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制作/装备指南

2026-02-19 16:00:05

AI智能总结导读

这是一篇游戏《制作/装备指南》,详细介绍了装备制作系统,涵盖制作材料的类型、等级、子类型等属性对装备的影响,不同制作类型可制作的装备品类,以及装备的属性加成、随机效果等内容,帮助玩家优化角色养成。

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. Foreward I don't know Chinese and I'm a complete noob at this game that's just documenting stuff I've observed and/or asked people on the Discord about. If you believe I'm wrong about something, please politely correct me in the comments and I will happily make the edit when I have time. If you want to contribute additional information to the guide feel free to send me a message. Materials Explained This is going to covering how Materials work only within the context of gear. Consumables have slightly different behavior. 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 What can be crafted based on each crafting type. WeavingSubtypes: 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 CarvingSubtypes: 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 CraftingSubtypes: 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 SmithingSubtypes: 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 Crafting TypesBased 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. Random Stat BonusesWhen 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. Random PassiveAll items receive a random passive effect. Each slot has a unique list of passive effects that cannot appear in other slots. Head/Foot 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 SlotArmor 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 Accessories WIP Weapons WIP

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