Forge tool-steel forearm guard
Forge tool-steel forearm guard is Metalworking work unlocked at level 81.
Every gathering job and recipe, with its base time, requirements and ingredients.
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Forge tool-steel forearm guard is Metalworking work unlocked at level 81.
Forge tool-steel knuckle gloves is Metalworking work unlocked at level 74.
Forge tool-steel long rescue blade is Metalworking work unlocked at level 83.
Forge tool-steel plated work chaps is Metalworking work unlocked at level 85.
Forge tool-steel pocket knife is Metalworking work unlocked at level 70.
Forge tool-steel reinforced hat is Metalworking work unlocked at level 76.
Forge tool-steel reinforced work coat is Metalworking work unlocked at level 87.
Forge tool-steel throwing knives is Metalworking work unlocked at level 71.
Forge tool-steel throwing-spear heads is Metalworking work unlocked at level 78.
Forge tool-steel work knife is Metalworking work unlocked at level 72.
Forge unfinished crossbow bolts is Metalworking work unlocked at level 10.
Build in its course slot, then complete it in order to earn cents, skill XP and Mastery XP. Its active course bonuses apply while training any skill.
Build in its course slot, then complete it in order to earn cents, skill XP and Mastery XP. Its active course bonuses apply while training any skill.
Each catch yields fish, junk, or a special item. Mastery grants a separate quantity multiplier; every catch earns mastery.
Build in its course slot, then complete it in order to earn cents, skill XP and Mastery XP. Its active course bonuses apply while training any skill.
Each catch yields fish, junk, or a special item. Mastery grants a separate quantity multiplier; every catch earns mastery.
Build in its course slot, then complete it in order to earn cents, skill XP and Mastery XP. Its active course bonuses apply while training any skill.
Inspect and pack a purchased sealed lot of finished ammunition. Receive 25 Carbine cartridges, ready for the ammunition slot. Bench supply bonuses can apply; opened rounds cannot be resold.
Inspect and pack a purchased sealed lot of finished ammunition. Receive 25 Express-rifle cartridges, ready for the ammunition slot. Bench supply bonuses can apply; opened rounds cannot be resold.
Inspect and pack a purchased sealed lot of finished ammunition. Receive 25 Hunting-rifle cartridges, ready for the ammunition slot. Bench supply bonuses can apply; opened rounds cannot be resold.
Inspect and pack a purchased sealed lot of finished ammunition. Receive 25 Match-rifle cartridges, ready for the ammunition slot. Bench supply bonuses can apply; opened rounds cannot be resold.
Inspect and pack a purchased sealed lot of finished ammunition. Receive 25 Repeater cartridges, ready for the ammunition slot. Bench supply bonuses can apply; opened rounds cannot be resold.
Inspect and pack a purchased sealed lot of finished ammunition. Receive 25 Revolver cartridges, ready for the ammunition slot. Bench supply bonuses can apply; opened rounds cannot be resold.
Inspect and pack a purchased sealed lot of finished ammunition. Receive 25 Target-rifle cartridges, ready for the ammunition slot. Bench supply bonuses can apply; opened rounds cannot be resold.
Recover supplies from a hostile or abandoned worksite. Each success rolls common, rare and location finds separately. Failed attempts cause damage and recovery time.
Recover supplies from a hostile or abandoned worksite. Each success rolls common, rare and location finds separately. Failed attempts cause damage and recovery time.
Recover supplies from a hostile or abandoned worksite. Each success rolls common, rare and location finds separately. Failed attempts cause damage and recovery time.
Recover supplies from a hostile or abandoned worksite. Each success rolls common, rare and location finds separately. Failed attempts cause damage and recovery time.
Recover supplies from a hostile or abandoned worksite. Each success rolls common, rare and location finds separately. Failed attempts cause damage and recovery time.
Recover supplies from a hostile or abandoned worksite. Each success rolls common, rare and location finds separately. Failed attempts cause damage and recovery time.
Each catch yields fish, junk, or a special item. Mastery grants a separate quantity multiplier; every catch earns mastery.
Build in its course slot, then complete it in order to earn cents, skill XP and Mastery XP. Its active course bonuses apply while training any skill.
Build in its course slot, then complete it in order to earn cents, skill XP and Mastery XP. Its active course bonuses apply while training any skill.
Build in its course slot, then complete it in order to earn cents, skill XP and Mastery XP. Its active course bonuses apply while training any skill.
Each catch yields fish, junk, or a special item. Mastery grants a separate quantity multiplier; every catch earns mastery.
Each catch yields fish, junk, or a special item. Mastery grants a separate quantity multiplier; every catch earns mastery.
Each catch yields fish, junk, or a special item. Mastery grants a separate quantity multiplier; every catch earns mastery.
Lingering damage one log for experience, coal, Kiln ash and a rare Blackpine rail cutter.
Lingering damage one log for experience, coal, Kiln ash and a rare Blackpine rail cutter.
Lingering damage one log for experience, coal, Kiln ash and a rare Blackpine rail cutter.
Lingering damage one log for experience, coal, Kiln ash and a rare Blackpine rail cutter.
Lingering damage one log for experience, coal, Kiln ash and a rare Blackpine rail cutter.
Lingering damage one log for experience, coal, Kiln ash and a rare Blackpine rail cutter.
Lingering damage one log for experience, coal, Kiln ash and a rare Blackpine rail cutter.
Lingering damage one log for experience, coal, Kiln ash and a rare Blackpine rail cutter.
Lingering damage one log for experience, coal, Kiln ash and a rare Blackpine rail cutter.
Each catch yields fish, junk, or a special item. Mastery grants a separate quantity multiplier; every catch earns mastery.
Make apothecary’s measure bag is Outfitting work unlocked at level 56.
Make dispatch case is Outfitting work unlocked at level 85.
Make double-tanned hide forearm guard is Outfitting work unlocked at level 68.
Make double-tanned hide riding chaps is Outfitting work unlocked at level 68.
Make double-tanned hide riding vest is Outfitting work unlocked at level 71.
Make double-tanned hide wrist guards is Outfitting work unlocked at level 66.
Make freight valuation pouch is Outfitting work unlocked at level 49.
+30 Close defense Guard. +1% damage reduction when using Field Engineering against Close defense.
Protect Item costs no Resolve points. You must unlock and activate the Resolve.
+30 Field Engineering Guard. +1% damage reduction when using Marksmanship against Field Engineering.
+4% Attack, Strength, Guard, Grit, Marksmanship, Field Engineering and Resolve XP earned in combat.
+20% regeneration healing and a 2s shorter regeneration interval. The current countdown continues.
+3 Grit added to regeneration before percentage bonuses.