
    Witch of Moon     |Vampire Fang |Jinn=0      |Sword: Adds "Vampsword" Plunge
                      |             |Undine>4    |       Attack
    Lord of Flies     |Clear Feather|Gnome=0     |Knife: Adds "Sinister Blade"
                      |             |Jinn>4      |       Plunge Attack
    Wings of Darkness |Blackened Bat|Wisp=0      |Staff: Adds "Golden Touch" Plunge
                      |             |Shade>4     |       Attack
    God of Destruction|Sharp Claw   |Salamander>4|Sword: Adds "Flame Tongue" Plunge
                      |             |Undine=0    |       Attack
                      |             |            |Armor: Freeze Immunity
    Beast-headed God  |Poison Claw  |Dryad>4     |Knife: Adds "Poison Blade" Plunge
                      |             |Aura=0      |       Attack
    Leviathan         |Orange'opus  |Salamander=0|2HAxe: Adds "Treefeller" Plunge
                      |Giant's Horn |Gnome>4     |       Attack
    -------------------------------------------------------------------------------
    Sage              |Messy Scroll |Jinn>0      |Bow: Adds "Phoenix Falling"
                      |             |Undine>0    |     Plunge Attack
                      |             |Total>2     |
    Man of Valor      |Dragon Breath|Wisp>0      |Spear: Adds "Spear of Light"
                      |             |Salamander>0|       Plunge Attack
                      |             |Total>2     |
    Wanderer          |Wad of Wool  |Shade>0     |Axe: Adds "Woodchopper" Plunge
                      |             |Dryad>0     |     Attack
                      |             |Total>2     |
    -------------------------------------------------------------------------------
    Sacrificed Nymph  |Ghost's Howl |            |Pendant: Petrification Immunity
                      |             |            |Affects cards from the 7 EVIL
                      |             |            |GODS family
    Enticed Nymph     |Lilipods     |            |
    Nymph of the Sky  |White Feather|Wisp>0      |Mantle: Allows HP restoration in
                      |             |Total>2     |        battle
    Nymph of Orchards |Applesocks   |Total>4     |Ring: Unconscious time cut
    Nymph of Dawn     |Glow Crystal |            |Adds 192 energy to the item being
                      |             |            |tempered when it leaves the
                      |             |            |weapon/armor
    -------------------------------------------------------------------------------
    Spirit (Ocean)    |Conchurnip   |            |
    Spirit (Forest)   |Moth Wing    |            |Bow: Adds "Elven Archer" Plunge
                      |             |            |     Attack
    Spirit (Mountain) |Ether        |Aura<3      |Hammer: Adds "Quake Hammer"
                      |             |Gnome<3     |        Plunge Attack
    Spirit (Shoes)    |Loquat-Shoes |            |Boots: Paralysis Immunity
                      |Pear o'Heels |            |Shoes: Extra Exp Crystal
    Spirit (Housework)|Hairball     |            |Ring: Extra Lucre
                      |             |            |Mantle: Sleep Immunity
    -------------------------------------------------------------------------------
    Pixie             |Little Eye   |            |Transforms into Fallen Angel if
    (Red Hat)         |             |            |Ragnarok is present
    Pixie             |Sleepy Eye   |            |Transforms into Witch of Moon if
    (Blue Hat)        |Rust         |            |Ragnarok is present
    Pixie             |Blank Eye    |            |Transforms into Lord of Flies if
    (Yellow Hat)      |Sleepy Powder|            |Ragnarok is present
    Pixie             |Wicked Eye   |            |Transforms into Wings of Darkness
    (Black Hat)       |Stinky Breath|            |if Ragnarok is present
    Pixie             |Angry Eye    |            |Transforms into God of
    (Light Blue Hat)  |Poison Powder|            |Destruction if Ragnarok is
                      |             |            |present
    Pixie             |Dangerous Eye|            |Transforms into Beast-Headed God
    (No Hat)          |             |            |if Ragnarok is present
    Pixie             |Silly Eye    |            |Transforms into Leviathan if
    (Purple Hat)      |Knockout Dust|            |Ragnarok is present
    -------------------------------------------------------------------------------
    Phoenix           |Flaming Quill|Salamander>2|Ring: Automatically revives if
                      |             |Jinn>2      |      Volcano and Heaven's Scale
                      |             |            |      are present
    Unicorn           |Whalamato    |Gnome>2     |Ring or Pendant:
                      |             |Undine>2    |    Halves revival time; divides
                      |             |            |    it by three if Spring is
                      |             |            |    present
    -------------------------------------------------------------------------------
    Wisp              |Wisp Gold    |            |Provides one Wisp Taint Point
                      |Wisp Silver  |            |
    Shade             |Shade Gold   |            |Provides one Shade Taint Point
                      |Shade Silver |            |
    Dryad             |Dryad Gold   |            |Provides one Dryad Taint Point
                      |Dryad Silver |            |
                      |Round Seed   |            |
                      |Oblong Seed  |            |
                      |Crooked Seed |            |
                      |Big Seed     |            |
                      |Small Seed   |            |
                      |Long Seed    |            |
                      |Flat Seed    |            |
                      |Spiny Seed   |            |
    Aura              |Aura Gold    |            |Provides one Aura Taint Point
                      |Aura Silver  |            |
    Salamander        |Sala Gold    |            |Provides one Sala Taint Point
                      |Sala Silver  |            |
                      |Fire Stone   |            |
    Gnome             |Gnome Gold   |            |Provides one Gnome Taint Point
                      |Gnome Silver |            |
                      |Earth Stone  |            |
    Jinn              |Jinn Gold    |            |Provides one Jinn Taint Point
                      |Jinn Silver  |            |
                      |Wind Stone   |            |
    Undine            |Undine Gold  |            |Provides one Undine Taint Point
                      |Undine Silver|            |
                      |Water Stone  |            |
    -------------------------------------------------------------------------------
    Raven             |Raven Feather|            |Bow: Adds "Magical Shot" Plunge
                      |             |            |     Attack if Witch and Wolf are
                      |             |            |     present
    Wolf              |Peach Puppy  |            |Bow: Adds "Magical Shot" Plunge
                      |             |            |     Attack if Witch and Raven
                      |             |            |     are present
    Sorcerer          |Sulpher      |            |Reduces the energy cost to raise
                      |             |            |Wisp, Dryad, Salamander, and
                      |             |            |Gnome essences
    Witch             |Mercury      |            |Bow: Adds "Magical Shot" Plunge
                      |             |            |     Attack if Raven and Wolf are
                      |             |            |     present
                      |             |            |Reduces the energy cost to raise
                      |             |            |Shade, Aura, Jinn, and Undine
                      |             |            |essences
    King              |Garlicrown   |Aura>0      |Glove: Adds "Hand of Midas"
                      |             |            |       Plunge Attack
    Princess          |Honey Onion  |            |
    Clown             |Bumpkin      |            |Knife: Adds "Quick Blade" Plunge
                      |             |            |       Attack
                      |             |            |Weapons: Slash +50%, Heavy -50%
                      |             |            |Armor: Strike -50%, Pierce +50%
    Cleric            |Holy Water   |            |Staff: Adds "Demonicide" Plunge
                      |             |            |       Attack
                      |             |            |Weapons: Slash -50%, Heavy +50%
                      |             |            |Armor: Strike +50%, Slash +50%
    -------------------------------------------------------------------------------
    
    ____________________________
    9.5 Material Properties List
    
    As mentioned in an earlier section, not all materials are as strong on one
    aspect of the weapon or armor you're working on as others. Use the following
    values when determining the basic power of your weapon, and in most cases, this
    will also help you determine which varnishing technique you will use.
    
    ----------------------------------------------------------------------------
    Material        Material     |Weapon Properties     |Armor Properties
    Type                         |Slsh  Hevy  Frce  Tech|Strk  Slsh  Prce  MgcD
    ----------------------------------------------------------------------------
    METAL           MenosBronze  |10    10    10    10  |10    10    10    10
    METAL           ForsenaIron  |15    15    15    15  |15    15    15    15
    METAL           GranzSteel   |20    20    20    20  |20    20    20    20
    METAL           LorantSilver |25    25    25    25  |25    25    25    25
    METAL           WendelSilver |30    30    30    30  |30    30    30    30
    METAL           VizelGold    |35    35    35    35  |35    35    35    35
    METAL           IshePlatinum |40    40    40    40  |40    40    40    40
    METAL           LorimarIron  |45    45    45    45  |45    45    45    45
    METAL           AltenaAlloy  |50    50    50    50  |50    50    50    50
    METAL           MaiaLead     |??    ??    ??    ??  |??    ??    ??    ??
    METAL           Orihalcon    |??    ??    ??    ??  |??    ??    ??    ??
    ----------------------------------------------------------------------------
    WOOD            OakWood      |??    ??    ??    ??  |16-17 5-7   5-7   8-10
    WOOD            HollyWood    |??    ??    ??    ??  |24    5-7   8-10  12-13
    WOOD            BaobabWood   |??    ??    ??    ??  |32-34 10    13-14 17-18
    WOOD            EbonyWood    |??    ??    ??    ??  |40-41 13-14 16-17 22-23
    WOOD            MapleWood    |??    ??    ??    ??  |56    16-17 24    30-31
    WOOD            DiorWood     |??    ??    ??    ??  |80-81 25-27 35    44-45
    WOOD            AshWood      |??    ??    ??    ??  |48-49 15    20-21 27
    WOOD            FossilWood   |??    ??    ??    ??  |??    ??    ??    ??
    ----------------------------------------------------------------------------
    STONE           Marble       |??    ??    ??    ??  |6-7   8-9   11-12 14-15
    STONE           Obsidian     |??    ??    ??    ??  |13-14 18    24    30-31
    STONE           PedanStone   |??    ??    ??    ??  |20-21 25-27 36    44-45
    STONE           Gaeus'sTears |??    ??    ??    ??  |28-29 35-36 48-49 60-61
    ----------------------------------------------------------------------------
    HIDE            AnimalHide   |??    ??    ??    ??  |20-21 8-9   11-12 8-10
    HIDE            GatorSkin    |??    ??    ??    ??  |35-36 13-14 20-21 16-18
    HIDE            CentaurHide  |??    ??    ??    ??  |??    ??    ??    ??
    HIDE            DragonSkin   |??    ??    ??    ??  |70-71 28-29 42    35
    ----------------------------------------------------------------------------
    SCALES          FishScales   |??    ??    ??    ??  |8-9   8-9   8-9   4-5
    SCALES          LizardScales |??    ??    ??    ??  |19    19    16-17 8-10
    SCALES          SnakeScales  |??    ??    ??    ??  |28-29 28-29 24    12-13
    SCALES          DragonScales |??    ??    ??    ??  |72    72    60    30
    ----------------------------------------------------------------------------
    BONE            AnimalBone   |??    ??    ??    ??  |8-9   15    5-7   8-10
    BONE            Ivory        |??    ??    ??    ??  |18    30-31 11-12 16-18
    BONE            CursedBone   |??    ??    ??    ??  |??    ??    ??    ??
    BONE            Fossil       |??    ??    ??    ??  |??    ??    ??    ??
    ----------------------------------------------------------------------------
    FABRIC          ToppleCotton |??    ??    ??    ??  |8-9   8-9   8-9   8-10
    FABRIC          Sultan'sSilk |??    ??    ??    ??  |13-14 13-14 13-14 14-15
    FABRIC          JuddHemp     |??    ??    ??    ??  |19    19    19    19
    FABRIC          AltenaFelt   |??    ??    ??    ??  |24    24    24    24-26
    ----------------------------------------------------------------------------
    AEROLITE        JacobiniRock |??    ??    ??    ??  |15    13-14 18    24-26
    AEROLITE        HalleyRock   |??    ??    ??    ??  |20-21 18    24    32-34
    AEROLITE        AnkhRock     |??    ??    ??    ??  |25-26 22    30-31 40-42
    AEROLITE        VinekRock    |??    ??    ??    ??  |30-31 25-26 35-36 48-50
    AEROLITE        TuttleRock   |??    ??    ??    ??  |35-36 30-31 42    56-58
    AEROLITE        NemesisRock  |??    ??    ??    ??  |40-41 35-36 48-49 64-66
    AEROLITE        BiellaRock   |??    ??    ??    ??  |45    40-41 54    72-74
    AEROLITE        SwifteRock   |??    ??    ??    ??  |??    ??    ??    ??
    ----------------------------------------------------------------------------
                    Adamantite   |??    ??    ??    ??  |62    30    92    62
                    FullMetal    |??    ??    ??    ??  |43-44 25-27 99    27
                    Coral        |??    ??    ??    ??  |23    8-9   32-34 8-10
                    TortoiseShell|??    ??    ??    ??  |32-34 13-14 46    12-13
                    Shell        |??    ??    ??    ??  |25-26 10    36    8-10
                    Emerald      |??    ??    ??    ??  |1     1     1     50
                    Pearl        |??    ??    ??    ??  |1     1     1     50
                    LapisLazuli  |??    ??    ??    ??  |1     1     1     50
    ----------------------------------------------------------------------------
    
    ------------------------------------
    Weapon Type  |Slsh  Hevy  Frce  Tech
    ------------------------------------
    Knife        |44    16    12    48
    Sword        |32    32    32    32
    Axe          |28    36    48    16
    2H Sword     |40    40    40    40
    2H Axe       |40    40    64    16
    Hammer       |8     72    64    16
    Spear        |52    20    24    48
    Staff        |4     44    16    32
    Glove        |0     32    24    56
    Flail        |0     40    28    44
    Bow          |40    4     20    40
    ------------------------------------
    
    ------------------------------------
    Armor Type   |Strk  Slsh  Prce  MgcD
    ------------------------------------
    Shield       |8     8     8     4
    Helm         |8     7     6     2
    Hat          |4     2     2     4
    Hauberk      |12    16    16    2
    Robe         |6     6     6     8
    Gauntlet     |7     6     8     2
    Ring         |1     1     1     16
    Boots        |6     8     7     2
    Shoes        |2     4     2     4
    Full-Armor   |26    26    26    4
    Mantle       |4     4     4     12
    Pendant      |0     0     0     24
    ------------------------------------
    
    
    _______________________________________________________________________________ 
    10. EXAMPLES
    
    In this section, you will find a few tempering schemes, depicting procedures
    discussed here. We'll try to be as detailed as possible.
    
    __________________________________________________
    10.1 AltenaAlloy Sword - Increasing Essence Levels
    
    Here, we'll cover a small excerpt from what would be a complete essence
    tempering scheme for an AltenaAlloy Sword. You will examine the tempering of
    two essences, one of which conflicts with the other, and you will also see the
    effects of Wizard cards, as well as Chaos and Glow Crystals. In this process,
    we will demonstrate how to raise Salamander to level 9, and Gnome to level 7.
    In the end, we will also proceed with an essence consumption, bringing
    Salamander to level 10, and then work on raising Gnome back to level 7.
    
    -------------------------------------------------------------------------------
    Item Added   |SA GN|Sword Power|Observations
    -------------------------------------------------------------------------------
    Forging Sword|0  0 |50         |In this particular process, it's easy to
    Sala Silver  |1  0 |52         |observe how each step may or may not match the
    Sulpher      |2  0 |55         |energy requirements to achieve a level boost.
    Sulpher      |3  0 |58         |There are only a few steps in which wizard
    Sulpher      |4  0 |61         |cards are not taken into account, and you can
    Sala Silver  |5  0 |63         |easily observe how a Salamander card can taint
    Glow Crystal |6  0 |66         |the following items tempered, so that their own
    Glow Crystal |6  0 |66         |energy is attributed to Salamander. Even the
    Glow Crystal |6  0 |66         |first Glow Crystal keeps raising Salamander.
    Sulpher      |6  0 |66         |
    Sulpher      |6  0 |66         |Also, notice how none of the cards bestow their
    Sala Silver  |6  0 |66         |effects on the turn they leave. For example,
    Glow Crystal |7  0 |69         |when the first Sala card is in the third slot,
    Glow Crystal |7  0 |69         |you're about to temper a Sala Silver. Looking
    Glow Crystal |7  0 |69         |at the energy requirement charts, you need 32
    Glow Crystal |7  0 |69         |energy to gain a level. However, the Sala card
    Sulpher      |7  0 |69         |will leave on this turn, and thus make the
    Sulpher      |7  0 |69         |increase unattainable without a Sala TP.
    Sulpher      |7  0 |69         |
    Sala Silver  |8  0 |72         |To better understand this simple procedure, try
    Glow Crystal |8  0 |72         |to determine which factors are taken into
    Glow Crystal |8  0 |72         |consideration when each item is tempered. The
    Glow Crystal |8  0 |72         |optimization of materials can be done in an
    Glow Crystal |8  0 |72         |easier fashion by figuring out economic and
    Sulpher      |8  0 |72         |effective ways of reaching a particular level,
    Sulpher      |8  0 |72         |and more often than not, these techniques are
    Sulpher      |8  0 |72         |also made so that when you've just reached a
    Sala Gold    |9  0 |75         |new level, you're already working on the next.
    -------------------------------------------------------------------------------
    Chaos Crystal|9  0 |75         |When we first attempted this process, we began
    Gnome Silver |9  1 |77         |to wonder how tainting would affect an essence
    Glow Crystal |9  2 |80         |in conflict. After thorough tests, it seems a
    Sulpher      |9  2 |80         |conflicting essence can only taint while there
    Sulpher      |9  3 |83         |is a presence of the Ancient Moon. Note that
    Chaos Crystal|9  3 |83         |the Ancient Moon needs only be present when
    Gnome Silver |9  4 |86         |tempering an aligned item. Otherwise, a Chaos
    Glow Crystal |9  5 |88         |Crystal would be required every 5 items.
    Sulpher      |9  5 |88         |
    Sulpher      |9  6 |91         |Otherwise, there are a lot of similarities in
    Glow Crystal |9  6 |91         |the tempering of chaotic and non-chaotic
    Glow Crystal |9  6 |91         |essences. It's just that you have to fit some
    Glow Crystal |9  6 |91         |Chaos Crystals in between items every now and
    Glow Crystal |9  6 |91         |then.
    Chaos Crystal|9  6 |91         |
    Sulpher      |9  6 |91         |Gnome was only tempered to level 7 because this
    Sulpher      |9  6 |91         |is where Salamander can consume it.
    Gnome Silver |9  7 |94         |
    -------------------------------------------------------------------------------
    Sulpher      |9  7 |94         |Since the consumption must be done with only 1
    Sulpher      |9  7 |94         |aligned item, it's crucial to reduce the energy
    Sulpher      |9  7 |94         |cost. It seems the consumption here requires 48
    Sala Silver  |10 6 |94         |energy at the most, with 3 wizard cards.
    -------------------------------------------------------------------------------
    Chaos Crystal|10 5 |91         |As you can see, as soon as you keep tempering
    Gnome Silver |10 5 |91         |beyond the consumption, the consumed essence
    Sulpher      |10 5 |91         |keeps losing power. This will persist until the
    Sulpher      |10 5 |91         |Ancient Moon becomes active on the weapon or
    Glow Crystal |10 6 |94         |armor. This is why the initial Chaos Crystal
    Glow Crystal |10 6 |94         |results in a Gnome power loss. The apparition
    Glow Crystal |10 6 |94         |of the Ancient Moon on the following step stops
    Glow Crystal |10 6 |94         |that.
    Chaos Crystal|10 6 |94         |
    Sulpher      |10 6 |94         |Since Gnome was already at level 5, it's much
    Sulpher      |10 6 |94         |easier to coordinate the level 6 and level 7
    Gnome Silver |10 7 |97         |procedures.
    -------------------------------------------------------------------------------
    
    __________________________________________________
    10.2 DragonScales Flail - Selecting Plunge Attacks
    
    In this step, we will demonstrate how one places Plunge Attacks on a weapon. An
    identical process is used when one wishes to put some Status Immunities on
    armor, except that you'll be using different components. The reason we chose
    the Flail for this example is because there is only one Mystic Card that
    provides it with Plunge Attacks, and it happens to provide three of them. We
    will observe the process of getting a piece of DragonScales, and tempering it
    to a Flail with the "Green Princess", "Game of Death" and "Red Dream" Plunge
    Attacks.
    
    ---------------------------------------------------
    Item Added     |SH GN UN|Flail Power|Plunge Attacks
    ---------------------------------------------------
    Forging Flail  |0  0  0 |51         |
    1 Shade Silver |1  0  0 |54         |
    1 Undine Silver|2  0  1 |61         |
    2 Gnome Silver |3  3  1 |76         |
    1 Undine Silver|3  3  3 |83         |
    1 Heart Mint   |3  3  3 |83         |
    3 Lilipods     |3  3  3 |83         |Green Princess
                   |        |           |Game of Death
                   |        |           |Red Dream
    ---------------------------------------------------
    
    The reasons why we chose to finish with 3 Lilipods are simple. First off, you
    have to get the Mother of Gods card to become active on your Flail. When you
    first tempered your Heart Mint, the card was not yet active. Additionally, the
    Lilipods will create Enticed Nymphs, which will help you clean up your weapon,
    in case you might not want the cards from the Elements family to taint any of
    the subsequently tempered items. This is why it's recommended to perform the
    addition of Plunge Attacks and Status Immunities around the same time you're
    working on raising essence levels.
    
    ______________________________________________
    10.3 LorimarIron Armor - Augmenting Attributes
    
    In order to demonstrate the augmentation of attributes, we're going to use one
    of the most simple, and most popular procedures: Yggsdrasil. Yggsdrasil has the
    potential to rise all of a weapon or armor's attribute bonuses to +10 at the
    same time, which is why the Spiny Seeds that make Yggsdrasil are so valuable.
    It's also crucial that we raise Dryad to level 5, otherwise Yggsdrasil won't
    appear. This also requires the cleansing of the armor to prevent the Dryad
    cards from tainting the Spiny Seeds, or having the Sulpher impose its
    limitations.
    
    ----------------------------------------
    Item Added   |DR|Attribute Augmentations
    ----------------------------------------
    Forging Armor|0 |None
    Dryad Silver |1 |None
    Sulpher      |2 |+1 HP
    Sulpher      |2 |+1 HP
    Sulpher      |3 |+1 HP, +1 Mgc
    Sulpher      |4 |+1 HP, +3 Mgc
    Dryad Silver |5 |+3 HP, +3 Mgc
    Lilipods     |5 |+3 HP, +3 Mgc
    Lilipods     |5 |+3 HP, +3 Mgc
    Lilipods     |5 |+1 HP, +1 Mgc
    Spiny Seed   |5 |+1 HP, +1 Mgc
    Spiny Seed   |5 |+2 to All
    Spiny Seed   |5 |+3 to All
    Spiny Seed   |5 |+4 to All
    Spiny Seed   |5 |+5 to All
    Spiny Seed   |5 |+7 to All
    Spiny Seed   |5 |+9 to All
    Spiny Seed   |5 |+10 All
    ----------------------------------------
    
    As you can see, there is an exponential growth in attribute bonuses, which is
    why it doesn't require too many Spiny Seeds. This growth is pretty much the
    same with all the different methods, but you need to be careful about what your
    attribute limitations will be, and how each item contributes towards attaining
    the desired attribute bonuses. For example, it's possible to reach a +15 bonus
    in Defense, and a +20 bonus in Luck using Leviathan cards, and considerable
    amounts of Aura coins or Hairballs, but odds are that every other attribute
    modifier on the item will be at -10 by the time the process is complete.
    
    __________________________________
    10.4 MapleWood Hammer - Varnishing
    
    Although varnishing seems simple and quick, it's not all that easy to perform
    successfully. More often than not, the essence level tempering will affect the
    basic attributes of a weapon or armor in a way that one varnishing technique
    might be more productive before the essences are tempering while another could
    provide better results once the essence tempering is complete.
    
    It's not only recommended, but it's mandatory that the varnishing be the last
    process used in the tempering of a weapon or armor. This is due to the basics
    of varnishing. It consists of placing on the weapon or armor as many cards that
    can boost its basic attributes (see the charts in seciton 9), without removing
    the desired attribute limitations from the previous step, and finishing off
    with what we call a "capper", which is an item that increases a piece of
    equipment's basic attributes without the need of a card. For example, when the
    essence level requirements aren't met for the production of its associated
    card, Sharp Claws make for good Spear and Bow cappers.
    
    Now, the tricky part is finding out to what extent you can boost your equipment
    without losing the attribute limitations you so carefully worked on in the
    previous step. Many people who raise a weapon's attribute bonuses through
    Yggsdrasil will want to keep the Yggsdrasil card on the weapon to save the
    bonuses, and this limits the varnishing to only two cards and one capper.
    Others will prefer to sacrifice the attribute bonuses in favor of greater
    power. For example, varnishing a DragonScales armor with 3 Beds of Thorn and a
    Sleepy Eye will result in the most powerful type of armor available, with
    ratings of 98 in Strike and Slash defense, 99 in Pierce defense, and 6 in Magic
    defense. However, its attribute bonuses will be limited to +3, since these are
    the ones associated with the Bed of Thorn card.
    
    In the following example, we will demonstrate a rather simple varnishing of a
    MapleWood Hammer. To optimize the results, we will use Holy Water to produce
    the Cleric cards, and we'll cap it with a Giant's Horn. You will see that the
    varnishing can provide astronomically high results:
    
    -------------------------------------------------------------------------------
    Item Added    |Hammer Power|Cards Present|Notes
    -------------------------------------------------------------------------------
    Forging Hammer|40          |None         |There is one little comment about
    Holy Water    |43          |None         |this specific process. Normally, we
    Holy Water    |52          |Cleric x1    |would have to use 4 Holy Water to add
    Holy Water    |61          |Cleric x2    |the 3 Clerics, since the Giant's Horn
    Giant's Horn  |105         |Cleric x3    |doesn't normally produce a card under
                  |            |             |these essence level conditions. Still
                  |            |             |since we're using a wood item, any
                  |            |             |item that doesn't create a card of
                  |            |             |its own automatically produces a
                  |            |             |Dryad card, can it's enough to push
                  |            |             |in the third Cleric.
    -------------------------------------------------------------------------------
    
    ____________________________________
    10.5 DiorWood Bow - Complete Process
    
    This will be the only complete recipe in this guide, and it will include every
    aspect of tempering we've discussed so far. We won't go into specific detail
    for every single step, but we will describe our observations during each step.
    For this example, we will use a DiorWood Bow, and more specifically a Sacred
    Bow, which is a very rare item dropped by Chobin Hoods. The reason why we
    selected this Bow rather than to forge one altogether is because the Sacred Bow
    starts off with a unique Plunge Attack that can't be manually placed on the
    weapon.
    
    Step 1: Essence Level Tempering:
    --------------------------------------------------
    Item Added          |WI SH DR AU SA GN JI UN|Power
    --------------------------------------------------
    Acquiring Sacred Bow|0  0  0  0  0  0  0  0 |33
    --------------------------------------------------
    2 Glow Crystal      |0  0  2  0  0  0  0  0 |40
    2 Shade Silver      |0  3  3  0  0  0  0  0 |54
    3 Glow Crystal      |0  6  5  0  0  0  0  0 |70
    2 Mercury           |0  6  6  0  0  0  0  0 |74
    2 Shade Silver      |0  7  6  0  0  0  0  0 |77
    --------------------------------------------------
    3 Sulpher           |0  7  6  0  0  0  0  0 |77
    2 Wisp Silver       |3  7  6  0  0  0  0  0 |87
    3 Sulpher           |4  7  6  0  0  0  0  0 |91
    1 Wisp Silver       |4  7  6  0  0  0  0  0 |91
    3 Glow Crystal      |6  7  7  0  0  0  0  0 |101
    2 Sulpher           |6  7  7  0  0  0  0  0 |101
    2 Wisp Silver       |7  7  8  0  0  0  0  0 |108
    --------------------------------------------------
    1 Aura Silver       |7  7  8  1  0  0  0  0 |111
    3 Mercury           |7  7  8  4  0  0  0  0 |121
    1 Aura Silver       |7  7  8  5  0  0  0  0 |124
    3 Glow Crystal      |7  7  8  6  0  0  0  0 |128
    2 Mercury           |7  7  8  6  0  0  0  0 |128
    1 Aura Silver       |7  7  8  6  0  0  0  0 |128
    4 Glow Crystal      |7  7  8  7  0  0  0  0 |131
    3 Mercury           |7  7  8  7  0  0  0  0 |131
    1 Aura Silver       |7  7  8  8  0  0  0  0 |135
    4 Glow Crystal      |7  7  8  8  0  0  0  0 |135
    3 Mercury           |7  7  8  8  0  0  0  0 |135
    1 Aura Gold         |7  7  8  9  0  0  0  0 |138
    --------------------------------------------------
    1 Sala Silver       |7  7  8  9  1  0  0  0 |141
    3 Sulpher           |7  7  8  9  4  0  0  0 |151
    1 Sala Silver       |7  7  8  9  5  0  0  0 |155
    4 Glow Crystal      |7  7  8  9  6  0  0  0 |159
    2 Sulpher           |7  7  8  9  6  0  0  0 |159
    1 Flaming Quill     |7  7  9  9  6  0  0  0 |162
    1 Sala Silver       |7  7  9  9  7  0  0  0 |165
    4 Glow Crystal      |7  7  9  9  7  0  0  0 |165
    3 Sulpher           |7  7  9  9  7  0  0  0 |165
    1 Sala Silver       |7  7  9  9  8  0  0  0 |168
    4 Glow Crystal      |7  7  9  9  8  0  0  0 |168
    3 Sulpher           |7  7  9  9  8  0  0  0 |168
    1 Sala Gold         |7  7  9  9  9  0  0  0 |172
    --------------------------------------------------
    1 Undine Silver     |7  7  10 9  9  0  0  1 |178
    --------------------------------------------------
    2 Jinn Silver       |7  7  10 9  9  0  3  0 |185
    3 Mercury           |7  7  10 9  9  0  5  0 |192
    1 Jinn Silver       |7  7  10 9  9  0  6  0 |195
    4 Glow Crystal      |7  7  10 9  9  0  7  0 |199
    2 Mercury           |7  7  10 9  9  0  7  0 |199
    1 Jinn Silver       |7  7  10 9  9  0  8  0 |202
    1 Jinn Gold         |7  7  10 9  9  0  9  0 |205
    --------------------------------------------------
    1 Gnome Silver      |7  7  10 9  9  0  9  0 |205
    1 Chaos Crystal     |7  7  10 9  9  0  9  0 |205
    1 Gnome Silver      |7  7  10 9  9  2  9  0 |212
    1 Glow Crystal      |7  7  10 9  9  4  9  0 |219
    2 Sulpher           |7  7  10 9  9  5  9  0 |222
    1 Chaos Crystal     |7  7  10 9  9  5  9  0 |222
    1 Gnome Silver      |7  7  10 9  9  6  9  0 |226
    2 Sulpher           |7  7  10 9  9  6  9  0 |226
    1 Glow Crystal      |7  7  10 9  9  7  9  0 |229
    --------------------------------------------------
    3 Glow Crystal      |7  7  10 9  9  7  9  0 |229
    3 Sulpher           |7  7  10 9  9  7  9  0 |229
    1 Sala Silver       |7  7  10 9  10 6  9  0 |229
    --------------------------------------------------
    1 Chaos Crystal     |7  7  10 9  10 5  9  0 |226
    1 Gnome Silver      |7  7  10 9  10 5  9  0 |226
    1 Glow Crystal      |7  7  10 9  10 5  9  0 |226
    2 Sulpher           |7  7  10 9  10 6  9  0 |229
    1 Chaos Crystal     |7  7  10 9  10 6  9  0 |229
    1 Gnome Silver      |7  7  10 9  10 6  9  0 |229
    2 Sulpher           |7  7  10 9  10 6  9  0 |229
    4 Glow Crystal      |7  7  10 9  10 7  9  0 |232
    1 Chaos Crystal     |7  7  10 9  10 7  9  0 |232
    2 Sulpher           |7  7  10 9  10 7  9  0 |232
    1 Gnome Silver      |7  7  10 9  10 8  9  0 |236
    4 Glow Crystal      |7  7  10 9  10 8  9  0 |236
    1 Chaos Crystal     |7  7  10 9  10 8  9  0 |236
    2 Sulpher           |7  7  10 9  10 8  9  0 |236
    1 Gnome Gold        |7  7  10 9  10 9  9  0 |239
    --------------------------------------------------
    4 Glow Crystal      |7  7  10 9  10 9  9  0 |239
    3 Sulpher           |7  7  10 9  10 9  9  0 |239
    1 Sala Gold         |7  7  11 9  11 8  9  0 |243
    --------------------------------------------------
    3 Sala Silver       |7  7  11 9  11 0  9  0 |216
    --------------------------------------------------
    1 Undine Silver     |7  7  11 9  11 0  9  0 |216
    1 Chaos Crystal     |7  7  11 9  11 0  9  0 |216
    1 Undine Silver     |7  7  11 9  11 0  9  2 |222
    1 Glow Crystal      |7  7  11 9  11 0  9  4 |229
    2 Mercury           |7  7  11 9  11 0  9  5 |232
    1 Chaos Crystal     |7  7  11 9  11 0  9  5 |232
    1 Undine Silver     |7  7  11 9  11 0  9  6 |236
    2 Mercury           |7  7  11 9  11 0  9  6 |236
    1 Glow Crystal      |7  7  11 9  11 0  9  7 |239
    --------------------------------------------------
    3 Glow Crystal      |7  7  11 9  11 0  9  7 |239
    2 Mercury           |7  7  11 9  11 0  9  7 |239
    1 Jinn Silver       |7  7  11 9  11 0  10 6 |239
    --------------------------------------------------
    1 Chaos Crystal     |7  7  11 9  11 0  10 5 |236
    1 Undine Silver     |7  7  11 9  11 0  10 5 |236
    1 Glow Crystal      |7  7  11 9  11 0  10 5 |236
    2 Mercury           |7  7  11 9  11 0  10 6 |239
    1 Chaos Crystal     |7  7  11 9  11 0  10 6 |239
    1 Undine Silver     |7  7  11 9  11 0  10 6 |239
    2 Mercury           |7  7  11 9  11 0  10 6 |239
    4 Glow Crystal      |7  7  11 9  11 0  10 7 |243
    1 Chaos Crystal     |7  7  11 9  11 0  10 7 |243
    2 Mercury           |7  7  11 9  11 0  10 7 |243
    1 Undine Silver     |7  7  11 9  11 0  10 8 |246
    --------------------------------------------------
    4 Glow Crystal      |7  7  11 9  11 0  10 8 |246
    2 Mercury           |7  7  11 9  11 0  10 8 |246
    1 Jinn Silver       |7  7  11 9  11 0  11 7 |246
    --------------------------------------------------
    1 Chaos Crystal     |7  7  11 9  11 0  11 6 |243
    1 Undine Silver     |7  7  11 9  11 0  11 6 |243
    2 Mercury           |7  7  11 9  11 0  11 6 |243
    4 Glow Crystal      |7  7  11 9  11 0  11 7 |246
    1 Chaos Crystal     |7  7  11 9  11 0  11 7 |246
    2 Mercury           |7  7  11 9  11 0  11 7 |246
    1 Undine Silver     |7  7  11 9  11 0  11 8 |249
    4 Glow Crystal      |7  7  11 9  11 0  11 8 |249
    1 Chaos Crystal     |7  7  11 9  11 0  11 8 |249
    2 Mercury           |7  7  11 9  11 0  11 8 |249
    1 Undine Gold       |7  7  11 9  11 0  11 9 |253
    --------------------------------------------------
    4 Glow Crystal      |7  7  11 9  11 0  11 9 |253
    2 Mercury           |7  7  11 9  11 0  11 9 |253
    1 Jinn Gold         |7  7  11 9  11 0  12 8 |253
    --------------------------------------------------
    1 Chaos Crystal     |7  7  11 9  11 0  12 7 |249
    4 Glow Crystal      |7  7  11 9  11 0  12 7 |249
    1 Chaos Crystal     |7  7  11 9  11 0  12 7 |249
    2 Mercury           |7  7  11 9  11 0  12 7 |249
    1 Undine Silver     |7  7  11 9  11 0  12 8 |253
    4 Glow Crystal      |7  7  11 9  11 0  12 8 |253
    1 Chaos Crystal     |7  7  11 9  11 0  12 8 |253
    2 Mercury           |7  7  11 9  11 0  12 8 |253
    1 Undine Gold       |7  7  11 9  11 0  12 9 |256
    --------------------------------------------------
    1 Gnome Silver      |7  7  11 9  11 1  12 9 |259
    1 Chaos Crystal     |7  7  11 9  11 1  12 9 |259
    1 Gnome Silver      |7  7  11 9  11 3  12 9 |266
    3 Sulpher           |7  7  11 9  11 5  12 9 |273
    1 Chaos Crystal     |7  7  11 9  11 5  12 9 |273
    1 Gnome Silver      |7  7  11 9  11 6  12 9 |276
    2 Sulpher           |7  7  11 9  11 6  12 9 |276
    4 Glow Crystal      |7  7  11 9  11 7  12 9 |280
    1 Chaos Crystal     |7  7  11 9  11 7  12 9 |280
    2 Sulpher           |7  7  11 9  11 7  12 9 |280
    1 Gnome Silver      |7  7  11 9  11 8  12 9 |283
    4 Glow Crystal      |7  7  11 9  11 8  12 9 |283
    1 Chaos Crystal     |7  7  11 9  11 8  12 9 |283
    2 Sulpher           |7  7  11 9  11 8  12 9 |283
    1 Gnome Gold        |7  7  11 9  11 9  12 9 |286
    --------------------------------------------------
    You can observe how the sensitive essence in DiorWood (Dryad) borrows energy
    from the other items tempered in. The entire process brings Dryad to level 11,
    and not a single Dryad coin was spent. If fact, the highest levels of Dryad are
    attained in the middle of the tempering sequence of other essences (namely
    Salamander, no less). The only mystery in this sequence is why an Undine coin
    caused Dryad to move to level 10. It might be possible that the Undine coin
    causes a consumption of Salamander energy, which isn't enough to lower Sala by
    one level, but high enough to boost Dryad, especially with the two Sorcerer
    cards present to support it. One might conclude that Wizard cards create the
    possibility of a high-level consumption, and in this particular case, they were
    favorable to Dryad, and the consumption was forced by the Undine coin.
    
    Keep in mind that this is the most expensive part of the tempering sequence.
    Just the essence tempering costs you over 300000 Lucre.
    
    The interesting things to observe in this particular example are the usage of a
    conflicting coin prior to the usage of a Chaos Crystal when that essence is
    first tempered. For example, a Gnome Silver was added before going onto the
    first Chaos Crystal after having tempered Salamander to level 9. This taints
    the Gnome Silver that will come in after the Chaos Crystal without disturbing
    the balance of powers, and provides a useful amount of energy that optimizes
    the cost on Chaos Crystals by an interesting margin. However, you should be
    careful and not add any wizards that may be favorable to that coin prior to the
    conflicting coin, for they may render the coin powerful enough to reduce its
    dominating essence without having enough power to boost radically itself. This
    happened to us when we first started tempering Undine, and we decided it was
    best to simply avoid using Mercury prior to it.
    
    The other interesting thing to observe during this process is how we tried to
    optimize on the Glow Crystal cost by trying to end the sequences that bring you
    to levels 6, 7 and 8 on Glow Crystals, since getting to the next level requires
    a sequence of Glow Crystals who's only purpose is to be discarded. Basically,
    we gave those particular Glow Crystals a double-purpose, and possibly saved up
    around 40,000 Lucre or more in the process.
    
    The last factor that seemed interesting to us was how Dryad got to level 11. We
    were surprised to see it rise to level 10 when Salamander consumed Gnome the
    first time, and we were hoping the same effect would be apparent when
    Salamander, at level 10, consumed a level 8 Gnome to rise to level 11. It was
    unfortunate that Dryad didn't raise in this process, even though Salamander
    reached its targetted level normally. Anthony then came up with the theory of
    having the consumption take place while Gnome was at level 9 rather than level
    8, and it turns out his theory was correct, and we got both Dryad and
    Salamander to reach level 11, at the expense of only 1 Gnome level.
    
    Step 2: Adding Plunge Attacks
    -------------------------------
    Item Added|Power|Plunge Attacks
    -------------------------------
    None      |286  |Medusa's Arrow
              |     |Shot
              |     |Jump
    Moth Wing |286  |Medusa's Arrow
              |     |Shot
              |     |Jump
    Lilipods  |286  |Medusa's Arrow
              |     |Elven Archer
              |     |Jump
    -------------------------------
    This process is very simple. The Sacred Bow already starts out with the
    Medusa's Arrow in the slot normally attributed to Double Shot, and since we
    found that Plunge Attack to be useful, we decided to keep it, even though we
    might have chosen to replace it with something like the Magical Shot. Instead,
    we thought it might be better to add another Plunge Attack, taking the Shot's
    place. In this case, it was my personal preference that got us the Elven
    Archer, provided by the Spirit (of Forest) as seen in the mystic card tables.
    In order to get the Spirit to appear on the weapon, we needed to push in the
    Moth Wing, and since we were going to proceed onto the attribute augmentation
    process, a Lilipods should do.
    
    Step 3: Augmenting Attributes
    -----------------------------------------------------------------
    Item Added  |Power|Attribute Modifications
    -----------------------------------------------------------------
    None        |286  |+1 Pwr, Skl, HP, Lck; +2 Chm; +3 Def, Mgc, Spr
    3 Lilipods  |286  |+1 All
    7 Spiny Seed|286  |+9 All
    -----------------------------------------------------------------
    This is another simple process. In order to gain the benefits of Yggsdrasil,
    it's crucial to eliminate any other card with attribute limitations. This is
    why we added 3 Lilipods to be safe. Afterwards, it was just a matter of adding
    Spiny Seeds "al dente", until we reached the attribute augmentations. Although
    we could've gone all the way up to +10 on all attributes, we decided to stop at
    +9 because we were anticipating the varnishing process which, in this case,
    involved Clown cards, which have limitations of up to +9. Thus we saved on one
    Spiny Seed, and considering the rarity of this item, it's not such a bad
    tradeoff.
    
    Step 4: Varnishing
    ----------------
    Item Added|Power
    ----------------
    None      |286
    Bumpkin   |286
    Bumpkin   |349
    Bumpkin   |445
    Sharp Claw|815
    ----------------
    The final process is probably the most impressive one, as seen on this table.
    Only 4 items, and our bow went from a useful 286 power to an incredible 815! We
    chose to use Bumpkin here because they raise the A attribute of the weapon
    while reducing the B attribute, and this optimized the bow's basic attributes.
    The Sharp Claw also produced the same effect as the Clown cards produced by the
    Bumpkin, and this is why it created a 400-power boost on its own. Had you added
    a fourth Bumpkin to observe the growth, you would be somewhere near the 600-
    power range. Adding a Sharp Claw after a fourth Bumpkin would bring you to 815 
    again, though.
    
    Note that in some cases, you might have to mix varnishing items to keep the
    better attribute augmentations, so don't hesistate to experiment on its own.
    
    The final result of this time- and Lucre-expensive weapon is as follows:
    
    Sacred Bow (DiorWoodBow)
    Power: 815
    Plunge Attacks: Medusa's Arrow, Elven Archer, Jump
    Essence Levels: Wisp 7, Shade 7, Dryad 11, Aura 9, Salamander 11, Gnome 9, Jinn
    12, Undine 9.
    Essence Markers: All
    Mystic Card Slots: Clown x3
    Attribute Augmentations: All +9
    Approximate Cost: 330000 Lucre
    
    _____________________________________
    10.6 Adamantite Ring - Special Powers
    
    This excerpt will be a rather short one. Basically, we're going to make the
    equivalent of a ForbiddenRing, except that we will be using stronger materials,
    and even employ the Bed of Thorn card to further boost this item. Keep in mind
    that the goal is to wind up with the Fertility Goddess card on top.
    
    --------------------------------------------------------------------------
    Item Added    |Power|GN DR|Cards (top to bottom)
    --------------------------------------------------------------------------
    Acquiring Ring|16   |0  0 |None
    Round Seed    |16   |0  1 |None
    Sulpher       |16   |0  2 |Dryad
    Sulpher       |16   |0  3 |Sorcerer - Dryad
    Gnome Silver  |16   |1  4 |Sorcerer - Sorcerer - Dryad
    Needlettuce   |16   |2  4 |Gnome - Sorcerer - Sorcerer
    Needlettuce   |26   |3  4 |Bed of Thorn - Gnome - Sorcerer
    Ear of Wheat  |40   |3  4 |Bed of Thorn - Bed of Thorn - Gnome
    Lilipods      |40   |3  4 |Fertility Goddess - Bed of Thorn - Bed of Thorn
    Creepy Eye    |49   |3  4 |Fertility Goddess - Bed of Thorn - Bed of Thorn
    --------------------------------------------------------------------------
    
    At this point, we've reached our goal, and we've thoroughly boosted our
    Adamantite Ring's power to a respectable level. Now, you have a much stronger
    variant to the ForbiddenRing. In future attempts to install special powers on
    various armor types, keep in mind that the goal is to put the card that
    actively bestows those powers on the top visible mystic card slot.
    
    ____________________________________________
    10.7 DragonScales Spear - Cardless Tempering
    
    This process is very simple. We will try to temper one essence at a time,
    employing items that don't create cards, but are highly energetic. In this
    particular situation, we will use Flaming Quills and Dialaurels. Notice how
    we're always using as many wizard cards as possible, at the same time:
    
    ---------------------------------------------
    Item Added     |Power|WI SH DR AU SA GN JI UN
    ---------------------------------------------
    Acquiring Spear|65   |0  0  0  0  0  0  0  0
    Shade Silver   |69   |0  1  0  0  0  0  0  0
    Mercury        |74   |0  2  0  0  0  0  0  0
    Mercury        |74   |0  2  0  0  0  0  0  0
    Aura Silver    |83   |0  3  0  1  0  0  0  0
    Flaming Quill  |88   |0  4  0  1  0  0  0  0
    Mercury        |92   |0  4  0  2  0  0  0  0
    Mercury        |97   |0  4  0  3  0  0  0  0
    Undine Silver  |106  |0  4  0  4  0  0  0  1
    Flaming Quill  |111  |0  4  0  5  0  0  0  1
    Flaming Quill  |116  |0  4  0  6  0  0  0  1
    Flaming Quill  |120  |0  4  0  7  0  0  0  1
    Wisp Silver    |130  |1  4  0  7  0  0  0  2
    Flaming Quill  |134  |1  4  0  7  0  0  0  3
    Flaming Quill  |139  |1  4  0  7  0  0  0  4
    Flaming Quill  |144  |1  4  0  7  0  0  0  5
    Flaming Quill  |148  |1  4  0  7  0  0  0  6
    Flaming Quill  |153  |1  4  0  7  0  0  0  7
    Sulpher        |158  |2  4  0  7  0  0  0  7
    Sulpher        |158  |2  4  0  7  0  0  0  7
    Dryad Silver   |162  |3  4  0  7  0  0  0  7
    Flaming Quill  |167  |4  4  0  7  0  0  0  7
    Sulpher        |171  |4  4  1  7  0  0  0  7
    Sulpher        |176  |4  4  2  7  0  0  0  7
    Gnome Silver   |185  |4  4  3  7  0  1  0  7
    Flaming Quill  |190  |4  4  4  7  0  1  0  7
    Flaming Quill  |195  |4  4  5  7  0  1  0  7
    Flaming Quill  |199  |4  4  6  7  0  1  0  7
    Flaming Quill  |204  |4  4  7  7  0  1  0  7
    Jinn Silver    |209  |4  4  7  7  0  2  0  7
    Flaming Quill  |213  |4  4  7  7  0  3  0  7
    Flaming Quill  |218  |4  4  7  7  0  4  0  7
    Flaming Quill  |223  |4  4  7  7  0  5  0  7
    Flaming Quill  |227  |4  4  7  7  0  6  0  7
    Flaming Quill  |232  |4  4  7  7  0  7  0  7
    Mercury        |232  |4  4  7  7  0  7  0  7
    Chaos Crystal  |232  |4  4  7  7  0  7  0  7
    Sulpher        |237  |4  4  7  7  0  7  1  7
    Flaming Quill  |241  |4  4  7  7  0  7  2  7
    Flaming Quill  |246  |4  4  7  7  0  7  3  7
    Flaming Quill  |250  |4  4  7  7  0  7  4  7
    Flaming Quill  |255  |4  4  7  7  0  7  5  7
    Sala Silver    |260  |4  4  7  7  1  7  5  7
    Spade Basil    |289  |4  4  7  7  2  7  5  7
    Dialaurel      |269  |4  4  7  7  3  7  5  7
    Dialaurel      |274  |4  4  7  7  4  7  5  7
    Dialaurel      |278  |4  4  7  7  5  7  5  7
    ---------------------------------------------
    
    _______________________________________________________________________________
    11. LOCATIONS OF A FEW USEFUL ITEMS
    Here's a small list of where you can find items that might be particularly
    interteresting for tempering.
    
    > Elemental Coins: Various boss locations
    > Glow and Chaos Crystals: Lumina's jewelry shop, Alex's shop (before
                               "Fluorite" event"), Bejeweled City (after "Teardrop
                               Crystal" event)
    > Spiny Seeds: From Trent and the Orchard Tree, after harvesting produce,
                   Lullabuds, Malboros, Shrieknips, Shadow-Zero Mini-Game
    > Various Produce: Grown, except for Mush-In-A-Box, Heart Mint, Spade Basil,
                       Dialaurel, and Gold Clovers which can also be bought at the 
                       Bone Fortress
    > Sharp Claws: Molebears, Howlers, Kid Dragons, Tyrranos
    > Giant's Horns: Gray Oxen, Skull Beasts, Chess Knights
    > Scissors: Pincher Crabs
    > Various Eyes: Eye Spies, Beholders
    > Holy Water: Level 3 Material Shop
    > Mercury and Sulpher: Level 2 Material Shop
    > AltenaAlloy: Received from metal-reward events, in high-level lands
    > Lorimar Iron: Level 4 Material Shop
    > MapleWood: Level 4 Material Shop, Woodings
    > DiorWood: Woodings
    > PedanStone: Level 4 Material Shop, Teedies, Chimera Beasts
    > Gaeus'Tears: Chimera Beasts
    > DragonSkin: Land Dragons, Sky Dragons, Kid Dragons
    > DragonScales: Land Dragons, Sky Dragons
    > AltenaFelt: Level 4 Material Shop
    > Stronger Aerolites: Dropped finished items
    > Adamantite: Chess Knights
    > FullMetal: Pincher Crabs
    > Flaming Quill: Chocobos, Cockatrices
    
    
    _______________________________________________________________________________ 
    12. CARD GLOSSARY
    
    In this section, I've made a brief, but explanatory description of notable
    cards and card families, with their particular properties. Unless otherwise
    specified, cards bestow their effects from the turn they become active on your
    weapon or armor, until the turn before they are released.
    
    WORLD Cards
    This suite of six cards is quite peculiar. Under normal conditions, no two
    cards of this suite may be able to exist on the same weapon or armor at the
    same time. Unlike most suites, WORLD cards bestow their effects on the turn
    they leave your weapon or armor.
    
    YGGSDRASIL Card
    This card allows Spiny Seeds to repetitively boost all of the attribute
    modifiers at the same time, so long as this card is on the top visible slot,
    and is the oldest card available with limitations. If a card with limitations
    is older than YGGSDRASIL, or if YGGSDRASIL isn't on top, this effect will not
    work.
    
    ANCIENT MOON Card
    As mentioned above, this card eliminates conflict during essence tempering.
    
    MIRRORED WORLD Card
    As mentioned above, this card reverses the dominance order during essence
    tempering.
    
    RAGNAROK Card
    When present, this card transforms any (potential) PIXIE card into a card from
    the 7 EVIL GODS suite. If RAGNAROK leaves, the EVIL GOD card reverts to PIXIE
    form.
    
    STAGE Cards
    Like WORLD cards, those from this suite also bestow their effects on the turn
    they leave your weapon or armor.
    
    BED OF THORN Card
    This card allows for multiple WORLD cards to coexist. So long as its effects
    are present, WORLD cards can be generated, if all other conditions are met.
    This card also prevents HP regeneration in battle, unless a direct counter-
    effect is placed on the top visible slot of every item with BED OF THORN.
    
    7 EVIL GODS Cards
    Cards from this suite can be obtained through raw materials by neglecting to
    temper a particular essence, and tempering the one who would be consumed by
    this essence to level 5 or above. Additionally, PIXIE cards turn into EVIL GOD
    cards in the presence of RAGNAROK. These cards have the highest attribute
    limitations of all.
    
    SACRIFICED NYMPH Card
    This peculiar card becomes a card from the 7 EVIL GODS suite if followed by one
    such card. It becomes an exact duplicate of the adjacent EVIL GOD card, and
    reverts, should the real EVIL GOD card leave.
    
    NYMPH OF DAWN Card
    As mentioned above, this card releases 192 energy when discarded from a weapon
    or armor.
    
    PIXIE Cards
    Cards from this suite will permanently occupy the visible slots on your weapons
    and armor, starting with the bottom slots. The only items that can force a
    PIXIE card to be discarded are HOLY WATER and GARLICROWNS.
    
    ELEMENT Cards
    These cards bestow 1 TP of their essence so long as their effects are bestowed.
    
    SORCERER Card
    This card reduces the energy cost for level-ups in Wisp, Dryad, Salamander, and
    Gnome, when tempering essences.
    
    WITCH Card
    This card reduces the energy cost for level-ups in Shade, Aura, Jinn, and
    Undine, when tempering essences.
    
    
    _______________________________________________________________________________ 
    13. FREQUENTLY ASKED QUESTIONS (FAQ)
    
    We have accumulated here a bunch of questions that were asked by people
    experimenting some difficulties with regard to tempering. It's recommended that
    you read these, in case you find a problem you were faced with as well.
    
    Q: What are the best primary materials used to craft strong and temperable
    items?
    A: For weapons, the most recommended are Adamantite, DiorWood, DragonScales,
    and Gaeus'sTears. For armor, DragonScales and Adamantite are best. TuttleRock
    makes great Rings and Pendants (albeit slightly weaker than the Adamantite
    counterparts), and SwifteRock would provide even better results, but it's
    unavailable in the English version, without a GameShark.
    
    Q: I'm playing on Normal Mode, and I can't find those items. What can I do?
    A: Well, keep in mind that if you use weaker materials, you'll wind up with
    weaker equipment. FullMetal seems to be the weaker alternative to Adamantite,
    but it's equally rare. MapleWood tempers well, and you could replace any
    attempts with DiorWood with MapleWood. Theoretically speaking, they should
    temper the same, due to the strong resemblance in their elemental resistance.
    There's not much you can do for a substitute for DragonScales, I'm afraid.
    Other Scale materials are much weaker. If you can't find Gaeus'sTears, you can
    default to Pedan Stone, which is a tad weaker, but very similar in tempering
    aspects. After that, the best you can go to is the stronger metals (LorimarIron
    and AltenaAlloy), but keep in mind that metals are very resistant to most
    essences, and have balanced attributes, making the varnishing weaker. I've
    determined that the strongest AltenaAlloy weapon should be a Hammer, which
    could possibly reach the 800-range. If you want to try out fabrics and hides,
    go for AltenaFelt and DragonSkin, which shouldn't be too difficult to find.
    Also, you can look for enemies which carry items made of rare materials. It's
    not all that uncommon to wind up with a DragonsRing or a DragonsMail when
    fighting Land or Sky Dragons (these are a DragonScales Ring and Hauberk,
    respecitvely), and Mad Mallards drop Captain's Helms, which are made of
    Adamantite.
    
    Q: What's all this I hear about Bed of Thorn and armor?
    A: Bed of Thorn is the best armor varnishing available. A DragonScales armor
    varnished with 3 Bed of Thorn and a Sleepy Eye winds up at a fabulous 98, 98,
    99, 6; a whopping 301 points of defense on one item only. Check the item and
    mystic card lists for details.
    
    Q: How come my varnishing technique doesn't work on X Material when it worked
    for Y Material, and I used the same weapon?
    A: This is because the two materials have differing attributes. Also, essence
    levels boost attributes of weapons in ways that are still beyond us. This can
    always be a factor.
    
    Q: Why doesn't the essence raising technique work the same for Wisp and Shade?
    A: My guess is that Wisp and Shade, being the most natural of all essences, are
    simply more difficult to raise. The best guess I can come up with is that these
    essences would be considered to be as difficult to temper as a conflicting
    essence would, and this explains why you can't raise a highly resistant
    Wisp/Shade beyond level 7, even though you can do it without using Chaos
    Crystals. Until more progress is done, a highly resistant Wisp/Shade tops at
    level 7, and a low-resistance Wisp/Shade tops at 9. My other theory is that the
    ease at which you temper Wisp and Shade depends on which one of the other top-
    row essences dominates. If Dryad is higher than Aura, you could probably temper
    Wisp much more easily. Same goes for Aura and Shade. The reversed situation
    also applies. On DragonScales, I tempered Aura to level 9, and when I next
    tempered Wisp, I couldn't even pass level 8.
    
    Q: How do you know how many cards are affected by a particular card? Couldn't
    it be possible to have 4 wizard cards accounted for when tempering an item by
    tempering your item as a wizard card leaves and another goes in?
    A: No. When a wizard card leaves, its effects are not accounted for. This
    includes the turn in which the card is leaving. This is much different from
    other items, as Ancient Moons still prevent chaos when they're leaving, but
    elemental spirit cards still can't taint an item being tempered as they leave.
    
    Q: Why is tempering so expensive?
    A: That's easy. It's because of all the Glow Crystals and Chaos Crystals you
    need for essence level tempering. The Glow Crystals sell at 2,000 Lucre a
    piece, and the Chaos Crystals sell at 5,000 Lucre each.
    
    Q: In the meantime, is there anything I can do to reduce the cost of tempering?
    A: There are two ways to go here. Either you work on optimizing recipes to use
    as little Crystals as possible, or you stick to Cardless Tempering. Using the
    latter alternative, I've been able to temper a 576-power DragonScalesSpear for
    a meaningless 11300 Lucre.
    
    Q: Argh! I can't even get those more common materials you mentioned!
    A: Um, that's not a question... Anyway try bringing a PolterBox pet with you.
    You'll have better odds of getting the items you need. Note that the higher the
    enemy level, the higher the odds of getting rare items. It's also recommended
    that you bring yourself some equipment that raises your own Luck, since that's
    a factor as well. If the attribute augmentation process is optimized, a piece
    of equipment may have as much as +20 in its Luck attribute, so make yourself 4
    items like that (1 weapon, 3 armor components), and you could start out with an
    effective 85 Luck.
    
    Q: I still can't figure out how these essences work. Can you help me?
    A: Try going over all the information again. Afterwards, take a look at the
    experiments on AltenaAlloy, DragonScales and DiorWood presented in this guide,
    and try to observe how much of which energy is unleashed at which particular
    time. Eventually, you'll see that the numbers make sense (except maybe for Wisp
    and Shade), and you'll be able to devise tempering schemes.
    
    Q: What's this I hear about Bed of Thorn working on an armor with 1 level of
    Salamander? Are you giving us crap or something?
    A: No, I'm not. When determining the possibility of generating a card,
    according to essence level requirements, you only consider the conditions prior
    to tempering in your items. Thus, if Dryad's at 1 and Sala is at 0, but you
    happen to have a Sala TP as you temper a Needlettuce in, the Needlettuce will
    later create a Bed of Thorn, despite the fact that it directly caused
    Salamander to rise to level 1.
    
    Q: How come you didn't include the best tempering schemes for everything?
    A: For starters, it would take too long, and this document would be huge
    (moreso than it already is). Also, you have to be able to make your own
    designs, otherwise you'll never understand how tempering works. Give a man a
    fish and he's fed for a day. Teach a man to fish, and he's fed forever. Keep in
    mind that this is more of a manual rather than a corrector's guide.
    
    Q: How long does it take to understand tempering?
    A: That depends on how you proceed to it. Anthony went to it through trial and
    error, and his first trials were made to optimize the currently available
    DiorWood tempering schemes. He never mentioned how long it took him, but since
    he was the only tempering guru I knew when I was starting up, I'm guessing a
    good while. As for me, well that's another matter. I never paid much heed to
    the existing recipes and went directly onto hardcore theory. It took me a week
    (and a few questions answered by Anthony) to develop a 78-essence DragonScales
    tempering scheme, which turned out to be slightly flawed and was limited to 72
    essence levels, until AsianGrinch came by, and tried out something new to get
    the essences to drain correctly. Depending on your learning curve, it may take
    you between a week and two months to understand how tempering works. It's my
    experience that learning the mechanics of this makes the understanding easier,
    but you're still in it for a few bugs along the way, as Anthony told me so many
    times. ^_^
    
    
    _______________________________________________________________________________ 
    14. SCRATCH PAD
    
    This section won't have elaborate explanations. Here, I will write down some
    nifty tricks to perform when tempering. More precisely, here will be some short
    recipes for particular objectives. Note that these recipes might not be
    integrated into larger recipes. These are stand-alone. Using the information in
    this FAQ, you might be able to incorporate these in recipes of your own.
    
    > +20 on all Attributes, except HP (any material, except MaiaLead):
    > 1 Dryad Silver (or a non-Spiny seed)
    > 3 Sulpher
    > 1 Dryad Silver
    > 1 Needle
    > 2 Spiny Seed
    > 1 Poison Fang
    > 8 Spiny Seed
    
    > 20000+ Lucre WindCap (only on WindCaps):
    > 4 Clear Feather
    
    > 8800+ Lucre items of all kinds:
    > 1 Dryad Silver (or a non-Spiny seed)
    > 1 Needle
    > 4 Grave Dirt
    
    > 40000+ Lucre items:
    > 1 Dryad Silver (or a non-Spiny seed)
    > 1 Earth Stone
    > 1 Needle (or Needlettuce)
    > 1 Chaos Crystal
    > 1 Water Stone
    > 1 Wind Stone
    > 1 Fire Stone
    > 1 Needlettuce
    > 4 Pine o'Clock
    
    
    _______________________________________________________________________________ 
    15. CREDITS AND CONTACTING
    
    You can reach me with your questions at (marcusmajarra@hotmail.com). Up to now 
    (version 2.50), there are little questions to be answered, apart from those 
    values missing in the FAQ. Most of the explanations and information is already 
    up, and you already have more than you need to make complete recipes. DO NOT 
    ASK ME FOR COMPLETE RECIPES FOR ANYTHING. I will not send them to you, and most 
    likely won't even reply to your email. I compiled all this information so that 
    you guys can start tempering without having to check a recipe FAQ, and if I 
    give out all my recipes, you'll learn nothing, and this FAQ will be in vain. 
    This is also why I've not specified how to adapt the few examples in this guide 
    onto any item. This is something that you'll have to do on your own. Learn to 
    temper, people.
    
    Contributors:
    
    Marcus Majarra (marcusmajarra@hotmail.com)
             That's me. :)
    
    Anthony Nelson (majordragon@hotmail.com)
             He's my guru of tempering, and I wouldn't be here without his precious
             counseling. Lots of the work discussed here is credited to him.
    
    AsianGrinch (tonguyen@mines.edu)
              Another master blacksmith. He discovered how to get stubborn essences 
              to consume in the higher levels when the techniques I was using 
              wouldn't work.
    
    Borris, the Mindless Russian (fdesroches@juno.com)
              Well, come to think of it, Borris didn't contribute a lot in the 
              tempering business, but I'll be damned if there's a LoM question he 
              can't answer. This dude knows. Along with Anthony, they're working on 
              incredible artifact placement guides as well.
    
    Albatross (xo_pitseleh@hotmail.com)
              http://www.geocities.com/xo_pitseleh/lom.html
              Another person whom's mention is required. He's the one who brought
              me the translated charts from the Ultimania guide, and without his
              documents, I wouldn't have understanded so much about the complexity
              of tempering. If you're happy to have some info charts here, you
              should thank him as well.
    
    GameFAQs' LoM Message Board
              The people here have supported the work here, and waited patiently 
              for me to gather this all up. Thank you for coping with me and my 
              ego. ^_~
    
    Robert Silvers (neo_rob_silvers@hotmail.com)
              He's my first guinea pig. ^_^ Just kidding. He's the first tester of 
              this document, and any comments on his part will go on the next 
              update, if I can provide any remedy to it.
    
    The following people have also directly contributed to this FAQ:
              Myst Erik Ery (Myst_Erik@yahoo.com)
              BalbanesBeoulve ()
              WeaponOMD ()
              Wodash ()
              (as you can see, I'm missing a few email addresses here. Please send 
              them in, if you have them, for proper creditting)
    
    
    This Document is Copyright 2001 Marcus Majarra
    No modifications authorized without written permission from the author.
    If you wish to distribute this FAQ document, please notify me at
    marcusmajarra@hotmail.com