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Emberville/Gear & Items

Emberville Gear & Items

Numbers read from the game's own files: the Prologue and Biome 1.

The first biome's gear: 12 weapons across five weapon types, 27 armour pieces, 16 foods and potions, 36 materials, and a few bags, keys and other finds. Every weapon stores its damage as two ranges, one for its low hit and one for its high hit, and the same name can turn up at different qualities: there is a Broken to Ordinary Iron Sword and a Superior one.

Big hits don't make a weapon strong on their own. Attack rate decides how often they land, and it runs from the Iron Axe's 0.65 to the knuckles' 1.25. Average the hits and multiply by attack rate, and Rustic Copper Knuckles (11.25) come out ahead of the Iron Axe (8.78) even though the axe hits harder. Each weapon card below shows that sum as its output, and opening the card shows the working. It leaves out combos, skills and mastery bonuses, which shift the picture once a weapon type's mastery climbs.

Armour comes in three weights: Light (the Apprentice set), Medium (Ranger) and Heavy (Adventurer). Each piece has a fixed Defense value plus stats it can roll. A full set of one weight is what the armour masteries pay for: Heavy's first node adds 3% Defense only while every piece you wear is heavy.

Weapons sorted by output: average hit × attack rate

Armour three weights, a set board each

Light

Head
Body
Legs

Medium

Head
Body
Legs

Heavy

Head
Body
Legs

Food & potions by how much they restore

Materials and what each goes into

Bags & keys

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