Item Quality and Repair
Why are two swords with the same name different? Because who made it, what it was made from and how worn it is together decide the item. This page covers those three.
1. Who made it: exceptional work
As a crafter's skill rises, they now and then make a piece of exceptional quality — the item's name says so.
| What exceptional work gives | How much |
|---|---|
On armor |
15 resistance points spread randomly over the five |
The maker's Arms Lore |
On armor, 1 more resistance point per 20 points (100 Arms Lore = +5; not for shields); on weapons, +1% damage increase per 20 points (on top of the exceptional weapon's 35%, at most 50%) |
On weapons and armor |
Durability +20% |
| When selling | NPCs and players pay more for an exceptional piece → Crafter |
For crafters: Arms Lore is not a useless skill — it directly raises the resistances of exceptional armor.
2. What it was made from: material
Colored ingots and special leather add their own properties to the piece you make. On armor they show as resistances, on weapons as damage types.
Metal |
Adds to armor | Adds to weapons |
|---|---|---|
| Iron | — | — |
| Dull Copper | physical +6, durability +50%, requirements −20% | durability +100%, requirements −50% |
| Shadow Iron | energy +5, physical +2, fire +1, durability +100% | 20% of damage as cold, durability +50% |
| Copper | poison +5, energy +2, physical +1, fire +1 | 10% of damage as poison, 20% as energy |
| Bronze | cold +5, physical +3, poison +1, energy +1 | 40% of damage as fire |
| Gold | luck +40, requirements −30%, cold +2, energy +2, physical +1, fire +1 | luck +40, requirements −50% |
| Agapite | fire +3; physical, cold, poison, energy +2 | 30% of damage as cold, 20% as energy |
| Verite | physical +3, fire +3, poison +3, cold +2, energy +1 | 40% of damage as poison, 20% as energy |
| Valorite | physical +4; cold, poison, energy +3; durability +50% | 10% of damage as fire, 20% cold, 10% poison, 20% energy |
The part of a weapon's damage not listed in the table is physical (e.g. a bronze weapon: 40% fire, 60% physical).
Leather |
Adds to armor |
|---|---|
| Normal leather | — |
| Spined | physical +5, luck +40 |
| Horned | fire +3; physical, cold, poison, energy +2 |
| Barbed | energy +4, poison +3, physical +2, cold +2, fire +1 |
Wood (oak, ash, yew, heartwood, bloodwood, frostwood): gives only color to bows, crossbows, staves and wooden shields; on this server it adds no properties.
What does a weapon's color tell you?
- Uncolored (iron-colored) weapon: made of ordinary iron. Weapons dropped by monsters (except artifacts) are always like this: loot gives no material or color to a weapon. Whether it is magical is not told by its color but by the tooltip that appears when you hover over it (lines such as damage increase, hit chance, "slayer"). Elemental damage (fire, cold, poison, energy) does not color a weapon either; the percentages are in its tooltip.
- Colored weapon: crafted from colored ingots (or wood). Hovering over it shows its material before its name (e.g. "bronze longsword"); what it adds is in the table above.
- A weapon with a unique color and a different name: an artifact; its properties are in its tooltip.
Extracting colored materials needs high Mining/Lumberjacking → Gathering Skills. Working the material also needs skill: the more colored the ingot, the harder the crafting.
Runic tools
A piece made with a runic hammer / sewing kit gets random properties depending on its material (hit chance, damage increase, resistances…). The more valuable the material, the more properties and the stronger they are: dull copper gives 1–2 properties, while valorite gives 5 properties at the highest strength. The best crafted pieces in the game come out this way.
3. How worn it is: durability
Every swing and every blow wears an item down. The tooltip shows something like "durability 42 / 55": the left number is what remains, the right is the maximum.
- When what remains reaches zero, the item breaks and is destroyed.
Repair: blacksmiths repair weapons and metal armor, tailors leather/cloth, carpenters wood, tinkers tools. Repairing a piece you made yourself is easier.- Every repair lowers the maximum durability a little. No item lasts forever; keeping a spare of a piece you love is wise.
- A piece with "self repair" slowly mends itself over time.
- A piece with "durability X%" has a higher maximum durability from the start.
Repair deed: crafters can make and sell repair deeds; with a deed you do a single repair without needing the skill.
What happens when you die?
Your items stay on your corpse. The way not to lose them is insurance: insure a piece and it stays with you when you die → Economy and Vendors · Death and Recovery.
Advice for new players
- In your first days use cheap, ordinary pieces; you will die, do not mind it.
- Buy exceptional leather or chain armor from a crafter player — it is cheap and the difference is big.
- Colored materials and runic pieces are mid-game; insure them.
- You can tell whether a piece is really good by checking the caps on the Item Properties page.
Other pages: Item Properties · Armor and Resistances · Combat · Crafting Skills · Crafter
On armor
The maker's Arms Lore
On weapons and armor
Metal
Leather