EDIT: There's also an event going on. There's an NPC named Saien at the Shinjuku docks giving out presents for a week. Go getum. You get a new gift every two hours if you visit again. You need items, soul shards are the most common. Annnnd shinjuku docks is in shinjuku, 21,21.
Both a bump, and discussing the crafting system because I like it.
First off, once you get the skill itself, it is immediately useful. Why? Well, one you get an entire class at once, and two, the crafting system is set up to make basically any weapon except maybe knives stronger then most of the equipment in the game, with a decent time investment. To make it excel even among crafted weapons you're subject to the sisphyean weapon improvement situation in every korean MMO. I feel this is at least a tad better then "+4 weapon adds 4 damage, which is NOTHING, go buy a better base weapon" system. Obviously higher base equipment will get even stronger, but.
Here's how it works. When you make a weapon, it is the exact same as any other weapon, except one note. Sometimes they get slots. 1 slot weapons are fairly common, 2 slot are kinda rare, and 3 are very rare. It can go up to five, but good luck with that.
So to make a weapon as strong as possible you need 5 slots. That could, and likely will take ages, but let's say you get one. Now, you start putting stuff in the slots. For instance, for slot one, the first close range boost to a weapon is taurine drink. Litterally like 40 macca at any pharmacy. Pop that sucker in there, pow, you've got an extra close range point. You could also add to your magic ability with a dis-stone, similarly found at pharmacies. If you were making a gun, you could improve long range with a novice incense, found occasionally as a reward from many a dungeon, Support ability improvement, healing powder etc.
Now that 28 base morning star is 29 base. Now, from there, you can either put something in the second slot, or improve the current boost in the first slot, We'll explain the second slot options for now. You could, for instance, blunt damage increase for a morning star, or a slash damage increase for a sword, or a damage type increase for a ranged weapon. If you're a magical type you can add magical damage into it, only curative for the second slot, but we'll get farther in a minute. There's also a repair cost reduction in this slot, which can be nice, maybe really high end weapons get rediculous repair costs.
If you're going to improve the current boost, you'll need to find a garnet. As that is the close range +2 material. Improving basically works it's way up a ladder, with materials getting more and more rare and more and more likely to detonate your fancy weapon on upgrade. There are items that prevent the weapon detonation, and while rare for F2P, they do exist, mostly through demon quests. Yet another reason to befriend demons.
And it continues that way along the slots, slot three has all the standard close range, long range, curative options from the first slot again, but allows you to boost specific magic damage types by a percentage, similar to the melee options in slot two. This is where most "serious but not min-maxxed" weapon slots will stop, so that's a nice place to end it I feel.
In the fourth slot, more percentage damage type boosts.
And in the fifth, percentage damage type boosts and magic type percentage boosts.
It's a neat little system that's a bit less mindless then "press button and hope it doesn't burst, if it breaks, oh well, grab another one and try again", that's present in most other MMOs. I like it!
I'm currently planning a surprise for new melee people involving this system, that'll also prove to be a way to measure activity in the guild. Whenever we manage to get that goin.