+1 longsword (Uncommon, 200 MP, no special ability)

SlotMaterialPortionsGradeCapacity
Core – bladefolded steel2Medium200
Fixed – gripleather1Low10
Fixed – crossguardsteel1Low10

Capacity 220 – enough for the 200 MP. Charging: a fighter and a wizard at level 3 charge 60 + 60 = 120 MP/day → about 2 days. Forging 2 days + a 1-day ritual. MP 200, value 400 gp.

Flame sword (Rare, special ability: fire)

SlotMaterialPortionsGradeCapacity
Core – blademeteoric iron2High2,000
Fixed – gripsalamander leather1Medium100
Fixed – crossguardfolded steel1Medium100
Special (on top)breath sac from a young red dragon1High1,000

Capacity 2,200 covers the 2,000 MP; the special slot adds 1,000 on top. 3,000 MP in total → value 6,000 gp. Three chargers at level 7: 630/day ≈ 5 days. At level 10: 1,200/day ≈ 2½ days.

Greater Healing (Uncommon consumable, 100 MP)

Spring water (Medium liquid, the gate for Greater) + a Medium medicinal herb. A cleric casts cure wounds in: 2 hours, 50 MP. The last 50 MP are charged by a level 3 charger in about 7 hours.

Scroll of fireball (3rd level, Uncommon, 150 MP)

Calfskin parchment (Medium, 100) + Low ink (10) + 40 MP free capacity (gold leaf). The wizard casts the spell in over 6 hours (75 MP). The wizard charges the rest (75 MP) at level 5 in about 4 hours.

Plate armour +1 (Rare, 2,000 MP)

Plate is 65 portions. With 20 High portions for the breastplate (20,000) it could even reach Very rare; for Rare, about 20 Medium portions plus 45 Low are enough (2,450). The armour needs far more material to gather than a sword, but not a rarer metal – the charging is the same 2,000 MP.

Try it yourself in the Recipe Builder and the Charging Calculator.