How do you get the axes to look fiery? Is there a similar cosmetic for amps?
Also, I can craft level 10 amps, how do I get to do level 20, do I have to buy a blueprint for it, or do I just have to grind until I get to the level for that?
Thanks

Well, I don't make either, but I know that Amps require magic energy components, which out of the ground means amber, or if you are talking creatures, often things like eyes work. Mektoubs, for instance, drop eyes. Many other creatures on the mainland will as well. (I think herbivores generally drop eyes but as a jeweler I mostly dig amber so I haven't paid special attention to critter drops.)fiach wrote:I'm going to try crafting axes and amps, can someone give me advice on what I should be killing/digging for different levels please?
That's a racial trait. Fyros weapons are fire-based, so Fyros swords look firey. Other races have other traits -- for instance the Tryker blades look electrified. I don't think you can change this by changing mats or anything... just how with armor, you can change color with mats, but you can only change the shape/look by changing the racial type (Matis vests vs. Fyros vests look very different).How do you get the axes to look fiery? Is there a similar cosmetic for amps?
there are differences between the BQ, MQ, and HQ plans though... theres the obvious look of the amp, but the light trails (sparklies) become increasing larger and last longer with the high q amps. MQ you get a small trail of them behind you, while HQ stretches back quite a bitjamela wrote: Amps do not have any similar craft plan.