Reference shelves
Items & materials
Find a material, see where it comes from and follow it into the things you can make.
1,327 entries · Page 12 of 23

An optional sporting bow. Uses arrows and both hands. Equip in the weapon slot; requires both hands. 2.6s attack interval; +23 marksmanship accuracy; +35 marksmanship force. Firearms form a separate complete progression; this branch is never required to unlock a rifle.

Material for Maple short hunting bow.

Material for Maple short hunting bow · unstrung, Maple long hunting bow · unstrung, Nickel-steel hunting crossbow, and other listed recipes.

Plant in an available Farming plot to grow Maple timber.

Equip in the hands slot. +3% base Farming harvest quantity while equipped.

Equip in the weapon slot; requires both hands. 50% chance to preserve applied Compost or Mineral-rich compost when harvesting. Equipping Market gardener’s gloves adds 25 percentage points. Requires both hands.

Equip in the off-hand slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Adds 10% Marksmanship maximum hit and 10% Marksmanship critical-hit chance. The passive slot keeps these effects but grants no Off-hand guard damage reduction. Off-hand protection or support; two-handed long arms displace it. It is an equipment bonus, not a simulated portable barricade.

Equip in the neck slot. +15 marksmanship accuracy; +5 marksmanship force; +10 marksmanship evasion.

Equip in the outerwear slot. Adds 50 percentage points of ammunition preservation.

Equip in the head slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. +5 minimum hit for standard-charge Techniques. +6% Field Engineering accuracy and maximum hit for Salvo techniques.

Equip in the feet slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. +5 minimum hit for standard-charge Techniques. +6% Field Engineering accuracy and maximum hit for Salvo techniques.

Equip in the body slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. +5 minimum hit for standard-charge Techniques. +6% Field Engineering accuracy and maximum hit for Salvo techniques.

Equip in the legs slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. +5 minimum hit for standard-charge Techniques. +6% Field Engineering accuracy and maximum hit for Salvo techniques.

The Far Lantern workshop’s best fitted long arm. Both hands; high accuracy and force at the end of the trade. Requires Marksmanship 99. 2.9s attack interval; +145 accuracy; +150 force. Uses only Match-rifle cartridges. Each attack spends one round unless preserved by equipment; the interval includes aiming and reloading.

A commissioned, prepared equipment lot for one Master gunsmith’s rifle. Bring it with one Master-fitted gunstock to the outfitter’s fittings counter. This is an abstract workshop order, not usable equipment.

Prepared wooden furniture for a commissioned long arm. The matching mechanism lot and Gunsmithing level determine which rifle the fittings counter can supply.

Equip in the instrument band slot. +7% mastery XP.

A stamped paper allotment for inspected ammunition for expert field drills. The listed quantity is redeemed when the technique or workshop order resolves. These tickets remain in your Stockpile; they are not equipped in the ammunition slot. Obtain them through Ordnance work or regional outfitters. Kit discounts never reduce a listed supply below one.

Equip in the ammunition slot for the Master gunsmith’s rifle only. +38 Marksmanship force. One round is normally spent per attack. Outfitters sell boxes of 25, or you can inspect a sealed supply lot at the Gunsmithing bench. Open ammunition has no resale value.

A sealed lot of finished ammunition. Inspect and pack it at Gunsmithing 99 to receive 25 Match-rifle cartridges; it cannot be equipped until unpacked. This work sorts finished supplies and does not manufacture ammunition.

Read in the Stockpile to record its discovery or unlock.

A rare combat reward. Combine both halves and $30 in the Stockpile.

A rare skill reward. Combine both halves and $30 in the Stockpile.

Converted immediately to one owned mount when the stable agreement is claimed.

Equip in the instrument band slot. +10% skill-item doubling, +5% combat-loot doubling, and +100% gold from Combat, Trailwork, Reconnaissance and Fuelcraft.

Equip in the outerwear slot. All base Master’s coat perks, 5% damage reduction and 25% extra mastery pool storage. Requires every scoped skill, mastery level, item, Opponent and pet. The Coat itself does not count toward completion.

An optional sporting bow. Uses arrows and both hands. Equip in the weapon slot; requires both hands. 2.6s attack interval; +65 marksmanship accuracy; +50 marksmanship force. 30% special-attack chance. Deals 120% normal damage. Reduces enemy accuracy by 10% for the encounter, even on a miss. Firearms form a separate complete progression; this branch is never required to unlock a rifle.

Read in the Stockpile to record its discovery or unlock. Read the directions to permanently unlock the Secret Area.

Equip in the outerwear slot. Reduces Metalworking Coal costs by 50%, rounded up before flat reductions. Required Coal costs at least one.

Redeem in the Stockpile to add experience to this trade’s Mastery Pool. Claim for 0.1% of Metalworking’s base Mastery Pool capacity as pool XP.

Equip in the head slot. +2% Mining mastery XP and a 3% chance to avoid damaging an ore or mineral node.

Equip in the field supply slot. +1 base Industrial mineral per mining action, before quantity multipliers. Uses one only when mining mineral.

Apply to a planted garden plot through Farming.

Equip in the outerwear slot. Gives one extra Coal per Mining action. This extra Coal cannot be doubled.

Redeem in the Stockpile to add experience to this trade’s Mastery Pool. Claim for 0.1% of Mining’s base Mastery Pool capacity as pool XP.

Equip in the field supply slot. +3% Mining XP. Uses one per Mining action.

Ingredient for Apparatus calibration fluid I, Cookhouse finishing mixture I, Assayer’s flux I.

Plant in an available Farming plot to grow Mint Herb.

Material for Nickel-steel billet.

Material for Nickel-steel arrows.

Equip in the ammunition slot. +22 marksmanship force.

Material for Nickel-steel pocket knife, Nickel-steel work knife, Nickel-steel camp axe, and other listed recipes.

Equip in the weapon slot. 2.4s attack interval; +5 thrust accuracy; +21 cut accuracy; +5 guard accuracy; +20 close-work force.

Equip in the weapon slot. 3.1s attack interval; -2 thrust accuracy; +11 cut accuracy; +11 guard accuracy; +51 close-work force.

Equip in the feet slot. -1 marksmanship accuracy; -3 engineering accuracy; +8 close-work evasion.

Equip in the feet slot. 3% damage reduction; -1 marksmanship accuracy; -3 engineering accuracy; +5 close-work force; +10 close-work evasion.

Equip in the feet slot. -1 marksmanship accuracy; -3 engineering accuracy; +4 close-work force; +9 close-work evasion.

Material for Nickel-steel hunting crossbow.

Equip in the off-hand slot. -2 marksmanship accuracy; -8 engineering accuracy; +18 close-work evasion; +20 marksmanship evasion; -1 engineering evasion. Off-hand protection or support; two-handed long arms displace it. It is an equipment bonus, not a simulated portable barricade.

Equip in the off-hand slot. 3% damage reduction; -2 marksmanship accuracy; -8 engineering accuracy; +5 close-work force; +22 close-work evasion; +20 marksmanship evasion; -1 engineering evasion. Off-hand protection or support; two-handed long arms displace it. It is an equipment bonus, not a simulated portable barricade.

Equip in the off-hand slot. -2 marksmanship accuracy; -8 engineering accuracy; +4 close-work force; +20 close-work evasion; +20 marksmanship evasion; -1 engineering evasion. Off-hand protection or support; two-handed long arms displace it. It is an equipment bonus, not a simulated portable barricade.

An optional hunting crossbow. Uses bolts and leaves the off-hand slot available. Equip in the weapon slot. 3.2s attack interval; +34 marksmanship accuracy; +44 marksmanship force. Firearms form a separate complete progression; this branch is never required to unlock a rifle.

Equip in the hands slot. +5 thrust accuracy; +5 cut accuracy; +5 guard accuracy; +5 close-work force; +5 close-work evasion.

Equip in the weapon slot; requires both hands. 3.6s attack interval; -4 thrust accuracy; +45 cut accuracy; +45 guard accuracy; +55 close-work force.

Equip in the legs slot. -7 marksmanship accuracy; -21 engineering accuracy; +24 close-work evasion; +22 marksmanship evasion; -4 engineering evasion.

Equip in the legs slot. 3% damage reduction; -7 marksmanship accuracy; -21 engineering accuracy; +5 close-work force; +29 close-work evasion; +22 marksmanship evasion; -4 engineering evasion.

Equip in the legs slot. -7 marksmanship accuracy; -21 engineering accuracy; +4 close-work force; +27 close-work evasion; +22 marksmanship evasion; -4 engineering evasion.

Equip in the weapon slot. 2.2s attack interval; +18 thrust accuracy; +5 cut accuracy; +18 guard accuracy; +10 close-work force.

Equip in the head slot. -2 marksmanship accuracy; -6 engineering accuracy; +13 close-work evasion; +13 marksmanship evasion; -1 engineering evasion.

Equip in the head slot. 3% damage reduction; -2 marksmanship accuracy; -6 engineering accuracy; +5 close-work force; +17 close-work evasion; +13 marksmanship evasion; -1 engineering evasion.