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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.

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