Equipment items are crafted goods that can be equipped in a player's profile to provide bonuses to crafting, gathering, and/or combat stats. To craft Equipment, players first need Components. The stats of a piece of Equipment are usually just the sum of all the Component stats. The only exception is for "Finished" Equipment, see below.
Equipment Slots and Types[]
Players have 7 slots for equipment: Head, Chest, Hands, Legs, Feet, Main Hand, and Off Hand.
The Head, Chest, Hands, Legs, and Feet slots are used for equipping Armor. Armor provides a variety of bonuses to combat stats, gathering, and/or crafting.
The Main Hand slot can be used for 2 different types of Equipment: Weapons and Tools. Weapons provide combat bonuses, whereas Tools provide bonuses to Gathering or Crafting.
The Off Hand slot can be used for Off Hand Weapons or Shields, both of which provide Combat bonuses.
Weapons[]
Weapons are Equipment items placed in the Main Hand slot and Off Hand slot, and provide bonuses to Combat stats. The type of bonus is determined by the material used for all Components. Currently, weapons are used strictly for their stat values, and are not linked to any specific skills or abilities. (ie: Ranger skills require arrows, but it is not necessary for them to use bows.)
Tools[]
Tools are Equipment items that are placed in the Main Hand slot, and provide bonuses to Gathering or Crafting. The type of bonus is determined by the material used for both the Tool Head and the Tool Handle.
Tools are as follows:
Gathering Skill | Tool |
---|---|
Botany | Hoe |
Fishing | Fishing Pole |
Forestry | Wood Axe |
Mining | Pickaxe |
Crafting Skill | Tool |
---|---|
Alchemy | Not Yet Implemented |
Blacksmithing | Not Yet Implemented |
Cooking | Not Yet Implemented |
Enchanting | Not Yet Implemented |
Woodworking | Not Yet Implemented |
Tailoring | Not Yet Implemented |
Component Crafting and Stat Generation[]
How to craft Components[]
To craft Components, the player must go to the appropriate crafting location within a city, select the recipe from the listing on the left side of the screen, and then choose the individual ingredients before clicking the Create button. In order to successfully craft the Component, the player's dice roll must meet or exceed the difficulty.
Component Difficulty[]
As ingredients are added, they increase the difficulty of successfully crafting that Component. If a Component accepts 1 ingredient, the ingredient's base difficulty is 6. If it accepts 2 ingredients, each ingredient's base difficulty is 4 (for a total of 8). If it accepts 3 ingredients, each ingredient's base difficulty is 3 (for a total of 9).
Higher tiers of ingredients give better stats, but the difficulty is multiplied by the tier. For example, Bindings use 1 Refined Fiber. (Any Cloth item counts as Refined Fiber.) Using 1 Jute Cloth to make Bindings will result in a difficulty of 6. Using a Legendary Jute Cloth (tier 6) would have a difficulty of 6 * 6, for a total of 36.
There are exceptions to base difficulty: for Fabric crafting, Cotton, Nightweave, and Infernaweave have a base difficulty of 5, whereas Yggdrasweave has a base difficulty of 18. These are noted in the table below.
Component Stats[]
Each ingredient contributes a range of possible stat values to the Component. For Components that take multiple ingredients, the possible stat range is the sum of all the ingredient ranges. For example: in Plate Components, Copper applies a stat range of +0.1 - 1.5 Strength. Using 2 normal Copper Bars to craft a Plate would give a total range of +0.2 - 3 Strength. Using higher tiers gives better ranges; see the table at the bottom of this section for specific values.
Next, overall Component mastery modifies the range by treating the materials as 1 tier higher for each level of Component mastery gained (for stat rolls only, not difficulty). Using the previous example of 2 normal Copper Bars being crafted into a Plate, a player who has Level 2 Plate Creation mastery would have their normal Copper Bars treated as 1 tier higher (Elder Copper Bars), giving their Plate a range of +0.4 - 5 Strength (+0.2 - 2.5 Strength from each Copper Bar).
Finally, material-specific Component mastery improves the chances of getting better rolls within the given range. With our previous example, the player's Copper Plate Creation mastery would improve the chances of their Plates made from Copper Bars to roll values at the upper end of the +0.4 - 5 Strength range.
The type of stat each ingredient gives depends on the type of Component. For example, Flax gives Physical resistance in Bindings, but Physical damage in Bowstrings. See the tables below for what each ingredient gives to each component, as well as the base difficulty and amount required.
Cloth Ingredient Bonuses[]
Fabric | Binding | Bowstring | Fishing Line | |
---|---|---|---|---|
Ingredients |
2x Refined Cloth | 1x Refined Cloth | 1x Refined Cloth | 1x Refined Cloth |
Difficulty |
4 Base Difficulty Per Ingredient | 6 Base Difficulty Per Ingredient | 6 Base Difficulty Per Ingredient | 5 Base Difficulty Per Ingredient |
Jute | % Chance to gather +1 items | STR | STR | % chance to gather +1 on 6s |
Cotton | 5 Base Difficulty
% Chance to gain +1 or +10% (whichever is higher) items while crafting |
STA | STA | % chance to reduce difficulty by 1d4 |
Flax | Physical resist | Physical resist | Physical damage | % chance to reroll a 1 |
Hemp | INT | INT | INT | % chance to add 1d4+1 to roll |
Ramie | WILL | WILL | WILL | % chance to upgrade 1 die to 1d8 |
Coir | DEX | DEX | DEX | % chance to gather a higher quality material |
Sisal | Poison resist | Poison resist | Poison damage | % chance to get a cooking success bonus |
Abaca | Fire resist | Fire resist | Fire damage | % chance to receive a random fish |
Kaminaweave | Magical resist | Magical resist | Magical damage | % of exp goes to Dex |
Luminaweave | Lightning resist | Lightning resist | Lightning damage | % of exp goes to Will |
Nightweave | 5 Base Difficulty
% Chance to reroll lowest die for gathering |
N/A | N/A | % of exp goes to Stamina |
Infernaweave | 5 Base Difficulty
% Chance to reroll lowest die for crafting |
N/A | N/A | % of exp goes to Intellect |
Yggdrasweave | 18 Base Difficulty
% Chance to acquire random souls through OOC actions |
N/A | N/A | % of exp goes to Strength |
Metal Ingredient Bonuses[]
Blade/Mace Head | Axe Head/Spear Head/Short Blade/Hilt | Plate/Boss | Pick/Wood Axe Head/Hoe Head | |
---|---|---|---|---|
Ingredients |
3x Refined Ore | 1x Refined Ore | 2x Refined Ore | 1x Refined Ore |
Difficulty |
3 Base Difficulty Per Ingredient | 6 Base Difficulty Per Ingredient | 4 Base Difficulty Per Ingredient | Varies based on material |
Copper | STR | STR | STR | % chance to gather +1 on 6s (Base Difficulty: 5) |
Tin | STA | STA | STA | % chance to reduce difficulty by 1d4
(Base Difficulty: 5) |
Iron | Phys damage | Phys damage | Phys resist | % chance to reroll a 1
(Base Difficulty: 5) |
Lead | INT | INT | INT | % chance to add 1d4+1 to roll (Base Difficulty: 6) |
Cobalt | WILL | WILL | WILL | % chance to upgrade 1 die to 1d8 (Base Difficulty: 6) |
Titanium | N/A - Cannot be made | N/A - Cannot be made | N/A - Cannot be made | % chance to gather item at a higher tier (Base Difficulty: 7) |
Wulframite | DEX | DEX | DEX | % chance to get a Smithing / Woodworking / Alchemy
success bonus (Base Difficulty: 8) |
Thorium | Poison damage | Poison damage | Poison resist | % chance to receive a random ore |
Pyrium | Fire damage | Fire damage | Fire resist | % of exp goes to Dex |
Malachite | Magical damage | Magical damage | Magical resist | % of exp goes to Will |
Electrum | Lightning damage | Lightning damage | Lightning resist | % of exp goes to Stamina |
Thermium | % of exp goes to Intellect | |||
Orichalcum | % of exp goes to Strength | |||
Mithril | ||||
Adamantite |
Wooden Ingredient Bonuses[]
Unstrung Bow | Pole | Shaft | Fishing Rod | Pickaxe Handle | Wood Axe Handle | Hoe Handle | |
---|---|---|---|---|---|---|---|
Ingredients | 3x Refined Logs | 2x Refined Logs | 1x Refined Logs | 1x Refined Logs | 1x Refined Logs | 1x Refined Logs | 1x Refined Logs |
Difficulty | 3 Base Difficulty Per Ingredient | 4 Base Difficulty Per Ingredient | 6 Base Difficulty Per Ingredient | 7 Base Difficulty Per Ingredient | 8 Base Difficulty Per Ingredient | 7 Base Difficulty Per Ingredient | 7 Base Difficulty Per Ingredient |
Spruce | STR | STR | STR | % Chance to get +1 Mastery on Salmon | % Chance to get +1 Mastery on Copper | % Chance to get +1 Mastery on Spruce | % Chance to get +1 Mastery on Fly Agaric, Peppercorn, or Jute |
Pine | STA | STA | STA | % Chance to get +1 Mastery on Pike | % Chance to get +1 Mastery on Tin &Salt | % Chance to get +1 Mastery on Pine | % Chance to get +1 Mastery on Hops, Basil, or Curry Leaf |
Oak | Physical damage | Physical damage | Physical damage | % Chance to get +1 Mastery on Shrimp | % Chance to get +1 Mastery on Iron | % Chance to get +1 Mastery on Oak | % Chance to get +1 Mastery on Cotton, Nightshade, or Lemongrass |
Maple | INT | INT | INT | % Chance to get +1 Mastery on Crawfish | % Chance to get +1 Mastery on Lead | % Chance to get +1 Mastery on Maple | % Chance to get +1 Mastery on Corn, Flax, or Barley |
Mahogany | WILL | WILL | WILL | % Chance to get +1 Mastery on Trout | % Chance to get +1 Mastery on Cobalt | % Chance to get +1 Mastery on Mahogany | % Chance to get +1 Mastery on Deathcap Amanita, Wheat, or Hemp |
Ebony | DEX | DEX | DEX | % Chance to get +1 Mastery on Catfish | % Chance to get +1 Mastery on Titanium | % Chance to get +1 Mastery on Ebony | % Chance to get +1 Mastery on Parsley, Puffshroom, or Coriander |
Cedar | N/A - Cannot be made | N/A - Cannot be made | N/A - Cannot be made | % Chance to get +1 Mastery on Perch | % Chance to get +1 Mastery on Wulframite | % Chance to get +1 Mastery on Cedar | % Chance to get +1 Mastery on Ramie, Hibiscus, or Odollam Seed |
Witchwood | Poison damage | Poison damage | Poison damage | % Chance to get +1 Mastery on Tench | % Chance to get +1 Mastery on Thorium | % Chance to get +1 Mastery on Witchwood | % Chance to get +1 Mastery on Thyme, Mistletoe, or Coir |
Glasir | Fire damage | Fire damage | Fire damage | % Chance to get +1 Mastery on Sea Bass | % Chance to get +1 Mastery on Pyrium | % Chance to get +1 Mastery on Glasir | % Chance to get +1 Mastery on Oregano, White Sage, or Sisal |
Dryadine | Lightning damage | Lightning damage | Lightning damage | % Chance to get +1 Mastery on Tuna | % Chance to get +1 Mastery on Malachite | % Chance to get +1 Mastery on Dryadine | % Chance to get +1 Mastery on Rye, Mandrake Root, or Mint |
Manaple | % Chance to get +1 Mastery on Leopard Shark | % Chance to get +1 Mastery on Electrum | % Chance to get +1 Mastery on Manaple | % Chance to get +1 Mastery on Abaca, Milkwort, or Aqua's Tear | |||
Yggdras | % Chance to get +1 Mastery on Herring | % Chance to get +1 Mastery on Thermium | % Chance to get +1 Mastery on Yggdras | % Chance to get +1 Mastery on Wolfsbane, Kamina's Locks, or Dill | |||
Wyrmwood | % Chance to get +1 Mastery on Royal Bull Shark | % Chance to get +1 Mastery on Orichalcum | % Chance to get +1 Mastery on Wyrmwood | % Chance to get +1 Mastery on Yarrow, Red Sage, or Lumina Frond | |||
Heartwood | % Chance to get +1 Mastery on Walleye | % Chance to get +1 Mastery on Mithril | % Chance to get +1 Mastery on Heartwood | % Chance to get +1 Mastery on Erets Eye Flower, Pyrushroom, or Night Silk | |||
Akrifer | % Chance to get +1 Mastery on King Gar | % Chance to get +1 Mastery on Adamantite | % Chance to get +1 Mastery on Akrifer | % Chance to get +1 Mastery when gathering Inferna Seed, Inferna Leaf, or Underdeep Spore |
Stat Values[]
Some tool buffs share the same scalings:
Group 1 - % chance to upgrade 1 die to 1d8, % chance to reduce difficulty by 1d4, % chance to reroll a 1, % chance to get a crafting success bonus
Group 2 - % chance to gather a higher quality material
Group 3 - % chance to reroll a 1
Group 4 - % chance to reduce difficulty by 1d4
Player Stats | Damage Boosts | Resistances | Chance for Gathering/Crafting Proc | Group 1 | Group 2 | Group 3 | Group 4 | |
---|---|---|---|---|---|---|---|---|
Tier 1 | 0.1 - 1.5 | 1 - 3 | 1 - 3 | 0.1 - 1.5% | 0.1 - 1.5 | 0.1 - 1.5 | 0.1 - 1.5 | 0.1 - 1.5 |
Tier 2 | 0.2 - 2.5 | 6 - 18 | 4 - 12 | 0.2 - 2.7% | ||||
Tier 3 | 0.2 - 3.6 | 11 - 33 | 7 - 21 | 0.3 - 3.9% | ||||
Tier 4 | 0.3 - 4.6 | 16 - 48 | 10 - 30 | 0.3 - 5.1% | ||||
Tier 5 | 0.4 - 5.7 | 21 - 63 | 13 - 39 | 0.4 - 6.3% | ||||
Tier 6 | 0.5 - 6.7 | 26 - 78 | 16 - 48 | 0.5 - 7.5% | 0.4 - 6.7 | 0.4 - 5.3 | 0.4 - 6.4 | 0.4 - 7.1 |
Tier 7 | 0.5 - 7.8 | 31 - 93 | 19 - 57 | 0.6 - 8.7% | ||||
Tier 8 | 0.6 - 8.8 | 36 - 108 | 22 - 66 | 0.7 - 9.9% | ||||
Tier 9 | 0.7 - 9.9 | 41 - 123 | 25 - 75 | 0.7 - 11.1% | ||||
Tier 10 | 0.7 - 11.0 | 46 - 138 | 28 - 84 | 0.8 - 12.3% | ||||
Tier 11 | 0.8 - 12.0 | 51 - 153 | 31 - 93 | 0.9 - 13.5% | ||||
Tier 12 | 0.8 - 13.1 | 56 - 168 | 34 - 102 | 1.0 - 14.7% | ||||
Tier 13 | 0.9-14.1 | 61 - 183 | 1.0 - 15.9% | |||||
Tier 14 | 1.0-15.1 | 66 - 198 | 1.1 - 17.1% | |||||
Tier 15 |
Equipment Crafting[]
To craft the actual Equipment, you need to combine the components. The stats will simply be the sum of all the components (except for Finishing, see below). Note that assembling equipment from components cannot fail, and does not grant any experience.
Gear | Components | Total Materials Needed |
---|---|---|
Light Chest | 2 Fabric | 4x Refined Fiber |
Light Pants | 1 Fabric
2 Bindings |
4x Refined Fiber |
Light Gloves | 1 Fabric
1 Binding |
3x Refined Fiber |
Light Boots | 1 Fabric
1 Binding |
3x Refined Fiber |
Light Helmet | 1 Fabric
1 Binding |
3x Refined Fiber |
Heavy Chest | 2 Plate | 4x Refined Ore |
Heavy Pants | 1 Plate
2 Bindings |
2x Refined Ore
2x Refined Fiber |
Heavy Gloves | 1 Plate
1 Binding |
2x Refined Ore
1x Refined Fiber |
Heavy Boots | 1 Plate
1 Binding |
2x Refined Ore
1x Refined Fiber |
Heavy Helmet | 1 Plate
1 Binding |
2x Refined Ore
1x Refined Fiber |
Sword | 1 Blade
1 Hilt |
4x Refined Ore |
Shield | 1 Boss
1 Binding |
2x Refined Ore
1x Refined Fiber |
Dagger | 1 Short Blade
1 Hilt |
2x Refined Ore |
Dagger (offhand) | 1 Short Blade
1 Hilt |
2x Refined Ore |
Axe | 1 Axe Head
1 Shaft |
1x Refined Ore
1x Refined Logs |
Axe (offhand) | 1 Axe Head
1 Shaft |
1x Refined Ore
1x Refined Logs |
Mace | 1 Mace Head
1 Shaft |
3x Refined Ore
1x Refined Logs |
Spear | 1 Spear Head 1 Pole 1 Shaft |
3x Refined Logs
1x Refined Ore |
Bow | 1 Unstrung Bow
1 Bowstring |
3x Refined Logs
1x Refined Fiber |
Pickaxe | 1 Pick
1 Pickaxe Handle |
1x Refined Ore
1x Refined Logs |
Wood Axe | 1 Wood Axe Head
1 Wood Axe Handle |
1x Refined Ore
1x Refined Logs |
Hoe | 1 Hoe Head
1 Hoe Handle |
1x Refined Ore
1x Refined Logs |
Fishing Pole | 1 Fishing Rod
1 Fishing Line |
1x Refined Logs
1x Refined Cloth |
Finishing Equipment[]
When crafting, players have the option to Finish equipment. This provides a multiplicative bonus of up to +/-15% to the stats of your gear, rounded to the first decimal place. The distribution is Gaussian (a bell curve) centered about the origin, so a multiplier of 1 is most probable and a multiplier of 1.15/0.85 least probable, and you are as likely to get an increase in stats as you are a decrease. If you roll a perfect multiplier of 1.15, you will receive a system notification in the Talibri chat.
Finishing costs 1000 Component Materials. These can be obtained by Deconstructing Components in your Inventory. Deconstructing seems to give 20 Materials per star of the item.