Backpack Battles Crafting Guide | Main Recipes and Full Synthesis Strategy
Overview of the Crafting System
Crafting (combining) is the most important system in this game. Place specific items adjacent to each other inside your backpack and crafting triggers automatically, consuming the materials and turning them into a new, higher-tier item. Many powerful items can only be obtained through crafting, so recipe knowledge is the single biggest shortcut to climbing ranks.
Crafts come in three patterns:
- 2-material crafts: Place two items adjacent to combine (the most common)
- 3+-material crafts: Combine three or more items in a specific layout (some high-tier crafts)
- Same-type multi-craft: Line up multiples of the same item to upgrade (Axe + Axe = Double Axe, etc.)
Craft results often come out at least one rarity above the materials, and this crafting system's appeal is that combining common-rarity materials can produce rare or epic-tier items.
Basic Rules of Crafting
Trigger Conditions
- Adjacency: Material items must touch on the top, bottom, left, or right within the backpack (diagonal placement won't trigger)
- Material consumption: When the craft resolves, materials disappear and are replaced by the result
- Result size: Results are often smaller than the sum of the materials, improving space efficiency in the backpack
Cautions
- Unintended crafts: Cases where you accidentally trigger a synthesis while placing items that form a recipe. Especially in the cramped space of Rounds 1-2, accidents are easy
- Irreversible: Materials consumed by a craft don't come back. Gathering materials without a plan is risky
- Multiple targets: If one material has multiple possible craft results, the combination placed adjacent first wins out
Main Crafting Recipes
Weapon Recipes
| Result | Materials | Notes |
|---|---|---|
| Torch | Wooden Sword + Stone | Great for early damage. Adds fire damage |
| Hero Sword | Wooden Sword + Dagger | +1 damage to all weapons. Whole-build upgrade |
| Poison Dagger | Dagger + Fly Agaric | Core of poison builds. For Reaper and Ranger |
| Double Axe | Axe + Axe | Berserker staple. High damage + wide area |
| Magic Wand | Broom + Gemstone | Mage's mana-spend high-damage weapon |
| Arrows | Shortbow + Arrow | Ranger main weapon. Rapid-fire type |
| Shovel | Frying Pan + Stone | Unique effect of digging up items at the shop |
| Flame Sword | Wooden Sword + Flame | Pyromancer's fire-type weapon |
| Shell Totem | Wooden Sword + Shiny Shell | Mage's mana-generation totem |
| Spike Shield | Wooden Shield + Walrus Tusk | Early iron wall of defense + spike reflect |
Accessory Recipes
| Result | Materials | Notes |
|---|---|---|
| Rat Chef | Rat + Healing Herbs | Grants Regen on food trigger. For Ranger and Adventurer |
| Squirrel Archer | Squirrel + Shortbow | Buff Steal + increased attack speed |
| Piggy of Riches | Piggy Bank + Treasure Chest of Wealth | Final form of the economy build |
| Platinum Member Card | Shop Member Card + Pile of Coins | +30% to rare finds. Economy reinforcement |
| Lord Sandbag | Pocket Sand + Leather Armor | Combines constant Blind supply with defense |
| Greater Health Potion | Health Potion + Healing Herbs | Greatly increased healing. Foundation of healing builds |
| Vampiric Potion | Greater Health Potion + specific material | Core gear of vamp builds |
Pet Recipes
| Result | Materials | Notes |
|---|---|---|
| Slubart | Little Bart + Little Bart | Two combined, stronger. Damage up |
| Shelly | Shiny Shell + Shiny Shell | Pet that removes debuffs and heals heavily |
| Turbo Shelly | Shelly + Burning Coal | Fast healing for Pyromancer |
| Rat Chef | Rat + Healing Herbs | Bonus effect on food trigger |
Potion Recipes
| Result | Materials | Notes |
|---|---|---|
| High Health Potion | Health Potion + Healing Herbs | Greatly increased healing |
| Mana Potion | Health Potion + Blueberries | Combined Mana + HP recovery |
| Plague Flask | Health Potion + Fly Agaric | Trick-play type: applies poison when opponent heals |
Chess Piece Recipes (Mage Only)
| Result | Materials | Notes |
|---|---|---|
| White Knight | White Pawn + specific material | Defense-type upgraded white piece |
| White Bishop | White Pawn + specific material | Healing-type upgraded white piece |
| White Rook | White Pawn + specific material | Balanced upgraded white piece |
| Black Knight | Black Pawn + specific material | Attack-type upgraded black piece. Damage source |
| Black Bishop | Black Pawn + specific material | Debuff-type upgraded black piece |
| Black Rook | Black Pawn + specific material | Balanced upgraded black piece |
Efficient Crafting Strategy
Rounds 1-2: Basic Crafts to Boost Early Damage
Secure damage early with the basic Wooden Sword + Stone = Torch combo. These two materials come together for 2G x 2 = 4G, a low-cost craft that's ideal for lifting early winrate. Building an economy foundation with Piggy Bank while Torch covers your attack power is the classic early-game setup.
Rounds 3-4: Gather Materials with a Craft Target in Mind
The basis of efficiency is deciding your craft target first, then gathering items. For example, if you're aiming for a Wand of Equilibrium build on Mage, secure Broom + Gemstone early and craft them into a Magic Wand. Collecting materials without a direction causes mid-game backpack clutter and should be avoided.
Rounds 5-7: Push Economy Items to Their Final Form
The standard mid-game-onward economy route is to buy Piggy Bank early and craft it into Piggy of Riches in the later rounds. Synthesize as soon as the Treasure Chest of Wealth comes in to explode your gold income per round. Once you've bought a Health Potion, hunt for additional materials (Healing Herbs, Fly Agaric, etc.) and upgrade it immediately.
Round 8+: Finishing Legendary Crafts
The main theme of late-game is securing materials for legendary items. Crafts into the Dragon line (Dragon Orb, Dragonscale Armor, Dragon Claw) or higher-tier pets (Turbo Shelly, Squirrel Archer) deliver the final power-up in damage and sustain. Material acquisition difficulty is high, so there's a shop-luck dependency as well.
Preventing Crafting Accidents
Unintended craft triggers are a failure pattern unique to this game. Prevent them with the following measures.
- Keep materials apart: Place materials that aren't part of your intended combination where they won't be adjacent
- Trigger crafts all at once at the end: Just before the preparation phase ends, arrange all materials and place them adjacent together
- Sell unused materials: Once your direction is set, sell off materials from alternate routes for 1G to free up space
- Recognize multiple craft targets: If a material has multiple craft targets, decide which to prioritize in advance
For example, Healing Herbs has two craft targets - Greater Health Potion (+ Health Potion) and Rat Chef (+ Rat) - and you can only pick one. When locking in your direction, you need the resolve to cut off the other route.
The Big Picture of the Crafting Tree
The main crafting chains follow these staged evolutions:
- Weapon: Wooden Sword → Torch / Hero Sword → higher-tier weapon (Dragon Claw, etc.)
- Economy: Piggy Bank → Piggy of Riches
- Potion: Health Potion → Greater Health Potion → Vampiric Potion
- Pet: Little Bart → Slubart / Shiny Shell x2 → Shelly → Turbo Shelly
- Armor: Wooden Shield → Spike Shield
From the mid-game onward, it's important to gather materials with 2+ stages of the craft tree in mind. Reverse-thinking from the final form to the early-round materials you need is the advanced player's crafting strategy.
Crafting Tips Summary
- Memorize recipes: Once you memorize 50+ main recipes, you can make craft decisions the moment you see materials in the shop
- Use same-type multi-crafts: Same-type combinations like Axe + Axe, Pawn + Pawn, Little Bart + Little Bart are easy to miss, so stay aware
- Socketing is a form of crafting: Slotting a gemstone into a weapon or armor is also a type of craft, and the choice of slot target directly affects damage
- Be careful with late-game crafts: From Round 8 onward, a botched craft can be fatal, so simulate placements repeatedly
- Preserve unused craft targets: If you keep materials instead of selling them, you can pivot to a different route when changing plans
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