Equipment

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:

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.

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

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.

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.