This guide describes how the crafting system works as well as which gear grants what type of bonuses so you can more optimally min max your character.
Materials Explained
The Material you use is the most important thing to determine what your crafting outcome is. To that end here are the relevant factors about your material.
Crafting Type: Which crafting skill this material is associated with. All materials can be used to make the same types of item within it’s crafting type regardless of rarity. However, they can still have wildly different effects. Additionally some item types are unique to certain crafting types while others are shared. For example, Gems/Tailor/Wood/Smith can all make body armor, but only Wood can make Carts.
Tier: The tier of material determines the “power level” of the item crafted.
Subtype: This isn’t a term used by the game, but it’s an important distinction. Every crafting type has two subtypes of materials. Like Hides and Cloth for Weaving. There is one of each subtype for every rarity level. Subtypes are considered side grades and will change how bonuses are allocated, but will still craft the same type of item. In this guide I will be referring to each subtype by the name of their T1 material.
Attainment: As one final note, certain materials have a minimum attainment requirement to use. If your attainment is also sufficiently high, you will treat the material as if it is one rarity level higher. Because of this, it is often not worth using the highest tier material you have, as will often be able to craft the same item if your attainment is high enough.
Crafting Directory
Subtypes: Cloth and Fur
- Accessory
- Head – Assault
- Head – Protect
- Head – Release
- Head – Resolve
- Shoes – Assault
- Shoes – Protect
- Shoes – Release
- Shoes – Resolve
- Gloves/Hand – Plain
- Gloves/Hand – Mystic
- Whisk
- Whip
- Accessory – Bagjavascript
- Accessory – Rope
- Clothing
- Shoes – Assault
- Shoes – Protect
- Shoes – Release
- Shoes – Resolve
Subtypes: Bamboo and Oak
- Needle
- Dart
- Dagger
- Accessory – Corruption
- Accessory – Wound
- Accessory – Ruin
- Flute
- Head
- Shoe
- Glove/Hand
- Club
- Whisk
- Whip
- Sword
- Blade
- Polearm – Tool
- Polearm – Protect
- Zither
- Armor
- Vehicle
Subtypes: Onyx and Jade
- Needle
- Dart
- Dagger
- Accessory – Action
- Accessory – Creation
- Accessory – Agility
- Accessory – Life
- Accessory – Sustain
- Accessory – Rest
- Accessory – Shock
- Flute
- Head
- Shoe
- Hand
- Club
- Sword
- Blade
- Polearm
- Zither
- Armor
Subtypes: Copper and Iron
- Needle
- Dart
- Dagger
- Accessor
- Flute
- Head
- Shoe
- Hand – Piercing
- Hand – Blint
- Club
- Sword – Keen
- Sword – Apex
- Sword – Heft
- Blade – Round
- Blade – Peak
- Blade – Rend
- Polearm – Staff
- Polearm – Spear
- Zither
- Armor
Armors Explained
Based on the Crafting Type all items will have a certain amount of Weight, Des, and Tou. In ascending: Cloth, Wood, Gems, Metal. A noted exception is that Wood Tou is actually the same if not lower than Cloth. If a high DES Item hits an item with low TOU, the low TOU item will get damaged. Durability also ascends with this order.
When crafting an item there is a chance that it will also grant a random percentile bonus to one of your main stats. Which stat is affected is random.
All items receive a random passive effect. Each slot has a unique list of passive effects that cannot appear in other slots.
So Head/Foot slots always grant the same type of bonus based on which slot they go in, and which type of material/blueprint is used. For example everything slotted in the Head will grant you Cast speed, while an Oak item will always grant you Shield+/SWI regardless if it’s a Foot or Head item.
Head: Always grants Cast Speed
Foot: Always grants Move Speed. Extra Kick Damage (Determined by Toughness and Destructiveness)
Assault Cloth: Inhale Speed
Assault Fur: Stance Speed
Protection Cloth: Evasion
Protection Fur: Physical Defense
Release Cloth: Internal Defense
Release Fur: Parrying
Resolve Cloth: Breath
Resolve Fur: Diversion
Oak: Shield+/SWI
Bamboo: Shield/SWI+
Iron: MIG/Physical Defense+
Copper: MIG+/Physical Defense
Onyx: Fin+/Qi Defense
Jade: Fin/Qi Defense+
Armor always grants Physical or Qi Defense. This will be expressed in ratios below where 0 is only PhD and 1 only QiD. It should be noted that items that only grant 1 type of Defense grant an overall lower amount of defense (about 8% less).
Linen Resolve: 0.59
Linen Release: 1
Linen Protect: 0.66
Linen Assault: 0.74
Fur Assault: 0.5
Fur Protect: 0.33
Fur Release: 0.26
Fur Resolve: 0.41
Onyx: 0.34
Jade: 0.62
Iron Metal Armor A: 1
Iron Metal Armor B: 0.14
Copper Metal Armor A: 0.33