Generated by docs/builds/generate.py from docs/builds/catalog.py. The rules: docs/builds.md § 12 and § 15.
Tiers
Everything exists at every tier: an iron Ring of Storms calls the same lightning on the same fourth blow as a valorite one, only weaker (user directive). Magnitudes x mult; weapon damage and spell power x item_mult. The tier scales how hard, never how fast or how often.
| tier | name | magnitudes x | weapon damage x | craft skill (points) | sockets | where the material comes from |
|---|
| T1 | Common | 1 | 1.0 | 0 | 1 | everywhere; starter kits and town markets |
| T2 | Fine | 2 | 1.15 | 20 | 1 | near towns: the realms' outer lands |
| T3 | Superior | 3 | 1.3 | 40 | 2 | the March and the frontier |
| T4 | Masterwork | 4 | 1.45 | 60 | 2 | dangerous lands: deep mountains, fens, dungeons |
| T5 | Legendary | 5 | 1.6 | 80 | 3 | the lawless isles only |
Exceptional quality (#125): weapon damage and spell power x1.2, +1 socket (at most 3), and a second affix on Hands, Arms or Legs, chosen by the crafter.
Materials
A material only opens its tier (#148): two materials of one tier are equal in every number; they differ in colour and in where they are found.
| discipline | tier | material | source | hue |
|---|
| metal | T1 | Iron | iron and bog-iron veins everywhere | grey |
| metal | T2 | Dull Copper | veins near towns | dull brown |
| metal | T2 | Shadow Iron | northern veins | dark grey |
| metal | T3 | Copper | March veins (#125) | copper red |
| metal | T3 | Bronze | March and northern veins | bronze |
| metal | T4 | Agapite | deep mountain veins (Karrak) | rose |
| metal | T4 | Verite | deep mountain veins (#125) | green |
| metal | T5 | Valorite | the isles only (#97) | blue |
| wood | T1 | Pine | every forest | pale |
| wood | T2 | Oak | temperate forests (#125) | brown |
| wood | T3 | Ash | southern forests | light grey |
| wood | T4 | Yew | the Elderwood (#125) | golden |
| wood | T4 | Frostwood | the far north | white |
| wood | T5 | Heartwood | the isles' groves | deep red |
| wood | T5 | Bloodwood | the isles' groves | black red |
| leather | T1 | Leather | deer, boar, rat hides | tan |
| leather | T2 | Spined Leather | wolf and frost-wolf fur | grey brown |
| leather | T3 | Horned Leather | troll and ogre hide (new loot) | olive |
| leather | T4 | Barbed Leather | lizardman scales | teal |
| leather | T5 | Dragonscale | drake and dragon scales | crimson |
| cloth | T1 | Linen | flax fields | off-white |
| cloth | T2 | Dyed Linen | linen + nightshade dye | any dye |
| cloth | T3 | Spider Silk | giant spiders' silk | pearl |
| cloth | T4 | Ghostweave | linen + ectoplasm (wraiths) | pale blue |
| cloth | T5 | Starweave | linen + wisp essence (isles) | glinting violet |
| gem | T1 | Quartz | any stone quarry (new) | clear |
| gem | T2 | Amber | forest ruins, loot (#124) | amber |
| gem | T3 | Sapphire / Ruby | northern veins, loot (#124) | blue / red |
| gem | T4 | Diamond | deep veins, loot (#124) | white |
| gem | T5 | Star Sapphire | the isles only (new) | starred blue |
Who crafts what
| skill | material | station | makes |
|---|
| Blacksmithy | metal | anvil | metal weapons, chainmail and plate armour, metal shields |
| Fletching | wood | workbench | bows, crossbows, arrows, bolts, quivers |
| Carpentry | wood | workbench | magic staves, quarterstaves, wooden shields, torches, totems |
| Tailoring | cloth+leather | loom | cloth, padded, leather and hardened leather armour; every clothing piece (shirts, trousers, skirts, robes, tunics, surcoats, cloaks, belts) |
| Tinkering | metal+gem | anvil | jewellery: rings, earrings, bracelets, amulets |
| Inscription | gem+reagent | writing table | runes, tomes, scrolls, design scrolls |
| Alchemy | reagent | fire | potions, oils, flasks, tanning oil (hardened leather) |
| Cooking | food | fire | food buffs |
Recipes
Main material quantity is the same at every tier (the tier's material); the component (gem, essence, reagent, feather...) grows with the tier.
| kind | skill | station | material | qty | comp T1 | T2 | T3 | T4 | T5 | plus |
|---|
| one-handed weapon | Blacksmithy | anvil | metal | 8 | 0 | 1 | 1 | 2 | 3 | the family's component: none |
| two-handed weapon | Blacksmithy | anvil | metal | 14 | 0 | 1 | 2 | 3 | 4 | - |
| bow / crossbow | Fletching | workbench | wood | 12 | 0 | 1 | 2 | 3 | 4 | + 2 x tier feathers |
| magic staff | Carpentry | workbench | wood | 12 | 1 | 1 | 2 | 3 | 4 | + the school's reagent x 5 x tier |
| cloth or padded armour piece | Tailoring | loom | cloth (+ leather for padded) | 6 | 0 | 1 | 1 | 2 | 2 | - |
| leather or hardened armour piece | Tailoring | loom | leather (+ tanning oil for hardened) | 6 | 0 | 1 | 1 | 2 | 2 | - |
| chainmail or plate armour piece | Blacksmithy | anvil | metal | 8 | 0 | 1 | 1 | 2 | 2 | - |
| clothing (shirt, trousers, skirt, robe, tunic) | Tailoring | loom | cloth | 6 | 1 | 1 | 2 | 3 | 4 | + the piece's component |
| jewel (ring, earrings, bracelet) | Tinkering | anvil | metal | 4 | 1 | 1 | 2 | 3 | 4 | + a gem of the tier + the jewel's component |
| keystone amulet | Tinkering | anvil | metal | 6 | 2 | 2 | 3 | 4 | 5 | + a gem of the tier + the keystone's component |
| rune | Inscription | writing table | gem | 1 | 1 | 1 | 2 | 3 | 4 | + blank scroll + the rune's component |
| cloak | Tailoring | loom | cloth | 10 | 0 | 1 | 2 | 3 | 4 | + a dye |
| surcoat | Tailoring | loom | cloth | 8 | 0 | 1 | 2 | 2 | 3 | + the house's heraldry (#77) |
| belt | Tailoring | loom | leather | 6 | 0 | 1 | 1 | 2 | 2 | - |
| off-hand | by the item | by the item | by the item | 8 | 0 | 1 | 1 | 2 | 3 | - |
Designs (what you must learn first)
| group | what | how it is learnt |
|---|
| starter | each family's first item, every armour class, every D, R and F ability (loadout picks, no design), the first design of each Hands/Arms/Legs pool, one clothing piece and one jewel per slot, 6 runes | known from the start |
| family | the second and third item of a family (their E) | design scrolls from camps and dungeons of danger 2-4 |
| armour | the other Hands, Arms and Legs designs | design scrolls from camps, dungeons and quests |
| clothing and jewel | the other clothing pieces and jewels | design scrolls from elites and bosses |
| keystone | the keystone amulets | bosses and the isles (one design per boss kind) |
| rune | the other runes | Inscription research: 10 blank scrolls + gems |
| heraldry | surcoat drills | taught by a lord to the house (#77) |
Example: the Ring of Storms across the tiers
| tier | made of | when | bolt damage | jumps | Tinkering needed |
|---|
| T1 | Iron + Quartz | every 4th auto-attack hit | 50 % WD | 1 | 0 |
| T2 | Dull Copper + Amber | every 4th auto-attack hit | 100 % WD | 1 | 20 |
| T3 | Copper + Sapphire / Ruby | every 4th auto-attack hit | 150 % WD | 2 | 40 |
| T4 | Agapite + Diamond | every 4th auto-attack hit | 200 % WD | 2 | 60 |
| T5 | Valorite + Star Sapphire | every 4th auto-attack hit | 250 % WD | 3 | 80 |
When it fires never changes; the bolt hits harder, and it jumps further at T3 and T5.
Power: how far a build lifts a character
offence = item damage x (1 + class) x (1 + speed) x (1 + tags) x crit x (1 + triggers) x synergy; EHP = (1 + hits) x (1 + armour/100) x (1 + sustain) x (1 + toughness/100). Scaled terms are multiplied by the tier's mult; speed, crit chance and synergy are fixed. All in adds an exceptional weapon, rune and keystone buckets and an off-hand and potion in the tags bucket. Power = offence x EHP, against a naked T1 character (= 1). A fighter with power P beats about sqrt(P / Q) fighters of power Q at once (Lanchester's square law): the warband columns count naked T1 characters and complete T1 builds of the same kind (the pauper, #149).
Rows are complete builds of one armour class, gear only and all in (inputs: catalog.POWER_ARCHETYPES, catalog.POWER_ALL_IN; sheet Power of the workbook).
Offence
| build | T1 | T2 | T3 | T4 | T5 |
|---|
| Naked (a T-tier weapon only) | 1.0 | 1.1 | 1.3 | 1.4 | 1.6 |
| Glass cannon (6 cloth), gear only | 3.5 | 8.6 | 17.8 | 32.7 | 55.2 |
| Glass cannon (6 cloth), all in (glass heart) | 5.3 | 15.8 | 38.6 | 82.4 | 159.8 |
| Crit duellist (6 padded cloth), gear only | 3.2 | 7.2 | 14.1 | 24.8 | 40.8 |
| Crit duellist (6 padded cloth), all in (glass heart) | 4.9 | 13.3 | 30.5 | 62.7 | 118.1 |
| Skirmisher (6 leather), gear only | 3.1 | 6.2 | 11.3 | 18.8 | 29.6 |
| Skirmisher (6 leather), all in (glass heart) | 4.7 | 11.5 | 24.5 | 47.5 | 85.8 |
| Bruiser (6 hardened leather), gear only | 2.3 | 4.4 | 7.7 | 12.5 | 19.2 |
| Bruiser (6 hardened leather), all in (glass heart) | 3.4 | 8.0 | 16.6 | 31.4 | 55.6 |
| Warden (6 chainmail), gear only | 2.0 | 3.5 | 5.6 | 8.4 | 12.0 |
| Warden (6 chainmail), all in (iron oath) | 2.7 | 5.2 | 9.0 | 14.4 | 21.7 |
| Tank (6 plate), gear only | 1.3 | 1.9 | 2.7 | 3.7 | 4.9 |
| Tank (6 plate), all in (iron oath) | 1.8 | 2.9 | 4.5 | 6.6 | 9.4 |
Effective hits (EHP, physical)
| build | T1 | T2 | T3 | T4 | T5 |
|---|
| Naked (a T-tier weapon only) | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 |
| Glass cannon (6 cloth), gear only | 1.5 | 2.1 | 2.9 | 3.9 | 5.0 |
| Glass cannon (6 cloth), all in (glass heart) | 1.0 | 1.4 | 1.9 | 2.6 | 3.3 |
| Crit duellist (6 padded cloth), gear only | 1.6 | 2.4 | 3.4 | 4.8 | 6.5 |
| Crit duellist (6 padded cloth), all in (glass heart) | 1.1 | 1.6 | 2.3 | 3.2 | 4.3 |
| Skirmisher (6 leather), gear only | 1.9 | 3.3 | 5.3 | 8.1 | 11.8 |
| Skirmisher (6 leather), all in (glass heart) | 1.3 | 2.2 | 3.6 | 5.4 | 7.8 |
| Bruiser (6 hardened leather), gear only | 2.2 | 4.0 | 6.7 | 10.5 | 15.6 |
| Bruiser (6 hardened leather), all in (glass heart) | 1.4 | 2.7 | 4.4 | 7.0 | 10.4 |
| Warden (6 chainmail), gear only | 2.3 | 4.5 | 7.9 | 12.8 | 19.6 |
| Warden (6 chainmail), all in (iron oath) | 2.7 | 6.0 | 11.6 | 20.1 | 32.7 |
| Tank (6 plate), gear only | 3.2 | 7.7 | 15.4 | 27.7 | 46.0 |
| Tank (6 plate), all in (iron oath) | 3.8 | 9.8 | 21.1 | 39.9 | 69.0 |
Power (offence x EHP)
| build | T1 | T2 | T3 | T4 | T5 |
|---|
| Naked (a T-tier weapon only) | 1.0 | 1.1 | 1.3 | 1.4 | 1.6 |
| Glass cannon (6 cloth), gear only | 5.2 | 18.3 | 51.7 | 125.9 | 275.3 |
| Glass cannon (6 cloth), all in (glass heart) | 5.2 | 22.4 | 74.7 | 211.7 | 531.4 |
| Crit duellist (6 padded cloth), gear only | 5.1 | 17.2 | 48.2 | 118.7 | 264.5 |
| Crit duellist (6 padded cloth), all in (glass heart) | 5.2 | 21.0 | 69.7 | 199.6 | 510.6 |
| Skirmisher (6 leather), gear only | 6.0 | 20.8 | 60.1 | 152.3 | 348.6 |
| Skirmisher (6 leather), all in (glass heart) | 6.0 | 25.4 | 86.9 | 256.2 | 672.9 |
| Bruiser (6 hardened leather), gear only | 4.9 | 17.4 | 51.1 | 130.4 | 299.9 |
| Bruiser (6 hardened leather), all in (glass heart) | 4.9 | 21.3 | 73.9 | 219.4 | 578.9 |
| Warden (6 chainmail), gear only | 4.7 | 16.0 | 44.6 | 108.0 | 235.6 |
| Warden (6 chainmail), all in (iron oath) | 7.5 | 31.5 | 103.8 | 289.2 | 710.6 |
| Tank (6 plate), gear only | 4.3 | 14.9 | 42.0 | 102.7 | 225.4 |
| Tank (6 plate), all in (iron oath) | 6.8 | 28.9 | 95.3 | 264.8 | 648.0 |
Against paupers: how many complete T1 builds of the same kind it beats at once
T1 costs dirt, so the pauper is a complete T1 build, not a naked character (#149). Target: ten at T5, all in.
| build | T1 | T2 | T3 | T4 | T5 |
|---|
| Naked (a T-tier weapon only) | 1.0 | 1.1 | 1.1 | 1.2 | 1.3 |
| Glass cannon (6 cloth), gear only | 1.0 | 1.9 | 3.1 | 4.9 | 7.3 |
| Glass cannon (6 cloth), all in (glass heart) | 1.0 | 2.1 | 3.8 | 6.4 | 10.1 |
| Crit duellist (6 padded cloth), gear only | 1.0 | 1.8 | 3.1 | 4.8 | 7.2 |
| Crit duellist (6 padded cloth), all in (glass heart) | 1.0 | 2.0 | 3.7 | 6.2 | 9.9 |
| Skirmisher (6 leather), gear only | 1.0 | 1.9 | 3.2 | 5.0 | 7.6 |
| Skirmisher (6 leather), all in (glass heart) | 1.0 | 2.1 | 3.8 | 6.5 | 10.6 |
| Bruiser (6 hardened leather), gear only | 1.0 | 1.9 | 3.2 | 5.2 | 7.8 |
| Bruiser (6 hardened leather), all in (glass heart) | 1.0 | 2.1 | 3.9 | 6.7 | 10.8 |
| Warden (6 chainmail), gear only | 1.0 | 1.8 | 3.1 | 4.8 | 7.1 |
| Warden (6 chainmail), all in (iron oath) | 1.0 | 2.0 | 3.7 | 6.2 | 9.7 |
| Tank (6 plate), gear only | 1.0 | 1.9 | 3.1 | 4.9 | 7.3 |
| Tank (6 plate), all in (iron oath) | 1.0 | 2.1 | 3.8 | 6.3 | 9.8 |
Warband: how many naked T1 characters it beats at once
| build | T1 | T2 | T3 | T4 | T5 |
|---|
| Naked (a T-tier weapon only) | 1.0 | 1.1 | 1.1 | 1.2 | 1.3 |
| Glass cannon (6 cloth), gear only | 2.3 | 4.3 | 7.2 | 11.2 | 16.6 |
| Glass cannon (6 cloth), all in (glass heart) | 2.3 | 4.7 | 8.6 | 14.6 | 23.1 |
| Crit duellist (6 padded cloth), gear only | 2.3 | 4.1 | 6.9 | 10.9 | 16.3 |
| Crit duellist (6 padded cloth), all in (glass heart) | 2.3 | 4.6 | 8.4 | 14.1 | 22.6 |
| Skirmisher (6 leather), gear only | 2.4 | 4.6 | 7.8 | 12.3 | 18.7 |
| Skirmisher (6 leather), all in (glass heart) | 2.5 | 5.0 | 9.3 | 16.0 | 25.9 |
| Bruiser (6 hardened leather), gear only | 2.2 | 4.2 | 7.1 | 11.4 | 17.3 |
| Bruiser (6 hardened leather), all in (glass heart) | 2.2 | 4.6 | 8.6 | 14.8 | 24.1 |
| Warden (6 chainmail), gear only | 2.2 | 4.0 | 6.7 | 10.4 | 15.3 |
| Warden (6 chainmail), all in (iron oath) | 2.7 | 5.6 | 10.2 | 17.0 | 26.7 |
| Tank (6 plate), gear only | 2.1 | 3.9 | 6.5 | 10.1 | 15.0 |
| Tank (6 plate), all in (iron oath) | 2.6 | 5.4 | 9.8 | 16.3 | 25.5 |
How long fights between equals last
Time to kill between two complete builds (gear only) of the same tier, relative to the same fight at T1:
| tier | glass cannon kills tank | tank kills glass cannon | glass vs glass | tank vs tank |
|---|
| T1 | 1.00 | 1.00 | 1.00 | 1.00 |
| T2 | 0.96 | 0.97 | 0.58 | 1.62 |
| T3 | 0.94 | 0.94 | 0.38 | 2.31 |
| T4 | 0.92 | 0.92 | 0.28 | 3.06 |
| T5 | 0.90 | 0.90 | 0.21 | 3.86 |
Mixed fights (damage against toughness) keep their length at every tier: the tier multiplies both sides alike. Mirror fights drift: two T5 glass cannons kill each other in 0.21 of the T1 time, two T5 tanks take 3.9 times as long. Damage that ignores the tier (Execute, kegs, burning wood, falls) keeps tank fights moving (docs/builds.md § 15). Only fights across tiers turn into gods and paupers.