The Portal Encyclopedia
Complete The Portal reference: 216 items across all categories — with images and descriptions.
The Portal Items
All 216 tradeable The Portal items across 41 categories: 1Handed, 2Handed, Accessory, Armor, Bags, Blunt, Chest, Cleric, Clothing, Consumable, Cooking, Crafting, Creature, Dagger, Decoration, Defender, Enchanter, Equipment, Feed, Fishing, Food, Gloves, Harvest, Helmet, HP Food, Legs, Livestock, Loot, Material, Mount, MP Food, Scrolls, Seeds, Shield, Shoes, Skillbooks, Staff, Sword, Tools, Warrior, Weapons. Click any item for full details, value history and trade listings.
Amber Mallet
A stone mallet veined with amber, and the bead at the grip end still glows warm. Amber Mallet is the one-handed blunt weapon of the forest tier, gated behind VIT 35. P.ATK +31 with Ignore DEF +15%, Max MP +40 and MP regeneration at +2.0 per second. Attack Speed sits at +0.02x, a small positive figure that matters more than it looks on a blunt weapon, since the heavier options in this family all swing slower. Against Tin Can Smasher at VIT 25, which gives P.ATK +20 and Ignore DEF +12%, this is a clear step up in both columns while staying one-handed. Voidguard stays in the off hand, which for a Defender is the whole point of picking blunt in the first place. The recipe takes 24 Wood, 6 Memory Sap, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Five materials rather than the four the junk-tier weapons need, and Fossilized Amber is the bottleneck at 18.42% from Living Wardrobe and under half a percent everywhere else. Lycaros drops it at 4.22%, roughly one per 24 kills. Porcelain Golem manages 0.25%. That Lycaros rate is a quarter of what the junk tier offered, so farming is no longer the easy alternative to crafting that it used to be. Vendors buy it at 260 Tria. Amber Mallet needs nothing unlocked beyond VIT 35. Where it sits in a vitality progression: this is the weapon you use while working toward Heartwood Maul at VIT 37, which gives P.ATK +43 and Ignore DEF +25% but takes both hands and four times the materials. Two levels apart, and the mallet keeps your shield. For most Defenders that trade favours staying one-handed longer than the stat sheet suggests.Amethyst Dirk
An iron dagger set with amethyst, and the gem is not decoration. Amethyst Dirk runs 1050 Tria at Breda behind a DEX 15 requirement, and it is the point where a crit build starts working properly. Crit Rate +4% and Crit Damage +16%, both double what Wooden Shiv offers at +2% and +10%. Attack Speed +0.12x is the fastest on any weapon Breda sells. P.ATK +15 is more than twice the shiv's +7. Max MP +20 with MP regeneration at +1.0 per second fills out the line. Those numbers work together rather than separately. Fast swings generate more chances to crit, a higher crit rate converts more of them, and higher crit damage makes each one count. A dagger build stacking all three out-damages a Claymore at P.ATK +32 against unarmoured targets, despite the raw attack looking embarrassing side by side. Where it loses is armour. Daggers have no Ignore DEF at all, so an armoured enemy that shrugs off small hits will shrug off a lot of them. That is the case for keeping a blunt weapon in the bag. Tin Tortoise drops Amethyst Dirk at 7.74%, roughly one per thirteen kills, which is a short farm for a 1050 Tria weapon. Patch Hound drops it at 0.18%, about one in 555, and is not worth pursuing. Breda pays 39 Tria to take it back. Amethyst Dirk needs nothing unlocked beyond DEX 15. For a DEX character this is the obvious upgrade and there is no competing dagger at the tier. Buy it if you are not levelling near tortoises, farm it if you are, and keep the 1050 Tria for a Cooking Station stock either way. The dagger playstyle burns through HP food faster than a shield build does, since you are trading defence for speed on every fight.Briar Blade
The forest made it to keep things out. Briar Blade is the one-handed sword of the forest tier, requiring STR 35, and P.ATK +61 makes it the hardest-hitting one-handed weapon available. Attack Speed +0.08x on top of that is the detail worth noticing. Most weapons trading this much attack take speed away. Briar Blade adds it, along with Damage Up +10%, Max MP +45 and MP regeneration at +2.0 per second. Set it against Rusty Cleaver at STR 25, which gives P.ATK +39, Attack Speed +0.06x and Damage Up +7%. Every column improves and the weapon stays one-handed, so a shield stays equipped. The recipe is 24 Wood, 6 Briar Vine, 6 Mystic Essence, 6 Living Bark and 2 Fossilized Amber. Damage Up rather than Ignore DEF puts Briar Blade on the same side as Rusty Cleaver: strong against soft targets, weaker against armour. Rootcleaver at STR 37 swaps to Ignore DEF +15% and P.ATK +85, takes both hands and needs four times the materials. Vendors pay 260 Tria. Briar Blade needs nothing unlocked beyond STR 35. For a Warrior the comparison against Rootcleaver comes down to the shield. Sixty-one attack with a shield in the off hand survives content that eighty-five attack with an empty off hand does not, and the two levels between them are not the deciding factor. Build the Briar Blade, keep it, and treat Rootcleaver as a second weapon for armoured fights rather than a replacement.Caged Prism
A prism set in an iron cage that focuses spells cleanly, and best not to wonder how it got in there. Caged Prism is the one-handed staff at INT 15, and it is the first staff in Breda's rack that a caster should actually want. M.ATK +13 is more than double what Dewdrop offers at +6, and it comes with Cast Speed +0.05x, Attack Speed +0.03x, Damage Up +4%, Max MP +30 and MP regeneration at +2.0 per second. Being one-handed on top of all that is what settles the argument against Cyanbloom, which costs the same 1750 Tria, gives M.ATK +8 and takes your off hand. Same price, better in every column, one extra point of INT required. There is no situation where Cyanbloom is the correct purchase if you can reach INT 15. Tin Tortoise drops it at 7.74%, roughly one per thirteen kills. That is the friendliest drop rate on any weapon Breda sells and makes farming a genuine alternative to paying him. Spore Deer also drops it at 0.25%, one in 400, which is not worth planning around. Breda buys it back at 65 Tria. The Max MP +30 and the +2.0 per second regeneration are what make this staff comfortable rather than merely strong. An Enchanter running long fights spends less time drinking Berry Smoothie at 140 Tria a cup, and over a levelling session that saving is real. Caged Prism needs nothing unlocked beyond INT 15. Farm it if you are levelling anywhere near Tin Tortoises, since 7.74% comes up quickly and the 1750 Tria is better spent on a bag or a Cooking Station stock. Buy it outright if you are not, because the jump from a starter staff is large enough to change what content you can handle.Dewdrop
Dewdrop is the staff a fresh caster starts with. INT 7 is the lowest requirement Breda attaches to anything, and 1050 Tria is the smallest price on his magic rack. The numbers are modest across the board. M.ATK +6, P.ATK +3, Cast Speed +0.03x, Attack Speed +0.03x, Damage Up +2%, Max MP +15 and MP regeneration at +1.0 per second. Nothing here will carry you through difficult content. What it does is get a caster out of the starting gate with a mana pool that regenerates on its own. One-handed, so the off hand stays free for a shield. That matters more for a caster than for a Warrior, since anything that reaches you in melee range is already a problem. The +0.03x on both cast and attack speed is worth noticing. Most staves specialise, pushing cast speed up while attack speed goes negative. Dewdrop raises both by the same small amount, which suits a low-level character who is still meleeing weak enemies between spells rather than casting exclusively. Breda buys it back at 39 Tria, so the 1050 is spent once you hand it over. A carved staff with a green gem for a dewdrop that channels magic, barely. The self-deprecation is accurate. This is a training weapon. Where Dewdrop makes sense: an Enchanter or Cleric under INT 12 who needs anything at all in their hands. Where it stops making sense: the moment you clear INT 12, since Cyanbloom at 1750 Tria roughly doubles the magic attack and adds MP regeneration at +2.0 per second. Nobody drops Dewdrop. Breda is the only source, which is unusual for a weapon at this tier and means the 1050 Tria has no farming alternative. Buy it, use it for the levels it takes to reach INT 12, and do not spend anything upgrading it in between. The gap between this and the next staff is small enough that saving toward Caged Prism at INT 15 is often the better plan.Goblin Fork Stabber
A copper blade scratched end to end with goblin tallies, and nobody has asked what they count. Goblin Fork Stabber is the cheapest recipe at Eren's bench and the entry point into crafted weapons. The recipe is 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core. That single core is what makes it approachable. Every other weapon at the bench asks for 2 or 4, and at Barrel Champion's 0.64% drop rate each additional core is roughly 156 kills. P.ATK +27 with Attack Speed +0.15x, Crit Rate +6% and Crit Damage +24%. Against Amethyst Dirk, the best dagger Breda sells at P.ATK +15, Attack Speed +0.12x, Crit Rate +4% and Crit Damage +16%, this wins in every column. Max MP +30 and MP regeneration at +2.0 per second come along too. DEX 25 is the gate, ten points above what Amethyst Dirk requires, so this is a late upgrade rather than a sidegrade. It also drops. Lycaros at 15.98% is roughly one per six kills, which is far quicker than gathering the materials. Junk King follows at 7.74% and Critter Goblin at 0.25%. Anyone who can kill Lycaros reliably should farm the drop and skip the bench entirely. Vendors buy it at 78 Tria. Goblin Fork Stabber needs nothing unlocked beyond DEX 25. The sensible route depends on what you can fight. If Lycaros is beyond you, the recipe is the way in and the low core requirement makes it the only realistic first craft. If Lycaros is farmable, save your cores for Junkblade, Junk Totem or Scrap Sledge, all of which need four and none of which you want to be short on.Iron Mace
Every argument with armour ends the same way. Iron Mace is the one-handed blunt weapon at VIT 15, priced at 1750 Tria, and it is the point where the blunt line stops being a compromise. P.ATK +11 with Ignore DEF +8%, Max MP +18 and MP regeneration at +1.0 per second. No attack speed penalty, and the off hand stays free. Against Driftwood Maul, which costs the identical 1750 Tria and asks only VIT 12, this wins on attack, on speed and on the shield slot. The three extra points of vitality are the only thing standing between you and a clearly better weapon. Ignore DEF +8% is where the mace does its work. Armoured enemies take the same treatment as unarmoured ones, which is exactly the situation where a sword with Damage Up starts underperforming. Against soft targets a blade will out-damage this, so pick your weapon around what you are fighting rather than the higher number on the tooltip. Tin Tortoise drops Iron Mace at 7.74%, about one per thirteen kills, which makes farming a reasonable alternative to paying Breda. Cup Snail drops it at 0.25%, one in 400, and is not worth the trip. Breda buys it back at 65 Tria. Iron Mace needs nothing unlocked beyond VIT 15. For a Defender this is the natural weapon. Vitality builds want to hold a shield, and the blunt line is the only weapon family that supports that while still cutting through armour. A Warrior stacking strength should be looking at swords instead, since STR-gated blades hit harder at comparable prices. The efficient route: farm Tin Tortoises if you are levelling nearby, since 7.74% arrives quickly and 1750 Tria is better spent elsewhere. If you are not, buy it from Breda and skip Driftwood Maul entirely.Iron Sword
Same price as Mossback, better in almost every way. Breda sells Iron Sword at 1750 Tria with P.ATK +22 against the two-hander's +15, Attack Speed +0.05x instead of a -0.03x penalty, and Damage Up +5% where Mossback offers Ignore DEF +5%. It also leaves your off hand free for a shield. The only thing Mossback still does better is cut through armour, and that is a narrow case. For general levelling the Iron Sword wins outright at an identical price, which makes the two-hander hard to recommend once you can meet the requirement here. STR 15 is the gate, three points above what Mossback asks and eight above the Wooden Sword. That is the actual reason players end up on the slower weapon first. You do not have to buy it. Tin Tortoise drops Iron Sword at 7.74%, roughly one per thirteen kills, which is a reasonable farm for a weapon that costs 1750 Tria. Cog Crab also drops it but at 0.22%, about one in 455, so nobody should be hunting crabs for this. Kill tortoises or pay Breda. The mana line runs through this whole sword family: Max MP +20 and MP regeneration at +1.0 per second. On a plain iron blade that is odd, and it means a hybrid build gains more from upgrading than a pure strength Warrior does, whose extra 20 mana sits unused. A plain iron sword, sharp and dependable, nothing fancy and it does not need to be. That reads as a fair summary. There is no gimmick here, just higher numbers in the right places. Breda buys it back at 65 Tria. Iron Sword needs nothing unlocked beyond STR 15. The sensible path: use the Wooden Sword at 1050 Tria while you are under STR 15, then move straight to this and skip Mossback entirely unless you specifically want the armour penetration. If you are levelling near Tin Tortoises anyway, farm the drop and spend the 1750 Tria on a shield instead.Thornprick
A forest thorn grown to knife length, and it goes in easy. Thornprick is the cheapest recipe in the forest tier and the dagger option at DEX 35. The recipe is 12 Wood, 3 Briar Vine, 3 Enchanted Bark, 3 Living Bark and 1 Fossilized Amber. Half of what every other weapon in this tier asks, and the single Fossilized Amber is what makes it approachable. Every other forest recipe wants 2 or 4, and at 18.42% from Living Wardrobe each one is a real farming session. P.ATK +42 with Attack Speed +0.18x, Crit Rate +8%, Crit Damage +32% and Max MP +45. That attack speed is the highest on any weapon in the game, and the crit values are half again what Goblin Fork Stabber offers at +6% and +24%. Daggers work by multiplying small numbers, so all three of those stats compound. More swings produce more crit rolls, a higher crit rate converts more of them, and higher crit damage makes each one land harder. The result out-damages weapons with far larger P.ATK against unarmoured targets. No Ignore DEF anywhere in the dagger line, which stays true here. Armoured enemies remain the weakness, and that is what blunt weapons exist for. Lycaros drops it at 4.22%, Teapot Toadstool at 0.25%. Vendors pay 156 Tria, the lowest buyback in the forest tier and a reflection of the smaller recipe. Thornprick needs nothing unlocked beyond DEX 35. Build this one first if you play DEX. The material cost is genuinely half the tier and the weapon is not a compromise, which is a combination nothing else here offers.Tin Can Smasher
A tin can packed with rocks on a stick. Crude, loud, and heavier than it looks. Tin Can Smasher is the vitality entry into crafted weapons, requiring VIT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. Double the Goblin Fork Stabber requirement across the board, and those two cores are the part to plan around at roughly 156 Barrel Champion kills each. P.ATK +20 with Ignore DEF +12%, Max MP +28 and MP regeneration at +2.0 per second. That attack figure looks low against Iron Mace at P.ATK +11 until you notice it nearly doubles it, and the Ignore DEF jumps from +8% to +12%. One-handed, so a shield still fits, which keeps Voidguard in play. Where it disappoints is next to Amber Mallet, also a one-handed blunt at P.ATK +31 with Ignore DEF +15% and Max MP +40. If both are craftable at similar cost, the mallet is the better weapon and this is a stepping stone. Lycaros drops it at 15.98%, about one per six kills. Junk King at 7.74% and Buckethead Goblin at 0.25% follow. As with most weapons at this bench, killing Lycaros is faster than farming four separate materials. Vendors pay 130 Tria for it. Tin Can Smasher needs nothing unlocked beyond VIT 25. Build it if you are a Defender who cannot yet handle Lycaros and needs something better than Iron Mace. The shield stays equipped, the Ignore DEF suits armoured targets, and 2 Junk Core is a reachable target. If you can kill Lycaros, farm the drop and put your cores toward Scrap Sledge instead.Wooden Club
A carved wooden mallet, and somebody put real love into something meant for hitting. Wooden Club is where the blunt line starts: 1050 Tria from Breda, VIT 7 to wield it. The stat spread is deliberately plain. P.ATK +5, Ignore DEF +5%, Max MP +10, MP regeneration at +1.0 per second. No attack speed modifier at all, which is unusual and quietly useful, since the heavier blunt weapons all carry speed penalties. Ignore DEF is the signature of the whole blunt family, and it appears here from the very first weapon. Where a sword raises damage across the board, a club cuts through armour specifically. At +5% the effect is small, but it tells you what you are building toward and it means blunt weapons pull ahead against armoured enemies while lagging against soft ones. One-handed, so your off hand stays free. At this level that usually means a shield, which suits a VIT build far better than a two-hander does. Breda buys it back at 39 Tria, and no mob drops it. Buying is the only way in. The requirement is what makes Wooden Club interesting. VIT 7 rather than STR means the blunt line is built for characters investing in survivability rather than raw strength, and a Defender levelling through early content gets more from this than a Warrior would. Where it falls off: P.ATK +5 is low enough that anything with real health takes a long time to kill. This is a levelling weapon and nothing more, and the 1050 Tria is best treated as the cost of getting started rather than an investment in anything. Wooden Club needs nothing unlocked beyond VIT 7. Buy it, use it to VIT 15, then move straight to Iron Mace at 1750 Tria, which more than doubles the attack and keeps the free off hand. Driftwood Maul in between is a detour most players should skip.Wooden Shiv
700 Tria makes Wooden Shiv the cheapest weapon Breda stocks, and DEX 7 makes it the easiest to qualify for. It is where the dagger line begins. The stats say everything about how daggers work. Attack Speed +0.10x, the fastest swing on anything he sells, with Crit Rate +2% and Crit Damage +10% on top. P.ATK sits at just +7, lower than Claymore by a wide margin and lower than most things at this price. Daggers do not win on the damage number. They win on how many times they connect and how often those hits crit. Max MP +10 and MP regeneration at +1.0 per second come along as well, useful to a hybrid and dead weight to anyone playing pure DEX. One-handed and light, which leaves the off hand open. A carved wooden blade, light and quick, and there is no pretence that it is anything more than a starting weapon. Breda buys it back at 26 Tria, the smallest buyback on his rack, which follows from the smallest price. Where the shiv is worth having: any DEX character below DEX 15, and anyone testing whether the crit-based playstyle suits them before committing real Tria. At 700 Tria the experiment costs less than a Chicken. Where it stops: the crit numbers are too small to actually drive a build. Crit Rate +2% means the effect shows up occasionally rather than reliably, and Amethyst Dirk at DEX 15 doubles that to +4% while adding P.ATK +15. Nobody drops Wooden Shiv, so Breda is the only source. Buy it as your first weapon on a DEX build and plan to replace it quickly. The eight levels of dexterity between this and Amethyst Dirk go faster than the price gap suggests, and 700 Tria is small enough that outgrowing it costs nothing worth worrying about.Wooden Sword
A practice sword, blunt as they come, and everyone starts here with splinters included. Wooden Sword is the first weapon Breda sells and the entry point into the sword line at 1050 Tria. The stat spread is stranger than the name suggests. P.ATK +10 and Damage Up +3% are what you expect from a starter blade. Attack Speed +0.03x is small but real. What stands out is Max MP +10 and MP regeneration at +1.0 per second sitting on a piece of melee gear. A wooden practice sword feeding your mana bar makes no thematic sense and it does mean hybrid builds get more out of this than a pure Warrior does. It requires STR 7, so this is a strength weapon and not something an Enchanter picks up for the mana line. One handed, right hand slot, which leaves your off hand free for a shield. 1050 Tria puts it in an awkward spot. That is half a Fishing Rod, three Hoes, or 21 bags of Wheat Seeds. For a starting character the price is a real commitment, and the +10 P.ATK it delivers is modest enough that you will be replacing it before long. Breda buys it back at 39 Tria, so treat the purchase as spent. The right hand slot conflict matters more here than on the gathering tools. Carrying a Wooden Sword means you are not carrying a Pickaxe or a Hoe, so a farming trip involves swapping and a fighting trip involves leaving the tools behind. Set up hotbar binds early. Wooden Sword needs nothing unlocked beyond the STR 7 requirement, which most strength builds clear immediately. Buy it if you are levelling a Warrior or any melee build and have nothing better. The MP bonuses make it a reasonable pick for a hybrid who casts occasionally between swings, and a poor one for anyone who never touches mana. Skip it entirely if a drop or a crafted blade with higher P.ATK is already within reach, since 1050 Tria buys a lot of Hay Bundle or seeds instead.Claymore
STR 17 and 2450 Tria. Claymore is the top of the sword line Breda sells, and both numbers put it well out of reach of a starting character. What you get for them is P.ATK +32, the highest raw attack on any blade he stocks. The trade-off sits in the attack speed. -0.05x is the heaviest swing penalty in the sword family, and Ignore DEF +8% tells you what the weapon was designed for. Ignore DEF cuts through armour and does very little against soft targets, so Claymore is a weapon for bosses and armoured enemies rather than for clearing camps. Against trash mobs the slow swing costs you more than the raw damage returns. Two-handed, so the off hand stays empty and a shield is off the table. Combined with the speed penalty, that means every fight is decided by how hard you hit rather than how much you absorb. Max MP +25 and MP regeneration at +1.0 per second run through this whole sword family, and they are as odd here as anywhere. A pure strength Warrior gains nothing from 25 extra mana. Hybrid builds that cast between swings get real value. You can farm it instead of buying. Tin Tortoise drops Claymore at 3.93%, roughly one per 25 kills, which is a reasonable session for a 2450 Tria weapon. Kettle Beetle also drops it at 0.18%, about one in 555, so hunting beetles for this is a waste of an evening. Tortoises or Breda, nothing else. Breda buys it back at 91 Tria. A heavy two-handed blade of the kind the old Defenders carried, with big reach and a bigger swing. The description matches the stat line for once. Worth the 2450 Tria if you fight armoured content and have STR 17 to spare. If you are still levelling through open-world mobs, a faster one-handed blade plus a shield will serve you better, and the Tria buys a lot of Hay Bundle or seeds in the meantime.Cyanbloom
Glows faintly in the dark and doubles as a lantern when the spells run dry. Cyanbloom is a two-handed staff at 1750 Tria from Breda, gated behind INT 12. M.ATK +8 against Dewdrop's +6, Cast Speed +0.05x instead of +0.03x, Damage Up +3%, Max MP +20 and MP regeneration at +2.0 per second. That last figure is the real upgrade. Doubling passive mana regen changes how long a caster can keep working between rests far more than two points of magic attack do. Attack Speed sits at -0.03x, the cost of going two-handed. Cyanbloom expects you to cast rather than swing, and any caster still poking things with a stick at INT 12 is playing the wrong way. Being two-handed also removes the shield. For a cloth-wearing class that is a real loss, and it is the main argument for skipping this and saving for Caged Prism at INT 15, which is one-handed, has M.ATK +13 and the same MP regeneration. The lantern line is doing more than flavour work. Anyone who has been caught out after dark without a Lantern equipped knows what light is worth, and a staff that provides it frees the dedicated lantern slot for something else. Breda pays 65 Tria to take it back, and no mob drops it, so buying is the only route. Where Cyanbloom earns its 1750 Tria is the stretch between INT 12 and INT 15. That is a short window for most casters, which makes the purchase hard to justify unless you are levelling slowly or fighting content where the extra magic attack changes what you can kill. The honest recommendation: stay on Dewdrop and put the 1750 Tria toward Caged Prism instead. Buy Cyanbloom only if INT 15 is a long way off and your current staff is actively holding you back.Driftwood Maul
Attack Speed -0.08x is the number to look at first. Driftwood Maul swings slower than anything else Breda sells at this tier, and P.ATK +8 is not enough to make up for it. The rest reads reasonably: Ignore DEF +8%, Max MP +12, MP regeneration at +1.0 per second, VIT 12 required, 1750 Tria to buy. On paper it looks like a step up from Wooden Club at 1050 Tria and P.ATK +5. Run it against Iron Mace and the case collapses. That weapon costs the same 1750 Tria, needs VIT 15, gives P.ATK +11, the same Ignore DEF +8%, more mana, no speed penalty at all, and it leaves your off hand free for a shield. Driftwood Maul is a worse weapon at an identical price, and the only thing it has going for it is the three-point lower requirement. That gap between VIT 12 and VIT 15 is the entire reason to own one. If you are stuck in it and Wooden Club is no longer cutting through anything, the maul is what you have. Otherwise, save the Tria. Two-handed, which combined with the speed penalty means slow swings and no shield. For a VIT build that is a strange combination, since the whole point of investing in vitality is surviving hits you were going to take anyway. Breda pays 65 Tria to take it back. No mob drops it. A big curved maul, flowers and all, heavy and slow and prettier than what it hits. Nothing about the description oversells it. Driftwood Maul needs nothing unlocked beyond VIT 12. The practical advice: stay on Wooden Club until VIT 15 and buy Iron Mace directly. Spending 1750 Tria here means spending another 1750 shortly afterwards, and 3500 Tria buys a Cow or most of an Explorer Rucksack instead.Forest Stag
Max MP +85 and MP regeneration at +5.0 per second. Forest Stag holds the largest mana pool and the fastest mana recovery of any weapon, and for an Enchanter that combination ends the resource problem entirely. A living branch shaped like antlers, still growing, and it steadies your aim when it feels like it. M.ATK +47 with Cast Speed +0.15x and Damage Up +12%, both the highest available. Attack Speed -0.03x is the only negative and no caster will notice it. Two-handed, which costs nothing a staff user was using anyway. Recipe: 48 Wood, 12 Enchanted Bark, 12 Enchanted Wood, 12 Living Bark and 4 Fossilized Amber. INT 37 is the requirement. Against Hummingbird Bloom at INT 35, the Stag adds twelve magic attack, twenty mana, faster casting and another point of regeneration, for four times the materials. Two levels apart. Whether that is worth it depends entirely on how much Fossilized Amber you have, since four is roughly 22 Living Wardrobe kills at 18.42% and considerably more if you are killing anything else. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors pay 364 Tria. Forest Stag needs nothing unlocked beyond INT 37. Stack it with Silver Chain at Max MP +50 and Woven Bracelet at Max MP +30 and a caster carries 165 mana from equipment alone, regenerating five points a second. At that stage Mana Cake at 210 Tria a slice becomes something you carry out of habit rather than necessity, and the saving on food alone repays part of the farming.Heartwood Maul
Ignore DEF +25% is the highest armour penetration in the game, ahead of Scrap Sledge at +18% and everything Breda sells by a wide margin. Heartwood Maul is the two-handed blunt weapon of the forest tier, gated behind VIT 37. A maul head of living vines wound tight, roses and all, and it blooms between fights. P.ATK +43 with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed sits at -0.10x, matching Iron Hammer and Scrap Sledge for the slowest swing available. That penalty is the price of the penetration and it shapes how the weapon should be used. Against a plated target the 25% is decisive and nothing else comes close. Against anything soft, the slow swing and the modest attack figure mean Briar Blade at P.ATK +61 with positive attack speed will out-damage it comfortably, and Briar Blade is a strength weapon rather than a vitality one, so the comparison mainly tells you what you give up. Recipe: 48 Wood, 12 Enchanted Wood, 12 Mystic Essence, 12 Living Bark and 4 Fossilized Amber. Four times what Thornprick asks, and the four Fossilized Amber is the wall at 18.42% from Living Wardrobe. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors buy it at 364 Tria. Heartwood Maul needs nothing unlocked beyond VIT 37. Carry it as a second weapon rather than a primary. Amber Mallet at VIT 35 keeps Voidguard in your off hand and clears ordinary content faster. Swap to the maul when something is actually wearing armour, which is exactly the situation nothing else in the game handles this well.Iron Hammer
Ignore DEF +12% is the highest armour penetration on anything Breda sells. Iron Hammer costs 2450 Tria, requires VIT 17, and it exists for exactly one job: hitting things that are hard to hurt. P.ATK +16 and Max MP +22 fill out the line, but the number that decides whether you want this is that 12%. Against a heavily armoured target the hammer will out-damage weapons with far higher raw attack. Against something soft it will not, and the -0.10x attack speed makes that gap worse than it looks. That speed penalty is the steepest in the game. Every swing takes noticeably longer than with Iron Mace at 1750 Tria, which has no penalty at all and keeps your off hand free. Fighting a camp of weak mobs with an Iron Hammer is slow, tedious work. Two-handed, so no shield, which sits oddly on a weapon gated behind vitality. A VIT build usually wants to absorb damage rather than avoid fights, and giving up the off hand undercuts that. Tin Tortoise drops it at 3.93%, roughly one per 25 kills. Kettle Beetle also drops it, at 0.18%, which is one in 555 and not a plan. If you want the hammer without paying 2450 Tria, tortoises are the only realistic route. Breda pays 91 Tria for it back. A two-handed iron hammer, originally made for breaking doors, and still is mostly. Iron Hammer needs nothing unlocked beyond VIT 17. Carry it as a second weapon rather than a primary. Swapping to the hammer for an armoured boss and back to Iron Mace for everything else gets more out of 2450 Tria than using it as your everyday blunt weapon, where the speed penalty costs you more damage over a session than the penetration returns.Junk Totem
M.ATK +30 and Max MP +60, the largest mana pool on any weapon in the game. Junk Totem is the two-handed staff at Eren's bench, gated behind INT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Cast Speed +0.12x is half again what Voidlantern manages at +0.08x, and Damage Up +8% and MP regeneration at +3.0 per second complete the set. Attack Speed sits at -0.03x, which no caster will notice. Sixty extra mana with +3.0 regeneration changes how an Enchanter plays rather than just how hard they hit. Combined with Silver Chain at Max MP +50 and Woven Bracelet at +30, a fully kitted caster is carrying 140 mana in equipment alone, and running dry stops being the thing that ends fights. It hums when you cast, like it recalls being something else. The staff is built from a Junk King's throne parts, which the flavour leaves half-said. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. As with everything in this tier, the Lycaros rate makes farming far quicker than the four cores the recipe demands. Vendors pay 182 Tria. Junk Totem needs nothing unlocked beyond INT 27. Against Peekaboo at INT 25, this adds seven magic attack, fifteen mana and considerably faster casting for double the materials. Peekaboo is the sensible build. Junk Totem is the thing to farm off Lycaros once you can, and the four cores are better spent only if the drop refuses to appear.Mossback
A two-handed sword of solid wood, slow to swing, and it lands like a dropped log. Mossback trades speed for weight, and the stat line is honest about it: Attack Speed -0.03x, the only negative modifier on the weapon. P.ATK +15 against the Wooden Sword's +10, and Ignore DEF +5% where that blade offers Damage Up +3%. Those two percentages are not interchangeable. Damage Up raises everything by a flat proportion. Ignore DEF cuts through armour, which matters against tougher targets and does very little against soft ones. Mossback is built for enemies that actually mitigate damage. Breda sells it at 1750 Tria and requires STR 12, five points above what the Wooden Sword asks. That gap is the real gate. A fresh character will not meet it immediately. Being two-handed costs you the off hand entirely, so no shield. Combined with the attack speed penalty, Mossback commits you to hitting hard and infrequently while taking every hit on your own defences. Anyone levelling through content that punishes mistakes should weigh that carefully, since the Wooden Sword at 1050 Tria leaves the off hand free. The mana line carries over: Max MP +15 and MP regeneration at +1.0 per second, sitting on a two-handed wooden greatsword. Hybrid builds that cast between swings get more out of this than pure strength characters do. Breda buys it back at 65 Tria. Where Mossback earns the extra 700 Tria over the Wooden Sword is against armoured enemies. Where it loses is on trash mobs, where the speed penalty means fewer swings for a small P.ATK gain, and the missing shield adds up over a long session. Pick based on what you fight rather than the higher number on the stat line. Mossback needs nothing unlocked beyond STR 12. Reasonable as a levelling weapon for a Warrior building pure strength who has no shield worth using anyway. Skip it if you have a decent shield, since the Wooden Sword plus that shield covers more situations than a slow two-hander does at this tier.Rootcleaver
A great sword grown from a Mother Tree's root. Slow-grown, patient, unforgiving once drawn. P.ATK +85 makes Rootcleaver the hardest-hitting weapon in the game, and STR 37 is what it takes to hold one. Ignore DEF +15% comes with it, along with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed -0.05x is a modest penalty for this much damage, considerably lighter than the -0.10x that Heartwood Maul and Scrap Sledge carry. That combination is unusual. Most weapons this heavy specialise in either raw damage or armour penetration. Rootcleaver takes the highest attack figure available and adds meaningful penetration on top, which leaves very little it handles badly. Recipe: 48 Wood, 12 Enchanted Wood, 12 Memory Sap, 12 Living Bark and 4 Fossilized Amber. Lycaros drops it at 4.22%, about one per 24 kills, and Grandfather Clock at 0.60%. Given the recipe wants four Fossilized Amber, farming Lycaros is genuinely competitive with building it, which was not true of the junk tier where the drop rates were four times better. Vendors buy it at 364 Tria. Rootcleaver needs nothing unlocked beyond STR 37. The real decision is against Briar Blade at STR 35. That weapon gives P.ATK +61, positive attack speed and a free off hand for a shield. Rootcleaver gives 24 more attack and armour penetration, and takes the shield away. For a Warrior who fights things that hit back, the shield is worth more than the difference. Carry both if you can, and draw the Rootcleaver for the fights where nothing else is getting through.Scrap Sledge
An old bell head on a bent scrap shaft, heavy enough that aim is optional. Scrap Sledge is the two-handed blunt weapon at Eren's bench, requiring VIT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core, the same as Junkblade and Junk Totem. Ignore DEF +18% is the highest armour penetration in the game, ahead of Iron Hammer at +12% and Junkblade at +12%. Max MP +35 and MP regeneration at +2.0 per second fill out the line, and Attack Speed sits at -0.10x, matching Iron Hammer for the slowest swing available. That combination defines what the weapon is for. Against a heavily armoured target the penetration does more than raw attack would. Against anything soft, the speed penalty makes it a poor choice, and Tin Can Smasher at VIT 25 with a shield in the off hand will clear a camp faster. Being two-handed costs you Voidguard, which is a real loss for a vitality build. DEF +25 and Block +10% in the off hand is not something to give up lightly, and it is the strongest argument for keeping Tin Can Smasher as your everyday weapon and swapping to the sledge for specific fights. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. Vendors buy it at 182 Tria. Scrap Sledge needs nothing unlocked beyond VIT 27. Treat it as a situational second weapon rather than a replacement. Four Junk Core is roughly 625 Barrel Champion kills, which is a great deal of work for a weapon you will unequip whenever the target is not wearing plate. Farm it from Lycaros if you can and spend the cores elsewhere.Voidlantern
M.ATK +18 and Max MP +40, the highest magic numbers Breda stocks. Voidlantern costs 2450 Tria and requires INT 17, which makes it the endpoint of the staff line rather than a step along it. Cast Speed +0.08x is where the weapon actually earns its price. That is the fastest casting on any staff he sells, half again what Caged Prism manages at +0.05x, and for a class whose damage is gated by cast time it matters more than the raw magic attack does. Damage Up +5% and MP regeneration at +2.0 per second round it out. The costs are the usual two-handed ones. Attack Speed -0.03x, no off hand, no shield. A caster at INT 17 should be far enough from melee range that neither bothers them much, which is why the two-handed penalty is easier to accept here than it is on Cyanbloom at INT 12. Tin Tortoise drops Voidlantern at 3.93%, around one per 25 kills. Spore Deer drops it at 0.25%, one in 400 and not worth chasing. Farming the tortoise is a reasonable way to avoid the 2450 Tria if you are levelling in that area anyway. Breda pays 91 Tria for it back. A pale orb in an iron cage that glows when it feels like it, and the whispering comes free. Like Cyanbloom, it provides light, which quietly saves you the Lantern slot on night trips. Voidlantern needs nothing unlocked beyond INT 17. The comparison worth making is against Caged Prism at 1750 Tria. You pay 700 Tria more for five points of magic attack, faster casting and ten more mana, and you give up your shield. For an Enchanter who never gets hit, take the Voidlantern. For a Cleric who spends time in the middle of things, the one-handed staff and a shield will keep you alive through fights the faster weapon would not.Copper Band
A copper band gone green at the edges. Max HP +50 and DEF +7 make Copper Band the most protective accessory Breda sells, and 2450 Tria makes it the most expensive. Run that against Wooden Beads at 1050 Tria with Max HP +30 and DEF +5. You pay 1400 Tria more for twenty health and two defence, which is poor value on paper. What it buys is a different slot. The band is a bracelet and the beads are a necklace, so a vitality build wanting both accessory slots filled ends up buying each rather than choosing between them. Tin Tortoise drops it at 1.00%, roughly one per hundred kills. That is a long farm compared to the 7.74% rate on gloves and boots, though for a 2450 Tria item it is still worth letting the drops accumulate while you kill tortoises for other reasons. The band arrives Unidentified, so the shop display understates it. Identifying it reveals additional properties, which matters more at this price than it does on a 700 Tria pair of gloves. Breda pays 91 Tria to take it back. No stat requirement is attached, so any class at any level can wear it. That makes Copper Band unusual among expensive equipment, since nothing gates it except the Tria. The honest recommendation: buy it late. 2450 Tria is a Claymore or a Voidlantern, and a weapon changes how fast you kill things while an accessory changes how long you survive doing it. Fill the weapon and armour slots first, then come back for the band once Tria stops being the constraint. For a Defender who already has Voidguard and the Kettle set, this is the sensible next purchase. Fifty health and seven defence in a slot that was empty is pure addition.Ruby Bangle
Max MP +200. Nothing else in the game comes close. Forest Stag, the best staff available, carries +85. Silver Chain manages +50 and Spore Vest +50. Ruby Bangle more than doubles the largest single mana bonus in the game and does it from an accessory slot. The rest of the line is just as unusual for a bracelet. M.ATK +20, Cast Speed +0.05x, Damage Up +5% and MDEF +10. Accessories normally push one stat and leave the rest blank. Woven Bracelet gives M.ATK +5 with MDEF +3 and Max MP +30, which is the closest comparison available, and this beats it in every column by a factor of four or more. The ruby stays warm against your wrist, handy in the cold and unsettling anywhere else. Living Wardrobe drops it at 0.80%, roughly one per 125 kills, with Lycaros listed as a prize pool source. That 0.80% is not the worst rate in the game, but Living Wardrobe is also the only sensible source of Fossilized Amber at 18.42%, so anyone farming that mob for crafting materials has a running lottery ticket for this bracelet without changing anything about how they play. Vendors buy it back at 364 Tria, which puts it in the same bracket as the top-tier crafted weapons and is nowhere near what the item is worth to a caster. Ruby Bangle carries no level or class restriction, so it can be equipped by anyone at any level. In practice it is an Enchanter item and nothing else. Two hundred mana on a Warrior does nothing. Stack it with Forest Stag at Max MP +85, Spore Vest at +50 and Silver Chain at +50 and a caster is carrying 385 points from equipment alone, with cast speed and damage on top. At that stage Mana Cake at 210 Tria a slice becomes something you carry out of habit. Keep farming Living Wardrobe. The amber pays for the armour and the bangle turns up on its own.Silver Chain
Silver carries a charge well, which is why mages wear it, and it looks fine too. Silver Chain gives Max MP +50 and MDEF +4 for 2450 Tria, making it the caster counterpart to the health-focused accessories on the same shelf. That mana figure is the largest available anywhere in Breda's shop, ahead of Voidlantern at Max MP +40 and Woven Bracelet at +30. Stacking the chain with the bracelet puts 80 extra mana on your bar from accessories alone, before the staff contributes anything. For an Enchanter that changes the rhythm of a long fight. More mana means fewer interruptions to drink, and Mana Cake at 210 Tria a slice is the cheapest mana restore available, so anything that reduces how often you eat one pays back over time. MDEF +4 is a small bonus and not a reason to buy. This is a mana item. Tin Tortoise drops it at 1.00%, about one per hundred kills. Long odds for a deliberate farm, though tortoises drop enough other useful gear that the chain turns up eventually for anyone grinding them. The chain arrives Unidentified. Additional properties appear once it is identified, so the 2450 Tria buys more than the visible stat block shows. Breda buys it back at 91 Tria. No stat requirement is attached, so it can be equipped at any level. Where it sits in a caster's buying order: after the staff and after Dustwalker Boots, both of which do more for less. Caged Prism at 1750 Tria raises magic attack, cast speed and mana together. Silver Chain raises only one of those. Buy it once the obvious upgrades are done and you are looking for somewhere to put spare Tria.Wooden Beads
Wooden beads on a knotted string, carved by hand and a little uneven. It counts. Wooden Beads occupy the necklace slot, cost 1050 Tria at Breda, and give Max HP +30 with DEF +5. Straightforward survivability with nothing else attached. No speed modifiers, no mana, no magic defence. For a vitality build that is fine, since the necklace slot has no competing use and five points of defence is five points you did not have. Compare it against Silver Chain, the other necklace Breda stocks. That one costs 2450 Tria for MDEF +4 and Max MP +50, aimed squarely at casters. Wooden Beads cost less than half as much and point in the opposite direction. A Defender wants these, an Enchanter wants the chain, and nobody sensibly wants both. The beads come Unidentified. What the shop displays is a floor rather than the complete item, and identifying them adds properties beyond the visible stats. At 1050 Tria that unknown is a meaningful part of what you are paying for. No mob drops Wooden Beads, so Breda is the only source. Copper Band and Silver Chain both come off Tin Tortoise at 1.00%, which makes this one of the few accessories with no farming alternative. Breda buys them back at 39 Tria. There is no stat requirement, so the beads can be equipped at any level by any class. Where they fit: an early vitality character who has filled the obvious slots and has 1050 Tria spare. Where they do not: anyone who could put that Tria toward Copper Band at 2450, which gives Max HP +50 and DEF +7 in the bracelet slot instead. Both together cover two accessory slots for 3500 Tria, which is a reasonable target for a tank once the armour is sorted.Woven Bracelet
Bright threads braided tight with a smiley charm on the end. Woven Bracelet is the caster accessory Breda sells at 1050 Tria, and it is the only piece of equipment in the shop that raises magic attack outside the staff rack. M.ATK +5 with Max MP +30 and MDEF +3. That mana bonus is the largest on any accessory here, matching what Caged Prism provides in the weapon slot, and it goes into a slot that costs you nothing else. No movement penalty, no requirement to give up defence. Accessories are worth understanding as a category. They contribute no physical defence to speak of and instead push a single stat, which makes them the most build-specific purchase you can make. A Warrior buying Woven Bracelet is throwing 1050 Tria away. An Enchanter is buying five points of magic attack that stack on top of everything the staff already provides. The bracelet arrives Unidentified, so the visible stats are not the full item. Identifying it reveals additional properties. Breda is the only source. No mob drops it, which sets it apart from Copper Band and Silver Chain, both of which come off Tin Tortoise at 1.00%. There is no level or stat requirement listed, so anyone can equip it regardless of intelligence. That makes it available far earlier than most caster gear, and 1050 Tria is reachable well before INT 15. Buy it early on any intelligence build. Max MP +30 at a stage where your mana pool is small changes how many spells you get off between drinks, and Berry Smoothie at 140 Tria a cup adds up faster than the bracelet costs.Amber Carapace
Tree sap hardened over a few thousand years into plate, and the bugs trapped inside are still visible. Amber Carapace is the vitality chest piece of the forest tier and the most protective armour in the game. Max HP +210 and DEF +45 are both the highest figures on any chest piece, well clear of Barrel Plate at +140 and +32. HP regeneration runs at +3.0 per second, the fastest anywhere, with MDEF +11, Max MP +25 and MP regeneration at +1.0. Move Speed -1.0, unchanged from the junk tier. The heavy line never gets lighter, it only gets stronger. VIT 37 is the requirement, which puts it alongside Heartwood Maul and two levels above Amber Mallet. Vendors buy it at 260 Tria. Porcelain Golem drops it at 0.25%, roughly one per 400 kills, which is far slower than the junk tier managed and makes crafting genuinely competitive here for the first time. The recipe follows the forest armour pattern: a bulk base material, a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber. Amber Carapace needs nothing unlocked beyond VIT 37. That +3.0 HP regeneration deserves more attention than the defence numbers. Breda's armour regenerates at +1.0, the junk tier at +2.0, and this at +3.0. A Defender wearing it spends noticeably less time waiting between pulls and less Tria on Gourmet Roast at 210 Tria a portion. Over a long session that saving is real. Pair it with Oakward at DEF +60 and Block +15% and a vitality build reaches defensive numbers nothing in the game is designed to punch through. The cost is movement, and by that point a mount is not optional.Barrel Plate
Max HP +140 and DEF +32 make Barrel Plate the heaviest chest piece a vitality build can craft, and it is exactly what the name suggests: a barrel, worn. HP regeneration runs at +2.0 per second, double what most armour manages, with MDEF +8, Max MP +18 and MP regeneration at +1.0. Move Speed -1.0 is the cost, and it stacks with Soupbucket and Pipe Greaves, which each take another full point. Set it against Pot Armor from Breda at Max HP +90 and DEF +18. Barrel Plate adds fifty health and fourteen defence for the same movement penalty, which is a large jump for one tier. Both are barrels. Only one of them was upgraded. MDEF +8 against DEF +32 keeps the heavy-line pattern intact. Physical damage bounces, magic goes straight through, and a full Barrel set walks into a caster fight badly equipped. VIT 27 is the requirement. Lycaros drops it at 15.98%, roughly one per six kills, which is generous for a chest piece at this tier. Buckethead Goblin follows at 0.25%. That drop rate is worth weighing against the recipe. Crafting armour at Eren costs Wood or Wool plus Scrap Metal, Rusty Gear and Junk Core, and the core is the part that hurts at 0.64% from Barrel Champion. Killing Lycaros six times is faster than farming a single core. Barrel Plate needs nothing unlocked beyond VIT 27. Farm it rather than build it if Lycaros is within reach. Save your Junk Core for weapons, where Scrap Sledge and Junkblade need four apiece and there is no cheaper substitute. Armour at 15.98% off a single mob is the easiest part of this tier to acquire.Briar Hauberk
Bark plates grown together with vine, cut from something that was still growing. Briar Hauberk is the dexterity chest piece of the forest tier, gated behind DEX 37. DEF +32 with MDEF +16, Max HP +170, Max MP +38, HP regeneration at +3.0 per second and MP regeneration at +2.0. Move Speed -0.6. As always with the dexterity line, every figure sits between the alternatives. Amber Carapace gives DEF +45 and MDEF +11 for -1.0 movement, Spore Vest DEF +22 and MDEF +23 for -0.3. The Hauberk splits both and adds the best mana regeneration of the three. That +3.0 HP regeneration matched only by Amber Carapace is the standout. For a dagger build that takes chip damage constantly, recovering three points a second between engagements changes how often you stop to eat. Vendors pay 260 Tria. Chair Treant drops it at 0.25%, roughly one per 400 kills. Recipe: a bulk base material, 12 of a mid-tier forest material, 12 Living Bark and 1 Fossilized Amber. Briar Hauberk needs nothing unlocked beyond DEX 37. Against Scrapmail at DEF +22, MDEF +11 and Max HP +100, this adds ten defence, five magic defence and seventy health for a ten-level jump in requirement. That is a full tier of improvement and the movement penalty is unchanged at -0.6. For a build running Thornprick at Attack Speed +0.18x, the Hauberk is what makes the playstyle survivable. Daggers generate damage by staying in melee range longer than a caster ever would, and the armour has to cover that.Dustwalker Hood
A light hood for dusty roads that keeps grit out of your eyes, and at INT 12 it is usually the first armour piece a caster owns. Breda sells it for 1050 Tria. MDEF +6 against DEF +5 tells you what this is. Most armour protects better against weapons than spells. Dustwalker Hood does the opposite, which matters because the enemies that threaten a cloth-wearing caster most are the ones throwing magic back. Max HP +30 is the lowest health bonus on any helmet Breda stocks, and Max MP +12 is more than double what Kettle Crown offers at +5. The design is consistent: you give up survivability and get resources and mobility instead. Move Speed -0.3 is light enough to ignore. Kettle Crown costs -1.0 for its heavier protection, and over a full set that difference decides whether you can outrun something or not. Tin Tortoise drops the hood at 3.93%, roughly one per 25 kills. Spore Deer drops it at 0.25%, one in 400, which is not a plan. Breda buys it back at 39 Tria. Dustwalker Hood needs nothing unlocked beyond INT 12. INT 12 is the same requirement Cyanbloom carries, so a caster tends to hit both at once. Given 2800 Tria to spend at that point, the hood at 1050 is the better half of that pair. Armour keeps working regardless of what you are fighting, while the staff upgrade only matters until INT 15 arrives. Where it falls short: Max HP +30 means a single unexpected hit does proportionally more damage than it would to anyone in the heavy line. This is a piece for players who intend to stay out of melee range, not for a Cleric who ends up in the middle of fights healing a group. Buy it early on any intelligence build and replace it only when a better cloth helmet appears. There is no reason to wear Kettle Crown on a caster just because the defence number is larger.Dustwalker Pants
Loose cloth strips on a rope waist, built for running, and which direction is up to you. Dustwalker Pants fill the legs slot for a caster at INT 15 and 1050 Tria. DEF +6 is the lowest physical defence on any leg armour Breda sells. MDEF +8 is the highest. That inversion is the point, and anyone comparing these to Kettle Greaves at DEF +15 and MDEF +3 is looking at two pieces built for opposite problems rather than two versions of the same one. Max MP +15 and Max HP +40 fill out the line, with HP and MP regeneration both at +1.0 per second. Move Speed -0.3 keeps the mobility that cloth armour exists to preserve. Tin Tortoise drops them at 3.93%, roughly one per 25 kills, and Spore Deer at 0.25%, which is one in 400 and not worth pursuing. Between paying Breda 1050 Tria and farming tortoises, the tortoise route is quick enough to prefer if you are levelling nearby. Breda buys them back at 39 Tria. Dustwalker Pants need nothing unlocked beyond INT 15. The INT 15 gate lines up with Caged Prism, which is the staff most casters want at that level. Buying both at once costs 2800 Tria, and the pants are the part you can safely delay, since a legs slot contributes less to survival than a weapon does to killing things faster. Where they matter most: fights against magic damage. MDEF +8 on the legs plus MDEF +9 from Dustwalker Vest and MDEF +6 from Dustwalker Hood gives a caster a coherent set that actually resists spells, which no combination of heavy pieces can manage. Skip them entirely if you play anything that gets hit in melee. DEF +6 will not hold up, and Trailblazer Pants at DEX 15 offer DEF +10 with MDEF +5 for the same 1050 Tria if you need a middle ground.Dustwalker Vest
MDEF +9 is the highest magic defence on any chest piece Breda sells, and Max MP +20 is the largest mana bonus on any armour he stocks. Dustwalker Vest is built for casters and makes no attempt to hide it. A leafy mantle over ragged cloth that blends into the background, requiring INT 17 and costing 1750 Tria. That intelligence gate is what keeps it off a Warrior, and rightly so, since DEF +8 and Max HP +50 are modest next to Pot Armor at DEF +18 and Max HP +90. Move Speed -0.3 is where the cloth pays off. Pot Armor costs a full -1.0 for its protection. Dustwalker Vest takes less than a third of that, which for a caster kiting away from melee is worth more than the raw defence difference. Staying out of reach beats surviving a hit you should not have taken. HP regeneration sits at +1.0 per second and MP regeneration at +1.0. Tin Tortoise drops it at 3.93%, around one per 25 kills, which is a reasonable farm for a 1750 Tria piece. Spore Deer also drops it at 0.25%, one in 400, and is not worth targeting. Breda pays 65 Tria for it back. Dustwalker Vest needs nothing unlocked beyond INT 17. The Max MP +20 deserves attention. Combined with a staff like Caged Prism at Max MP +30, the mana pool grows enough that a caster spends noticeably less on Berry Smoothie at 140 Tria a cup during long sessions. Armour that reduces your consumable spending is doing more work than the defence column shows. Buy it if you play an Enchanter or Cleric and have INT 17. Anyone under that requirement should stay on Dustwalker Hood and Dustwalker Pants, which come in at INT 12 and INT 15, and save the 1750 Tria for the chest piece rather than buying something heavier that fights the build.Elder Bark Helm
A helm grown from old bark, hard as seasoned oak, and it smells like the forest floor after rain. Elder Bark Helm is the vitality helmet of the forest tier, requiring VIT 32. DEF +28 is the highest head defence in the game, ahead of Thornguard Hood at +20 and Soupbucket at +20 from the junk tier. Max HP +130, MDEF +8, Max MP +15, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0, unchanged from every heavy piece before it. VIT 32 is worth noting because it undercuts the rest of the vitality line. Petrified Greaves and Stonebark Greaves both need VIT 35 and Amber Carapace VIT 37, so the helmet is what a Defender can wear first and the natural entry into forest armour. Vendors buy it at 156 Tria. Recipe: 24 Stone, 6 Memory Sap, 6 Mystic Essence, 6 Ancient Heartwood and 1 Fossilized Amber. Elder Bark Helm needs nothing unlocked beyond VIT 32. One hundred and thirty health on a helmet is unusual. Most head armour contributes defence and little else, and this carries more health than several chest pieces from earlier tiers. Combined with HP regeneration at +2.0, the piece does real work in long fights rather than just padding a stat sheet. MDEF +8 keeps the heavy-line weakness intact. Twenty-eight physical defence and eight magic defence means a caster enemy goes through this as easily as it went through Kettle Crown, and no amount of tier progression has fixed that for the vitality line. Build it first among the vitality pieces. Five levels earlier than the greaves and the same one Fossilized Amber.Floppsy Hood
A goblin hood with long floppy ears. Floppsy Hood is the dexterity helmet of the junk tier and the only piece of equipment in the game that appears to be a joke at the wearer's expense. DEF +14 with MDEF +7, Max MP +15 and MP regeneration at +1.0 per second. Move Speed -0.6. Fourteen defence sits between X-Eyes Sack at +10 and Soupbucket at +20, exactly where the dexterity line always lands. MDEF +7 is the best magic defence of the three helmets here, which is a small surprise given the caster option exists. Vendors pay 78 Tria. Lycaros drops it at 15.98%, about one per six kills, and Junk King at 3.93%. Floppsy Hood needs nothing unlocked beyond the dexterity gate. Against Trailblazer Hood from Breda at DEF +8 and Max HP +40, this adds six defence and seven magic defence. A modest step rather than a leap, and helmets remain the slot where tier upgrades do least. The ears are cosmetic and the game is clearly aware of it. Junk-tier equipment is built from goblin leavings throughout, and where the vitality line got a cook pot and the caster line got a sack with eyes cut into it, dexterity players get to look like the thing they have been killing. Nobody in this tier is dressed with dignity. Worth farming for the slot rather than the stats. Six Lycaros kills is a short detour and an empty helmet slot is fourteen defence you are not using.Junker Pants
Scavenged hide tatters on a rope waist. Junker Pants fill the legs slot for a dexterity build at DEX 25. DEF +18 with MDEF +9, Max HP +75, Max MP +20 and MP regeneration at +1.0 per second. Move Speed -0.6. Set against the alternatives at this tier, they land in the middle again: Pipe Greaves give DEF +26 for -1.0 movement, Stitched Leggings DEF +12 for -0.3. What Junker Pants add that neither offers is Max HP +75, which is the only leg piece here carrying meaningful health. That health is the argument for wearing them. A dagger build survives by killing things quickly rather than absorbing hits, and seventy-five points of buffer is the difference between surviving a mistake and not. Vendors buy them at 78 Tria. Junk King drops them at 3.93%, roughly one per 25 kills. That is considerably slower than most armour in this tier, which mostly comes off Lycaros at 15.98%. Junker Pants need nothing unlocked beyond DEX 25. DEX 25 also unlocks Tin Treaders and Goblin Fork Stabber, so the level is a busy one. The dagger comes first without question, since crit rate and attack speed do more for the build than eighteen defence. Pick the pants up afterwards. Against Trailblazer Pants from Breda at DEF +10, MDEF +5 and Max HP +55, this is a clean upgrade in every column for a two-level jump in requirement.Kettle Crown
An iron dome banded in wood with a nose guard included, and dents come standard. Kettle Crown is the helmet in the heavy line, gated behind VIT 12 and priced at 1050 Tria. DEF +12 with Max HP +55 makes it the sturdiest head protection Breda stocks. MDEF +3 makes it the worst against magic. That split runs through the entire heavy set and it is the thing to understand before buying: these pieces stop weapons, not spells. Move Speed -1.0 is the price. On a single helmet that is already noticeable, and pairing it with Kettle Greaves at the same -1.0 or Pot Armor at -1.0 compounds quickly. A full heavy loadout moves slowly enough that travel time becomes a real consideration, which is one argument for owning a mount before committing to the set. Max MP +5 is the smallest mana bonus on any helmet here, and HP regeneration sits at +1.0 per second. Three mobs drop it. Tin Tortoise at 3.93%, about one per 25 kills, which is the only realistic farm. Cog Crab at 0.22% and Kettle Beetle at 0.18% are both roughly one in 500 and not worth the trip. Breda pays 39 Tria to take it back. Kettle Crown needs nothing unlocked beyond VIT 12. Where it fits: a Defender or any vitality build levelling through physical content. VIT 12 arrives early enough that this is often the first real armour piece a tank owns, and 1050 Tria is affordable at that stage. Where it does not: casters and dexterity builds have no business here. Dustwalker Hood at the same 1050 Tria and INT 12 gives MDEF +6 and only -0.3 speed, and Trailblazer Hood at DEX 12 splits the difference at DEF +8 with -0.6. Pick the helmet that matches the stat you are actually investing in rather than the one with the biggest defence number.Kettle Greaves
Wooden slats hung from a stout belt that knock together as you walk, and quiet is not on the menu. Kettle Greaves cover the legs slot for a vitality build, cost 1050 Tria and require VIT 15. DEF +15 and Max HP +75 are both the highest of any leg armour Breda sells, well ahead of Trailblazer Pants at DEF +10 and Dustwalker Pants at DEF +6. If physical survivability is what you want from this slot, nothing else comes close. MDEF +3 is the catch, and it is the same catch the whole heavy line carries. Magic goes through these greaves almost unimpeded. A build wearing Kettle Greaves, Kettle Crown and Pot Armor together has excellent armour against weapons and almost none against spells, which makes caster enemies disproportionately dangerous. Move Speed -1.0 adds to whatever the rest of the set is already costing you. Max MP +8 and HP regeneration at +1.0 per second round it out. Tin Tortoise is the drop source worth using at 3.93%, roughly one per 25 kills. Cog Crab at 0.22% and Kettle Beetle at 0.18% also drop the greaves, at rates that make farming them pointless. Breda buys them back at 39 Tria. Kettle Greaves need nothing unlocked beyond VIT 15. The VIT 15 requirement sits between Kettle Crown at VIT 12 and Pot Armor at VIT 17, so the heavy set naturally assembles in that order as you level. Buying the greaves first means owning a piece you cannot wear yet. Worth it for a Defender holding a line. The movement penalty stops mattering when you are not the one chasing anything, and DEF +15 on the legs is the largest single defensive jump available at 1050 Tria.Moss Veil
A circlet of thorned branch and fern, light on the head and quiet in the trees. Moss Veil is the caster helmet of the forest tier. Max HP +75 with DEF +15, MDEF +14, Max MP +30, HP regeneration at +2.0 per second and MP regeneration at +2.0. That double MP regeneration on a helmet is unusual. Most head armour gives +1.0 or nothing, and pairing it with Spore Vest at +2.0 means a caster is recovering four points a second from armour alone, before the staff contributes. MDEF +14 against DEF +15 is the closest to balanced any caster piece gets. X-Eyes Sack from the junk tier gave DEF +10 with no listed magic defence at all, so this is a real improvement in both directions. Vendors buy it at 156 Tria. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Moss Veil needs the forest-tier caster requirement and nothing else unlocked. Thirty extra mana on a helmet slot is worth putting in context. Woven Bracelet from Breda gave +30 in an accessory slot for 1050 Tria. This gives the same in a slot you were going to fill anyway, which is the general argument for finishing an armour set rather than chasing accessories. The quiet in the trees is flavour, though the forest tier consistently describes its equipment as still alive. Bark that budding, moss that keeps growing, root that keeps walking. Wearing this set means wearing something that has not entirely stopped being a plant.Patchwork Robe
A robe stitched from a dozen ruined shirts, warmer than it has any right to be. Patchwork Robe is the caster chest piece of the junk tier, gated behind INT 27. MDEF +16 is the highest magic defence on any chest piece in the game, ahead of Dustwalker Vest at +9. DEF +15, Max HP +80, Max MP +35, HP regeneration at +2.0 per second and MP regeneration at +2.0. That double regeneration is unusual. Most armour gives +1.0 mana recovery or none at all, and the robe matches what a good staff provides. Combined with Peekaboo at MP/s +3.0 or Hummingbird Bloom at +4.0, a caster stops watching the mana bar entirely. Move Speed -0.3, the lightest penalty of the three chest options at this tier. Scrapmail costs -0.6 and Barrel Plate -1.0. Lycaros drops it at 15.98%, about one per six kills. Scarecrow Goblin follows at 0.17%. Patchwork Robe needs nothing unlocked beyond INT 27. The MDEF +16 against DEF +15 split is worth understanding before wearing it. This robe stops spells better than any armour available and stops weapons about as well as a leather vest. Against a caster enemy it is the best chest piece in the game. Against anything with a sword it is cloth. For an Enchanter who kites and never gets hit in melee, that trade is entirely correct and the mana regeneration is the real prize. For a Cleric standing in the middle of a fight healing people, Scrapmail at DEF +22 with MDEF +11 is the safer compromise despite being built for dexterity.Petrified Greaves
Wood turned to stone over the ages. Heavy, but it holds. Petrified Greaves cover the legs slot for a vitality build at VIT 35. DEF +36 with Max HP +170, MDEF +9, Max MP +20, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0. Thirty-six defence is the highest of any leg armour, comfortably ahead of Rootweave Pants at +26 and Vineweave Pants at +18. The health figure does the same: one hundred and seventy against zero on both alternatives, since neither the dexterity nor the caster leg piece carries any. That health is the real argument. A Defender wearing Amber Carapace at Max HP +210, Elder Bark Helm at +130 and these at +170 is carrying five hundred and ten points from three slots alone, before any accessory. Lycaros appears as a prize pool source rather than a direct drop, which is a field that shows up on several forest-tier pieces and seems to describe a reward table rather than a percentage. Recipe: 24 Stone, 6 Memory Sap, 6 Mystic Essence, 6 Ancient Heartwood and 1 Fossilized Amber. Petrified Greaves need nothing unlocked beyond VIT 35. The -1.0 movement is the running cost of the whole line. Amber Carapace, Elder Bark Helm and these come to -3.0 across three slots, and Stonebark Greaves gives back only 1.0. A full vitality set moves at -2.0 net, the slowest configuration in the game, and that is before a shield. Worth it for a Defender who holds ground rather than chasing. The numbers are not close to anything else available.Pipe Greaves
A belt hung with scrap discs and pipe sections. Pipe Greaves cover the legs slot for a vitality build at VIT 25. DEF +26 is the highest leg defence available at this tier, comfortably ahead of Kettle Greaves at DEF +15 from Breda. Max MP +15, HP regeneration at +2.0 per second and MP regeneration at +1.0 come with it, and Move Speed sits at -1.0 like everything else in the heavy line. VIT 25 makes this the earliest of the three heavy pieces to unlock. Barrel Plate needs VIT 27, so the legs come first in any sensible progression, and starting there means a real defensive gain two levels before the chest arrives. Lycaros drops them at 15.98%, roughly one per six kills. Buckethead Goblin manages 0.25%. The +2.0 HP regeneration deserves attention across this whole tier. Breda's armour regenerates at +1.0 and these pieces double it. Wearing three or four of them does not stack the regeneration, but the shift from +1.0 to +2.0 halves the time spent waiting between fights, which over a levelling session saves more Simple Bread at 70 Tria a loaf than the defence numbers suggest. Pipe Greaves need nothing unlocked beyond VIT 25. Farm rather than craft. At 15.98% from Lycaros this is a short session, while the recipe wants Junk Core that Barrel Champion drops at 0.64%. That ratio holds across every armour piece in the tier and it is the single most useful thing to know before opening the craft window.Pot Armor
DEF +18 and Max HP +90, the heaviest protection Breda sells. Pot Armor is a barrel worn as a chest piece, and it smells faintly of whatever the barrel held before you put it on. HP regeneration at +2.0 per second is the number that makes this piece unusual. Every other chest piece Breda stocks regenerates at +1.0, so Pot Armor heals you back twice as fast between fights. Over a levelling session that saves more Simple Bread at 70 Tria a loaf than the stat line suggests. The cost is written plainly as Move Speed -1.0, the steepest movement penalty on any armour piece. You will feel it walking between camps, and it stacks with the matching Kettle Crown and Kettle Greaves, which each carry the same -1.0. Wearing the full set means moving considerably slower than anyone in cloth. MDEF +4 is low, and that is the trade the whole line makes. Pot Armor stops physical damage well and magic damage badly. Against casters you are wearing a barrel, which helps roughly as much as it sounds. VIT 17 and 1750 Tria are the gates. That vitality requirement is the highest on any chest piece here, so this is a piece you grow into rather than start with. Tin Tortoise drops it at 3.93%, roughly one per 25 kills. Cog Crab at 0.22% and Kettle Beetle at 0.18% both drop it too, but at one in 450 and one in 555 neither is worth planning a session around. Farm tortoises or pay Breda. Breda buys it back at 65 Tria. Pot Armor needs nothing unlocked beyond VIT 17. Take it if you tank. A Defender holding a shield and soaking physical hits gets everything this piece offers, and the movement penalty matters less when your job is standing still. Anyone kiting, casting or relying on positioning should look at Dustwalker Vest instead, which trades 40 health for MDEF +9 and a much lighter -0.3 speed cost.Rootweave Pants
Woven from live root, and standing still too long is a mistake. Rootweave Pants cover the legs slot for a dexterity build at DEX 35. DEF +26 with MDEF +13, Max MP +30 and MP regeneration at +1.0 per second. Move Speed -0.6. Twenty-six defence matches Pipe Greaves from the junk tier, which was the heavy option there, and does it while costing 0.4 less movement. The forest tier moving the middle line up to the previous tier's top is consistent across every slot. Against Junker Pants at DEF +18, MDEF +9 and Max MP +20, this adds eight defence, four magic defence and ten mana for a ten-level jump. Vendors pay 156 Tria. Chair Treant drops them at 0.25%, roughly one per 400 kills, so crafting is the realistic route. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Rootweave Pants need nothing unlocked beyond DEX 35. DEX 35 is also when Thornprick becomes available, and between the two the dagger comes first. Attack speed, crit rate and crit damage do more for a dexterity build than twenty-six defence, and Thornprick has the lightest recipe in the entire forest tier at one Fossilized Amber. The warning about standing still is worth reading twice. Live root grows, and the flavour text across this set keeps hinting that the equipment has opinions about being worn. Whether that is mechanical or decorative is not stated anywhere.Scrapmail
Hide scraps layered like shingles with moss filling the gaps. Scrapmail is the dexterity chest piece of the junk tier, requiring DEX 27. DEF +22 with MDEF +11, Max HP +100, Max MP +25, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -0.6. Every number sits between the alternatives, which is what the dexterity line does at every tier. Barrel Plate gives DEF +32 and MDEF +8 for -1.0 movement. Patchwork Robe gives DEF +15 and MDEF +16 for -0.3. Scrapmail splits both differences. For a dagger build that balance is correct rather than a compromise. Daggers trade defence for attack speed on every fight, so the character takes more incoming damage than a shield user and cannot afford to be as fragile as a caster. Neither the barrel nor the robe fits that. This does. Vendors buy it at 130 Tria. Lycaros drops it at 15.98%, roughly one per six kills, and Junk King at 3.93%. Scrapmail needs nothing unlocked beyond DEX 27. Against Trailblazer Vest from Breda at DEF +12, MDEF +6 and Max HP +65, this nearly doubles the defence and adds thirty-five health. That is a full tier of improvement in one piece, and DEX 27 is a reachable target for anyone already carrying Amethyst Dirk. Farm it rather than craft it. The recipe wants Junk Core and Lycaros drops the finished piece at a rate that makes the bench hard to justify for any armour in this tier.Soupbucket
A cook pot turned helmet, and it still smells faintly of whatever the goblins boiled last. Soupbucket is the vitality helmet of the junk tier. DEF +20 with MDEF +5, Max MP +10, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0. Twenty defence on the head is a significant step over Kettle Crown at DEF +12, and the ten-point gap is roughly what one tier is worth. The MDEF stays low at +5 against Kettle Crown's +3, so nothing about the magic weakness improves. The -1.0 movement is where the heavy line gets uncomfortable. Barrel Plate takes another point and Pipe Greaves another, putting a full set at -3.0 before Barrel Boots gives +1.0 back. Anyone running the complete look should plan on being slow and either buy a mount or accept it. Lycaros drops it at 15.98%, about one per six kills. Buckethead Goblin at 0.25% is not worth pursuing. Soupbucket carries no unlock beyond its vitality requirement. Where it fits: a Defender who already runs Voidguard or Trashcan Lid and wants the head slot filled properly. Twenty defence and the extra HP regeneration matter more in long fights than in short ones, which suits how a tank plays. The smell is flavour, though it does say something about where this equipment comes from. Every piece in the vitality line is repurposed kitchenware and scrap: a barrel, a cook pot, pipe sections, tin cans. The goblins were not making armour, and neither are you. You are wearing what they left behind.Spore Vest
MDEF +23 is the highest magic defence on any chest piece in the game, and Max MP +50 the largest mana bonus. Spore Vest is the caster chest of the forest tier. DEF +22 alongside it, which is unusually high for cloth and actually beats Scrapmail from the junk tier. Max HP +120, HP regeneration at +2.0 per second and MP regeneration at +2.0. Move Speed -0.3, the lightest penalty of the three chest options here. Set against Patchwork Robe at MDEF +16, DEF +15 and Max MP +35, every column improves by a meaningful margin. The jump in physical defence is the surprise: cloth armour that stops weapons reasonably well is not something the earlier tiers offered. For an Enchanter this is close to the ideal chest piece. Fifty extra mana stacks with Forest Stag at Max MP +85 and Silver Chain at +50, and the MP regeneration at +2.0 adds to whatever the staff provides. The recipe uses a bulk base, 12 of a mid-tier forest material, 12 Living Bark and 1 Fossilized Amber. Spore Vest needs the caster requirement of the forest tier and nothing else unlocked. Where it still falls short is against dedicated physical damage. DEF +22 against Amber Carapace at +45 is half, and a caster caught in melee will notice. The answer remains distance, which is what Dewstep Slippers at Move Speed +1.4 are for. Worth building rather than hoping for the drop. Forest-tier armour drops at around 0.25% from its associated mob, roughly one per 400 kills, which is a very different situation from the junk tier where Lycaros handed pieces out at 15.98%.Stitched Leggings
A twisted vine belt strung with goblin charms, and the bell means they hear you coming. Stitched Leggings cover the legs slot for a caster in the junk tier. DEF +12 with Max MP +28 and MP regeneration at +1.0 per second. Move Speed -0.3, the lightest of the three leg options here. Twenty-eight mana on a legs slot is the largest of any piece at this tier apart from Patchwork Robe at +35. Dustwalker Pants from Breda managed +15, so this is close to double and it goes into a slot most players ignore. Vendors buy them at 78 Tria. Lycaros drops them at 15.98%, roughly one per six kills, and Scarecrow Goblin at 0.17%. The bell in the flavour text is doing something. Goblin charms strung on a vine belt, and the wearer announces themselves. For a caster who wants distance that reads as a bad joke at their expense, which fits the general tone of junk-tier equipment: everything here was made from something else and none of it was made for you. Stitched Leggings need nothing unlocked beyond the caster gate. Against Junker Pants at DEF +18 and Max HP +75, these give up six defence and all the health for sixteen mana and a lighter movement penalty. That is the correct trade for an Enchanter and the wrong one for anyone who gets hit, which is the same decision the whole caster line asks you to make. Farm rather than craft. At 15.98% from Lycaros the drop is quicker than any recipe involving Junk Core.Thornguard Hood
A deep hood of grown moss with petals drifting off it, and nothing finds your face in there. Thornguard Hood is the dexterity helmet of the forest tier. DEF +20 with MDEF +10, Max MP +22 and MP regeneration at +1.0 per second. Move Speed -0.6. Twenty defence on the head matches Soupbucket from the junk tier, which was the heavy option there. The dexterity line reaching the previous tier's heaviest numbers is the general shape of forest armour: everything moves up roughly one category. Against Floppsy Hood at DEF +14 and MDEF +7, this adds six defence, three magic defence and seven mana. A modest step, as helmet upgrades always are, and helmets remain the slot where a tier change does the least. The recipe uses 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside a bulk base. Thornguard Hood carries the forest-tier dexterity requirement and nothing else. Chair Treant is the associated drop source at around 0.25%, which is slow enough that building is the sensible route. Where the hood fits into a set: paired with Briar Hauberk at -0.6 and Rootweave Pants at -0.6, a full dexterity loadout costs -1.8 movement before Rootwalkers gives +1.2 back. That leaves the build slower than it started, which is the same problem the junk tier had and the reason movement matters more to a dagger character than the defence columns suggest. Worth the slot regardless. Twenty defence is twenty defence, and the alternative is an empty head.Trailblazer Hood
A padded hood for pushing through brush, priced at 1050 Tria and gated behind DEX 12. Trailblazer Hood is the entry point into the dexterity armour line. DEF +8 and Max HP +40 put it between Kettle Crown at DEF +12 and Dustwalker Hood at DEF +5. Max MP +8 sits in the same middle position. If the pattern is not obvious yet, this whole line refuses to specialise, and for a DEX build that suits how the class actually plays. Move Speed -0.6 is the cost. Lighter than the -1.0 that Kettle Crown charges, heavier than the -0.3 on Dustwalker Hood. For a build that already gets Attack Speed +0.10x or better from a dagger, giving up movement hurts more than it would for a tank, so the middle setting is the right one. HP regeneration runs at +1.0 per second. Tin Tortoise drops it at 3.93%, around one per 25 kills. Cup Snail drops it at 0.25%, one in 400, which is not a farm. Given the tortoise rate, anyone levelling nearby should save the 1050 Tria and let it drop. Breda buys it back at 39 Tria. Trailblazer Hood needs nothing unlocked beyond DEX 12. DEX 12 arrives early on a dagger build, and Wooden Shiv at DEX 7 and 700 Tria is usually already in hand by then. The hood is the natural next purchase and it holds up until Trailblazer Vest and Trailblazer Pants become available at DEX 17 and DEX 15. What it will not do is save you from a bad fight. DEF +8 on the head is enough to blunt chip damage and nothing more. Dagger builds survive by killing things before they retaliate, and armour at this tier supports that plan rather than replacing it.Trailblazer Pants
Padded canvas under a wide belt with a pouch for everything, built for the long way home. Trailblazer Pants cover the legs slot for a dexterity build at DEX 15, and Breda charges 1050 Tria. DEF +10 and MDEF +5 land between Kettle Greaves at DEF +15 with MDEF +3 and Dustwalker Pants at DEF +6 with MDEF +8. Max HP +55 does the same, sitting under the heavy option and well over the cloth one. Whether that middle ground is what you want depends entirely on whether your build has an obvious weakness to cover. Max MP +12 and HP regeneration at +1.0 per second finish the line. Move Speed -0.6. Tin Tortoise drops them at 3.93%, roughly one per 25 kills, which is the only rate here worth farming. Cup Snail at 0.25% and Patch Hound at 0.18% are both long odds. Breda pays 39 Tria to take them back. Trailblazer Pants need nothing unlocked beyond DEX 15. DEX 15 is the same requirement Amethyst Dirk carries, so the two arrive together and cost 2100 Tria as a pair. The dagger comes first without question. It raises crit rate, crit damage and attack speed all at once, while the pants add ten points of physical defence to a build that was never going to win by absorbing hits. Where they earn their place: the stretch between DEX 15 and DEX 17, before Trailblazer Vest becomes available. During that window a dagger character has a strong weapon, a hood and not much else, and legs armour with DEF +10 is the cheapest way to stop dying to things that get one hit in. Buy them after the dagger, not before, and expect to keep them for a while. There is no leg upgrade in the dexterity line past this one.Trailblazer Vest
DEF +12 with MDEF +6 makes Trailblazer Vest the balanced chest piece, sitting between Pot Armor at DEF +18 and MDEF +4 and Dustwalker Vest at DEF +8 and MDEF +9. Breda sells it for 1750 Tria behind a DEX 17 requirement. Max HP +65 and Max MP +15 follow the same pattern. Nothing here is the highest number available, and nothing is the lowest. For a dexterity build that fights fast, takes some hits and occasionally eats a spell, that spread is more useful than specialising in either direction. Move Speed -0.6 lands in the middle too. Pot Armor costs -1.0, Dustwalker Vest -0.3. On a build relying on attack speed and crit rate rather than raw defence, that half-second of mobility is worth having. HP regeneration runs at +1.0 per second and MP regeneration at +1.0. Three mobs drop it. Tin Tortoise at 3.93%, roughly one per 25 kills, is the one to farm. Cup Snail at 0.25% and Patch Hound at 0.18% are both around one in 400 to 555 and not worth a dedicated session. Breda pays 65 Tria to buy it back. Trailblazer Vest needs nothing unlocked beyond DEX 17. DEX 17 is a high bar and the same requirement Claymore carries on the strength side, so this is late-game armour for a dagger build rather than something you pick up while levelling. Amethyst Dirk at DEX 15 comes first. The case for it: dagger builds trade defence for speed on every fight, which means they take more incoming damage than a shield build does and cannot afford to be as fragile as a caster. Trailblazer Vest is the only chest piece that acknowledges that. Cloth leaves you too soft, and the heavy line slows down the attack-speed advantage the build is built around.Vineweave Pants
DEF +18 and MDEF +18, the only piece of armour in the game where the two are equal. Vineweave Pants cover the legs slot for a caster in the forest tier. Max MP +40 alongside, with HP regeneration at +2.0 per second and MP regeneration at +2.0. Move Speed sits at the caster line's usual -0.3. Forty mana on a legs slot is the largest of any leg armour and beats what most helmets and chest pieces manage. Stitched Leggings from the junk tier gave +28, Dustwalker Pants from Breda +15. The recipe is 6 Glowing Moss, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Vineweave Pants carry the forest-tier caster requirement. The equal defence split is worth pausing on. Every other caster piece leans toward magic defence at the cost of physical, which is why cloth builds fold when something reaches melee range. These do not. Eighteen and eighteen means the legs slot stops being a weakness against either damage type, and for an Enchanter that is the first time any armour has offered that. Against Rootweave Pants at DEF +26 and MDEF +13, you give up eight physical defence for five magic defence, ten mana and a lighter movement penalty. For a caster that is the right trade. For anything that gets hit it is not. Combined with Dewstep Slippers at Move Speed +1.4, a caster in full forest cloth ends up faster than one wearing nothing at all, which remains the single best argument for the line.X-Eyes Sack
A burlap sack with two X's cut for eyes. X-Eyes Sack is the caster helmet of the junk tier and unlocks at INT 22, the earliest requirement on any piece in this tier. DEF +10 with Max MP +20, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -0.3. That INT 22 gate matters. Patchwork Robe needs INT 27 and the rest of the caster line sits between, so the sack is what an Enchanter can wear first and the natural entry point into junk-tier armour. Max MP +20 is double what Soupbucket offers at +10 and matches Dustwalker Hood from Breda at +12 comfortably. For a caster the mana pool on a helmet is worth more than the defence, since the defence was never going to save you. Recipe: 2 Wool, 12 Scrap Metal, 6 Rusty Gear and 1 Junk Core. Cloth pieces use Wool where the heavy line uses Wood, which is worth knowing before farming. Wool comes off sheared sheep rather than mobs, so a player keeping livestock already has a supply. Lycaros drops it at 15.98%, Junk King at 3.93% and Scarecrow Goblin at 0.17%. X-Eyes Sack needs nothing unlocked beyond INT 22. Build this one rather than farming it if you keep sheep. Two Wool and one Junk Core is the cheapest recipe in the tier, and a Sheep at 1750 Tria with Scissors at 350 turns the material cost into farm maintenance. That is the only place in the crafting system where livestock and the bench connect, and it is easy to miss.Explorer Rucksack
At 11550 Tria the Explorer Rucksack costs more than twice the Leather Satchel and gives you five more slots than it does. Fifteen slots total, working out at 770 Tria each. Bag space in this game gets steadily more expensive the more of it you buy, and this is where the curve starts to bite. Run the numbers before committing. The Leather Satchel delivers ten slots for 4900 Tria at 490 apiece. The rucksack asks 6650 Tria more for five additional slots, roughly 1330 Tria per extra slot over what the satchel already gave you. Whether that trade makes sense depends less on the maths and more on how far you travel from a vendor. It sits in the same bag slot, so it replaces the satchel rather than adding to it. Selling the satchel back returns 182 Tria against the 4900 you paid, meaning the upgrade path from pouch to satchel to rucksack costs 18550 Tria for what a direct purchase gets you for 11550. Skip the intermediate bags if you have the patience to save. Arlette is the only source. Stock empties and refills on a short timer, under two minutes, so an empty shelf on an eleven thousand Tria item is a brief wait rather than a real problem. Buyback sits at 429 Tria. Under four percent, in line with the rest of Arlette's bag line. A big canvas rucksack on a proper frame that holds far more than you will ever organize, which is the honest warning. Fifteen slots means long gathering routes without a town trip, mining and fishing in the same outing, and keeping crafting materials on you instead of sorting through what to drop. It also means genuinely losing track of what you are carrying. Explorer Rucksack carries no level or class restriction and needs nothing unlocked. Buy it when town trips are what actually slow you down, not when your bag simply feels tight. At this price the rucksack is a time purchase, not a storage one.Leather Satchel
Ten bag slots for 4900 Tria. That is 490 Tria per slot, slightly worse value than the Traveler Pouch manages at 420, and the reason is that you are paying for the upgrade path rather than the raw storage. The satchel occupies the same single bag slot as the pouch, so it replaces rather than stacks. Anyone who buys the Traveler Pouch at 2100 and then upgrades has spent 7000 Tria to end up with ten slots, and gets 78 Tria back for the pouch. If you already know you want the Leather Satchel, save for it directly and skip the pouch entirely. That saves you just over 2000 Tria. Arlette is the only vendor. Stock runs out regularly and the restock timer sits above three minutes, longer than most items she carries. On a 4900 Tria purchase that wait is worth sitting through. Buyback is 182 Tria, which recovers less than four percent of what you paid. Worn leather with too many pockets, and you will lose things in it for weeks. The flavour is closer to the truth than it looks, because ten slots changes how you play. A mining route no longer ends when the bag fills. Fishing trips run until you want to stop rather than until you run out of room. Gathering herbs, ore and crops in the same session stops requiring a decision about what to leave behind. Whether 4900 Tria is reasonable depends on your income. That is 49 bags of Tomato Seeds, or two Fishing Rods and change. Early on it is unreachable. Once a farm plot and a gathering route are both running, it clears in a few sessions. Leather Satchel carries no level or class restriction and needs nothing unlocked. Money is the whole gate. The practical order: tools first, then the satchel, then everything else. Bag space multiplies whatever you already do, so buying it before you have something worth carrying wastes the Tria.Traveler Pouch
Five extra bag slots for 2100 Tria works out at 420 Tria per slot, which sounds absurd until the first time you walk back to town because your bag filled up halfway through a mining route. Traveler Pouch is the entry-level bag, and it sits in a dedicated bag slot rather than competing with anything you hold. Arlette sells it and nobody else does. The shelf empties often, but the restock timer is short, under a minute, so an empty slot means waiting at the counter rather than planning a return trip. Buyback is 78 Tria, the same as the Fishing Rod and equally irrelevant. You will not be selling bag space back. The comparison worth making is against the Fishing Rod at the identical 2100 Tria price. The rod opens a profession. The pouch makes every profession you already have less annoying. If you gather at all, ore, wood, fish, herbs and crops all stack up faster than a starting inventory handles, and five slots is the difference between finishing a route and abandoning it. A small pouch that holds a bit more than your pockets do, which is honest. Five slots is not transformative. It buys you maybe one extra circuit before the trip back to town, and heavy gathering sessions will still fill it. Where the pouch earns its price is on long trips. Arlette, the mining nodes and the fishing spots are not next to each other, and walking back to empty your bag costs more time than the Tria is worth once you are earning steadily. That is the real payoff: fewer interruptions, not more storage in the abstract. Traveler Pouch carries no level or class restriction and needs nothing unlocked. Buy it after your first serious gathering tool, not before. A pouch with nothing to put in it is 2100 Tria doing nothing. Once the Pickaxe or the Fishing Rod is bringing material in faster than you can carry it, this becomes the obvious next purchase.Amber Mallet
A stone mallet veined with amber, and the bead at the grip end still glows warm. Amber Mallet is the one-handed blunt weapon of the forest tier, gated behind VIT 35. P.ATK +31 with Ignore DEF +15%, Max MP +40 and MP regeneration at +2.0 per second. Attack Speed sits at +0.02x, a small positive figure that matters more than it looks on a blunt weapon, since the heavier options in this family all swing slower. Against Tin Can Smasher at VIT 25, which gives P.ATK +20 and Ignore DEF +12%, this is a clear step up in both columns while staying one-handed. Voidguard stays in the off hand, which for a Defender is the whole point of picking blunt in the first place. The recipe takes 24 Wood, 6 Memory Sap, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Five materials rather than the four the junk-tier weapons need, and Fossilized Amber is the bottleneck at 18.42% from Living Wardrobe and under half a percent everywhere else. Lycaros drops it at 4.22%, roughly one per 24 kills. Porcelain Golem manages 0.25%. That Lycaros rate is a quarter of what the junk tier offered, so farming is no longer the easy alternative to crafting that it used to be. Vendors buy it at 260 Tria. Amber Mallet needs nothing unlocked beyond VIT 35. Where it sits in a vitality progression: this is the weapon you use while working toward Heartwood Maul at VIT 37, which gives P.ATK +43 and Ignore DEF +25% but takes both hands and four times the materials. Two levels apart, and the mallet keeps your shield. For most Defenders that trade favours staying one-handed longer than the stat sheet suggests.Driftwood Maul
Attack Speed -0.08x is the number to look at first. Driftwood Maul swings slower than anything else Breda sells at this tier, and P.ATK +8 is not enough to make up for it. The rest reads reasonably: Ignore DEF +8%, Max MP +12, MP regeneration at +1.0 per second, VIT 12 required, 1750 Tria to buy. On paper it looks like a step up from Wooden Club at 1050 Tria and P.ATK +5. Run it against Iron Mace and the case collapses. That weapon costs the same 1750 Tria, needs VIT 15, gives P.ATK +11, the same Ignore DEF +8%, more mana, no speed penalty at all, and it leaves your off hand free for a shield. Driftwood Maul is a worse weapon at an identical price, and the only thing it has going for it is the three-point lower requirement. That gap between VIT 12 and VIT 15 is the entire reason to own one. If you are stuck in it and Wooden Club is no longer cutting through anything, the maul is what you have. Otherwise, save the Tria. Two-handed, which combined with the speed penalty means slow swings and no shield. For a VIT build that is a strange combination, since the whole point of investing in vitality is surviving hits you were going to take anyway. Breda pays 65 Tria to take it back. No mob drops it. A big curved maul, flowers and all, heavy and slow and prettier than what it hits. Nothing about the description oversells it. Driftwood Maul needs nothing unlocked beyond VIT 12. The practical advice: stay on Wooden Club until VIT 15 and buy Iron Mace directly. Spending 1750 Tria here means spending another 1750 shortly afterwards, and 3500 Tria buys a Cow or most of an Explorer Rucksack instead.Heartwood Maul
Ignore DEF +25% is the highest armour penetration in the game, ahead of Scrap Sledge at +18% and everything Breda sells by a wide margin. Heartwood Maul is the two-handed blunt weapon of the forest tier, gated behind VIT 37. A maul head of living vines wound tight, roses and all, and it blooms between fights. P.ATK +43 with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed sits at -0.10x, matching Iron Hammer and Scrap Sledge for the slowest swing available. That penalty is the price of the penetration and it shapes how the weapon should be used. Against a plated target the 25% is decisive and nothing else comes close. Against anything soft, the slow swing and the modest attack figure mean Briar Blade at P.ATK +61 with positive attack speed will out-damage it comfortably, and Briar Blade is a strength weapon rather than a vitality one, so the comparison mainly tells you what you give up. Recipe: 48 Wood, 12 Enchanted Wood, 12 Mystic Essence, 12 Living Bark and 4 Fossilized Amber. Four times what Thornprick asks, and the four Fossilized Amber is the wall at 18.42% from Living Wardrobe. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors buy it at 364 Tria. Heartwood Maul needs nothing unlocked beyond VIT 37. Carry it as a second weapon rather than a primary. Amber Mallet at VIT 35 keeps Voidguard in your off hand and clears ordinary content faster. Swap to the maul when something is actually wearing armour, which is exactly the situation nothing else in the game handles this well.Iron Hammer
Ignore DEF +12% is the highest armour penetration on anything Breda sells. Iron Hammer costs 2450 Tria, requires VIT 17, and it exists for exactly one job: hitting things that are hard to hurt. P.ATK +16 and Max MP +22 fill out the line, but the number that decides whether you want this is that 12%. Against a heavily armoured target the hammer will out-damage weapons with far higher raw attack. Against something soft it will not, and the -0.10x attack speed makes that gap worse than it looks. That speed penalty is the steepest in the game. Every swing takes noticeably longer than with Iron Mace at 1750 Tria, which has no penalty at all and keeps your off hand free. Fighting a camp of weak mobs with an Iron Hammer is slow, tedious work. Two-handed, so no shield, which sits oddly on a weapon gated behind vitality. A VIT build usually wants to absorb damage rather than avoid fights, and giving up the off hand undercuts that. Tin Tortoise drops it at 3.93%, roughly one per 25 kills. Kettle Beetle also drops it, at 0.18%, which is one in 555 and not a plan. If you want the hammer without paying 2450 Tria, tortoises are the only realistic route. Breda pays 91 Tria for it back. A two-handed iron hammer, originally made for breaking doors, and still is mostly. Iron Hammer needs nothing unlocked beyond VIT 17. Carry it as a second weapon rather than a primary. Swapping to the hammer for an armoured boss and back to Iron Mace for everything else gets more out of 2450 Tria than using it as your everyday blunt weapon, where the speed penalty costs you more damage over a session than the penetration returns.Iron Mace
Every argument with armour ends the same way. Iron Mace is the one-handed blunt weapon at VIT 15, priced at 1750 Tria, and it is the point where the blunt line stops being a compromise. P.ATK +11 with Ignore DEF +8%, Max MP +18 and MP regeneration at +1.0 per second. No attack speed penalty, and the off hand stays free. Against Driftwood Maul, which costs the identical 1750 Tria and asks only VIT 12, this wins on attack, on speed and on the shield slot. The three extra points of vitality are the only thing standing between you and a clearly better weapon. Ignore DEF +8% is where the mace does its work. Armoured enemies take the same treatment as unarmoured ones, which is exactly the situation where a sword with Damage Up starts underperforming. Against soft targets a blade will out-damage this, so pick your weapon around what you are fighting rather than the higher number on the tooltip. Tin Tortoise drops Iron Mace at 7.74%, about one per thirteen kills, which makes farming a reasonable alternative to paying Breda. Cup Snail drops it at 0.25%, one in 400, and is not worth the trip. Breda buys it back at 65 Tria. Iron Mace needs nothing unlocked beyond VIT 15. For a Defender this is the natural weapon. Vitality builds want to hold a shield, and the blunt line is the only weapon family that supports that while still cutting through armour. A Warrior stacking strength should be looking at swords instead, since STR-gated blades hit harder at comparable prices. The efficient route: farm Tin Tortoises if you are levelling nearby, since 7.74% arrives quickly and 1750 Tria is better spent elsewhere. If you are not, buy it from Breda and skip Driftwood Maul entirely.Scrap Sledge
An old bell head on a bent scrap shaft, heavy enough that aim is optional. Scrap Sledge is the two-handed blunt weapon at Eren's bench, requiring VIT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core, the same as Junkblade and Junk Totem. Ignore DEF +18% is the highest armour penetration in the game, ahead of Iron Hammer at +12% and Junkblade at +12%. Max MP +35 and MP regeneration at +2.0 per second fill out the line, and Attack Speed sits at -0.10x, matching Iron Hammer for the slowest swing available. That combination defines what the weapon is for. Against a heavily armoured target the penetration does more than raw attack would. Against anything soft, the speed penalty makes it a poor choice, and Tin Can Smasher at VIT 25 with a shield in the off hand will clear a camp faster. Being two-handed costs you Voidguard, which is a real loss for a vitality build. DEF +25 and Block +10% in the off hand is not something to give up lightly, and it is the strongest argument for keeping Tin Can Smasher as your everyday weapon and swapping to the sledge for specific fights. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. Vendors buy it at 182 Tria. Scrap Sledge needs nothing unlocked beyond VIT 27. Treat it as a situational second weapon rather than a replacement. Four Junk Core is roughly 625 Barrel Champion kills, which is a great deal of work for a weapon you will unequip whenever the target is not wearing plate. Farm it from Lycaros if you can and spend the cores elsewhere.Tin Can Smasher
A tin can packed with rocks on a stick. Crude, loud, and heavier than it looks. Tin Can Smasher is the vitality entry into crafted weapons, requiring VIT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. Double the Goblin Fork Stabber requirement across the board, and those two cores are the part to plan around at roughly 156 Barrel Champion kills each. P.ATK +20 with Ignore DEF +12%, Max MP +28 and MP regeneration at +2.0 per second. That attack figure looks low against Iron Mace at P.ATK +11 until you notice it nearly doubles it, and the Ignore DEF jumps from +8% to +12%. One-handed, so a shield still fits, which keeps Voidguard in play. Where it disappoints is next to Amber Mallet, also a one-handed blunt at P.ATK +31 with Ignore DEF +15% and Max MP +40. If both are craftable at similar cost, the mallet is the better weapon and this is a stepping stone. Lycaros drops it at 15.98%, about one per six kills. Junk King at 7.74% and Buckethead Goblin at 0.25% follow. As with most weapons at this bench, killing Lycaros is faster than farming four separate materials. Vendors pay 130 Tria for it. Tin Can Smasher needs nothing unlocked beyond VIT 25. Build it if you are a Defender who cannot yet handle Lycaros and needs something better than Iron Mace. The shield stays equipped, the Ignore DEF suits armoured targets, and 2 Junk Core is a reachable target. If you can kill Lycaros, farm the drop and put your cores toward Scrap Sledge instead.Wooden Club
A carved wooden mallet, and somebody put real love into something meant for hitting. Wooden Club is where the blunt line starts: 1050 Tria from Breda, VIT 7 to wield it. The stat spread is deliberately plain. P.ATK +5, Ignore DEF +5%, Max MP +10, MP regeneration at +1.0 per second. No attack speed modifier at all, which is unusual and quietly useful, since the heavier blunt weapons all carry speed penalties. Ignore DEF is the signature of the whole blunt family, and it appears here from the very first weapon. Where a sword raises damage across the board, a club cuts through armour specifically. At +5% the effect is small, but it tells you what you are building toward and it means blunt weapons pull ahead against armoured enemies while lagging against soft ones. One-handed, so your off hand stays free. At this level that usually means a shield, which suits a VIT build far better than a two-hander does. Breda buys it back at 39 Tria, and no mob drops it. Buying is the only way in. The requirement is what makes Wooden Club interesting. VIT 7 rather than STR means the blunt line is built for characters investing in survivability rather than raw strength, and a Defender levelling through early content gets more from this than a Warrior would. Where it falls off: P.ATK +5 is low enough that anything with real health takes a long time to kill. This is a levelling weapon and nothing more, and the 1050 Tria is best treated as the cost of getting started rather than an investment in anything. Wooden Club needs nothing unlocked beyond VIT 7. Buy it, use it to VIT 15, then move straight to Iron Mace at 1750 Tria, which more than doubles the attack and keeps the free off hand. Driftwood Maul in between is a detour most players should skip.Amber Carapace
Tree sap hardened over a few thousand years into plate, and the bugs trapped inside are still visible. Amber Carapace is the vitality chest piece of the forest tier and the most protective armour in the game. Max HP +210 and DEF +45 are both the highest figures on any chest piece, well clear of Barrel Plate at +140 and +32. HP regeneration runs at +3.0 per second, the fastest anywhere, with MDEF +11, Max MP +25 and MP regeneration at +1.0. Move Speed -1.0, unchanged from the junk tier. The heavy line never gets lighter, it only gets stronger. VIT 37 is the requirement, which puts it alongside Heartwood Maul and two levels above Amber Mallet. Vendors buy it at 260 Tria. Porcelain Golem drops it at 0.25%, roughly one per 400 kills, which is far slower than the junk tier managed and makes crafting genuinely competitive here for the first time. The recipe follows the forest armour pattern: a bulk base material, a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber. Amber Carapace needs nothing unlocked beyond VIT 37. That +3.0 HP regeneration deserves more attention than the defence numbers. Breda's armour regenerates at +1.0, the junk tier at +2.0, and this at +3.0. A Defender wearing it spends noticeably less time waiting between pulls and less Tria on Gourmet Roast at 210 Tria a portion. Over a long session that saving is real. Pair it with Oakward at DEF +60 and Block +15% and a vitality build reaches defensive numbers nothing in the game is designed to punch through. The cost is movement, and by that point a mount is not optional.Barrel Plate
Max HP +140 and DEF +32 make Barrel Plate the heaviest chest piece a vitality build can craft, and it is exactly what the name suggests: a barrel, worn. HP regeneration runs at +2.0 per second, double what most armour manages, with MDEF +8, Max MP +18 and MP regeneration at +1.0. Move Speed -1.0 is the cost, and it stacks with Soupbucket and Pipe Greaves, which each take another full point. Set it against Pot Armor from Breda at Max HP +90 and DEF +18. Barrel Plate adds fifty health and fourteen defence for the same movement penalty, which is a large jump for one tier. Both are barrels. Only one of them was upgraded. MDEF +8 against DEF +32 keeps the heavy-line pattern intact. Physical damage bounces, magic goes straight through, and a full Barrel set walks into a caster fight badly equipped. VIT 27 is the requirement. Lycaros drops it at 15.98%, roughly one per six kills, which is generous for a chest piece at this tier. Buckethead Goblin follows at 0.25%. That drop rate is worth weighing against the recipe. Crafting armour at Eren costs Wood or Wool plus Scrap Metal, Rusty Gear and Junk Core, and the core is the part that hurts at 0.64% from Barrel Champion. Killing Lycaros six times is faster than farming a single core. Barrel Plate needs nothing unlocked beyond VIT 27. Farm it rather than build it if Lycaros is within reach. Save your Junk Core for weapons, where Scrap Sledge and Junkblade need four apiece and there is no cheaper substitute. Armour at 15.98% off a single mob is the easiest part of this tier to acquire.Briar Hauberk
Bark plates grown together with vine, cut from something that was still growing. Briar Hauberk is the dexterity chest piece of the forest tier, gated behind DEX 37. DEF +32 with MDEF +16, Max HP +170, Max MP +38, HP regeneration at +3.0 per second and MP regeneration at +2.0. Move Speed -0.6. As always with the dexterity line, every figure sits between the alternatives. Amber Carapace gives DEF +45 and MDEF +11 for -1.0 movement, Spore Vest DEF +22 and MDEF +23 for -0.3. The Hauberk splits both and adds the best mana regeneration of the three. That +3.0 HP regeneration matched only by Amber Carapace is the standout. For a dagger build that takes chip damage constantly, recovering three points a second between engagements changes how often you stop to eat. Vendors pay 260 Tria. Chair Treant drops it at 0.25%, roughly one per 400 kills. Recipe: a bulk base material, 12 of a mid-tier forest material, 12 Living Bark and 1 Fossilized Amber. Briar Hauberk needs nothing unlocked beyond DEX 37. Against Scrapmail at DEF +22, MDEF +11 and Max HP +100, this adds ten defence, five magic defence and seventy health for a ten-level jump in requirement. That is a full tier of improvement and the movement penalty is unchanged at -0.6. For a build running Thornprick at Attack Speed +0.18x, the Hauberk is what makes the playstyle survivable. Daggers generate damage by staying in melee range longer than a caster ever would, and the armour has to cover that.Dustwalker Vest
MDEF +9 is the highest magic defence on any chest piece Breda sells, and Max MP +20 is the largest mana bonus on any armour he stocks. Dustwalker Vest is built for casters and makes no attempt to hide it. A leafy mantle over ragged cloth that blends into the background, requiring INT 17 and costing 1750 Tria. That intelligence gate is what keeps it off a Warrior, and rightly so, since DEF +8 and Max HP +50 are modest next to Pot Armor at DEF +18 and Max HP +90. Move Speed -0.3 is where the cloth pays off. Pot Armor costs a full -1.0 for its protection. Dustwalker Vest takes less than a third of that, which for a caster kiting away from melee is worth more than the raw defence difference. Staying out of reach beats surviving a hit you should not have taken. HP regeneration sits at +1.0 per second and MP regeneration at +1.0. Tin Tortoise drops it at 3.93%, around one per 25 kills, which is a reasonable farm for a 1750 Tria piece. Spore Deer also drops it at 0.25%, one in 400, and is not worth targeting. Breda pays 65 Tria for it back. Dustwalker Vest needs nothing unlocked beyond INT 17. The Max MP +20 deserves attention. Combined with a staff like Caged Prism at Max MP +30, the mana pool grows enough that a caster spends noticeably less on Berry Smoothie at 140 Tria a cup during long sessions. Armour that reduces your consumable spending is doing more work than the defence column shows. Buy it if you play an Enchanter or Cleric and have INT 17. Anyone under that requirement should stay on Dustwalker Hood and Dustwalker Pants, which come in at INT 12 and INT 15, and save the 1750 Tria for the chest piece rather than buying something heavier that fights the build.Patchwork Robe
A robe stitched from a dozen ruined shirts, warmer than it has any right to be. Patchwork Robe is the caster chest piece of the junk tier, gated behind INT 27. MDEF +16 is the highest magic defence on any chest piece in the game, ahead of Dustwalker Vest at +9. DEF +15, Max HP +80, Max MP +35, HP regeneration at +2.0 per second and MP regeneration at +2.0. That double regeneration is unusual. Most armour gives +1.0 mana recovery or none at all, and the robe matches what a good staff provides. Combined with Peekaboo at MP/s +3.0 or Hummingbird Bloom at +4.0, a caster stops watching the mana bar entirely. Move Speed -0.3, the lightest penalty of the three chest options at this tier. Scrapmail costs -0.6 and Barrel Plate -1.0. Lycaros drops it at 15.98%, about one per six kills. Scarecrow Goblin follows at 0.17%. Patchwork Robe needs nothing unlocked beyond INT 27. The MDEF +16 against DEF +15 split is worth understanding before wearing it. This robe stops spells better than any armour available and stops weapons about as well as a leather vest. Against a caster enemy it is the best chest piece in the game. Against anything with a sword it is cloth. For an Enchanter who kites and never gets hit in melee, that trade is entirely correct and the mana regeneration is the real prize. For a Cleric standing in the middle of a fight healing people, Scrapmail at DEF +22 with MDEF +11 is the safer compromise despite being built for dexterity.Pot Armor
DEF +18 and Max HP +90, the heaviest protection Breda sells. Pot Armor is a barrel worn as a chest piece, and it smells faintly of whatever the barrel held before you put it on. HP regeneration at +2.0 per second is the number that makes this piece unusual. Every other chest piece Breda stocks regenerates at +1.0, so Pot Armor heals you back twice as fast between fights. Over a levelling session that saves more Simple Bread at 70 Tria a loaf than the stat line suggests. The cost is written plainly as Move Speed -1.0, the steepest movement penalty on any armour piece. You will feel it walking between camps, and it stacks with the matching Kettle Crown and Kettle Greaves, which each carry the same -1.0. Wearing the full set means moving considerably slower than anyone in cloth. MDEF +4 is low, and that is the trade the whole line makes. Pot Armor stops physical damage well and magic damage badly. Against casters you are wearing a barrel, which helps roughly as much as it sounds. VIT 17 and 1750 Tria are the gates. That vitality requirement is the highest on any chest piece here, so this is a piece you grow into rather than start with. Tin Tortoise drops it at 3.93%, roughly one per 25 kills. Cog Crab at 0.22% and Kettle Beetle at 0.18% both drop it too, but at one in 450 and one in 555 neither is worth planning a session around. Farm tortoises or pay Breda. Breda buys it back at 65 Tria. Pot Armor needs nothing unlocked beyond VIT 17. Take it if you tank. A Defender holding a shield and soaking physical hits gets everything this piece offers, and the movement penalty matters less when your job is standing still. Anyone kiting, casting or relying on positioning should look at Dustwalker Vest instead, which trades 40 health for MDEF +9 and a much lighter -0.3 speed cost.Scrapmail
Hide scraps layered like shingles with moss filling the gaps. Scrapmail is the dexterity chest piece of the junk tier, requiring DEX 27. DEF +22 with MDEF +11, Max HP +100, Max MP +25, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -0.6. Every number sits between the alternatives, which is what the dexterity line does at every tier. Barrel Plate gives DEF +32 and MDEF +8 for -1.0 movement. Patchwork Robe gives DEF +15 and MDEF +16 for -0.3. Scrapmail splits both differences. For a dagger build that balance is correct rather than a compromise. Daggers trade defence for attack speed on every fight, so the character takes more incoming damage than a shield user and cannot afford to be as fragile as a caster. Neither the barrel nor the robe fits that. This does. Vendors buy it at 130 Tria. Lycaros drops it at 15.98%, roughly one per six kills, and Junk King at 3.93%. Scrapmail needs nothing unlocked beyond DEX 27. Against Trailblazer Vest from Breda at DEF +12, MDEF +6 and Max HP +65, this nearly doubles the defence and adds thirty-five health. That is a full tier of improvement in one piece, and DEX 27 is a reachable target for anyone already carrying Amethyst Dirk. Farm it rather than craft it. The recipe wants Junk Core and Lycaros drops the finished piece at a rate that makes the bench hard to justify for any armour in this tier.Spore Vest
MDEF +23 is the highest magic defence on any chest piece in the game, and Max MP +50 the largest mana bonus. Spore Vest is the caster chest of the forest tier. DEF +22 alongside it, which is unusually high for cloth and actually beats Scrapmail from the junk tier. Max HP +120, HP regeneration at +2.0 per second and MP regeneration at +2.0. Move Speed -0.3, the lightest penalty of the three chest options here. Set against Patchwork Robe at MDEF +16, DEF +15 and Max MP +35, every column improves by a meaningful margin. The jump in physical defence is the surprise: cloth armour that stops weapons reasonably well is not something the earlier tiers offered. For an Enchanter this is close to the ideal chest piece. Fifty extra mana stacks with Forest Stag at Max MP +85 and Silver Chain at +50, and the MP regeneration at +2.0 adds to whatever the staff provides. The recipe uses a bulk base, 12 of a mid-tier forest material, 12 Living Bark and 1 Fossilized Amber. Spore Vest needs the caster requirement of the forest tier and nothing else unlocked. Where it still falls short is against dedicated physical damage. DEF +22 against Amber Carapace at +45 is half, and a caster caught in melee will notice. The answer remains distance, which is what Dewstep Slippers at Move Speed +1.4 are for. Worth building rather than hoping for the drop. Forest-tier armour drops at around 0.25% from its associated mob, roughly one per 400 kills, which is a very different situation from the junk tier where Lycaros handed pieces out at 15.98%.Trailblazer Vest
DEF +12 with MDEF +6 makes Trailblazer Vest the balanced chest piece, sitting between Pot Armor at DEF +18 and MDEF +4 and Dustwalker Vest at DEF +8 and MDEF +9. Breda sells it for 1750 Tria behind a DEX 17 requirement. Max HP +65 and Max MP +15 follow the same pattern. Nothing here is the highest number available, and nothing is the lowest. For a dexterity build that fights fast, takes some hits and occasionally eats a spell, that spread is more useful than specialising in either direction. Move Speed -0.6 lands in the middle too. Pot Armor costs -1.0, Dustwalker Vest -0.3. On a build relying on attack speed and crit rate rather than raw defence, that half-second of mobility is worth having. HP regeneration runs at +1.0 per second and MP regeneration at +1.0. Three mobs drop it. Tin Tortoise at 3.93%, roughly one per 25 kills, is the one to farm. Cup Snail at 0.25% and Patch Hound at 0.18% are both around one in 400 to 555 and not worth a dedicated session. Breda pays 65 Tria to buy it back. Trailblazer Vest needs nothing unlocked beyond DEX 17. DEX 17 is a high bar and the same requirement Claymore carries on the strength side, so this is late-game armour for a dagger build rather than something you pick up while levelling. Amethyst Dirk at DEX 15 comes first. The case for it: dagger builds trade defence for speed on every fight, which means they take more incoming damage than a shield build does and cannot afford to be as fragile as a caster. Trailblazer Vest is the only chest piece that acknowledges that. Cloth leaves you too soft, and the heavy line slows down the attack-speed advantage the build is built around.Doombell I
Reading Doombell I raises the skill by one level, up to level 6. That is six books before Doombell II becomes the next step. Cast bar, self target, magic damage. Self-targeted damage on a healing class means an area centred on your own character, and it is the only Cleric book that does not require selecting something first. Heal picks an ally, Holy Wounds picks an enemy, this one just goes off. 700 Tria a copy, 4200 to reach level 6. Filed under Cleric at the Librarian.Doombell II
Doombell II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. Cast it as a group approaches rather than after they arrive, since every skill in the Cleric tab is interruptible and a Cleric in melee cannot do anything at all. 4900 Tria a copy, 29400 across the six levels. The Librarian keeps it in the Cleric section.Doombell III
Doombell III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. WIS scaling keeps it consistent with Heal, so one stat investment powers both halves of the class.Heal I
One book is not one skill. You consume six copies of Heal I to carry the skill from level 1 to level 6, and level 7 needs Heal II instead. Thirty mana at the first level, rising to 49 by the sixth. That is the cheapest cost of anything the Librarian sells, and it is the point: a Cleric casts Heal repeatedly through a long fight, so the cost per cast matters more than the size of any single one. Locked ally, cast bar, WIS scaling. 700 Tria a copy, 4200 to reach level 6. The Librarian keeps it in the Cleric section.Heal II
Heal II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. The second book carries it to level twelve at correspondingly higher cost. Sharing WIS with Holy Wounds means one stat powers both the healing and the damage, which is what makes solo Cleric play work at all. 4900 Tria a copy, 29400 across the six levels. Sold from the Cleric tab at the Librarian.Heal III
Heal III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. A party without healing loses fights a party with it wins, which makes this the single most important line in the shop and the one worth chasing to the end.Holy Wounds I
Six copies of Holy Wounds I take the skill from level 1 through level 6. After that the book stops working and Holy Wounds II takes over. Cast bar, locked enemy, magic damage, WIS scaling. The only Cleric book pointed outward at a single target, and for anyone levelling alone it is how things die. Sharing a stat with Heal means no choice between offence and support. 700 Tria a copy, 4200 to reach level 6. Sold from the Cleric tab at the Librarian.Holy Wounds II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. Against the Enchanter equivalents at the same price, Holy Wounds trades output for the fact that you can also keep people standing. 4900 Tria a copy, 29400 across the six levels. Neria stocks it under Cleric.Holy Wounds III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. Buy the line second, after Heal: a Cleric who cannot damage levels slowly, and one who cannot heal has picked the wrong class.Commoner Trousers
Plain brown trousers in a common cut, clean and sturdy, and nobody looks twice. That last part is the design goal rather than a complaint. Commoner Trousers cost 700 Tria at Breda, double what Peasant Trousers ask at 350. The extra 350 Tria buys a step from visibly poor to unremarkable, which is a smaller jump than the price doubling suggests but a real one. Like everything in the Clothing slot, they provide no stats. No defence, no health, no movement. Your Legs armour handles all of that separately and keeps working regardless of what you wear over it. Anyone comparing these to Trailblazer Pants at the same 1050 Tria tier is comparing two different systems. Breda buys them back at 26 Tria. Paired with Commoner Tunic at 700 Tria, a full commoner outfit runs 1400 Tria. That is the same as two Hay Bundles short of a Chicken, which puts the cost in perspective for anyone weighing cosmetics against a farm. No level or stat requirement applies. Where these fit: a character past the early game who wants to stop looking like a starting player without spending real money on it. Traveler Trousers at 1050 Tria have more character to them, and Noble Trousers at 1750 make a point. Commoner Trousers make no point at all, which is exactly what some players want. The practical view is that clothing is the last thing to buy. Tools, seeds, bags and weapons all return something. A pair of trousers returns how you feel about your character, and 700 Tria is a fair price for that once the rest is handled.Commoner Tunic
A white linen tunic in a common cut, and the lacing at the collar is the only fuss. Commoner Tunic sits in the Clothing shirt slot at 700 Tria from Breda. White linen is the detail worth noticing. Peasant Tunic at 350 Tria is brown and patched, deliberately shabby. This is clean, and in a game where most early gear looks scavenged, clean reads as a step up more clearly than the extra 350 Tria might suggest. The Clothing slot carries no stats on any piece Breda sells, this one included. Nothing changes about your defence, health, mana or movement when you put it on. Chest armour like Trailblazer Vest handles those numbers and is unaffected by what you wear over it. Breda buys it back at 26 Tria, the same 3.7% ratio every piece of clothing on his rack returns. Buying it alongside Commoner Trousers at 700 Tria makes a complete outfit for 1400 Tria. Mixing tiers works too, and a Commoner Tunic over Peasant Trousers costs 1050 Tria and looks like a character who owns one good shirt, which is arguably more interesting than a matched set. No level or stat requirement applies, so it can be worn from the start. The step up from here is Traveler Tunic at 1050 Tria, which adds shoulder straps and a satchel and reads as someone who travels rather than someone who lives in town. Whether that is worth another 350 Tria depends on whether you want your character to look settled or working. Buy it when the Tria is spare. The collar lacing is the only decoration, and that restraint is why it works with almost anything else on the rack.Noble Trousers
Dark trousers cut clean to the knee, by someone who charged a fortune for it. The description is doing the joke for me, and 1750 Tria is what Breda charges to pass it along. That is five times what Peasant Trousers cost at 350 Tria, for a piece that provides exactly the same amount of defence, health and movement, which is none. Every item in the Clothing slot is cosmetic. The 1750 Tria buys the cut and nothing else. Whether that is absurd depends on what you want from the game. A player who has finished the tool line, has a working farm and a mount is going to spend Tria on something, and looking like you can afford not to work is a reasonable thing to spend it on. Breda pays 65 Tria to buy them back, which recovers under four percent. Noble Vestments at the same 1750 Tria complete the outfit for 3500 Tria total. That is the price of a Cow, or two Explorer Rucksacks short of nothing useful. The comparison is worth making once before committing, because clothing does not appreciate and does not stack. No level or stat requirement is attached, so a character in patched armour can wear noble trousers. The mismatch is visible and some players lean into it deliberately. Where they sit against Warden Legguards at 2450 Tria: those look like plate and read as military. These read as wealth. Neither does anything mechanically, so pick by what you want the character to say rather than by price. Buy them late. 1750 Tria is Voidguard, Pot Armor or a Sheep, all of which change what you can do rather than how you look doing it.Noble Vestments
A tailored waistcoat over crisp white linen. Noble Vestments cost 1750 Tria and are the most formal shirt Breda sells. Tailoring is the point. Commoner Tunic at 700 Tria is also white linen, and the difference between the two is entirely in the cut and the waistcoat over it. Paying an extra 1050 Tria for that is either obviously worth it or obviously not, depending on how much time you spend looking at your own character. No stats, as with everything in the Clothing slot. Your Chest armour underneath keeps every point of DEF, MDEF and Max HP it provides. Wearing Noble Vestments over Pot Armor costs nothing defensively and looks considerably better than a barrel. Breda buys them back at 65 Tria. The full noble outfit with Noble Trousers runs 3500 Tria. Worth naming the alternatives once: that is a Cow from Hogan, a Leather Satchel at 4900 most of the way paid off, or three and a half Hay Bundles short of nothing. Cosmetics compete with real purchases and the game does not hide it. No level or stat requirement applies. Where the vestments beat Warden Robes at 2450 Tria: they are 700 Tria cheaper and read as civilian. Warden Robes are layered steel and fur and read as someone expecting a fight. Both are pure cosmetics, so the choice is entirely about the character you want to present. The crisp white linen is worth one practical note. It reads clean against almost every armour set in the game, which makes Noble Vestments one of the easier pieces to combine with mismatched trousers if you are not buying a full set. A waistcoat over Traveler Trousers at 1050 Tria costs 2800 total and looks intentional.Peasant Trousers
350 Tria makes Peasant Trousers the cheapest piece of equipment Breda sells, undercutting even Wooden Shiv at 700. Plain work trousers cut short at the knee, and the mud comes off. Mostly. They occupy the Clothing slot, which is separate from armour entirely. Dustwalker Pants and Kettle Greaves go in the Legs slot and carry defence, health and movement modifiers. Peasant Trousers carry none of that. No DEF, no Max HP, no Move Speed, nothing. The Clothing slot is cosmetic, and understanding that before spending is the difference between a cheap purchase and a wasted one. What you get for 350 Tria is how your character looks. That is the entire product. Breda buys them back at 13 Tria, under four percent of what you paid, which matches the resale ratio across his whole clothing rack. Pairing them with Peasant Tunic at the same 350 Tria completes the look for 700 Tria total, the cheapest full outfit available. For a new character that is a realistic first cosmetic purchase, since 700 Tria arrives well before you can afford Commoner or Traveler pieces. There is no level or stat requirement, so anyone can wear them from the first minute. Whether that is worth it depends on how much you care about appearance. A player focused on progression should put 350 Tria into Wheat Seeds, a Cooking Station stock or toward the Hoe instead, all of which return something measurable. A player who intends to spend a long time in this character will get more out of not looking like they just spawned. The mud coming off mostly is the honest part of the description. These are what a farmhand wears, and the game does not pretend otherwise. If you want to look like anything else, the cheapest step up is Commoner Trousers at 700 Tria.Peasant Tunic
A brown tunic, more patch than tunic, and somebody worked a lot of fields in it before you did. Peasant Tunic costs 350 Tria at Breda and fills the Clothing shirt slot. No stats. That is the first thing to know about anything on Breda's clothing rack, and it catches players out because the pieces sit in the same shop as armour that does carry defence. Warden Robes at 2450 Tria look like plate and provide exactly as much protection as this patched tunic, which is none. The Clothing slot exists alongside your Chest armour rather than replacing it, so wearing Peasant Tunic costs you nothing defensively. Dustwalker Vest or Pot Armor still do their work underneath. What changes is what other players see. At 350 Tria this is the cheapest shirt available, matching Peasant Trousers exactly. The two together run 700 Tria for a complete peasant outfit, which is the entry point into cosmetics and cheap enough that a levelling character can afford it without delaying anything important. No level or stat requirement is attached. Breda pays 13 Tria to take it back. Nobody sells clothing back on purpose, and at this price the loss is trivial anyway. The patched look is deliberate and it reads clearly. If you are roleplaying a farmhand, running a plot of Wheat Seeds and keeping livestock, the tunic fits the character better than anything else on the rack. If you want to look like you have accomplished something, Commoner Tunic at 700 Tria is the first step away from this, and Traveler Tunic at 1050 is where the outfits start looking deliberate rather than inherited.Traveler Trousers
Light, durable trousers built for long roads, and they bend where you do. Traveler Trousers cost 1050 Tria and sit in the middle of Breda's clothing range. The middle is a good place for this line. Peasant Trousers at 350 Tria look like farm work and Noble Trousers at 1750 look like money. These read as someone who covers ground, which suits how most players actually spend their time: mining, fishing, running between Arlette and Rendall, working a plot. No stats attached, as with every Clothing piece. The slot is cosmetic throughout, so nothing here competes with Dustwalker Pants or Kettle Greaves in the Legs slot. Those keep working underneath. Breda pays 39 Tria to take them back. Traveler Tunic at the same 1050 Tria completes the set for 2100 Tria total. That is the price of a Fishing Rod, which is a useful comparison to hold in mind. The rod opens a whole profession. The outfit changes how you look while doing it. Both are legitimate purchases at different stages. No level or stat requirement is attached. Where this tier earns its place: it is the cheapest clothing that looks chosen rather than inherited. Commoner Trousers at 700 Tria are deliberately forgettable. These have an identity, and for players who spend hours on gathering routes and want their character to reflect that, 1050 Tria is a reasonable spend. Skip the tier if you are saving for Noble or Warden pieces at 1750 and 2450. Clothing does not stack or upgrade, so every intermediate purchase is money you will not recover past the 39 Tria buyback. Pick the look you want and buy it once.Traveler Tunic
A forest-green tunic with leather shoulder straps and a satchel, built for roaming. Traveler Tunic costs 1050 Tria at Breda, and the satchel is what makes it work. Small details do most of the work in cosmetic gear, and this piece has the clearest one on the rack. Peasant Tunic is patched, Commoner Tunic is plain linen, Noble Vestments are tailored. This is the only shirt that suggests the character is carrying something and going somewhere. It provides no stats, like every Clothing item Breda stocks. The satchel is decorative and does not add bag slots. Anyone wanting more storage needs Traveler Pouch at 2100 Tria from Arlette, which occupies a separate bag slot entirely and gives +5 spaces. Breda buys the tunic back at 39 Tria. Pairing it with Traveler Trousers at 1050 Tria makes a full outfit for 2100 Tria, which sits between the commoner set at 1400 and the noble set at 3500. No level or stat requirement applies. The forest green is worth a thought if you plan to mix tiers. It reads clearly against the browns and whites elsewhere on the rack, which makes it harder to combine than Commoner Tunic and easier to build an outfit around if you commit to it. Dustwalker armour is trimmed in green as well, so the two lines sit together better than most combinations. Buy it if your character spends time outdoors and you want that to show. Buy nothing on this rack if you are still short of a Hoe, a Pickaxe or a decent weapon, since none of it makes you stronger and the buyback recovers under four percent of whatever you spend.Warden Legguards
Heavy leg armor, plate layered over reinforced cloth, made for people who expect trouble. Warden Legguards cost 2450 Tria and are the most expensive trousers Breda sells. The description says armour and the item provides none. Warden Legguards sit in the Clothing slot, not the Legs slot, which means no DEF, no MDEF, no Max HP and no Move Speed. Kettle Greaves at 1050 Tria provide DEF +15 and go in a different slot entirely. These provide a look. That gap between appearance and function is worth flagging clearly, because this is the piece on the rack most likely to be bought under a misunderstanding. Anyone wanting actual leg protection needs the Legs slot filled, and can wear these over it at the same time. Breda pays 91 Tria to take them back, under four percent of the purchase price. Warden Robes at the same 2450 Tria complete the set for 4900 Tria, the most expensive outfit available. For comparison, that is a Leather Satchel with ten bag slots, or a Cow with 1400 Tria left over. No level or stat requirement is attached, so a level one character can wear plate-looking legguards over nothing at all. Where they work: a Defender who already runs Voidguard and the Kettle set and wants the look to match the build. The plate reads as heavy and military, which fits a tank far better than Noble Trousers at 1750 would. Where they do not: anyone still filling equipment slots. 2450 Tria is a Claymore, a Copper Band or an Iron Hammer, and all three change what happens in a fight. These change what the fight looks like.Warden Robes
Layered steel over dark cloth with fur heavy at the shoulders. Weighty, but you can still move. Warden Robes top out Breda's clothing rack at 2450 Tria. They provide no stats. None of the ten pieces in the Clothing slot do, and this is the one where that matters most, because it looks more like armour than several actual armour pieces do. Dustwalker Vest at 1750 Tria is ragged cloth and gives DEF +8 with MDEF +9. Warden Robes are steel and fur and give nothing. The slot is cosmetic and the appearance is not a hint about function. Breda buys them back at 91 Tria. The full warden outfit with Warden Legguards runs 4900 Tria, the priciest set available and roughly what a Leather Satchel costs. Anyone weighing the two should note that bag space changes every gathering session and an outfit changes none of them. No level or stat requirement applies. The line about still being able to move is the only nod to the weight, and it is worth taking as flavour rather than mechanics, since Move Speed is untouched. Compare that with real heavy armour, where Pot Armor, Kettle Crown and Kettle Greaves each cost Move Speed -1.0 for their protection. Warden Robes give you the silhouette of that set without the penalty and without the defence. Who should buy them: a player at the end of the equipment curve, with tools, bags, a mount and a working farm, who wants the character to look the part. At that stage 2450 Tria is a small number. Who should not: anyone who read the description and thought this was armour. The Chest slot is where protection goes, and Warden Robes leave it empty.Aqua Bloom I
Aqua Bloom I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Aqua Bloom II. Cast bar, locked enemy, magic damage. Single-target damage from the class built entirely around it. Enchanters carry the highest magic attack in the game through Forest Stag at M.ATK +47 and have no melee fallback, so a dependable damage spell is the foundation rather than an extra. 700 Tria a copy, 4200 for the stage. Neria stocks it under Enchanter.Aqua Bloom II
Levels 7 to 12, six copies. Aqua Bloom I stops working at level 6 and this is what continues it. The cast bar is why Dewstep Slippers at Move Speed +1.4 matter so much: an Enchanter who gets reached cannot cast, and distance is the only real answer. 4900 Tria a copy, or 29400 to finish the twelve levels. Filed under Enchanter at the Librarian.Aqua Bloom III
Levels 13 to 18, six copies, and none of them for sale. Aqua Bloom III is a boss drop and priced accordingly by anyone trading it. Buy this line before Meteor Shower. Single-target damage kills the thing that is actually threatening you.Bash I
One book is not one skill. You consume six copies of Bash I to carry the skill from level 1 to level 6, and level 7 needs Bash II instead. Bash is the cheapest attack in the game and the only offensive skill open to every class. Active, instant cast, self area, physical damage, scaling from STR. Instant means nothing interrupts it, and a self-area hit solves the problem a melee character runs into constantly: three things at once, all of them in reach. The General tab prices this at 350 Tria, so taking the skill to level 6 costs 2100 in total. The Librarian keeps it in the General section.Bash II
Bash II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. Bash II adds an Effect Radius of 50, which turns a loose swing at whatever is adjacent into a defined circle. Fifty is the same radius Iron Wall uses for party buffs, so it covers real ground rather than the tile you are standing on. At 2450 Tria a copy, six of them come to 14700, which is where the General tab stops being cheap. Sold from the General tab at the Librarian.Bash III
Bash III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. For a skill that starts at 350 Tria and is open to every class, ending up gated behind boss kills says something about how far the scaling goes. STR builds get the most out of it, and by level 18 that gap is wide.Battle Cry I
Reading Battle Cry I raises the skill by one level, up to level 6. That is six books before Battle Cry II becomes the next step. The only toggle in the shop. Battle Cry switches on and stays on, buffing all party members rather than firing once. No cooldown to track and no repeated casting, which is a completely different rhythm from the rest of the Warrior tab. 700 Tria a copy, 4200 for the full six levels. Filed under Warrior at the Librarian.Battle Cry II
Battle Cry II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. A toggle buff is what makes a Warrior worth bringing rather than another damage dealer, and its value scales with how many people are standing nearby. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. The Librarian keeps it in the Warrior section.Battle Cry III
Battle Cry III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. Solo players should weigh all three tiers against the attack books at the same price, since a buff applied to one person is worth a fraction of one applied to five.Berry Smoothie
Magic berries blended with milk, and the first MP restore most casters will run into. Berry Smoothie returns 80 MP on a 2 second cooldown, which puts it in the same rhythm as the healing food: sip mid-fight rather than sitting down between pulls. Arlette sells it at 140 Tria plus 28. That is 2.1 Tria per point of mana, and any caster who drinks through a dungeon at that rate will spend more on smoothies than on anything else in a session. Cook it instead. Berry Smoothie comes off a Cooking Station, and the main ingredient is exactly what Magic Berry Seeds produce. Those seeds cost 50 Tria a bag, grow in Spring, Summer and Autumn, and regrow every 20 minutes and 6 seconds at 1kg without replanting. One bush feeds smoothie production indefinitely across three seasons. The vendor price stops mattering entirely once that plot is running. Buyback sits at 5 Tria plus 1, so cooking a surplus to sell is not a business. The 80 MP figure is modest, which suits the 2 second cooldown. Two or three smoothies in quick succession cover a spell rotation that ran dry, and that matters more for Enchanters and Clerics than for anyone swinging a weapon. Melee classes get almost nothing from this. Where the smoothie fits into a session: mana is a soft resource, so the drink lets you keep casting rather than saving you from death. That is a different priority from Hearty Stew or Gourmet Roast, and it means running out mid-fight costs you damage or a heal rather than your life. Carry fewer smoothies than you carry health food. Berry Smoothie carries no level or class restriction and needs nothing unlocked. Any class can drink it, though only casters have a reason to. The sensible setup: plant Magic Berry Seeds in Spring, harvest the bush every twenty minutes while you do something else, and turn the berries into smoothies at a Cooking Station. That converts a 50 Tria seed into a supply of a 168 Tria drink, which is the best return the farming line offers a caster.Blade Circuit I
One book is not one skill. You consume six copies of Blade Circuit I to carry the skill from level 1 to level 6, and level 7 needs Blade Circuit II instead. The single-target option in a tab otherwise built for crowds. Instant cast, locked enemy, physical damage. Blade Fury and Blade Rush both hit a self area; this one picks a target and commits, which is what a boss fight needs. 700 Tria a copy, 4200 for the full six levels. The Librarian keeps it in the Warrior section.Blade Circuit II
Blade Circuit II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. Area skills spread damage across whatever is nearby, efficient against a camp and wasteful against one hard target, and this is the answer to the second case. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. Sold from the Warrior tab at the Librarian.Blade Circuit III
Blade Circuit III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. Blade Circuit III comes off bosses only, which is a neat circularity: the skill built for boss fights is gated behind winning them.Blade Fury I
Six copies of Blade Fury I take the skill from level 1 through level 6. After that the book stops working and Blade Fury II takes over. Instant cast, self area, physical damage. Blade Fury is what a Warrior presses when three things have closed in at once, which for a melee class is most of a session. Nothing interrupts an instant cast, and that reliability matters more than raw numbers when a fight is going badly. 700 Tria a copy, 4200 for the full six levels. Sold from the Warrior tab at the Librarian.Blade Fury II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. Blade Fury and Blade Rush share every visible tooltip field, so buy one and see what it does before spending on the other. A duplicate costs you Blade Circuit, which covers a case neither does. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. Neria stocks it under Warrior.Blade Fury III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. Strength scaling keeps it tied to the sword line, from Iron Sword at P.ATK +22 up to Rootcleaver at +85.Blade Rush I
Blade Rush I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Blade Rush II. Instant, self area, physical. On paper identical to Blade Fury, and the shop does not distinguish them. The name points at movement, and a self-area skill that also closes distance would explain why two apparently matching books sit in the same tab. That is inference, not something the game states. 700 Tria a copy, 4200 for the full six levels. Neria stocks it under Warrior.Blade Rush II
Levels 7 to 12, six copies. Blade Rush I stops working at level 6 and this is what continues it. Skills cannot be previewed before purchase, so the safe order is one area book, then Blade Circuit, then the second area book once you know what the first actually does. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. Filed under Warrior at the Librarian.Blade Rush III
Levels 13 to 18, six copies, and none of them for sale. Blade Rush III is a boss drop and priced accordingly by anyone trading it. Across all three tiers the Warrior tab is the most varied in the shop: a toggle buff, a single-target hit and two area attacks.Blunt Mastery I
Reading Blunt Mastery I raises the skill by one level, up to level 6. That is six books before Blunt Mastery II becomes the next step. Passive, so nothing to cast and no mana cost. Blunt Mastery applies whenever a mace or hammer is equipped, from Wooden Club up to Heartwood Maul. The Mastery job sits outside the class tabs, so a Defender can take this even though it never appears in the Defender section. 350 Tria a copy in the General section of the shop, or 2100 for the full six levels. Filed under Mastery at the Librarian.Blunt Mastery II
Blunt Mastery II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. Passives are the purchases that never compete with your attack rotation, which is why they are worth buying before any active skill. 2450 Tria a copy. Six of them is 14700, and passives are worth that in a way situational actives are not. The Librarian keeps it in the Mastery section.Blunt Mastery III
Blunt Mastery III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. The weapon lock is the risk across all three: switch from a mace to a sword later and the whole investment stops doing anything.Body Slam I
Reading Body Slam I raises the skill by one level, up to level 6. That is six books before Body Slam II becomes the next step. Cast bar, self target, physical damage. Self-targeted damage means you deliver it by throwing yourself at something rather than swinging, and the name agrees. The cast bar is the problem: a Defender stands in front of things that are hitting them, and an interruptible cast under fire rarely finishes. 700 Tria a copy, 4200 for six levels. Filed under Defender at the Librarian.Body Slam II
Body Slam II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. Cast it as the enemy approaches rather than once they arrive, and the interruption issue mostly disappears. 4900 Tria a copy, 29400 for the stage. The Librarian keeps it in the Defender section.Body Slam III
Body Slam III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. Timber Charge and Whirlwind both use instant casts and are the more dependable damage options in this tab at every tier.Carrot Seeds
Carrot Seeds are the cheapest entry point into farming and the seed most new players plant first. You buy the bag, drop the seeds into tilled soil, wait, and pull up carrots. Nothing about the process is complicated, which is exactly why the seed works so well as a first crop while you are still learning how plots, seasons and harvest timers behave. Carrot Seeds grow in Spring and Autumn. Plant them outside those two seasons and nothing happens, so a Summer or Winter farm needs a different crop in rotation. The base growth time is 15 minutes at 1kg, and the timer scales with the weight you plant. Heavier crops take longer, so a 5kg batch will not finish in the same quarter hour as a single kilogram. Plan your planting around when you will actually be online instead of dumping everything into one oversized plot and logging off. Where to buy Carrot Seeds: two shops stock them, Leaf and Rendall. A bag costs 10 Tria with 6 in stock at a time, and the vendor buys it back at 2 Tria. That gap between buy and sell price means seeds are not worth hoarding or flipping. Buy what you plan to plant this session and no more. Stock refreshes, so an empty shelf at Leaf is rarely a problem, and Rendall covers you if you happen to be on the wrong side of the map. Carrot Seeds carry no level or class restriction and cost nothing to unlock. Anyone can buy a bag and start a plot. Carrots themselves feed into cooking recipes and animal feed, which is the real reason to keep a carrot plot running rather than farming something with a flashier sell price. A steady supply of cheap vegetables saves you far more Tria over a week than selling the raw harvest ever will. Small seeds, dirt, a bit of patience, and the plot pays for itself after two harvests.Critical Mastery I
Six copies of Critical Mastery I take the skill from level 1 through level 6. After that the book stops working and Critical Mastery II takes over. The only mastery book not tied to a weapon family, which removes the risk that a later weapon change wastes it. Passive, no mana cost. Who benefits is narrower than that sounds: no sword, staff or blunt weapon in the game carries a crit stat, so this is a dagger book in practice. 350 Tria a copy in the General section of the shop, or 2100 for the full six levels. Sold from the Mastery tab at the Librarian.Critical Mastery II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. Improving a number that starts near zero produces nothing, so check your weapon before buying: Thornprick at Crit Rate +8% is a different proposition from a mace at zero. 2450 Tria a copy. Six of them is 14700, and passives are worth that in a way situational actives are not. Neria stocks it under Mastery.Critical Mastery III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. For a dexterity build running Thornprick and Dagger Mastery, this is the third piece of the same machine and the hardest to get.Dagger Mastery I
One book is not one skill. You consume six copies of Dagger Mastery I to carry the skill from level 1 to level 6, and level 7 needs Dagger Mastery II instead. Passive and weapon-locked to daggers: Wooden Shiv, Amethyst Dirk, Goblin Fork Stabber, Thornprick. Nothing to press and no mana cost. For a dexterity build this compounds with everything the weapon already provides, since daggers work by stacking small multipliers rather than landing one large hit. 350 Tria a copy in the General section of the shop, or 2100 for the full six levels. The Librarian keeps it in the Mastery section.Dagger Mastery II
Dagger Mastery II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. Paired with Critical Mastery, a dagger character runs two permanent improvements without spending a point of mana, which suits a class that is busy attacking. 2450 Tria a copy. Six of them is 14700, and passives are worth that in a way situational actives are not. Sold from the Mastery tab at the Librarian.Dagger Mastery III
Dagger Mastery III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. Dagger builds commit early because the entire stat line pushes one direction, so the weapon lock is less of a gamble here than on the other mastery books.Doombell I
Reading Doombell I raises the skill by one level, up to level 6. That is six books before Doombell II becomes the next step. Cast bar, self target, magic damage. Self-targeted damage on a healing class means an area centred on your own character, and it is the only Cleric book that does not require selecting something first. Heal picks an ally, Holy Wounds picks an enemy, this one just goes off. 700 Tria a copy, 4200 to reach level 6. Filed under Cleric at the Librarian.Doombell II
Doombell II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. Cast it as a group approaches rather than after they arrive, since every skill in the Cleric tab is interruptible and a Cleric in melee cannot do anything at all. 4900 Tria a copy, 29400 across the six levels. The Librarian keeps it in the Cleric section.Doombell III
Doombell III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. WIS scaling keeps it consistent with Heal, so one stat investment powers both halves of the class.Enchant Weapon I
Reading Enchant Weapon I raises the skill by one level, up to level 6. That is six books before Enchant Weapon II becomes the next step. Locked ally, cast bar, INT scaling, with MP running 40, 45, 49, 54, 58 and 63 across the six levels. The only Enchanter book that points at a friend, and the reason the class is named what it is. A Warrior swinging Rootcleaver at P.ATK +85 gains more from this than the Enchanter would gain by spending the same mana on damage. 700 Tria a copy, 4200 for the stage. Filed under Enchanter at the Librarian.Enchant Weapon II
Enchant Weapon II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. The second book runs 72 to 95 MP across its levels. Cast it before a fight rather than during one; this is preparation rather than reaction. 4900 Tria a copy, or 29400 to finish the twelve levels. The Librarian keeps it in the Enchanter section.Enchant Weapon III
Enchant Weapon III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. Buy the line if you play in a group and skip it if you do not. Buffing your own staff is not where an Enchanter's value sits.Entangle I
One book is not one skill. You consume six copies of Entangle I to carry the skill from level 1 to level 6, and level 7 needs Entangle II instead. Cast bar, locked enemy, magic damage. The fields match Aqua Bloom exactly, and the name is the only clue: entangling suggests holding something in place rather than simply hurting it. For a class whose survival depends on distance, that would be worth more than the damage. 700 Tria a copy, 4200 for the stage. The Librarian keeps it in the Enchanter section.Entangle II
Entangle II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. If the movement reading is right, Entangle and Aqua Bloom are not competing purchases. One kills, the other buys the seconds needed to keep casting. 4900 Tria a copy, or 29400 to finish the twelve levels. Sold from the Enchanter tab at the Librarian.Entangle III
Entangle III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. For a solo Enchanter this line matters more than raw damage: being reached is what kills casters, not a shortage of output.Farm Scroll
Farm Scroll tears open a way straight back to your farm. One use, 250 Tria, and a one minute cooldown before you can use another. The cooldown is the detail worth understanding. It does not stop you teleporting home when you need to, since a minute passes while you are walking anyway. What it does stop is chaining scrolls to bounce between locations rapidly. Treat it as a one-way trip home rather than a shortcut network. At 250 Tria a use, the scroll is not cheap relative to what farming earns. A bag of Wheat Seeds costs 5 Tria. Fifty of them cost what a single teleport does. Burning scrolls casually will drain a farming income faster than the crops replace it, which is why most players keep two or three for the moments that actually matter: a bag filling up mid-route, a crop timer about to finish while you are on the wrong side of the map, or a Golden Fruit plot that needs harvesting before the hour is up. Arlette and Rendall both stock it, 3 at a time. Two vendors and a small stock cap means buying in bulk takes a couple of stops. Vendors buy it back at 2 Tria, so an unused scroll in your bag is effectively 250 Tria sitting idle. Buy what you expect to use in a session. Where it pays for itself is on the slow crops. Tomato Seeds run thirty minutes per kilogram and Golden Fruit Seeds a full hour, and both are worth far more than 250 Tria per harvest cycle if the scroll lets you keep the plot turning over instead of leaving it ripe and idle. On wheat at just under ten minutes, the scroll costs more than the crop returns. Walk instead. Farm Scroll carries no level or class restriction and needs nothing unlocked. Keep a couple on you once you have tools worth carrying and a plot worth checking. Below that, the walk is free and your Tria is better spent on seeds.Fresh Milk
Fresh Milk restores 35 MP on a 2 second cooldown, the smallest mana restore sold in Dewdrop Village. Arlette and Rendall both carry it at 70 Tria, which works out to 2 Tria per point of mana. Berry Smoothie returns 80 MP for 140 Tria, or 1.75 per point, so the milk is the weaker buy for anyone who just wants mana back. The reason to buy it anyway has nothing to do with drinking it. Fresh Milk goes into Berry Smoothie at the Cooking Station, blended with magic berries. Anyone supplying themselves with smoothies needs milk coming from somewhere, and 70 Tria a bottle is the lazy way to get it. As a drink, 35 MP covers a spell or two on most casters. The 2 second cooldown lets you chain bottles, but three bottles cost 210 Tria and six seconds to match what one smoothie does for 140. In a fight where mana is the bottleneck, milk is not the answer. Downtime is where it works. Topping off between pulls, refilling after a long cast sequence, situations where the cooldown never matters and you only need a small amount. Small restores waste nothing when you are barely short. Buyback is 2 Tria, so leftovers are effectively spent. Milk still warm from the cow points at where this belongs long term. Livestock produces it directly, and a player keeping cows stops paying Arlette entirely. Pair that with a Magic Berry Seeds plot regrowing every 20 minutes and 6 seconds through Spring, Summer and Autumn, and the whole smoothie chain runs on things you own. Fresh Milk carries no level or class restriction and needs nothing unlocked. Buy it as a cooking ingredient rather than as a mana potion. Casters heading into real content want Berry Smoothie at 80 MP a drink. Milk belongs in the pantry, next to whatever recipe asked for it.Golden Fruit Seeds
Golden Fruit Seeds are the rare-tier seed of the farming line, marked in purple and priced well above the common vegetables. They grow golden fruit, a crop worth planting when you want something better than carrots on your plot and are willing to give up the fast turnaround to get it. Autumn only. That single season is the biggest limitation on Golden Fruit Seeds and the reason most farmers treat them as a seasonal push rather than a steady rotation. When Autumn ends, the plot goes back to whatever grows year-round, so buy your stock while the season is running instead of stockpiling early. Growth time is 1 hour at 1kg, four times as long as Carrot Seeds. Heavier planting stretches the timer further, so a large batch of Golden Fruit Seeds is an overnight or over-workday crop, not something you check back on between two quests. Match the weight you plant to how long you plan to stay away. Small plantings on a short session, one big plot before you log off. Where to buy Golden Fruit Seeds: only Leaf sells them, at 20 Tria a bag. The shop runs dry regularly and restocks on a short timer, roughly a minute, so an "Out of stock" message is not worth walking away from. Wait at the counter and buy again. The vendor buys the seeds back at 7 Tria. That is the best resale ratio among the basic seeds, though selling seeds is still a losing move compared with planting them. Golden fruit itself holds most of the seed's value, which is unusual. On other crops the harvest is worth a fraction of what you paid, but here the numbers stay close, so the profit comes from volume rather than a wide margin. Golden Fruit Seeds carry no level or class restriction and cost nothing to unlock. Anyone can buy a bag from Leaf and plant it. Worth it if you farm during Autumn and have plot space to leave running for an hour at a time. If you log in for short bursts, carrots will out-earn golden fruit simply because you harvest them more often.Gourmet Roast
350 HP on a 2 second cooldown. That combination is what makes Gourmet Roast a combat item rather than a between-fights snack. Two seconds is short enough to eat mid-pull, take another hit, and eat again, so a stack of roasts works as a sustain source in fights where you would otherwise have to disengage. You can buy it or cook it. Arlette sells it at 210 Tria plus 10, and the shelf runs empty constantly with a restock timer near five minutes, one of the longest waits on anything she carries. That gap is the strongest argument for making your own at a Cooking Station instead of relying on her stock. Cooking it yourself is where the item stops being expensive. Ingredients from your own plot and your own kills cost time rather than Tria, and 210 Tria per roast adds up fast if you are eating several per fight. A player running long dungeon sessions who buys every roast will spend more on food than on repairs. The vendor buys it back at 10 Tria, so cooking a surplus to sell is pointless. Cook what you plan to eat. Compared with cheaper HP food, the value here is density rather than efficiency. 350 HP in one use means fewer inputs during a fight, and fewer inputs matters more than raw Tria per point when you are being hit. Save the cheap food for travel and downtime, keep Gourmet Roast for content that actually threatens you. Slow-roasted and carved thin, tender enough that a knife feels rude. The flavour is nicer than the situation you will be eating it in. Gourmet Roast carries no level or class restriction and needs nothing unlocked. Anyone can buy it from Arlette or cook it. Get a Cooking Station recipe for it before you need it. Buying roasts at 210 Tria works for a handful of fights, but the restock timer alone will strand you mid-session, and Arlette is not always close to where you are fighting.Heal I
One book is not one skill. You consume six copies of Heal I to carry the skill from level 1 to level 6, and level 7 needs Heal II instead. Thirty mana at the first level, rising to 49 by the sixth. That is the cheapest cost of anything the Librarian sells, and it is the point: a Cleric casts Heal repeatedly through a long fight, so the cost per cast matters more than the size of any single one. Locked ally, cast bar, WIS scaling. 700 Tria a copy, 4200 to reach level 6. The Librarian keeps it in the Cleric section.Heal II
Heal II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. The second book carries it to level twelve at correspondingly higher cost. Sharing WIS with Holy Wounds means one stat powers both the healing and the damage, which is what makes solo Cleric play work at all. 4900 Tria a copy, 29400 across the six levels. Sold from the Cleric tab at the Librarian.Heal III
Heal III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. A party without healing loses fights a party with it wins, which makes this the single most important line in the shop and the one worth chasing to the end.Hearty Stew
Hearty Stew restores 150 HP on a 2 second cooldown, and the honest assessment is that the shop price makes little sense next to what else Arlette carries. She sells the stew at 140 Tria plus 28. Gourmet Roast, on the same counter, restores 350 HP for 210 plus 10. Buying the stew costs you roughly 0.93 Tria per point of health against 0.60 for the roast. Cook it and that comparison inverts. Both come off a Cooking Station, and the stew's ingredient list is the cheaper of the two. When you are supplying yourself from your own plot rather than paying Arlette, the question stops being Tria per HP and becomes how many portions you can make from a harvest. Chunky and meaty, and the kind of meal that keeps you standing through a long fight, which is where 150 HP repeated every two seconds does its work. That cooldown is the actual selling point. Two seconds means the stew functions during combat rather than between pulls, so a stack of them sustains you through a fight in a way that one large heal does not. For drawn-out fights against weaker enemies, small frequent healing is often enough, and there is no reason to burn a 350 HP roast on chip damage. Arlette is the only vendor and the shelf is usually bare, with a restock timer around three minutes. Buyback is 5 Tria plus 1, so nothing you cook is worth selling. Where the stew belongs: levelling, farming routes, gathering trips, anywhere you take steady small damage. Where it does not: fights that hit hard enough that 150 HP does not cover a single blow. Carry roasts for those and keep stew for everything else. Hearty Stew carries no level or class restriction and needs nothing unlocked. Get the recipe early. Bought from Arlette this is overpriced food. Cooked at a station from your own crops it becomes the cheapest reliable healing you have access to, and the ingredients are things you were already growing.Holy Wounds I
Six copies of Holy Wounds I take the skill from level 1 through level 6. After that the book stops working and Holy Wounds II takes over. Cast bar, locked enemy, magic damage, WIS scaling. The only Cleric book pointed outward at a single target, and for anyone levelling alone it is how things die. Sharing a stat with Heal means no choice between offence and support. 700 Tria a copy, 4200 to reach level 6. Sold from the Cleric tab at the Librarian.Holy Wounds II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. Against the Enchanter equivalents at the same price, Holy Wounds trades output for the fact that you can also keep people standing. 4900 Tria a copy, 29400 across the six levels. Neria stocks it under Cleric.Holy Wounds III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. Buy the line second, after Heal: a Cleric who cannot damage levels slowly, and one who cannot heal has picked the wrong class.Iron Wall I
One book is not one skill. You consume six copies of Iron Wall I to carry the skill from level 1 to level 6, and level 7 needs Iron Wall II instead. All party members, Effect Radius 50, scaling from VIT. This is the book that makes a Defender worth bringing. Everything else in the tab is a personal attack; Iron Wall applies to everyone in range and scales off the stat the class already stacks through Amber Carapace and Oakward. 700 Tria a copy, 4200 for six levels. The Librarian keeps it in the Defender section.Iron Wall II
Iron Wall II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. The cast bar means casting before the fight rather than during it, and the fifty-unit radius means the party has to stay grouped for it to land. 4900 Tria a copy, 29400 for the stage. Sold from the Defender tab at the Librarian.Iron Wall III
Iron Wall III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. A tank who only reduces damage on themselves is doing half the job, and this is the half a group actually notices.Magic Berry Seeds
Magic Berry Seeds are the first seed that keeps paying after the first harvest. Where carrots and golden fruit clear the plot when you pull them, magic berries regrow, so one planting turns into a bush you come back to again and again. That single line on the item changes how you should think about the 50 Tria price tag. Growth time is 20 minutes and 6 seconds at 1kg, and the regrow timer matches it exactly. Plant once, wait twenty minutes, harvest, and the bush is ready again twenty minutes later without spending another seed. Heavier planting stretches both timers, so a big batch of Magic Berry Seeds locks the plot for longer between pickups. For a regrowing crop that matters less than it does for carrots, since you are not replanting anyway. Three seasons: Spring, Summer and Autumn. Only Winter shuts the crop down, which makes magic berries the closest thing to a year-round plot in the game. Set one up in Spring and it carries you through most of the calendar. Where to buy Magic Berry Seeds: Leaf and Rendall both stock them, 3 bags at a time, 50 Tria each. Vendors buy them back at 2 Tria. That resale value is close to nothing, so treat every bag you buy as spent the moment you plant it. Never buy Magic Berry Seeds to flip. Five bags of carrots cost the same as one bag of magic berries, so the price only makes sense if you actually keep harvesting. A plot you pick twice pays back roughly what carrots would have. Everything after that is profit, and a bush left running across a full Spring returns far more than any single-harvest crop on the same square of dirt. Magic Berry Seeds carry no level or class restriction and cost nothing to unlock. Plant them if you log in regularly, even briefly. The crop rewards frequent short visits more than long absences, since a ripe bush sits there doing nothing until you pick it.Mana Cake
180 MP per slice makes Mana Cake the densest mana restore available, and at 210 Tria from Arlette it also happens to be the cheapest per point. Roughly 1.17 Tria per mana against 1.75 for Berry Smoothie and 2 for Fresh Milk. Rare-tier food that is also the best value is unusual, and it means there is little reason for a caster to drink anything else once they can afford it. A layered cake humming with mana that restores it fast, which the 2 second cooldown backs up. Two slices inside four seconds put 360 MP back, enough to reset most rotations mid-fight without stepping out. Arlette sells it, and a Cooking Station makes it. Cooking is the route worth taking if you cast for a living. Buying every slice at 210 Tria adds up faster than most mana-hungry classes expect, especially Enchanters who burn through resources on longer fights. Growing the ingredients turns that recurring cost into plot maintenance. Selling it back returns 10 Tria, so an overstocked pantry is dead weight rather than an investment. Where Mana Cake changes how you play: mana stops being the thing that ends a fight. Smaller restores like Fresh Milk at 35 MP leave you managing your bar between casts, watching what you can afford. 180 MP covers enough of a rotation that the decision goes away. That matters more for sustained content than for short pulls, where you were never going to run dry anyway. Melee classes get nothing from this. Warriors and anyone else without a mana bar to speak of should spend the same 210 Tria on Gourmet Roast, which restores 350 HP for the identical price. Mana Cake carries no level or class restriction and needs nothing unlocked. Learn the recipe before you need it. A caster running dungeons on bought cake will spend more Tria on food than on repairs, and the Cooking Station version costs only the time to grow what goes into it.Mana Shield I
Six copies of Mana Shield I take the skill from level 1 through level 6. After that the book stops working and Mana Shield II takes over. Mana Shield protects a locked ally rather than yourself, which makes it the General tab's support option. Cast bar, INT scaling, and an MP cost of 40, 45, 51, 56, 62 and 67 across the six levels this book covers. Solo it does nothing worth the mana. In a party keeping a Defender upright it earns its place. The General tab prices this at 350 Tria, so taking the skill to level 6 costs 2100 in total. Sold from the General tab at the Librarian.Mana Shield II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. The second book runs 78 to 105 MP across its six levels, roughly double the first. The cast bar remains the awkward part: the moment you most want a shield is the moment something is interrupting you, so cast it before the pull. At 2450 Tria a copy, six of them come to 14700, which is where the General tab stops being cheap. Neria stocks it under General.Mana Shield III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. By this stage the INT scaling matters more than the book itself, and a caster running Ruby Bangle at Max MP +200 has the pool to keep a shield up on someone through a long fight.Meteor Shower I
Meteor Shower I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Meteor Shower II. Cast bar, self target, magic damage, INT scaling. A self target on a damage spell means an area centred on your own character, which is awkward for a class that wants distance: the spell works best when enemies are close, and close is where an Enchanter dies. 700 Tria a copy, 4200 for the stage. Neria stocks it under Enchanter.Meteor Shower II
Levels 7 to 12, six copies. Meteor Shower I stops working at level 6 and this is what continues it. Read together with the cast bar, this is an opener rather than an escape. Cast it as a group approaches, not once it has arrived. 4900 Tria a copy, or 29400 to finish the twelve levels. Filed under Enchanter at the Librarian.Meteor Shower III
Levels 13 to 18, six copies, and none of them for sale. Meteor Shower III is a boss drop and priced accordingly by anyone trading it. Against Aqua Bloom at a locked enemy, this is the crowd option, and a caster who levels through camps wants both lines eventually.Pumpkin Seeds
Pumpkin Seeds sit in the uncommon tier and cost 15 Tria a bag, a small step up from carrots for a crop that takes twice as long and hits harder at harvest. Give them room. Pumpkins get big, and a cramped plot wastes what you planted. Summer and Autumn, no Spring and no Winter. That pairing makes Pumpkin Seeds the natural partner to a carrot rotation rather than a replacement for it. Carrots cover Spring and Autumn, pumpkins cover Summer and Autumn, and between the two you keep a plot busy for three quarters of the year without ever leaving a square empty for a season. Growth time is 30 minutes at 1kg. Heavier planting pushes the timer up from there, so a full plot of Pumpkin Seeds is a set-and-forget crop you check on after a dungeon run rather than something you watch. Half an hour also sits at an awkward length: too long to wait around for, too short to leave overnight. Plant them at the start of a play session and harvest before you log off. Where to buy Pumpkin Seeds: Leaf is the only shop that carries them. Rendall does not stock this one, so a farmer working out of Rendall has to make the trip. The shelf empties often and refills fast, about 25 seconds, so an "Out of stock" message means waiting rather than coming back tomorrow. The vendor pays 3 Tria to buy a bag back against the 15 Tria you spent. Selling seeds loses you 12 Tria per bag, which is the whole point of the pricing. Plant them. Pumpkin Seeds carry no level or class restriction and cost nothing to unlock. Anyone with a plot and 15 Tria can start. Worth planting if you farm through Summer, since the competition that season is thin. In Autumn the choice is closer, and Golden Fruit Seeds or a regrowing berry bush will usually earn more from the same dirt.Rare Herb Seeds
Rare Herb Seeds grow the herb component that alchemy and cooking recipes ask for, and they are the only reason to hold a Summer plot open if you are not farming pumpkins. Uncommon tier, 15 Tria a bag, and a full half hour before you get anything back. Summer only. That one season is the whole problem with Rare Herb Seeds. You get a single window each year to stock up, and once Autumn arrives the plot has to switch to something else. Farmers who need herbs for crafting plan around this and plant heavy through Summer rather than buying a bag here and there. Growth time is 30 minutes at 1kg, the same as pumpkins, and heavier planting stretches it further. Slow to grow, worth the wait, at least while the season lasts. Plant at the start of a session, run whatever you were going to run, come back and harvest. Where to buy Rare Herb Seeds: Leaf carries them and nobody else does. Stock runs out constantly and the restock timer sits around two minutes, longer than most seeds. Two minutes is short enough to wait for, so an empty shelf costs you a short pause rather than a return trip. The buyback is 4 Tria against the 15 Tria purchase price. Better than the carrot ratio, still a loss, and still no reason to trade seeds instead of planting them. Rare Herb Seeds carry no level or class restriction and cost nothing to unlock. Where they beat Pumpkin Seeds is what the harvest feeds into. Pumpkins are bulk produce. Herbs go into recipes that players actually queue for, which keeps demand steadier than the raw vendor price suggests. Same price, same timer, same shop, different reason to plant. If you craft at all, fill your Summer plot with these and sell pumpkins to somebody else.Sacrifice I
Sacrifice I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Sacrifice II. Sacrifice is instant, self-targeted and open to every class. Skills built that way are trades, and the name is not being coy about the direction. A Defender with a deep health pool and a shallow mana pool converts cheaply. Anyone already short on health is looking at the wrong book. The General tab prices this at 350 Tria, so taking the skill to level 6 costs 2100 in total. Neria stocks it under General.Sacrifice II
Levels 7 to 12, six copies. Sacrifice I stops working at level 6 and this is what continues it. The second book continues the same conversion at a higher rate. Instant cast is what keeps it relevant, since most General-tab skills use a cast bar and are useless once a fight has gone wrong. At 2450 Tria a copy, six of them come to 14700, which is where the General tab stops being cheap. Filed under General at the Librarian.Sacrifice III
Levels 13 to 18, six copies, and none of them for sale. Sacrifice III is a boss drop and priced accordingly by anyone trading it. Worth holding rather than vendoring. No shop route exists, and the conversion rate at level 18 is where the skill finally justifies the slot.Simple Bread
Simple Bread restores 60 HP on a 2 second cooldown and costs 70 Tria plus 14. That works out to roughly 1.17 Tria per point of health, which makes it the most expensive healing in Dewdrop Village per point restored. Gourmet Roast manages 0.60 and Hearty Stew 0.93. So why buy it. Because 60 HP is often exactly the right amount. Chip damage on a gathering route, a low-level mob that clipped you, the slow attrition of walking between ore nodes. Eating a 350 HP roast for a scratch wastes 290 points of healing and a much larger pile of Tria. Bread is the small denomination. Arlette and Rendall both sell it, which covers either side of the village without a detour. The 2 second cooldown means repeated bites work in combat, not just between fights. Where that falls apart is against anything hitting for more than 60 in a swing. You lose ground faster than the cooldown lets you recover it, and no amount of bread fixes that. Switch to Hearty Stew at 150 HP or Gourmet Roast at 350 for real fights. Vendors buy it back at 2 Tria. Not worth carrying leftovers between sessions. Plain bread that fills the stomach, and it comes from the same wheat you can grow yourself. Wheat Seeds cost 5 Tria a bag and finish in just under ten minutes at 1kg during Spring or Autumn, which makes a wheat plot the cheapest food chain available. Growing your own removes the 84 Tria vendor price entirely. Simple Bread carries no level or class restriction and needs nothing unlocked. Worth keeping a stack for travel and light content, where its low value per bite is actually the point. For anything that fights back properly, spend the Tria on denser food instead of trying to out-eat the damage.Staff Mastery I
Staff Mastery I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Staff Mastery II. Passive weapon book for casters, covering Dewdrop through Forest Stag. No cast, no mana cost, applies whenever a staff is in hand. The weapon lock that makes other mastery books risky barely applies here, since a staff user has no realistic alternative family to switch to. 350 Tria a copy in the General section of the shop, or 2100 for the full six levels. Neria stocks it under Mastery.Staff Mastery II
Levels 7 to 12, six copies. Staff Mastery I stops working at level 6 and this is what continues it. Buy passives early on a caster: an Enchanter juggling cast bars mid-fight has enough to think about without another button. 2450 Tria a copy. Six of them is 14700, and passives are worth that in a way situational actives are not. Filed under Mastery at the Librarian.Staff Mastery III
Levels 13 to 18, six copies, and none of them for sale. Staff Mastery III is a boss drop and priced accordingly by anyone trading it. It sits in the Mastery job rather than the Enchanter or Cleric tab, so players who only browse their own class section miss it entirely.Tailwind I
Six copies of Tailwind I take the skill from level 1 through level 6. After that the book stops working and Tailwind II takes over. Instant cast, self area, magic damage. Every other Enchanter book uses a cast bar, which makes this the one skill in the tab that works when something has already closed the distance. The name points at movement, and a caster who already stacks speed through Dewstep Slippers has an obvious use for more of it. 700 Tria a copy, 4200 for the stage. Sold from the Enchanter tab at the Librarian.Tailwind II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. For a solo caster this belongs above Enchant Weapon in the buying order: an escape beats a party buff nobody is there to receive. 4900 Tria a copy, or 29400 to finish the twelve levels. Neria stocks it under Enchanter.Tailwind III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. The instant cast alone justifies the slot, since an Enchanter has very few skills that function once things have gone wrong.Timber Charge I
Six copies of Timber Charge I take the skill from level 1 through level 6. After that the book stops working and Timber Charge II takes over. Instant cast, self area, physical damage. Instant is the reliable half of the Defender tab: Iron Wall and Body Slam both use cast bars and fail under pressure, while this one fires regardless of what is hitting you. 700 Tria a copy, 4200 for six levels. Sold from the Defender tab at the Librarian.Timber Charge II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. A Defender's damage will never compete with a Warrior's, and that is fine. Area damage is how you hold several enemies' attention, and the numbers matter less than the fact that everything nearby now considers you the problem. 4900 Tria a copy, 29400 for the stage. Neria stocks it under Defender.Timber Charge III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. The tab splits cleanly by cast type: cast-bar skills before a fight, instant skills during one.Tomato Seeds
Tomato Seeds cost 100 Tria, the steepest price on the seed shelf, and they regrow. Those two facts have to be read together, because at that price a single-harvest crop would be indefensible. Plant once and the vine keeps producing without another bag. Summer only, and that is where the maths gets uncomfortable. Magic Berry Seeds cost half as much, regrow faster, and run through Spring, Summer and Autumn. Tomato Seeds ask double for one season and a 30 minute cycle at 1kg instead of 20. Heavier planting stretches the timer as usual. On paper the berries win outright, and for most farmers they do. What justifies Tomato Seeds is the crop itself. Tomatoes turn up in more cooking recipes than almost anything else you can grow, so a Summer plot running tomatoes feeds a kitchen rather than a vendor. If you cook, you already know how fast you burn through them. Where to buy Tomato Seeds: Leaf and Rendall both stock 4 bags at a time, so supply is not the bottleneck. Your Tria is. Vendors buy the seeds back at 2 Tria, meaning a bag you regret costs you 98 Tria to unwind. Decide before you buy, not after. Payback works out to roughly four harvests before the seed covers itself against a cheaper crop on the same plot. In Summer that is entirely doable, since the vine keeps going for the whole season once it is in the ground. Plant early. A tomato vine started in late Summer will not run long enough to justify the price, and that is the single most common way players waste 100 Tria on this seed. Tomato Seeds carry no level or class restriction and cost nothing to unlock. The gate is purely financial. Buy them at the start of Summer if you cook. Skip them if you are farming for vendor Tria, where magic berries return more for less.Village Scroll
Village Scroll teleports you back to Dewdrop Village. Same 250 Tria price and same one minute cooldown as the Farm Scroll, different destination, and the destination is what makes this the more useful of the two for most players. Dewdrop Village is where the vendors are. A full bag out on a mining route or a fishing trip means either walking back or reading a scroll, and the walk is where gathering sessions quietly lose most of their time. The Explorer Rucksack solves the same problem by letting you carry more. This solves it by shortening the return. Arlette and Rendall both carry it, but stock sits at 1 unit each rather than the 3 the Farm Scroll gets. That is a real constraint. Stocking up for a long session means visiting both vendors and coming back after restocks, so buy whenever you see one on the shelf instead of waiting until you need it. Buyback is 2 Tria against 250 spent. Unused scrolls are dead Tria in your bag, though at 250 apiece the loss of carrying one spare is small compared to being stranded with a full inventory. The scroll and the Farm Scroll pair naturally. Village Scroll takes you to the shops, Farm Scroll takes you to the plot, and the one minute cooldown between uses is short enough that you can chain them with a brief pause. That combination turns a farm-to-market run from a walk into two reads and a minute of standing around. Worth carrying two if you gather far from town. Ore nodes and fishing spots sit well outside the village, and a 250 Tria scroll costs less than the time spent walking back with a full rucksack. Village Scroll carries no level or class restriction and needs nothing unlocked. Skip it if you farm and nothing else, since your plot is close enough to walk. Buy it the moment you start mining or fishing at distance, where the return trip is the actual cost of the session.Wheat Seeds
Wheat Seeds are the cheapest and fastest crop in the game. Five Tria a bag and just under ten minutes to harvest at 1kg, which makes them the seed you plant when you have a short session and an empty plot. Plant, wait, and you have the makings of bread. That 9 minute 54 second timer is the whole appeal. Carrots need fifteen minutes, pumpkins and tomatoes half an hour. Wheat comes in under ten, so you can turn a plot over twice in the time a carrot crop finishes once. Heavier planting stretches it as always, but even a decent-sized wheat plot stays inside a single play session. Spring and Autumn, the same window as carrots. The two crops compete directly, and wheat wins on speed while carrots win on nothing much at all. If you are picking one common crop for a Spring plot, wheat turns over faster for a third of the price. Where to buy Wheat Seeds: Leaf and Rendall both stock 6 bags, and at 5 Tria you can fill a bag rack without thinking about it. Vendors buy them back at 2 Tria, so the loss on an unwanted bag is 3 Tria. That is the smallest gap on any seed, though it hardly matters at this price. Wheat exists to become flour and then bread, which puts it at the bottom of most cooking chains. Anyone levelling cooking burns through it in bulk, and buying finished bread costs far more than growing the wheat yourself. That is the real reason to keep a wheat plot running even when a more valuable crop is available. Wheat Seeds carry no level or class restriction and cost nothing to unlock. Grow them in volume. The per-harvest value is low, but the cycle is short enough that a plot cleared three or four times an evening produces more usable material than anything else on the shelf, and the seed cost barely registers.Whirlwind I
Whirlwind I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Whirlwind II. Instant, self area, physical. The descriptors match Timber Charge exactly, the same duplication seen in the Warrior and Enchanter tabs. Whatever separates them lives in numbers the shop does not print. 700 Tria a copy, 4200 for six levels. Neria stocks it under Defender.Whirlwind II
Levels 7 to 12, six copies. Whirlwind I stops working at level 6 and this is what continues it. Buying both area skills leaves a Defender with overlapping tools; the saved Tria is better spent on Iron Wall, which does something no attack in this tab can. 4900 Tria a copy, 29400 for the stage. Filed under Defender at the Librarian.Whirlwind III
Levels 13 to 18, six copies, and none of them for sale. Whirlwind III is a boss drop and priced accordingly by anyone trading it. Instant cast keeps it usable when a fight has already gone wrong, which is the only time a Defender's own damage output really matters.Berry Smoothie
Magic berries blended with milk, and the first MP restore most casters will run into. Berry Smoothie returns 80 MP on a 2 second cooldown, which puts it in the same rhythm as the healing food: sip mid-fight rather than sitting down between pulls. Arlette sells it at 140 Tria plus 28. That is 2.1 Tria per point of mana, and any caster who drinks through a dungeon at that rate will spend more on smoothies than on anything else in a session. Cook it instead. Berry Smoothie comes off a Cooking Station, and the main ingredient is exactly what Magic Berry Seeds produce. Those seeds cost 50 Tria a bag, grow in Spring, Summer and Autumn, and regrow every 20 minutes and 6 seconds at 1kg without replanting. One bush feeds smoothie production indefinitely across three seasons. The vendor price stops mattering entirely once that plot is running. Buyback sits at 5 Tria plus 1, so cooking a surplus to sell is not a business. The 80 MP figure is modest, which suits the 2 second cooldown. Two or three smoothies in quick succession cover a spell rotation that ran dry, and that matters more for Enchanters and Clerics than for anyone swinging a weapon. Melee classes get almost nothing from this. Where the smoothie fits into a session: mana is a soft resource, so the drink lets you keep casting rather than saving you from death. That is a different priority from Hearty Stew or Gourmet Roast, and it means running out mid-fight costs you damage or a heal rather than your life. Carry fewer smoothies than you carry health food. Berry Smoothie carries no level or class restriction and needs nothing unlocked. Any class can drink it, though only casters have a reason to. The sensible setup: plant Magic Berry Seeds in Spring, harvest the bush every twenty minutes while you do something else, and turn the berries into smoothies at a Cooking Station. That converts a 50 Tria seed into a supply of a 168 Tria drink, which is the best return the farming line offers a caster.Forest Honey
Forest Honey is a cooking ingredient you either buy or take off a Spore Deer, and the second option is slower than it sounds. The drop rate sits at 2.96%, so roughly one jar per 34 kills. Farming it deliberately is a long afternoon. Buying is the sane route for most players. Leaf and Rendall both list Forest Honey at 30 Tria plus 1, with only 2 jars in stock at a time. That stock limit is the real constraint, not the price. A recipe calling for several jars means clearing both shops and waiting on restocks, or going out to the deer anyway. Vendors buy it back at 10 Tria. A third of what you paid, which rules out any shop-to-shop flipping, but it does put a floor under drops you pick up by accident. Kill enough Spore Deer while levelling and the honey pays for itself without you ever aiming for it. Forest Honey feeds into cooking recipes as a sweetener, and it is the kind of ingredient that shows up in one recipe you actually want and several you do not. Check what you are cooking before buying out both shops. The 2 jar stock cap punishes over-buying more than it punishes under-buying, since restocks come around. Where to farm Forest Honey: Spore Deer are the only known source outside vendors. Bring something with fast clear speed rather than high single-target damage. At a 2.96% rate the number of kills matters more than how you get them, and a route that lets you chain deer without downtime beats a stronger build that stops to rest. Forest Honey carries no level or class restriction and costs nothing to unlock. Anyone can buy it or loot it. The flavour line about a Thornguard's hive is worth reading as a hint. Hives in this game are guarded, and the honey is never given up without a fight. Buy it if you need one or two jars. Farm it if you need ten.Fresh Milk
Fresh Milk restores 35 MP on a 2 second cooldown, the smallest mana restore sold in Dewdrop Village. Arlette and Rendall both carry it at 70 Tria, which works out to 2 Tria per point of mana. Berry Smoothie returns 80 MP for 140 Tria, or 1.75 per point, so the milk is the weaker buy for anyone who just wants mana back. The reason to buy it anyway has nothing to do with drinking it. Fresh Milk goes into Berry Smoothie at the Cooking Station, blended with magic berries. Anyone supplying themselves with smoothies needs milk coming from somewhere, and 70 Tria a bottle is the lazy way to get it. As a drink, 35 MP covers a spell or two on most casters. The 2 second cooldown lets you chain bottles, but three bottles cost 210 Tria and six seconds to match what one smoothie does for 140. In a fight where mana is the bottleneck, milk is not the answer. Downtime is where it works. Topping off between pulls, refilling after a long cast sequence, situations where the cooldown never matters and you only need a small amount. Small restores waste nothing when you are barely short. Buyback is 2 Tria, so leftovers are effectively spent. Milk still warm from the cow points at where this belongs long term. Livestock produces it directly, and a player keeping cows stops paying Arlette entirely. Pair that with a Magic Berry Seeds plot regrowing every 20 minutes and 6 seconds through Spring, Summer and Autumn, and the whole smoothie chain runs on things you own. Fresh Milk carries no level or class restriction and needs nothing unlocked. Buy it as a cooking ingredient rather than as a mana potion. Casters heading into real content want Berry Smoothie at 80 MP a drink. Milk belongs in the pantry, next to whatever recipe asked for it.Gourmet Roast
350 HP on a 2 second cooldown. That combination is what makes Gourmet Roast a combat item rather than a between-fights snack. Two seconds is short enough to eat mid-pull, take another hit, and eat again, so a stack of roasts works as a sustain source in fights where you would otherwise have to disengage. You can buy it or cook it. Arlette sells it at 210 Tria plus 10, and the shelf runs empty constantly with a restock timer near five minutes, one of the longest waits on anything she carries. That gap is the strongest argument for making your own at a Cooking Station instead of relying on her stock. Cooking it yourself is where the item stops being expensive. Ingredients from your own plot and your own kills cost time rather than Tria, and 210 Tria per roast adds up fast if you are eating several per fight. A player running long dungeon sessions who buys every roast will spend more on food than on repairs. The vendor buys it back at 10 Tria, so cooking a surplus to sell is pointless. Cook what you plan to eat. Compared with cheaper HP food, the value here is density rather than efficiency. 350 HP in one use means fewer inputs during a fight, and fewer inputs matters more than raw Tria per point when you are being hit. Save the cheap food for travel and downtime, keep Gourmet Roast for content that actually threatens you. Slow-roasted and carved thin, tender enough that a knife feels rude. The flavour is nicer than the situation you will be eating it in. Gourmet Roast carries no level or class restriction and needs nothing unlocked. Anyone can buy it from Arlette or cook it. Get a Cooking Station recipe for it before you need it. Buying roasts at 210 Tria works for a handful of fights, but the restock timer alone will strand you mid-session, and Arlette is not always close to where you are fighting.Hearty Stew
Hearty Stew restores 150 HP on a 2 second cooldown, and the honest assessment is that the shop price makes little sense next to what else Arlette carries. She sells the stew at 140 Tria plus 28. Gourmet Roast, on the same counter, restores 350 HP for 210 plus 10. Buying the stew costs you roughly 0.93 Tria per point of health against 0.60 for the roast. Cook it and that comparison inverts. Both come off a Cooking Station, and the stew's ingredient list is the cheaper of the two. When you are supplying yourself from your own plot rather than paying Arlette, the question stops being Tria per HP and becomes how many portions you can make from a harvest. Chunky and meaty, and the kind of meal that keeps you standing through a long fight, which is where 150 HP repeated every two seconds does its work. That cooldown is the actual selling point. Two seconds means the stew functions during combat rather than between pulls, so a stack of them sustains you through a fight in a way that one large heal does not. For drawn-out fights against weaker enemies, small frequent healing is often enough, and there is no reason to burn a 350 HP roast on chip damage. Arlette is the only vendor and the shelf is usually bare, with a restock timer around three minutes. Buyback is 5 Tria plus 1, so nothing you cook is worth selling. Where the stew belongs: levelling, farming routes, gathering trips, anywhere you take steady small damage. Where it does not: fights that hit hard enough that 150 HP does not cover a single blow. Carry roasts for those and keep stew for everything else. Hearty Stew carries no level or class restriction and needs nothing unlocked. Get the recipe early. Bought from Arlette this is overpriced food. Cooked at a station from your own crops it becomes the cheapest reliable healing you have access to, and the ingredients are things you were already growing.Mana Cake
180 MP per slice makes Mana Cake the densest mana restore available, and at 210 Tria from Arlette it also happens to be the cheapest per point. Roughly 1.17 Tria per mana against 1.75 for Berry Smoothie and 2 for Fresh Milk. Rare-tier food that is also the best value is unusual, and it means there is little reason for a caster to drink anything else once they can afford it. A layered cake humming with mana that restores it fast, which the 2 second cooldown backs up. Two slices inside four seconds put 360 MP back, enough to reset most rotations mid-fight without stepping out. Arlette sells it, and a Cooking Station makes it. Cooking is the route worth taking if you cast for a living. Buying every slice at 210 Tria adds up faster than most mana-hungry classes expect, especially Enchanters who burn through resources on longer fights. Growing the ingredients turns that recurring cost into plot maintenance. Selling it back returns 10 Tria, so an overstocked pantry is dead weight rather than an investment. Where Mana Cake changes how you play: mana stops being the thing that ends a fight. Smaller restores like Fresh Milk at 35 MP leave you managing your bar between casts, watching what you can afford. 180 MP covers enough of a rotation that the decision goes away. That matters more for sustained content than for short pulls, where you were never going to run dry anyway. Melee classes get nothing from this. Warriors and anyone else without a mana bar to speak of should spend the same 210 Tria on Gourmet Roast, which restores 350 HP for the identical price. Mana Cake carries no level or class restriction and needs nothing unlocked. Learn the recipe before you need it. A caster running dungeons on bought cake will spend more Tria on food than on repairs, and the Cooking Station version costs only the time to grow what goes into it.Quality Meat
Thirty Tria at Hogan or Rendall, or roughly 34 kills at a 2.96% drop rate. Quality Meat is the clearest case in the game for just buying the ingredient instead of farming it. Spore Deer and Cup Snail both drop it, and both at exactly 2.96%. Having two sources helps less than it sounds, since the rate is identical and you are picking based on which camp you can clear faster rather than which is more generous. Nobody should be grinding either mob specifically for meat when a vendor sells it for the price of six bags of Wheat Seeds. Where it goes is the cooking line. Hearty Stew is described as chunky and meaty, Gourmet Roast as slow-roasted and carved thin, and both come off a Cooking Station. Those two cover healing from 150 HP up to 350, which makes meat the backbone of any serious food supply. A caster stocking Mana Cake needs berries. Everyone else needs this. Buyback is 10 Tria against 30 spent, the tightest ratio on any cooking material. That is worth knowing because meat you pick up incidentally while clearing Spore Deer has real vendor value rather than being pure clutter, though cooking it is still worth more than selling it. Cuts from a stronger breed of monster, better fed than most, and best not to ask on what. The flavour is doing some work to avoid explaining where the deer and snails were getting their meals. Quality Meat carries no level or class restriction and needs nothing unlocked. The efficient setup: buy meat, cook roasts and stews, and let the drops accumulate as a side effect of whatever you were killing anyway. Gourmet Roast sells at Arlette for 210 Tria a portion, so turning 30 Tria of meat into a roast is where cooking actually earns its keep. Farming the ingredient at 2.96% is the expensive way to save 30 Tria, and your time is worth more than that by the point you can afford to be cooking at all.Raw Meat
Spore Deer and Cup Snail drop Raw Meat at 17.27%, roughly one cut per six kills. That is the number that matters, because it turns meat farming from a chore into something that happens on its own while you clear a camp for other reasons. Hogan and Rendall sell it at 15 Tria if you would rather not bother. Cheap enough that buying a stack for a cooking session costs less than a single bag of Tomato Seeds. Cook it first, unless you like a fever. The warning is not decorative, and Raw Meat is an ingredient rather than something to eat in the field. It goes into the Cooking Station recipes that produce actual healing food, where Simple Bread at 60 HP sits at the bottom and Gourmet Roast at 350 HP sits at the top. Compare it against Quality Meat, which the same two mobs drop at 2.96% and vendors price at 30 Tria. Six times the drop rate for half the price puts Raw Meat firmly in the bulk category. You farm this one and buy the other. Sell price is 5 Tria, a third of the purchase price, so meat you loot and cannot use has some value. Cooking it is worth more, and anyone levelling cooking will burn through raw cuts faster than the deer provide them. The practical route is running Cup Snails or Spore Deer for whatever you actually needed from them and letting the meat pile up. At 17.27% a normal grinding session leaves you with more than enough to cook with, and the two mobs drop at identical rates so the choice comes down to which camp suits your build. Raw Meat carries no level or class restriction and needs nothing unlocked. Keep a stack on hand before you sit down at a Cooking Station. Running out mid-session means a trip back to Hogan or Rendall, and at 15 Tria there is no reason to be running lean on the cheapest cooking material available.Spice Herb
Spice Herb is the cheap seasoning ingredient that turns up in more cooking recipes than its 15 Tria price suggests. It grows on Mosslings and dries into a peppery kick for the pot, which is a polite way of saying you have to kill things to get it. Two mobs drop it. Kettle Beetle at 2.18% and Scarecrow Goblin at 2.08%, near enough identical rates that the choice comes down to which camp you can clear faster. Both sit in the same low band as Forest Honey, so expect around one herb per 45 kills from either source. Pick the mob with the tighter spawn cluster and ignore the decimal difference. Leaf and Rendall both list Spice Herb, and both run dry constantly. The restock timer is around four minutes, the longest wait among the common cooking materials. That gap is what pushes players out to the Kettle Beetles in the first place, because a recipe needing five herbs turns into twenty minutes of standing at a counter. Vendors buy it back at 5 Tria against the 15 you paid. Loot it, do not trade it. Where Spice Herb differs from other drops in its tier is how often it appears in recipe lists. It behaves less like a specific ingredient and more like a base requirement, which means a stock of them sitting in your bag is rarely wasted. Buy the shop out when you find it stocked, even without a recipe in mind. Spice Herb carries no level or class restriction and costs nothing to unlock. The practical approach: check Leaf and Rendall whenever you pass through and grab whatever is on the shelf. Fill the gaps with Kettle Beetle runs when you need a specific number for a recipe. Farming it as a standalone activity is a poor use of an evening at a 2% drop rate, but it stacks up fine as a side effect of clearing those camps for something else.Amber Carapace
Tree sap hardened over a few thousand years into plate, and the bugs trapped inside are still visible. Amber Carapace is the vitality chest piece of the forest tier and the most protective armour in the game. Max HP +210 and DEF +45 are both the highest figures on any chest piece, well clear of Barrel Plate at +140 and +32. HP regeneration runs at +3.0 per second, the fastest anywhere, with MDEF +11, Max MP +25 and MP regeneration at +1.0. Move Speed -1.0, unchanged from the junk tier. The heavy line never gets lighter, it only gets stronger. VIT 37 is the requirement, which puts it alongside Heartwood Maul and two levels above Amber Mallet. Vendors buy it at 260 Tria. Porcelain Golem drops it at 0.25%, roughly one per 400 kills, which is far slower than the junk tier managed and makes crafting genuinely competitive here for the first time. The recipe follows the forest armour pattern: a bulk base material, a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber. Amber Carapace needs nothing unlocked beyond VIT 37. That +3.0 HP regeneration deserves more attention than the defence numbers. Breda's armour regenerates at +1.0, the junk tier at +2.0, and this at +3.0. A Defender wearing it spends noticeably less time waiting between pulls and less Tria on Gourmet Roast at 210 Tria a portion. Over a long session that saving is real. Pair it with Oakward at DEF +60 and Block +15% and a vitality build reaches defensive numbers nothing in the game is designed to punch through. The cost is movement, and by that point a mount is not optional.Amber Fists
Heavy gauntlets set with amber, and something small and very old is trapped in each one. Amber Fists are the vitality gloves of the forest tier at VIT 32. DEF +10 with MDEF +2, and unusually for a heavy glove, Attack Speed +0.05x and Cast Speed +0.05x on top. The piece arrives Unidentified, so the visible block is a floor. Those speed values matter more than they look. No glove since Breda's rack has carried attack speed at all. Trailblazer Gloves managed +0.03x and Dustwalker Gloves +0.05x, and every junk-tier and forest-tier glove since has dropped the stat entirely. Amber Fists bring it back at the highest value available, on the piece with the most defence. Ten physical defence is the best of the three forest gloves, ahead of Thorngrasp at +7 and Vinetouch Gloves at +4. VIT 32 matches Elder Bark Helm, which makes those two the entry pair into the vitality line. Recipe: 12 Stone, 3 Memory Sap, 3 Mystic Essence, 3 Ancient Heartwood and 1 Fossilized Amber. Amber Fists need nothing unlocked beyond VIT 32. For once the glove slot is worth prioritising. A Defender running Amber Mallet at Attack Speed +0.02x gains more from another +0.05x than from ten defence, and the combination makes this the only glove in the game that improves how fast you fight rather than just how long you last. The trapped insect is flavour, though it connects to Amber Carapace, where the bugs caught in the sap are also mentioned. The vitality line of this tier is built from things that stopped moving a very long time ago.Amber Mallet
A stone mallet veined with amber, and the bead at the grip end still glows warm. Amber Mallet is the one-handed blunt weapon of the forest tier, gated behind VIT 35. P.ATK +31 with Ignore DEF +15%, Max MP +40 and MP regeneration at +2.0 per second. Attack Speed sits at +0.02x, a small positive figure that matters more than it looks on a blunt weapon, since the heavier options in this family all swing slower. Against Tin Can Smasher at VIT 25, which gives P.ATK +20 and Ignore DEF +12%, this is a clear step up in both columns while staying one-handed. Voidguard stays in the off hand, which for a Defender is the whole point of picking blunt in the first place. The recipe takes 24 Wood, 6 Memory Sap, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Five materials rather than the four the junk-tier weapons need, and Fossilized Amber is the bottleneck at 18.42% from Living Wardrobe and under half a percent everywhere else. Lycaros drops it at 4.22%, roughly one per 24 kills. Porcelain Golem manages 0.25%. That Lycaros rate is a quarter of what the junk tier offered, so farming is no longer the easy alternative to crafting that it used to be. Vendors buy it at 260 Tria. Amber Mallet needs nothing unlocked beyond VIT 35. Where it sits in a vitality progression: this is the weapon you use while working toward Heartwood Maul at VIT 37, which gives P.ATK +43 and Ignore DEF +25% but takes both hands and four times the materials. Two levels apart, and the mallet keeps your shield. For most Defenders that trade favours staying one-handed longer than the stat sheet suggests.Ancient Heartwood
The living core of the Rootweaver, still warm. Ancient Heartwood is the material that sits in slot four of every forest armour recipe, which makes it the second most consistently needed item in the tier after Fossilized Amber. Grandfather Clock drops it at 22.11%, roughly one per four and a half kills, and Living Wardrobe at 7.74%. Porcelain Golem, Teapot Toadstool and Chair Treant each manage 0.75%. Vendors pay 20 Tria. Worth distinguishing carefully from Living Bark, which shares almost the same profile: 20 Tria, 22.11% from Grandfather Clock, 7.74% from Living Wardrobe. The two are separate items with different flavour and different recipes. Living Bark is described as bark off a walking tree that still flinches. Ancient Heartwood is the core rather than the surface, and it comes from a Rootweaver rather than a treant. Sorting a bag by icon rather than by name will get these confused. Quantities scale with the armour slot: 12 for a chest piece, 6 for a helmet or legs, 3 for gloves or shoes, and 6 for Oakward. A full sixteen-piece forest armour set costs 78 Ancient Heartwood, around 353 Grandfather Clock kills at 22.11%. That sounds heavy until you compare it with the same set's Fossilized Amber requirement, which comes off a different mob entirely. No level or class restriction, and no shop stocks it. Farm it as a side effect. Anyone clearing Grandfather Clock for Memory Sap, Glowing Moss or Enchanted Bark will reach their Heartwood target long before the mid-tier materials are done.Barrel Boots
Move Speed +1.0 is the number that makes Barrel Boots worth having, because the vitality line spends movement everywhere else. Barrel Plate costs -1.0, Soupbucket -1.0, Pipe Greaves -1.0. These give a point back. MDEF +3 alongside it, in line with the low magic defence the heavy line carries throughout. A full junk-tier vitality set nets out at -2.0 movement rather than -3.0, which is the difference between slow and genuinely painful on the walk out to a farming spot. Kettle Stompers from Breda did the same job at the earlier tier with DEF +8 and +1.0 movement. Junk King drops them at 7.74% and Lycaros at 15.98%, with Buckethead Goblin at 0.25%. Barrel Boots carry no requirement beyond the vitality gate on the set. Where they sit against the alternatives: Ragwrap Sandals give Move Speed +1.4 with MDEF +8, aimed at casters. Tin Treaders give +1.2 with MDEF +5 for a dexterity build. Barrel Boots are the slowest of the three and the only one built for a character who was never going to outrun anything anyway. Worth farming early in the tier. Boots are the piece that makes everything else bearable, and at 15.98% from Lycaros they arrive quickly. Anyone assembling the heavy set should get these before the chest, because a -3.0 movement penalty with no boots is the fastest way to stop enjoying the game.Barrel Plate
Max HP +140 and DEF +32 make Barrel Plate the heaviest chest piece a vitality build can craft, and it is exactly what the name suggests: a barrel, worn. HP regeneration runs at +2.0 per second, double what most armour manages, with MDEF +8, Max MP +18 and MP regeneration at +1.0. Move Speed -1.0 is the cost, and it stacks with Soupbucket and Pipe Greaves, which each take another full point. Set it against Pot Armor from Breda at Max HP +90 and DEF +18. Barrel Plate adds fifty health and fourteen defence for the same movement penalty, which is a large jump for one tier. Both are barrels. Only one of them was upgraded. MDEF +8 against DEF +32 keeps the heavy-line pattern intact. Physical damage bounces, magic goes straight through, and a full Barrel set walks into a caster fight badly equipped. VIT 27 is the requirement. Lycaros drops it at 15.98%, roughly one per six kills, which is generous for a chest piece at this tier. Buckethead Goblin follows at 0.25%. That drop rate is worth weighing against the recipe. Crafting armour at Eren costs Wood or Wool plus Scrap Metal, Rusty Gear and Junk Core, and the core is the part that hurts at 0.64% from Barrel Champion. Killing Lycaros six times is faster than farming a single core. Barrel Plate needs nothing unlocked beyond VIT 27. Farm it rather than build it if Lycaros is within reach. Save your Junk Core for weapons, where Scrap Sledge and Junkblade need four apiece and there is no cheaper substitute. Armour at 15.98% off a single mob is the easiest part of this tier to acquire.Briar Blade
The forest made it to keep things out. Briar Blade is the one-handed sword of the forest tier, requiring STR 35, and P.ATK +61 makes it the hardest-hitting one-handed weapon available. Attack Speed +0.08x on top of that is the detail worth noticing. Most weapons trading this much attack take speed away. Briar Blade adds it, along with Damage Up +10%, Max MP +45 and MP regeneration at +2.0 per second. Set it against Rusty Cleaver at STR 25, which gives P.ATK +39, Attack Speed +0.06x and Damage Up +7%. Every column improves and the weapon stays one-handed, so a shield stays equipped. The recipe is 24 Wood, 6 Briar Vine, 6 Mystic Essence, 6 Living Bark and 2 Fossilized Amber. Damage Up rather than Ignore DEF puts Briar Blade on the same side as Rusty Cleaver: strong against soft targets, weaker against armour. Rootcleaver at STR 37 swaps to Ignore DEF +15% and P.ATK +85, takes both hands and needs four times the materials. Vendors pay 260 Tria. Briar Blade needs nothing unlocked beyond STR 35. For a Warrior the comparison against Rootcleaver comes down to the shield. Sixty-one attack with a shield in the off hand survives content that eighty-five attack with an empty off hand does not, and the two levels between them are not the deciding factor. Build the Briar Blade, keep it, and treat Rootcleaver as a second weapon for armoured fights rather than a replacement.Briar Hauberk
Bark plates grown together with vine, cut from something that was still growing. Briar Hauberk is the dexterity chest piece of the forest tier, gated behind DEX 37. DEF +32 with MDEF +16, Max HP +170, Max MP +38, HP regeneration at +3.0 per second and MP regeneration at +2.0. Move Speed -0.6. As always with the dexterity line, every figure sits between the alternatives. Amber Carapace gives DEF +45 and MDEF +11 for -1.0 movement, Spore Vest DEF +22 and MDEF +23 for -0.3. The Hauberk splits both and adds the best mana regeneration of the three. That +3.0 HP regeneration matched only by Amber Carapace is the standout. For a dagger build that takes chip damage constantly, recovering three points a second between engagements changes how often you stop to eat. Vendors pay 260 Tria. Chair Treant drops it at 0.25%, roughly one per 400 kills. Recipe: a bulk base material, 12 of a mid-tier forest material, 12 Living Bark and 1 Fossilized Amber. Briar Hauberk needs nothing unlocked beyond DEX 37. Against Scrapmail at DEF +22, MDEF +11 and Max HP +100, this adds ten defence, five magic defence and seventy health for a ten-level jump in requirement. That is a full tier of improvement and the movement penalty is unchanged at -0.6. For a build running Thornprick at Attack Speed +0.18x, the Hauberk is what makes the playstyle survivable. Daggers generate damage by staying in melee range longer than a caster ever would, and the armour has to cover that.Briar Vine
A thorny vine that still grabs at whatever comes near it. Briar Vine is one of the mid-tier forest materials and appears in two recipes at Eren's bench: Briar Blade and Thornprick. Grandfather Clock drops it at 11.54%, roughly one per nine kills and the best rate available. Chair Treant and Porcelain Golem both manage 2.96%, about one per 34, and Teapot Toadstool trails at 1.49%. That spread makes the choice easy. Grandfather Clock drops Briar Vine four times as often as the treant or the golem and nearly eight times as often as the toadstool, so anything other than clock farming is wasting time. The clock also drops Enchanted Bark, Enchanted Wood, Glowing Moss, Memory Sap and Mystic Essence at the same 11.54%, plus Living Bark at 22.11%, which makes it the single most productive target in the forest. Vendors pay 10 Tria, in line with every other mid-tier forest material. Quantities are manageable compared to the junk tier. Thornprick needs 3, Briar Blade needs 6. At 11.54% that is around 26 and 52 Grandfather Clock kills respectively, which is a session rather than a project. There is no level or class restriction and no shop stocks it. The practical approach: farm Grandfather Clock and let the mid-tier materials accumulate together rather than hunting each one separately. Fossilized Amber is the material that actually gates forest recipes, and that comes from Living Wardrobe. Splitting your farming between those two mobs covers nearly everything the tier asks for.Can Crushers
Gauntlets built from scrap pipe, and they deliver. Can Crushers fill the gloves slot for a vitality build in the junk tier. DEF +6 with MDEF +1. Small numbers, as gloves always are, and the highest physical defence of the three glove options at this tier. Scrap Gauntlets manage DEF +4 and Fingerless Rags DEF +2, so the pattern from Breda's rack carries over: heavy gloves protect, cloth gloves do not. Vendors buy them at 52 Tria. Lycaros drops them at 15.98%, roughly one per six kills, and Junk King at 7.74%. Gloves are the cheapest slot to fill in every tier, and this is no exception. The recipe wants 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core, which is the smallest commitment at Eren's bench and the same as Thornprick or Goblin Fork Stabber. One core rather than two or four makes it the sensible piece to actually build rather than farm. Can Crushers carry no unlock requirement beyond the vitality gate. What they do not offer is any of the speed modifiers Breda's gloves carried. Kettle Mitts gave Attack Speed +0.02x and Cast Speed +0.02x on top of DEF +3. Can Crushers trade those away for double the defence, which suits a Defender and does nothing for anyone else. Build these if you are crafting anything in this tier. One Junk Core is affordable, the drop rate is good enough that you will likely see a spare, and a filled glove slot is worth more than the six defence implies simply because most players leave it empty.Dewstep Slippers
Soft-soled and quiet. Every step lands like you are crossing damp moss. Dewstep Slippers are the caster footwear of the forest tier, requiring INT 35. Move Speed +1.4 with DEF +10 and MDEF +12. That movement figure matches Ragwrap Sandals and Dustwalker Boots, so speed has not improved across three tiers, but the defence attached to it has: MDEF +12 against the sandals' +8 and the Dustwalker pair's +4. Vendors pay 104 Tria. Teapot Toadstool drops them at 0.25%, roughly one per 400 kills. Recipe: 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Dewstep Slippers need nothing unlocked beyond INT 35. The arithmetic that makes the caster line work: Spore Vest at -0.3, Moss Veil at -0.3 and Vineweave Pants at -0.3 come to -0.9. These give back 1.4, leaving a fully armoured Enchanter at +0.5 net. No other line manages that. The vitality set at -3.0 with +1.0 from boots ends at -2.0, and dexterity lands at -0.6. For a caster that half point of extra speed is the difference between kiting successfully and being caught, and it is worth more than the defence on any single piece. Build them early rather than late. Movement is the one stat that improves every part of the game, including the walk out to Living Wardrobe to farm the Fossilized Amber everything else in this tier needs.Elder Bark Helm
A helm grown from old bark, hard as seasoned oak, and it smells like the forest floor after rain. Elder Bark Helm is the vitality helmet of the forest tier, requiring VIT 32. DEF +28 is the highest head defence in the game, ahead of Thornguard Hood at +20 and Soupbucket at +20 from the junk tier. Max HP +130, MDEF +8, Max MP +15, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0, unchanged from every heavy piece before it. VIT 32 is worth noting because it undercuts the rest of the vitality line. Petrified Greaves and Stonebark Greaves both need VIT 35 and Amber Carapace VIT 37, so the helmet is what a Defender can wear first and the natural entry into forest armour. Vendors buy it at 156 Tria. Recipe: 24 Stone, 6 Memory Sap, 6 Mystic Essence, 6 Ancient Heartwood and 1 Fossilized Amber. Elder Bark Helm needs nothing unlocked beyond VIT 32. One hundred and thirty health on a helmet is unusual. Most head armour contributes defence and little else, and this carries more health than several chest pieces from earlier tiers. Combined with HP regeneration at +2.0, the piece does real work in long fights rather than just padding a stat sheet. MDEF +8 keeps the heavy-line weakness intact. Twenty-eight physical defence and eight magic defence means a caster enemy goes through this as easily as it went through Kettle Crown, and no amount of tier progression has fixed that for the vitality line. Build it first among the vitality pieces. Five levels earlier than the greaves and the same one Fossilized Amber.Enchanted Bark
Bark stripped from the old trees, and it creaks like it is still listening. Enchanted Bark appears in Thornprick, Hummingbird Bloom and Forest Stag, making it one of the more widely used forest materials. Grandfather Clock drops it at 11.54%, roughly one per nine kills. Chair Treant and Porcelain Golem both manage 2.96%, and Teapot Toadstool 1.49%. Vendors buy it at 10 Tria. Worth distinguishing carefully from two similarly named materials. Enchanted Wood is separate, sells for the same 10 Tria and is described as wood that hums with magic. Living Bark is a different item again, sells for 20 Tria and comes off a walking tree rather than a stationary one, dropping at 22.11% from Grandfather Clock. Three bark-and-wood materials with overlapping names and different recipes is easy to confuse when sorting a bag. Quantities: 3 for Thornprick, 6 for Hummingbird Bloom, 12 for Forest Stag. Building all three costs 21, or around 180 Grandfather Clock kills at 11.54%. No level or class restriction applies, and no shop stocks it. The creaking is flavour, though it does fit a pattern. Chair Treant, Living Wardrobe, Grandfather Clock and Teapot Toadstool are all furniture that moves, and the materials they drop are described as still partly alive. Whether the forest animated the furniture or the furniture was always the forest is left open. Farm the clock. Nothing else in this tier comes close for mid-tier materials.Enchanted Wood
Wood that hums with magic, and the trees gave it up willingly. Enchanted Wood goes into Heartwood Maul, Forest Stag and Rootcleaver, which happen to be the three heaviest recipes in the forest tier. That placement matters. All three of those weapons need 12 units, against 6 or 3 for the lighter recipes that use other materials. Building all three costs 36 Enchanted Wood, roughly 312 Grandfather Clock kills at its 11.54% drop rate. Chair Treant and Porcelain Golem also drop it at 2.96%. Vendors pay 10 Tria, matching the rest of the mid-tier forest materials. Do not confuse it with Enchanted Bark, which sells for the same 10 Tria, drops at the same rate from the same mob and goes into entirely different recipes. Nor with plain Wood, the Craftwork material at 1 Tria that comes from Spore Deer and can be chopped with an Axe. Enchanted Wood is MonsterLoot with no gathering path. No level or class restriction, and no vendor stocks it. The detail about the trees giving it up is doing some work. Every other forest material is taken: bark stripped, moss scraped, sap crystallized, vine cut. This one was handed over, which is either the forest cooperating or the forest arranging something. For anyone planning the top end of the tier, this is the second-heaviest material commitment after Living Bark, and both come off the same mob. Grandfather Clock covers your whole mid-tier list. Living Wardrobe covers the Fossilized Amber that actually holds the recipes up.Fingerless Rags
Leather mitts tied off with rope, fingertips poking through, and better than nothing. That last part is the honest assessment. DEF +2 and MDEF +3 make Fingerless Rags the least protective gloves in the junk tier, behind Scrap Gauntlets at DEF +4 and Can Crushers at DEF +6. The MDEF is the highest of the three, which is the only column where they win. Vendors pay 52 Tria. Lycaros drops them at 15.98%, about one per six kills. Scarecrow Goblin follows at 0.17%. Gloves are the slot where the numbers stop mattering much and filling it at all is most of the benefit. Two defence is not going to change a fight. An empty slot changes nothing either, and these cost one Junk Core to build or six Lycaros kills to find. Fingerless Rags carry no unlock requirement beyond the caster gate on the set. What is missing compared to Breda's gloves is the speed modifiers. Dustwalker Gloves gave Cast Speed +0.05x, which for an Enchanter was the entire reason to wear them. Fingerless Rags offer no cast speed at all, only defence, and that makes them a strictly worse choice for a caster who already owns the earlier pair. Worth checking before you replace anything. A tier upgrade that removes a stat you were using is not an upgrade, and this is the clearest example of that in the game. Keep the Dustwalker Gloves if casting speed matters to your build, and take the Rags only if the glove slot is genuinely empty.Floppsy Hood
A goblin hood with long floppy ears. Floppsy Hood is the dexterity helmet of the junk tier and the only piece of equipment in the game that appears to be a joke at the wearer's expense. DEF +14 with MDEF +7, Max MP +15 and MP regeneration at +1.0 per second. Move Speed -0.6. Fourteen defence sits between X-Eyes Sack at +10 and Soupbucket at +20, exactly where the dexterity line always lands. MDEF +7 is the best magic defence of the three helmets here, which is a small surprise given the caster option exists. Vendors pay 78 Tria. Lycaros drops it at 15.98%, about one per six kills, and Junk King at 3.93%. Floppsy Hood needs nothing unlocked beyond the dexterity gate. Against Trailblazer Hood from Breda at DEF +8 and Max HP +40, this adds six defence and seven magic defence. A modest step rather than a leap, and helmets remain the slot where tier upgrades do least. The ears are cosmetic and the game is clearly aware of it. Junk-tier equipment is built from goblin leavings throughout, and where the vitality line got a cook pot and the caster line got a sack with eyes cut into it, dexterity players get to look like the thing they have been killing. Nobody in this tier is dressed with dignity. Worth farming for the slot rather than the stats. Six Lycaros kills is a short detour and an empty helmet slot is fourteen defence you are not using.Forest Stag
Max MP +85 and MP regeneration at +5.0 per second. Forest Stag holds the largest mana pool and the fastest mana recovery of any weapon, and for an Enchanter that combination ends the resource problem entirely. A living branch shaped like antlers, still growing, and it steadies your aim when it feels like it. M.ATK +47 with Cast Speed +0.15x and Damage Up +12%, both the highest available. Attack Speed -0.03x is the only negative and no caster will notice it. Two-handed, which costs nothing a staff user was using anyway. Recipe: 48 Wood, 12 Enchanted Bark, 12 Enchanted Wood, 12 Living Bark and 4 Fossilized Amber. INT 37 is the requirement. Against Hummingbird Bloom at INT 35, the Stag adds twelve magic attack, twenty mana, faster casting and another point of regeneration, for four times the materials. Two levels apart. Whether that is worth it depends entirely on how much Fossilized Amber you have, since four is roughly 22 Living Wardrobe kills at 18.42% and considerably more if you are killing anything else. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors pay 364 Tria. Forest Stag needs nothing unlocked beyond INT 37. Stack it with Silver Chain at Max MP +50 and Woven Bracelet at Max MP +30 and a caster carries 165 mana from equipment alone, regenerating five points a second. At that stage Mana Cake at 210 Tria a slice becomes something you carry out of habit rather than necessity, and the saving on food alone repays part of the farming.Fossilized Amber
Ancient tree sap hardened over centuries, containing memories from before The Silence. Fossilized Amber is the rarest material in the forest tier and the one that decides how long any forest weapon takes to build. Living Wardrobe drops it at 18.42%, roughly one per five and a half kills, and that is the only viable source. Grandfather Clock manages 0.48%, about one per 208. Chair Treant and Teapot Toadstool sit at 0.15%, around one per 666. That gap is the single most important number in forest crafting. Grandfather Clock is where every other material comes from, and it drops amber roughly forty times slower than Living Wardrobe does. Farming the clock for amber is a mistake that costs hours. Vendors pay 40 Tria, double Living Bark and four times the mid-tier materials. It is still not worth selling, since a single piece represents several minutes of targeted farming and the weapons it builds sell for 156 to 364 Tria. Recipe requirements: 1 for Thornprick, 2 for Amber Mallet, Hummingbird Bloom and Briar Blade, 4 for Heartwood Maul, Forest Stag and Rootcleaver. No level or class restriction, and no shop stocks it. The reference to The Silence is the only mention of it anywhere in the material line, and the amber is described as holding memories from before it happened. Memory Sap carries four hundred years of history and comes from the Mother Tree. Whatever the forest is preserving, the top-tier weapons are made from it. Plan your farming around this material and nothing else. Split your time between Living Wardrobe for amber and Grandfather Clock for everything else, and the amber will still finish last.Glowing Moss
Moss that glows faintly, scraped off whatever it was growing on. Glowing Moss feeds two forest recipes, Amber Mallet and Hummingbird Bloom, at 6 units each. Grandfather Clock drops it at 11.54%, around one per nine kills. Teapot Toadstool follows at 2.96%, roughly one per 34. Fewer sources than most forest materials, and the gap between them is wide enough that Grandfather Clock is the only sensible target. Four times the drop rate for the same effort. Vendors buy it at 10 Tria, which puts it in the same bracket as Briar Vine, Enchanted Bark, Enchanted Wood and Memory Sap. All five mid-tier forest materials sell for the same and drop at the same headline rate from the same mob, which simplifies planning considerably: farm the clock and sort your bag afterwards. Six units for a weapon works out to about 52 Grandfather Clock kills at 11.54%. Set against the four Fossilized Amber that the heavy forest recipes demand, this is not the material to worry about. No level or class restriction applies, and nothing sells it. The glow is decorative rather than functional. Anyone hoping moss might replace a Lantern at 350 Tria will be disappointed, since materials do not equip. Where it turns up is worth noting for planning: Amber Mallet and Hummingbird Bloom are the VIT 35 and INT 35 weapons respectively. A player building both needs 12 Glowing Moss, which is around 104 clock kills, and every other material for both weapons arrives from the same farming.Goblin Fork Stabber
A copper blade scratched end to end with goblin tallies, and nobody has asked what they count. Goblin Fork Stabber is the cheapest recipe at Eren's bench and the entry point into crafted weapons. The recipe is 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core. That single core is what makes it approachable. Every other weapon at the bench asks for 2 or 4, and at Barrel Champion's 0.64% drop rate each additional core is roughly 156 kills. P.ATK +27 with Attack Speed +0.15x, Crit Rate +6% and Crit Damage +24%. Against Amethyst Dirk, the best dagger Breda sells at P.ATK +15, Attack Speed +0.12x, Crit Rate +4% and Crit Damage +16%, this wins in every column. Max MP +30 and MP regeneration at +2.0 per second come along too. DEX 25 is the gate, ten points above what Amethyst Dirk requires, so this is a late upgrade rather than a sidegrade. It also drops. Lycaros at 15.98% is roughly one per six kills, which is far quicker than gathering the materials. Junk King follows at 7.74% and Critter Goblin at 0.25%. Anyone who can kill Lycaros reliably should farm the drop and skip the bench entirely. Vendors buy it at 78 Tria. Goblin Fork Stabber needs nothing unlocked beyond DEX 25. The sensible route depends on what you can fight. If Lycaros is beyond you, the recipe is the way in and the low core requirement makes it the only realistic first craft. If Lycaros is farmable, save your cores for Junkblade, Junk Totem or Scrap Sledge, all of which need four and none of which you want to be short on.Heartwood Maul
Ignore DEF +25% is the highest armour penetration in the game, ahead of Scrap Sledge at +18% and everything Breda sells by a wide margin. Heartwood Maul is the two-handed blunt weapon of the forest tier, gated behind VIT 37. A maul head of living vines wound tight, roses and all, and it blooms between fights. P.ATK +43 with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed sits at -0.10x, matching Iron Hammer and Scrap Sledge for the slowest swing available. That penalty is the price of the penetration and it shapes how the weapon should be used. Against a plated target the 25% is decisive and nothing else comes close. Against anything soft, the slow swing and the modest attack figure mean Briar Blade at P.ATK +61 with positive attack speed will out-damage it comfortably, and Briar Blade is a strength weapon rather than a vitality one, so the comparison mainly tells you what you give up. Recipe: 48 Wood, 12 Enchanted Wood, 12 Mystic Essence, 12 Living Bark and 4 Fossilized Amber. Four times what Thornprick asks, and the four Fossilized Amber is the wall at 18.42% from Living Wardrobe. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors buy it at 364 Tria. Heartwood Maul needs nothing unlocked beyond VIT 37. Carry it as a second weapon rather than a primary. Amber Mallet at VIT 35 keeps Voidguard in your off hand and clears ordinary content faster. Swap to the maul when something is actually wearing armour, which is exactly the situation nothing else in the game handles this well.Hummingbird Bloom
MP regeneration at +4.0 per second, and the flowers draw hummingbirds. Hummingbird Bloom is the caster weapon of the forest tier at INT 35, and that regeneration figure is what sets it apart. Every staff before it tops out at +3.0. Peekaboo manages that, Voidlantern only +2.0. Going to +4.0 means an Enchanter refills fast enough that mana stops being a resource you manage between fights and becomes one that manages itself. M.ATK +35 with Cast Speed +0.10x, Damage Up +8% and Max MP +65. It also carries Attack Speed +0.05x, which is unusual on a staff and suggests the same hybrid intent Peekaboo had. Recipe: 24 Wood, 6 Enchanted Bark, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Against Peekaboo at INT 25, this adds twelve magic attack, twenty mana and a third more regeneration. Against Forest Stag at INT 37, it gives up twelve magic attack, twenty mana and another point of regeneration, but it stays available two levels earlier and costs a quarter of the materials. Lycaros drops it at 4.22%, about one per 24 kills. Teapot Toadstool follows at 0.25%. Vendors buy it at 260 Tria. Hummingbird Bloom needs nothing unlocked beyond INT 35. The practical case for building it: Forest Stag needs 48 Wood, 12 each of three materials and 4 Fossilized Amber, which is four times this recipe. Two levels of intelligence is a short wait and four times the farming is not. Build the Bloom, use it through INT 37, and decide on the Stag once you see how the amber accumulates.Junk Core
The core of a Junk King's throne, still humming with whatever goblins run on. Junk Core is the legendary-tier material and the reason crafting at Eren's bench is a project rather than an afternoon. The drop rates are brutal. Barrel Champion leads at 0.64%, roughly one core per 156 kills. Critter Goblin and Buckethead Goblin follow at 0.15%, Scarecrow Goblin at 0.10%, and Spore Deer, Cup Snail and Cog Crab all sit at 0.07%, around one in 1400. Patch Hound is worst at 0.06%. Compare that with Rusty Gear at 28.56% from the same Barrel Champion and the difference is a factor of forty-five. Every other material accumulates while you play. Junk Core has to be hunted. Recipe requirements look small until you apply those rates. Goblin Fork Stabber needs 1. The mid tier needs 2. Junkblade, Junk Totem and Scrap Sledge each need 4, which at Barrel Champion's 0.64% means around 625 kills for one weapon. Vendors pay 20 Tria. Selling a Junk Core is throwing away several hundred kills for the price of a third of a Simple Bread, so never do it. Barrel Champion is the only sensible target. Nothing else comes close, and the mobs at 0.07% should be treated as a lottery you happen to be playing rather than a plan. No level or class restriction applies, and no shop stocks it. Plan around this material and nothing else. Wood, Scrap Metal and Rusty Gear all arrive faster than you can spend them if you are farming Barrel Champion for cores. The correct approach is to decide which weapon you want, count the cores, and treat everything else as a side effect of the grind.Junk Totem
M.ATK +30 and Max MP +60, the largest mana pool on any weapon in the game. Junk Totem is the two-handed staff at Eren's bench, gated behind INT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Cast Speed +0.12x is half again what Voidlantern manages at +0.08x, and Damage Up +8% and MP regeneration at +3.0 per second complete the set. Attack Speed sits at -0.03x, which no caster will notice. Sixty extra mana with +3.0 regeneration changes how an Enchanter plays rather than just how hard they hit. Combined with Silver Chain at Max MP +50 and Woven Bracelet at +30, a fully kitted caster is carrying 140 mana in equipment alone, and running dry stops being the thing that ends fights. It hums when you cast, like it recalls being something else. The staff is built from a Junk King's throne parts, which the flavour leaves half-said. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. As with everything in this tier, the Lycaros rate makes farming far quicker than the four cores the recipe demands. Vendors pay 182 Tria. Junk Totem needs nothing unlocked beyond INT 27. Against Peekaboo at INT 25, this adds seven magic attack, fifteen mana and considerably faster casting for double the materials. Peekaboo is the sensible build. Junk Totem is the thing to farm off Lycaros once you can, and the four cores are better spent only if the drop refuses to appear.Junkblade
Scrap metal welded into a blade by someone who skipped the manual. Ugly, but it bites. Junkblade sits at the top of the strength line at Eren's bench, requiring STR 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Those four cores are the wall. At Barrel Champion's 0.64% drop rate that is around 625 kills, and no other material in the recipe comes close to that time cost. P.ATK +55 with Ignore DEF +12%, Max MP +35 and MP regeneration at +2.0 per second. Attack Speed is -0.05x, the price of the damage. The comparison worth running is against Rusty Cleaver at STR 25. That weapon gives P.ATK +39 with Damage Up +7% and a positive +0.06x attack speed, for half the materials. Junkblade adds 16 attack and armour penetration, and takes speed away. Against armoured targets it wins clearly. Against everything else the gap narrows enough that the extra two cores are hard to justify. Lycaros drops it at 15.98%, about one per six kills. Junk King drops it at 3.93% and Barrel Champion at 0.80%. That first number changes the calculation entirely. If you can kill Lycaros, farming the drop takes a fraction of the time the recipe does, and the cores you save go toward something you cannot get another way. Vendors buy it at 182 Tria. Junkblade needs nothing unlocked beyond STR 27. Farm it rather than craft it if Lycaros is within reach. Build it only if the drop is beyond you and you have cores to spare, which for most players at STR 27 means neither.Junker Pants
Scavenged hide tatters on a rope waist. Junker Pants fill the legs slot for a dexterity build at DEX 25. DEF +18 with MDEF +9, Max HP +75, Max MP +20 and MP regeneration at +1.0 per second. Move Speed -0.6. Set against the alternatives at this tier, they land in the middle again: Pipe Greaves give DEF +26 for -1.0 movement, Stitched Leggings DEF +12 for -0.3. What Junker Pants add that neither offers is Max HP +75, which is the only leg piece here carrying meaningful health. That health is the argument for wearing them. A dagger build survives by killing things quickly rather than absorbing hits, and seventy-five points of buffer is the difference between surviving a mistake and not. Vendors buy them at 78 Tria. Junk King drops them at 3.93%, roughly one per 25 kills. That is considerably slower than most armour in this tier, which mostly comes off Lycaros at 15.98%. Junker Pants need nothing unlocked beyond DEX 25. DEX 25 also unlocks Tin Treaders and Goblin Fork Stabber, so the level is a busy one. The dagger comes first without question, since crit rate and attack speed do more for the build than eighteen defence. Pick the pants up afterwards. Against Trailblazer Pants from Breda at DEF +10, MDEF +5 and Max HP +55, this is a clean upgrade in every column for a two-level jump in requirement.Living Bark
Bark off a walking tree, and it still flinches when you cut it. Living Bark appears in every single forest recipe, which makes it the most consistently needed material in the tier after plain Wood. Grandfather Clock drops it at 22.11%, roughly one per four and a half kills. That is double the rate of any mid-tier material and the reason Living Bark rarely becomes a bottleneck despite appearing everywhere. Living Wardrobe follows at 7.74%, with Chair Treant and Teapot Toadstool at 0.75%. Vendors pay 20 Tria, twice what Briar Vine, Glowing Moss, Memory Sap, Enchanted Bark, Enchanted Wood and Mystic Essence return. Requirements scale with the recipe tier: 3 for Thornprick, 6 for Amber Mallet, Hummingbird Bloom and Briar Blade, 12 for Heartwood Maul, Forest Stag and Rootcleaver. Building the full set of seven forest weapons costs 57 Living Bark, which at 22.11% is around 258 Grandfather Clock kills. Compared with the Fossilized Amber the same set demands, that is comfortable. No level or class restriction, and no vendor stocks it. The flinching is worth taking literally in this tier. Chair Treant walks, Living Wardrobe walks, Grandfather Clock walks, and Living Bark is what comes off them. Whether that makes harvesting it a gathering activity or something else is a question the flavour text seems to be enjoying. Farm it as a side effect. Anyone clearing Grandfather Clock for Enchanted Wood or Memory Sap will hit their Living Bark target first, and there is no reason to farm it deliberately.Memory Sap
Crystallized tears of the Mother Tree, and each drop contains four hundred years of forgotten history. Memory Sap is the mid-tier forest material used in Amber Mallet and Rootcleaver. Grandfather Clock drops it at 11.54%, the standard rate for this class of material. Teapot Toadstool and Porcelain Golem both follow at 2.96%. Vendors pay 10 Tria. The lore attached to it is unusually specific for a crafting material. Fossilized Amber is described as containing memories from before The Silence, and Memory Sap as crystallized tears of the Mother Tree carrying centuries of history. Both come from the same forest, both are described in terms of preserved memory, and both go into the same weapons. Whatever The Silence was, the forest tier is built out of things that remember it. Quantities: 6 for Amber Mallet, 12 for Rootcleaver. At 11.54% that is roughly 52 and 104 Grandfather Clock kills. No level or class restriction, and no vendor stocks it. Where it matters for planning: Rootcleaver is the strongest weapon in the game at P.ATK +85, and Memory Sap is one of the two variable materials in its recipe alongside Enchanted Wood. Twelve of each, plus 48 Wood, 12 Living Bark and 4 Fossilized Amber. The sap is the easiest part of that list to gather and the amber is the hardest, so anyone planning the build should start with Living Wardrobe rather than the clock.Moss Veil
A circlet of thorned branch and fern, light on the head and quiet in the trees. Moss Veil is the caster helmet of the forest tier. Max HP +75 with DEF +15, MDEF +14, Max MP +30, HP regeneration at +2.0 per second and MP regeneration at +2.0. That double MP regeneration on a helmet is unusual. Most head armour gives +1.0 or nothing, and pairing it with Spore Vest at +2.0 means a caster is recovering four points a second from armour alone, before the staff contributes. MDEF +14 against DEF +15 is the closest to balanced any caster piece gets. X-Eyes Sack from the junk tier gave DEF +10 with no listed magic defence at all, so this is a real improvement in both directions. Vendors buy it at 156 Tria. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Moss Veil needs the forest-tier caster requirement and nothing else unlocked. Thirty extra mana on a helmet slot is worth putting in context. Woven Bracelet from Breda gave +30 in an accessory slot for 1050 Tria. This gives the same in a slot you were going to fill anyway, which is the general argument for finishing an armour set rather than chasing accessories. The quiet in the trees is flavour, though the forest tier consistently describes its equipment as still alive. Bark that budding, moss that keeps growing, root that keeps walking. Wearing this set means wearing something that has not entirely stopped being a plant.Mystic Essence
Pure concentrated magic in gooey form. Tastes like purple, and nobody will say how they know. Mystic Essence goes into Briar Blade and Heartwood Maul at 6 and 12 units respectively. Grandfather Clock drops it at 11.54%, roughly one per nine kills. Teapot Toadstool follows at 2.96%. Vendors buy it at 10 Tria. Only two known sources makes it slightly narrower than Briar Vine or Enchanted Bark, which come off four mobs each. In practice that changes nothing, because Grandfather Clock is where you farm every mid-tier forest material anyway and the secondary sources are too slow to matter. The two recipes it feeds are an odd pair. Briar Blade is a one-handed sword at STR 35 with P.ATK +61 and Damage Up +10%. Heartwood Maul is a two-handed blunt at VIT 37 with Ignore DEF +25%. A strength weapon and a vitality weapon sharing a magic-flavoured ingredient, which fits the general pattern in this tier: the materials describe the forest, not the weapon. No level or class restriction, and no shop sells it. Eighteen units covers both recipes, around 156 Grandfather Clock kills. That is a real session but not the limiting factor. Heartwood Maul also needs 4 Fossilized Amber and Briar Blade 2, and amber is where forest crafting actually slows down. If you are only building one, Briar Blade at 6 units is the cheaper commitment by half and the better everyday weapon, since it keeps your shield.Oakward
DEF +60 and Block +15%. Oakward is the shield of the forest tier and it is the strongest defensive item in the game by a clear margin. Max HP +100 with MDEF +9 and HP regeneration at +2.0 per second complete it. Set against Trashcan Lid at DEF +40, Block +12% and Max HP +65, this adds twenty defence, three percent block and thirty-five health. Against Voidguard from Breda at DEF +25 and Block +10%, it is more than double. Sixty defence in the off hand costs no movement at all, which is what makes shields the best value slot in the game for a vitality build and has been true at every tier. The only price is holding a one-handed weapon. That price is real at this tier. Heartwood Maul at Ignore DEF +25% and Scrap Sledge at +18% are both two-handed, and choosing either means giving up Oakward. Amber Mallet at VIT 35 keeps the hand free at P.ATK +31, and the sixty defence is worth more than the difference in attack for most fights. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Oakward carries the forest-tier vitality requirement. Build it before anything else in the tier. No single armour piece changes what a Defender can survive as much as this shield, and at one Fossilized Amber it is not among the expensive things to make. Pair it with Amber Carapace at DEF +45 and the combined figure is beyond what any content in the game is built to overcome.Patchwork Robe
A robe stitched from a dozen ruined shirts, warmer than it has any right to be. Patchwork Robe is the caster chest piece of the junk tier, gated behind INT 27. MDEF +16 is the highest magic defence on any chest piece in the game, ahead of Dustwalker Vest at +9. DEF +15, Max HP +80, Max MP +35, HP regeneration at +2.0 per second and MP regeneration at +2.0. That double regeneration is unusual. Most armour gives +1.0 mana recovery or none at all, and the robe matches what a good staff provides. Combined with Peekaboo at MP/s +3.0 or Hummingbird Bloom at +4.0, a caster stops watching the mana bar entirely. Move Speed -0.3, the lightest penalty of the three chest options at this tier. Scrapmail costs -0.6 and Barrel Plate -1.0. Lycaros drops it at 15.98%, about one per six kills. Scarecrow Goblin follows at 0.17%. Patchwork Robe needs nothing unlocked beyond INT 27. The MDEF +16 against DEF +15 split is worth understanding before wearing it. This robe stops spells better than any armour available and stops weapons about as well as a leather vest. Against a caster enemy it is the best chest piece in the game. Against anything with a sword it is cloth. For an Enchanter who kites and never gets hit in melee, that trade is entirely correct and the mana regeneration is the real prize. For a Cleric standing in the middle of a fight healing people, Scrapmail at DEF +22 with MDEF +11 is the safer compromise despite being built for dexterity.Peekaboo
A skull mounted on a bone rod. You cast, the eye lights up, and you have agreed not to ask. Peekaboo is the caster weapon at Eren's bench, gated behind INT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. M.ATK +23 with Cast Speed +0.08x, Damage Up +6%, Max MP +45 and MP regeneration at +3.0 per second. It also carries P.ATK +10 and Attack Speed +0.04x, which is unusual on a caster weapon and suggests it expects you to swing occasionally. That +3.0 mana regeneration is the standout. Every staff Breda sells tops out at +2.0, so Peekaboo restores half again as fast, and over a long fight that adds up to fewer Berry Smoothies at 140 Tria a cup. Against Voidlantern at M.ATK +18, Cast Speed +0.08x and Max MP +40, the comparison is close. Peekaboo wins on magic attack, mana pool and regeneration. Voidlantern is available at INT 17, eight levels earlier, and costs 2450 Tria rather than a farming project. Lycaros drops it at 15.98%, Junk King at 7.74% and Scarecrow Goblin at 0.17%. Vendors buy it at 130 Tria. Peekaboo needs nothing unlocked beyond INT 25. Worth building for an Enchanter who has hit INT 25 and wants the mana regeneration more than raw magic attack. If your problem is running dry mid-fight rather than not hitting hard enough, this solves it more directly than any staff on Breda's rack. Junk Totem at INT 27 is the next step and asks for four cores instead of two.Petrified Greaves
Wood turned to stone over the ages. Heavy, but it holds. Petrified Greaves cover the legs slot for a vitality build at VIT 35. DEF +36 with Max HP +170, MDEF +9, Max MP +20, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0. Thirty-six defence is the highest of any leg armour, comfortably ahead of Rootweave Pants at +26 and Vineweave Pants at +18. The health figure does the same: one hundred and seventy against zero on both alternatives, since neither the dexterity nor the caster leg piece carries any. That health is the real argument. A Defender wearing Amber Carapace at Max HP +210, Elder Bark Helm at +130 and these at +170 is carrying five hundred and ten points from three slots alone, before any accessory. Lycaros appears as a prize pool source rather than a direct drop, which is a field that shows up on several forest-tier pieces and seems to describe a reward table rather than a percentage. Recipe: 24 Stone, 6 Memory Sap, 6 Mystic Essence, 6 Ancient Heartwood and 1 Fossilized Amber. Petrified Greaves need nothing unlocked beyond VIT 35. The -1.0 movement is the running cost of the whole line. Amber Carapace, Elder Bark Helm and these come to -3.0 across three slots, and Stonebark Greaves gives back only 1.0. A full vitality set moves at -2.0 net, the slowest configuration in the game, and that is before a shield. Worth it for a Defender who holds ground rather than chasing. The numbers are not close to anything else available.Pipe Greaves
A belt hung with scrap discs and pipe sections. Pipe Greaves cover the legs slot for a vitality build at VIT 25. DEF +26 is the highest leg defence available at this tier, comfortably ahead of Kettle Greaves at DEF +15 from Breda. Max MP +15, HP regeneration at +2.0 per second and MP regeneration at +1.0 come with it, and Move Speed sits at -1.0 like everything else in the heavy line. VIT 25 makes this the earliest of the three heavy pieces to unlock. Barrel Plate needs VIT 27, so the legs come first in any sensible progression, and starting there means a real defensive gain two levels before the chest arrives. Lycaros drops them at 15.98%, roughly one per six kills. Buckethead Goblin manages 0.25%. The +2.0 HP regeneration deserves attention across this whole tier. Breda's armour regenerates at +1.0 and these pieces double it. Wearing three or four of them does not stack the regeneration, but the shift from +1.0 to +2.0 halves the time spent waiting between fights, which over a levelling session saves more Simple Bread at 70 Tria a loaf than the defence numbers suggest. Pipe Greaves need nothing unlocked beyond VIT 25. Farm rather than craft. At 15.98% from Lycaros this is a short session, while the recipe wants Junk Core that Barrel Champion drops at 0.64%. That ratio holds across every armour piece in the tier and it is the single most useful thing to know before opening the craft window.Ragwrap Sandals
Boots wrapped in rope until they stop falling apart. Close enough. Move Speed +1.4 makes Ragwrap Sandals the fastest footwear in the junk tier and the fastest available to a caster. MDEF +8 alongside it, the highest magic defence of the three shoe options here, against Tin Treaders at +5 and Barrel Boots at +3. For an Enchanter that combination is close to ideal. Patchwork Robe, X-Eyes Sack and Stitched Leggings each cost -0.3 movement, coming to -0.9 across three slots. These sandals more than cancel it, leaving a caster in full junk-tier cloth faster than one wearing nothing. Junk King drops them at 7.74% and Lycaros at 15.98%, with Scarecrow Goblin at 0.17%. Ragwrap Sandals carry no unlock beyond the caster gate. Dustwalker Boots from Breda already offered +1.4 movement with MDEF +4. The sandals match the speed and double the magic defence, which makes them a modest upgrade rather than a transformative one. Anyone already wearing the Dustwalker pair can safely leave this piece until last. Where the +1.4 earns its place is on gathering trips rather than in fights. Mining routes, fishing spots and the walk out to Barrel Champion for Junk Core all take real time, and movement speed is the only stat that shortens them. A caster farming materials for this tier will feel the sandals more than the robe. Farm them off Lycaros. One core spent here is a core not spent on a weapon.Rootcleaver
A great sword grown from a Mother Tree's root. Slow-grown, patient, unforgiving once drawn. P.ATK +85 makes Rootcleaver the hardest-hitting weapon in the game, and STR 37 is what it takes to hold one. Ignore DEF +15% comes with it, along with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed -0.05x is a modest penalty for this much damage, considerably lighter than the -0.10x that Heartwood Maul and Scrap Sledge carry. That combination is unusual. Most weapons this heavy specialise in either raw damage or armour penetration. Rootcleaver takes the highest attack figure available and adds meaningful penetration on top, which leaves very little it handles badly. Recipe: 48 Wood, 12 Enchanted Wood, 12 Memory Sap, 12 Living Bark and 4 Fossilized Amber. Lycaros drops it at 4.22%, about one per 24 kills, and Grandfather Clock at 0.60%. Given the recipe wants four Fossilized Amber, farming Lycaros is genuinely competitive with building it, which was not true of the junk tier where the drop rates were four times better. Vendors buy it at 364 Tria. Rootcleaver needs nothing unlocked beyond STR 37. The real decision is against Briar Blade at STR 35. That weapon gives P.ATK +61, positive attack speed and a free off hand for a shield. Rootcleaver gives 24 more attack and armour penetration, and takes the shield away. For a Warrior who fights things that hit back, the shield is worth more than the difference. Carry both if you can, and draw the Rootcleaver for the fights where nothing else is getting through.Rootwalkers
Soled with knotted root, and they grip rough ground well. Rootwalkers are the dexterity footwear of the forest tier at DEX 35. DEF +16 with MDEF +8 and Move Speed +1.2. Sixteen defence on a shoe slot is the highest in the game, and it arrives on the line that usually settles for the middle option. Vendors buy them at 104 Tria. Chair Treant drops them at 0.25%. Against Tin Treaders at MDEF +5 and +1.2 movement, this adds sixteen physical defence and three magic defence at the same speed. That is a large jump for a slot that normally does very little. Recipe: 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base, which puts it in the cheap bracket alongside the gloves. Rootwalkers need nothing unlocked beyond DEX 35. Where they matter: a dexterity build wearing Briar Hauberk, Thornguard Hood and Rootweave Pants carries -1.8 movement, and 1.2 back leaves the character at -0.6 net. Slower than they started, which is the persistent problem with the dexterity line and the reason a mount matters more to a dagger build than the stat sheet suggests. Sixteen defence in a slot most players treat as a speed stat is the real value here. Build them early. At one Fossilized Amber they are among the cheapest pieces in the tier, and the defence applies in every fight regardless of what else you are wearing.Rootweave Pants
Woven from live root, and standing still too long is a mistake. Rootweave Pants cover the legs slot for a dexterity build at DEX 35. DEF +26 with MDEF +13, Max MP +30 and MP regeneration at +1.0 per second. Move Speed -0.6. Twenty-six defence matches Pipe Greaves from the junk tier, which was the heavy option there, and does it while costing 0.4 less movement. The forest tier moving the middle line up to the previous tier's top is consistent across every slot. Against Junker Pants at DEF +18, MDEF +9 and Max MP +20, this adds eight defence, four magic defence and ten mana for a ten-level jump. Vendors pay 156 Tria. Chair Treant drops them at 0.25%, roughly one per 400 kills, so crafting is the realistic route. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Rootweave Pants need nothing unlocked beyond DEX 35. DEX 35 is also when Thornprick becomes available, and between the two the dagger comes first. Attack speed, crit rate and crit damage do more for a dexterity build than twenty-six defence, and Thornprick has the lightest recipe in the entire forest tier at one Fossilized Amber. The warning about standing still is worth reading twice. Live root grows, and the flavour text across this set keeps hinting that the equipment has opinions about being worn. Whether that is mechanical or decorative is not stated anywhere.Rusty Cleaver
Scrap plates bolted into a blade with goblin doodles included, and it has cut through worse than you. Rusty Cleaver is the strength option at Eren's bench, requiring STR 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. P.ATK +39 with Attack Speed +0.06x, Damage Up +7%, Max MP +30 and MP regeneration at +2.0 per second. Set that against Iron Sword, the best blade Breda sells at P.ATK +22, Attack Speed +0.05x and Damage Up +5%, and the cleaver is a clear step up in every column. Damage Up rather than Ignore DEF is worth noting. Damage Up raises everything proportionally and works on soft targets. Junkblade at STR 27 swaps to Ignore DEF +12% and a negative attack speed, which makes it the armour-penetration option. The two are not simply better and worse versions of each other. Positive attack speed on a sword this heavy is the detail that makes Rusty Cleaver comfortable to use. Most weapons that hit this hard slow you down. Lycaros drops it at 15.98%, roughly one per six kills. Junk King at 7.74% and Critter Goblin at 0.25% follow. Vendors pay 170 Tria, the highest buyback of any mid-tier craft here. Rusty Cleaver needs nothing unlocked beyond STR 25. The obvious build for a Warrior who has outgrown Iron Sword and is not yet at STR 27. Two Junk Core is the real cost, so before committing, decide whether you would rather spend four on Junkblade and wait. If you are levelling through unarmoured content, the cleaver's Damage Up will serve you better than Junkblade's Ignore DEF anyway.Rusty Gear
An old gear, rusted but still turning. Rusty Gear is rare-tier and sits third in every Eren recipe, always at a quarter of the Wood requirement: 3 for Goblin Fork Stabber, 6 for the mid tier, 12 for Junkblade, Junk Totem and Scrap Sledge. Barrel Champion drops it at 28.56%, the best rate available, roughly one per three and a half kills. Junk King follows at 18.42%. Below that come Critter Goblin and Buckethead Goblin at 17.27% each, Cog Crab at 15.22%, Scarecrow Goblin at 12.31% and Patch Hound at 10.49%. That spread matters more than it looks. Barrel Champion drops gears nearly three times as often as Patch Hound, so unlike Scrap Metal, which comes off everything at similar rates, this is a material where picking the right target actually saves hours. If Barrel Champion is killable for your build, farm it. Vendors pay 10 Tria, double what Scrap Metal returns and still nothing next to what a crafted weapon sells for at 130 to 182 Tria. Twelve gears for a heavy-tier weapon works out to about 42 Barrel Champion kills, or 114 Patch Hound kills. That gap is the single clearest argument for choosing your farming route deliberately rather than clearing whatever is nearby. Rusty Gear is MonsterLoot with no gathering alternative and no vendor stocks it. No level or class restriction applies. The practical sequence: farm gears at Barrel Champion while collecting Scrap Metal from the same area, then handle Wood separately with an Axe. Trying to gather all four materials from one camp is slower than splitting the job, since no single mob is good at more than two of them.Scrap Gauntlets
DEF +4 and MDEF +2. Scrap Gauntlets are the dexterity gloves of the junk tier, unlocking at DEX 22, which is the earliest requirement on any piece in the dexterity line. The numbers sit between Can Crushers at DEF +6 and Fingerless Rags at DEF +2, which by now will be unsurprising. Gloves contribute less than any other slot and the differences between the three options are small enough to ignore. Recipe: 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core. One core makes this one of the few armour pieces genuinely worth building rather than farming, since the material cost is the same as a Goblin Fork Stabber and considerably lighter than anything else in the tier. Vendors pay 52 Tria. Lycaros drops them at 15.98%, Junk King at 7.74% and Critter Goblin at 0.25%. Scrap Gauntlets need nothing unlocked beyond DEX 22. DEX 22 arriving before DEX 25 and DEX 27 makes these the entry point into the tier for a dagger build. Junker Pants need 25, Scrapmail 27, so this is what you wear first while the rest is still out of reach. What they lack, like every glove in this tier, is the attack speed that Trailblazer Gloves carried at +0.03x. For a build stacking speed and crit that is a genuine loss, and swapping to Scrap Gauntlets for two extra defence is arguably a downgrade. Check what your gloves are actually doing before replacing them.Scrap Metal
A jagged sliver of old blade with the edges gone soft. Scrap Metal is the second material in every Eren recipe, always at exactly half the Wood requirement: 6 for a Goblin Fork Stabber, 12 for Tin Can Smasher or Rusty Cleaver, 24 for anything in the heavy tier. It drops from six different mobs, which makes it the most widely available crafting material in the game. Critter Goblin and Buckethead Goblin both drop it at 31.88%, roughly one per three kills. Cog Crab manages 28.37%, Kettle Beetle 24.29% and Scarecrow Goblin 23.27%. Whatever you are killing in goblin territory, Scrap Metal accumulates. Vendors pay 5 Tria for it. Five times what Wood returns and still not worth a trip to town. Keep it. The uniform drop rate across so many sources changes how you should farm. There is no single best camp, so pick whichever mob suits your build and clear it. A Warrior grinding Buckethead Goblins and an Enchanter clearing Kettle Beetles end up with roughly the same haul per hour, which is unusual and worth knowing before anyone spends time optimising a route that does not need optimising. Scrap Metal is MonsterLoot, so unlike Wood there is no gathering alternative. Everything you use has to be killed for. No level or class restriction applies. Where it gets tight: the heavy tier at 24 pieces per weapon means about 75 goblin kills at 31.88%, on top of the 48 logs and everything else. Crafting Junkblade, Junk Totem or Scrap Sledge is a multi-session project, and Scrap Metal is the part that comes easiest of the four. Rusty Gear and Junk Core are where the real bottleneck sits.Scrap Sledge
An old bell head on a bent scrap shaft, heavy enough that aim is optional. Scrap Sledge is the two-handed blunt weapon at Eren's bench, requiring VIT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core, the same as Junkblade and Junk Totem. Ignore DEF +18% is the highest armour penetration in the game, ahead of Iron Hammer at +12% and Junkblade at +12%. Max MP +35 and MP regeneration at +2.0 per second fill out the line, and Attack Speed sits at -0.10x, matching Iron Hammer for the slowest swing available. That combination defines what the weapon is for. Against a heavily armoured target the penetration does more than raw attack would. Against anything soft, the speed penalty makes it a poor choice, and Tin Can Smasher at VIT 25 with a shield in the off hand will clear a camp faster. Being two-handed costs you Voidguard, which is a real loss for a vitality build. DEF +25 and Block +10% in the off hand is not something to give up lightly, and it is the strongest argument for keeping Tin Can Smasher as your everyday weapon and swapping to the sledge for specific fights. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. Vendors buy it at 182 Tria. Scrap Sledge needs nothing unlocked beyond VIT 27. Treat it as a situational second weapon rather than a replacement. Four Junk Core is roughly 625 Barrel Champion kills, which is a great deal of work for a weapon you will unequip whenever the target is not wearing plate. Farm it from Lycaros if you can and spend the cores elsewhere.Scrapmail
Hide scraps layered like shingles with moss filling the gaps. Scrapmail is the dexterity chest piece of the junk tier, requiring DEX 27. DEF +22 with MDEF +11, Max HP +100, Max MP +25, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -0.6. Every number sits between the alternatives, which is what the dexterity line does at every tier. Barrel Plate gives DEF +32 and MDEF +8 for -1.0 movement. Patchwork Robe gives DEF +15 and MDEF +16 for -0.3. Scrapmail splits both differences. For a dagger build that balance is correct rather than a compromise. Daggers trade defence for attack speed on every fight, so the character takes more incoming damage than a shield user and cannot afford to be as fragile as a caster. Neither the barrel nor the robe fits that. This does. Vendors buy it at 130 Tria. Lycaros drops it at 15.98%, roughly one per six kills, and Junk King at 3.93%. Scrapmail needs nothing unlocked beyond DEX 27. Against Trailblazer Vest from Breda at DEF +12, MDEF +6 and Max HP +65, this nearly doubles the defence and adds thirty-five health. That is a full tier of improvement in one piece, and DEX 27 is a reachable target for anyone already carrying Amethyst Dirk. Farm it rather than craft it. The recipe wants Junk Core and Lycaros drops the finished piece at a rate that makes the bench hard to justify for any armour in this tier.Soupbucket
A cook pot turned helmet, and it still smells faintly of whatever the goblins boiled last. Soupbucket is the vitality helmet of the junk tier. DEF +20 with MDEF +5, Max MP +10, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0. Twenty defence on the head is a significant step over Kettle Crown at DEF +12, and the ten-point gap is roughly what one tier is worth. The MDEF stays low at +5 against Kettle Crown's +3, so nothing about the magic weakness improves. The -1.0 movement is where the heavy line gets uncomfortable. Barrel Plate takes another point and Pipe Greaves another, putting a full set at -3.0 before Barrel Boots gives +1.0 back. Anyone running the complete look should plan on being slow and either buy a mount or accept it. Lycaros drops it at 15.98%, about one per six kills. Buckethead Goblin at 0.25% is not worth pursuing. Soupbucket carries no unlock beyond its vitality requirement. Where it fits: a Defender who already runs Voidguard or Trashcan Lid and wants the head slot filled properly. Twenty defence and the extra HP regeneration matter more in long fights than in short ones, which suits how a tank plays. The smell is flavour, though it does say something about where this equipment comes from. Every piece in the vitality line is repurposed kitchenware and scrap: a barrel, a cook pot, pipe sections, tin cans. The goblins were not making armour, and neither are you. You are wearing what they left behind.Spore Vest
MDEF +23 is the highest magic defence on any chest piece in the game, and Max MP +50 the largest mana bonus. Spore Vest is the caster chest of the forest tier. DEF +22 alongside it, which is unusually high for cloth and actually beats Scrapmail from the junk tier. Max HP +120, HP regeneration at +2.0 per second and MP regeneration at +2.0. Move Speed -0.3, the lightest penalty of the three chest options here. Set against Patchwork Robe at MDEF +16, DEF +15 and Max MP +35, every column improves by a meaningful margin. The jump in physical defence is the surprise: cloth armour that stops weapons reasonably well is not something the earlier tiers offered. For an Enchanter this is close to the ideal chest piece. Fifty extra mana stacks with Forest Stag at Max MP +85 and Silver Chain at +50, and the MP regeneration at +2.0 adds to whatever the staff provides. The recipe uses a bulk base, 12 of a mid-tier forest material, 12 Living Bark and 1 Fossilized Amber. Spore Vest needs the caster requirement of the forest tier and nothing else unlocked. Where it still falls short is against dedicated physical damage. DEF +22 against Amber Carapace at +45 is half, and a caster caught in melee will notice. The answer remains distance, which is what Dewstep Slippers at Move Speed +1.4 are for. Worth building rather than hoping for the drop. Forest-tier armour drops at around 0.25% from its associated mob, roughly one per 400 kills, which is a very different situation from the junk tier where Lycaros handed pieces out at 15.98%.Stitched Leggings
A twisted vine belt strung with goblin charms, and the bell means they hear you coming. Stitched Leggings cover the legs slot for a caster in the junk tier. DEF +12 with Max MP +28 and MP regeneration at +1.0 per second. Move Speed -0.3, the lightest of the three leg options here. Twenty-eight mana on a legs slot is the largest of any piece at this tier apart from Patchwork Robe at +35. Dustwalker Pants from Breda managed +15, so this is close to double and it goes into a slot most players ignore. Vendors buy them at 78 Tria. Lycaros drops them at 15.98%, roughly one per six kills, and Scarecrow Goblin at 0.17%. The bell in the flavour text is doing something. Goblin charms strung on a vine belt, and the wearer announces themselves. For a caster who wants distance that reads as a bad joke at their expense, which fits the general tone of junk-tier equipment: everything here was made from something else and none of it was made for you. Stitched Leggings need nothing unlocked beyond the caster gate. Against Junker Pants at DEF +18 and Max HP +75, these give up six defence and all the health for sixteen mana and a lighter movement penalty. That is the correct trade for an Enchanter and the wrong one for anyone who gets hit, which is the same decision the whole caster line asks you to make. Farm rather than craft. At 15.98% from Lycaros the drop is quicker than any recipe involving Junk Core.Stone
Rocks. Useful ones. Half of what you build starts here. Stone is a bulk crafting material and the flavour text is not exaggerating about the quantities. Cup Snail drops it at 31.88%, roughly one per three kills, and Kettle Beetle at 24.29%. Those are among the most generous rates in the game, which they need to be given how much any recipe using Stone tends to want. Vendors pay 1 Tria, the same as Wood and the lowest price any material returns. Stone has no vendor value at all, only crafting value, and selling it is throwing away farming time for nothing. The comparison with Wood is worth drawing. Both sell for 1 Tria, both drop at around 30% from their best source, and both appear as the bulk first ingredient in recipes. Wood comes from Spore Deer at 31.88% and can also be chopped with an Axe at 350 Tria from Arlette. Stone comes from Cup Snail at the same rate and, if there is a gathering path with the Pickaxe, it was not visible here. No level or class restriction applies and no shop stocks it. The practical note: Cup Snail also drops Quality Meat at 2.96% and Raw Meat at 17.27%, so a snail farming session fills your cooking supplies at the same time. Kettle Beetle covers Stone alongside Spice Herb and Hay Bundle. Neither trip is wasted, which is the general shape of gathering in this game once you have more than one project running.Stonebark Greaves
Bark gone hard as stone. Heavy going, but they leave a print you could read across the field. Stonebark Greaves are the vitality footwear of the forest tier, requiring VIT 35. MDEF +5 with Move Speed +1.0. That movement figure is the lowest of the three forest shoe options, behind Rootwalkers at +1.2 and Dewstep Slippers at +1.4, which is the same ordering every tier has used. Vendors pay 104 Tria. Porcelain Golem drops them at 0.25%, roughly one per 400 kills, with Lycaros listed as a prize pool source. Recipe: 12 Stone, 3 Memory Sap, 3 Mystic Essence, 3 Ancient Heartwood and 1 Fossilized Amber, the cheapest bracket in the tier alongside the gloves. Stonebark Greaves need nothing unlocked beyond VIT 35. The +1.0 movement is doing more work than it appears. Amber Carapace, Elder Bark Helm and Petrified Greaves each cost -1.0, coming to -3.0 across three slots. These give back a full point, which is the difference between a Defender who can cross a map and one who gives up and buys Mudbucket at 29750 Tria. Against Barrel Boots from the junk tier at MDEF +3 and the same +1.0 movement, this adds two magic defence and nothing else. Shoes remain the slot where tier upgrades do the least, and anyone still wearing the junk-tier pair can leave this until the rest of the set is finished. Build it late. The chest, helmet and legs each carry a hundred or more health, and the boots carry none.Thorngrasp
Bark gauntlets budding with fresh leaves. Firm grip on a weapon, rough on a handshake. Thorngrasp is the dexterity glove of the forest tier. DEF +7 with MDEF +4, and the piece arrives Unidentified, so the shop display is a floor rather than the whole item. Seven defence is the highest of the three forest gloves, ahead of Vinetouch Gloves at +4. Gloves remain the slot where numbers stay small and filling it at all is most of the benefit. Vendors buy them at 104 Tria. The recipe is 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Half the quantities of the larger pieces, and one Fossilized Amber rather than more, which makes gloves and shoes the cheapest entry into forest crafting. Thorngrasp carries the forest-tier dexterity requirement. The Unidentified marker matters more here than on a chest piece. Seven defence on its own would not justify a Fossilized Amber, and the hidden properties are a meaningful part of what you are paying for. Identify before deciding whether the piece is worth wearing over Scrap Gauntlets at DEF +4. What forest gloves still do not offer is the attack speed that Trailblazer Gloves carried at +0.03x. Three tiers on and no glove has brought that back, which means a dagger build stacking speed may still be better served by Breda's rack despite the defence gap. Worth checking your own numbers before replacing.Thornguard Hood
A deep hood of grown moss with petals drifting off it, and nothing finds your face in there. Thornguard Hood is the dexterity helmet of the forest tier. DEF +20 with MDEF +10, Max MP +22 and MP regeneration at +1.0 per second. Move Speed -0.6. Twenty defence on the head matches Soupbucket from the junk tier, which was the heavy option there. The dexterity line reaching the previous tier's heaviest numbers is the general shape of forest armour: everything moves up roughly one category. Against Floppsy Hood at DEF +14 and MDEF +7, this adds six defence, three magic defence and seven mana. A modest step, as helmet upgrades always are, and helmets remain the slot where a tier change does the least. The recipe uses 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside a bulk base. Thornguard Hood carries the forest-tier dexterity requirement and nothing else. Chair Treant is the associated drop source at around 0.25%, which is slow enough that building is the sensible route. Where the hood fits into a set: paired with Briar Hauberk at -0.6 and Rootweave Pants at -0.6, a full dexterity loadout costs -1.8 movement before Rootwalkers gives +1.2 back. That leaves the build slower than it started, which is the same problem the junk tier had and the reason movement matters more to a dagger character than the defence columns suggest. Worth the slot regardless. Twenty defence is twenty defence, and the alternative is an empty head.Thornprick
A forest thorn grown to knife length, and it goes in easy. Thornprick is the cheapest recipe in the forest tier and the dagger option at DEX 35. The recipe is 12 Wood, 3 Briar Vine, 3 Enchanted Bark, 3 Living Bark and 1 Fossilized Amber. Half of what every other weapon in this tier asks, and the single Fossilized Amber is what makes it approachable. Every other forest recipe wants 2 or 4, and at 18.42% from Living Wardrobe each one is a real farming session. P.ATK +42 with Attack Speed +0.18x, Crit Rate +8%, Crit Damage +32% and Max MP +45. That attack speed is the highest on any weapon in the game, and the crit values are half again what Goblin Fork Stabber offers at +6% and +24%. Daggers work by multiplying small numbers, so all three of those stats compound. More swings produce more crit rolls, a higher crit rate converts more of them, and higher crit damage makes each one land harder. The result out-damages weapons with far larger P.ATK against unarmoured targets. No Ignore DEF anywhere in the dagger line, which stays true here. Armoured enemies remain the weakness, and that is what blunt weapons exist for. Lycaros drops it at 4.22%, Teapot Toadstool at 0.25%. Vendors pay 156 Tria, the lowest buyback in the forest tier and a reflection of the smaller recipe. Thornprick needs nothing unlocked beyond DEX 35. Build this one first if you play DEX. The material cost is genuinely half the tier and the weapon is not a compromise, which is a combination nothing else here offers.Tin Can Smasher
A tin can packed with rocks on a stick. Crude, loud, and heavier than it looks. Tin Can Smasher is the vitality entry into crafted weapons, requiring VIT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. Double the Goblin Fork Stabber requirement across the board, and those two cores are the part to plan around at roughly 156 Barrel Champion kills each. P.ATK +20 with Ignore DEF +12%, Max MP +28 and MP regeneration at +2.0 per second. That attack figure looks low against Iron Mace at P.ATK +11 until you notice it nearly doubles it, and the Ignore DEF jumps from +8% to +12%. One-handed, so a shield still fits, which keeps Voidguard in play. Where it disappoints is next to Amber Mallet, also a one-handed blunt at P.ATK +31 with Ignore DEF +15% and Max MP +40. If both are craftable at similar cost, the mallet is the better weapon and this is a stepping stone. Lycaros drops it at 15.98%, about one per six kills. Junk King at 7.74% and Buckethead Goblin at 0.25% follow. As with most weapons at this bench, killing Lycaros is faster than farming four separate materials. Vendors pay 130 Tria for it. Tin Can Smasher needs nothing unlocked beyond VIT 25. Build it if you are a Defender who cannot yet handle Lycaros and needs something better than Iron Mace. The shield stays equipped, the Ignore DEF suits armoured targets, and 2 Junk Core is a reachable target. If you can kill Lycaros, farm the drop and put your cores toward Scrap Sledge instead.Tin Treaders
Tin cans on each toe, and nobody planted them there on purpose. Tin Treaders are the dexterity footwear of the junk tier at DEX 25. Move Speed +1.2 with MDEF +5. Between Ragwrap Sandals at +1.4 and Barrel Boots at +1.0, which is where the dexterity line always sits. For a dagger build the movement matters more than the middle placement suggests. Scrapmail costs -0.6, Floppsy Hood -0.6 and Junker Pants -0.6, coming to -1.8 across three slots. Tin Treaders give back 1.2, which leaves a full junk-tier dexterity set slower than it started. The caster line ends up faster and the vitality line slower, and dexterity sits in between there too. Recipe: 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core, the lightest material cost in the tier alongside Scrap Gauntlets. Vendors buy them at 52 Tria. Junk King drops them at 7.74%, roughly one per thirteen kills. Tin Treaders need nothing unlocked beyond DEX 25. Against Trailblazer Boots from Breda at DEF +5, MDEF +3 and +1.2 movement, this is close to a sidegrade. Same speed, two more magic defence, and the physical defence is not listed. Anyone already wearing the Breda pair can leave this until the rest of the set is done. Build rather than farm if you have a spare Junk Core, since one core is the cheapest entry the bench offers and Junk King at 7.74% is slower than most drops in this tier.Trashcan Lid
A plank round patched with scrap, nails included. Trashcan Lid is the shield of the junk tier and DEF +40 makes it the single most protective item in the game. Block +12% comes with it, ahead of Voidguard at +10% and Knotwood Round at +5%. Max HP +65 and MDEF +6 fill out the line. VIT 25 is the requirement. Set it against Voidguard from Breda at DEF +25, Block +10% and Max HP +40. The Lid adds fifteen defence, two percent block and twenty-five health, in a slot that costs no movement at all. For a Defender this is the clearest single upgrade in the tier. Lycaros drops it at 15.98%, roughly one per six kills. Buckethead Goblin manages 0.25%. The off hand remains the best value slot in the game for a vitality build, and this is why. Forty defence for nothing but the requirement to hold a one-handed weapon. Amber Mallet at VIT 35 and Tin Can Smasher at VIT 25 both keep that hand free. Scrap Sledge and Heartwood Maul do not, and giving up a Trashcan Lid is a real part of what those two-handers cost you. Trashcan Lid needs nothing unlocked beyond VIT 25. Farm it. At 15.98% this is a short session against a recipe that wants Junk Core, and there is no reason to spend cores on something Lycaros hands out this readily. Get the shield before anything else in the tier, because forty defence changes what you can survive more than any single armour piece will.Vinetouch Gloves
DEF +4 and MDEF +5. Vinetouch Gloves are the caster gloves of the forest tier, and the magic defence edging out the physical is the only thing distinguishing them from the alternatives. Thorngrasp gives DEF +7 with MDEF +4 and Amber Fists DEF +10 with MDEF +2. The pattern is the one every tier has used: heavy gloves protect against weapons, cloth gloves against spells, and none of them protect much. The recipe is 3 Glowing Moss, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Alongside Thorngrasp and Amber Fists this is the cheapest thing to build in the forest tier, and a reasonable place to spend a spare Fossilized Amber if you have one sitting in a bag. Vinetouch Gloves carry the forest-tier caster requirement. Whether they are worth a Fossilized Amber at all is a fair question. One amber is roughly six Living Wardrobe kills at 18.42%, which is not much, but the same amber goes into Thornprick, the best dagger in the game. Priorities matter more than the material cost here. The honest recommendation for a caster: build these last. Spore Vest, Moss Veil and Vineweave Pants each carry thirty to fifty mana and real defence. Five magic defence on the hands does not change a fight. Fill the slot when everything else is done and the amber has stopped being scarce. If you already wear Dustwalker Gloves at Cast Speed +0.05x, keep them. Casting speed beats four defence for anyone who actually casts.Vineweave Pants
DEF +18 and MDEF +18, the only piece of armour in the game where the two are equal. Vineweave Pants cover the legs slot for a caster in the forest tier. Max MP +40 alongside, with HP regeneration at +2.0 per second and MP regeneration at +2.0. Move Speed sits at the caster line's usual -0.3. Forty mana on a legs slot is the largest of any leg armour and beats what most helmets and chest pieces manage. Stitched Leggings from the junk tier gave +28, Dustwalker Pants from Breda +15. The recipe is 6 Glowing Moss, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Vineweave Pants carry the forest-tier caster requirement. The equal defence split is worth pausing on. Every other caster piece leans toward magic defence at the cost of physical, which is why cloth builds fold when something reaches melee range. These do not. Eighteen and eighteen means the legs slot stops being a weakness against either damage type, and for an Enchanter that is the first time any armour has offered that. Against Rootweave Pants at DEF +26 and MDEF +13, you give up eight physical defence for five magic defence, ten mana and a lighter movement penalty. For a caster that is the right trade. For anything that gets hit it is not. Combined with Dewstep Slippers at Move Speed +1.4, a caster in full forest cloth ends up faster than one wearing nothing at all, which remains the single best argument for the line.Wood
Wood is the bulk material behind every recipe at Eren's craft bench, and the quantities involved are what make it feel like work. A single Goblin Fork Stabber needs 12 logs. Tin Can Smasher, Peekaboo and Rusty Cleaver each ask for 24. The heavy tier, Junkblade, Junk Totem and Scrap Sledge, wants 48 apiece. Plain cut lumber, still green in the middle, and it sells for 1 Tria. That price is the lowest on any material in the game and tells you exactly how the economy treats it: Wood has no vendor value at all, only crafting value. Spore Deer drop it at 31.88%, roughly one log per three kills. Patch Hound follow at 24.42%, about one per four. Those are generous rates by any standard, and they need to be, because 48 logs for a single weapon means around 150 Spore Deer kills if you farm nothing else. Chopping is the other route. The Axe costs 350 Tria at Arlette and turns timber into a gathering activity rather than a combat one, which is far less tedious for the quantities crafting demands. Anyone planning to build more than one weapon should own one before starting. Wood is classed as Craftwork rather than MonsterLoot, which separates it from Scrap Metal, Rusty Gear and Junk Core. Those three come only off mobs. Wood has a gathering path, and that is the practical difference between them. There is no level or class restriction, and no shop stocks it. The planning advice: count your recipes before you farm. Building one weapon from each tier costs 12 plus 24 plus 48, or 84 logs. Stockpile in one push rather than returning to the deer three separate times, because the walk out is the same regardless of how much you bring back and an Explorer Rucksack at 11550 Tria pays for itself fast at these volumes.Wool
Sheared off in one thick fleece, and the sheep will grow another. Wool is the cloth material at Eren's bench, and it is the only crafting material in the game that comes from livestock rather than from killing something. Vendors pay 30 Tria, which puts it well above Wood and Stone at 1 Tria and above most mid-tier drops at 10. That price reflects where it comes from. A Sheep costs 1750 Tria from Hogan, Scissors another 350, and an Animal Plot 1750 more if you do not already have one. Wool is the output of an investment rather than a drop, and the 30 Tria buyback is the game acknowledging that. Cloth armour recipes use it in place of Wood. X-Eyes Sack needs 2 Wool alongside 12 Scrap Metal, 6 Rusty Gear and 1 Junk Core, where the equivalent metal piece would ask for 12 Wood. Small quantities, which is fortunate given a sheep produces slowly. No level or class restriction, and no shop sells it. This is the connection between the farming side of the game and the crafting bench, and it is easy to miss entirely. A player who never bought livestock will hit the caster armour recipes and find a material they have no route to, since nothing drops Wool. The answer is a Sheep, a pair of Scissors and a supply of Hay Bundle at 50 Tria from Hogan or Rendall. Worth setting up early if you intend to craft cloth armour at all. The sheep also grows into a mount if fed properly, so the investment covers two things at once.X-Eyes Sack
A burlap sack with two X's cut for eyes. X-Eyes Sack is the caster helmet of the junk tier and unlocks at INT 22, the earliest requirement on any piece in this tier. DEF +10 with Max MP +20, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -0.3. That INT 22 gate matters. Patchwork Robe needs INT 27 and the rest of the caster line sits between, so the sack is what an Enchanter can wear first and the natural entry point into junk-tier armour. Max MP +20 is double what Soupbucket offers at +10 and matches Dustwalker Hood from Breda at +12 comfortably. For a caster the mana pool on a helmet is worth more than the defence, since the defence was never going to save you. Recipe: 2 Wool, 12 Scrap Metal, 6 Rusty Gear and 1 Junk Core. Cloth pieces use Wool where the heavy line uses Wood, which is worth knowing before farming. Wool comes off sheared sheep rather than mobs, so a player keeping livestock already has a supply. Lycaros drops it at 15.98%, Junk King at 3.93% and Scarecrow Goblin at 0.17%. X-Eyes Sack needs nothing unlocked beyond INT 22. Build this one rather than farming it if you keep sheep. Two Wool and one Junk Core is the cheapest recipe in the tier, and a Sheep at 1750 Tria with Scissors at 350 turns the material cost into farm maintenance. That is the only place in the crafting system where livestock and the bench connect, and it is easy to miss.Blackbean
119700 Tria. Blackbean is the most expensive thing Hogan sells and the fastest horse available at +40.0 Move Speed, and the pricing follows a pattern worth spelling out before anyone commits. Mudbucket costs 29750 for +32.0. Smokehoof doubles that to 59850 for +36.0. Blackbean doubles again to 119700 for +40.0. Each step up costs twice as much and adds four points. The jump from Smokehoof to Blackbean asks 59850 extra Tria for those four points, or 14962 per point. Against Mudbucket, you are paying four times the price for 25% more speed. Coal-black and high-strung, and it does not so much gallop as twitch forward at speed. The description is more interesting than what the stat line delivers, which is the general problem with the top mount tier. Four points of Move Speed will not change how you play. What Blackbean actually buys is the end of the upgrade question. Mounts do not stack and Hogan pays 4446 Tria to take this one back, so trading up later means eating the loss on whatever you owned before. Anyone certain they want the fastest horse should skip the cheaper two entirely rather than climbing the ladder. Buying Mudbucket then Smokehoof then Blackbean costs 209300 Tria and gets you the same horse as buying Blackbean alone. For most players the honest answer is that 119700 Tria has better homes. That is ten Explorer Rucksacks at 11550 for bag space you will notice on every gathering run, or 34 cows, or 478 Village Scrolls. Speed is the least transformative thing you can spend Tria on in this game. Blackbean carries no level or class restriction and needs nothing unlocked. Money is the entire gate, and it is a large one. Buy it if you have hit the point where Tria accumulates faster than you spend it and travel time is the last friction left. Otherwise Mudbucket at 29750 covers the same job at a quarter of the price, and the difference funds an entire farm, a full pen of livestock and every tool in the game.Chicken
A hen that lays eggs and levels up. Chicken starts at Lv. 1 with an experience bar running to 400, which puts it in a different category from anything you plant. Crops finish and get harvested. Livestock grows, and with time and feed the chicken turns into something considerably larger than what you bought. Hogan sells it at 700 Tria. That is twice what the Hoe or the Pickaxe cost at 350 each, and the return is slower to arrive. A chicken does nothing on day one except stand there needing feed. Eggs are the immediate output. They feed straight into Cooking Station recipes, which is where the 700 Tria starts coming back, and the supply keeps running as long as the bird does. Unlike Wheat Seeds at 5 Tria a bag, there is no replanting and no season to work around. The chicken produces year-round. The experience bar is the part worth planning for. 400 points to the next level, gained through feed rather than combat, so progress depends on how consistently you keep the bird fed rather than how often you log in to harvest. Feed becomes a running cost, and skipping it stalls the growth you paid for. Buyback is 26 Tria. Selling a chicken back to Hogan is throwing away 674 Tria, and worse if the bird has levels on it. Where the chicken sits against farming: a Magic Berry Seeds bush at 50 Tria regrows every 20 minutes and 6 seconds and asks nothing of you between harvests. The chicken costs fourteen times as much and needs feeding. What it gives back is a product line crops cannot cover, since eggs and milk open recipes that vegetables alone will not. Chicken carries no level or class restriction and needs nothing unlocked. The 700 Tria and a supply of feed are the whole commitment. Buy one once your plot funds itself and you have feed sorted. Buying a chicken with no feed lined up leaves you with an expensive Lv. 1 bird that never grows into anything.Cow
3500 Tria for a dairy cow, and the payback comes in milk. Fresh Milk sells at Arlette and Rendall for 70 Tria a bottle, so the cow covers her purchase price after roughly fifty bottles you no longer have to buy. That is the whole business case, and it only works if you actually use milk. Casters do. Berry Smoothie is milk blended with magic berries at a Cooking Station, and anyone drinking smoothies through dungeon runs goes through bottles faster than they expect. Pair the cow with a Magic Berry Seeds plot, which regrows every 20 minutes and 6 seconds through Spring, Summer and Autumn, and the entire mana supply chain stops costing Tria. Hogan sells her. She arrives at Lv. 1 with an experience bar of 1200, three times what a Chicken needs at 400, and she gains it through feed rather than anything you do in combat. Feed her well and she grows, which is a longer project than the chicken and a more expensive one to keep running. That feed cost is easy to underestimate. 3500 Tria buys the cow, not the growth. A player who buys her and then rations the feed ends up with an expensive Lv. 1 animal that never becomes what they paid for. Hogan buys her back at 130 Tria. Under four percent, and it ignores whatever levels she has gained, so the purchase is effectively permanent. Against the Chicken at 700 Tria, the cow is five times the cost for a product that feeds a narrower set of recipes. Eggs turn up in more places than milk does. What tips it is what you play. A Warrior has little use for a milk supply. An Enchanter running Berry Smoothie or Mana Cake between fights will get the 3500 Tria back inside a few sessions. Cow carries no level or class restriction and needs nothing unlocked. Buy her when your income is steady and your feed supply is not a question. She is not a first purchase, and she is not a purchase to make before the plot that keeps her fed.Mudbucket
29750 Tria for +32.0 Move Speed. Mudbucket is the horse Hogan sells, and the price puts it in a bracket nothing else in Dewdrop Village occupies. The Explorer Rucksack at 11550 Tria is the next largest purchase and it costs less than half as much. Slow, dusty, and smells like a barn, described as the most honest horse your money can buy. That framing is doing something useful: Mudbucket is the entry-level mount, not a good one. The +32.0 speed is what you are paying for and there is nothing else attached. The alternative is a Sheep. She costs 1750 Tria from the same vendor and grows big enough to ride if you feed her properly through 800 experience. That is the same destination for roughly six percent of the price, paid in hay and patience instead of Tria. Anyone who can wait should take that route, and anyone doing the maths on a horse should at least know the sheep exists. Where Mudbucket wins is immediacy. The sheep needs feeding, a pen at 1750 Tria and time before she becomes a mount. The horse works the moment you buy it. If travel time is what actually bothers you, and you have the Tria sitting there, buying the problem away is a reasonable thing to do. Hogan pays 1105 Tria to take it back, under four percent of what you spent. Worth weighing against Village Scroll at 250 Tria a use, which handles the specific problem of getting back to town with a full bag. A mount helps everywhere, scrolls help on the return trip only, and 29750 Tria buys 119 scrolls. For a player whose travel is mostly farm to village and back, the scrolls cover it. Mudbucket carries no level or class restriction and needs nothing unlocked. Money is the only barrier. Buy it once Tria stops being a constraint, which for most players means after the tools, the bags and a working farm. As a first big purchase it will leave you fast and broke.Sheep
Raise her well and she may grow big enough to ride. That line is what separates Sheep from the rest of Hogan's livestock, because a mount is worth considerably more than the wool she produces along the way. She costs 1750 Tria and starts at Lv. 1 with an 800 point experience bar. Both figures sit neatly between the Chicken at 700 Tria with 400 experience and the Cow at 3500 with 1200. Growth comes from feed, so reaching the size where riding becomes possible is a question of how consistently you keep her fed rather than anything you do out in the world. Wool is the output while she is growing. It feeds crafting rather than cooking, which puts the sheep on a different track from the cow and her milk. Anyone working toward clothing or gear recipes has a use for a steady wool supply that ore and timber cannot cover. Hogan buys her back at 65 Tria. Selling a sheep is a 1685 Tria loss and wipes out whatever levels she has gained, so treat the purchase as final. The mount angle is what justifies the price for most players. Buying a mount outright is expensive, and growing one from 1750 Tria and a feed habit is the cheaper route if you are patient. It also means the sheep keeps paying while you wait, since the wool comes in during the whole growth period rather than at the end. What kills the plan is inconsistent feeding. A sheep left underfed sits at low level indefinitely, producing wool and nothing else, and you have spent 1750 Tria on a wool machine you could have skipped. Sort out feed supply before you buy her, not after. Sheep carries no level or class restriction and needs nothing unlocked. Worth buying ahead of the Cow if you craft rather than cook, and worth buying ahead of both if you want a mount and do not mind the wait. Start with the Chicken at 700 Tria if you are still testing whether livestock suits how you play.Smokehoof
Twice the price of Mudbucket for four more points of speed. Smokehoof runs 59850 Tria at Hogan and gives +36.0 Move Speed against the +32.0 you get from a 29750 Tria horse. That extra 30100 Tria works out to 7525 per point, which is the steepest scaling on anything sold in Dewdrop Village. A grey horse that throws up a wall of dust behind it, hard to chase what you cannot see. The flavour sells it better than the numbers do. In practice the difference between +32.0 and +36.0 is noticeable over long rides and invisible on a trip from the farm to the village. That said, mounts are a permanent purchase and you only buy one. Nobody upgrades from Mudbucket to Smokehoof, because Hogan pays 1105 Tria for the horse you traded up from and you have effectively burned 28645 Tria. Decide once. If you know you are going to want the faster horse eventually, save the extra 30100 Tria and skip the cheap one entirely. Whether 59850 Tria is defensible depends on what else it buys. That is five Explorer Rucksacks at 11550, or seventeen cows at 3500, or 239 Village Scrolls at 250 each. Against those, a four point speed advantage is a luxury purchase and should be treated as one. Smokehoof buys back at 2223 Tria, under four percent. The honest recommendation: take Mudbucket unless Tria has genuinely stopped being a constraint. The gap in speed is small and the gap in price is not. Players who cross the map constantly for gathering routes, ore nodes and fishing spots get more from Smokehoof than someone tending a plot near the village ever will, and that is the only case where the number justifies itself. Smokehoof carries no level or class restriction and needs nothing unlocked. If you are still counting the cost of Hay Bundle at 50 Tria, this horse is several stages away. Come back once the farm, the livestock and the bags are all paid for.Snowloaf
Fluffy, white, and a little too loaf-shaped. Snowloaf is the fastest thing in Homestead at +44.0 Move Speed, and Hogan charges 249900 Tria for the privilege. The mount ladder makes that number easier to judge. Mudbucket gives +32.0 for 29750 Tria. Smokehoof +36.0 for 59850. Blackbean +40.0 for 119700. Snowloaf adds the next four points for 130200 Tria more than Blackbean, which is 32550 Tria per point of speed. Every rung roughly doubles the price for the same four point step, and this is where the curve stops being funny. Eight and a half Mudbuckets buy one Snowloaf, for 37.5% more speed. Nobody should read that as good value, and the game is not pretending otherwise. What you are buying at this tier is the top of the list, not a meaningful improvement in how fast you cross a map. Hogan pays 9282 Tria to take it back, so the usual rule applies harder than ever: mounts do not stack, and climbing the ladder wastes enormous sums. Buying Mudbucket, then Smokehoof, then Blackbean, then Snowloaf costs 459200 Tria and leaves you on the same horse as someone who saved and bought Snowloaf once. If this is where you are heading, ride nothing until you get there or ride the cheapest horse and ignore the middle tiers entirely. Some perspective on 249900 Tria: that is 21 Explorer Rucksacks at 11550, 71 cows at 3500, or roughly 4998 Hay Bundles. A full farm, a full pen and every tool in the game combined cost a fraction of this horse. Snowloaf carries no level or class restriction and needs nothing unlocked. This is an endgame purchase for players with nothing left to spend on, and it should be treated as a status item rather than a solution to travel. If travel is genuinely your problem and not your bank balance, Mudbucket at 29750 solves 80% of it and Village Scroll at 250 a use handles the rest.Amethyst Dirk
An iron dagger set with amethyst, and the gem is not decoration. Amethyst Dirk runs 1050 Tria at Breda behind a DEX 15 requirement, and it is the point where a crit build starts working properly. Crit Rate +4% and Crit Damage +16%, both double what Wooden Shiv offers at +2% and +10%. Attack Speed +0.12x is the fastest on any weapon Breda sells. P.ATK +15 is more than twice the shiv's +7. Max MP +20 with MP regeneration at +1.0 per second fills out the line. Those numbers work together rather than separately. Fast swings generate more chances to crit, a higher crit rate converts more of them, and higher crit damage makes each one count. A dagger build stacking all three out-damages a Claymore at P.ATK +32 against unarmoured targets, despite the raw attack looking embarrassing side by side. Where it loses is armour. Daggers have no Ignore DEF at all, so an armoured enemy that shrugs off small hits will shrug off a lot of them. That is the case for keeping a blunt weapon in the bag. Tin Tortoise drops Amethyst Dirk at 7.74%, roughly one per thirteen kills, which is a short farm for a 1050 Tria weapon. Patch Hound drops it at 0.18%, about one in 555, and is not worth pursuing. Breda pays 39 Tria to take it back. Amethyst Dirk needs nothing unlocked beyond DEX 15. For a DEX character this is the obvious upgrade and there is no competing dagger at the tier. Buy it if you are not levelling near tortoises, farm it if you are, and keep the 1050 Tria for a Cooking Station stock either way. The dagger playstyle burns through HP food faster than a shield build does, since you are trading defence for speed on every fight.Goblin Fork Stabber
A copper blade scratched end to end with goblin tallies, and nobody has asked what they count. Goblin Fork Stabber is the cheapest recipe at Eren's bench and the entry point into crafted weapons. The recipe is 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core. That single core is what makes it approachable. Every other weapon at the bench asks for 2 or 4, and at Barrel Champion's 0.64% drop rate each additional core is roughly 156 kills. P.ATK +27 with Attack Speed +0.15x, Crit Rate +6% and Crit Damage +24%. Against Amethyst Dirk, the best dagger Breda sells at P.ATK +15, Attack Speed +0.12x, Crit Rate +4% and Crit Damage +16%, this wins in every column. Max MP +30 and MP regeneration at +2.0 per second come along too. DEX 25 is the gate, ten points above what Amethyst Dirk requires, so this is a late upgrade rather than a sidegrade. It also drops. Lycaros at 15.98% is roughly one per six kills, which is far quicker than gathering the materials. Junk King follows at 7.74% and Critter Goblin at 0.25%. Anyone who can kill Lycaros reliably should farm the drop and skip the bench entirely. Vendors buy it at 78 Tria. Goblin Fork Stabber needs nothing unlocked beyond DEX 25. The sensible route depends on what you can fight. If Lycaros is beyond you, the recipe is the way in and the low core requirement makes it the only realistic first craft. If Lycaros is farmable, save your cores for Junkblade, Junk Totem or Scrap Sledge, all of which need four and none of which you want to be short on.Thornprick
A forest thorn grown to knife length, and it goes in easy. Thornprick is the cheapest recipe in the forest tier and the dagger option at DEX 35. The recipe is 12 Wood, 3 Briar Vine, 3 Enchanted Bark, 3 Living Bark and 1 Fossilized Amber. Half of what every other weapon in this tier asks, and the single Fossilized Amber is what makes it approachable. Every other forest recipe wants 2 or 4, and at 18.42% from Living Wardrobe each one is a real farming session. P.ATK +42 with Attack Speed +0.18x, Crit Rate +8%, Crit Damage +32% and Max MP +45. That attack speed is the highest on any weapon in the game, and the crit values are half again what Goblin Fork Stabber offers at +6% and +24%. Daggers work by multiplying small numbers, so all three of those stats compound. More swings produce more crit rolls, a higher crit rate converts more of them, and higher crit damage makes each one land harder. The result out-damages weapons with far larger P.ATK against unarmoured targets. No Ignore DEF anywhere in the dagger line, which stays true here. Armoured enemies remain the weakness, and that is what blunt weapons exist for. Lycaros drops it at 4.22%, Teapot Toadstool at 0.25%. Vendors pay 156 Tria, the lowest buyback in the forest tier and a reflection of the smaller recipe. Thornprick needs nothing unlocked beyond DEX 35. Build this one first if you play DEX. The material cost is genuinely half the tier and the weapon is not a compromise, which is a combination nothing else here offers.Wooden Shiv
700 Tria makes Wooden Shiv the cheapest weapon Breda stocks, and DEX 7 makes it the easiest to qualify for. It is where the dagger line begins. The stats say everything about how daggers work. Attack Speed +0.10x, the fastest swing on anything he sells, with Crit Rate +2% and Crit Damage +10% on top. P.ATK sits at just +7, lower than Claymore by a wide margin and lower than most things at this price. Daggers do not win on the damage number. They win on how many times they connect and how often those hits crit. Max MP +10 and MP regeneration at +1.0 per second come along as well, useful to a hybrid and dead weight to anyone playing pure DEX. One-handed and light, which leaves the off hand open. A carved wooden blade, light and quick, and there is no pretence that it is anything more than a starting weapon. Breda buys it back at 26 Tria, the smallest buyback on his rack, which follows from the smallest price. Where the shiv is worth having: any DEX character below DEX 15, and anyone testing whether the crit-based playstyle suits them before committing real Tria. At 700 Tria the experiment costs less than a Chicken. Where it stops: the crit numbers are too small to actually drive a build. Crit Rate +2% means the effect shows up occasionally rather than reliably, and Amethyst Dirk at DEX 15 doubles that to +4% while adding P.ATK +15. Nobody drops Wooden Shiv, so Breda is the only source. Buy it as your first weapon on a DEX build and plan to replace it quickly. The eight levels of dexterity between this and Amethyst Dirk go faster than the price gap suggests, and 700 Tria is small enough that outgrowing it costs nothing worth worrying about.Body Slam I
Reading Body Slam I raises the skill by one level, up to level 6. That is six books before Body Slam II becomes the next step. Cast bar, self target, physical damage. Self-targeted damage means you deliver it by throwing yourself at something rather than swinging, and the name agrees. The cast bar is the problem: a Defender stands in front of things that are hitting them, and an interruptible cast under fire rarely finishes. 700 Tria a copy, 4200 for six levels. Filed under Defender at the Librarian.Body Slam II
Body Slam II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. Cast it as the enemy approaches rather than once they arrive, and the interruption issue mostly disappears. 4900 Tria a copy, 29400 for the stage. The Librarian keeps it in the Defender section.Body Slam III
Body Slam III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. Timber Charge and Whirlwind both use instant casts and are the more dependable damage options in this tab at every tier.Iron Wall I
One book is not one skill. You consume six copies of Iron Wall I to carry the skill from level 1 to level 6, and level 7 needs Iron Wall II instead. All party members, Effect Radius 50, scaling from VIT. This is the book that makes a Defender worth bringing. Everything else in the tab is a personal attack; Iron Wall applies to everyone in range and scales off the stat the class already stacks through Amber Carapace and Oakward. 700 Tria a copy, 4200 for six levels. The Librarian keeps it in the Defender section.Iron Wall II
Iron Wall II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. The cast bar means casting before the fight rather than during it, and the fifty-unit radius means the party has to stay grouped for it to land. 4900 Tria a copy, 29400 for the stage. Sold from the Defender tab at the Librarian.Iron Wall III
Iron Wall III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. A tank who only reduces damage on themselves is doing half the job, and this is the half a group actually notices.Timber Charge I
Six copies of Timber Charge I take the skill from level 1 through level 6. After that the book stops working and Timber Charge II takes over. Instant cast, self area, physical damage. Instant is the reliable half of the Defender tab: Iron Wall and Body Slam both use cast bars and fail under pressure, while this one fires regardless of what is hitting you. 700 Tria a copy, 4200 for six levels. Sold from the Defender tab at the Librarian.Timber Charge II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. A Defender's damage will never compete with a Warrior's, and that is fine. Area damage is how you hold several enemies' attention, and the numbers matter less than the fact that everything nearby now considers you the problem. 4900 Tria a copy, 29400 for the stage. Neria stocks it under Defender.Timber Charge III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. The tab splits cleanly by cast type: cast-bar skills before a fight, instant skills during one.Whirlwind I
Whirlwind I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Whirlwind II. Instant, self area, physical. The descriptors match Timber Charge exactly, the same duplication seen in the Warrior and Enchanter tabs. Whatever separates them lives in numbers the shop does not print. 700 Tria a copy, 4200 for six levels. Neria stocks it under Defender.Whirlwind II
Levels 7 to 12, six copies. Whirlwind I stops working at level 6 and this is what continues it. Buying both area skills leaves a Defender with overlapping tools; the saved Tria is better spent on Iron Wall, which does something no attack in this tab can. 4900 Tria a copy, 29400 for the stage. Filed under Defender at the Librarian.Whirlwind III
Levels 13 to 18, six copies, and none of them for sale. Whirlwind III is a boss drop and priced accordingly by anyone trading it. Instant cast keeps it usable when a fight has already gone wrong, which is the only time a Defender's own damage output really matters.Aqua Bloom I
Aqua Bloom I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Aqua Bloom II. Cast bar, locked enemy, magic damage. Single-target damage from the class built entirely around it. Enchanters carry the highest magic attack in the game through Forest Stag at M.ATK +47 and have no melee fallback, so a dependable damage spell is the foundation rather than an extra. 700 Tria a copy, 4200 for the stage. Neria stocks it under Enchanter.Aqua Bloom II
Levels 7 to 12, six copies. Aqua Bloom I stops working at level 6 and this is what continues it. The cast bar is why Dewstep Slippers at Move Speed +1.4 matter so much: an Enchanter who gets reached cannot cast, and distance is the only real answer. 4900 Tria a copy, or 29400 to finish the twelve levels. Filed under Enchanter at the Librarian.Aqua Bloom III
Levels 13 to 18, six copies, and none of them for sale. Aqua Bloom III is a boss drop and priced accordingly by anyone trading it. Buy this line before Meteor Shower. Single-target damage kills the thing that is actually threatening you.Enchant Weapon I
Reading Enchant Weapon I raises the skill by one level, up to level 6. That is six books before Enchant Weapon II becomes the next step. Locked ally, cast bar, INT scaling, with MP running 40, 45, 49, 54, 58 and 63 across the six levels. The only Enchanter book that points at a friend, and the reason the class is named what it is. A Warrior swinging Rootcleaver at P.ATK +85 gains more from this than the Enchanter would gain by spending the same mana on damage. 700 Tria a copy, 4200 for the stage. Filed under Enchanter at the Librarian.Enchant Weapon II
Enchant Weapon II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. The second book runs 72 to 95 MP across its levels. Cast it before a fight rather than during one; this is preparation rather than reaction. 4900 Tria a copy, or 29400 to finish the twelve levels. The Librarian keeps it in the Enchanter section.Enchant Weapon III
Enchant Weapon III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. Buy the line if you play in a group and skip it if you do not. Buffing your own staff is not where an Enchanter's value sits.Entangle I
One book is not one skill. You consume six copies of Entangle I to carry the skill from level 1 to level 6, and level 7 needs Entangle II instead. Cast bar, locked enemy, magic damage. The fields match Aqua Bloom exactly, and the name is the only clue: entangling suggests holding something in place rather than simply hurting it. For a class whose survival depends on distance, that would be worth more than the damage. 700 Tria a copy, 4200 for the stage. The Librarian keeps it in the Enchanter section.Entangle II
Entangle II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. If the movement reading is right, Entangle and Aqua Bloom are not competing purchases. One kills, the other buys the seconds needed to keep casting. 4900 Tria a copy, or 29400 to finish the twelve levels. Sold from the Enchanter tab at the Librarian.Entangle III
Entangle III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. For a solo Enchanter this line matters more than raw damage: being reached is what kills casters, not a shortage of output.Meteor Shower I
Meteor Shower I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Meteor Shower II. Cast bar, self target, magic damage, INT scaling. A self target on a damage spell means an area centred on your own character, which is awkward for a class that wants distance: the spell works best when enemies are close, and close is where an Enchanter dies. 700 Tria a copy, 4200 for the stage. Neria stocks it under Enchanter.Meteor Shower II
Levels 7 to 12, six copies. Meteor Shower I stops working at level 6 and this is what continues it. Read together with the cast bar, this is an opener rather than an escape. Cast it as a group approaches, not once it has arrived. 4900 Tria a copy, or 29400 to finish the twelve levels. Filed under Enchanter at the Librarian.Meteor Shower III
Levels 13 to 18, six copies, and none of them for sale. Meteor Shower III is a boss drop and priced accordingly by anyone trading it. Against Aqua Bloom at a locked enemy, this is the crowd option, and a caster who levels through camps wants both lines eventually.Tailwind I
Six copies of Tailwind I take the skill from level 1 through level 6. After that the book stops working and Tailwind II takes over. Instant cast, self area, magic damage. Every other Enchanter book uses a cast bar, which makes this the one skill in the tab that works when something has already closed the distance. The name points at movement, and a caster who already stacks speed through Dewstep Slippers has an obvious use for more of it. 700 Tria a copy, 4200 for the stage. Sold from the Enchanter tab at the Librarian.Tailwind II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. For a solo caster this belongs above Enchant Weapon in the buying order: an escape beats a party buff nobody is there to receive. 4900 Tria a copy, or 29400 to finish the twelve levels. Neria stocks it under Enchanter.Tailwind III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. The instant cast alone justifies the slot, since an Enchanter has very few skills that function once things have gone wrong.Amber Carapace
Tree sap hardened over a few thousand years into plate, and the bugs trapped inside are still visible. Amber Carapace is the vitality chest piece of the forest tier and the most protective armour in the game. Max HP +210 and DEF +45 are both the highest figures on any chest piece, well clear of Barrel Plate at +140 and +32. HP regeneration runs at +3.0 per second, the fastest anywhere, with MDEF +11, Max MP +25 and MP regeneration at +1.0. Move Speed -1.0, unchanged from the junk tier. The heavy line never gets lighter, it only gets stronger. VIT 37 is the requirement, which puts it alongside Heartwood Maul and two levels above Amber Mallet. Vendors buy it at 260 Tria. Porcelain Golem drops it at 0.25%, roughly one per 400 kills, which is far slower than the junk tier managed and makes crafting genuinely competitive here for the first time. The recipe follows the forest armour pattern: a bulk base material, a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber. Amber Carapace needs nothing unlocked beyond VIT 37. That +3.0 HP regeneration deserves more attention than the defence numbers. Breda's armour regenerates at +1.0, the junk tier at +2.0, and this at +3.0. A Defender wearing it spends noticeably less time waiting between pulls and less Tria on Gourmet Roast at 210 Tria a portion. Over a long session that saving is real. Pair it with Oakward at DEF +60 and Block +15% and a vitality build reaches defensive numbers nothing in the game is designed to punch through. The cost is movement, and by that point a mount is not optional.Amber Fists
Heavy gauntlets set with amber, and something small and very old is trapped in each one. Amber Fists are the vitality gloves of the forest tier at VIT 32. DEF +10 with MDEF +2, and unusually for a heavy glove, Attack Speed +0.05x and Cast Speed +0.05x on top. The piece arrives Unidentified, so the visible block is a floor. Those speed values matter more than they look. No glove since Breda's rack has carried attack speed at all. Trailblazer Gloves managed +0.03x and Dustwalker Gloves +0.05x, and every junk-tier and forest-tier glove since has dropped the stat entirely. Amber Fists bring it back at the highest value available, on the piece with the most defence. Ten physical defence is the best of the three forest gloves, ahead of Thorngrasp at +7 and Vinetouch Gloves at +4. VIT 32 matches Elder Bark Helm, which makes those two the entry pair into the vitality line. Recipe: 12 Stone, 3 Memory Sap, 3 Mystic Essence, 3 Ancient Heartwood and 1 Fossilized Amber. Amber Fists need nothing unlocked beyond VIT 32. For once the glove slot is worth prioritising. A Defender running Amber Mallet at Attack Speed +0.02x gains more from another +0.05x than from ten defence, and the combination makes this the only glove in the game that improves how fast you fight rather than just how long you last. The trapped insect is flavour, though it connects to Amber Carapace, where the bugs caught in the sap are also mentioned. The vitality line of this tier is built from things that stopped moving a very long time ago.Amber Mallet
A stone mallet veined with amber, and the bead at the grip end still glows warm. Amber Mallet is the one-handed blunt weapon of the forest tier, gated behind VIT 35. P.ATK +31 with Ignore DEF +15%, Max MP +40 and MP regeneration at +2.0 per second. Attack Speed sits at +0.02x, a small positive figure that matters more than it looks on a blunt weapon, since the heavier options in this family all swing slower. Against Tin Can Smasher at VIT 25, which gives P.ATK +20 and Ignore DEF +12%, this is a clear step up in both columns while staying one-handed. Voidguard stays in the off hand, which for a Defender is the whole point of picking blunt in the first place. The recipe takes 24 Wood, 6 Memory Sap, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Five materials rather than the four the junk-tier weapons need, and Fossilized Amber is the bottleneck at 18.42% from Living Wardrobe and under half a percent everywhere else. Lycaros drops it at 4.22%, roughly one per 24 kills. Porcelain Golem manages 0.25%. That Lycaros rate is a quarter of what the junk tier offered, so farming is no longer the easy alternative to crafting that it used to be. Vendors buy it at 260 Tria. Amber Mallet needs nothing unlocked beyond VIT 35. Where it sits in a vitality progression: this is the weapon you use while working toward Heartwood Maul at VIT 37, which gives P.ATK +43 and Ignore DEF +25% but takes both hands and four times the materials. Two levels apart, and the mallet keeps your shield. For most Defenders that trade favours staying one-handed longer than the stat sheet suggests.Amethyst Dirk
An iron dagger set with amethyst, and the gem is not decoration. Amethyst Dirk runs 1050 Tria at Breda behind a DEX 15 requirement, and it is the point where a crit build starts working properly. Crit Rate +4% and Crit Damage +16%, both double what Wooden Shiv offers at +2% and +10%. Attack Speed +0.12x is the fastest on any weapon Breda sells. P.ATK +15 is more than twice the shiv's +7. Max MP +20 with MP regeneration at +1.0 per second fills out the line. Those numbers work together rather than separately. Fast swings generate more chances to crit, a higher crit rate converts more of them, and higher crit damage makes each one count. A dagger build stacking all three out-damages a Claymore at P.ATK +32 against unarmoured targets, despite the raw attack looking embarrassing side by side. Where it loses is armour. Daggers have no Ignore DEF at all, so an armoured enemy that shrugs off small hits will shrug off a lot of them. That is the case for keeping a blunt weapon in the bag. Tin Tortoise drops Amethyst Dirk at 7.74%, roughly one per thirteen kills, which is a short farm for a 1050 Tria weapon. Patch Hound drops it at 0.18%, about one in 555, and is not worth pursuing. Breda pays 39 Tria to take it back. Amethyst Dirk needs nothing unlocked beyond DEX 15. For a DEX character this is the obvious upgrade and there is no competing dagger at the tier. Buy it if you are not levelling near tortoises, farm it if you are, and keep the 1050 Tria for a Cooking Station stock either way. The dagger playstyle burns through HP food faster than a shield build does, since you are trading defence for speed on every fight.Axe
The Axe is the woodcutting tool, and it is the first gathering tool that has nothing to do with the farm plot. Same 350 Tria as the Hoe, Watering Can and Harvest Basket, same right hand slot, different vendor entirely. Arlette is the only shop that carries it. Leaf and Rendall, the two shops that cover every farming tool and seed between them, do not stock the Axe at all. If you have been buying everything at Leaf out of habit, this is the point where that stops working. Stock sits at 1 unit, so a trip to Arlette can end with an empty shelf and a wait. Woodcutting feeds the crafting side rather than the kitchen. Timber goes into furniture, structures and equipment recipes, which means the Axe pays off on a completely different schedule than the farming tools do. A farmer who never crafts has no reason to own one. Buyback is 13 Tria against 350 spent, matching the rest of the tool line. There is no reason to buy a second Axe, and no way to recover the cost of a mistaken purchase. The blade is described as worn but still biting into a trunk, which fits how the tool behaves. It does not wear out or need repairing, so the 350 Tria is a one-time cost and the Axe stays in your bag permanently once bought. The right hand slot conflict is now four tools deep. Hoe, can, basket, axe, plus whatever weapon you fight with. Hotbar binds are no longer optional at this point, and most players end up carrying only the tools relevant to the session rather than hauling all four everywhere. The Axe carries no level or class restriction and costs nothing to unlock. Buy it when a crafting recipe actually asks for wood, not before. The farming tools have a clear payback through crops you sell or cook. Timber only earns its keep if you are building something with it.Barrel Boots
Move Speed +1.0 is the number that makes Barrel Boots worth having, because the vitality line spends movement everywhere else. Barrel Plate costs -1.0, Soupbucket -1.0, Pipe Greaves -1.0. These give a point back. MDEF +3 alongside it, in line with the low magic defence the heavy line carries throughout. A full junk-tier vitality set nets out at -2.0 movement rather than -3.0, which is the difference between slow and genuinely painful on the walk out to a farming spot. Kettle Stompers from Breda did the same job at the earlier tier with DEF +8 and +1.0 movement. Junk King drops them at 7.74% and Lycaros at 15.98%, with Buckethead Goblin at 0.25%. Barrel Boots carry no requirement beyond the vitality gate on the set. Where they sit against the alternatives: Ragwrap Sandals give Move Speed +1.4 with MDEF +8, aimed at casters. Tin Treaders give +1.2 with MDEF +5 for a dexterity build. Barrel Boots are the slowest of the three and the only one built for a character who was never going to outrun anything anyway. Worth farming early in the tier. Boots are the piece that makes everything else bearable, and at 15.98% from Lycaros they arrive quickly. Anyone assembling the heavy set should get these before the chest, because a -3.0 movement penalty with no boots is the fastest way to stop enjoying the game.Barrel Plate
Max HP +140 and DEF +32 make Barrel Plate the heaviest chest piece a vitality build can craft, and it is exactly what the name suggests: a barrel, worn. HP regeneration runs at +2.0 per second, double what most armour manages, with MDEF +8, Max MP +18 and MP regeneration at +1.0. Move Speed -1.0 is the cost, and it stacks with Soupbucket and Pipe Greaves, which each take another full point. Set it against Pot Armor from Breda at Max HP +90 and DEF +18. Barrel Plate adds fifty health and fourteen defence for the same movement penalty, which is a large jump for one tier. Both are barrels. Only one of them was upgraded. MDEF +8 against DEF +32 keeps the heavy-line pattern intact. Physical damage bounces, magic goes straight through, and a full Barrel set walks into a caster fight badly equipped. VIT 27 is the requirement. Lycaros drops it at 15.98%, roughly one per six kills, which is generous for a chest piece at this tier. Buckethead Goblin follows at 0.25%. That drop rate is worth weighing against the recipe. Crafting armour at Eren costs Wood or Wool plus Scrap Metal, Rusty Gear and Junk Core, and the core is the part that hurts at 0.64% from Barrel Champion. Killing Lycaros six times is faster than farming a single core. Barrel Plate needs nothing unlocked beyond VIT 27. Farm it rather than build it if Lycaros is within reach. Save your Junk Core for weapons, where Scrap Sledge and Junkblade need four apiece and there is no cheaper substitute. Armour at 15.98% off a single mob is the easiest part of this tier to acquire.Briar Blade
The forest made it to keep things out. Briar Blade is the one-handed sword of the forest tier, requiring STR 35, and P.ATK +61 makes it the hardest-hitting one-handed weapon available. Attack Speed +0.08x on top of that is the detail worth noticing. Most weapons trading this much attack take speed away. Briar Blade adds it, along with Damage Up +10%, Max MP +45 and MP regeneration at +2.0 per second. Set it against Rusty Cleaver at STR 25, which gives P.ATK +39, Attack Speed +0.06x and Damage Up +7%. Every column improves and the weapon stays one-handed, so a shield stays equipped. The recipe is 24 Wood, 6 Briar Vine, 6 Mystic Essence, 6 Living Bark and 2 Fossilized Amber. Damage Up rather than Ignore DEF puts Briar Blade on the same side as Rusty Cleaver: strong against soft targets, weaker against armour. Rootcleaver at STR 37 swaps to Ignore DEF +15% and P.ATK +85, takes both hands and needs four times the materials. Vendors pay 260 Tria. Briar Blade needs nothing unlocked beyond STR 35. For a Warrior the comparison against Rootcleaver comes down to the shield. Sixty-one attack with a shield in the off hand survives content that eighty-five attack with an empty off hand does not, and the two levels between them are not the deciding factor. Build the Briar Blade, keep it, and treat Rootcleaver as a second weapon for armoured fights rather than a replacement.Briar Hauberk
Bark plates grown together with vine, cut from something that was still growing. Briar Hauberk is the dexterity chest piece of the forest tier, gated behind DEX 37. DEF +32 with MDEF +16, Max HP +170, Max MP +38, HP regeneration at +3.0 per second and MP regeneration at +2.0. Move Speed -0.6. As always with the dexterity line, every figure sits between the alternatives. Amber Carapace gives DEF +45 and MDEF +11 for -1.0 movement, Spore Vest DEF +22 and MDEF +23 for -0.3. The Hauberk splits both and adds the best mana regeneration of the three. That +3.0 HP regeneration matched only by Amber Carapace is the standout. For a dagger build that takes chip damage constantly, recovering three points a second between engagements changes how often you stop to eat. Vendors pay 260 Tria. Chair Treant drops it at 0.25%, roughly one per 400 kills. Recipe: a bulk base material, 12 of a mid-tier forest material, 12 Living Bark and 1 Fossilized Amber. Briar Hauberk needs nothing unlocked beyond DEX 37. Against Scrapmail at DEF +22, MDEF +11 and Max HP +100, this adds ten defence, five magic defence and seventy health for a ten-level jump in requirement. That is a full tier of improvement and the movement penalty is unchanged at -0.6. For a build running Thornprick at Attack Speed +0.18x, the Hauberk is what makes the playstyle survivable. Daggers generate damage by staying in melee range longer than a caster ever would, and the armour has to cover that.Caged Prism
A prism set in an iron cage that focuses spells cleanly, and best not to wonder how it got in there. Caged Prism is the one-handed staff at INT 15, and it is the first staff in Breda's rack that a caster should actually want. M.ATK +13 is more than double what Dewdrop offers at +6, and it comes with Cast Speed +0.05x, Attack Speed +0.03x, Damage Up +4%, Max MP +30 and MP regeneration at +2.0 per second. Being one-handed on top of all that is what settles the argument against Cyanbloom, which costs the same 1750 Tria, gives M.ATK +8 and takes your off hand. Same price, better in every column, one extra point of INT required. There is no situation where Cyanbloom is the correct purchase if you can reach INT 15. Tin Tortoise drops it at 7.74%, roughly one per thirteen kills. That is the friendliest drop rate on any weapon Breda sells and makes farming a genuine alternative to paying him. Spore Deer also drops it at 0.25%, one in 400, which is not worth planning around. Breda buys it back at 65 Tria. The Max MP +30 and the +2.0 per second regeneration are what make this staff comfortable rather than merely strong. An Enchanter running long fights spends less time drinking Berry Smoothie at 140 Tria a cup, and over a levelling session that saving is real. Caged Prism needs nothing unlocked beyond INT 15. Farm it if you are levelling anywhere near Tin Tortoises, since 7.74% comes up quickly and the 1750 Tria is better spent on a bag or a Cooking Station stock. Buy it outright if you are not, because the jump from a starter staff is large enough to change what content you can handle.Can Crushers
Gauntlets built from scrap pipe, and they deliver. Can Crushers fill the gloves slot for a vitality build in the junk tier. DEF +6 with MDEF +1. Small numbers, as gloves always are, and the highest physical defence of the three glove options at this tier. Scrap Gauntlets manage DEF +4 and Fingerless Rags DEF +2, so the pattern from Breda's rack carries over: heavy gloves protect, cloth gloves do not. Vendors buy them at 52 Tria. Lycaros drops them at 15.98%, roughly one per six kills, and Junk King at 7.74%. Gloves are the cheapest slot to fill in every tier, and this is no exception. The recipe wants 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core, which is the smallest commitment at Eren's bench and the same as Thornprick or Goblin Fork Stabber. One core rather than two or four makes it the sensible piece to actually build rather than farm. Can Crushers carry no unlock requirement beyond the vitality gate. What they do not offer is any of the speed modifiers Breda's gloves carried. Kettle Mitts gave Attack Speed +0.02x and Cast Speed +0.02x on top of DEF +3. Can Crushers trade those away for double the defence, which suits a Defender and does nothing for anyone else. Build these if you are crafting anything in this tier. One Junk Core is affordable, the drop rate is good enough that you will likely see a spare, and a filled glove slot is worth more than the six defence implies simply because most players leave it empty.Claymore
STR 17 and 2450 Tria. Claymore is the top of the sword line Breda sells, and both numbers put it well out of reach of a starting character. What you get for them is P.ATK +32, the highest raw attack on any blade he stocks. The trade-off sits in the attack speed. -0.05x is the heaviest swing penalty in the sword family, and Ignore DEF +8% tells you what the weapon was designed for. Ignore DEF cuts through armour and does very little against soft targets, so Claymore is a weapon for bosses and armoured enemies rather than for clearing camps. Against trash mobs the slow swing costs you more than the raw damage returns. Two-handed, so the off hand stays empty and a shield is off the table. Combined with the speed penalty, that means every fight is decided by how hard you hit rather than how much you absorb. Max MP +25 and MP regeneration at +1.0 per second run through this whole sword family, and they are as odd here as anywhere. A pure strength Warrior gains nothing from 25 extra mana. Hybrid builds that cast between swings get real value. You can farm it instead of buying. Tin Tortoise drops Claymore at 3.93%, roughly one per 25 kills, which is a reasonable session for a 2450 Tria weapon. Kettle Beetle also drops it at 0.18%, about one in 555, so hunting beetles for this is a waste of an evening. Tortoises or Breda, nothing else. Breda buys it back at 91 Tria. A heavy two-handed blade of the kind the old Defenders carried, with big reach and a bigger swing. The description matches the stat line for once. Worth the 2450 Tria if you fight armoured content and have STR 17 to spare. If you are still levelling through open-world mobs, a faster one-handed blade plus a shield will serve you better, and the Tria buys a lot of Hay Bundle or seeds in the meantime.Commoner Trousers
Plain brown trousers in a common cut, clean and sturdy, and nobody looks twice. That last part is the design goal rather than a complaint. Commoner Trousers cost 700 Tria at Breda, double what Peasant Trousers ask at 350. The extra 350 Tria buys a step from visibly poor to unremarkable, which is a smaller jump than the price doubling suggests but a real one. Like everything in the Clothing slot, they provide no stats. No defence, no health, no movement. Your Legs armour handles all of that separately and keeps working regardless of what you wear over it. Anyone comparing these to Trailblazer Pants at the same 1050 Tria tier is comparing two different systems. Breda buys them back at 26 Tria. Paired with Commoner Tunic at 700 Tria, a full commoner outfit runs 1400 Tria. That is the same as two Hay Bundles short of a Chicken, which puts the cost in perspective for anyone weighing cosmetics against a farm. No level or stat requirement applies. Where these fit: a character past the early game who wants to stop looking like a starting player without spending real money on it. Traveler Trousers at 1050 Tria have more character to them, and Noble Trousers at 1750 make a point. Commoner Trousers make no point at all, which is exactly what some players want. The practical view is that clothing is the last thing to buy. Tools, seeds, bags and weapons all return something. A pair of trousers returns how you feel about your character, and 700 Tria is a fair price for that once the rest is handled.Commoner Tunic
A white linen tunic in a common cut, and the lacing at the collar is the only fuss. Commoner Tunic sits in the Clothing shirt slot at 700 Tria from Breda. White linen is the detail worth noticing. Peasant Tunic at 350 Tria is brown and patched, deliberately shabby. This is clean, and in a game where most early gear looks scavenged, clean reads as a step up more clearly than the extra 350 Tria might suggest. The Clothing slot carries no stats on any piece Breda sells, this one included. Nothing changes about your defence, health, mana or movement when you put it on. Chest armour like Trailblazer Vest handles those numbers and is unaffected by what you wear over it. Breda buys it back at 26 Tria, the same 3.7% ratio every piece of clothing on his rack returns. Buying it alongside Commoner Trousers at 700 Tria makes a complete outfit for 1400 Tria. Mixing tiers works too, and a Commoner Tunic over Peasant Trousers costs 1050 Tria and looks like a character who owns one good shirt, which is arguably more interesting than a matched set. No level or stat requirement applies, so it can be worn from the start. The step up from here is Traveler Tunic at 1050 Tria, which adds shoulder straps and a satchel and reads as someone who travels rather than someone who lives in town. Whether that is worth another 350 Tria depends on whether you want your character to look settled or working. Buy it when the Tria is spare. The collar lacing is the only decoration, and that restraint is why it works with almost anything else on the rack.Copper Band
A copper band gone green at the edges. Max HP +50 and DEF +7 make Copper Band the most protective accessory Breda sells, and 2450 Tria makes it the most expensive. Run that against Wooden Beads at 1050 Tria with Max HP +30 and DEF +5. You pay 1400 Tria more for twenty health and two defence, which is poor value on paper. What it buys is a different slot. The band is a bracelet and the beads are a necklace, so a vitality build wanting both accessory slots filled ends up buying each rather than choosing between them. Tin Tortoise drops it at 1.00%, roughly one per hundred kills. That is a long farm compared to the 7.74% rate on gloves and boots, though for a 2450 Tria item it is still worth letting the drops accumulate while you kill tortoises for other reasons. The band arrives Unidentified, so the shop display understates it. Identifying it reveals additional properties, which matters more at this price than it does on a 700 Tria pair of gloves. Breda pays 91 Tria to take it back. No stat requirement is attached, so any class at any level can wear it. That makes Copper Band unusual among expensive equipment, since nothing gates it except the Tria. The honest recommendation: buy it late. 2450 Tria is a Claymore or a Voidlantern, and a weapon changes how fast you kill things while an accessory changes how long you survive doing it. Fill the weapon and armour slots first, then come back for the band once Tria stops being the constraint. For a Defender who already has Voidguard and the Kettle set, this is the sensible next purchase. Fifty health and seven defence in a slot that was empty is pure addition.Cyanbloom
Glows faintly in the dark and doubles as a lantern when the spells run dry. Cyanbloom is a two-handed staff at 1750 Tria from Breda, gated behind INT 12. M.ATK +8 against Dewdrop's +6, Cast Speed +0.05x instead of +0.03x, Damage Up +3%, Max MP +20 and MP regeneration at +2.0 per second. That last figure is the real upgrade. Doubling passive mana regen changes how long a caster can keep working between rests far more than two points of magic attack do. Attack Speed sits at -0.03x, the cost of going two-handed. Cyanbloom expects you to cast rather than swing, and any caster still poking things with a stick at INT 12 is playing the wrong way. Being two-handed also removes the shield. For a cloth-wearing class that is a real loss, and it is the main argument for skipping this and saving for Caged Prism at INT 15, which is one-handed, has M.ATK +13 and the same MP regeneration. The lantern line is doing more than flavour work. Anyone who has been caught out after dark without a Lantern equipped knows what light is worth, and a staff that provides it frees the dedicated lantern slot for something else. Breda pays 65 Tria to take it back, and no mob drops it, so buying is the only route. Where Cyanbloom earns its 1750 Tria is the stretch between INT 12 and INT 15. That is a short window for most casters, which makes the purchase hard to justify unless you are levelling slowly or fighting content where the extra magic attack changes what you can kill. The honest recommendation: stay on Dewdrop and put the 1750 Tria toward Caged Prism instead. Buy Cyanbloom only if INT 15 is a long way off and your current staff is actively holding you back.Dewdrop
Dewdrop is the staff a fresh caster starts with. INT 7 is the lowest requirement Breda attaches to anything, and 1050 Tria is the smallest price on his magic rack. The numbers are modest across the board. M.ATK +6, P.ATK +3, Cast Speed +0.03x, Attack Speed +0.03x, Damage Up +2%, Max MP +15 and MP regeneration at +1.0 per second. Nothing here will carry you through difficult content. What it does is get a caster out of the starting gate with a mana pool that regenerates on its own. One-handed, so the off hand stays free for a shield. That matters more for a caster than for a Warrior, since anything that reaches you in melee range is already a problem. The +0.03x on both cast and attack speed is worth noticing. Most staves specialise, pushing cast speed up while attack speed goes negative. Dewdrop raises both by the same small amount, which suits a low-level character who is still meleeing weak enemies between spells rather than casting exclusively. Breda buys it back at 39 Tria, so the 1050 is spent once you hand it over. A carved staff with a green gem for a dewdrop that channels magic, barely. The self-deprecation is accurate. This is a training weapon. Where Dewdrop makes sense: an Enchanter or Cleric under INT 12 who needs anything at all in their hands. Where it stops making sense: the moment you clear INT 12, since Cyanbloom at 1750 Tria roughly doubles the magic attack and adds MP regeneration at +2.0 per second. Nobody drops Dewdrop. Breda is the only source, which is unusual for a weapon at this tier and means the 1050 Tria has no farming alternative. Buy it, use it for the levels it takes to reach INT 12, and do not spend anything upgrading it in between. The gap between this and the next staff is small enough that saving toward Caged Prism at INT 15 is often the better plan.Dewstep Slippers
Soft-soled and quiet. Every step lands like you are crossing damp moss. Dewstep Slippers are the caster footwear of the forest tier, requiring INT 35. Move Speed +1.4 with DEF +10 and MDEF +12. That movement figure matches Ragwrap Sandals and Dustwalker Boots, so speed has not improved across three tiers, but the defence attached to it has: MDEF +12 against the sandals' +8 and the Dustwalker pair's +4. Vendors pay 104 Tria. Teapot Toadstool drops them at 0.25%, roughly one per 400 kills. Recipe: 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Dewstep Slippers need nothing unlocked beyond INT 35. The arithmetic that makes the caster line work: Spore Vest at -0.3, Moss Veil at -0.3 and Vineweave Pants at -0.3 come to -0.9. These give back 1.4, leaving a fully armoured Enchanter at +0.5 net. No other line manages that. The vitality set at -3.0 with +1.0 from boots ends at -2.0, and dexterity lands at -0.6. For a caster that half point of extra speed is the difference between kiting successfully and being caught, and it is worth more than the defence on any single piece. Build them early rather than late. Movement is the one stat that improves every part of the game, including the walk out to Living Wardrobe to farm the Fossilized Amber everything else in this tier needs.Driftwood Maul
Attack Speed -0.08x is the number to look at first. Driftwood Maul swings slower than anything else Breda sells at this tier, and P.ATK +8 is not enough to make up for it. The rest reads reasonably: Ignore DEF +8%, Max MP +12, MP regeneration at +1.0 per second, VIT 12 required, 1750 Tria to buy. On paper it looks like a step up from Wooden Club at 1050 Tria and P.ATK +5. Run it against Iron Mace and the case collapses. That weapon costs the same 1750 Tria, needs VIT 15, gives P.ATK +11, the same Ignore DEF +8%, more mana, no speed penalty at all, and it leaves your off hand free for a shield. Driftwood Maul is a worse weapon at an identical price, and the only thing it has going for it is the three-point lower requirement. That gap between VIT 12 and VIT 15 is the entire reason to own one. If you are stuck in it and Wooden Club is no longer cutting through anything, the maul is what you have. Otherwise, save the Tria. Two-handed, which combined with the speed penalty means slow swings and no shield. For a VIT build that is a strange combination, since the whole point of investing in vitality is surviving hits you were going to take anyway. Breda pays 65 Tria to take it back. No mob drops it. A big curved maul, flowers and all, heavy and slow and prettier than what it hits. Nothing about the description oversells it. Driftwood Maul needs nothing unlocked beyond VIT 12. The practical advice: stay on Wooden Club until VIT 15 and buy Iron Mace directly. Spending 1750 Tria here means spending another 1750 shortly afterwards, and 3500 Tria buys a Cow or most of an Explorer Rucksack instead.Dustwalker Boots
Soft-soled boots worn thin, quick on your feet and good for leaving. Move Speed +1.4 is the fastest footwear Breda sells, and for a caster that is the whole point. DEF +3 and MDEF +4 are modest, though the magic defence is the highest on any boots he stocks. Kettle Stompers offer DEF +8 with MDEF +2, so the two are almost mirror images of each other. Dustwalker Boots protect against spells and let you outrun the things you cannot fight. The movement bonus does real work in a cloth setup. Dustwalker Vest, Hood and Pants each cost -0.3, coming to -0.9 across three slots. These boots more than cancel that, leaving a caster in full cloth actually faster than they started. No other armour line manages that. They arrive Unidentified. The stat block on the shelf is a floor, and identifying them reveals more. Tin Tortoise drops them at 7.74%, around one per thirteen kills, and Spore Deer at 0.25%, one in 400. At 700 Tria the farm is optional, though the tortoise rate is friendly enough that it costs little to try. Breda buys them back at 26 Tria. Dustwalker Boots need nothing unlocked beyond INT 15. INT 15 is when Caged Prism and Dustwalker Pants also become available, and at 700 Tria the boots are the cheapest of the three by 350 Tria. That makes them the obvious first purchase at the level. For an Enchanter who kites, this is arguably the most valuable slot in the entire cloth set. Staying out of melee range prevents more damage than MDEF +4 ever absorbs, and +1.4 movement is what keeps you there.Dustwalker Gloves
Attack Speed +0.05x and Cast Speed +0.05x, the fastest gloves Breda sells, on the piece with the least armour. Dustwalker Gloves cost 700 Tria and require INT 12. That +0.05x on cast speed is the reason a caster buys them. Kettle Mitts manage +0.02x and Trailblazer Gloves +0.03x, so nothing else in the slot moves your casting along this much. Stacked with a staff like Voidlantern at Cast Speed +0.08x, the difference in how fast spells come out is noticeable rather than theoretical. DEF +1 and MDEF +2 are close to nothing. You are not buying these for protection. Soft gloves trimmed in green, cut for spellwork, and good for snacking too. The second half is a joke, though it does tell you how much material is actually in them. They come Unidentified, which means the visible stats are only part of what the gloves do. Identifying them adds properties the shop display does not show, so the 700 Tria buys more than the tooltip promises. Tin Tortoise drops them at 7.74%, about one per thirteen kills, and Spore Deer at 0.25%, roughly one in 400. Farming tortoises is a reasonable alternative to paying at this price point, though 700 Tria is small enough that most players just buy. Breda pays 26 Tria to take them back. Dustwalker Gloves need nothing unlocked beyond INT 12. INT 12 is also when Dustwalker Hood and Cyanbloom become available, and among those three the gloves are the cheapest by a wide margin. Buy them first. A slot filled for 700 Tria beats saving toward something that costs 1750 and covers one more square of your character.Dustwalker Hood
A light hood for dusty roads that keeps grit out of your eyes, and at INT 12 it is usually the first armour piece a caster owns. Breda sells it for 1050 Tria. MDEF +6 against DEF +5 tells you what this is. Most armour protects better against weapons than spells. Dustwalker Hood does the opposite, which matters because the enemies that threaten a cloth-wearing caster most are the ones throwing magic back. Max HP +30 is the lowest health bonus on any helmet Breda stocks, and Max MP +12 is more than double what Kettle Crown offers at +5. The design is consistent: you give up survivability and get resources and mobility instead. Move Speed -0.3 is light enough to ignore. Kettle Crown costs -1.0 for its heavier protection, and over a full set that difference decides whether you can outrun something or not. Tin Tortoise drops the hood at 3.93%, roughly one per 25 kills. Spore Deer drops it at 0.25%, one in 400, which is not a plan. Breda buys it back at 39 Tria. Dustwalker Hood needs nothing unlocked beyond INT 12. INT 12 is the same requirement Cyanbloom carries, so a caster tends to hit both at once. Given 2800 Tria to spend at that point, the hood at 1050 is the better half of that pair. Armour keeps working regardless of what you are fighting, while the staff upgrade only matters until INT 15 arrives. Where it falls short: Max HP +30 means a single unexpected hit does proportionally more damage than it would to anyone in the heavy line. This is a piece for players who intend to stay out of melee range, not for a Cleric who ends up in the middle of fights healing a group. Buy it early on any intelligence build and replace it only when a better cloth helmet appears. There is no reason to wear Kettle Crown on a caster just because the defence number is larger.Dustwalker Pants
Loose cloth strips on a rope waist, built for running, and which direction is up to you. Dustwalker Pants fill the legs slot for a caster at INT 15 and 1050 Tria. DEF +6 is the lowest physical defence on any leg armour Breda sells. MDEF +8 is the highest. That inversion is the point, and anyone comparing these to Kettle Greaves at DEF +15 and MDEF +3 is looking at two pieces built for opposite problems rather than two versions of the same one. Max MP +15 and Max HP +40 fill out the line, with HP and MP regeneration both at +1.0 per second. Move Speed -0.3 keeps the mobility that cloth armour exists to preserve. Tin Tortoise drops them at 3.93%, roughly one per 25 kills, and Spore Deer at 0.25%, which is one in 400 and not worth pursuing. Between paying Breda 1050 Tria and farming tortoises, the tortoise route is quick enough to prefer if you are levelling nearby. Breda buys them back at 39 Tria. Dustwalker Pants need nothing unlocked beyond INT 15. The INT 15 gate lines up with Caged Prism, which is the staff most casters want at that level. Buying both at once costs 2800 Tria, and the pants are the part you can safely delay, since a legs slot contributes less to survival than a weapon does to killing things faster. Where they matter most: fights against magic damage. MDEF +8 on the legs plus MDEF +9 from Dustwalker Vest and MDEF +6 from Dustwalker Hood gives a caster a coherent set that actually resists spells, which no combination of heavy pieces can manage. Skip them entirely if you play anything that gets hit in melee. DEF +6 will not hold up, and Trailblazer Pants at DEX 15 offer DEF +10 with MDEF +5 for the same 1050 Tria if you need a middle ground.Dustwalker Vest
MDEF +9 is the highest magic defence on any chest piece Breda sells, and Max MP +20 is the largest mana bonus on any armour he stocks. Dustwalker Vest is built for casters and makes no attempt to hide it. A leafy mantle over ragged cloth that blends into the background, requiring INT 17 and costing 1750 Tria. That intelligence gate is what keeps it off a Warrior, and rightly so, since DEF +8 and Max HP +50 are modest next to Pot Armor at DEF +18 and Max HP +90. Move Speed -0.3 is where the cloth pays off. Pot Armor costs a full -1.0 for its protection. Dustwalker Vest takes less than a third of that, which for a caster kiting away from melee is worth more than the raw defence difference. Staying out of reach beats surviving a hit you should not have taken. HP regeneration sits at +1.0 per second and MP regeneration at +1.0. Tin Tortoise drops it at 3.93%, around one per 25 kills, which is a reasonable farm for a 1750 Tria piece. Spore Deer also drops it at 0.25%, one in 400, and is not worth targeting. Breda pays 65 Tria for it back. Dustwalker Vest needs nothing unlocked beyond INT 17. The Max MP +20 deserves attention. Combined with a staff like Caged Prism at Max MP +30, the mana pool grows enough that a caster spends noticeably less on Berry Smoothie at 140 Tria a cup during long sessions. Armour that reduces your consumable spending is doing more work than the defence column shows. Buy it if you play an Enchanter or Cleric and have INT 17. Anyone under that requirement should stay on Dustwalker Hood and Dustwalker Pants, which come in at INT 12 and INT 15, and save the 1750 Tria for the chest piece rather than buying something heavier that fights the build.Elder Bark Helm
A helm grown from old bark, hard as seasoned oak, and it smells like the forest floor after rain. Elder Bark Helm is the vitality helmet of the forest tier, requiring VIT 32. DEF +28 is the highest head defence in the game, ahead of Thornguard Hood at +20 and Soupbucket at +20 from the junk tier. Max HP +130, MDEF +8, Max MP +15, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0, unchanged from every heavy piece before it. VIT 32 is worth noting because it undercuts the rest of the vitality line. Petrified Greaves and Stonebark Greaves both need VIT 35 and Amber Carapace VIT 37, so the helmet is what a Defender can wear first and the natural entry into forest armour. Vendors buy it at 156 Tria. Recipe: 24 Stone, 6 Memory Sap, 6 Mystic Essence, 6 Ancient Heartwood and 1 Fossilized Amber. Elder Bark Helm needs nothing unlocked beyond VIT 32. One hundred and thirty health on a helmet is unusual. Most head armour contributes defence and little else, and this carries more health than several chest pieces from earlier tiers. Combined with HP regeneration at +2.0, the piece does real work in long fights rather than just padding a stat sheet. MDEF +8 keeps the heavy-line weakness intact. Twenty-eight physical defence and eight magic defence means a caster enemy goes through this as easily as it went through Kettle Crown, and no amount of tier progression has fixed that for the vitality line. Build it first among the vitality pieces. Five levels earlier than the greaves and the same one Fossilized Amber.Explorer Rucksack
At 11550 Tria the Explorer Rucksack costs more than twice the Leather Satchel and gives you five more slots than it does. Fifteen slots total, working out at 770 Tria each. Bag space in this game gets steadily more expensive the more of it you buy, and this is where the curve starts to bite. Run the numbers before committing. The Leather Satchel delivers ten slots for 4900 Tria at 490 apiece. The rucksack asks 6650 Tria more for five additional slots, roughly 1330 Tria per extra slot over what the satchel already gave you. Whether that trade makes sense depends less on the maths and more on how far you travel from a vendor. It sits in the same bag slot, so it replaces the satchel rather than adding to it. Selling the satchel back returns 182 Tria against the 4900 you paid, meaning the upgrade path from pouch to satchel to rucksack costs 18550 Tria for what a direct purchase gets you for 11550. Skip the intermediate bags if you have the patience to save. Arlette is the only source. Stock empties and refills on a short timer, under two minutes, so an empty shelf on an eleven thousand Tria item is a brief wait rather than a real problem. Buyback sits at 429 Tria. Under four percent, in line with the rest of Arlette's bag line. A big canvas rucksack on a proper frame that holds far more than you will ever organize, which is the honest warning. Fifteen slots means long gathering routes without a town trip, mining and fishing in the same outing, and keeping crafting materials on you instead of sorting through what to drop. It also means genuinely losing track of what you are carrying. Explorer Rucksack carries no level or class restriction and needs nothing unlocked. Buy it when town trips are what actually slow you down, not when your bag simply feels tight. At this price the rucksack is a time purchase, not a storage one.Fingerless Rags
Leather mitts tied off with rope, fingertips poking through, and better than nothing. That last part is the honest assessment. DEF +2 and MDEF +3 make Fingerless Rags the least protective gloves in the junk tier, behind Scrap Gauntlets at DEF +4 and Can Crushers at DEF +6. The MDEF is the highest of the three, which is the only column where they win. Vendors pay 52 Tria. Lycaros drops them at 15.98%, about one per six kills. Scarecrow Goblin follows at 0.17%. Gloves are the slot where the numbers stop mattering much and filling it at all is most of the benefit. Two defence is not going to change a fight. An empty slot changes nothing either, and these cost one Junk Core to build or six Lycaros kills to find. Fingerless Rags carry no unlock requirement beyond the caster gate on the set. What is missing compared to Breda's gloves is the speed modifiers. Dustwalker Gloves gave Cast Speed +0.05x, which for an Enchanter was the entire reason to wear them. Fingerless Rags offer no cast speed at all, only defence, and that makes them a strictly worse choice for a caster who already owns the earlier pair. Worth checking before you replace anything. A tier upgrade that removes a stat you were using is not an upgrade, and this is the clearest example of that in the game. Keep the Dustwalker Gloves if casting speed matters to your build, and take the Rags only if the glove slot is genuinely empty.Fishing Rod
The Fishing Rod costs 2100 Tria, six times what the Hoe, the Watering Can or the Axe cost at 350 each. That price is the single largest hurdle between a new player and the fishing profession. Arlette sells it, and nobody else does. Leaf and Rendall, which cover the seeds and the farming tools, do not stock the rod at all. Arlette keeps 1 unit on the shelf, so bring the full 2100 Tria on the first trip instead of gathering the rest and hoping the stock survives. Buyback is 78 Tria. Spend 2100, change your mind, lose 2022. Nobody should be buying this rod on a whim. Fishing works differently from every other gathering activity. No seasons to wait for, no soil to till, no seeds to rebuy each cycle. You walk to water and cast. Where a plot of Golden Fruit Seeds locks you into Autumn and an hour per kilogram, the rod earns whenever you have twenty free minutes. Fish also fill cooking recipes that vegetables cannot, which keeps the catch in demand rather than sitting in a vendor pile. It occupies the right hand slot, the same slot used by the Hoe, the Harvest Basket and your weapon. Fishing is best treated as its own session for that reason. Swapping between rod and sword repeatedly gets tedious fast. The rod does not wear out, break or need repairs, so the 2100 Tria is permanent. Whether that is expensive depends entirely on how much you fish. Cast a handful of times and you have burned an entire season of farming profit. Fish regularly and the number stops mattering inside a week. The Fishing Rod carries no level or class restriction. Money is the only gate. Buy it once your plot funds itself. A plain rod and line pulls dinner out of the shallows perfectly well, but not on day one with 2100 Tria you needed for seeds.Floppsy Hood
A goblin hood with long floppy ears. Floppsy Hood is the dexterity helmet of the junk tier and the only piece of equipment in the game that appears to be a joke at the wearer's expense. DEF +14 with MDEF +7, Max MP +15 and MP regeneration at +1.0 per second. Move Speed -0.6. Fourteen defence sits between X-Eyes Sack at +10 and Soupbucket at +20, exactly where the dexterity line always lands. MDEF +7 is the best magic defence of the three helmets here, which is a small surprise given the caster option exists. Vendors pay 78 Tria. Lycaros drops it at 15.98%, about one per six kills, and Junk King at 3.93%. Floppsy Hood needs nothing unlocked beyond the dexterity gate. Against Trailblazer Hood from Breda at DEF +8 and Max HP +40, this adds six defence and seven magic defence. A modest step rather than a leap, and helmets remain the slot where tier upgrades do least. The ears are cosmetic and the game is clearly aware of it. Junk-tier equipment is built from goblin leavings throughout, and where the vitality line got a cook pot and the caster line got a sack with eyes cut into it, dexterity players get to look like the thing they have been killing. Nobody in this tier is dressed with dignity. Worth farming for the slot rather than the stats. Six Lycaros kills is a short detour and an empty helmet slot is fourteen defence you are not using.Forest Stag
Max MP +85 and MP regeneration at +5.0 per second. Forest Stag holds the largest mana pool and the fastest mana recovery of any weapon, and for an Enchanter that combination ends the resource problem entirely. A living branch shaped like antlers, still growing, and it steadies your aim when it feels like it. M.ATK +47 with Cast Speed +0.15x and Damage Up +12%, both the highest available. Attack Speed -0.03x is the only negative and no caster will notice it. Two-handed, which costs nothing a staff user was using anyway. Recipe: 48 Wood, 12 Enchanted Bark, 12 Enchanted Wood, 12 Living Bark and 4 Fossilized Amber. INT 37 is the requirement. Against Hummingbird Bloom at INT 35, the Stag adds twelve magic attack, twenty mana, faster casting and another point of regeneration, for four times the materials. Two levels apart. Whether that is worth it depends entirely on how much Fossilized Amber you have, since four is roughly 22 Living Wardrobe kills at 18.42% and considerably more if you are killing anything else. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors pay 364 Tria. Forest Stag needs nothing unlocked beyond INT 37. Stack it with Silver Chain at Max MP +50 and Woven Bracelet at Max MP +30 and a caster carries 165 mana from equipment alone, regenerating five points a second. At that stage Mana Cake at 210 Tria a slice becomes something you carry out of habit rather than necessity, and the saving on food alone repays part of the farming.Goblin Fork Stabber
A copper blade scratched end to end with goblin tallies, and nobody has asked what they count. Goblin Fork Stabber is the cheapest recipe at Eren's bench and the entry point into crafted weapons. The recipe is 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core. That single core is what makes it approachable. Every other weapon at the bench asks for 2 or 4, and at Barrel Champion's 0.64% drop rate each additional core is roughly 156 kills. P.ATK +27 with Attack Speed +0.15x, Crit Rate +6% and Crit Damage +24%. Against Amethyst Dirk, the best dagger Breda sells at P.ATK +15, Attack Speed +0.12x, Crit Rate +4% and Crit Damage +16%, this wins in every column. Max MP +30 and MP regeneration at +2.0 per second come along too. DEX 25 is the gate, ten points above what Amethyst Dirk requires, so this is a late upgrade rather than a sidegrade. It also drops. Lycaros at 15.98% is roughly one per six kills, which is far quicker than gathering the materials. Junk King follows at 7.74% and Critter Goblin at 0.25%. Anyone who can kill Lycaros reliably should farm the drop and skip the bench entirely. Vendors buy it at 78 Tria. Goblin Fork Stabber needs nothing unlocked beyond DEX 25. The sensible route depends on what you can fight. If Lycaros is beyond you, the recipe is the way in and the low core requirement makes it the only realistic first craft. If Lycaros is farmable, save your cores for Junkblade, Junk Totem or Scrap Sledge, all of which need four and none of which you want to be short on.Harvest Basket
Harvest Basket is the tool you equip in the right hand to bring crops in from the field. At 350 Tria it is the first serious purchase a farmer makes, costing more than seven bags of Tomato Seeds and many times what a plot of wheat is worth. It occupies the right hand slot, which means it competes with whatever weapon you normally carry. Swapping to the basket to harvest and back to a sword to travel is the usual routine, and it is worth setting up a hotbar slot for the swap before you buy. Farmers who skip that step end up walking into mobs holding a basket. Only Leaf sells it. Stock is thin and the shelf sits empty most of the time, with a restock timer around two minutes. Two minutes is short enough to wait out, so an "Out of stock" message on a 350 Tria item is an inconvenience rather than a real barrier. The vendor buys it back at 13 Tria. That is a 337 Tria loss on a change of mind, the worst buyback ratio of anything on the farming shelf. Be certain you are farming seriously before spending the Tria, because there is no recovering it. Whether the basket pays for itself depends entirely on how much you harvest. A player planting a few carrots between quests will never earn it back. Someone running a full plot of magic berries or tomatoes across a season clears the cost quickly, since the basket applies to every pickup rather than a single crop. Harvest Basket carries no level or class restriction and costs nothing to unlock. The 350 Tria is the only gate. Sturdier than it looks, and it does not wear out, so the purchase is one-time. Buy it once you have a plot you actually maintain, not on your first day of farming. Spend the early Tria on seeds and let the plot fund the basket.Heartwood Maul
Ignore DEF +25% is the highest armour penetration in the game, ahead of Scrap Sledge at +18% and everything Breda sells by a wide margin. Heartwood Maul is the two-handed blunt weapon of the forest tier, gated behind VIT 37. A maul head of living vines wound tight, roses and all, and it blooms between fights. P.ATK +43 with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed sits at -0.10x, matching Iron Hammer and Scrap Sledge for the slowest swing available. That penalty is the price of the penetration and it shapes how the weapon should be used. Against a plated target the 25% is decisive and nothing else comes close. Against anything soft, the slow swing and the modest attack figure mean Briar Blade at P.ATK +61 with positive attack speed will out-damage it comfortably, and Briar Blade is a strength weapon rather than a vitality one, so the comparison mainly tells you what you give up. Recipe: 48 Wood, 12 Enchanted Wood, 12 Mystic Essence, 12 Living Bark and 4 Fossilized Amber. Four times what Thornprick asks, and the four Fossilized Amber is the wall at 18.42% from Living Wardrobe. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors buy it at 364 Tria. Heartwood Maul needs nothing unlocked beyond VIT 37. Carry it as a second weapon rather than a primary. Amber Mallet at VIT 35 keeps Voidguard in your off hand and clears ordinary content faster. Swap to the maul when something is actually wearing armour, which is exactly the situation nothing else in the game handles this well.Hoe
The Hoe breaks soil and turns rows, which makes it the tool you need before a single seed goes into the ground. Everything on the farming shelf, from 5 Tria wheat to 100 Tria tomatoes, assumes you already own one. That puts the Hoe first in the buying order, ahead of the Harvest Basket at the same 350 Tria price. It equips in the right hand, so it takes the same slot as your weapon and the basket. A working farm session means swapping between the three, and it is worth binding them before you start rather than fumbling through the inventory with a plot half tilled. Leaf and Rendall both carry it, which is one practical advantage over the Harvest Basket. Stock sits at 1 unit per shop, so if Leaf is empty you have a second option instead of waiting on a timer. The buyback is 13 Tria against 350 spent. Nobody sells a Hoe back on purpose, but the number is worth knowing before you buy a spare. There is no reason to own two. Whether 350 Tria is steep depends on when you buy it. Early, before you have any Tria coming in, it is a real investment and takes several harvests to justify. Later it is trivial. The awkward part is that you cannot farm at all until you own one, so the cost lands exactly when it hurts most. Wheat is the sensible first crop for that reason: cheap seeds, fast turnover, and the plot starts returning while you are still recovering the tool cost. The Hoe carries no level or class restriction and costs nothing to unlock. It does not wear out, so this is a one-time purchase. Buy the Hoe first, plant cheap, and pick up the Harvest Basket once the plot is actually earning. Buying both at once costs 700 Tria and leaves nothing for seeds, which is the mistake most new farmers make.Hummingbird Bloom
MP regeneration at +4.0 per second, and the flowers draw hummingbirds. Hummingbird Bloom is the caster weapon of the forest tier at INT 35, and that regeneration figure is what sets it apart. Every staff before it tops out at +3.0. Peekaboo manages that, Voidlantern only +2.0. Going to +4.0 means an Enchanter refills fast enough that mana stops being a resource you manage between fights and becomes one that manages itself. M.ATK +35 with Cast Speed +0.10x, Damage Up +8% and Max MP +65. It also carries Attack Speed +0.05x, which is unusual on a staff and suggests the same hybrid intent Peekaboo had. Recipe: 24 Wood, 6 Enchanted Bark, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Against Peekaboo at INT 25, this adds twelve magic attack, twenty mana and a third more regeneration. Against Forest Stag at INT 37, it gives up twelve magic attack, twenty mana and another point of regeneration, but it stays available two levels earlier and costs a quarter of the materials. Lycaros drops it at 4.22%, about one per 24 kills. Teapot Toadstool follows at 0.25%. Vendors buy it at 260 Tria. Hummingbird Bloom needs nothing unlocked beyond INT 35. The practical case for building it: Forest Stag needs 48 Wood, 12 each of three materials and 4 Fossilized Amber, which is four times this recipe. Two levels of intelligence is a short wait and four times the farming is not. Build the Bloom, use it through INT 37, and decide on the Stag once you see how the amber accumulates.Iron Hammer
Ignore DEF +12% is the highest armour penetration on anything Breda sells. Iron Hammer costs 2450 Tria, requires VIT 17, and it exists for exactly one job: hitting things that are hard to hurt. P.ATK +16 and Max MP +22 fill out the line, but the number that decides whether you want this is that 12%. Against a heavily armoured target the hammer will out-damage weapons with far higher raw attack. Against something soft it will not, and the -0.10x attack speed makes that gap worse than it looks. That speed penalty is the steepest in the game. Every swing takes noticeably longer than with Iron Mace at 1750 Tria, which has no penalty at all and keeps your off hand free. Fighting a camp of weak mobs with an Iron Hammer is slow, tedious work. Two-handed, so no shield, which sits oddly on a weapon gated behind vitality. A VIT build usually wants to absorb damage rather than avoid fights, and giving up the off hand undercuts that. Tin Tortoise drops it at 3.93%, roughly one per 25 kills. Kettle Beetle also drops it, at 0.18%, which is one in 555 and not a plan. If you want the hammer without paying 2450 Tria, tortoises are the only realistic route. Breda pays 91 Tria for it back. A two-handed iron hammer, originally made for breaking doors, and still is mostly. Iron Hammer needs nothing unlocked beyond VIT 17. Carry it as a second weapon rather than a primary. Swapping to the hammer for an armoured boss and back to Iron Mace for everything else gets more out of 2450 Tria than using it as your everyday blunt weapon, where the speed penalty costs you more damage over a session than the penetration returns.Iron Mace
Every argument with armour ends the same way. Iron Mace is the one-handed blunt weapon at VIT 15, priced at 1750 Tria, and it is the point where the blunt line stops being a compromise. P.ATK +11 with Ignore DEF +8%, Max MP +18 and MP regeneration at +1.0 per second. No attack speed penalty, and the off hand stays free. Against Driftwood Maul, which costs the identical 1750 Tria and asks only VIT 12, this wins on attack, on speed and on the shield slot. The three extra points of vitality are the only thing standing between you and a clearly better weapon. Ignore DEF +8% is where the mace does its work. Armoured enemies take the same treatment as unarmoured ones, which is exactly the situation where a sword with Damage Up starts underperforming. Against soft targets a blade will out-damage this, so pick your weapon around what you are fighting rather than the higher number on the tooltip. Tin Tortoise drops Iron Mace at 7.74%, about one per thirteen kills, which makes farming a reasonable alternative to paying Breda. Cup Snail drops it at 0.25%, one in 400, and is not worth the trip. Breda buys it back at 65 Tria. Iron Mace needs nothing unlocked beyond VIT 15. For a Defender this is the natural weapon. Vitality builds want to hold a shield, and the blunt line is the only weapon family that supports that while still cutting through armour. A Warrior stacking strength should be looking at swords instead, since STR-gated blades hit harder at comparable prices. The efficient route: farm Tin Tortoises if you are levelling nearby, since 7.74% arrives quickly and 1750 Tria is better spent elsewhere. If you are not, buy it from Breda and skip Driftwood Maul entirely.Iron Sword
Same price as Mossback, better in almost every way. Breda sells Iron Sword at 1750 Tria with P.ATK +22 against the two-hander's +15, Attack Speed +0.05x instead of a -0.03x penalty, and Damage Up +5% where Mossback offers Ignore DEF +5%. It also leaves your off hand free for a shield. The only thing Mossback still does better is cut through armour, and that is a narrow case. For general levelling the Iron Sword wins outright at an identical price, which makes the two-hander hard to recommend once you can meet the requirement here. STR 15 is the gate, three points above what Mossback asks and eight above the Wooden Sword. That is the actual reason players end up on the slower weapon first. You do not have to buy it. Tin Tortoise drops Iron Sword at 7.74%, roughly one per thirteen kills, which is a reasonable farm for a weapon that costs 1750 Tria. Cog Crab also drops it but at 0.22%, about one in 455, so nobody should be hunting crabs for this. Kill tortoises or pay Breda. The mana line runs through this whole sword family: Max MP +20 and MP regeneration at +1.0 per second. On a plain iron blade that is odd, and it means a hybrid build gains more from upgrading than a pure strength Warrior does, whose extra 20 mana sits unused. A plain iron sword, sharp and dependable, nothing fancy and it does not need to be. That reads as a fair summary. There is no gimmick here, just higher numbers in the right places. Breda buys it back at 65 Tria. Iron Sword needs nothing unlocked beyond STR 15. The sensible path: use the Wooden Sword at 1050 Tria while you are under STR 15, then move straight to this and skip Mossback entirely unless you specifically want the armour penetration. If you are levelling near Tin Tortoises anyway, farm the drop and spend the 1750 Tria on a shield instead.Junk Totem
M.ATK +30 and Max MP +60, the largest mana pool on any weapon in the game. Junk Totem is the two-handed staff at Eren's bench, gated behind INT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Cast Speed +0.12x is half again what Voidlantern manages at +0.08x, and Damage Up +8% and MP regeneration at +3.0 per second complete the set. Attack Speed sits at -0.03x, which no caster will notice. Sixty extra mana with +3.0 regeneration changes how an Enchanter plays rather than just how hard they hit. Combined with Silver Chain at Max MP +50 and Woven Bracelet at +30, a fully kitted caster is carrying 140 mana in equipment alone, and running dry stops being the thing that ends fights. It hums when you cast, like it recalls being something else. The staff is built from a Junk King's throne parts, which the flavour leaves half-said. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. As with everything in this tier, the Lycaros rate makes farming far quicker than the four cores the recipe demands. Vendors pay 182 Tria. Junk Totem needs nothing unlocked beyond INT 27. Against Peekaboo at INT 25, this adds seven magic attack, fifteen mana and considerably faster casting for double the materials. Peekaboo is the sensible build. Junk Totem is the thing to farm off Lycaros once you can, and the four cores are better spent only if the drop refuses to appear.Junkblade
Scrap metal welded into a blade by someone who skipped the manual. Ugly, but it bites. Junkblade sits at the top of the strength line at Eren's bench, requiring STR 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Those four cores are the wall. At Barrel Champion's 0.64% drop rate that is around 625 kills, and no other material in the recipe comes close to that time cost. P.ATK +55 with Ignore DEF +12%, Max MP +35 and MP regeneration at +2.0 per second. Attack Speed is -0.05x, the price of the damage. The comparison worth running is against Rusty Cleaver at STR 25. That weapon gives P.ATK +39 with Damage Up +7% and a positive +0.06x attack speed, for half the materials. Junkblade adds 16 attack and armour penetration, and takes speed away. Against armoured targets it wins clearly. Against everything else the gap narrows enough that the extra two cores are hard to justify. Lycaros drops it at 15.98%, about one per six kills. Junk King drops it at 3.93% and Barrel Champion at 0.80%. That first number changes the calculation entirely. If you can kill Lycaros, farming the drop takes a fraction of the time the recipe does, and the cores you save go toward something you cannot get another way. Vendors buy it at 182 Tria. Junkblade needs nothing unlocked beyond STR 27. Farm it rather than craft it if Lycaros is within reach. Build it only if the drop is beyond you and you have cores to spare, which for most players at STR 27 means neither.Junker Pants
Scavenged hide tatters on a rope waist. Junker Pants fill the legs slot for a dexterity build at DEX 25. DEF +18 with MDEF +9, Max HP +75, Max MP +20 and MP regeneration at +1.0 per second. Move Speed -0.6. Set against the alternatives at this tier, they land in the middle again: Pipe Greaves give DEF +26 for -1.0 movement, Stitched Leggings DEF +12 for -0.3. What Junker Pants add that neither offers is Max HP +75, which is the only leg piece here carrying meaningful health. That health is the argument for wearing them. A dagger build survives by killing things quickly rather than absorbing hits, and seventy-five points of buffer is the difference between surviving a mistake and not. Vendors buy them at 78 Tria. Junk King drops them at 3.93%, roughly one per 25 kills. That is considerably slower than most armour in this tier, which mostly comes off Lycaros at 15.98%. Junker Pants need nothing unlocked beyond DEX 25. DEX 25 also unlocks Tin Treaders and Goblin Fork Stabber, so the level is a busy one. The dagger comes first without question, since crit rate and attack speed do more for the build than eighteen defence. Pick the pants up afterwards. Against Trailblazer Pants from Breda at DEF +10, MDEF +5 and Max HP +55, this is a clean upgrade in every column for a two-level jump in requirement.Kettle Crown
An iron dome banded in wood with a nose guard included, and dents come standard. Kettle Crown is the helmet in the heavy line, gated behind VIT 12 and priced at 1050 Tria. DEF +12 with Max HP +55 makes it the sturdiest head protection Breda stocks. MDEF +3 makes it the worst against magic. That split runs through the entire heavy set and it is the thing to understand before buying: these pieces stop weapons, not spells. Move Speed -1.0 is the price. On a single helmet that is already noticeable, and pairing it with Kettle Greaves at the same -1.0 or Pot Armor at -1.0 compounds quickly. A full heavy loadout moves slowly enough that travel time becomes a real consideration, which is one argument for owning a mount before committing to the set. Max MP +5 is the smallest mana bonus on any helmet here, and HP regeneration sits at +1.0 per second. Three mobs drop it. Tin Tortoise at 3.93%, about one per 25 kills, which is the only realistic farm. Cog Crab at 0.22% and Kettle Beetle at 0.18% are both roughly one in 500 and not worth the trip. Breda pays 39 Tria to take it back. Kettle Crown needs nothing unlocked beyond VIT 12. Where it fits: a Defender or any vitality build levelling through physical content. VIT 12 arrives early enough that this is often the first real armour piece a tank owns, and 1050 Tria is affordable at that stage. Where it does not: casters and dexterity builds have no business here. Dustwalker Hood at the same 1050 Tria and INT 12 gives MDEF +6 and only -0.3 speed, and Trailblazer Hood at DEX 12 splits the difference at DEF +8 with -0.6. Pick the helmet that matches the stat you are actually investing in rather than the one with the biggest defence number.Kettle Greaves
Wooden slats hung from a stout belt that knock together as you walk, and quiet is not on the menu. Kettle Greaves cover the legs slot for a vitality build, cost 1050 Tria and require VIT 15. DEF +15 and Max HP +75 are both the highest of any leg armour Breda sells, well ahead of Trailblazer Pants at DEF +10 and Dustwalker Pants at DEF +6. If physical survivability is what you want from this slot, nothing else comes close. MDEF +3 is the catch, and it is the same catch the whole heavy line carries. Magic goes through these greaves almost unimpeded. A build wearing Kettle Greaves, Kettle Crown and Pot Armor together has excellent armour against weapons and almost none against spells, which makes caster enemies disproportionately dangerous. Move Speed -1.0 adds to whatever the rest of the set is already costing you. Max MP +8 and HP regeneration at +1.0 per second round it out. Tin Tortoise is the drop source worth using at 3.93%, roughly one per 25 kills. Cog Crab at 0.22% and Kettle Beetle at 0.18% also drop the greaves, at rates that make farming them pointless. Breda buys them back at 39 Tria. Kettle Greaves need nothing unlocked beyond VIT 15. The VIT 15 requirement sits between Kettle Crown at VIT 12 and Pot Armor at VIT 17, so the heavy set naturally assembles in that order as you level. Buying the greaves first means owning a piece you cannot wear yet. Worth it for a Defender holding a line. The movement penalty stops mattering when you are not the one chasing anything, and DEF +15 on the legs is the largest single defensive jump available at 1050 Tria.Kettle Mitts
Heavy iron-backed mitts made from the same scrap as Kettle Crown, and they hit like cookware. Kettle Mitts fill the gloves slot for a vitality build at VIT 12, priced at 700 Tria. DEF +3 and MDEF +1 are small numbers, and that is normal for this slot. Gloves contribute less raw defence than any other piece. What they do carry is Attack Speed +0.02x and Cast Speed +0.02x, and speed modifiers matter regardless of build. Those speed values are the lowest of the three glove options Breda stocks. Dustwalker Gloves manage +0.05x on both at INT 12, and Trailblazer Gloves +0.03x at DEX 12. Kettle Mitts trade that away for the higher defence, which fits a tank and shortchanges everyone else. The mitts arrive Unidentified, so what you buy is not the whole item. Identifying them reveals additional properties, and the stat block on the shelf is a floor rather than a full picture. Tin Tortoise drops them at 7.74%, roughly one per thirteen kills. Kettle Beetle also drops them at 0.18%, one in 555, which is not worth chasing. Breda buys them back at 26 Tria. Kettle Mitts need nothing unlocked beyond VIT 12. At 700 Tria this is the cheapest equipment slot to fill and the easiest purchase to justify. Even DEF +3 is better than an empty slot, and the attack speed applies to every swing you make for the rest of the character. Buy them as soon as you clear VIT 12. A Defender pairing these with Kettle Crown at the same requirement covers two slots for 1750 Tria total, which is less than a single chest piece costs.Kettle Stompers
Move Speed +1.0 is the number that makes Kettle Stompers worth 700 Tria to a heavy build. Every other piece in the vitality line takes movement away. Pot Armor costs -1.0, Kettle Crown -1.0, Kettle Greaves -1.0. These boots give a full point back. Wearing all four together nets out at -2.0 instead of -3.0, which is the difference between slow and unplayable on long walks between camps. DEF +8 is also the highest physical defence on any footwear Breda sells, ahead of Trailblazer Boots at +5 and Dustwalker Boots at +3. MDEF +2 continues the pattern the heavy line follows everywhere: excellent against weapons, poor against magic. They come Unidentified, so the shop display is not the full item. Identifying them adds properties beyond the visible stats. Three mobs drop them. Tin Tortoise at 7.74%, roughly one per thirteen kills, is the only one worth farming. Cog Crab at 0.22% and Kettle Beetle at 0.18% are both around one in 500. Breda pays 26 Tria to buy them back. Kettle Stompers need nothing unlocked beyond VIT 15. VIT 15 is a busy level for a vitality build. Kettle Greaves, Iron Mace and Voidguard all unlock at the same point, and at 700 Tria the boots are by far the cheapest of the four. Buy them first, because filling a slot for 700 Tria while saving for a 1750 Tria shield beats leaving your feet bare. The movement bonus is the part players underrate. Defence numbers decide whether you survive a fight. Movement decides how many fights you get to in an hour, and over a levelling session that adds up to more.Knotwood Round
Planks set in a steel rim, studs and all, and it blocks better than it has any right to. Knotwood Round is the starter shield, 1050 Tria at Breda behind VIT 7. Block +5% is the stat that matters and the reason to hold a shield at all. DEF +10, MDEF +2 and Max HP +20 are useful, but block chance is what the off hand slot is for, and no other equipment slot provides it. VIT 7 is the same requirement Wooden Club carries, which is no coincidence. The blunt line is one-handed at that level specifically so a vitality build can pair a weapon with this shield. Anyone who bought Mossback or another two-hander has no off hand to put it in, and that is the real cost of two-handed weapons at low levels. HP regeneration at +1.0 per second comes along as well. Breda buys it back at 39 Tria. No mob drops Knotwood Round, so buying is the only route. Whether 1050 Tria is worth it depends on your weapon. With a one-handed blunt or sword the shield is close to free value, since the slot was empty anyway. With anything two-handed it is 1050 Tria you cannot spend. Where it stops being enough: Block +5% triggers rarely enough that you notice the fights where it does not. Voidguard at VIT 15 raises that to +10% and more than doubles the defence at DEF +25, which is a large enough jump that Knotwood Round is best treated as temporary. Knotwood Round needs nothing unlocked beyond VIT 7. Buy it early on a vitality build and keep the receipt short. The eight levels between VIT 7 and VIT 15 pass quickly, and 1050 Tria spent here is 1050 Tria not saved toward the shield that replaces it. If you are close to VIT 15 already, skip this entirely.Lantern
The Lantern goes in its own dedicated slot, which is what separates it from every other tool you carry. The Hoe, the Axe and the Fishing Rod all fight over the right hand. The Lantern does not. Equip it once and it stays lit while you swing a sword, till a plot or cast a line. It keeps a circle of light around you after dark. Night in this game is not decorative. Once the light drops you lose the ability to read the ground around you, and gathering nodes, mob approaches and the edge of a path all become guesswork. The Lantern gives that back. 350 Tria, sold by Arlette and nowhere else. Leaf and Rendall carry the farming line but not this. Stock sits at 1 unit, which means the shelf empties fast and you may need a second trip. Selling it back returns 13 Tria. Standard for tools at this price point, and irrelevant, because nobody sells a Lantern. It is one of the few purchases at 350 Tria that never stops being useful. Compared with the Harvest Basket at the same price, the Lantern is the better first buy for most players. The basket only matters while you are standing on a plot. The Lantern matters every night, everywhere, regardless of what you are doing. A player who fishes, farms, fights and gathers gets value from it in all four activities. It runs on oil in name only. There is no fuel to refill and no upkeep cost, so the 350 Tria is the entire expense. The Lantern carries no level or class restriction and needs nothing unlocked. Buy it early. The argument for waiting applies to tools tied to one profession, where you want the plot earning before you spend. Light is not a profession. The first time you get caught out at night without one, chasing a Spore Deer or walking back from Arlette, the 350 Tria stops looking like a decision worth delaying.Leather Satchel
Ten bag slots for 4900 Tria. That is 490 Tria per slot, slightly worse value than the Traveler Pouch manages at 420, and the reason is that you are paying for the upgrade path rather than the raw storage. The satchel occupies the same single bag slot as the pouch, so it replaces rather than stacks. Anyone who buys the Traveler Pouch at 2100 and then upgrades has spent 7000 Tria to end up with ten slots, and gets 78 Tria back for the pouch. If you already know you want the Leather Satchel, save for it directly and skip the pouch entirely. That saves you just over 2000 Tria. Arlette is the only vendor. Stock runs out regularly and the restock timer sits above three minutes, longer than most items she carries. On a 4900 Tria purchase that wait is worth sitting through. Buyback is 182 Tria, which recovers less than four percent of what you paid. Worn leather with too many pockets, and you will lose things in it for weeks. The flavour is closer to the truth than it looks, because ten slots changes how you play. A mining route no longer ends when the bag fills. Fishing trips run until you want to stop rather than until you run out of room. Gathering herbs, ore and crops in the same session stops requiring a decision about what to leave behind. Whether 4900 Tria is reasonable depends on your income. That is 49 bags of Tomato Seeds, or two Fishing Rods and change. Early on it is unreachable. Once a farm plot and a gathering route are both running, it clears in a few sessions. Leather Satchel carries no level or class restriction and needs nothing unlocked. Money is the whole gate. The practical order: tools first, then the satchel, then everything else. Bag space multiplies whatever you already do, so buying it before you have something worth carrying wastes the Tria.Milk Pail
700 Tria for a wooden pail hooped in brass, which is double what Scissors cost at 350 despite doing an equivalent job on a different animal. Hogan prices the milking tool higher than the shearing one, and there is no obvious mechanical reason for it beyond what milk feeds into. You need it to get anything out of a Cow. Without the pail she stands in her pen eating hay and producing nothing you can collect, which makes this the last piece of a fairly expensive chain. Cow at 3500 Tria, Animal Plot at 1750, pail at 700. Just under 6000 Tria before a single bottle, and that is before feed. Whether that pays back depends on how much milk you actually use. Fresh Milk costs 70 Tria at Arlette and Rendall, so the pail alone covers itself after ten bottles you no longer buy. The full setup takes around 85. A caster running Berry Smoothie through dungeon sessions gets there. Someone who wanted a cow because cows are nice will not. Right hand slot, like every gathering tool, and the conflict is irrelevant since milking happens in your own pen. It does not wear out or need replacing. Hogan buys it back at 26 Tria. The comparison worth making is against the wool line. Scissors at 350 plus a Sheep at 1750 comes to 2100 Tria for a producing animal, against 4200 for the cow and pail. Wool is the cheaper entry into livestock production by a wide margin, and the sheep has the mount angle on top. Milk wins only if your character actually drinks mana back. Milk Pail carries no level or class restriction and needs nothing unlocked. Buy it at the same time as the cow, not before and not later. A cow without a pail is 3500 Tria of hay consumption with no output, and that is the most common way players stall out on the livestock line. Sort the hay supply first, then buy both together.Moss Veil
A circlet of thorned branch and fern, light on the head and quiet in the trees. Moss Veil is the caster helmet of the forest tier. Max HP +75 with DEF +15, MDEF +14, Max MP +30, HP regeneration at +2.0 per second and MP regeneration at +2.0. That double MP regeneration on a helmet is unusual. Most head armour gives +1.0 or nothing, and pairing it with Spore Vest at +2.0 means a caster is recovering four points a second from armour alone, before the staff contributes. MDEF +14 against DEF +15 is the closest to balanced any caster piece gets. X-Eyes Sack from the junk tier gave DEF +10 with no listed magic defence at all, so this is a real improvement in both directions. Vendors buy it at 156 Tria. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Moss Veil needs the forest-tier caster requirement and nothing else unlocked. Thirty extra mana on a helmet slot is worth putting in context. Woven Bracelet from Breda gave +30 in an accessory slot for 1050 Tria. This gives the same in a slot you were going to fill anyway, which is the general argument for finishing an armour set rather than chasing accessories. The quiet in the trees is flavour, though the forest tier consistently describes its equipment as still alive. Bark that budding, moss that keeps growing, root that keeps walking. Wearing this set means wearing something that has not entirely stopped being a plant.Mossback
A two-handed sword of solid wood, slow to swing, and it lands like a dropped log. Mossback trades speed for weight, and the stat line is honest about it: Attack Speed -0.03x, the only negative modifier on the weapon. P.ATK +15 against the Wooden Sword's +10, and Ignore DEF +5% where that blade offers Damage Up +3%. Those two percentages are not interchangeable. Damage Up raises everything by a flat proportion. Ignore DEF cuts through armour, which matters against tougher targets and does very little against soft ones. Mossback is built for enemies that actually mitigate damage. Breda sells it at 1750 Tria and requires STR 12, five points above what the Wooden Sword asks. That gap is the real gate. A fresh character will not meet it immediately. Being two-handed costs you the off hand entirely, so no shield. Combined with the attack speed penalty, Mossback commits you to hitting hard and infrequently while taking every hit on your own defences. Anyone levelling through content that punishes mistakes should weigh that carefully, since the Wooden Sword at 1050 Tria leaves the off hand free. The mana line carries over: Max MP +15 and MP regeneration at +1.0 per second, sitting on a two-handed wooden greatsword. Hybrid builds that cast between swings get more out of this than pure strength characters do. Breda buys it back at 65 Tria. Where Mossback earns the extra 700 Tria over the Wooden Sword is against armoured enemies. Where it loses is on trash mobs, where the speed penalty means fewer swings for a small P.ATK gain, and the missing shield adds up over a long session. Pick based on what you fight rather than the higher number on the stat line. Mossback needs nothing unlocked beyond STR 12. Reasonable as a levelling weapon for a Warrior building pure strength who has no shield worth using anyway. Skip it if you have a decent shield, since the Wooden Sword plus that shield covers more situations than a slow two-hander does at this tier.Noble Trousers
Dark trousers cut clean to the knee, by someone who charged a fortune for it. The description is doing the joke for me, and 1750 Tria is what Breda charges to pass it along. That is five times what Peasant Trousers cost at 350 Tria, for a piece that provides exactly the same amount of defence, health and movement, which is none. Every item in the Clothing slot is cosmetic. The 1750 Tria buys the cut and nothing else. Whether that is absurd depends on what you want from the game. A player who has finished the tool line, has a working farm and a mount is going to spend Tria on something, and looking like you can afford not to work is a reasonable thing to spend it on. Breda pays 65 Tria to buy them back, which recovers under four percent. Noble Vestments at the same 1750 Tria complete the outfit for 3500 Tria total. That is the price of a Cow, or two Explorer Rucksacks short of nothing useful. The comparison is worth making once before committing, because clothing does not appreciate and does not stack. No level or stat requirement is attached, so a character in patched armour can wear noble trousers. The mismatch is visible and some players lean into it deliberately. Where they sit against Warden Legguards at 2450 Tria: those look like plate and read as military. These read as wealth. Neither does anything mechanically, so pick by what you want the character to say rather than by price. Buy them late. 1750 Tria is Voidguard, Pot Armor or a Sheep, all of which change what you can do rather than how you look doing it.Noble Vestments
A tailored waistcoat over crisp white linen. Noble Vestments cost 1750 Tria and are the most formal shirt Breda sells. Tailoring is the point. Commoner Tunic at 700 Tria is also white linen, and the difference between the two is entirely in the cut and the waistcoat over it. Paying an extra 1050 Tria for that is either obviously worth it or obviously not, depending on how much time you spend looking at your own character. No stats, as with everything in the Clothing slot. Your Chest armour underneath keeps every point of DEF, MDEF and Max HP it provides. Wearing Noble Vestments over Pot Armor costs nothing defensively and looks considerably better than a barrel. Breda buys them back at 65 Tria. The full noble outfit with Noble Trousers runs 3500 Tria. Worth naming the alternatives once: that is a Cow from Hogan, a Leather Satchel at 4900 most of the way paid off, or three and a half Hay Bundles short of nothing. Cosmetics compete with real purchases and the game does not hide it. No level or stat requirement applies. Where the vestments beat Warden Robes at 2450 Tria: they are 700 Tria cheaper and read as civilian. Warden Robes are layered steel and fur and read as someone expecting a fight. Both are pure cosmetics, so the choice is entirely about the character you want to present. The crisp white linen is worth one practical note. It reads clean against almost every armour set in the game, which makes Noble Vestments one of the easier pieces to combine with mismatched trousers if you are not buying a full set. A waistcoat over Traveler Trousers at 1050 Tria costs 2800 total and looks intentional.Oakward
DEF +60 and Block +15%. Oakward is the shield of the forest tier and it is the strongest defensive item in the game by a clear margin. Max HP +100 with MDEF +9 and HP regeneration at +2.0 per second complete it. Set against Trashcan Lid at DEF +40, Block +12% and Max HP +65, this adds twenty defence, three percent block and thirty-five health. Against Voidguard from Breda at DEF +25 and Block +10%, it is more than double. Sixty defence in the off hand costs no movement at all, which is what makes shields the best value slot in the game for a vitality build and has been true at every tier. The only price is holding a one-handed weapon. That price is real at this tier. Heartwood Maul at Ignore DEF +25% and Scrap Sledge at +18% are both two-handed, and choosing either means giving up Oakward. Amber Mallet at VIT 35 keeps the hand free at P.ATK +31, and the sixty defence is worth more than the difference in attack for most fights. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Oakward carries the forest-tier vitality requirement. Build it before anything else in the tier. No single armour piece changes what a Defender can survive as much as this shield, and at one Fossilized Amber it is not among the expensive things to make. Pair it with Amber Carapace at DEF +45 and the combined figure is beyond what any content in the game is built to overcome.Patchwork Robe
A robe stitched from a dozen ruined shirts, warmer than it has any right to be. Patchwork Robe is the caster chest piece of the junk tier, gated behind INT 27. MDEF +16 is the highest magic defence on any chest piece in the game, ahead of Dustwalker Vest at +9. DEF +15, Max HP +80, Max MP +35, HP regeneration at +2.0 per second and MP regeneration at +2.0. That double regeneration is unusual. Most armour gives +1.0 mana recovery or none at all, and the robe matches what a good staff provides. Combined with Peekaboo at MP/s +3.0 or Hummingbird Bloom at +4.0, a caster stops watching the mana bar entirely. Move Speed -0.3, the lightest penalty of the three chest options at this tier. Scrapmail costs -0.6 and Barrel Plate -1.0. Lycaros drops it at 15.98%, about one per six kills. Scarecrow Goblin follows at 0.17%. Patchwork Robe needs nothing unlocked beyond INT 27. The MDEF +16 against DEF +15 split is worth understanding before wearing it. This robe stops spells better than any armour available and stops weapons about as well as a leather vest. Against a caster enemy it is the best chest piece in the game. Against anything with a sword it is cloth. For an Enchanter who kites and never gets hit in melee, that trade is entirely correct and the mana regeneration is the real prize. For a Cleric standing in the middle of a fight healing people, Scrapmail at DEF +22 with MDEF +11 is the safer compromise despite being built for dexterity.Peasant Trousers
350 Tria makes Peasant Trousers the cheapest piece of equipment Breda sells, undercutting even Wooden Shiv at 700. Plain work trousers cut short at the knee, and the mud comes off. Mostly. They occupy the Clothing slot, which is separate from armour entirely. Dustwalker Pants and Kettle Greaves go in the Legs slot and carry defence, health and movement modifiers. Peasant Trousers carry none of that. No DEF, no Max HP, no Move Speed, nothing. The Clothing slot is cosmetic, and understanding that before spending is the difference between a cheap purchase and a wasted one. What you get for 350 Tria is how your character looks. That is the entire product. Breda buys them back at 13 Tria, under four percent of what you paid, which matches the resale ratio across his whole clothing rack. Pairing them with Peasant Tunic at the same 350 Tria completes the look for 700 Tria total, the cheapest full outfit available. For a new character that is a realistic first cosmetic purchase, since 700 Tria arrives well before you can afford Commoner or Traveler pieces. There is no level or stat requirement, so anyone can wear them from the first minute. Whether that is worth it depends on how much you care about appearance. A player focused on progression should put 350 Tria into Wheat Seeds, a Cooking Station stock or toward the Hoe instead, all of which return something measurable. A player who intends to spend a long time in this character will get more out of not looking like they just spawned. The mud coming off mostly is the honest part of the description. These are what a farmhand wears, and the game does not pretend otherwise. If you want to look like anything else, the cheapest step up is Commoner Trousers at 700 Tria.Peasant Tunic
A brown tunic, more patch than tunic, and somebody worked a lot of fields in it before you did. Peasant Tunic costs 350 Tria at Breda and fills the Clothing shirt slot. No stats. That is the first thing to know about anything on Breda's clothing rack, and it catches players out because the pieces sit in the same shop as armour that does carry defence. Warden Robes at 2450 Tria look like plate and provide exactly as much protection as this patched tunic, which is none. The Clothing slot exists alongside your Chest armour rather than replacing it, so wearing Peasant Tunic costs you nothing defensively. Dustwalker Vest or Pot Armor still do their work underneath. What changes is what other players see. At 350 Tria this is the cheapest shirt available, matching Peasant Trousers exactly. The two together run 700 Tria for a complete peasant outfit, which is the entry point into cosmetics and cheap enough that a levelling character can afford it without delaying anything important. No level or stat requirement is attached. Breda pays 13 Tria to take it back. Nobody sells clothing back on purpose, and at this price the loss is trivial anyway. The patched look is deliberate and it reads clearly. If you are roleplaying a farmhand, running a plot of Wheat Seeds and keeping livestock, the tunic fits the character better than anything else on the rack. If you want to look like you have accomplished something, Commoner Tunic at 700 Tria is the first step away from this, and Traveler Tunic at 1050 is where the outfits start looking deliberate rather than inherited.Peekaboo
A skull mounted on a bone rod. You cast, the eye lights up, and you have agreed not to ask. Peekaboo is the caster weapon at Eren's bench, gated behind INT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. M.ATK +23 with Cast Speed +0.08x, Damage Up +6%, Max MP +45 and MP regeneration at +3.0 per second. It also carries P.ATK +10 and Attack Speed +0.04x, which is unusual on a caster weapon and suggests it expects you to swing occasionally. That +3.0 mana regeneration is the standout. Every staff Breda sells tops out at +2.0, so Peekaboo restores half again as fast, and over a long fight that adds up to fewer Berry Smoothies at 140 Tria a cup. Against Voidlantern at M.ATK +18, Cast Speed +0.08x and Max MP +40, the comparison is close. Peekaboo wins on magic attack, mana pool and regeneration. Voidlantern is available at INT 17, eight levels earlier, and costs 2450 Tria rather than a farming project. Lycaros drops it at 15.98%, Junk King at 7.74% and Scarecrow Goblin at 0.17%. Vendors buy it at 130 Tria. Peekaboo needs nothing unlocked beyond INT 25. Worth building for an Enchanter who has hit INT 25 and wants the mana regeneration more than raw magic attack. If your problem is running dry mid-fight rather than not hitting hard enough, this solves it more directly than any staff on Breda's rack. Junk Totem at INT 27 is the next step and asks for four cores instead of two.Petrified Greaves
Wood turned to stone over the ages. Heavy, but it holds. Petrified Greaves cover the legs slot for a vitality build at VIT 35. DEF +36 with Max HP +170, MDEF +9, Max MP +20, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0. Thirty-six defence is the highest of any leg armour, comfortably ahead of Rootweave Pants at +26 and Vineweave Pants at +18. The health figure does the same: one hundred and seventy against zero on both alternatives, since neither the dexterity nor the caster leg piece carries any. That health is the real argument. A Defender wearing Amber Carapace at Max HP +210, Elder Bark Helm at +130 and these at +170 is carrying five hundred and ten points from three slots alone, before any accessory. Lycaros appears as a prize pool source rather than a direct drop, which is a field that shows up on several forest-tier pieces and seems to describe a reward table rather than a percentage. Recipe: 24 Stone, 6 Memory Sap, 6 Mystic Essence, 6 Ancient Heartwood and 1 Fossilized Amber. Petrified Greaves need nothing unlocked beyond VIT 35. The -1.0 movement is the running cost of the whole line. Amber Carapace, Elder Bark Helm and these come to -3.0 across three slots, and Stonebark Greaves gives back only 1.0. A full vitality set moves at -2.0 net, the slowest configuration in the game, and that is before a shield. Worth it for a Defender who holds ground rather than chasing. The numbers are not close to anything else available.Pickaxe
Iron head, long handle, and you swing it at rock until the rock gives up. The Pickaxe is the mining tool, and ore is the one raw material that armour and weapon recipes cannot be built without. That puts it in a different position from the farming equipment. Carrots and wheat end up in a cooking pot. Ore ends up in gear you actually wear, which means the Pickaxe pays into your character rather than your kitchen. Anyone planning to craft their own equipment buys this before they buy a Harvest Basket. Arlette stocks it at 350 Tria, 1 unit at a time. Leaf and Rendall do not carry it, so the trip out to Arlette covers this along with the Axe and the Lantern if you are shopping for gathering tools in one run. Buyback is 13 Tria, so treat the purchase as final. Right hand slot. Mining, woodcutting and fishing all compete for the same hand as your weapon, and running a mining route means going in with the Pickaxe equipped instead of something that fights back. Ore nodes tend to sit in areas that are not empty, so clear the approach first and swap after. The tool never breaks and never needs repairing. One purchase, permanent. Where the Pickaxe beats the Axe at the same price: ore appears in far more recipes than timber does. Wood builds furniture and structures, useful but optional. Ore builds the swords, helmets and chest pieces that every class needs. If you can only afford one of the two at 350 Tria, take the Pickaxe. The Pickaxe carries no level or class restriction and needs nothing unlocked. Worth buying as soon as you know which armour set you are working toward. Mining without a target recipe fills your bag with ore you have no use for, and node locations matter more than swing speed here, so spend the first session finding a route rather than grinding one spot.Pipe Greaves
A belt hung with scrap discs and pipe sections. Pipe Greaves cover the legs slot for a vitality build at VIT 25. DEF +26 is the highest leg defence available at this tier, comfortably ahead of Kettle Greaves at DEF +15 from Breda. Max MP +15, HP regeneration at +2.0 per second and MP regeneration at +1.0 come with it, and Move Speed sits at -1.0 like everything else in the heavy line. VIT 25 makes this the earliest of the three heavy pieces to unlock. Barrel Plate needs VIT 27, so the legs come first in any sensible progression, and starting there means a real defensive gain two levels before the chest arrives. Lycaros drops them at 15.98%, roughly one per six kills. Buckethead Goblin manages 0.25%. The +2.0 HP regeneration deserves attention across this whole tier. Breda's armour regenerates at +1.0 and these pieces double it. Wearing three or four of them does not stack the regeneration, but the shift from +1.0 to +2.0 halves the time spent waiting between fights, which over a levelling session saves more Simple Bread at 70 Tria a loaf than the defence numbers suggest. Pipe Greaves need nothing unlocked beyond VIT 25. Farm rather than craft. At 15.98% from Lycaros this is a short session, while the recipe wants Junk Core that Barrel Champion drops at 0.64%. That ratio holds across every armour piece in the tier and it is the single most useful thing to know before opening the craft window.Pot Armor
DEF +18 and Max HP +90, the heaviest protection Breda sells. Pot Armor is a barrel worn as a chest piece, and it smells faintly of whatever the barrel held before you put it on. HP regeneration at +2.0 per second is the number that makes this piece unusual. Every other chest piece Breda stocks regenerates at +1.0, so Pot Armor heals you back twice as fast between fights. Over a levelling session that saves more Simple Bread at 70 Tria a loaf than the stat line suggests. The cost is written plainly as Move Speed -1.0, the steepest movement penalty on any armour piece. You will feel it walking between camps, and it stacks with the matching Kettle Crown and Kettle Greaves, which each carry the same -1.0. Wearing the full set means moving considerably slower than anyone in cloth. MDEF +4 is low, and that is the trade the whole line makes. Pot Armor stops physical damage well and magic damage badly. Against casters you are wearing a barrel, which helps roughly as much as it sounds. VIT 17 and 1750 Tria are the gates. That vitality requirement is the highest on any chest piece here, so this is a piece you grow into rather than start with. Tin Tortoise drops it at 3.93%, roughly one per 25 kills. Cog Crab at 0.22% and Kettle Beetle at 0.18% both drop it too, but at one in 450 and one in 555 neither is worth planning a session around. Farm tortoises or pay Breda. Breda buys it back at 65 Tria. Pot Armor needs nothing unlocked beyond VIT 17. Take it if you tank. A Defender holding a shield and soaking physical hits gets everything this piece offers, and the movement penalty matters less when your job is standing still. Anyone kiting, casting or relying on positioning should look at Dustwalker Vest instead, which trades 40 health for MDEF +9 and a much lighter -0.3 speed cost.Ragwrap Sandals
Boots wrapped in rope until they stop falling apart. Close enough. Move Speed +1.4 makes Ragwrap Sandals the fastest footwear in the junk tier and the fastest available to a caster. MDEF +8 alongside it, the highest magic defence of the three shoe options here, against Tin Treaders at +5 and Barrel Boots at +3. For an Enchanter that combination is close to ideal. Patchwork Robe, X-Eyes Sack and Stitched Leggings each cost -0.3 movement, coming to -0.9 across three slots. These sandals more than cancel it, leaving a caster in full junk-tier cloth faster than one wearing nothing. Junk King drops them at 7.74% and Lycaros at 15.98%, with Scarecrow Goblin at 0.17%. Ragwrap Sandals carry no unlock beyond the caster gate. Dustwalker Boots from Breda already offered +1.4 movement with MDEF +4. The sandals match the speed and double the magic defence, which makes them a modest upgrade rather than a transformative one. Anyone already wearing the Dustwalker pair can safely leave this piece until last. Where the +1.4 earns its place is on gathering trips rather than in fights. Mining routes, fishing spots and the walk out to Barrel Champion for Junk Core all take real time, and movement speed is the only stat that shortens them. A caster farming materials for this tier will feel the sandals more than the robe. Farm them off Lycaros. One core spent here is a core not spent on a weapon.Rootcleaver
A great sword grown from a Mother Tree's root. Slow-grown, patient, unforgiving once drawn. P.ATK +85 makes Rootcleaver the hardest-hitting weapon in the game, and STR 37 is what it takes to hold one. Ignore DEF +15% comes with it, along with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed -0.05x is a modest penalty for this much damage, considerably lighter than the -0.10x that Heartwood Maul and Scrap Sledge carry. That combination is unusual. Most weapons this heavy specialise in either raw damage or armour penetration. Rootcleaver takes the highest attack figure available and adds meaningful penetration on top, which leaves very little it handles badly. Recipe: 48 Wood, 12 Enchanted Wood, 12 Memory Sap, 12 Living Bark and 4 Fossilized Amber. Lycaros drops it at 4.22%, about one per 24 kills, and Grandfather Clock at 0.60%. Given the recipe wants four Fossilized Amber, farming Lycaros is genuinely competitive with building it, which was not true of the junk tier where the drop rates were four times better. Vendors buy it at 364 Tria. Rootcleaver needs nothing unlocked beyond STR 37. The real decision is against Briar Blade at STR 35. That weapon gives P.ATK +61, positive attack speed and a free off hand for a shield. Rootcleaver gives 24 more attack and armour penetration, and takes the shield away. For a Warrior who fights things that hit back, the shield is worth more than the difference. Carry both if you can, and draw the Rootcleaver for the fights where nothing else is getting through.Rootwalkers
Soled with knotted root, and they grip rough ground well. Rootwalkers are the dexterity footwear of the forest tier at DEX 35. DEF +16 with MDEF +8 and Move Speed +1.2. Sixteen defence on a shoe slot is the highest in the game, and it arrives on the line that usually settles for the middle option. Vendors buy them at 104 Tria. Chair Treant drops them at 0.25%. Against Tin Treaders at MDEF +5 and +1.2 movement, this adds sixteen physical defence and three magic defence at the same speed. That is a large jump for a slot that normally does very little. Recipe: 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base, which puts it in the cheap bracket alongside the gloves. Rootwalkers need nothing unlocked beyond DEX 35. Where they matter: a dexterity build wearing Briar Hauberk, Thornguard Hood and Rootweave Pants carries -1.8 movement, and 1.2 back leaves the character at -0.6 net. Slower than they started, which is the persistent problem with the dexterity line and the reason a mount matters more to a dagger build than the stat sheet suggests. Sixteen defence in a slot most players treat as a speed stat is the real value here. Build them early. At one Fossilized Amber they are among the cheapest pieces in the tier, and the defence applies in every fight regardless of what else you are wearing.Rootweave Pants
Woven from live root, and standing still too long is a mistake. Rootweave Pants cover the legs slot for a dexterity build at DEX 35. DEF +26 with MDEF +13, Max MP +30 and MP regeneration at +1.0 per second. Move Speed -0.6. Twenty-six defence matches Pipe Greaves from the junk tier, which was the heavy option there, and does it while costing 0.4 less movement. The forest tier moving the middle line up to the previous tier's top is consistent across every slot. Against Junker Pants at DEF +18, MDEF +9 and Max MP +20, this adds eight defence, four magic defence and ten mana for a ten-level jump. Vendors pay 156 Tria. Chair Treant drops them at 0.25%, roughly one per 400 kills, so crafting is the realistic route. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Rootweave Pants need nothing unlocked beyond DEX 35. DEX 35 is also when Thornprick becomes available, and between the two the dagger comes first. Attack speed, crit rate and crit damage do more for a dexterity build than twenty-six defence, and Thornprick has the lightest recipe in the entire forest tier at one Fossilized Amber. The warning about standing still is worth reading twice. Live root grows, and the flavour text across this set keeps hinting that the equipment has opinions about being worn. Whether that is mechanical or decorative is not stated anywhere.Ruby Bangle
Max MP +200. Nothing else in the game comes close. Forest Stag, the best staff available, carries +85. Silver Chain manages +50 and Spore Vest +50. Ruby Bangle more than doubles the largest single mana bonus in the game and does it from an accessory slot. The rest of the line is just as unusual for a bracelet. M.ATK +20, Cast Speed +0.05x, Damage Up +5% and MDEF +10. Accessories normally push one stat and leave the rest blank. Woven Bracelet gives M.ATK +5 with MDEF +3 and Max MP +30, which is the closest comparison available, and this beats it in every column by a factor of four or more. The ruby stays warm against your wrist, handy in the cold and unsettling anywhere else. Living Wardrobe drops it at 0.80%, roughly one per 125 kills, with Lycaros listed as a prize pool source. That 0.80% is not the worst rate in the game, but Living Wardrobe is also the only sensible source of Fossilized Amber at 18.42%, so anyone farming that mob for crafting materials has a running lottery ticket for this bracelet without changing anything about how they play. Vendors buy it back at 364 Tria, which puts it in the same bracket as the top-tier crafted weapons and is nowhere near what the item is worth to a caster. Ruby Bangle carries no level or class restriction, so it can be equipped by anyone at any level. In practice it is an Enchanter item and nothing else. Two hundred mana on a Warrior does nothing. Stack it with Forest Stag at Max MP +85, Spore Vest at +50 and Silver Chain at +50 and a caster is carrying 385 points from equipment alone, with cast speed and damage on top. At that stage Mana Cake at 210 Tria a slice becomes something you carry out of habit. Keep farming Living Wardrobe. The amber pays for the armour and the bangle turns up on its own.Rusty Cleaver
Scrap plates bolted into a blade with goblin doodles included, and it has cut through worse than you. Rusty Cleaver is the strength option at Eren's bench, requiring STR 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. P.ATK +39 with Attack Speed +0.06x, Damage Up +7%, Max MP +30 and MP regeneration at +2.0 per second. Set that against Iron Sword, the best blade Breda sells at P.ATK +22, Attack Speed +0.05x and Damage Up +5%, and the cleaver is a clear step up in every column. Damage Up rather than Ignore DEF is worth noting. Damage Up raises everything proportionally and works on soft targets. Junkblade at STR 27 swaps to Ignore DEF +12% and a negative attack speed, which makes it the armour-penetration option. The two are not simply better and worse versions of each other. Positive attack speed on a sword this heavy is the detail that makes Rusty Cleaver comfortable to use. Most weapons that hit this hard slow you down. Lycaros drops it at 15.98%, roughly one per six kills. Junk King at 7.74% and Critter Goblin at 0.25% follow. Vendors pay 170 Tria, the highest buyback of any mid-tier craft here. Rusty Cleaver needs nothing unlocked beyond STR 25. The obvious build for a Warrior who has outgrown Iron Sword and is not yet at STR 27. Two Junk Core is the real cost, so before committing, decide whether you would rather spend four on Junkblade and wait. If you are levelling through unarmoured content, the cleaver's Damage Up will serve you better than Junkblade's Ignore DEF anyway.Scissors
Heavy shears for taking wool off a sheep, and that is the entire job description. Scissors do one thing, which makes them the most single-purpose tool in the game. If you do not own a Sheep, there is no reason to spend the 350 Tria. Hogan sells them, which fits, since he also sells the sheep and the Animal Plot she stands in. Buying the wool setup outright means 1750 Tria for the sheep, 1750 for the pen and 350 for the shears. That is 3850 Tria before the first bundle of hay, and worth knowing before you commit to wool as a supply line. They go in the right hand slot, so they compete with your weapon, the Hoe and everything else you carry. Shearing is a farm activity done standing in your own pen, so the conflict costs you nothing in practice. Swap in, cut, swap out. The tool never breaks and never needs sharpening despite the warning about minding your fingers. One purchase covers you permanently, the same as the Pickaxe or the Axe at the identical 350 Tria. Hogan pays 13 Tria to take them back. Nobody sells shears, but the number tells you the purchase is final. Wool feeds crafting rather than cooking, which puts Scissors on a different track from anything Arlette sells. Clothing recipes and gear that needs cloth run on it, and there is no other source. Ore comes from a Pickaxe, timber from an Axe, wool from a sheep and these shears. No overlap. The timing question is simple. Buy the sheep first at 1750 Tria, get her into a pen with hay behind her, then pick up the shears. Buying Scissors before you own an animal is 350 Tria sitting in your bag doing nothing. Scissors carry no level or class restriction and need nothing unlocked. Worth it only as part of the full wool chain. A player who bought a sheep purely hoping she grows big enough to ride still needs these to get anything out of her while she does.Scrap Gauntlets
DEF +4 and MDEF +2. Scrap Gauntlets are the dexterity gloves of the junk tier, unlocking at DEX 22, which is the earliest requirement on any piece in the dexterity line. The numbers sit between Can Crushers at DEF +6 and Fingerless Rags at DEF +2, which by now will be unsurprising. Gloves contribute less than any other slot and the differences between the three options are small enough to ignore. Recipe: 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core. One core makes this one of the few armour pieces genuinely worth building rather than farming, since the material cost is the same as a Goblin Fork Stabber and considerably lighter than anything else in the tier. Vendors pay 52 Tria. Lycaros drops them at 15.98%, Junk King at 7.74% and Critter Goblin at 0.25%. Scrap Gauntlets need nothing unlocked beyond DEX 22. DEX 22 arriving before DEX 25 and DEX 27 makes these the entry point into the tier for a dagger build. Junker Pants need 25, Scrapmail 27, so this is what you wear first while the rest is still out of reach. What they lack, like every glove in this tier, is the attack speed that Trailblazer Gloves carried at +0.03x. For a build stacking speed and crit that is a genuine loss, and swapping to Scrap Gauntlets for two extra defence is arguably a downgrade. Check what your gloves are actually doing before replacing them.Scrap Sledge
An old bell head on a bent scrap shaft, heavy enough that aim is optional. Scrap Sledge is the two-handed blunt weapon at Eren's bench, requiring VIT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core, the same as Junkblade and Junk Totem. Ignore DEF +18% is the highest armour penetration in the game, ahead of Iron Hammer at +12% and Junkblade at +12%. Max MP +35 and MP regeneration at +2.0 per second fill out the line, and Attack Speed sits at -0.10x, matching Iron Hammer for the slowest swing available. That combination defines what the weapon is for. Against a heavily armoured target the penetration does more than raw attack would. Against anything soft, the speed penalty makes it a poor choice, and Tin Can Smasher at VIT 25 with a shield in the off hand will clear a camp faster. Being two-handed costs you Voidguard, which is a real loss for a vitality build. DEF +25 and Block +10% in the off hand is not something to give up lightly, and it is the strongest argument for keeping Tin Can Smasher as your everyday weapon and swapping to the sledge for specific fights. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. Vendors buy it at 182 Tria. Scrap Sledge needs nothing unlocked beyond VIT 27. Treat it as a situational second weapon rather than a replacement. Four Junk Core is roughly 625 Barrel Champion kills, which is a great deal of work for a weapon you will unequip whenever the target is not wearing plate. Farm it from Lycaros if you can and spend the cores elsewhere.Scrapmail
Hide scraps layered like shingles with moss filling the gaps. Scrapmail is the dexterity chest piece of the junk tier, requiring DEX 27. DEF +22 with MDEF +11, Max HP +100, Max MP +25, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -0.6. Every number sits between the alternatives, which is what the dexterity line does at every tier. Barrel Plate gives DEF +32 and MDEF +8 for -1.0 movement. Patchwork Robe gives DEF +15 and MDEF +16 for -0.3. Scrapmail splits both differences. For a dagger build that balance is correct rather than a compromise. Daggers trade defence for attack speed on every fight, so the character takes more incoming damage than a shield user and cannot afford to be as fragile as a caster. Neither the barrel nor the robe fits that. This does. Vendors buy it at 130 Tria. Lycaros drops it at 15.98%, roughly one per six kills, and Junk King at 3.93%. Scrapmail needs nothing unlocked beyond DEX 27. Against Trailblazer Vest from Breda at DEF +12, MDEF +6 and Max HP +65, this nearly doubles the defence and adds thirty-five health. That is a full tier of improvement in one piece, and DEX 27 is a reachable target for anyone already carrying Amethyst Dirk. Farm it rather than craft it. The recipe wants Junk Core and Lycaros drops the finished piece at a rate that makes the bench hard to justify for any armour in this tier.Silver Chain
Silver carries a charge well, which is why mages wear it, and it looks fine too. Silver Chain gives Max MP +50 and MDEF +4 for 2450 Tria, making it the caster counterpart to the health-focused accessories on the same shelf. That mana figure is the largest available anywhere in Breda's shop, ahead of Voidlantern at Max MP +40 and Woven Bracelet at +30. Stacking the chain with the bracelet puts 80 extra mana on your bar from accessories alone, before the staff contributes anything. For an Enchanter that changes the rhythm of a long fight. More mana means fewer interruptions to drink, and Mana Cake at 210 Tria a slice is the cheapest mana restore available, so anything that reduces how often you eat one pays back over time. MDEF +4 is a small bonus and not a reason to buy. This is a mana item. Tin Tortoise drops it at 1.00%, about one per hundred kills. Long odds for a deliberate farm, though tortoises drop enough other useful gear that the chain turns up eventually for anyone grinding them. The chain arrives Unidentified. Additional properties appear once it is identified, so the 2450 Tria buys more than the visible stat block shows. Breda buys it back at 91 Tria. No stat requirement is attached, so it can be equipped at any level. Where it sits in a caster's buying order: after the staff and after Dustwalker Boots, both of which do more for less. Caged Prism at 1750 Tria raises magic attack, cast speed and mana together. Silver Chain raises only one of those. Buy it once the obvious upgrades are done and you are looking for somewhere to put spare Tria.Soupbucket
A cook pot turned helmet, and it still smells faintly of whatever the goblins boiled last. Soupbucket is the vitality helmet of the junk tier. DEF +20 with MDEF +5, Max MP +10, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0. Twenty defence on the head is a significant step over Kettle Crown at DEF +12, and the ten-point gap is roughly what one tier is worth. The MDEF stays low at +5 against Kettle Crown's +3, so nothing about the magic weakness improves. The -1.0 movement is where the heavy line gets uncomfortable. Barrel Plate takes another point and Pipe Greaves another, putting a full set at -3.0 before Barrel Boots gives +1.0 back. Anyone running the complete look should plan on being slow and either buy a mount or accept it. Lycaros drops it at 15.98%, about one per six kills. Buckethead Goblin at 0.25% is not worth pursuing. Soupbucket carries no unlock beyond its vitality requirement. Where it fits: a Defender who already runs Voidguard or Trashcan Lid and wants the head slot filled properly. Twenty defence and the extra HP regeneration matter more in long fights than in short ones, which suits how a tank plays. The smell is flavour, though it does say something about where this equipment comes from. Every piece in the vitality line is repurposed kitchenware and scrap: a barrel, a cook pot, pipe sections, tin cans. The goblins were not making armour, and neither are you. You are wearing what they left behind.Spore Vest
MDEF +23 is the highest magic defence on any chest piece in the game, and Max MP +50 the largest mana bonus. Spore Vest is the caster chest of the forest tier. DEF +22 alongside it, which is unusually high for cloth and actually beats Scrapmail from the junk tier. Max HP +120, HP regeneration at +2.0 per second and MP regeneration at +2.0. Move Speed -0.3, the lightest penalty of the three chest options here. Set against Patchwork Robe at MDEF +16, DEF +15 and Max MP +35, every column improves by a meaningful margin. The jump in physical defence is the surprise: cloth armour that stops weapons reasonably well is not something the earlier tiers offered. For an Enchanter this is close to the ideal chest piece. Fifty extra mana stacks with Forest Stag at Max MP +85 and Silver Chain at +50, and the MP regeneration at +2.0 adds to whatever the staff provides. The recipe uses a bulk base, 12 of a mid-tier forest material, 12 Living Bark and 1 Fossilized Amber. Spore Vest needs the caster requirement of the forest tier and nothing else unlocked. Where it still falls short is against dedicated physical damage. DEF +22 against Amber Carapace at +45 is half, and a caster caught in melee will notice. The answer remains distance, which is what Dewstep Slippers at Move Speed +1.4 are for. Worth building rather than hoping for the drop. Forest-tier armour drops at around 0.25% from its associated mob, roughly one per 400 kills, which is a very different situation from the junk tier where Lycaros handed pieces out at 15.98%.Stitched Leggings
A twisted vine belt strung with goblin charms, and the bell means they hear you coming. Stitched Leggings cover the legs slot for a caster in the junk tier. DEF +12 with Max MP +28 and MP regeneration at +1.0 per second. Move Speed -0.3, the lightest of the three leg options here. Twenty-eight mana on a legs slot is the largest of any piece at this tier apart from Patchwork Robe at +35. Dustwalker Pants from Breda managed +15, so this is close to double and it goes into a slot most players ignore. Vendors buy them at 78 Tria. Lycaros drops them at 15.98%, roughly one per six kills, and Scarecrow Goblin at 0.17%. The bell in the flavour text is doing something. Goblin charms strung on a vine belt, and the wearer announces themselves. For a caster who wants distance that reads as a bad joke at their expense, which fits the general tone of junk-tier equipment: everything here was made from something else and none of it was made for you. Stitched Leggings need nothing unlocked beyond the caster gate. Against Junker Pants at DEF +18 and Max HP +75, these give up six defence and all the health for sixteen mana and a lighter movement penalty. That is the correct trade for an Enchanter and the wrong one for anyone who gets hit, which is the same decision the whole caster line asks you to make. Farm rather than craft. At 15.98% from Lycaros the drop is quicker than any recipe involving Junk Core.Stonebark Greaves
Bark gone hard as stone. Heavy going, but they leave a print you could read across the field. Stonebark Greaves are the vitality footwear of the forest tier, requiring VIT 35. MDEF +5 with Move Speed +1.0. That movement figure is the lowest of the three forest shoe options, behind Rootwalkers at +1.2 and Dewstep Slippers at +1.4, which is the same ordering every tier has used. Vendors pay 104 Tria. Porcelain Golem drops them at 0.25%, roughly one per 400 kills, with Lycaros listed as a prize pool source. Recipe: 12 Stone, 3 Memory Sap, 3 Mystic Essence, 3 Ancient Heartwood and 1 Fossilized Amber, the cheapest bracket in the tier alongside the gloves. Stonebark Greaves need nothing unlocked beyond VIT 35. The +1.0 movement is doing more work than it appears. Amber Carapace, Elder Bark Helm and Petrified Greaves each cost -1.0, coming to -3.0 across three slots. These give back a full point, which is the difference between a Defender who can cross a map and one who gives up and buys Mudbucket at 29750 Tria. Against Barrel Boots from the junk tier at MDEF +3 and the same +1.0 movement, this adds two magic defence and nothing else. Shoes remain the slot where tier upgrades do the least, and anyone still wearing the junk-tier pair can leave this until the rest of the set is finished. Build it late. The chest, helmet and legs each carry a hundred or more health, and the boots carry none.Thorngrasp
Bark gauntlets budding with fresh leaves. Firm grip on a weapon, rough on a handshake. Thorngrasp is the dexterity glove of the forest tier. DEF +7 with MDEF +4, and the piece arrives Unidentified, so the shop display is a floor rather than the whole item. Seven defence is the highest of the three forest gloves, ahead of Vinetouch Gloves at +4. Gloves remain the slot where numbers stay small and filling it at all is most of the benefit. Vendors buy them at 104 Tria. The recipe is 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Half the quantities of the larger pieces, and one Fossilized Amber rather than more, which makes gloves and shoes the cheapest entry into forest crafting. Thorngrasp carries the forest-tier dexterity requirement. The Unidentified marker matters more here than on a chest piece. Seven defence on its own would not justify a Fossilized Amber, and the hidden properties are a meaningful part of what you are paying for. Identify before deciding whether the piece is worth wearing over Scrap Gauntlets at DEF +4. What forest gloves still do not offer is the attack speed that Trailblazer Gloves carried at +0.03x. Three tiers on and no glove has brought that back, which means a dagger build stacking speed may still be better served by Breda's rack despite the defence gap. Worth checking your own numbers before replacing.Thornguard Hood
A deep hood of grown moss with petals drifting off it, and nothing finds your face in there. Thornguard Hood is the dexterity helmet of the forest tier. DEF +20 with MDEF +10, Max MP +22 and MP regeneration at +1.0 per second. Move Speed -0.6. Twenty defence on the head matches Soupbucket from the junk tier, which was the heavy option there. The dexterity line reaching the previous tier's heaviest numbers is the general shape of forest armour: everything moves up roughly one category. Against Floppsy Hood at DEF +14 and MDEF +7, this adds six defence, three magic defence and seven mana. A modest step, as helmet upgrades always are, and helmets remain the slot where a tier change does the least. The recipe uses 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside a bulk base. Thornguard Hood carries the forest-tier dexterity requirement and nothing else. Chair Treant is the associated drop source at around 0.25%, which is slow enough that building is the sensible route. Where the hood fits into a set: paired with Briar Hauberk at -0.6 and Rootweave Pants at -0.6, a full dexterity loadout costs -1.8 movement before Rootwalkers gives +1.2 back. That leaves the build slower than it started, which is the same problem the junk tier had and the reason movement matters more to a dagger character than the defence columns suggest. Worth the slot regardless. Twenty defence is twenty defence, and the alternative is an empty head.Thornprick
A forest thorn grown to knife length, and it goes in easy. Thornprick is the cheapest recipe in the forest tier and the dagger option at DEX 35. The recipe is 12 Wood, 3 Briar Vine, 3 Enchanted Bark, 3 Living Bark and 1 Fossilized Amber. Half of what every other weapon in this tier asks, and the single Fossilized Amber is what makes it approachable. Every other forest recipe wants 2 or 4, and at 18.42% from Living Wardrobe each one is a real farming session. P.ATK +42 with Attack Speed +0.18x, Crit Rate +8%, Crit Damage +32% and Max MP +45. That attack speed is the highest on any weapon in the game, and the crit values are half again what Goblin Fork Stabber offers at +6% and +24%. Daggers work by multiplying small numbers, so all three of those stats compound. More swings produce more crit rolls, a higher crit rate converts more of them, and higher crit damage makes each one land harder. The result out-damages weapons with far larger P.ATK against unarmoured targets. No Ignore DEF anywhere in the dagger line, which stays true here. Armoured enemies remain the weakness, and that is what blunt weapons exist for. Lycaros drops it at 4.22%, Teapot Toadstool at 0.25%. Vendors pay 156 Tria, the lowest buyback in the forest tier and a reflection of the smaller recipe. Thornprick needs nothing unlocked beyond DEX 35. Build this one first if you play DEX. The material cost is genuinely half the tier and the weapon is not a compromise, which is a combination nothing else here offers.Tin Can Smasher
A tin can packed with rocks on a stick. Crude, loud, and heavier than it looks. Tin Can Smasher is the vitality entry into crafted weapons, requiring VIT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. Double the Goblin Fork Stabber requirement across the board, and those two cores are the part to plan around at roughly 156 Barrel Champion kills each. P.ATK +20 with Ignore DEF +12%, Max MP +28 and MP regeneration at +2.0 per second. That attack figure looks low against Iron Mace at P.ATK +11 until you notice it nearly doubles it, and the Ignore DEF jumps from +8% to +12%. One-handed, so a shield still fits, which keeps Voidguard in play. Where it disappoints is next to Amber Mallet, also a one-handed blunt at P.ATK +31 with Ignore DEF +15% and Max MP +40. If both are craftable at similar cost, the mallet is the better weapon and this is a stepping stone. Lycaros drops it at 15.98%, about one per six kills. Junk King at 7.74% and Buckethead Goblin at 0.25% follow. As with most weapons at this bench, killing Lycaros is faster than farming four separate materials. Vendors pay 130 Tria for it. Tin Can Smasher needs nothing unlocked beyond VIT 25. Build it if you are a Defender who cannot yet handle Lycaros and needs something better than Iron Mace. The shield stays equipped, the Ignore DEF suits armoured targets, and 2 Junk Core is a reachable target. If you can kill Lycaros, farm the drop and put your cores toward Scrap Sledge instead.Tin Treaders
Tin cans on each toe, and nobody planted them there on purpose. Tin Treaders are the dexterity footwear of the junk tier at DEX 25. Move Speed +1.2 with MDEF +5. Between Ragwrap Sandals at +1.4 and Barrel Boots at +1.0, which is where the dexterity line always sits. For a dagger build the movement matters more than the middle placement suggests. Scrapmail costs -0.6, Floppsy Hood -0.6 and Junker Pants -0.6, coming to -1.8 across three slots. Tin Treaders give back 1.2, which leaves a full junk-tier dexterity set slower than it started. The caster line ends up faster and the vitality line slower, and dexterity sits in between there too. Recipe: 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core, the lightest material cost in the tier alongside Scrap Gauntlets. Vendors buy them at 52 Tria. Junk King drops them at 7.74%, roughly one per thirteen kills. Tin Treaders need nothing unlocked beyond DEX 25. Against Trailblazer Boots from Breda at DEF +5, MDEF +3 and +1.2 movement, this is close to a sidegrade. Same speed, two more magic defence, and the physical defence is not listed. Anyone already wearing the Breda pair can leave this until the rest of the set is done. Build rather than farm if you have a spare Junk Core, since one core is the cheapest entry the bench offers and Junk King at 7.74% is slower than most drops in this tier.Trailblazer Boots
Sturdy boots that take a beating and keep going. Trailblazer Boots cost 700 Tria, require DEX 15, and land where the whole Trailblazer line lands: DEF +5, MDEF +3, Move Speed +1.2. Every one of those numbers sits between the alternatives. Kettle Stompers give DEF +8 with MDEF +2 and +1.0 movement. Dustwalker Boots give DEF +3 with MDEF +4 and +1.4. If you want the middle option, this is it, and for a dagger build the middle is usually correct. Movement matters more to a DEX character than the defence does. The build works by attacking fast and not standing still, and Trailblazer Vest at -0.6 and Trailblazer Pants at -0.6 both slow you down. The +1.2 here covers both with a bit left over. They come Unidentified, so what the shop shows is not everything the boots do. Identifying them adds properties beyond the visible stats. Tin Tortoise drops them at 7.74%, about one per thirteen kills. Cup Snail at 0.25% and Patch Hound at 0.18% are both long odds and not worth targeting. Breda pays 26 Tria for them back. Trailblazer Boots need nothing unlocked beyond DEX 15. DEX 15 also unlocks Amethyst Dirk and Trailblazer Pants, which cost 1050 Tria each. The boots at 700 are the cheapest of the three, but the dagger should still come first. A weapon that raises crit rate, crit damage and attack speed together does more for the build than any single armour piece at this tier. Buy the boots second. Filling the feet slot for 700 Tria while saving for the rest is efficient, and there is no better footwear in the dexterity line to wait for.Trailblazer Gloves
Reinforced gloves with a solid grip that hold rope and tools without slipping. Trailblazer Gloves cover the gloves slot for a dexterity build at DEX 12 and cost 700 Tria. Attack Speed +0.03x and Cast Speed +0.03x with DEF +2 and MDEF +1. Between Kettle Mitts at +0.02x speed with DEF +3 and Dustwalker Gloves at +0.05x speed with DEF +1, these land exactly in the middle on every line. That is what the whole Trailblazer set does, and whether it appeals depends on whether you want a piece that covers everything adequately or one that does a single thing well. For a dagger build the attack speed is the relevant half. Amethyst Dirk already brings Attack Speed +0.12x, and another +0.03x on top compounds with the crit rate the build is stacking. Faster swings mean more crit rolls, which is how the whole playstyle generates damage. The gloves arrive Unidentified. Identifying them reveals properties beyond what the shop shows, so the visible stat block understates the item. Tin Tortoise drops them at 7.74%, roughly one per thirteen kills. Patch Hound also drops them at 0.18%, one in 555, and is not worth hunting for this. Breda buys them back at 26 Tria. Trailblazer Gloves need nothing unlocked beyond DEX 12. DEX 12 is the same gate Trailblazer Hood carries, and between the two the gloves cost 350 Tria less. Fill this slot first. At 700 Tria it is the cheapest piece of equipment Breda stocks, and the attack speed applies to every fight for as long as you wear them.Trailblazer Hood
A padded hood for pushing through brush, priced at 1050 Tria and gated behind DEX 12. Trailblazer Hood is the entry point into the dexterity armour line. DEF +8 and Max HP +40 put it between Kettle Crown at DEF +12 and Dustwalker Hood at DEF +5. Max MP +8 sits in the same middle position. If the pattern is not obvious yet, this whole line refuses to specialise, and for a DEX build that suits how the class actually plays. Move Speed -0.6 is the cost. Lighter than the -1.0 that Kettle Crown charges, heavier than the -0.3 on Dustwalker Hood. For a build that already gets Attack Speed +0.10x or better from a dagger, giving up movement hurts more than it would for a tank, so the middle setting is the right one. HP regeneration runs at +1.0 per second. Tin Tortoise drops it at 3.93%, around one per 25 kills. Cup Snail drops it at 0.25%, one in 400, which is not a farm. Given the tortoise rate, anyone levelling nearby should save the 1050 Tria and let it drop. Breda buys it back at 39 Tria. Trailblazer Hood needs nothing unlocked beyond DEX 12. DEX 12 arrives early on a dagger build, and Wooden Shiv at DEX 7 and 700 Tria is usually already in hand by then. The hood is the natural next purchase and it holds up until Trailblazer Vest and Trailblazer Pants become available at DEX 17 and DEX 15. What it will not do is save you from a bad fight. DEF +8 on the head is enough to blunt chip damage and nothing more. Dagger builds survive by killing things before they retaliate, and armour at this tier supports that plan rather than replacing it.Trailblazer Pants
Padded canvas under a wide belt with a pouch for everything, built for the long way home. Trailblazer Pants cover the legs slot for a dexterity build at DEX 15, and Breda charges 1050 Tria. DEF +10 and MDEF +5 land between Kettle Greaves at DEF +15 with MDEF +3 and Dustwalker Pants at DEF +6 with MDEF +8. Max HP +55 does the same, sitting under the heavy option and well over the cloth one. Whether that middle ground is what you want depends entirely on whether your build has an obvious weakness to cover. Max MP +12 and HP regeneration at +1.0 per second finish the line. Move Speed -0.6. Tin Tortoise drops them at 3.93%, roughly one per 25 kills, which is the only rate here worth farming. Cup Snail at 0.25% and Patch Hound at 0.18% are both long odds. Breda pays 39 Tria to take them back. Trailblazer Pants need nothing unlocked beyond DEX 15. DEX 15 is the same requirement Amethyst Dirk carries, so the two arrive together and cost 2100 Tria as a pair. The dagger comes first without question. It raises crit rate, crit damage and attack speed all at once, while the pants add ten points of physical defence to a build that was never going to win by absorbing hits. Where they earn their place: the stretch between DEX 15 and DEX 17, before Trailblazer Vest becomes available. During that window a dagger character has a strong weapon, a hood and not much else, and legs armour with DEF +10 is the cheapest way to stop dying to things that get one hit in. Buy them after the dagger, not before, and expect to keep them for a while. There is no leg upgrade in the dexterity line past this one.Trailblazer Vest
DEF +12 with MDEF +6 makes Trailblazer Vest the balanced chest piece, sitting between Pot Armor at DEF +18 and MDEF +4 and Dustwalker Vest at DEF +8 and MDEF +9. Breda sells it for 1750 Tria behind a DEX 17 requirement. Max HP +65 and Max MP +15 follow the same pattern. Nothing here is the highest number available, and nothing is the lowest. For a dexterity build that fights fast, takes some hits and occasionally eats a spell, that spread is more useful than specialising in either direction. Move Speed -0.6 lands in the middle too. Pot Armor costs -1.0, Dustwalker Vest -0.3. On a build relying on attack speed and crit rate rather than raw defence, that half-second of mobility is worth having. HP regeneration runs at +1.0 per second and MP regeneration at +1.0. Three mobs drop it. Tin Tortoise at 3.93%, roughly one per 25 kills, is the one to farm. Cup Snail at 0.25% and Patch Hound at 0.18% are both around one in 400 to 555 and not worth a dedicated session. Breda pays 65 Tria to buy it back. Trailblazer Vest needs nothing unlocked beyond DEX 17. DEX 17 is a high bar and the same requirement Claymore carries on the strength side, so this is late-game armour for a dagger build rather than something you pick up while levelling. Amethyst Dirk at DEX 15 comes first. The case for it: dagger builds trade defence for speed on every fight, which means they take more incoming damage than a shield build does and cannot afford to be as fragile as a caster. Trailblazer Vest is the only chest piece that acknowledges that. Cloth leaves you too soft, and the heavy line slows down the attack-speed advantage the build is built around.Trashcan Lid
A plank round patched with scrap, nails included. Trashcan Lid is the shield of the junk tier and DEF +40 makes it the single most protective item in the game. Block +12% comes with it, ahead of Voidguard at +10% and Knotwood Round at +5%. Max HP +65 and MDEF +6 fill out the line. VIT 25 is the requirement. Set it against Voidguard from Breda at DEF +25, Block +10% and Max HP +40. The Lid adds fifteen defence, two percent block and twenty-five health, in a slot that costs no movement at all. For a Defender this is the clearest single upgrade in the tier. Lycaros drops it at 15.98%, roughly one per six kills. Buckethead Goblin manages 0.25%. The off hand remains the best value slot in the game for a vitality build, and this is why. Forty defence for nothing but the requirement to hold a one-handed weapon. Amber Mallet at VIT 35 and Tin Can Smasher at VIT 25 both keep that hand free. Scrap Sledge and Heartwood Maul do not, and giving up a Trashcan Lid is a real part of what those two-handers cost you. Trashcan Lid needs nothing unlocked beyond VIT 25. Farm it. At 15.98% this is a short session against a recipe that wants Junk Core, and there is no reason to spend cores on something Lycaros hands out this readily. Get the shield before anything else in the tier, because forty defence changes what you can survive more than any single armour piece will.Traveler Pouch
Five extra bag slots for 2100 Tria works out at 420 Tria per slot, which sounds absurd until the first time you walk back to town because your bag filled up halfway through a mining route. Traveler Pouch is the entry-level bag, and it sits in a dedicated bag slot rather than competing with anything you hold. Arlette sells it and nobody else does. The shelf empties often, but the restock timer is short, under a minute, so an empty slot means waiting at the counter rather than planning a return trip. Buyback is 78 Tria, the same as the Fishing Rod and equally irrelevant. You will not be selling bag space back. The comparison worth making is against the Fishing Rod at the identical 2100 Tria price. The rod opens a profession. The pouch makes every profession you already have less annoying. If you gather at all, ore, wood, fish, herbs and crops all stack up faster than a starting inventory handles, and five slots is the difference between finishing a route and abandoning it. A small pouch that holds a bit more than your pockets do, which is honest. Five slots is not transformative. It buys you maybe one extra circuit before the trip back to town, and heavy gathering sessions will still fill it. Where the pouch earns its price is on long trips. Arlette, the mining nodes and the fishing spots are not next to each other, and walking back to empty your bag costs more time than the Tria is worth once you are earning steadily. That is the real payoff: fewer interruptions, not more storage in the abstract. Traveler Pouch carries no level or class restriction and needs nothing unlocked. Buy it after your first serious gathering tool, not before. A pouch with nothing to put in it is 2100 Tria doing nothing. Once the Pickaxe or the Fishing Rod is bringing material in faster than you can carry it, this becomes the obvious next purchase.Traveler Trousers
Light, durable trousers built for long roads, and they bend where you do. Traveler Trousers cost 1050 Tria and sit in the middle of Breda's clothing range. The middle is a good place for this line. Peasant Trousers at 350 Tria look like farm work and Noble Trousers at 1750 look like money. These read as someone who covers ground, which suits how most players actually spend their time: mining, fishing, running between Arlette and Rendall, working a plot. No stats attached, as with every Clothing piece. The slot is cosmetic throughout, so nothing here competes with Dustwalker Pants or Kettle Greaves in the Legs slot. Those keep working underneath. Breda pays 39 Tria to take them back. Traveler Tunic at the same 1050 Tria completes the set for 2100 Tria total. That is the price of a Fishing Rod, which is a useful comparison to hold in mind. The rod opens a whole profession. The outfit changes how you look while doing it. Both are legitimate purchases at different stages. No level or stat requirement is attached. Where this tier earns its place: it is the cheapest clothing that looks chosen rather than inherited. Commoner Trousers at 700 Tria are deliberately forgettable. These have an identity, and for players who spend hours on gathering routes and want their character to reflect that, 1050 Tria is a reasonable spend. Skip the tier if you are saving for Noble or Warden pieces at 1750 and 2450. Clothing does not stack or upgrade, so every intermediate purchase is money you will not recover past the 39 Tria buyback. Pick the look you want and buy it once.Traveler Tunic
A forest-green tunic with leather shoulder straps and a satchel, built for roaming. Traveler Tunic costs 1050 Tria at Breda, and the satchel is what makes it work. Small details do most of the work in cosmetic gear, and this piece has the clearest one on the rack. Peasant Tunic is patched, Commoner Tunic is plain linen, Noble Vestments are tailored. This is the only shirt that suggests the character is carrying something and going somewhere. It provides no stats, like every Clothing item Breda stocks. The satchel is decorative and does not add bag slots. Anyone wanting more storage needs Traveler Pouch at 2100 Tria from Arlette, which occupies a separate bag slot entirely and gives +5 spaces. Breda buys the tunic back at 39 Tria. Pairing it with Traveler Trousers at 1050 Tria makes a full outfit for 2100 Tria, which sits between the commoner set at 1400 and the noble set at 3500. No level or stat requirement applies. The forest green is worth a thought if you plan to mix tiers. It reads clearly against the browns and whites elsewhere on the rack, which makes it harder to combine than Commoner Tunic and easier to build an outfit around if you commit to it. Dustwalker armour is trimmed in green as well, so the two lines sit together better than most combinations. Buy it if your character spends time outdoors and you want that to show. Buy nothing on this rack if you are still short of a Hoe, a Pickaxe or a decent weapon, since none of it makes you stronger and the buyback recovers under four percent of whatever you spend.Vinetouch Gloves
DEF +4 and MDEF +5. Vinetouch Gloves are the caster gloves of the forest tier, and the magic defence edging out the physical is the only thing distinguishing them from the alternatives. Thorngrasp gives DEF +7 with MDEF +4 and Amber Fists DEF +10 with MDEF +2. The pattern is the one every tier has used: heavy gloves protect against weapons, cloth gloves against spells, and none of them protect much. The recipe is 3 Glowing Moss, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Alongside Thorngrasp and Amber Fists this is the cheapest thing to build in the forest tier, and a reasonable place to spend a spare Fossilized Amber if you have one sitting in a bag. Vinetouch Gloves carry the forest-tier caster requirement. Whether they are worth a Fossilized Amber at all is a fair question. One amber is roughly six Living Wardrobe kills at 18.42%, which is not much, but the same amber goes into Thornprick, the best dagger in the game. Priorities matter more than the material cost here. The honest recommendation for a caster: build these last. Spore Vest, Moss Veil and Vineweave Pants each carry thirty to fifty mana and real defence. Five magic defence on the hands does not change a fight. Fill the slot when everything else is done and the amber has stopped being scarce. If you already wear Dustwalker Gloves at Cast Speed +0.05x, keep them. Casting speed beats four defence for anyone who actually casts.Vineweave Pants
DEF +18 and MDEF +18, the only piece of armour in the game where the two are equal. Vineweave Pants cover the legs slot for a caster in the forest tier. Max MP +40 alongside, with HP regeneration at +2.0 per second and MP regeneration at +2.0. Move Speed sits at the caster line's usual -0.3. Forty mana on a legs slot is the largest of any leg armour and beats what most helmets and chest pieces manage. Stitched Leggings from the junk tier gave +28, Dustwalker Pants from Breda +15. The recipe is 6 Glowing Moss, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Vineweave Pants carry the forest-tier caster requirement. The equal defence split is worth pausing on. Every other caster piece leans toward magic defence at the cost of physical, which is why cloth builds fold when something reaches melee range. These do not. Eighteen and eighteen means the legs slot stops being a weakness against either damage type, and for an Enchanter that is the first time any armour has offered that. Against Rootweave Pants at DEF +26 and MDEF +13, you give up eight physical defence for five magic defence, ten mana and a lighter movement penalty. For a caster that is the right trade. For anything that gets hit it is not. Combined with Dewstep Slippers at Move Speed +1.4, a caster in full forest cloth ends up faster than one wearing nothing at all, which remains the single best argument for the line.Voidguard
DEF +25 is the largest single defence number on anything Breda sells, armour included. Voidguard is the shield at VIT 15, costs 1750 Tria, and it changes what a vitality build can walk into. Block +10% doubles what Knotwood Round manages at +5%, and the rest scales with it: Max HP +40 against +20, MDEF +4 against +2, HP regeneration at +1.0 per second on both. There is no column where the cheaper shield competes. The comparison worth making is against body armour. Pot Armor at 1750 Tria gives DEF +18 for the chest slot and costs Move Speed -1.0. Voidguard gives DEF +25 in a slot that would otherwise be empty and costs no movement at all. For a Defender deciding where the next 1750 Tria goes, the shield is the better purchase. Tin Tortoise drops it at 7.74%, roughly one per thirteen kills. That is a short farm for a shield at this price, and worth doing if you are levelling anywhere near them. Breda pays 65 Tria to take it back. Voidguard needs nothing unlocked beyond VIT 15. The catch is the same catch every shield carries: you need a free off hand. Iron Mace at VIT 15 is one-handed and pairs with it directly, which is clearly the intended combination. Iron Hammer at VIT 17 is two-handed and locks you out entirely, so a build going that route should skip shields and put the Tria into armour instead. Take the shield and the one-handed mace over the two-hander. DEF +25 with a 10% block chance survives more content than the extra attack on a slow two-handed weapon kills, and the difference shows up most in exactly the fights you would otherwise lose.Voidlantern
M.ATK +18 and Max MP +40, the highest magic numbers Breda stocks. Voidlantern costs 2450 Tria and requires INT 17, which makes it the endpoint of the staff line rather than a step along it. Cast Speed +0.08x is where the weapon actually earns its price. That is the fastest casting on any staff he sells, half again what Caged Prism manages at +0.05x, and for a class whose damage is gated by cast time it matters more than the raw magic attack does. Damage Up +5% and MP regeneration at +2.0 per second round it out. The costs are the usual two-handed ones. Attack Speed -0.03x, no off hand, no shield. A caster at INT 17 should be far enough from melee range that neither bothers them much, which is why the two-handed penalty is easier to accept here than it is on Cyanbloom at INT 12. Tin Tortoise drops Voidlantern at 3.93%, around one per 25 kills. Spore Deer drops it at 0.25%, one in 400 and not worth chasing. Farming the tortoise is a reasonable way to avoid the 2450 Tria if you are levelling in that area anyway. Breda pays 91 Tria for it back. A pale orb in an iron cage that glows when it feels like it, and the whispering comes free. Like Cyanbloom, it provides light, which quietly saves you the Lantern slot on night trips. Voidlantern needs nothing unlocked beyond INT 17. The comparison worth making is against Caged Prism at 1750 Tria. You pay 700 Tria more for five points of magic attack, faster casting and ten more mana, and you give up your shield. For an Enchanter who never gets hit, take the Voidlantern. For a Cleric who spends time in the middle of things, the one-handed staff and a shield will keep you alive through fights the faster weapon would not.Warden Legguards
Heavy leg armor, plate layered over reinforced cloth, made for people who expect trouble. Warden Legguards cost 2450 Tria and are the most expensive trousers Breda sells. The description says armour and the item provides none. Warden Legguards sit in the Clothing slot, not the Legs slot, which means no DEF, no MDEF, no Max HP and no Move Speed. Kettle Greaves at 1050 Tria provide DEF +15 and go in a different slot entirely. These provide a look. That gap between appearance and function is worth flagging clearly, because this is the piece on the rack most likely to be bought under a misunderstanding. Anyone wanting actual leg protection needs the Legs slot filled, and can wear these over it at the same time. Breda pays 91 Tria to take them back, under four percent of the purchase price. Warden Robes at the same 2450 Tria complete the set for 4900 Tria, the most expensive outfit available. For comparison, that is a Leather Satchel with ten bag slots, or a Cow with 1400 Tria left over. No level or stat requirement is attached, so a level one character can wear plate-looking legguards over nothing at all. Where they work: a Defender who already runs Voidguard and the Kettle set and wants the look to match the build. The plate reads as heavy and military, which fits a tank far better than Noble Trousers at 1750 would. Where they do not: anyone still filling equipment slots. 2450 Tria is a Claymore, a Copper Band or an Iron Hammer, and all three change what happens in a fight. These change what the fight looks like.Warden Robes
Layered steel over dark cloth with fur heavy at the shoulders. Weighty, but you can still move. Warden Robes top out Breda's clothing rack at 2450 Tria. They provide no stats. None of the ten pieces in the Clothing slot do, and this is the one where that matters most, because it looks more like armour than several actual armour pieces do. Dustwalker Vest at 1750 Tria is ragged cloth and gives DEF +8 with MDEF +9. Warden Robes are steel and fur and give nothing. The slot is cosmetic and the appearance is not a hint about function. Breda buys them back at 91 Tria. The full warden outfit with Warden Legguards runs 4900 Tria, the priciest set available and roughly what a Leather Satchel costs. Anyone weighing the two should note that bag space changes every gathering session and an outfit changes none of them. No level or stat requirement applies. The line about still being able to move is the only nod to the weight, and it is worth taking as flavour rather than mechanics, since Move Speed is untouched. Compare that with real heavy armour, where Pot Armor, Kettle Crown and Kettle Greaves each cost Move Speed -1.0 for their protection. Warden Robes give you the silhouette of that set without the penalty and without the defence. Who should buy them: a player at the end of the equipment curve, with tools, bags, a mount and a working farm, who wants the character to look the part. At that stage 2450 Tria is a small number. Who should not: anyone who read the description and thought this was armour. The Chest slot is where protection goes, and Warden Robes leave it empty.Watering Can
The Watering Can completes the farming toolset alongside the Hoe and the Harvest Basket, and it carries the same 350 Tria price as both. Three tools, 1050 Tria total, which is the real entry cost of farming once you add seeds on top. It equips in the right hand like the other two, so the slot conflict is now a three-way problem. A full farm cycle means hoe out to till, can out to water, basket out to harvest, weapon back for the walk home. Bind all three to the hotbar. Doing this through the inventory window every session gets old within a day. Leaf and Rendall both stock it, 1 unit each. Same as the Hoe, better than the Harvest Basket, which only Leaf carries. Between two shops you rarely wait long. Buyback is 13 Tria, so the 350 is effectively gone the moment you spend it. No spares, no flipping. Buying order matters more than most new farmers expect. The Hoe comes first because untilled soil takes no seeds at all. The Watering Can comes second, since watered rows are what the growth timers actually assume. The basket comes last, because you can survive a harvest without it in a way you cannot survive a plot you were never able to till. Spreading the three purchases across a few sessions of wheat keeps you solvent. A plain can for watering the rows before the sun gets high, and the timing hint in that line is worth taking seriously if you farm across a full in-game day. The Watering Can carries no level or class restriction and costs nothing to unlock. It does not wear out or run dry, so one purchase covers you permanently. Get it before you commit to any of the slow crops. Golden fruit at an hour per kilogram and tomatoes at thirty minutes are long enough waits without discovering mid-season that the rows were never watered properly.Wooden Beads
Wooden beads on a knotted string, carved by hand and a little uneven. It counts. Wooden Beads occupy the necklace slot, cost 1050 Tria at Breda, and give Max HP +30 with DEF +5. Straightforward survivability with nothing else attached. No speed modifiers, no mana, no magic defence. For a vitality build that is fine, since the necklace slot has no competing use and five points of defence is five points you did not have. Compare it against Silver Chain, the other necklace Breda stocks. That one costs 2450 Tria for MDEF +4 and Max MP +50, aimed squarely at casters. Wooden Beads cost less than half as much and point in the opposite direction. A Defender wants these, an Enchanter wants the chain, and nobody sensibly wants both. The beads come Unidentified. What the shop displays is a floor rather than the complete item, and identifying them adds properties beyond the visible stats. At 1050 Tria that unknown is a meaningful part of what you are paying for. No mob drops Wooden Beads, so Breda is the only source. Copper Band and Silver Chain both come off Tin Tortoise at 1.00%, which makes this one of the few accessories with no farming alternative. Breda buys them back at 39 Tria. There is no stat requirement, so the beads can be equipped at any level by any class. Where they fit: an early vitality character who has filled the obvious slots and has 1050 Tria spare. Where they do not: anyone who could put that Tria toward Copper Band at 2450, which gives Max HP +50 and DEF +7 in the bracelet slot instead. Both together cover two accessory slots for 3500 Tria, which is a reasonable target for a tank once the armour is sorted.Wooden Club
A carved wooden mallet, and somebody put real love into something meant for hitting. Wooden Club is where the blunt line starts: 1050 Tria from Breda, VIT 7 to wield it. The stat spread is deliberately plain. P.ATK +5, Ignore DEF +5%, Max MP +10, MP regeneration at +1.0 per second. No attack speed modifier at all, which is unusual and quietly useful, since the heavier blunt weapons all carry speed penalties. Ignore DEF is the signature of the whole blunt family, and it appears here from the very first weapon. Where a sword raises damage across the board, a club cuts through armour specifically. At +5% the effect is small, but it tells you what you are building toward and it means blunt weapons pull ahead against armoured enemies while lagging against soft ones. One-handed, so your off hand stays free. At this level that usually means a shield, which suits a VIT build far better than a two-hander does. Breda buys it back at 39 Tria, and no mob drops it. Buying is the only way in. The requirement is what makes Wooden Club interesting. VIT 7 rather than STR means the blunt line is built for characters investing in survivability rather than raw strength, and a Defender levelling through early content gets more from this than a Warrior would. Where it falls off: P.ATK +5 is low enough that anything with real health takes a long time to kill. This is a levelling weapon and nothing more, and the 1050 Tria is best treated as the cost of getting started rather than an investment in anything. Wooden Club needs nothing unlocked beyond VIT 7. Buy it, use it to VIT 15, then move straight to Iron Mace at 1750 Tria, which more than doubles the attack and keeps the free off hand. Driftwood Maul in between is a detour most players should skip.Wooden Shiv
700 Tria makes Wooden Shiv the cheapest weapon Breda stocks, and DEX 7 makes it the easiest to qualify for. It is where the dagger line begins. The stats say everything about how daggers work. Attack Speed +0.10x, the fastest swing on anything he sells, with Crit Rate +2% and Crit Damage +10% on top. P.ATK sits at just +7, lower than Claymore by a wide margin and lower than most things at this price. Daggers do not win on the damage number. They win on how many times they connect and how often those hits crit. Max MP +10 and MP regeneration at +1.0 per second come along as well, useful to a hybrid and dead weight to anyone playing pure DEX. One-handed and light, which leaves the off hand open. A carved wooden blade, light and quick, and there is no pretence that it is anything more than a starting weapon. Breda buys it back at 26 Tria, the smallest buyback on his rack, which follows from the smallest price. Where the shiv is worth having: any DEX character below DEX 15, and anyone testing whether the crit-based playstyle suits them before committing real Tria. At 700 Tria the experiment costs less than a Chicken. Where it stops: the crit numbers are too small to actually drive a build. Crit Rate +2% means the effect shows up occasionally rather than reliably, and Amethyst Dirk at DEX 15 doubles that to +4% while adding P.ATK +15. Nobody drops Wooden Shiv, so Breda is the only source. Buy it as your first weapon on a DEX build and plan to replace it quickly. The eight levels of dexterity between this and Amethyst Dirk go faster than the price gap suggests, and 700 Tria is small enough that outgrowing it costs nothing worth worrying about.Wooden Sword
A practice sword, blunt as they come, and everyone starts here with splinters included. Wooden Sword is the first weapon Breda sells and the entry point into the sword line at 1050 Tria. The stat spread is stranger than the name suggests. P.ATK +10 and Damage Up +3% are what you expect from a starter blade. Attack Speed +0.03x is small but real. What stands out is Max MP +10 and MP regeneration at +1.0 per second sitting on a piece of melee gear. A wooden practice sword feeding your mana bar makes no thematic sense and it does mean hybrid builds get more out of this than a pure Warrior does. It requires STR 7, so this is a strength weapon and not something an Enchanter picks up for the mana line. One handed, right hand slot, which leaves your off hand free for a shield. 1050 Tria puts it in an awkward spot. That is half a Fishing Rod, three Hoes, or 21 bags of Wheat Seeds. For a starting character the price is a real commitment, and the +10 P.ATK it delivers is modest enough that you will be replacing it before long. Breda buys it back at 39 Tria, so treat the purchase as spent. The right hand slot conflict matters more here than on the gathering tools. Carrying a Wooden Sword means you are not carrying a Pickaxe or a Hoe, so a farming trip involves swapping and a fighting trip involves leaving the tools behind. Set up hotbar binds early. Wooden Sword needs nothing unlocked beyond the STR 7 requirement, which most strength builds clear immediately. Buy it if you are levelling a Warrior or any melee build and have nothing better. The MP bonuses make it a reasonable pick for a hybrid who casts occasionally between swings, and a poor one for anyone who never touches mana. Skip it entirely if a drop or a crafted blade with higher P.ATK is already within reach, since 1050 Tria buys a lot of Hay Bundle or seeds instead.Woven Bracelet
Bright threads braided tight with a smiley charm on the end. Woven Bracelet is the caster accessory Breda sells at 1050 Tria, and it is the only piece of equipment in the shop that raises magic attack outside the staff rack. M.ATK +5 with Max MP +30 and MDEF +3. That mana bonus is the largest on any accessory here, matching what Caged Prism provides in the weapon slot, and it goes into a slot that costs you nothing else. No movement penalty, no requirement to give up defence. Accessories are worth understanding as a category. They contribute no physical defence to speak of and instead push a single stat, which makes them the most build-specific purchase you can make. A Warrior buying Woven Bracelet is throwing 1050 Tria away. An Enchanter is buying five points of magic attack that stack on top of everything the staff already provides. The bracelet arrives Unidentified, so the visible stats are not the full item. Identifying it reveals additional properties. Breda is the only source. No mob drops it, which sets it apart from Copper Band and Silver Chain, both of which come off Tin Tortoise at 1.00%. There is no level or stat requirement listed, so anyone can equip it regardless of intelligence. That makes it available far earlier than most caster gear, and 1050 Tria is reachable well before INT 15. Buy it early on any intelligence build. Max MP +30 at a stage where your mana pool is small changes how many spells you get off between drinks, and Berry Smoothie at 140 Tria a cup adds up faster than the bracelet costs.X-Eyes Sack
A burlap sack with two X's cut for eyes. X-Eyes Sack is the caster helmet of the junk tier and unlocks at INT 22, the earliest requirement on any piece in this tier. DEF +10 with Max MP +20, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -0.3. That INT 22 gate matters. Patchwork Robe needs INT 27 and the rest of the caster line sits between, so the sack is what an Enchanter can wear first and the natural entry point into junk-tier armour. Max MP +20 is double what Soupbucket offers at +10 and matches Dustwalker Hood from Breda at +12 comfortably. For a caster the mana pool on a helmet is worth more than the defence, since the defence was never going to save you. Recipe: 2 Wool, 12 Scrap Metal, 6 Rusty Gear and 1 Junk Core. Cloth pieces use Wool where the heavy line uses Wood, which is worth knowing before farming. Wool comes off sheared sheep rather than mobs, so a player keeping livestock already has a supply. Lycaros drops it at 15.98%, Junk King at 3.93% and Scarecrow Goblin at 0.17%. X-Eyes Sack needs nothing unlocked beyond INT 22. Build this one rather than farming it if you keep sheep. Two Wool and one Junk Core is the cheapest recipe in the tier, and a Sheep at 1750 Tria with Scissors at 350 turns the material cost into farm maintenance. That is the only place in the crafting system where livestock and the bench connect, and it is easy to miss.Berry Smoothie
Magic berries blended with milk, and the first MP restore most casters will run into. Berry Smoothie returns 80 MP on a 2 second cooldown, which puts it in the same rhythm as the healing food: sip mid-fight rather than sitting down between pulls. Arlette sells it at 140 Tria plus 28. That is 2.1 Tria per point of mana, and any caster who drinks through a dungeon at that rate will spend more on smoothies than on anything else in a session. Cook it instead. Berry Smoothie comes off a Cooking Station, and the main ingredient is exactly what Magic Berry Seeds produce. Those seeds cost 50 Tria a bag, grow in Spring, Summer and Autumn, and regrow every 20 minutes and 6 seconds at 1kg without replanting. One bush feeds smoothie production indefinitely across three seasons. The vendor price stops mattering entirely once that plot is running. Buyback sits at 5 Tria plus 1, so cooking a surplus to sell is not a business. The 80 MP figure is modest, which suits the 2 second cooldown. Two or three smoothies in quick succession cover a spell rotation that ran dry, and that matters more for Enchanters and Clerics than for anyone swinging a weapon. Melee classes get almost nothing from this. Where the smoothie fits into a session: mana is a soft resource, so the drink lets you keep casting rather than saving you from death. That is a different priority from Hearty Stew or Gourmet Roast, and it means running out mid-fight costs you damage or a heal rather than your life. Carry fewer smoothies than you carry health food. Berry Smoothie carries no level or class restriction and needs nothing unlocked. Any class can drink it, though only casters have a reason to. The sensible setup: plant Magic Berry Seeds in Spring, harvest the bush every twenty minutes while you do something else, and turn the berries into smoothies at a Cooking Station. That converts a 50 Tria seed into a supply of a 168 Tria drink, which is the best return the farming line offers a caster.Fresh Milk
Fresh Milk restores 35 MP on a 2 second cooldown, the smallest mana restore sold in Dewdrop Village. Arlette and Rendall both carry it at 70 Tria, which works out to 2 Tria per point of mana. Berry Smoothie returns 80 MP for 140 Tria, or 1.75 per point, so the milk is the weaker buy for anyone who just wants mana back. The reason to buy it anyway has nothing to do with drinking it. Fresh Milk goes into Berry Smoothie at the Cooking Station, blended with magic berries. Anyone supplying themselves with smoothies needs milk coming from somewhere, and 70 Tria a bottle is the lazy way to get it. As a drink, 35 MP covers a spell or two on most casters. The 2 second cooldown lets you chain bottles, but three bottles cost 210 Tria and six seconds to match what one smoothie does for 140. In a fight where mana is the bottleneck, milk is not the answer. Downtime is where it works. Topping off between pulls, refilling after a long cast sequence, situations where the cooldown never matters and you only need a small amount. Small restores waste nothing when you are barely short. Buyback is 2 Tria, so leftovers are effectively spent. Milk still warm from the cow points at where this belongs long term. Livestock produces it directly, and a player keeping cows stops paying Arlette entirely. Pair that with a Magic Berry Seeds plot regrowing every 20 minutes and 6 seconds through Spring, Summer and Autumn, and the whole smoothie chain runs on things you own. Fresh Milk carries no level or class restriction and needs nothing unlocked. Buy it as a cooking ingredient rather than as a mana potion. Casters heading into real content want Berry Smoothie at 80 MP a drink. Milk belongs in the pantry, next to whatever recipe asked for it.Gourmet Roast
350 HP on a 2 second cooldown. That combination is what makes Gourmet Roast a combat item rather than a between-fights snack. Two seconds is short enough to eat mid-pull, take another hit, and eat again, so a stack of roasts works as a sustain source in fights where you would otherwise have to disengage. You can buy it or cook it. Arlette sells it at 210 Tria plus 10, and the shelf runs empty constantly with a restock timer near five minutes, one of the longest waits on anything she carries. That gap is the strongest argument for making your own at a Cooking Station instead of relying on her stock. Cooking it yourself is where the item stops being expensive. Ingredients from your own plot and your own kills cost time rather than Tria, and 210 Tria per roast adds up fast if you are eating several per fight. A player running long dungeon sessions who buys every roast will spend more on food than on repairs. The vendor buys it back at 10 Tria, so cooking a surplus to sell is pointless. Cook what you plan to eat. Compared with cheaper HP food, the value here is density rather than efficiency. 350 HP in one use means fewer inputs during a fight, and fewer inputs matters more than raw Tria per point when you are being hit. Save the cheap food for travel and downtime, keep Gourmet Roast for content that actually threatens you. Slow-roasted and carved thin, tender enough that a knife feels rude. The flavour is nicer than the situation you will be eating it in. Gourmet Roast carries no level or class restriction and needs nothing unlocked. Anyone can buy it from Arlette or cook it. Get a Cooking Station recipe for it before you need it. Buying roasts at 210 Tria works for a handful of fights, but the restock timer alone will strand you mid-session, and Arlette is not always close to where you are fighting.Hearty Stew
Hearty Stew restores 150 HP on a 2 second cooldown, and the honest assessment is that the shop price makes little sense next to what else Arlette carries. She sells the stew at 140 Tria plus 28. Gourmet Roast, on the same counter, restores 350 HP for 210 plus 10. Buying the stew costs you roughly 0.93 Tria per point of health against 0.60 for the roast. Cook it and that comparison inverts. Both come off a Cooking Station, and the stew's ingredient list is the cheaper of the two. When you are supplying yourself from your own plot rather than paying Arlette, the question stops being Tria per HP and becomes how many portions you can make from a harvest. Chunky and meaty, and the kind of meal that keeps you standing through a long fight, which is where 150 HP repeated every two seconds does its work. That cooldown is the actual selling point. Two seconds means the stew functions during combat rather than between pulls, so a stack of them sustains you through a fight in a way that one large heal does not. For drawn-out fights against weaker enemies, small frequent healing is often enough, and there is no reason to burn a 350 HP roast on chip damage. Arlette is the only vendor and the shelf is usually bare, with a restock timer around three minutes. Buyback is 5 Tria plus 1, so nothing you cook is worth selling. Where the stew belongs: levelling, farming routes, gathering trips, anywhere you take steady small damage. Where it does not: fights that hit hard enough that 150 HP does not cover a single blow. Carry roasts for those and keep stew for everything else. Hearty Stew carries no level or class restriction and needs nothing unlocked. Get the recipe early. Bought from Arlette this is overpriced food. Cooked at a station from your own crops it becomes the cheapest reliable healing you have access to, and the ingredients are things you were already growing.Mana Cake
180 MP per slice makes Mana Cake the densest mana restore available, and at 210 Tria from Arlette it also happens to be the cheapest per point. Roughly 1.17 Tria per mana against 1.75 for Berry Smoothie and 2 for Fresh Milk. Rare-tier food that is also the best value is unusual, and it means there is little reason for a caster to drink anything else once they can afford it. A layered cake humming with mana that restores it fast, which the 2 second cooldown backs up. Two slices inside four seconds put 360 MP back, enough to reset most rotations mid-fight without stepping out. Arlette sells it, and a Cooking Station makes it. Cooking is the route worth taking if you cast for a living. Buying every slice at 210 Tria adds up faster than most mana-hungry classes expect, especially Enchanters who burn through resources on longer fights. Growing the ingredients turns that recurring cost into plot maintenance. Selling it back returns 10 Tria, so an overstocked pantry is dead weight rather than an investment. Where Mana Cake changes how you play: mana stops being the thing that ends a fight. Smaller restores like Fresh Milk at 35 MP leave you managing your bar between casts, watching what you can afford. 180 MP covers enough of a rotation that the decision goes away. That matters more for sustained content than for short pulls, where you were never going to run dry anyway. Melee classes get nothing from this. Warriors and anyone else without a mana bar to speak of should spend the same 210 Tria on Gourmet Roast, which restores 350 HP for the identical price. Mana Cake carries no level or class restriction and needs nothing unlocked. Learn the recipe before you need it. A caster running dungeons on bought cake will spend more Tria on food than on repairs, and the Cooking Station version costs only the time to grow what goes into it.Simple Bread
Simple Bread restores 60 HP on a 2 second cooldown and costs 70 Tria plus 14. That works out to roughly 1.17 Tria per point of health, which makes it the most expensive healing in Dewdrop Village per point restored. Gourmet Roast manages 0.60 and Hearty Stew 0.93. So why buy it. Because 60 HP is often exactly the right amount. Chip damage on a gathering route, a low-level mob that clipped you, the slow attrition of walking between ore nodes. Eating a 350 HP roast for a scratch wastes 290 points of healing and a much larger pile of Tria. Bread is the small denomination. Arlette and Rendall both sell it, which covers either side of the village without a detour. The 2 second cooldown means repeated bites work in combat, not just between fights. Where that falls apart is against anything hitting for more than 60 in a swing. You lose ground faster than the cooldown lets you recover it, and no amount of bread fixes that. Switch to Hearty Stew at 150 HP or Gourmet Roast at 350 for real fights. Vendors buy it back at 2 Tria. Not worth carrying leftovers between sessions. Plain bread that fills the stomach, and it comes from the same wheat you can grow yourself. Wheat Seeds cost 5 Tria a bag and finish in just under ten minutes at 1kg during Spring or Autumn, which makes a wheat plot the cheapest food chain available. Growing your own removes the 84 Tria vendor price entirely. Simple Bread carries no level or class restriction and needs nothing unlocked. Worth keeping a stack for travel and light content, where its low value per bite is actually the point. For anything that fights back properly, spend the Tria on denser food instead of trying to out-eat the damage.Amber Fists
Heavy gauntlets set with amber, and something small and very old is trapped in each one. Amber Fists are the vitality gloves of the forest tier at VIT 32. DEF +10 with MDEF +2, and unusually for a heavy glove, Attack Speed +0.05x and Cast Speed +0.05x on top. The piece arrives Unidentified, so the visible block is a floor. Those speed values matter more than they look. No glove since Breda's rack has carried attack speed at all. Trailblazer Gloves managed +0.03x and Dustwalker Gloves +0.05x, and every junk-tier and forest-tier glove since has dropped the stat entirely. Amber Fists bring it back at the highest value available, on the piece with the most defence. Ten physical defence is the best of the three forest gloves, ahead of Thorngrasp at +7 and Vinetouch Gloves at +4. VIT 32 matches Elder Bark Helm, which makes those two the entry pair into the vitality line. Recipe: 12 Stone, 3 Memory Sap, 3 Mystic Essence, 3 Ancient Heartwood and 1 Fossilized Amber. Amber Fists need nothing unlocked beyond VIT 32. For once the glove slot is worth prioritising. A Defender running Amber Mallet at Attack Speed +0.02x gains more from another +0.05x than from ten defence, and the combination makes this the only glove in the game that improves how fast you fight rather than just how long you last. The trapped insect is flavour, though it connects to Amber Carapace, where the bugs caught in the sap are also mentioned. The vitality line of this tier is built from things that stopped moving a very long time ago.Can Crushers
Gauntlets built from scrap pipe, and they deliver. Can Crushers fill the gloves slot for a vitality build in the junk tier. DEF +6 with MDEF +1. Small numbers, as gloves always are, and the highest physical defence of the three glove options at this tier. Scrap Gauntlets manage DEF +4 and Fingerless Rags DEF +2, so the pattern from Breda's rack carries over: heavy gloves protect, cloth gloves do not. Vendors buy them at 52 Tria. Lycaros drops them at 15.98%, roughly one per six kills, and Junk King at 7.74%. Gloves are the cheapest slot to fill in every tier, and this is no exception. The recipe wants 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core, which is the smallest commitment at Eren's bench and the same as Thornprick or Goblin Fork Stabber. One core rather than two or four makes it the sensible piece to actually build rather than farm. Can Crushers carry no unlock requirement beyond the vitality gate. What they do not offer is any of the speed modifiers Breda's gloves carried. Kettle Mitts gave Attack Speed +0.02x and Cast Speed +0.02x on top of DEF +3. Can Crushers trade those away for double the defence, which suits a Defender and does nothing for anyone else. Build these if you are crafting anything in this tier. One Junk Core is affordable, the drop rate is good enough that you will likely see a spare, and a filled glove slot is worth more than the six defence implies simply because most players leave it empty.Dustwalker Gloves
Attack Speed +0.05x and Cast Speed +0.05x, the fastest gloves Breda sells, on the piece with the least armour. Dustwalker Gloves cost 700 Tria and require INT 12. That +0.05x on cast speed is the reason a caster buys them. Kettle Mitts manage +0.02x and Trailblazer Gloves +0.03x, so nothing else in the slot moves your casting along this much. Stacked with a staff like Voidlantern at Cast Speed +0.08x, the difference in how fast spells come out is noticeable rather than theoretical. DEF +1 and MDEF +2 are close to nothing. You are not buying these for protection. Soft gloves trimmed in green, cut for spellwork, and good for snacking too. The second half is a joke, though it does tell you how much material is actually in them. They come Unidentified, which means the visible stats are only part of what the gloves do. Identifying them adds properties the shop display does not show, so the 700 Tria buys more than the tooltip promises. Tin Tortoise drops them at 7.74%, about one per thirteen kills, and Spore Deer at 0.25%, roughly one in 400. Farming tortoises is a reasonable alternative to paying at this price point, though 700 Tria is small enough that most players just buy. Breda pays 26 Tria to take them back. Dustwalker Gloves need nothing unlocked beyond INT 12. INT 12 is also when Dustwalker Hood and Cyanbloom become available, and among those three the gloves are the cheapest by a wide margin. Buy them first. A slot filled for 700 Tria beats saving toward something that costs 1750 and covers one more square of your character.Fingerless Rags
Leather mitts tied off with rope, fingertips poking through, and better than nothing. That last part is the honest assessment. DEF +2 and MDEF +3 make Fingerless Rags the least protective gloves in the junk tier, behind Scrap Gauntlets at DEF +4 and Can Crushers at DEF +6. The MDEF is the highest of the three, which is the only column where they win. Vendors pay 52 Tria. Lycaros drops them at 15.98%, about one per six kills. Scarecrow Goblin follows at 0.17%. Gloves are the slot where the numbers stop mattering much and filling it at all is most of the benefit. Two defence is not going to change a fight. An empty slot changes nothing either, and these cost one Junk Core to build or six Lycaros kills to find. Fingerless Rags carry no unlock requirement beyond the caster gate on the set. What is missing compared to Breda's gloves is the speed modifiers. Dustwalker Gloves gave Cast Speed +0.05x, which for an Enchanter was the entire reason to wear them. Fingerless Rags offer no cast speed at all, only defence, and that makes them a strictly worse choice for a caster who already owns the earlier pair. Worth checking before you replace anything. A tier upgrade that removes a stat you were using is not an upgrade, and this is the clearest example of that in the game. Keep the Dustwalker Gloves if casting speed matters to your build, and take the Rags only if the glove slot is genuinely empty.Kettle Mitts
Heavy iron-backed mitts made from the same scrap as Kettle Crown, and they hit like cookware. Kettle Mitts fill the gloves slot for a vitality build at VIT 12, priced at 700 Tria. DEF +3 and MDEF +1 are small numbers, and that is normal for this slot. Gloves contribute less raw defence than any other piece. What they do carry is Attack Speed +0.02x and Cast Speed +0.02x, and speed modifiers matter regardless of build. Those speed values are the lowest of the three glove options Breda stocks. Dustwalker Gloves manage +0.05x on both at INT 12, and Trailblazer Gloves +0.03x at DEX 12. Kettle Mitts trade that away for the higher defence, which fits a tank and shortchanges everyone else. The mitts arrive Unidentified, so what you buy is not the whole item. Identifying them reveals additional properties, and the stat block on the shelf is a floor rather than a full picture. Tin Tortoise drops them at 7.74%, roughly one per thirteen kills. Kettle Beetle also drops them at 0.18%, one in 555, which is not worth chasing. Breda buys them back at 26 Tria. Kettle Mitts need nothing unlocked beyond VIT 12. At 700 Tria this is the cheapest equipment slot to fill and the easiest purchase to justify. Even DEF +3 is better than an empty slot, and the attack speed applies to every swing you make for the rest of the character. Buy them as soon as you clear VIT 12. A Defender pairing these with Kettle Crown at the same requirement covers two slots for 1750 Tria total, which is less than a single chest piece costs.Scrap Gauntlets
DEF +4 and MDEF +2. Scrap Gauntlets are the dexterity gloves of the junk tier, unlocking at DEX 22, which is the earliest requirement on any piece in the dexterity line. The numbers sit between Can Crushers at DEF +6 and Fingerless Rags at DEF +2, which by now will be unsurprising. Gloves contribute less than any other slot and the differences between the three options are small enough to ignore. Recipe: 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core. One core makes this one of the few armour pieces genuinely worth building rather than farming, since the material cost is the same as a Goblin Fork Stabber and considerably lighter than anything else in the tier. Vendors pay 52 Tria. Lycaros drops them at 15.98%, Junk King at 7.74% and Critter Goblin at 0.25%. Scrap Gauntlets need nothing unlocked beyond DEX 22. DEX 22 arriving before DEX 25 and DEX 27 makes these the entry point into the tier for a dagger build. Junker Pants need 25, Scrapmail 27, so this is what you wear first while the rest is still out of reach. What they lack, like every glove in this tier, is the attack speed that Trailblazer Gloves carried at +0.03x. For a build stacking speed and crit that is a genuine loss, and swapping to Scrap Gauntlets for two extra defence is arguably a downgrade. Check what your gloves are actually doing before replacing them.Thorngrasp
Bark gauntlets budding with fresh leaves. Firm grip on a weapon, rough on a handshake. Thorngrasp is the dexterity glove of the forest tier. DEF +7 with MDEF +4, and the piece arrives Unidentified, so the shop display is a floor rather than the whole item. Seven defence is the highest of the three forest gloves, ahead of Vinetouch Gloves at +4. Gloves remain the slot where numbers stay small and filling it at all is most of the benefit. Vendors buy them at 104 Tria. The recipe is 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Half the quantities of the larger pieces, and one Fossilized Amber rather than more, which makes gloves and shoes the cheapest entry into forest crafting. Thorngrasp carries the forest-tier dexterity requirement. The Unidentified marker matters more here than on a chest piece. Seven defence on its own would not justify a Fossilized Amber, and the hidden properties are a meaningful part of what you are paying for. Identify before deciding whether the piece is worth wearing over Scrap Gauntlets at DEF +4. What forest gloves still do not offer is the attack speed that Trailblazer Gloves carried at +0.03x. Three tiers on and no glove has brought that back, which means a dagger build stacking speed may still be better served by Breda's rack despite the defence gap. Worth checking your own numbers before replacing.Trailblazer Gloves
Reinforced gloves with a solid grip that hold rope and tools without slipping. Trailblazer Gloves cover the gloves slot for a dexterity build at DEX 12 and cost 700 Tria. Attack Speed +0.03x and Cast Speed +0.03x with DEF +2 and MDEF +1. Between Kettle Mitts at +0.02x speed with DEF +3 and Dustwalker Gloves at +0.05x speed with DEF +1, these land exactly in the middle on every line. That is what the whole Trailblazer set does, and whether it appeals depends on whether you want a piece that covers everything adequately or one that does a single thing well. For a dagger build the attack speed is the relevant half. Amethyst Dirk already brings Attack Speed +0.12x, and another +0.03x on top compounds with the crit rate the build is stacking. Faster swings mean more crit rolls, which is how the whole playstyle generates damage. The gloves arrive Unidentified. Identifying them reveals properties beyond what the shop shows, so the visible stat block understates the item. Tin Tortoise drops them at 7.74%, roughly one per thirteen kills. Patch Hound also drops them at 0.18%, one in 555, and is not worth hunting for this. Breda buys them back at 26 Tria. Trailblazer Gloves need nothing unlocked beyond DEX 12. DEX 12 is the same gate Trailblazer Hood carries, and between the two the gloves cost 350 Tria less. Fill this slot first. At 700 Tria it is the cheapest piece of equipment Breda stocks, and the attack speed applies to every fight for as long as you wear them.Vinetouch Gloves
DEF +4 and MDEF +5. Vinetouch Gloves are the caster gloves of the forest tier, and the magic defence edging out the physical is the only thing distinguishing them from the alternatives. Thorngrasp gives DEF +7 with MDEF +4 and Amber Fists DEF +10 with MDEF +2. The pattern is the one every tier has used: heavy gloves protect against weapons, cloth gloves against spells, and none of them protect much. The recipe is 3 Glowing Moss, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Alongside Thorngrasp and Amber Fists this is the cheapest thing to build in the forest tier, and a reasonable place to spend a spare Fossilized Amber if you have one sitting in a bag. Vinetouch Gloves carry the forest-tier caster requirement. Whether they are worth a Fossilized Amber at all is a fair question. One amber is roughly six Living Wardrobe kills at 18.42%, which is not much, but the same amber goes into Thornprick, the best dagger in the game. Priorities matter more than the material cost here. The honest recommendation for a caster: build these last. Spore Vest, Moss Veil and Vineweave Pants each carry thirty to fifty mana and real defence. Five magic defence on the hands does not change a fight. Fill the slot when everything else is done and the amber has stopped being scarce. If you already wear Dustwalker Gloves at Cast Speed +0.05x, keep them. Casting speed beats four defence for anyone who actually casts.Carrot Seeds
Carrot Seeds are the cheapest entry point into farming and the seed most new players plant first. You buy the bag, drop the seeds into tilled soil, wait, and pull up carrots. Nothing about the process is complicated, which is exactly why the seed works so well as a first crop while you are still learning how plots, seasons and harvest timers behave. Carrot Seeds grow in Spring and Autumn. Plant them outside those two seasons and nothing happens, so a Summer or Winter farm needs a different crop in rotation. The base growth time is 15 minutes at 1kg, and the timer scales with the weight you plant. Heavier crops take longer, so a 5kg batch will not finish in the same quarter hour as a single kilogram. Plan your planting around when you will actually be online instead of dumping everything into one oversized plot and logging off. Where to buy Carrot Seeds: two shops stock them, Leaf and Rendall. A bag costs 10 Tria with 6 in stock at a time, and the vendor buys it back at 2 Tria. That gap between buy and sell price means seeds are not worth hoarding or flipping. Buy what you plan to plant this session and no more. Stock refreshes, so an empty shelf at Leaf is rarely a problem, and Rendall covers you if you happen to be on the wrong side of the map. Carrot Seeds carry no level or class restriction and cost nothing to unlock. Anyone can buy a bag and start a plot. Carrots themselves feed into cooking recipes and animal feed, which is the real reason to keep a carrot plot running rather than farming something with a flashier sell price. A steady supply of cheap vegetables saves you far more Tria over a week than selling the raw harvest ever will. Small seeds, dirt, a bit of patience, and the plot pays for itself after two harvests.Golden Fruit Seeds
Golden Fruit Seeds are the rare-tier seed of the farming line, marked in purple and priced well above the common vegetables. They grow golden fruit, a crop worth planting when you want something better than carrots on your plot and are willing to give up the fast turnaround to get it. Autumn only. That single season is the biggest limitation on Golden Fruit Seeds and the reason most farmers treat them as a seasonal push rather than a steady rotation. When Autumn ends, the plot goes back to whatever grows year-round, so buy your stock while the season is running instead of stockpiling early. Growth time is 1 hour at 1kg, four times as long as Carrot Seeds. Heavier planting stretches the timer further, so a large batch of Golden Fruit Seeds is an overnight or over-workday crop, not something you check back on between two quests. Match the weight you plant to how long you plan to stay away. Small plantings on a short session, one big plot before you log off. Where to buy Golden Fruit Seeds: only Leaf sells them, at 20 Tria a bag. The shop runs dry regularly and restocks on a short timer, roughly a minute, so an "Out of stock" message is not worth walking away from. Wait at the counter and buy again. The vendor buys the seeds back at 7 Tria. That is the best resale ratio among the basic seeds, though selling seeds is still a losing move compared with planting them. Golden fruit itself holds most of the seed's value, which is unusual. On other crops the harvest is worth a fraction of what you paid, but here the numbers stay close, so the profit comes from volume rather than a wide margin. Golden Fruit Seeds carry no level or class restriction and cost nothing to unlock. Anyone can buy a bag from Leaf and plant it. Worth it if you farm during Autumn and have plot space to leave running for an hour at a time. If you log in for short bursts, carrots will out-earn golden fruit simply because you harvest them more often.Harvest Basket
Harvest Basket is the tool you equip in the right hand to bring crops in from the field. At 350 Tria it is the first serious purchase a farmer makes, costing more than seven bags of Tomato Seeds and many times what a plot of wheat is worth. It occupies the right hand slot, which means it competes with whatever weapon you normally carry. Swapping to the basket to harvest and back to a sword to travel is the usual routine, and it is worth setting up a hotbar slot for the swap before you buy. Farmers who skip that step end up walking into mobs holding a basket. Only Leaf sells it. Stock is thin and the shelf sits empty most of the time, with a restock timer around two minutes. Two minutes is short enough to wait out, so an "Out of stock" message on a 350 Tria item is an inconvenience rather than a real barrier. The vendor buys it back at 13 Tria. That is a 337 Tria loss on a change of mind, the worst buyback ratio of anything on the farming shelf. Be certain you are farming seriously before spending the Tria, because there is no recovering it. Whether the basket pays for itself depends entirely on how much you harvest. A player planting a few carrots between quests will never earn it back. Someone running a full plot of magic berries or tomatoes across a season clears the cost quickly, since the basket applies to every pickup rather than a single crop. Harvest Basket carries no level or class restriction and costs nothing to unlock. The 350 Tria is the only gate. Sturdier than it looks, and it does not wear out, so the purchase is one-time. Buy it once you have a plot you actually maintain, not on your first day of farming. Spend the early Tria on seeds and let the plot fund the basket.Hoe
The Hoe breaks soil and turns rows, which makes it the tool you need before a single seed goes into the ground. Everything on the farming shelf, from 5 Tria wheat to 100 Tria tomatoes, assumes you already own one. That puts the Hoe first in the buying order, ahead of the Harvest Basket at the same 350 Tria price. It equips in the right hand, so it takes the same slot as your weapon and the basket. A working farm session means swapping between the three, and it is worth binding them before you start rather than fumbling through the inventory with a plot half tilled. Leaf and Rendall both carry it, which is one practical advantage over the Harvest Basket. Stock sits at 1 unit per shop, so if Leaf is empty you have a second option instead of waiting on a timer. The buyback is 13 Tria against 350 spent. Nobody sells a Hoe back on purpose, but the number is worth knowing before you buy a spare. There is no reason to own two. Whether 350 Tria is steep depends on when you buy it. Early, before you have any Tria coming in, it is a real investment and takes several harvests to justify. Later it is trivial. The awkward part is that you cannot farm at all until you own one, so the cost lands exactly when it hurts most. Wheat is the sensible first crop for that reason: cheap seeds, fast turnover, and the plot starts returning while you are still recovering the tool cost. The Hoe carries no level or class restriction and costs nothing to unlock. It does not wear out, so this is a one-time purchase. Buy the Hoe first, plant cheap, and pick up the Harvest Basket once the plot is actually earning. Buying both at once costs 700 Tria and leaves nothing for seeds, which is the mistake most new farmers make.Magic Berry Seeds
Magic Berry Seeds are the first seed that keeps paying after the first harvest. Where carrots and golden fruit clear the plot when you pull them, magic berries regrow, so one planting turns into a bush you come back to again and again. That single line on the item changes how you should think about the 50 Tria price tag. Growth time is 20 minutes and 6 seconds at 1kg, and the regrow timer matches it exactly. Plant once, wait twenty minutes, harvest, and the bush is ready again twenty minutes later without spending another seed. Heavier planting stretches both timers, so a big batch of Magic Berry Seeds locks the plot for longer between pickups. For a regrowing crop that matters less than it does for carrots, since you are not replanting anyway. Three seasons: Spring, Summer and Autumn. Only Winter shuts the crop down, which makes magic berries the closest thing to a year-round plot in the game. Set one up in Spring and it carries you through most of the calendar. Where to buy Magic Berry Seeds: Leaf and Rendall both stock them, 3 bags at a time, 50 Tria each. Vendors buy them back at 2 Tria. That resale value is close to nothing, so treat every bag you buy as spent the moment you plant it. Never buy Magic Berry Seeds to flip. Five bags of carrots cost the same as one bag of magic berries, so the price only makes sense if you actually keep harvesting. A plot you pick twice pays back roughly what carrots would have. Everything after that is profit, and a bush left running across a full Spring returns far more than any single-harvest crop on the same square of dirt. Magic Berry Seeds carry no level or class restriction and cost nothing to unlock. Plant them if you log in regularly, even briefly. The crop rewards frequent short visits more than long absences, since a ripe bush sits there doing nothing until you pick it.Pumpkin Seeds
Pumpkin Seeds sit in the uncommon tier and cost 15 Tria a bag, a small step up from carrots for a crop that takes twice as long and hits harder at harvest. Give them room. Pumpkins get big, and a cramped plot wastes what you planted. Summer and Autumn, no Spring and no Winter. That pairing makes Pumpkin Seeds the natural partner to a carrot rotation rather than a replacement for it. Carrots cover Spring and Autumn, pumpkins cover Summer and Autumn, and between the two you keep a plot busy for three quarters of the year without ever leaving a square empty for a season. Growth time is 30 minutes at 1kg. Heavier planting pushes the timer up from there, so a full plot of Pumpkin Seeds is a set-and-forget crop you check on after a dungeon run rather than something you watch. Half an hour also sits at an awkward length: too long to wait around for, too short to leave overnight. Plant them at the start of a play session and harvest before you log off. Where to buy Pumpkin Seeds: Leaf is the only shop that carries them. Rendall does not stock this one, so a farmer working out of Rendall has to make the trip. The shelf empties often and refills fast, about 25 seconds, so an "Out of stock" message means waiting rather than coming back tomorrow. The vendor pays 3 Tria to buy a bag back against the 15 Tria you spent. Selling seeds loses you 12 Tria per bag, which is the whole point of the pricing. Plant them. Pumpkin Seeds carry no level or class restriction and cost nothing to unlock. Anyone with a plot and 15 Tria can start. Worth planting if you farm through Summer, since the competition that season is thin. In Autumn the choice is closer, and Golden Fruit Seeds or a regrowing berry bush will usually earn more from the same dirt.Rare Herb Seeds
Rare Herb Seeds grow the herb component that alchemy and cooking recipes ask for, and they are the only reason to hold a Summer plot open if you are not farming pumpkins. Uncommon tier, 15 Tria a bag, and a full half hour before you get anything back. Summer only. That one season is the whole problem with Rare Herb Seeds. You get a single window each year to stock up, and once Autumn arrives the plot has to switch to something else. Farmers who need herbs for crafting plan around this and plant heavy through Summer rather than buying a bag here and there. Growth time is 30 minutes at 1kg, the same as pumpkins, and heavier planting stretches it further. Slow to grow, worth the wait, at least while the season lasts. Plant at the start of a session, run whatever you were going to run, come back and harvest. Where to buy Rare Herb Seeds: Leaf carries them and nobody else does. Stock runs out constantly and the restock timer sits around two minutes, longer than most seeds. Two minutes is short enough to wait for, so an empty shelf costs you a short pause rather than a return trip. The buyback is 4 Tria against the 15 Tria purchase price. Better than the carrot ratio, still a loss, and still no reason to trade seeds instead of planting them. Rare Herb Seeds carry no level or class restriction and cost nothing to unlock. Where they beat Pumpkin Seeds is what the harvest feeds into. Pumpkins are bulk produce. Herbs go into recipes that players actually queue for, which keeps demand steadier than the raw vendor price suggests. Same price, same timer, same shop, different reason to plant. If you craft at all, fill your Summer plot with these and sell pumpkins to somebody else.Tomato Seeds
Tomato Seeds cost 100 Tria, the steepest price on the seed shelf, and they regrow. Those two facts have to be read together, because at that price a single-harvest crop would be indefensible. Plant once and the vine keeps producing without another bag. Summer only, and that is where the maths gets uncomfortable. Magic Berry Seeds cost half as much, regrow faster, and run through Spring, Summer and Autumn. Tomato Seeds ask double for one season and a 30 minute cycle at 1kg instead of 20. Heavier planting stretches the timer as usual. On paper the berries win outright, and for most farmers they do. What justifies Tomato Seeds is the crop itself. Tomatoes turn up in more cooking recipes than almost anything else you can grow, so a Summer plot running tomatoes feeds a kitchen rather than a vendor. If you cook, you already know how fast you burn through them. Where to buy Tomato Seeds: Leaf and Rendall both stock 4 bags at a time, so supply is not the bottleneck. Your Tria is. Vendors buy the seeds back at 2 Tria, meaning a bag you regret costs you 98 Tria to unwind. Decide before you buy, not after. Payback works out to roughly four harvests before the seed covers itself against a cheaper crop on the same plot. In Summer that is entirely doable, since the vine keeps going for the whole season once it is in the ground. Plant early. A tomato vine started in late Summer will not run long enough to justify the price, and that is the single most common way players waste 100 Tria on this seed. Tomato Seeds carry no level or class restriction and cost nothing to unlock. The gate is purely financial. Buy them at the start of Summer if you cook. Skip them if you are farming for vendor Tria, where magic berries return more for less.Watering Can
The Watering Can completes the farming toolset alongside the Hoe and the Harvest Basket, and it carries the same 350 Tria price as both. Three tools, 1050 Tria total, which is the real entry cost of farming once you add seeds on top. It equips in the right hand like the other two, so the slot conflict is now a three-way problem. A full farm cycle means hoe out to till, can out to water, basket out to harvest, weapon back for the walk home. Bind all three to the hotbar. Doing this through the inventory window every session gets old within a day. Leaf and Rendall both stock it, 1 unit each. Same as the Hoe, better than the Harvest Basket, which only Leaf carries. Between two shops you rarely wait long. Buyback is 13 Tria, so the 350 is effectively gone the moment you spend it. No spares, no flipping. Buying order matters more than most new farmers expect. The Hoe comes first because untilled soil takes no seeds at all. The Watering Can comes second, since watered rows are what the growth timers actually assume. The basket comes last, because you can survive a harvest without it in a way you cannot survive a plot you were never able to till. Spreading the three purchases across a few sessions of wheat keeps you solvent. A plain can for watering the rows before the sun gets high, and the timing hint in that line is worth taking seriously if you farm across a full in-game day. The Watering Can carries no level or class restriction and costs nothing to unlock. It does not wear out or run dry, so one purchase covers you permanently. Get it before you commit to any of the slow crops. Golden fruit at an hour per kilogram and tomatoes at thirty minutes are long enough waits without discovering mid-season that the rows were never watered properly.Wheat Seeds
Wheat Seeds are the cheapest and fastest crop in the game. Five Tria a bag and just under ten minutes to harvest at 1kg, which makes them the seed you plant when you have a short session and an empty plot. Plant, wait, and you have the makings of bread. That 9 minute 54 second timer is the whole appeal. Carrots need fifteen minutes, pumpkins and tomatoes half an hour. Wheat comes in under ten, so you can turn a plot over twice in the time a carrot crop finishes once. Heavier planting stretches it as always, but even a decent-sized wheat plot stays inside a single play session. Spring and Autumn, the same window as carrots. The two crops compete directly, and wheat wins on speed while carrots win on nothing much at all. If you are picking one common crop for a Spring plot, wheat turns over faster for a third of the price. Where to buy Wheat Seeds: Leaf and Rendall both stock 6 bags, and at 5 Tria you can fill a bag rack without thinking about it. Vendors buy them back at 2 Tria, so the loss on an unwanted bag is 3 Tria. That is the smallest gap on any seed, though it hardly matters at this price. Wheat exists to become flour and then bread, which puts it at the bottom of most cooking chains. Anyone levelling cooking burns through it in bulk, and buying finished bread costs far more than growing the wheat yourself. That is the real reason to keep a wheat plot running even when a more valuable crop is available. Wheat Seeds carry no level or class restriction and cost nothing to unlock. Grow them in volume. The per-harvest value is low, but the cycle is short enough that a plot cleared three or four times an evening produces more usable material than anything else on the shelf, and the seed cost barely registers.Dustwalker Hood
A light hood for dusty roads that keeps grit out of your eyes, and at INT 12 it is usually the first armour piece a caster owns. Breda sells it for 1050 Tria. MDEF +6 against DEF +5 tells you what this is. Most armour protects better against weapons than spells. Dustwalker Hood does the opposite, which matters because the enemies that threaten a cloth-wearing caster most are the ones throwing magic back. Max HP +30 is the lowest health bonus on any helmet Breda stocks, and Max MP +12 is more than double what Kettle Crown offers at +5. The design is consistent: you give up survivability and get resources and mobility instead. Move Speed -0.3 is light enough to ignore. Kettle Crown costs -1.0 for its heavier protection, and over a full set that difference decides whether you can outrun something or not. Tin Tortoise drops the hood at 3.93%, roughly one per 25 kills. Spore Deer drops it at 0.25%, one in 400, which is not a plan. Breda buys it back at 39 Tria. Dustwalker Hood needs nothing unlocked beyond INT 12. INT 12 is the same requirement Cyanbloom carries, so a caster tends to hit both at once. Given 2800 Tria to spend at that point, the hood at 1050 is the better half of that pair. Armour keeps working regardless of what you are fighting, while the staff upgrade only matters until INT 15 arrives. Where it falls short: Max HP +30 means a single unexpected hit does proportionally more damage than it would to anyone in the heavy line. This is a piece for players who intend to stay out of melee range, not for a Cleric who ends up in the middle of fights healing a group. Buy it early on any intelligence build and replace it only when a better cloth helmet appears. There is no reason to wear Kettle Crown on a caster just because the defence number is larger.Elder Bark Helm
A helm grown from old bark, hard as seasoned oak, and it smells like the forest floor after rain. Elder Bark Helm is the vitality helmet of the forest tier, requiring VIT 32. DEF +28 is the highest head defence in the game, ahead of Thornguard Hood at +20 and Soupbucket at +20 from the junk tier. Max HP +130, MDEF +8, Max MP +15, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0, unchanged from every heavy piece before it. VIT 32 is worth noting because it undercuts the rest of the vitality line. Petrified Greaves and Stonebark Greaves both need VIT 35 and Amber Carapace VIT 37, so the helmet is what a Defender can wear first and the natural entry into forest armour. Vendors buy it at 156 Tria. Recipe: 24 Stone, 6 Memory Sap, 6 Mystic Essence, 6 Ancient Heartwood and 1 Fossilized Amber. Elder Bark Helm needs nothing unlocked beyond VIT 32. One hundred and thirty health on a helmet is unusual. Most head armour contributes defence and little else, and this carries more health than several chest pieces from earlier tiers. Combined with HP regeneration at +2.0, the piece does real work in long fights rather than just padding a stat sheet. MDEF +8 keeps the heavy-line weakness intact. Twenty-eight physical defence and eight magic defence means a caster enemy goes through this as easily as it went through Kettle Crown, and no amount of tier progression has fixed that for the vitality line. Build it first among the vitality pieces. Five levels earlier than the greaves and the same one Fossilized Amber.Floppsy Hood
A goblin hood with long floppy ears. Floppsy Hood is the dexterity helmet of the junk tier and the only piece of equipment in the game that appears to be a joke at the wearer's expense. DEF +14 with MDEF +7, Max MP +15 and MP regeneration at +1.0 per second. Move Speed -0.6. Fourteen defence sits between X-Eyes Sack at +10 and Soupbucket at +20, exactly where the dexterity line always lands. MDEF +7 is the best magic defence of the three helmets here, which is a small surprise given the caster option exists. Vendors pay 78 Tria. Lycaros drops it at 15.98%, about one per six kills, and Junk King at 3.93%. Floppsy Hood needs nothing unlocked beyond the dexterity gate. Against Trailblazer Hood from Breda at DEF +8 and Max HP +40, this adds six defence and seven magic defence. A modest step rather than a leap, and helmets remain the slot where tier upgrades do least. The ears are cosmetic and the game is clearly aware of it. Junk-tier equipment is built from goblin leavings throughout, and where the vitality line got a cook pot and the caster line got a sack with eyes cut into it, dexterity players get to look like the thing they have been killing. Nobody in this tier is dressed with dignity. Worth farming for the slot rather than the stats. Six Lycaros kills is a short detour and an empty helmet slot is fourteen defence you are not using.Kettle Crown
An iron dome banded in wood with a nose guard included, and dents come standard. Kettle Crown is the helmet in the heavy line, gated behind VIT 12 and priced at 1050 Tria. DEF +12 with Max HP +55 makes it the sturdiest head protection Breda stocks. MDEF +3 makes it the worst against magic. That split runs through the entire heavy set and it is the thing to understand before buying: these pieces stop weapons, not spells. Move Speed -1.0 is the price. On a single helmet that is already noticeable, and pairing it with Kettle Greaves at the same -1.0 or Pot Armor at -1.0 compounds quickly. A full heavy loadout moves slowly enough that travel time becomes a real consideration, which is one argument for owning a mount before committing to the set. Max MP +5 is the smallest mana bonus on any helmet here, and HP regeneration sits at +1.0 per second. Three mobs drop it. Tin Tortoise at 3.93%, about one per 25 kills, which is the only realistic farm. Cog Crab at 0.22% and Kettle Beetle at 0.18% are both roughly one in 500 and not worth the trip. Breda pays 39 Tria to take it back. Kettle Crown needs nothing unlocked beyond VIT 12. Where it fits: a Defender or any vitality build levelling through physical content. VIT 12 arrives early enough that this is often the first real armour piece a tank owns, and 1050 Tria is affordable at that stage. Where it does not: casters and dexterity builds have no business here. Dustwalker Hood at the same 1050 Tria and INT 12 gives MDEF +6 and only -0.3 speed, and Trailblazer Hood at DEX 12 splits the difference at DEF +8 with -0.6. Pick the helmet that matches the stat you are actually investing in rather than the one with the biggest defence number.Moss Veil
A circlet of thorned branch and fern, light on the head and quiet in the trees. Moss Veil is the caster helmet of the forest tier. Max HP +75 with DEF +15, MDEF +14, Max MP +30, HP regeneration at +2.0 per second and MP regeneration at +2.0. That double MP regeneration on a helmet is unusual. Most head armour gives +1.0 or nothing, and pairing it with Spore Vest at +2.0 means a caster is recovering four points a second from armour alone, before the staff contributes. MDEF +14 against DEF +15 is the closest to balanced any caster piece gets. X-Eyes Sack from the junk tier gave DEF +10 with no listed magic defence at all, so this is a real improvement in both directions. Vendors buy it at 156 Tria. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Moss Veil needs the forest-tier caster requirement and nothing else unlocked. Thirty extra mana on a helmet slot is worth putting in context. Woven Bracelet from Breda gave +30 in an accessory slot for 1050 Tria. This gives the same in a slot you were going to fill anyway, which is the general argument for finishing an armour set rather than chasing accessories. The quiet in the trees is flavour, though the forest tier consistently describes its equipment as still alive. Bark that budding, moss that keeps growing, root that keeps walking. Wearing this set means wearing something that has not entirely stopped being a plant.Soupbucket
A cook pot turned helmet, and it still smells faintly of whatever the goblins boiled last. Soupbucket is the vitality helmet of the junk tier. DEF +20 with MDEF +5, Max MP +10, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0. Twenty defence on the head is a significant step over Kettle Crown at DEF +12, and the ten-point gap is roughly what one tier is worth. The MDEF stays low at +5 against Kettle Crown's +3, so nothing about the magic weakness improves. The -1.0 movement is where the heavy line gets uncomfortable. Barrel Plate takes another point and Pipe Greaves another, putting a full set at -3.0 before Barrel Boots gives +1.0 back. Anyone running the complete look should plan on being slow and either buy a mount or accept it. Lycaros drops it at 15.98%, about one per six kills. Buckethead Goblin at 0.25% is not worth pursuing. Soupbucket carries no unlock beyond its vitality requirement. Where it fits: a Defender who already runs Voidguard or Trashcan Lid and wants the head slot filled properly. Twenty defence and the extra HP regeneration matter more in long fights than in short ones, which suits how a tank plays. The smell is flavour, though it does say something about where this equipment comes from. Every piece in the vitality line is repurposed kitchenware and scrap: a barrel, a cook pot, pipe sections, tin cans. The goblins were not making armour, and neither are you. You are wearing what they left behind.Thornguard Hood
A deep hood of grown moss with petals drifting off it, and nothing finds your face in there. Thornguard Hood is the dexterity helmet of the forest tier. DEF +20 with MDEF +10, Max MP +22 and MP regeneration at +1.0 per second. Move Speed -0.6. Twenty defence on the head matches Soupbucket from the junk tier, which was the heavy option there. The dexterity line reaching the previous tier's heaviest numbers is the general shape of forest armour: everything moves up roughly one category. Against Floppsy Hood at DEF +14 and MDEF +7, this adds six defence, three magic defence and seven mana. A modest step, as helmet upgrades always are, and helmets remain the slot where a tier change does the least. The recipe uses 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside a bulk base. Thornguard Hood carries the forest-tier dexterity requirement and nothing else. Chair Treant is the associated drop source at around 0.25%, which is slow enough that building is the sensible route. Where the hood fits into a set: paired with Briar Hauberk at -0.6 and Rootweave Pants at -0.6, a full dexterity loadout costs -1.8 movement before Rootwalkers gives +1.2 back. That leaves the build slower than it started, which is the same problem the junk tier had and the reason movement matters more to a dagger character than the defence columns suggest. Worth the slot regardless. Twenty defence is twenty defence, and the alternative is an empty head.Trailblazer Hood
A padded hood for pushing through brush, priced at 1050 Tria and gated behind DEX 12. Trailblazer Hood is the entry point into the dexterity armour line. DEF +8 and Max HP +40 put it between Kettle Crown at DEF +12 and Dustwalker Hood at DEF +5. Max MP +8 sits in the same middle position. If the pattern is not obvious yet, this whole line refuses to specialise, and for a DEX build that suits how the class actually plays. Move Speed -0.6 is the cost. Lighter than the -1.0 that Kettle Crown charges, heavier than the -0.3 on Dustwalker Hood. For a build that already gets Attack Speed +0.10x or better from a dagger, giving up movement hurts more than it would for a tank, so the middle setting is the right one. HP regeneration runs at +1.0 per second. Tin Tortoise drops it at 3.93%, around one per 25 kills. Cup Snail drops it at 0.25%, one in 400, which is not a farm. Given the tortoise rate, anyone levelling nearby should save the 1050 Tria and let it drop. Breda buys it back at 39 Tria. Trailblazer Hood needs nothing unlocked beyond DEX 12. DEX 12 arrives early on a dagger build, and Wooden Shiv at DEX 7 and 700 Tria is usually already in hand by then. The hood is the natural next purchase and it holds up until Trailblazer Vest and Trailblazer Pants become available at DEX 17 and DEX 15. What it will not do is save you from a bad fight. DEF +8 on the head is enough to blunt chip damage and nothing more. Dagger builds survive by killing things before they retaliate, and armour at this tier supports that plan rather than replacing it.X-Eyes Sack
A burlap sack with two X's cut for eyes. X-Eyes Sack is the caster helmet of the junk tier and unlocks at INT 22, the earliest requirement on any piece in this tier. DEF +10 with Max MP +20, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -0.3. That INT 22 gate matters. Patchwork Robe needs INT 27 and the rest of the caster line sits between, so the sack is what an Enchanter can wear first and the natural entry point into junk-tier armour. Max MP +20 is double what Soupbucket offers at +10 and matches Dustwalker Hood from Breda at +12 comfortably. For a caster the mana pool on a helmet is worth more than the defence, since the defence was never going to save you. Recipe: 2 Wool, 12 Scrap Metal, 6 Rusty Gear and 1 Junk Core. Cloth pieces use Wool where the heavy line uses Wood, which is worth knowing before farming. Wool comes off sheared sheep rather than mobs, so a player keeping livestock already has a supply. Lycaros drops it at 15.98%, Junk King at 3.93% and Scarecrow Goblin at 0.17%. X-Eyes Sack needs nothing unlocked beyond INT 22. Build this one rather than farming it if you keep sheep. Two Wool and one Junk Core is the cheapest recipe in the tier, and a Sheep at 1750 Tria with Scissors at 350 turns the material cost into farm maintenance. That is the only place in the crafting system where livestock and the bench connect, and it is easy to miss.Gourmet Roast
350 HP on a 2 second cooldown. That combination is what makes Gourmet Roast a combat item rather than a between-fights snack. Two seconds is short enough to eat mid-pull, take another hit, and eat again, so a stack of roasts works as a sustain source in fights where you would otherwise have to disengage. You can buy it or cook it. Arlette sells it at 210 Tria plus 10, and the shelf runs empty constantly with a restock timer near five minutes, one of the longest waits on anything she carries. That gap is the strongest argument for making your own at a Cooking Station instead of relying on her stock. Cooking it yourself is where the item stops being expensive. Ingredients from your own plot and your own kills cost time rather than Tria, and 210 Tria per roast adds up fast if you are eating several per fight. A player running long dungeon sessions who buys every roast will spend more on food than on repairs. The vendor buys it back at 10 Tria, so cooking a surplus to sell is pointless. Cook what you plan to eat. Compared with cheaper HP food, the value here is density rather than efficiency. 350 HP in one use means fewer inputs during a fight, and fewer inputs matters more than raw Tria per point when you are being hit. Save the cheap food for travel and downtime, keep Gourmet Roast for content that actually threatens you. Slow-roasted and carved thin, tender enough that a knife feels rude. The flavour is nicer than the situation you will be eating it in. Gourmet Roast carries no level or class restriction and needs nothing unlocked. Anyone can buy it from Arlette or cook it. Get a Cooking Station recipe for it before you need it. Buying roasts at 210 Tria works for a handful of fights, but the restock timer alone will strand you mid-session, and Arlette is not always close to where you are fighting.Hearty Stew
Hearty Stew restores 150 HP on a 2 second cooldown, and the honest assessment is that the shop price makes little sense next to what else Arlette carries. She sells the stew at 140 Tria plus 28. Gourmet Roast, on the same counter, restores 350 HP for 210 plus 10. Buying the stew costs you roughly 0.93 Tria per point of health against 0.60 for the roast. Cook it and that comparison inverts. Both come off a Cooking Station, and the stew's ingredient list is the cheaper of the two. When you are supplying yourself from your own plot rather than paying Arlette, the question stops being Tria per HP and becomes how many portions you can make from a harvest. Chunky and meaty, and the kind of meal that keeps you standing through a long fight, which is where 150 HP repeated every two seconds does its work. That cooldown is the actual selling point. Two seconds means the stew functions during combat rather than between pulls, so a stack of them sustains you through a fight in a way that one large heal does not. For drawn-out fights against weaker enemies, small frequent healing is often enough, and there is no reason to burn a 350 HP roast on chip damage. Arlette is the only vendor and the shelf is usually bare, with a restock timer around three minutes. Buyback is 5 Tria plus 1, so nothing you cook is worth selling. Where the stew belongs: levelling, farming routes, gathering trips, anywhere you take steady small damage. Where it does not: fights that hit hard enough that 150 HP does not cover a single blow. Carry roasts for those and keep stew for everything else. Hearty Stew carries no level or class restriction and needs nothing unlocked. Get the recipe early. Bought from Arlette this is overpriced food. Cooked at a station from your own crops it becomes the cheapest reliable healing you have access to, and the ingredients are things you were already growing.Simple Bread
Simple Bread restores 60 HP on a 2 second cooldown and costs 70 Tria plus 14. That works out to roughly 1.17 Tria per point of health, which makes it the most expensive healing in Dewdrop Village per point restored. Gourmet Roast manages 0.60 and Hearty Stew 0.93. So why buy it. Because 60 HP is often exactly the right amount. Chip damage on a gathering route, a low-level mob that clipped you, the slow attrition of walking between ore nodes. Eating a 350 HP roast for a scratch wastes 290 points of healing and a much larger pile of Tria. Bread is the small denomination. Arlette and Rendall both sell it, which covers either side of the village without a detour. The 2 second cooldown means repeated bites work in combat, not just between fights. Where that falls apart is against anything hitting for more than 60 in a swing. You lose ground faster than the cooldown lets you recover it, and no amount of bread fixes that. Switch to Hearty Stew at 150 HP or Gourmet Roast at 350 for real fights. Vendors buy it back at 2 Tria. Not worth carrying leftovers between sessions. Plain bread that fills the stomach, and it comes from the same wheat you can grow yourself. Wheat Seeds cost 5 Tria a bag and finish in just under ten minutes at 1kg during Spring or Autumn, which makes a wheat plot the cheapest food chain available. Growing your own removes the 84 Tria vendor price entirely. Simple Bread carries no level or class restriction and needs nothing unlocked. Worth keeping a stack for travel and light content, where its low value per bite is actually the point. For anything that fights back properly, spend the Tria on denser food instead of trying to out-eat the damage.Dustwalker Pants
Loose cloth strips on a rope waist, built for running, and which direction is up to you. Dustwalker Pants fill the legs slot for a caster at INT 15 and 1050 Tria. DEF +6 is the lowest physical defence on any leg armour Breda sells. MDEF +8 is the highest. That inversion is the point, and anyone comparing these to Kettle Greaves at DEF +15 and MDEF +3 is looking at two pieces built for opposite problems rather than two versions of the same one. Max MP +15 and Max HP +40 fill out the line, with HP and MP regeneration both at +1.0 per second. Move Speed -0.3 keeps the mobility that cloth armour exists to preserve. Tin Tortoise drops them at 3.93%, roughly one per 25 kills, and Spore Deer at 0.25%, which is one in 400 and not worth pursuing. Between paying Breda 1050 Tria and farming tortoises, the tortoise route is quick enough to prefer if you are levelling nearby. Breda buys them back at 39 Tria. Dustwalker Pants need nothing unlocked beyond INT 15. The INT 15 gate lines up with Caged Prism, which is the staff most casters want at that level. Buying both at once costs 2800 Tria, and the pants are the part you can safely delay, since a legs slot contributes less to survival than a weapon does to killing things faster. Where they matter most: fights against magic damage. MDEF +8 on the legs plus MDEF +9 from Dustwalker Vest and MDEF +6 from Dustwalker Hood gives a caster a coherent set that actually resists spells, which no combination of heavy pieces can manage. Skip them entirely if you play anything that gets hit in melee. DEF +6 will not hold up, and Trailblazer Pants at DEX 15 offer DEF +10 with MDEF +5 for the same 1050 Tria if you need a middle ground.Junker Pants
Scavenged hide tatters on a rope waist. Junker Pants fill the legs slot for a dexterity build at DEX 25. DEF +18 with MDEF +9, Max HP +75, Max MP +20 and MP regeneration at +1.0 per second. Move Speed -0.6. Set against the alternatives at this tier, they land in the middle again: Pipe Greaves give DEF +26 for -1.0 movement, Stitched Leggings DEF +12 for -0.3. What Junker Pants add that neither offers is Max HP +75, which is the only leg piece here carrying meaningful health. That health is the argument for wearing them. A dagger build survives by killing things quickly rather than absorbing hits, and seventy-five points of buffer is the difference between surviving a mistake and not. Vendors buy them at 78 Tria. Junk King drops them at 3.93%, roughly one per 25 kills. That is considerably slower than most armour in this tier, which mostly comes off Lycaros at 15.98%. Junker Pants need nothing unlocked beyond DEX 25. DEX 25 also unlocks Tin Treaders and Goblin Fork Stabber, so the level is a busy one. The dagger comes first without question, since crit rate and attack speed do more for the build than eighteen defence. Pick the pants up afterwards. Against Trailblazer Pants from Breda at DEF +10, MDEF +5 and Max HP +55, this is a clean upgrade in every column for a two-level jump in requirement.Kettle Greaves
Wooden slats hung from a stout belt that knock together as you walk, and quiet is not on the menu. Kettle Greaves cover the legs slot for a vitality build, cost 1050 Tria and require VIT 15. DEF +15 and Max HP +75 are both the highest of any leg armour Breda sells, well ahead of Trailblazer Pants at DEF +10 and Dustwalker Pants at DEF +6. If physical survivability is what you want from this slot, nothing else comes close. MDEF +3 is the catch, and it is the same catch the whole heavy line carries. Magic goes through these greaves almost unimpeded. A build wearing Kettle Greaves, Kettle Crown and Pot Armor together has excellent armour against weapons and almost none against spells, which makes caster enemies disproportionately dangerous. Move Speed -1.0 adds to whatever the rest of the set is already costing you. Max MP +8 and HP regeneration at +1.0 per second round it out. Tin Tortoise is the drop source worth using at 3.93%, roughly one per 25 kills. Cog Crab at 0.22% and Kettle Beetle at 0.18% also drop the greaves, at rates that make farming them pointless. Breda buys them back at 39 Tria. Kettle Greaves need nothing unlocked beyond VIT 15. The VIT 15 requirement sits between Kettle Crown at VIT 12 and Pot Armor at VIT 17, so the heavy set naturally assembles in that order as you level. Buying the greaves first means owning a piece you cannot wear yet. Worth it for a Defender holding a line. The movement penalty stops mattering when you are not the one chasing anything, and DEF +15 on the legs is the largest single defensive jump available at 1050 Tria.Petrified Greaves
Wood turned to stone over the ages. Heavy, but it holds. Petrified Greaves cover the legs slot for a vitality build at VIT 35. DEF +36 with Max HP +170, MDEF +9, Max MP +20, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0. Thirty-six defence is the highest of any leg armour, comfortably ahead of Rootweave Pants at +26 and Vineweave Pants at +18. The health figure does the same: one hundred and seventy against zero on both alternatives, since neither the dexterity nor the caster leg piece carries any. That health is the real argument. A Defender wearing Amber Carapace at Max HP +210, Elder Bark Helm at +130 and these at +170 is carrying five hundred and ten points from three slots alone, before any accessory. Lycaros appears as a prize pool source rather than a direct drop, which is a field that shows up on several forest-tier pieces and seems to describe a reward table rather than a percentage. Recipe: 24 Stone, 6 Memory Sap, 6 Mystic Essence, 6 Ancient Heartwood and 1 Fossilized Amber. Petrified Greaves need nothing unlocked beyond VIT 35. The -1.0 movement is the running cost of the whole line. Amber Carapace, Elder Bark Helm and these come to -3.0 across three slots, and Stonebark Greaves gives back only 1.0. A full vitality set moves at -2.0 net, the slowest configuration in the game, and that is before a shield. Worth it for a Defender who holds ground rather than chasing. The numbers are not close to anything else available.Pipe Greaves
A belt hung with scrap discs and pipe sections. Pipe Greaves cover the legs slot for a vitality build at VIT 25. DEF +26 is the highest leg defence available at this tier, comfortably ahead of Kettle Greaves at DEF +15 from Breda. Max MP +15, HP regeneration at +2.0 per second and MP regeneration at +1.0 come with it, and Move Speed sits at -1.0 like everything else in the heavy line. VIT 25 makes this the earliest of the three heavy pieces to unlock. Barrel Plate needs VIT 27, so the legs come first in any sensible progression, and starting there means a real defensive gain two levels before the chest arrives. Lycaros drops them at 15.98%, roughly one per six kills. Buckethead Goblin manages 0.25%. The +2.0 HP regeneration deserves attention across this whole tier. Breda's armour regenerates at +1.0 and these pieces double it. Wearing three or four of them does not stack the regeneration, but the shift from +1.0 to +2.0 halves the time spent waiting between fights, which over a levelling session saves more Simple Bread at 70 Tria a loaf than the defence numbers suggest. Pipe Greaves need nothing unlocked beyond VIT 25. Farm rather than craft. At 15.98% from Lycaros this is a short session, while the recipe wants Junk Core that Barrel Champion drops at 0.64%. That ratio holds across every armour piece in the tier and it is the single most useful thing to know before opening the craft window.Rootweave Pants
Woven from live root, and standing still too long is a mistake. Rootweave Pants cover the legs slot for a dexterity build at DEX 35. DEF +26 with MDEF +13, Max MP +30 and MP regeneration at +1.0 per second. Move Speed -0.6. Twenty-six defence matches Pipe Greaves from the junk tier, which was the heavy option there, and does it while costing 0.4 less movement. The forest tier moving the middle line up to the previous tier's top is consistent across every slot. Against Junker Pants at DEF +18, MDEF +9 and Max MP +20, this adds eight defence, four magic defence and ten mana for a ten-level jump. Vendors pay 156 Tria. Chair Treant drops them at 0.25%, roughly one per 400 kills, so crafting is the realistic route. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Rootweave Pants need nothing unlocked beyond DEX 35. DEX 35 is also when Thornprick becomes available, and between the two the dagger comes first. Attack speed, crit rate and crit damage do more for a dexterity build than twenty-six defence, and Thornprick has the lightest recipe in the entire forest tier at one Fossilized Amber. The warning about standing still is worth reading twice. Live root grows, and the flavour text across this set keeps hinting that the equipment has opinions about being worn. Whether that is mechanical or decorative is not stated anywhere.Stitched Leggings
A twisted vine belt strung with goblin charms, and the bell means they hear you coming. Stitched Leggings cover the legs slot for a caster in the junk tier. DEF +12 with Max MP +28 and MP regeneration at +1.0 per second. Move Speed -0.3, the lightest of the three leg options here. Twenty-eight mana on a legs slot is the largest of any piece at this tier apart from Patchwork Robe at +35. Dustwalker Pants from Breda managed +15, so this is close to double and it goes into a slot most players ignore. Vendors buy them at 78 Tria. Lycaros drops them at 15.98%, roughly one per six kills, and Scarecrow Goblin at 0.17%. The bell in the flavour text is doing something. Goblin charms strung on a vine belt, and the wearer announces themselves. For a caster who wants distance that reads as a bad joke at their expense, which fits the general tone of junk-tier equipment: everything here was made from something else and none of it was made for you. Stitched Leggings need nothing unlocked beyond the caster gate. Against Junker Pants at DEF +18 and Max HP +75, these give up six defence and all the health for sixteen mana and a lighter movement penalty. That is the correct trade for an Enchanter and the wrong one for anyone who gets hit, which is the same decision the whole caster line asks you to make. Farm rather than craft. At 15.98% from Lycaros the drop is quicker than any recipe involving Junk Core.Trailblazer Pants
Padded canvas under a wide belt with a pouch for everything, built for the long way home. Trailblazer Pants cover the legs slot for a dexterity build at DEX 15, and Breda charges 1050 Tria. DEF +10 and MDEF +5 land between Kettle Greaves at DEF +15 with MDEF +3 and Dustwalker Pants at DEF +6 with MDEF +8. Max HP +55 does the same, sitting under the heavy option and well over the cloth one. Whether that middle ground is what you want depends entirely on whether your build has an obvious weakness to cover. Max MP +12 and HP regeneration at +1.0 per second finish the line. Move Speed -0.6. Tin Tortoise drops them at 3.93%, roughly one per 25 kills, which is the only rate here worth farming. Cup Snail at 0.25% and Patch Hound at 0.18% are both long odds. Breda pays 39 Tria to take them back. Trailblazer Pants need nothing unlocked beyond DEX 15. DEX 15 is the same requirement Amethyst Dirk carries, so the two arrive together and cost 2100 Tria as a pair. The dagger comes first without question. It raises crit rate, crit damage and attack speed all at once, while the pants add ten points of physical defence to a build that was never going to win by absorbing hits. Where they earn their place: the stretch between DEX 15 and DEX 17, before Trailblazer Vest becomes available. During that window a dagger character has a strong weapon, a hood and not much else, and legs armour with DEF +10 is the cheapest way to stop dying to things that get one hit in. Buy them after the dagger, not before, and expect to keep them for a while. There is no leg upgrade in the dexterity line past this one.Vineweave Pants
DEF +18 and MDEF +18, the only piece of armour in the game where the two are equal. Vineweave Pants cover the legs slot for a caster in the forest tier. Max MP +40 alongside, with HP regeneration at +2.0 per second and MP regeneration at +2.0. Move Speed sits at the caster line's usual -0.3. Forty mana on a legs slot is the largest of any leg armour and beats what most helmets and chest pieces manage. Stitched Leggings from the junk tier gave +28, Dustwalker Pants from Breda +15. The recipe is 6 Glowing Moss, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Vineweave Pants carry the forest-tier caster requirement. The equal defence split is worth pausing on. Every other caster piece leans toward magic defence at the cost of physical, which is why cloth builds fold when something reaches melee range. These do not. Eighteen and eighteen means the legs slot stops being a weakness against either damage type, and for an Enchanter that is the first time any armour has offered that. Against Rootweave Pants at DEF +26 and MDEF +13, you give up eight physical defence for five magic defence, ten mana and a lighter movement penalty. For a caster that is the right trade. For anything that gets hit it is not. Combined with Dewstep Slippers at Move Speed +1.4, a caster in full forest cloth ends up faster than one wearing nothing at all, which remains the single best argument for the line.Animal Plot
A 9x9 pen with 10 spaces, and every animal takes a different share of it. A Chicken uses 2, a Sheep 5, a Cow the entire 10. That single line decides what your farm looks like far more than the 1750 Tria price does. Run the combinations and something neat falls out. Five chickens fill a plot and cost 3500 Tria at Hogan's 700 each. Two sheep fill it at 1750 apiece, also 3500. One cow fills it at 3500. Whatever you put in the pen, a full Animal Plot holds exactly 3500 Tria of livestock. The choice is not about value, it is about what you want coming out: eggs, wool, or milk. Chickens are the flexible option. Five of them at 400 experience each grow faster than one cow at 1200, and losing interest halfway leaves you with several small producers rather than one underfed animal. Cows are the opposite bet, everything committed to a single milk line. Hogan sells the plot alongside the animals that live in it. Buyback is 65 Tria, matching what he pays for a Sheep, so the pen is a permanent purchase in practice. Penned ground for your livestock, trampled and happy by the first dusk. Practically speaking the plot is where feeding happens, so Hay Bundle supply and pen capacity scale together. Filling a pen with five chickens means feeding five animals, and hay at 50 Tria a bundle from Hogan or Rendall adds up faster than the pen cost did. The Animal Plot itself produces nothing. It is infrastructure, the same way the Hoe at 350 Tria produces no crops. Buying it before you own an animal is 1750 Tria of empty fencing. Animal Plot carries no level or class restriction and needs nothing unlocked. Buy the pen and your first animal together, and size the purchase to your feed supply rather than your Tria. A half-empty plot with well-fed animals beats a full one where nothing reaches Lv. 2.Chicken
A hen that lays eggs and levels up. Chicken starts at Lv. 1 with an experience bar running to 400, which puts it in a different category from anything you plant. Crops finish and get harvested. Livestock grows, and with time and feed the chicken turns into something considerably larger than what you bought. Hogan sells it at 700 Tria. That is twice what the Hoe or the Pickaxe cost at 350 each, and the return is slower to arrive. A chicken does nothing on day one except stand there needing feed. Eggs are the immediate output. They feed straight into Cooking Station recipes, which is where the 700 Tria starts coming back, and the supply keeps running as long as the bird does. Unlike Wheat Seeds at 5 Tria a bag, there is no replanting and no season to work around. The chicken produces year-round. The experience bar is the part worth planning for. 400 points to the next level, gained through feed rather than combat, so progress depends on how consistently you keep the bird fed rather than how often you log in to harvest. Feed becomes a running cost, and skipping it stalls the growth you paid for. Buyback is 26 Tria. Selling a chicken back to Hogan is throwing away 674 Tria, and worse if the bird has levels on it. Where the chicken sits against farming: a Magic Berry Seeds bush at 50 Tria regrows every 20 minutes and 6 seconds and asks nothing of you between harvests. The chicken costs fourteen times as much and needs feeding. What it gives back is a product line crops cannot cover, since eggs and milk open recipes that vegetables alone will not. Chicken carries no level or class restriction and needs nothing unlocked. The 700 Tria and a supply of feed are the whole commitment. Buy one once your plot funds itself and you have feed sorted. Buying a chicken with no feed lined up leaves you with an expensive Lv. 1 bird that never grows into anything.Cow
3500 Tria for a dairy cow, and the payback comes in milk. Fresh Milk sells at Arlette and Rendall for 70 Tria a bottle, so the cow covers her purchase price after roughly fifty bottles you no longer have to buy. That is the whole business case, and it only works if you actually use milk. Casters do. Berry Smoothie is milk blended with magic berries at a Cooking Station, and anyone drinking smoothies through dungeon runs goes through bottles faster than they expect. Pair the cow with a Magic Berry Seeds plot, which regrows every 20 minutes and 6 seconds through Spring, Summer and Autumn, and the entire mana supply chain stops costing Tria. Hogan sells her. She arrives at Lv. 1 with an experience bar of 1200, three times what a Chicken needs at 400, and she gains it through feed rather than anything you do in combat. Feed her well and she grows, which is a longer project than the chicken and a more expensive one to keep running. That feed cost is easy to underestimate. 3500 Tria buys the cow, not the growth. A player who buys her and then rations the feed ends up with an expensive Lv. 1 animal that never becomes what they paid for. Hogan buys her back at 130 Tria. Under four percent, and it ignores whatever levels she has gained, so the purchase is effectively permanent. Against the Chicken at 700 Tria, the cow is five times the cost for a product that feeds a narrower set of recipes. Eggs turn up in more places than milk does. What tips it is what you play. A Warrior has little use for a milk supply. An Enchanter running Berry Smoothie or Mana Cake between fights will get the 3500 Tria back inside a few sessions. Cow carries no level or class restriction and needs nothing unlocked. Buy her when your income is steady and your feed supply is not a question. She is not a first purchase, and she is not a purchase to make before the plot that keeps her fed.Milk Pail
700 Tria for a wooden pail hooped in brass, which is double what Scissors cost at 350 despite doing an equivalent job on a different animal. Hogan prices the milking tool higher than the shearing one, and there is no obvious mechanical reason for it beyond what milk feeds into. You need it to get anything out of a Cow. Without the pail she stands in her pen eating hay and producing nothing you can collect, which makes this the last piece of a fairly expensive chain. Cow at 3500 Tria, Animal Plot at 1750, pail at 700. Just under 6000 Tria before a single bottle, and that is before feed. Whether that pays back depends on how much milk you actually use. Fresh Milk costs 70 Tria at Arlette and Rendall, so the pail alone covers itself after ten bottles you no longer buy. The full setup takes around 85. A caster running Berry Smoothie through dungeon sessions gets there. Someone who wanted a cow because cows are nice will not. Right hand slot, like every gathering tool, and the conflict is irrelevant since milking happens in your own pen. It does not wear out or need replacing. Hogan buys it back at 26 Tria. The comparison worth making is against the wool line. Scissors at 350 plus a Sheep at 1750 comes to 2100 Tria for a producing animal, against 4200 for the cow and pail. Wool is the cheaper entry into livestock production by a wide margin, and the sheep has the mount angle on top. Milk wins only if your character actually drinks mana back. Milk Pail carries no level or class restriction and needs nothing unlocked. Buy it at the same time as the cow, not before and not later. A cow without a pail is 3500 Tria of hay consumption with no output, and that is the most common way players stall out on the livestock line. Sort the hay supply first, then buy both together.Scissors
Heavy shears for taking wool off a sheep, and that is the entire job description. Scissors do one thing, which makes them the most single-purpose tool in the game. If you do not own a Sheep, there is no reason to spend the 350 Tria. Hogan sells them, which fits, since he also sells the sheep and the Animal Plot she stands in. Buying the wool setup outright means 1750 Tria for the sheep, 1750 for the pen and 350 for the shears. That is 3850 Tria before the first bundle of hay, and worth knowing before you commit to wool as a supply line. They go in the right hand slot, so they compete with your weapon, the Hoe and everything else you carry. Shearing is a farm activity done standing in your own pen, so the conflict costs you nothing in practice. Swap in, cut, swap out. The tool never breaks and never needs sharpening despite the warning about minding your fingers. One purchase covers you permanently, the same as the Pickaxe or the Axe at the identical 350 Tria. Hogan pays 13 Tria to take them back. Nobody sells shears, but the number tells you the purchase is final. Wool feeds crafting rather than cooking, which puts Scissors on a different track from anything Arlette sells. Clothing recipes and gear that needs cloth run on it, and there is no other source. Ore comes from a Pickaxe, timber from an Axe, wool from a sheep and these shears. No overlap. The timing question is simple. Buy the sheep first at 1750 Tria, get her into a pen with hay behind her, then pick up the shears. Buying Scissors before you own an animal is 350 Tria sitting in your bag doing nothing. Scissors carry no level or class restriction and need nothing unlocked. Worth it only as part of the full wool chain. A player who bought a sheep purely hoping she grows big enough to ride still needs these to get anything out of her while she does.Sheep
Raise her well and she may grow big enough to ride. That line is what separates Sheep from the rest of Hogan's livestock, because a mount is worth considerably more than the wool she produces along the way. She costs 1750 Tria and starts at Lv. 1 with an 800 point experience bar. Both figures sit neatly between the Chicken at 700 Tria with 400 experience and the Cow at 3500 with 1200. Growth comes from feed, so reaching the size where riding becomes possible is a question of how consistently you keep her fed rather than anything you do out in the world. Wool is the output while she is growing. It feeds crafting rather than cooking, which puts the sheep on a different track from the cow and her milk. Anyone working toward clothing or gear recipes has a use for a steady wool supply that ore and timber cannot cover. Hogan buys her back at 65 Tria. Selling a sheep is a 1685 Tria loss and wipes out whatever levels she has gained, so treat the purchase as final. The mount angle is what justifies the price for most players. Buying a mount outright is expensive, and growing one from 1750 Tria and a feed habit is the cheaper route if you are patient. It also means the sheep keeps paying while you wait, since the wool comes in during the whole growth period rather than at the end. What kills the plan is inconsistent feeding. A sheep left underfed sits at low level indefinitely, producing wool and nothing else, and you have spent 1750 Tria on a wool machine you could have skipped. Sort out feed supply before you buy her, not after. Sheep carries no level or class restriction and needs nothing unlocked. Worth buying ahead of the Cow if you craft rather than cook, and worth buying ahead of both if you want a mount and do not mind the wait. Start with the Chicken at 700 Tria if you are still testing whether livestock suits how you play.Wool
Sheared off in one thick fleece, and the sheep will grow another. Wool is the cloth material at Eren's bench, and it is the only crafting material in the game that comes from livestock rather than from killing something. Vendors pay 30 Tria, which puts it well above Wood and Stone at 1 Tria and above most mid-tier drops at 10. That price reflects where it comes from. A Sheep costs 1750 Tria from Hogan, Scissors another 350, and an Animal Plot 1750 more if you do not already have one. Wool is the output of an investment rather than a drop, and the 30 Tria buyback is the game acknowledging that. Cloth armour recipes use it in place of Wood. X-Eyes Sack needs 2 Wool alongside 12 Scrap Metal, 6 Rusty Gear and 1 Junk Core, where the equivalent metal piece would ask for 12 Wood. Small quantities, which is fortunate given a sheep produces slowly. No level or class restriction, and no shop sells it. This is the connection between the farming side of the game and the crafting bench, and it is easy to miss entirely. A player who never bought livestock will hit the caster armour recipes and find a material they have no route to, since nothing drops Wool. The answer is a Sheep, a pair of Scissors and a supply of Hay Bundle at 50 Tria from Hogan or Rendall. Worth setting up early if you intend to craft cloth armour at all. The sheep also grows into a mount if fed properly, so the investment covers two things at once.Amber Carapace
Tree sap hardened over a few thousand years into plate, and the bugs trapped inside are still visible. Amber Carapace is the vitality chest piece of the forest tier and the most protective armour in the game. Max HP +210 and DEF +45 are both the highest figures on any chest piece, well clear of Barrel Plate at +140 and +32. HP regeneration runs at +3.0 per second, the fastest anywhere, with MDEF +11, Max MP +25 and MP regeneration at +1.0. Move Speed -1.0, unchanged from the junk tier. The heavy line never gets lighter, it only gets stronger. VIT 37 is the requirement, which puts it alongside Heartwood Maul and two levels above Amber Mallet. Vendors buy it at 260 Tria. Porcelain Golem drops it at 0.25%, roughly one per 400 kills, which is far slower than the junk tier managed and makes crafting genuinely competitive here for the first time. The recipe follows the forest armour pattern: a bulk base material, a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber. Amber Carapace needs nothing unlocked beyond VIT 37. That +3.0 HP regeneration deserves more attention than the defence numbers. Breda's armour regenerates at +1.0, the junk tier at +2.0, and this at +3.0. A Defender wearing it spends noticeably less time waiting between pulls and less Tria on Gourmet Roast at 210 Tria a portion. Over a long session that saving is real. Pair it with Oakward at DEF +60 and Block +15% and a vitality build reaches defensive numbers nothing in the game is designed to punch through. The cost is movement, and by that point a mount is not optional.Amber Fists
Heavy gauntlets set with amber, and something small and very old is trapped in each one. Amber Fists are the vitality gloves of the forest tier at VIT 32. DEF +10 with MDEF +2, and unusually for a heavy glove, Attack Speed +0.05x and Cast Speed +0.05x on top. The piece arrives Unidentified, so the visible block is a floor. Those speed values matter more than they look. No glove since Breda's rack has carried attack speed at all. Trailblazer Gloves managed +0.03x and Dustwalker Gloves +0.05x, and every junk-tier and forest-tier glove since has dropped the stat entirely. Amber Fists bring it back at the highest value available, on the piece with the most defence. Ten physical defence is the best of the three forest gloves, ahead of Thorngrasp at +7 and Vinetouch Gloves at +4. VIT 32 matches Elder Bark Helm, which makes those two the entry pair into the vitality line. Recipe: 12 Stone, 3 Memory Sap, 3 Mystic Essence, 3 Ancient Heartwood and 1 Fossilized Amber. Amber Fists need nothing unlocked beyond VIT 32. For once the glove slot is worth prioritising. A Defender running Amber Mallet at Attack Speed +0.02x gains more from another +0.05x than from ten defence, and the combination makes this the only glove in the game that improves how fast you fight rather than just how long you last. The trapped insect is flavour, though it connects to Amber Carapace, where the bugs caught in the sap are also mentioned. The vitality line of this tier is built from things that stopped moving a very long time ago.Amber Mallet
A stone mallet veined with amber, and the bead at the grip end still glows warm. Amber Mallet is the one-handed blunt weapon of the forest tier, gated behind VIT 35. P.ATK +31 with Ignore DEF +15%, Max MP +40 and MP regeneration at +2.0 per second. Attack Speed sits at +0.02x, a small positive figure that matters more than it looks on a blunt weapon, since the heavier options in this family all swing slower. Against Tin Can Smasher at VIT 25, which gives P.ATK +20 and Ignore DEF +12%, this is a clear step up in both columns while staying one-handed. Voidguard stays in the off hand, which for a Defender is the whole point of picking blunt in the first place. The recipe takes 24 Wood, 6 Memory Sap, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Five materials rather than the four the junk-tier weapons need, and Fossilized Amber is the bottleneck at 18.42% from Living Wardrobe and under half a percent everywhere else. Lycaros drops it at 4.22%, roughly one per 24 kills. Porcelain Golem manages 0.25%. That Lycaros rate is a quarter of what the junk tier offered, so farming is no longer the easy alternative to crafting that it used to be. Vendors buy it at 260 Tria. Amber Mallet needs nothing unlocked beyond VIT 35. Where it sits in a vitality progression: this is the weapon you use while working toward Heartwood Maul at VIT 37, which gives P.ATK +43 and Ignore DEF +25% but takes both hands and four times the materials. Two levels apart, and the mallet keeps your shield. For most Defenders that trade favours staying one-handed longer than the stat sheet suggests.Amethyst Dirk
An iron dagger set with amethyst, and the gem is not decoration. Amethyst Dirk runs 1050 Tria at Breda behind a DEX 15 requirement, and it is the point where a crit build starts working properly. Crit Rate +4% and Crit Damage +16%, both double what Wooden Shiv offers at +2% and +10%. Attack Speed +0.12x is the fastest on any weapon Breda sells. P.ATK +15 is more than twice the shiv's +7. Max MP +20 with MP regeneration at +1.0 per second fills out the line. Those numbers work together rather than separately. Fast swings generate more chances to crit, a higher crit rate converts more of them, and higher crit damage makes each one count. A dagger build stacking all three out-damages a Claymore at P.ATK +32 against unarmoured targets, despite the raw attack looking embarrassing side by side. Where it loses is armour. Daggers have no Ignore DEF at all, so an armoured enemy that shrugs off small hits will shrug off a lot of them. That is the case for keeping a blunt weapon in the bag. Tin Tortoise drops Amethyst Dirk at 7.74%, roughly one per thirteen kills, which is a short farm for a 1050 Tria weapon. Patch Hound drops it at 0.18%, about one in 555, and is not worth pursuing. Breda pays 39 Tria to take it back. Amethyst Dirk needs nothing unlocked beyond DEX 15. For a DEX character this is the obvious upgrade and there is no competing dagger at the tier. Buy it if you are not levelling near tortoises, farm it if you are, and keep the 1050 Tria for a Cooking Station stock either way. The dagger playstyle burns through HP food faster than a shield build does, since you are trading defence for speed on every fight.Ancient Heartwood
The living core of the Rootweaver, still warm. Ancient Heartwood is the material that sits in slot four of every forest armour recipe, which makes it the second most consistently needed item in the tier after Fossilized Amber. Grandfather Clock drops it at 22.11%, roughly one per four and a half kills, and Living Wardrobe at 7.74%. Porcelain Golem, Teapot Toadstool and Chair Treant each manage 0.75%. Vendors pay 20 Tria. Worth distinguishing carefully from Living Bark, which shares almost the same profile: 20 Tria, 22.11% from Grandfather Clock, 7.74% from Living Wardrobe. The two are separate items with different flavour and different recipes. Living Bark is described as bark off a walking tree that still flinches. Ancient Heartwood is the core rather than the surface, and it comes from a Rootweaver rather than a treant. Sorting a bag by icon rather than by name will get these confused. Quantities scale with the armour slot: 12 for a chest piece, 6 for a helmet or legs, 3 for gloves or shoes, and 6 for Oakward. A full sixteen-piece forest armour set costs 78 Ancient Heartwood, around 353 Grandfather Clock kills at 22.11%. That sounds heavy until you compare it with the same set's Fossilized Amber requirement, which comes off a different mob entirely. No level or class restriction, and no shop stocks it. Farm it as a side effect. Anyone clearing Grandfather Clock for Memory Sap, Glowing Moss or Enchanted Bark will reach their Heartwood target long before the mid-tier materials are done.Barrel Boots
Move Speed +1.0 is the number that makes Barrel Boots worth having, because the vitality line spends movement everywhere else. Barrel Plate costs -1.0, Soupbucket -1.0, Pipe Greaves -1.0. These give a point back. MDEF +3 alongside it, in line with the low magic defence the heavy line carries throughout. A full junk-tier vitality set nets out at -2.0 movement rather than -3.0, which is the difference between slow and genuinely painful on the walk out to a farming spot. Kettle Stompers from Breda did the same job at the earlier tier with DEF +8 and +1.0 movement. Junk King drops them at 7.74% and Lycaros at 15.98%, with Buckethead Goblin at 0.25%. Barrel Boots carry no requirement beyond the vitality gate on the set. Where they sit against the alternatives: Ragwrap Sandals give Move Speed +1.4 with MDEF +8, aimed at casters. Tin Treaders give +1.2 with MDEF +5 for a dexterity build. Barrel Boots are the slowest of the three and the only one built for a character who was never going to outrun anything anyway. Worth farming early in the tier. Boots are the piece that makes everything else bearable, and at 15.98% from Lycaros they arrive quickly. Anyone assembling the heavy set should get these before the chest, because a -3.0 movement penalty with no boots is the fastest way to stop enjoying the game.Barrel Plate
Max HP +140 and DEF +32 make Barrel Plate the heaviest chest piece a vitality build can craft, and it is exactly what the name suggests: a barrel, worn. HP regeneration runs at +2.0 per second, double what most armour manages, with MDEF +8, Max MP +18 and MP regeneration at +1.0. Move Speed -1.0 is the cost, and it stacks with Soupbucket and Pipe Greaves, which each take another full point. Set it against Pot Armor from Breda at Max HP +90 and DEF +18. Barrel Plate adds fifty health and fourteen defence for the same movement penalty, which is a large jump for one tier. Both are barrels. Only one of them was upgraded. MDEF +8 against DEF +32 keeps the heavy-line pattern intact. Physical damage bounces, magic goes straight through, and a full Barrel set walks into a caster fight badly equipped. VIT 27 is the requirement. Lycaros drops it at 15.98%, roughly one per six kills, which is generous for a chest piece at this tier. Buckethead Goblin follows at 0.25%. That drop rate is worth weighing against the recipe. Crafting armour at Eren costs Wood or Wool plus Scrap Metal, Rusty Gear and Junk Core, and the core is the part that hurts at 0.64% from Barrel Champion. Killing Lycaros six times is faster than farming a single core. Barrel Plate needs nothing unlocked beyond VIT 27. Farm it rather than build it if Lycaros is within reach. Save your Junk Core for weapons, where Scrap Sledge and Junkblade need four apiece and there is no cheaper substitute. Armour at 15.98% off a single mob is the easiest part of this tier to acquire.Briar Blade
The forest made it to keep things out. Briar Blade is the one-handed sword of the forest tier, requiring STR 35, and P.ATK +61 makes it the hardest-hitting one-handed weapon available. Attack Speed +0.08x on top of that is the detail worth noticing. Most weapons trading this much attack take speed away. Briar Blade adds it, along with Damage Up +10%, Max MP +45 and MP regeneration at +2.0 per second. Set it against Rusty Cleaver at STR 25, which gives P.ATK +39, Attack Speed +0.06x and Damage Up +7%. Every column improves and the weapon stays one-handed, so a shield stays equipped. The recipe is 24 Wood, 6 Briar Vine, 6 Mystic Essence, 6 Living Bark and 2 Fossilized Amber. Damage Up rather than Ignore DEF puts Briar Blade on the same side as Rusty Cleaver: strong against soft targets, weaker against armour. Rootcleaver at STR 37 swaps to Ignore DEF +15% and P.ATK +85, takes both hands and needs four times the materials. Vendors pay 260 Tria. Briar Blade needs nothing unlocked beyond STR 35. For a Warrior the comparison against Rootcleaver comes down to the shield. Sixty-one attack with a shield in the off hand survives content that eighty-five attack with an empty off hand does not, and the two levels between them are not the deciding factor. Build the Briar Blade, keep it, and treat Rootcleaver as a second weapon for armoured fights rather than a replacement.Briar Hauberk
Bark plates grown together with vine, cut from something that was still growing. Briar Hauberk is the dexterity chest piece of the forest tier, gated behind DEX 37. DEF +32 with MDEF +16, Max HP +170, Max MP +38, HP regeneration at +3.0 per second and MP regeneration at +2.0. Move Speed -0.6. As always with the dexterity line, every figure sits between the alternatives. Amber Carapace gives DEF +45 and MDEF +11 for -1.0 movement, Spore Vest DEF +22 and MDEF +23 for -0.3. The Hauberk splits both and adds the best mana regeneration of the three. That +3.0 HP regeneration matched only by Amber Carapace is the standout. For a dagger build that takes chip damage constantly, recovering three points a second between engagements changes how often you stop to eat. Vendors pay 260 Tria. Chair Treant drops it at 0.25%, roughly one per 400 kills. Recipe: a bulk base material, 12 of a mid-tier forest material, 12 Living Bark and 1 Fossilized Amber. Briar Hauberk needs nothing unlocked beyond DEX 37. Against Scrapmail at DEF +22, MDEF +11 and Max HP +100, this adds ten defence, five magic defence and seventy health for a ten-level jump in requirement. That is a full tier of improvement and the movement penalty is unchanged at -0.6. For a build running Thornprick at Attack Speed +0.18x, the Hauberk is what makes the playstyle survivable. Daggers generate damage by staying in melee range longer than a caster ever would, and the armour has to cover that.Briar Vine
A thorny vine that still grabs at whatever comes near it. Briar Vine is one of the mid-tier forest materials and appears in two recipes at Eren's bench: Briar Blade and Thornprick. Grandfather Clock drops it at 11.54%, roughly one per nine kills and the best rate available. Chair Treant and Porcelain Golem both manage 2.96%, about one per 34, and Teapot Toadstool trails at 1.49%. That spread makes the choice easy. Grandfather Clock drops Briar Vine four times as often as the treant or the golem and nearly eight times as often as the toadstool, so anything other than clock farming is wasting time. The clock also drops Enchanted Bark, Enchanted Wood, Glowing Moss, Memory Sap and Mystic Essence at the same 11.54%, plus Living Bark at 22.11%, which makes it the single most productive target in the forest. Vendors pay 10 Tria, in line with every other mid-tier forest material. Quantities are manageable compared to the junk tier. Thornprick needs 3, Briar Blade needs 6. At 11.54% that is around 26 and 52 Grandfather Clock kills respectively, which is a session rather than a project. There is no level or class restriction and no shop stocks it. The practical approach: farm Grandfather Clock and let the mid-tier materials accumulate together rather than hunting each one separately. Fossilized Amber is the material that actually gates forest recipes, and that comes from Living Wardrobe. Splitting your farming between those two mobs covers nearly everything the tier asks for.Caged Prism
A prism set in an iron cage that focuses spells cleanly, and best not to wonder how it got in there. Caged Prism is the one-handed staff at INT 15, and it is the first staff in Breda's rack that a caster should actually want. M.ATK +13 is more than double what Dewdrop offers at +6, and it comes with Cast Speed +0.05x, Attack Speed +0.03x, Damage Up +4%, Max MP +30 and MP regeneration at +2.0 per second. Being one-handed on top of all that is what settles the argument against Cyanbloom, which costs the same 1750 Tria, gives M.ATK +8 and takes your off hand. Same price, better in every column, one extra point of INT required. There is no situation where Cyanbloom is the correct purchase if you can reach INT 15. Tin Tortoise drops it at 7.74%, roughly one per thirteen kills. That is the friendliest drop rate on any weapon Breda sells and makes farming a genuine alternative to paying him. Spore Deer also drops it at 0.25%, one in 400, which is not worth planning around. Breda buys it back at 65 Tria. The Max MP +30 and the +2.0 per second regeneration are what make this staff comfortable rather than merely strong. An Enchanter running long fights spends less time drinking Berry Smoothie at 140 Tria a cup, and over a levelling session that saving is real. Caged Prism needs nothing unlocked beyond INT 15. Farm it if you are levelling anywhere near Tin Tortoises, since 7.74% comes up quickly and the 1750 Tria is better spent on a bag or a Cooking Station stock. Buy it outright if you are not, because the jump from a starter staff is large enough to change what content you can handle.Can Crushers
Gauntlets built from scrap pipe, and they deliver. Can Crushers fill the gloves slot for a vitality build in the junk tier. DEF +6 with MDEF +1. Small numbers, as gloves always are, and the highest physical defence of the three glove options at this tier. Scrap Gauntlets manage DEF +4 and Fingerless Rags DEF +2, so the pattern from Breda's rack carries over: heavy gloves protect, cloth gloves do not. Vendors buy them at 52 Tria. Lycaros drops them at 15.98%, roughly one per six kills, and Junk King at 7.74%. Gloves are the cheapest slot to fill in every tier, and this is no exception. The recipe wants 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core, which is the smallest commitment at Eren's bench and the same as Thornprick or Goblin Fork Stabber. One core rather than two or four makes it the sensible piece to actually build rather than farm. Can Crushers carry no unlock requirement beyond the vitality gate. What they do not offer is any of the speed modifiers Breda's gloves carried. Kettle Mitts gave Attack Speed +0.02x and Cast Speed +0.02x on top of DEF +3. Can Crushers trade those away for double the defence, which suits a Defender and does nothing for anyone else. Build these if you are crafting anything in this tier. One Junk Core is affordable, the drop rate is good enough that you will likely see a spare, and a filled glove slot is worth more than the six defence implies simply because most players leave it empty.Claymore
STR 17 and 2450 Tria. Claymore is the top of the sword line Breda sells, and both numbers put it well out of reach of a starting character. What you get for them is P.ATK +32, the highest raw attack on any blade he stocks. The trade-off sits in the attack speed. -0.05x is the heaviest swing penalty in the sword family, and Ignore DEF +8% tells you what the weapon was designed for. Ignore DEF cuts through armour and does very little against soft targets, so Claymore is a weapon for bosses and armoured enemies rather than for clearing camps. Against trash mobs the slow swing costs you more than the raw damage returns. Two-handed, so the off hand stays empty and a shield is off the table. Combined with the speed penalty, that means every fight is decided by how hard you hit rather than how much you absorb. Max MP +25 and MP regeneration at +1.0 per second run through this whole sword family, and they are as odd here as anywhere. A pure strength Warrior gains nothing from 25 extra mana. Hybrid builds that cast between swings get real value. You can farm it instead of buying. Tin Tortoise drops Claymore at 3.93%, roughly one per 25 kills, which is a reasonable session for a 2450 Tria weapon. Kettle Beetle also drops it at 0.18%, about one in 555, so hunting beetles for this is a waste of an evening. Tortoises or Breda, nothing else. Breda buys it back at 91 Tria. A heavy two-handed blade of the kind the old Defenders carried, with big reach and a bigger swing. The description matches the stat line for once. Worth the 2450 Tria if you fight armoured content and have STR 17 to spare. If you are still levelling through open-world mobs, a faster one-handed blade plus a shield will serve you better, and the Tria buys a lot of Hay Bundle or seeds in the meantime.Copper Band
A copper band gone green at the edges. Max HP +50 and DEF +7 make Copper Band the most protective accessory Breda sells, and 2450 Tria makes it the most expensive. Run that against Wooden Beads at 1050 Tria with Max HP +30 and DEF +5. You pay 1400 Tria more for twenty health and two defence, which is poor value on paper. What it buys is a different slot. The band is a bracelet and the beads are a necklace, so a vitality build wanting both accessory slots filled ends up buying each rather than choosing between them. Tin Tortoise drops it at 1.00%, roughly one per hundred kills. That is a long farm compared to the 7.74% rate on gloves and boots, though for a 2450 Tria item it is still worth letting the drops accumulate while you kill tortoises for other reasons. The band arrives Unidentified, so the shop display understates it. Identifying it reveals additional properties, which matters more at this price than it does on a 700 Tria pair of gloves. Breda pays 91 Tria to take it back. No stat requirement is attached, so any class at any level can wear it. That makes Copper Band unusual among expensive equipment, since nothing gates it except the Tria. The honest recommendation: buy it late. 2450 Tria is a Claymore or a Voidlantern, and a weapon changes how fast you kill things while an accessory changes how long you survive doing it. Fill the weapon and armour slots first, then come back for the band once Tria stops being the constraint. For a Defender who already has Voidguard and the Kettle set, this is the sensible next purchase. Fifty health and seven defence in a slot that was empty is pure addition.Dewstep Slippers
Soft-soled and quiet. Every step lands like you are crossing damp moss. Dewstep Slippers are the caster footwear of the forest tier, requiring INT 35. Move Speed +1.4 with DEF +10 and MDEF +12. That movement figure matches Ragwrap Sandals and Dustwalker Boots, so speed has not improved across three tiers, but the defence attached to it has: MDEF +12 against the sandals' +8 and the Dustwalker pair's +4. Vendors pay 104 Tria. Teapot Toadstool drops them at 0.25%, roughly one per 400 kills. Recipe: 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Dewstep Slippers need nothing unlocked beyond INT 35. The arithmetic that makes the caster line work: Spore Vest at -0.3, Moss Veil at -0.3 and Vineweave Pants at -0.3 come to -0.9. These give back 1.4, leaving a fully armoured Enchanter at +0.5 net. No other line manages that. The vitality set at -3.0 with +1.0 from boots ends at -2.0, and dexterity lands at -0.6. For a caster that half point of extra speed is the difference between kiting successfully and being caught, and it is worth more than the defence on any single piece. Build them early rather than late. Movement is the one stat that improves every part of the game, including the walk out to Living Wardrobe to farm the Fossilized Amber everything else in this tier needs.Dustwalker Boots
Soft-soled boots worn thin, quick on your feet and good for leaving. Move Speed +1.4 is the fastest footwear Breda sells, and for a caster that is the whole point. DEF +3 and MDEF +4 are modest, though the magic defence is the highest on any boots he stocks. Kettle Stompers offer DEF +8 with MDEF +2, so the two are almost mirror images of each other. Dustwalker Boots protect against spells and let you outrun the things you cannot fight. The movement bonus does real work in a cloth setup. Dustwalker Vest, Hood and Pants each cost -0.3, coming to -0.9 across three slots. These boots more than cancel that, leaving a caster in full cloth actually faster than they started. No other armour line manages that. They arrive Unidentified. The stat block on the shelf is a floor, and identifying them reveals more. Tin Tortoise drops them at 7.74%, around one per thirteen kills, and Spore Deer at 0.25%, one in 400. At 700 Tria the farm is optional, though the tortoise rate is friendly enough that it costs little to try. Breda buys them back at 26 Tria. Dustwalker Boots need nothing unlocked beyond INT 15. INT 15 is when Caged Prism and Dustwalker Pants also become available, and at 700 Tria the boots are the cheapest of the three by 350 Tria. That makes them the obvious first purchase at the level. For an Enchanter who kites, this is arguably the most valuable slot in the entire cloth set. Staying out of melee range prevents more damage than MDEF +4 ever absorbs, and +1.4 movement is what keeps you there.Dustwalker Gloves
Attack Speed +0.05x and Cast Speed +0.05x, the fastest gloves Breda sells, on the piece with the least armour. Dustwalker Gloves cost 700 Tria and require INT 12. That +0.05x on cast speed is the reason a caster buys them. Kettle Mitts manage +0.02x and Trailblazer Gloves +0.03x, so nothing else in the slot moves your casting along this much. Stacked with a staff like Voidlantern at Cast Speed +0.08x, the difference in how fast spells come out is noticeable rather than theoretical. DEF +1 and MDEF +2 are close to nothing. You are not buying these for protection. Soft gloves trimmed in green, cut for spellwork, and good for snacking too. The second half is a joke, though it does tell you how much material is actually in them. They come Unidentified, which means the visible stats are only part of what the gloves do. Identifying them adds properties the shop display does not show, so the 700 Tria buys more than the tooltip promises. Tin Tortoise drops them at 7.74%, about one per thirteen kills, and Spore Deer at 0.25%, roughly one in 400. Farming tortoises is a reasonable alternative to paying at this price point, though 700 Tria is small enough that most players just buy. Breda pays 26 Tria to take them back. Dustwalker Gloves need nothing unlocked beyond INT 12. INT 12 is also when Dustwalker Hood and Cyanbloom become available, and among those three the gloves are the cheapest by a wide margin. Buy them first. A slot filled for 700 Tria beats saving toward something that costs 1750 and covers one more square of your character.Dustwalker Hood
A light hood for dusty roads that keeps grit out of your eyes, and at INT 12 it is usually the first armour piece a caster owns. Breda sells it for 1050 Tria. MDEF +6 against DEF +5 tells you what this is. Most armour protects better against weapons than spells. Dustwalker Hood does the opposite, which matters because the enemies that threaten a cloth-wearing caster most are the ones throwing magic back. Max HP +30 is the lowest health bonus on any helmet Breda stocks, and Max MP +12 is more than double what Kettle Crown offers at +5. The design is consistent: you give up survivability and get resources and mobility instead. Move Speed -0.3 is light enough to ignore. Kettle Crown costs -1.0 for its heavier protection, and over a full set that difference decides whether you can outrun something or not. Tin Tortoise drops the hood at 3.93%, roughly one per 25 kills. Spore Deer drops it at 0.25%, one in 400, which is not a plan. Breda buys it back at 39 Tria. Dustwalker Hood needs nothing unlocked beyond INT 12. INT 12 is the same requirement Cyanbloom carries, so a caster tends to hit both at once. Given 2800 Tria to spend at that point, the hood at 1050 is the better half of that pair. Armour keeps working regardless of what you are fighting, while the staff upgrade only matters until INT 15 arrives. Where it falls short: Max HP +30 means a single unexpected hit does proportionally more damage than it would to anyone in the heavy line. This is a piece for players who intend to stay out of melee range, not for a Cleric who ends up in the middle of fights healing a group. Buy it early on any intelligence build and replace it only when a better cloth helmet appears. There is no reason to wear Kettle Crown on a caster just because the defence number is larger.Dustwalker Pants
Loose cloth strips on a rope waist, built for running, and which direction is up to you. Dustwalker Pants fill the legs slot for a caster at INT 15 and 1050 Tria. DEF +6 is the lowest physical defence on any leg armour Breda sells. MDEF +8 is the highest. That inversion is the point, and anyone comparing these to Kettle Greaves at DEF +15 and MDEF +3 is looking at two pieces built for opposite problems rather than two versions of the same one. Max MP +15 and Max HP +40 fill out the line, with HP and MP regeneration both at +1.0 per second. Move Speed -0.3 keeps the mobility that cloth armour exists to preserve. Tin Tortoise drops them at 3.93%, roughly one per 25 kills, and Spore Deer at 0.25%, which is one in 400 and not worth pursuing. Between paying Breda 1050 Tria and farming tortoises, the tortoise route is quick enough to prefer if you are levelling nearby. Breda buys them back at 39 Tria. Dustwalker Pants need nothing unlocked beyond INT 15. The INT 15 gate lines up with Caged Prism, which is the staff most casters want at that level. Buying both at once costs 2800 Tria, and the pants are the part you can safely delay, since a legs slot contributes less to survival than a weapon does to killing things faster. Where they matter most: fights against magic damage. MDEF +8 on the legs plus MDEF +9 from Dustwalker Vest and MDEF +6 from Dustwalker Hood gives a caster a coherent set that actually resists spells, which no combination of heavy pieces can manage. Skip them entirely if you play anything that gets hit in melee. DEF +6 will not hold up, and Trailblazer Pants at DEX 15 offer DEF +10 with MDEF +5 for the same 1050 Tria if you need a middle ground.Dustwalker Vest
MDEF +9 is the highest magic defence on any chest piece Breda sells, and Max MP +20 is the largest mana bonus on any armour he stocks. Dustwalker Vest is built for casters and makes no attempt to hide it. A leafy mantle over ragged cloth that blends into the background, requiring INT 17 and costing 1750 Tria. That intelligence gate is what keeps it off a Warrior, and rightly so, since DEF +8 and Max HP +50 are modest next to Pot Armor at DEF +18 and Max HP +90. Move Speed -0.3 is where the cloth pays off. Pot Armor costs a full -1.0 for its protection. Dustwalker Vest takes less than a third of that, which for a caster kiting away from melee is worth more than the raw defence difference. Staying out of reach beats surviving a hit you should not have taken. HP regeneration sits at +1.0 per second and MP regeneration at +1.0. Tin Tortoise drops it at 3.93%, around one per 25 kills, which is a reasonable farm for a 1750 Tria piece. Spore Deer also drops it at 0.25%, one in 400, and is not worth targeting. Breda pays 65 Tria for it back. Dustwalker Vest needs nothing unlocked beyond INT 17. The Max MP +20 deserves attention. Combined with a staff like Caged Prism at Max MP +30, the mana pool grows enough that a caster spends noticeably less on Berry Smoothie at 140 Tria a cup during long sessions. Armour that reduces your consumable spending is doing more work than the defence column shows. Buy it if you play an Enchanter or Cleric and have INT 17. Anyone under that requirement should stay on Dustwalker Hood and Dustwalker Pants, which come in at INT 12 and INT 15, and save the 1750 Tria for the chest piece rather than buying something heavier that fights the build.Elder Bark Helm
A helm grown from old bark, hard as seasoned oak, and it smells like the forest floor after rain. Elder Bark Helm is the vitality helmet of the forest tier, requiring VIT 32. DEF +28 is the highest head defence in the game, ahead of Thornguard Hood at +20 and Soupbucket at +20 from the junk tier. Max HP +130, MDEF +8, Max MP +15, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0, unchanged from every heavy piece before it. VIT 32 is worth noting because it undercuts the rest of the vitality line. Petrified Greaves and Stonebark Greaves both need VIT 35 and Amber Carapace VIT 37, so the helmet is what a Defender can wear first and the natural entry into forest armour. Vendors buy it at 156 Tria. Recipe: 24 Stone, 6 Memory Sap, 6 Mystic Essence, 6 Ancient Heartwood and 1 Fossilized Amber. Elder Bark Helm needs nothing unlocked beyond VIT 32. One hundred and thirty health on a helmet is unusual. Most head armour contributes defence and little else, and this carries more health than several chest pieces from earlier tiers. Combined with HP regeneration at +2.0, the piece does real work in long fights rather than just padding a stat sheet. MDEF +8 keeps the heavy-line weakness intact. Twenty-eight physical defence and eight magic defence means a caster enemy goes through this as easily as it went through Kettle Crown, and no amount of tier progression has fixed that for the vitality line. Build it first among the vitality pieces. Five levels earlier than the greaves and the same one Fossilized Amber.Enchanted Bark
Bark stripped from the old trees, and it creaks like it is still listening. Enchanted Bark appears in Thornprick, Hummingbird Bloom and Forest Stag, making it one of the more widely used forest materials. Grandfather Clock drops it at 11.54%, roughly one per nine kills. Chair Treant and Porcelain Golem both manage 2.96%, and Teapot Toadstool 1.49%. Vendors buy it at 10 Tria. Worth distinguishing carefully from two similarly named materials. Enchanted Wood is separate, sells for the same 10 Tria and is described as wood that hums with magic. Living Bark is a different item again, sells for 20 Tria and comes off a walking tree rather than a stationary one, dropping at 22.11% from Grandfather Clock. Three bark-and-wood materials with overlapping names and different recipes is easy to confuse when sorting a bag. Quantities: 3 for Thornprick, 6 for Hummingbird Bloom, 12 for Forest Stag. Building all three costs 21, or around 180 Grandfather Clock kills at 11.54%. No level or class restriction applies, and no shop stocks it. The creaking is flavour, though it does fit a pattern. Chair Treant, Living Wardrobe, Grandfather Clock and Teapot Toadstool are all furniture that moves, and the materials they drop are described as still partly alive. Whether the forest animated the furniture or the furniture was always the forest is left open. Farm the clock. Nothing else in this tier comes close for mid-tier materials.Enchanted Wood
Wood that hums with magic, and the trees gave it up willingly. Enchanted Wood goes into Heartwood Maul, Forest Stag and Rootcleaver, which happen to be the three heaviest recipes in the forest tier. That placement matters. All three of those weapons need 12 units, against 6 or 3 for the lighter recipes that use other materials. Building all three costs 36 Enchanted Wood, roughly 312 Grandfather Clock kills at its 11.54% drop rate. Chair Treant and Porcelain Golem also drop it at 2.96%. Vendors pay 10 Tria, matching the rest of the mid-tier forest materials. Do not confuse it with Enchanted Bark, which sells for the same 10 Tria, drops at the same rate from the same mob and goes into entirely different recipes. Nor with plain Wood, the Craftwork material at 1 Tria that comes from Spore Deer and can be chopped with an Axe. Enchanted Wood is MonsterLoot with no gathering path. No level or class restriction, and no vendor stocks it. The detail about the trees giving it up is doing some work. Every other forest material is taken: bark stripped, moss scraped, sap crystallized, vine cut. This one was handed over, which is either the forest cooperating or the forest arranging something. For anyone planning the top end of the tier, this is the second-heaviest material commitment after Living Bark, and both come off the same mob. Grandfather Clock covers your whole mid-tier list. Living Wardrobe covers the Fossilized Amber that actually holds the recipes up.Fingerless Rags
Leather mitts tied off with rope, fingertips poking through, and better than nothing. That last part is the honest assessment. DEF +2 and MDEF +3 make Fingerless Rags the least protective gloves in the junk tier, behind Scrap Gauntlets at DEF +4 and Can Crushers at DEF +6. The MDEF is the highest of the three, which is the only column where they win. Vendors pay 52 Tria. Lycaros drops them at 15.98%, about one per six kills. Scarecrow Goblin follows at 0.17%. Gloves are the slot where the numbers stop mattering much and filling it at all is most of the benefit. Two defence is not going to change a fight. An empty slot changes nothing either, and these cost one Junk Core to build or six Lycaros kills to find. Fingerless Rags carry no unlock requirement beyond the caster gate on the set. What is missing compared to Breda's gloves is the speed modifiers. Dustwalker Gloves gave Cast Speed +0.05x, which for an Enchanter was the entire reason to wear them. Fingerless Rags offer no cast speed at all, only defence, and that makes them a strictly worse choice for a caster who already owns the earlier pair. Worth checking before you replace anything. A tier upgrade that removes a stat you were using is not an upgrade, and this is the clearest example of that in the game. Keep the Dustwalker Gloves if casting speed matters to your build, and take the Rags only if the glove slot is genuinely empty.Floppsy Hood
A goblin hood with long floppy ears. Floppsy Hood is the dexterity helmet of the junk tier and the only piece of equipment in the game that appears to be a joke at the wearer's expense. DEF +14 with MDEF +7, Max MP +15 and MP regeneration at +1.0 per second. Move Speed -0.6. Fourteen defence sits between X-Eyes Sack at +10 and Soupbucket at +20, exactly where the dexterity line always lands. MDEF +7 is the best magic defence of the three helmets here, which is a small surprise given the caster option exists. Vendors pay 78 Tria. Lycaros drops it at 15.98%, about one per six kills, and Junk King at 3.93%. Floppsy Hood needs nothing unlocked beyond the dexterity gate. Against Trailblazer Hood from Breda at DEF +8 and Max HP +40, this adds six defence and seven magic defence. A modest step rather than a leap, and helmets remain the slot where tier upgrades do least. The ears are cosmetic and the game is clearly aware of it. Junk-tier equipment is built from goblin leavings throughout, and where the vitality line got a cook pot and the caster line got a sack with eyes cut into it, dexterity players get to look like the thing they have been killing. Nobody in this tier is dressed with dignity. Worth farming for the slot rather than the stats. Six Lycaros kills is a short detour and an empty helmet slot is fourteen defence you are not using.Forest Honey
Forest Honey is a cooking ingredient you either buy or take off a Spore Deer, and the second option is slower than it sounds. The drop rate sits at 2.96%, so roughly one jar per 34 kills. Farming it deliberately is a long afternoon. Buying is the sane route for most players. Leaf and Rendall both list Forest Honey at 30 Tria plus 1, with only 2 jars in stock at a time. That stock limit is the real constraint, not the price. A recipe calling for several jars means clearing both shops and waiting on restocks, or going out to the deer anyway. Vendors buy it back at 10 Tria. A third of what you paid, which rules out any shop-to-shop flipping, but it does put a floor under drops you pick up by accident. Kill enough Spore Deer while levelling and the honey pays for itself without you ever aiming for it. Forest Honey feeds into cooking recipes as a sweetener, and it is the kind of ingredient that shows up in one recipe you actually want and several you do not. Check what you are cooking before buying out both shops. The 2 jar stock cap punishes over-buying more than it punishes under-buying, since restocks come around. Where to farm Forest Honey: Spore Deer are the only known source outside vendors. Bring something with fast clear speed rather than high single-target damage. At a 2.96% rate the number of kills matters more than how you get them, and a route that lets you chain deer without downtime beats a stronger build that stops to rest. Forest Honey carries no level or class restriction and costs nothing to unlock. Anyone can buy it or loot it. The flavour line about a Thornguard's hive is worth reading as a hint. Hives in this game are guarded, and the honey is never given up without a fight. Buy it if you need one or two jars. Farm it if you need ten.Forest Stag
Max MP +85 and MP regeneration at +5.0 per second. Forest Stag holds the largest mana pool and the fastest mana recovery of any weapon, and for an Enchanter that combination ends the resource problem entirely. A living branch shaped like antlers, still growing, and it steadies your aim when it feels like it. M.ATK +47 with Cast Speed +0.15x and Damage Up +12%, both the highest available. Attack Speed -0.03x is the only negative and no caster will notice it. Two-handed, which costs nothing a staff user was using anyway. Recipe: 48 Wood, 12 Enchanted Bark, 12 Enchanted Wood, 12 Living Bark and 4 Fossilized Amber. INT 37 is the requirement. Against Hummingbird Bloom at INT 35, the Stag adds twelve magic attack, twenty mana, faster casting and another point of regeneration, for four times the materials. Two levels apart. Whether that is worth it depends entirely on how much Fossilized Amber you have, since four is roughly 22 Living Wardrobe kills at 18.42% and considerably more if you are killing anything else. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors pay 364 Tria. Forest Stag needs nothing unlocked beyond INT 37. Stack it with Silver Chain at Max MP +50 and Woven Bracelet at Max MP +30 and a caster carries 165 mana from equipment alone, regenerating five points a second. At that stage Mana Cake at 210 Tria a slice becomes something you carry out of habit rather than necessity, and the saving on food alone repays part of the farming.Fossilized Amber
Ancient tree sap hardened over centuries, containing memories from before The Silence. Fossilized Amber is the rarest material in the forest tier and the one that decides how long any forest weapon takes to build. Living Wardrobe drops it at 18.42%, roughly one per five and a half kills, and that is the only viable source. Grandfather Clock manages 0.48%, about one per 208. Chair Treant and Teapot Toadstool sit at 0.15%, around one per 666. That gap is the single most important number in forest crafting. Grandfather Clock is where every other material comes from, and it drops amber roughly forty times slower than Living Wardrobe does. Farming the clock for amber is a mistake that costs hours. Vendors pay 40 Tria, double Living Bark and four times the mid-tier materials. It is still not worth selling, since a single piece represents several minutes of targeted farming and the weapons it builds sell for 156 to 364 Tria. Recipe requirements: 1 for Thornprick, 2 for Amber Mallet, Hummingbird Bloom and Briar Blade, 4 for Heartwood Maul, Forest Stag and Rootcleaver. No level or class restriction, and no shop stocks it. The reference to The Silence is the only mention of it anywhere in the material line, and the amber is described as holding memories from before it happened. Memory Sap carries four hundred years of history and comes from the Mother Tree. Whatever the forest is preserving, the top-tier weapons are made from it. Plan your farming around this material and nothing else. Split your time between Living Wardrobe for amber and Grandfather Clock for everything else, and the amber will still finish last.Glowing Moss
Moss that glows faintly, scraped off whatever it was growing on. Glowing Moss feeds two forest recipes, Amber Mallet and Hummingbird Bloom, at 6 units each. Grandfather Clock drops it at 11.54%, around one per nine kills. Teapot Toadstool follows at 2.96%, roughly one per 34. Fewer sources than most forest materials, and the gap between them is wide enough that Grandfather Clock is the only sensible target. Four times the drop rate for the same effort. Vendors buy it at 10 Tria, which puts it in the same bracket as Briar Vine, Enchanted Bark, Enchanted Wood and Memory Sap. All five mid-tier forest materials sell for the same and drop at the same headline rate from the same mob, which simplifies planning considerably: farm the clock and sort your bag afterwards. Six units for a weapon works out to about 52 Grandfather Clock kills at 11.54%. Set against the four Fossilized Amber that the heavy forest recipes demand, this is not the material to worry about. No level or class restriction applies, and nothing sells it. The glow is decorative rather than functional. Anyone hoping moss might replace a Lantern at 350 Tria will be disappointed, since materials do not equip. Where it turns up is worth noting for planning: Amber Mallet and Hummingbird Bloom are the VIT 35 and INT 35 weapons respectively. A player building both needs 12 Glowing Moss, which is around 104 clock kills, and every other material for both weapons arrives from the same farming.Goblin Fork Stabber
A copper blade scratched end to end with goblin tallies, and nobody has asked what they count. Goblin Fork Stabber is the cheapest recipe at Eren's bench and the entry point into crafted weapons. The recipe is 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core. That single core is what makes it approachable. Every other weapon at the bench asks for 2 or 4, and at Barrel Champion's 0.64% drop rate each additional core is roughly 156 kills. P.ATK +27 with Attack Speed +0.15x, Crit Rate +6% and Crit Damage +24%. Against Amethyst Dirk, the best dagger Breda sells at P.ATK +15, Attack Speed +0.12x, Crit Rate +4% and Crit Damage +16%, this wins in every column. Max MP +30 and MP regeneration at +2.0 per second come along too. DEX 25 is the gate, ten points above what Amethyst Dirk requires, so this is a late upgrade rather than a sidegrade. It also drops. Lycaros at 15.98% is roughly one per six kills, which is far quicker than gathering the materials. Junk King follows at 7.74% and Critter Goblin at 0.25%. Anyone who can kill Lycaros reliably should farm the drop and skip the bench entirely. Vendors buy it at 78 Tria. Goblin Fork Stabber needs nothing unlocked beyond DEX 25. The sensible route depends on what you can fight. If Lycaros is beyond you, the recipe is the way in and the low core requirement makes it the only realistic first craft. If Lycaros is farmable, save your cores for Junkblade, Junk Totem or Scrap Sledge, all of which need four and none of which you want to be short on.Hay Bundle
Dried grass baled up, and the livestock aren't picky. Hay Bundle is the basic feed, and it is the running cost behind every animal Hogan sells. A Chicken at 700 Tria, a Sheep at 1750 or a Cow at 3500 all sit at Lv. 1 doing very little until you start feeding them. Scarecrow Goblin drops it at 23.42%, which is close to one bundle per four kills. That rate changes the calculation completely compared to most gathering. Spice Herb comes off the same goblin at 2.08% and farming it deliberately is a slog. Hay at nearly a quarter of all kills is worth a dedicated run, and a decent session at the goblin camp covers your feed for days. Buying works too. Hogan and Rendall both sell Hay Bundle at 50 Tria, and Hogan carrying both the animals and their feed makes that trip efficient. Whether you buy or farm comes down to what your time is worth. Fifty Tria a bundle adds up when a cow is chewing through 1200 experience worth of growth. Sell price is 5 Tria, so hay you loot and do not need is barely worth the vendor trip. Keep it instead. Feed demand never really stops once you own animals. The mistake players make is buying livestock first and thinking about feed afterwards. A Sheep with no hay behind her never reaches the size where riding becomes possible, and 1750 Tria is sitting in a field producing wool at Lv. 1. Build a hay supply before the animal, not after. Hay Bundle carries no level or class restriction and needs nothing unlocked. The practical approach: run Scarecrow Goblins for hay before buying your first animal, since a 23.42% drop rate means a stockpile builds quickly. Buy from Hogan or Rendall to cover gaps rather than as your main source. At 50 Tria a bundle, purchased feed will out-cost the animal itself over a long enough growth curve.Heartwood Maul
Ignore DEF +25% is the highest armour penetration in the game, ahead of Scrap Sledge at +18% and everything Breda sells by a wide margin. Heartwood Maul is the two-handed blunt weapon of the forest tier, gated behind VIT 37. A maul head of living vines wound tight, roses and all, and it blooms between fights. P.ATK +43 with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed sits at -0.10x, matching Iron Hammer and Scrap Sledge for the slowest swing available. That penalty is the price of the penetration and it shapes how the weapon should be used. Against a plated target the 25% is decisive and nothing else comes close. Against anything soft, the slow swing and the modest attack figure mean Briar Blade at P.ATK +61 with positive attack speed will out-damage it comfortably, and Briar Blade is a strength weapon rather than a vitality one, so the comparison mainly tells you what you give up. Recipe: 48 Wood, 12 Enchanted Wood, 12 Mystic Essence, 12 Living Bark and 4 Fossilized Amber. Four times what Thornprick asks, and the four Fossilized Amber is the wall at 18.42% from Living Wardrobe. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors buy it at 364 Tria. Heartwood Maul needs nothing unlocked beyond VIT 37. Carry it as a second weapon rather than a primary. Amber Mallet at VIT 35 keeps Voidguard in your off hand and clears ordinary content faster. Swap to the maul when something is actually wearing armour, which is exactly the situation nothing else in the game handles this well.Hummingbird Bloom
MP regeneration at +4.0 per second, and the flowers draw hummingbirds. Hummingbird Bloom is the caster weapon of the forest tier at INT 35, and that regeneration figure is what sets it apart. Every staff before it tops out at +3.0. Peekaboo manages that, Voidlantern only +2.0. Going to +4.0 means an Enchanter refills fast enough that mana stops being a resource you manage between fights and becomes one that manages itself. M.ATK +35 with Cast Speed +0.10x, Damage Up +8% and Max MP +65. It also carries Attack Speed +0.05x, which is unusual on a staff and suggests the same hybrid intent Peekaboo had. Recipe: 24 Wood, 6 Enchanted Bark, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Against Peekaboo at INT 25, this adds twelve magic attack, twenty mana and a third more regeneration. Against Forest Stag at INT 37, it gives up twelve magic attack, twenty mana and another point of regeneration, but it stays available two levels earlier and costs a quarter of the materials. Lycaros drops it at 4.22%, about one per 24 kills. Teapot Toadstool follows at 0.25%. Vendors buy it at 260 Tria. Hummingbird Bloom needs nothing unlocked beyond INT 35. The practical case for building it: Forest Stag needs 48 Wood, 12 each of three materials and 4 Fossilized Amber, which is four times this recipe. Two levels of intelligence is a short wait and four times the farming is not. Build the Bloom, use it through INT 37, and decide on the Stag once you see how the amber accumulates.Iron Hammer
Ignore DEF +12% is the highest armour penetration on anything Breda sells. Iron Hammer costs 2450 Tria, requires VIT 17, and it exists for exactly one job: hitting things that are hard to hurt. P.ATK +16 and Max MP +22 fill out the line, but the number that decides whether you want this is that 12%. Against a heavily armoured target the hammer will out-damage weapons with far higher raw attack. Against something soft it will not, and the -0.10x attack speed makes that gap worse than it looks. That speed penalty is the steepest in the game. Every swing takes noticeably longer than with Iron Mace at 1750 Tria, which has no penalty at all and keeps your off hand free. Fighting a camp of weak mobs with an Iron Hammer is slow, tedious work. Two-handed, so no shield, which sits oddly on a weapon gated behind vitality. A VIT build usually wants to absorb damage rather than avoid fights, and giving up the off hand undercuts that. Tin Tortoise drops it at 3.93%, roughly one per 25 kills. Kettle Beetle also drops it, at 0.18%, which is one in 555 and not a plan. If you want the hammer without paying 2450 Tria, tortoises are the only realistic route. Breda pays 91 Tria for it back. A two-handed iron hammer, originally made for breaking doors, and still is mostly. Iron Hammer needs nothing unlocked beyond VIT 17. Carry it as a second weapon rather than a primary. Swapping to the hammer for an armoured boss and back to Iron Mace for everything else gets more out of 2450 Tria than using it as your everyday blunt weapon, where the speed penalty costs you more damage over a session than the penetration returns.Iron Mace
Every argument with armour ends the same way. Iron Mace is the one-handed blunt weapon at VIT 15, priced at 1750 Tria, and it is the point where the blunt line stops being a compromise. P.ATK +11 with Ignore DEF +8%, Max MP +18 and MP regeneration at +1.0 per second. No attack speed penalty, and the off hand stays free. Against Driftwood Maul, which costs the identical 1750 Tria and asks only VIT 12, this wins on attack, on speed and on the shield slot. The three extra points of vitality are the only thing standing between you and a clearly better weapon. Ignore DEF +8% is where the mace does its work. Armoured enemies take the same treatment as unarmoured ones, which is exactly the situation where a sword with Damage Up starts underperforming. Against soft targets a blade will out-damage this, so pick your weapon around what you are fighting rather than the higher number on the tooltip. Tin Tortoise drops Iron Mace at 7.74%, about one per thirteen kills, which makes farming a reasonable alternative to paying Breda. Cup Snail drops it at 0.25%, one in 400, and is not worth the trip. Breda buys it back at 65 Tria. Iron Mace needs nothing unlocked beyond VIT 15. For a Defender this is the natural weapon. Vitality builds want to hold a shield, and the blunt line is the only weapon family that supports that while still cutting through armour. A Warrior stacking strength should be looking at swords instead, since STR-gated blades hit harder at comparable prices. The efficient route: farm Tin Tortoises if you are levelling nearby, since 7.74% arrives quickly and 1750 Tria is better spent elsewhere. If you are not, buy it from Breda and skip Driftwood Maul entirely.Junk Core
The core of a Junk King's throne, still humming with whatever goblins run on. Junk Core is the legendary-tier material and the reason crafting at Eren's bench is a project rather than an afternoon. The drop rates are brutal. Barrel Champion leads at 0.64%, roughly one core per 156 kills. Critter Goblin and Buckethead Goblin follow at 0.15%, Scarecrow Goblin at 0.10%, and Spore Deer, Cup Snail and Cog Crab all sit at 0.07%, around one in 1400. Patch Hound is worst at 0.06%. Compare that with Rusty Gear at 28.56% from the same Barrel Champion and the difference is a factor of forty-five. Every other material accumulates while you play. Junk Core has to be hunted. Recipe requirements look small until you apply those rates. Goblin Fork Stabber needs 1. The mid tier needs 2. Junkblade, Junk Totem and Scrap Sledge each need 4, which at Barrel Champion's 0.64% means around 625 kills for one weapon. Vendors pay 20 Tria. Selling a Junk Core is throwing away several hundred kills for the price of a third of a Simple Bread, so never do it. Barrel Champion is the only sensible target. Nothing else comes close, and the mobs at 0.07% should be treated as a lottery you happen to be playing rather than a plan. No level or class restriction applies, and no shop stocks it. Plan around this material and nothing else. Wood, Scrap Metal and Rusty Gear all arrive faster than you can spend them if you are farming Barrel Champion for cores. The correct approach is to decide which weapon you want, count the cores, and treat everything else as a side effect of the grind.Junk Totem
M.ATK +30 and Max MP +60, the largest mana pool on any weapon in the game. Junk Totem is the two-handed staff at Eren's bench, gated behind INT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Cast Speed +0.12x is half again what Voidlantern manages at +0.08x, and Damage Up +8% and MP regeneration at +3.0 per second complete the set. Attack Speed sits at -0.03x, which no caster will notice. Sixty extra mana with +3.0 regeneration changes how an Enchanter plays rather than just how hard they hit. Combined with Silver Chain at Max MP +50 and Woven Bracelet at +30, a fully kitted caster is carrying 140 mana in equipment alone, and running dry stops being the thing that ends fights. It hums when you cast, like it recalls being something else. The staff is built from a Junk King's throne parts, which the flavour leaves half-said. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. As with everything in this tier, the Lycaros rate makes farming far quicker than the four cores the recipe demands. Vendors pay 182 Tria. Junk Totem needs nothing unlocked beyond INT 27. Against Peekaboo at INT 25, this adds seven magic attack, fifteen mana and considerably faster casting for double the materials. Peekaboo is the sensible build. Junk Totem is the thing to farm off Lycaros once you can, and the four cores are better spent only if the drop refuses to appear.Junkblade
Scrap metal welded into a blade by someone who skipped the manual. Ugly, but it bites. Junkblade sits at the top of the strength line at Eren's bench, requiring STR 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Those four cores are the wall. At Barrel Champion's 0.64% drop rate that is around 625 kills, and no other material in the recipe comes close to that time cost. P.ATK +55 with Ignore DEF +12%, Max MP +35 and MP regeneration at +2.0 per second. Attack Speed is -0.05x, the price of the damage. The comparison worth running is against Rusty Cleaver at STR 25. That weapon gives P.ATK +39 with Damage Up +7% and a positive +0.06x attack speed, for half the materials. Junkblade adds 16 attack and armour penetration, and takes speed away. Against armoured targets it wins clearly. Against everything else the gap narrows enough that the extra two cores are hard to justify. Lycaros drops it at 15.98%, about one per six kills. Junk King drops it at 3.93% and Barrel Champion at 0.80%. That first number changes the calculation entirely. If you can kill Lycaros, farming the drop takes a fraction of the time the recipe does, and the cores you save go toward something you cannot get another way. Vendors buy it at 182 Tria. Junkblade needs nothing unlocked beyond STR 27. Farm it rather than craft it if Lycaros is within reach. Build it only if the drop is beyond you and you have cores to spare, which for most players at STR 27 means neither.Junker Pants
Scavenged hide tatters on a rope waist. Junker Pants fill the legs slot for a dexterity build at DEX 25. DEF +18 with MDEF +9, Max HP +75, Max MP +20 and MP regeneration at +1.0 per second. Move Speed -0.6. Set against the alternatives at this tier, they land in the middle again: Pipe Greaves give DEF +26 for -1.0 movement, Stitched Leggings DEF +12 for -0.3. What Junker Pants add that neither offers is Max HP +75, which is the only leg piece here carrying meaningful health. That health is the argument for wearing them. A dagger build survives by killing things quickly rather than absorbing hits, and seventy-five points of buffer is the difference between surviving a mistake and not. Vendors buy them at 78 Tria. Junk King drops them at 3.93%, roughly one per 25 kills. That is considerably slower than most armour in this tier, which mostly comes off Lycaros at 15.98%. Junker Pants need nothing unlocked beyond DEX 25. DEX 25 also unlocks Tin Treaders and Goblin Fork Stabber, so the level is a busy one. The dagger comes first without question, since crit rate and attack speed do more for the build than eighteen defence. Pick the pants up afterwards. Against Trailblazer Pants from Breda at DEF +10, MDEF +5 and Max HP +55, this is a clean upgrade in every column for a two-level jump in requirement.Kettle Crown
An iron dome banded in wood with a nose guard included, and dents come standard. Kettle Crown is the helmet in the heavy line, gated behind VIT 12 and priced at 1050 Tria. DEF +12 with Max HP +55 makes it the sturdiest head protection Breda stocks. MDEF +3 makes it the worst against magic. That split runs through the entire heavy set and it is the thing to understand before buying: these pieces stop weapons, not spells. Move Speed -1.0 is the price. On a single helmet that is already noticeable, and pairing it with Kettle Greaves at the same -1.0 or Pot Armor at -1.0 compounds quickly. A full heavy loadout moves slowly enough that travel time becomes a real consideration, which is one argument for owning a mount before committing to the set. Max MP +5 is the smallest mana bonus on any helmet here, and HP regeneration sits at +1.0 per second. Three mobs drop it. Tin Tortoise at 3.93%, about one per 25 kills, which is the only realistic farm. Cog Crab at 0.22% and Kettle Beetle at 0.18% are both roughly one in 500 and not worth the trip. Breda pays 39 Tria to take it back. Kettle Crown needs nothing unlocked beyond VIT 12. Where it fits: a Defender or any vitality build levelling through physical content. VIT 12 arrives early enough that this is often the first real armour piece a tank owns, and 1050 Tria is affordable at that stage. Where it does not: casters and dexterity builds have no business here. Dustwalker Hood at the same 1050 Tria and INT 12 gives MDEF +6 and only -0.3 speed, and Trailblazer Hood at DEX 12 splits the difference at DEF +8 with -0.6. Pick the helmet that matches the stat you are actually investing in rather than the one with the biggest defence number.Kettle Greaves
Wooden slats hung from a stout belt that knock together as you walk, and quiet is not on the menu. Kettle Greaves cover the legs slot for a vitality build, cost 1050 Tria and require VIT 15. DEF +15 and Max HP +75 are both the highest of any leg armour Breda sells, well ahead of Trailblazer Pants at DEF +10 and Dustwalker Pants at DEF +6. If physical survivability is what you want from this slot, nothing else comes close. MDEF +3 is the catch, and it is the same catch the whole heavy line carries. Magic goes through these greaves almost unimpeded. A build wearing Kettle Greaves, Kettle Crown and Pot Armor together has excellent armour against weapons and almost none against spells, which makes caster enemies disproportionately dangerous. Move Speed -1.0 adds to whatever the rest of the set is already costing you. Max MP +8 and HP regeneration at +1.0 per second round it out. Tin Tortoise is the drop source worth using at 3.93%, roughly one per 25 kills. Cog Crab at 0.22% and Kettle Beetle at 0.18% also drop the greaves, at rates that make farming them pointless. Breda buys them back at 39 Tria. Kettle Greaves need nothing unlocked beyond VIT 15. The VIT 15 requirement sits between Kettle Crown at VIT 12 and Pot Armor at VIT 17, so the heavy set naturally assembles in that order as you level. Buying the greaves first means owning a piece you cannot wear yet. Worth it for a Defender holding a line. The movement penalty stops mattering when you are not the one chasing anything, and DEF +15 on the legs is the largest single defensive jump available at 1050 Tria.Kettle Mitts
Heavy iron-backed mitts made from the same scrap as Kettle Crown, and they hit like cookware. Kettle Mitts fill the gloves slot for a vitality build at VIT 12, priced at 700 Tria. DEF +3 and MDEF +1 are small numbers, and that is normal for this slot. Gloves contribute less raw defence than any other piece. What they do carry is Attack Speed +0.02x and Cast Speed +0.02x, and speed modifiers matter regardless of build. Those speed values are the lowest of the three glove options Breda stocks. Dustwalker Gloves manage +0.05x on both at INT 12, and Trailblazer Gloves +0.03x at DEX 12. Kettle Mitts trade that away for the higher defence, which fits a tank and shortchanges everyone else. The mitts arrive Unidentified, so what you buy is not the whole item. Identifying them reveals additional properties, and the stat block on the shelf is a floor rather than a full picture. Tin Tortoise drops them at 7.74%, roughly one per thirteen kills. Kettle Beetle also drops them at 0.18%, one in 555, which is not worth chasing. Breda buys them back at 26 Tria. Kettle Mitts need nothing unlocked beyond VIT 12. At 700 Tria this is the cheapest equipment slot to fill and the easiest purchase to justify. Even DEF +3 is better than an empty slot, and the attack speed applies to every swing you make for the rest of the character. Buy them as soon as you clear VIT 12. A Defender pairing these with Kettle Crown at the same requirement covers two slots for 1750 Tria total, which is less than a single chest piece costs.Kettle Stompers
Move Speed +1.0 is the number that makes Kettle Stompers worth 700 Tria to a heavy build. Every other piece in the vitality line takes movement away. Pot Armor costs -1.0, Kettle Crown -1.0, Kettle Greaves -1.0. These boots give a full point back. Wearing all four together nets out at -2.0 instead of -3.0, which is the difference between slow and unplayable on long walks between camps. DEF +8 is also the highest physical defence on any footwear Breda sells, ahead of Trailblazer Boots at +5 and Dustwalker Boots at +3. MDEF +2 continues the pattern the heavy line follows everywhere: excellent against weapons, poor against magic. They come Unidentified, so the shop display is not the full item. Identifying them adds properties beyond the visible stats. Three mobs drop them. Tin Tortoise at 7.74%, roughly one per thirteen kills, is the only one worth farming. Cog Crab at 0.22% and Kettle Beetle at 0.18% are both around one in 500. Breda pays 26 Tria to buy them back. Kettle Stompers need nothing unlocked beyond VIT 15. VIT 15 is a busy level for a vitality build. Kettle Greaves, Iron Mace and Voidguard all unlock at the same point, and at 700 Tria the boots are by far the cheapest of the four. Buy them first, because filling a slot for 700 Tria while saving for a 1750 Tria shield beats leaving your feet bare. The movement bonus is the part players underrate. Defence numbers decide whether you survive a fight. Movement decides how many fights you get to in an hour, and over a levelling session that adds up to more.Living Bark
Bark off a walking tree, and it still flinches when you cut it. Living Bark appears in every single forest recipe, which makes it the most consistently needed material in the tier after plain Wood. Grandfather Clock drops it at 22.11%, roughly one per four and a half kills. That is double the rate of any mid-tier material and the reason Living Bark rarely becomes a bottleneck despite appearing everywhere. Living Wardrobe follows at 7.74%, with Chair Treant and Teapot Toadstool at 0.75%. Vendors pay 20 Tria, twice what Briar Vine, Glowing Moss, Memory Sap, Enchanted Bark, Enchanted Wood and Mystic Essence return. Requirements scale with the recipe tier: 3 for Thornprick, 6 for Amber Mallet, Hummingbird Bloom and Briar Blade, 12 for Heartwood Maul, Forest Stag and Rootcleaver. Building the full set of seven forest weapons costs 57 Living Bark, which at 22.11% is around 258 Grandfather Clock kills. Compared with the Fossilized Amber the same set demands, that is comfortable. No level or class restriction, and no vendor stocks it. The flinching is worth taking literally in this tier. Chair Treant walks, Living Wardrobe walks, Grandfather Clock walks, and Living Bark is what comes off them. Whether that makes harvesting it a gathering activity or something else is a question the flavour text seems to be enjoying. Farm it as a side effect. Anyone clearing Grandfather Clock for Enchanted Wood or Memory Sap will hit their Living Bark target first, and there is no reason to farm it deliberately.Memory Sap
Crystallized tears of the Mother Tree, and each drop contains four hundred years of forgotten history. Memory Sap is the mid-tier forest material used in Amber Mallet and Rootcleaver. Grandfather Clock drops it at 11.54%, the standard rate for this class of material. Teapot Toadstool and Porcelain Golem both follow at 2.96%. Vendors pay 10 Tria. The lore attached to it is unusually specific for a crafting material. Fossilized Amber is described as containing memories from before The Silence, and Memory Sap as crystallized tears of the Mother Tree carrying centuries of history. Both come from the same forest, both are described in terms of preserved memory, and both go into the same weapons. Whatever The Silence was, the forest tier is built out of things that remember it. Quantities: 6 for Amber Mallet, 12 for Rootcleaver. At 11.54% that is roughly 52 and 104 Grandfather Clock kills. No level or class restriction, and no vendor stocks it. Where it matters for planning: Rootcleaver is the strongest weapon in the game at P.ATK +85, and Memory Sap is one of the two variable materials in its recipe alongside Enchanted Wood. Twelve of each, plus 48 Wood, 12 Living Bark and 4 Fossilized Amber. The sap is the easiest part of that list to gather and the amber is the hardest, so anyone planning the build should start with Living Wardrobe rather than the clock.Moss Veil
A circlet of thorned branch and fern, light on the head and quiet in the trees. Moss Veil is the caster helmet of the forest tier. Max HP +75 with DEF +15, MDEF +14, Max MP +30, HP regeneration at +2.0 per second and MP regeneration at +2.0. That double MP regeneration on a helmet is unusual. Most head armour gives +1.0 or nothing, and pairing it with Spore Vest at +2.0 means a caster is recovering four points a second from armour alone, before the staff contributes. MDEF +14 against DEF +15 is the closest to balanced any caster piece gets. X-Eyes Sack from the junk tier gave DEF +10 with no listed magic defence at all, so this is a real improvement in both directions. Vendors buy it at 156 Tria. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Moss Veil needs the forest-tier caster requirement and nothing else unlocked. Thirty extra mana on a helmet slot is worth putting in context. Woven Bracelet from Breda gave +30 in an accessory slot for 1050 Tria. This gives the same in a slot you were going to fill anyway, which is the general argument for finishing an armour set rather than chasing accessories. The quiet in the trees is flavour, though the forest tier consistently describes its equipment as still alive. Bark that budding, moss that keeps growing, root that keeps walking. Wearing this set means wearing something that has not entirely stopped being a plant.Mystic Essence
Pure concentrated magic in gooey form. Tastes like purple, and nobody will say how they know. Mystic Essence goes into Briar Blade and Heartwood Maul at 6 and 12 units respectively. Grandfather Clock drops it at 11.54%, roughly one per nine kills. Teapot Toadstool follows at 2.96%. Vendors buy it at 10 Tria. Only two known sources makes it slightly narrower than Briar Vine or Enchanted Bark, which come off four mobs each. In practice that changes nothing, because Grandfather Clock is where you farm every mid-tier forest material anyway and the secondary sources are too slow to matter. The two recipes it feeds are an odd pair. Briar Blade is a one-handed sword at STR 35 with P.ATK +61 and Damage Up +10%. Heartwood Maul is a two-handed blunt at VIT 37 with Ignore DEF +25%. A strength weapon and a vitality weapon sharing a magic-flavoured ingredient, which fits the general pattern in this tier: the materials describe the forest, not the weapon. No level or class restriction, and no shop sells it. Eighteen units covers both recipes, around 156 Grandfather Clock kills. That is a real session but not the limiting factor. Heartwood Maul also needs 4 Fossilized Amber and Briar Blade 2, and amber is where forest crafting actually slows down. If you are only building one, Briar Blade at 6 units is the cheaper commitment by half and the better everyday weapon, since it keeps your shield.Oakward
DEF +60 and Block +15%. Oakward is the shield of the forest tier and it is the strongest defensive item in the game by a clear margin. Max HP +100 with MDEF +9 and HP regeneration at +2.0 per second complete it. Set against Trashcan Lid at DEF +40, Block +12% and Max HP +65, this adds twenty defence, three percent block and thirty-five health. Against Voidguard from Breda at DEF +25 and Block +10%, it is more than double. Sixty defence in the off hand costs no movement at all, which is what makes shields the best value slot in the game for a vitality build and has been true at every tier. The only price is holding a one-handed weapon. That price is real at this tier. Heartwood Maul at Ignore DEF +25% and Scrap Sledge at +18% are both two-handed, and choosing either means giving up Oakward. Amber Mallet at VIT 35 keeps the hand free at P.ATK +31, and the sixty defence is worth more than the difference in attack for most fights. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Oakward carries the forest-tier vitality requirement. Build it before anything else in the tier. No single armour piece changes what a Defender can survive as much as this shield, and at one Fossilized Amber it is not among the expensive things to make. Pair it with Amber Carapace at DEF +45 and the combined figure is beyond what any content in the game is built to overcome.Patchwork Robe
A robe stitched from a dozen ruined shirts, warmer than it has any right to be. Patchwork Robe is the caster chest piece of the junk tier, gated behind INT 27. MDEF +16 is the highest magic defence on any chest piece in the game, ahead of Dustwalker Vest at +9. DEF +15, Max HP +80, Max MP +35, HP regeneration at +2.0 per second and MP regeneration at +2.0. That double regeneration is unusual. Most armour gives +1.0 mana recovery or none at all, and the robe matches what a good staff provides. Combined with Peekaboo at MP/s +3.0 or Hummingbird Bloom at +4.0, a caster stops watching the mana bar entirely. Move Speed -0.3, the lightest penalty of the three chest options at this tier. Scrapmail costs -0.6 and Barrel Plate -1.0. Lycaros drops it at 15.98%, about one per six kills. Scarecrow Goblin follows at 0.17%. Patchwork Robe needs nothing unlocked beyond INT 27. The MDEF +16 against DEF +15 split is worth understanding before wearing it. This robe stops spells better than any armour available and stops weapons about as well as a leather vest. Against a caster enemy it is the best chest piece in the game. Against anything with a sword it is cloth. For an Enchanter who kites and never gets hit in melee, that trade is entirely correct and the mana regeneration is the real prize. For a Cleric standing in the middle of a fight healing people, Scrapmail at DEF +22 with MDEF +11 is the safer compromise despite being built for dexterity.Peekaboo
A skull mounted on a bone rod. You cast, the eye lights up, and you have agreed not to ask. Peekaboo is the caster weapon at Eren's bench, gated behind INT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. M.ATK +23 with Cast Speed +0.08x, Damage Up +6%, Max MP +45 and MP regeneration at +3.0 per second. It also carries P.ATK +10 and Attack Speed +0.04x, which is unusual on a caster weapon and suggests it expects you to swing occasionally. That +3.0 mana regeneration is the standout. Every staff Breda sells tops out at +2.0, so Peekaboo restores half again as fast, and over a long fight that adds up to fewer Berry Smoothies at 140 Tria a cup. Against Voidlantern at M.ATK +18, Cast Speed +0.08x and Max MP +40, the comparison is close. Peekaboo wins on magic attack, mana pool and regeneration. Voidlantern is available at INT 17, eight levels earlier, and costs 2450 Tria rather than a farming project. Lycaros drops it at 15.98%, Junk King at 7.74% and Scarecrow Goblin at 0.17%. Vendors buy it at 130 Tria. Peekaboo needs nothing unlocked beyond INT 25. Worth building for an Enchanter who has hit INT 25 and wants the mana regeneration more than raw magic attack. If your problem is running dry mid-fight rather than not hitting hard enough, this solves it more directly than any staff on Breda's rack. Junk Totem at INT 27 is the next step and asks for four cores instead of two.Petrified Greaves
Wood turned to stone over the ages. Heavy, but it holds. Petrified Greaves cover the legs slot for a vitality build at VIT 35. DEF +36 with Max HP +170, MDEF +9, Max MP +20, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0. Thirty-six defence is the highest of any leg armour, comfortably ahead of Rootweave Pants at +26 and Vineweave Pants at +18. The health figure does the same: one hundred and seventy against zero on both alternatives, since neither the dexterity nor the caster leg piece carries any. That health is the real argument. A Defender wearing Amber Carapace at Max HP +210, Elder Bark Helm at +130 and these at +170 is carrying five hundred and ten points from three slots alone, before any accessory. Lycaros appears as a prize pool source rather than a direct drop, which is a field that shows up on several forest-tier pieces and seems to describe a reward table rather than a percentage. Recipe: 24 Stone, 6 Memory Sap, 6 Mystic Essence, 6 Ancient Heartwood and 1 Fossilized Amber. Petrified Greaves need nothing unlocked beyond VIT 35. The -1.0 movement is the running cost of the whole line. Amber Carapace, Elder Bark Helm and these come to -3.0 across three slots, and Stonebark Greaves gives back only 1.0. A full vitality set moves at -2.0 net, the slowest configuration in the game, and that is before a shield. Worth it for a Defender who holds ground rather than chasing. The numbers are not close to anything else available.Pipe Greaves
A belt hung with scrap discs and pipe sections. Pipe Greaves cover the legs slot for a vitality build at VIT 25. DEF +26 is the highest leg defence available at this tier, comfortably ahead of Kettle Greaves at DEF +15 from Breda. Max MP +15, HP regeneration at +2.0 per second and MP regeneration at +1.0 come with it, and Move Speed sits at -1.0 like everything else in the heavy line. VIT 25 makes this the earliest of the three heavy pieces to unlock. Barrel Plate needs VIT 27, so the legs come first in any sensible progression, and starting there means a real defensive gain two levels before the chest arrives. Lycaros drops them at 15.98%, roughly one per six kills. Buckethead Goblin manages 0.25%. The +2.0 HP regeneration deserves attention across this whole tier. Breda's armour regenerates at +1.0 and these pieces double it. Wearing three or four of them does not stack the regeneration, but the shift from +1.0 to +2.0 halves the time spent waiting between fights, which over a levelling session saves more Simple Bread at 70 Tria a loaf than the defence numbers suggest. Pipe Greaves need nothing unlocked beyond VIT 25. Farm rather than craft. At 15.98% from Lycaros this is a short session, while the recipe wants Junk Core that Barrel Champion drops at 0.64%. That ratio holds across every armour piece in the tier and it is the single most useful thing to know before opening the craft window.Pot Armor
DEF +18 and Max HP +90, the heaviest protection Breda sells. Pot Armor is a barrel worn as a chest piece, and it smells faintly of whatever the barrel held before you put it on. HP regeneration at +2.0 per second is the number that makes this piece unusual. Every other chest piece Breda stocks regenerates at +1.0, so Pot Armor heals you back twice as fast between fights. Over a levelling session that saves more Simple Bread at 70 Tria a loaf than the stat line suggests. The cost is written plainly as Move Speed -1.0, the steepest movement penalty on any armour piece. You will feel it walking between camps, and it stacks with the matching Kettle Crown and Kettle Greaves, which each carry the same -1.0. Wearing the full set means moving considerably slower than anyone in cloth. MDEF +4 is low, and that is the trade the whole line makes. Pot Armor stops physical damage well and magic damage badly. Against casters you are wearing a barrel, which helps roughly as much as it sounds. VIT 17 and 1750 Tria are the gates. That vitality requirement is the highest on any chest piece here, so this is a piece you grow into rather than start with. Tin Tortoise drops it at 3.93%, roughly one per 25 kills. Cog Crab at 0.22% and Kettle Beetle at 0.18% both drop it too, but at one in 450 and one in 555 neither is worth planning a session around. Farm tortoises or pay Breda. Breda buys it back at 65 Tria. Pot Armor needs nothing unlocked beyond VIT 17. Take it if you tank. A Defender holding a shield and soaking physical hits gets everything this piece offers, and the movement penalty matters less when your job is standing still. Anyone kiting, casting or relying on positioning should look at Dustwalker Vest instead, which trades 40 health for MDEF +9 and a much lighter -0.3 speed cost.Quality Meat
Thirty Tria at Hogan or Rendall, or roughly 34 kills at a 2.96% drop rate. Quality Meat is the clearest case in the game for just buying the ingredient instead of farming it. Spore Deer and Cup Snail both drop it, and both at exactly 2.96%. Having two sources helps less than it sounds, since the rate is identical and you are picking based on which camp you can clear faster rather than which is more generous. Nobody should be grinding either mob specifically for meat when a vendor sells it for the price of six bags of Wheat Seeds. Where it goes is the cooking line. Hearty Stew is described as chunky and meaty, Gourmet Roast as slow-roasted and carved thin, and both come off a Cooking Station. Those two cover healing from 150 HP up to 350, which makes meat the backbone of any serious food supply. A caster stocking Mana Cake needs berries. Everyone else needs this. Buyback is 10 Tria against 30 spent, the tightest ratio on any cooking material. That is worth knowing because meat you pick up incidentally while clearing Spore Deer has real vendor value rather than being pure clutter, though cooking it is still worth more than selling it. Cuts from a stronger breed of monster, better fed than most, and best not to ask on what. The flavour is doing some work to avoid explaining where the deer and snails were getting their meals. Quality Meat carries no level or class restriction and needs nothing unlocked. The efficient setup: buy meat, cook roasts and stews, and let the drops accumulate as a side effect of whatever you were killing anyway. Gourmet Roast sells at Arlette for 210 Tria a portion, so turning 30 Tria of meat into a roast is where cooking actually earns its keep. Farming the ingredient at 2.96% is the expensive way to save 30 Tria, and your time is worth more than that by the point you can afford to be cooking at all.Ragwrap Sandals
Boots wrapped in rope until they stop falling apart. Close enough. Move Speed +1.4 makes Ragwrap Sandals the fastest footwear in the junk tier and the fastest available to a caster. MDEF +8 alongside it, the highest magic defence of the three shoe options here, against Tin Treaders at +5 and Barrel Boots at +3. For an Enchanter that combination is close to ideal. Patchwork Robe, X-Eyes Sack and Stitched Leggings each cost -0.3 movement, coming to -0.9 across three slots. These sandals more than cancel it, leaving a caster in full junk-tier cloth faster than one wearing nothing. Junk King drops them at 7.74% and Lycaros at 15.98%, with Scarecrow Goblin at 0.17%. Ragwrap Sandals carry no unlock beyond the caster gate. Dustwalker Boots from Breda already offered +1.4 movement with MDEF +4. The sandals match the speed and double the magic defence, which makes them a modest upgrade rather than a transformative one. Anyone already wearing the Dustwalker pair can safely leave this piece until last. Where the +1.4 earns its place is on gathering trips rather than in fights. Mining routes, fishing spots and the walk out to Barrel Champion for Junk Core all take real time, and movement speed is the only stat that shortens them. A caster farming materials for this tier will feel the sandals more than the robe. Farm them off Lycaros. One core spent here is a core not spent on a weapon.Raw Meat
Spore Deer and Cup Snail drop Raw Meat at 17.27%, roughly one cut per six kills. That is the number that matters, because it turns meat farming from a chore into something that happens on its own while you clear a camp for other reasons. Hogan and Rendall sell it at 15 Tria if you would rather not bother. Cheap enough that buying a stack for a cooking session costs less than a single bag of Tomato Seeds. Cook it first, unless you like a fever. The warning is not decorative, and Raw Meat is an ingredient rather than something to eat in the field. It goes into the Cooking Station recipes that produce actual healing food, where Simple Bread at 60 HP sits at the bottom and Gourmet Roast at 350 HP sits at the top. Compare it against Quality Meat, which the same two mobs drop at 2.96% and vendors price at 30 Tria. Six times the drop rate for half the price puts Raw Meat firmly in the bulk category. You farm this one and buy the other. Sell price is 5 Tria, a third of the purchase price, so meat you loot and cannot use has some value. Cooking it is worth more, and anyone levelling cooking will burn through raw cuts faster than the deer provide them. The practical route is running Cup Snails or Spore Deer for whatever you actually needed from them and letting the meat pile up. At 17.27% a normal grinding session leaves you with more than enough to cook with, and the two mobs drop at identical rates so the choice comes down to which camp suits your build. Raw Meat carries no level or class restriction and needs nothing unlocked. Keep a stack on hand before you sit down at a Cooking Station. Running out mid-session means a trip back to Hogan or Rendall, and at 15 Tria there is no reason to be running lean on the cheapest cooking material available.Rootcleaver
A great sword grown from a Mother Tree's root. Slow-grown, patient, unforgiving once drawn. P.ATK +85 makes Rootcleaver the hardest-hitting weapon in the game, and STR 37 is what it takes to hold one. Ignore DEF +15% comes with it, along with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed -0.05x is a modest penalty for this much damage, considerably lighter than the -0.10x that Heartwood Maul and Scrap Sledge carry. That combination is unusual. Most weapons this heavy specialise in either raw damage or armour penetration. Rootcleaver takes the highest attack figure available and adds meaningful penetration on top, which leaves very little it handles badly. Recipe: 48 Wood, 12 Enchanted Wood, 12 Memory Sap, 12 Living Bark and 4 Fossilized Amber. Lycaros drops it at 4.22%, about one per 24 kills, and Grandfather Clock at 0.60%. Given the recipe wants four Fossilized Amber, farming Lycaros is genuinely competitive with building it, which was not true of the junk tier where the drop rates were four times better. Vendors buy it at 364 Tria. Rootcleaver needs nothing unlocked beyond STR 37. The real decision is against Briar Blade at STR 35. That weapon gives P.ATK +61, positive attack speed and a free off hand for a shield. Rootcleaver gives 24 more attack and armour penetration, and takes the shield away. For a Warrior who fights things that hit back, the shield is worth more than the difference. Carry both if you can, and draw the Rootcleaver for the fights where nothing else is getting through.Rootwalkers
Soled with knotted root, and they grip rough ground well. Rootwalkers are the dexterity footwear of the forest tier at DEX 35. DEF +16 with MDEF +8 and Move Speed +1.2. Sixteen defence on a shoe slot is the highest in the game, and it arrives on the line that usually settles for the middle option. Vendors buy them at 104 Tria. Chair Treant drops them at 0.25%. Against Tin Treaders at MDEF +5 and +1.2 movement, this adds sixteen physical defence and three magic defence at the same speed. That is a large jump for a slot that normally does very little. Recipe: 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base, which puts it in the cheap bracket alongside the gloves. Rootwalkers need nothing unlocked beyond DEX 35. Where they matter: a dexterity build wearing Briar Hauberk, Thornguard Hood and Rootweave Pants carries -1.8 movement, and 1.2 back leaves the character at -0.6 net. Slower than they started, which is the persistent problem with the dexterity line and the reason a mount matters more to a dagger build than the stat sheet suggests. Sixteen defence in a slot most players treat as a speed stat is the real value here. Build them early. At one Fossilized Amber they are among the cheapest pieces in the tier, and the defence applies in every fight regardless of what else you are wearing.Rootweave Pants
Woven from live root, and standing still too long is a mistake. Rootweave Pants cover the legs slot for a dexterity build at DEX 35. DEF +26 with MDEF +13, Max MP +30 and MP regeneration at +1.0 per second. Move Speed -0.6. Twenty-six defence matches Pipe Greaves from the junk tier, which was the heavy option there, and does it while costing 0.4 less movement. The forest tier moving the middle line up to the previous tier's top is consistent across every slot. Against Junker Pants at DEF +18, MDEF +9 and Max MP +20, this adds eight defence, four magic defence and ten mana for a ten-level jump. Vendors pay 156 Tria. Chair Treant drops them at 0.25%, roughly one per 400 kills, so crafting is the realistic route. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Rootweave Pants need nothing unlocked beyond DEX 35. DEX 35 is also when Thornprick becomes available, and between the two the dagger comes first. Attack speed, crit rate and crit damage do more for a dexterity build than twenty-six defence, and Thornprick has the lightest recipe in the entire forest tier at one Fossilized Amber. The warning about standing still is worth reading twice. Live root grows, and the flavour text across this set keeps hinting that the equipment has opinions about being worn. Whether that is mechanical or decorative is not stated anywhere.Ruby Bangle
Max MP +200. Nothing else in the game comes close. Forest Stag, the best staff available, carries +85. Silver Chain manages +50 and Spore Vest +50. Ruby Bangle more than doubles the largest single mana bonus in the game and does it from an accessory slot. The rest of the line is just as unusual for a bracelet. M.ATK +20, Cast Speed +0.05x, Damage Up +5% and MDEF +10. Accessories normally push one stat and leave the rest blank. Woven Bracelet gives M.ATK +5 with MDEF +3 and Max MP +30, which is the closest comparison available, and this beats it in every column by a factor of four or more. The ruby stays warm against your wrist, handy in the cold and unsettling anywhere else. Living Wardrobe drops it at 0.80%, roughly one per 125 kills, with Lycaros listed as a prize pool source. That 0.80% is not the worst rate in the game, but Living Wardrobe is also the only sensible source of Fossilized Amber at 18.42%, so anyone farming that mob for crafting materials has a running lottery ticket for this bracelet without changing anything about how they play. Vendors buy it back at 364 Tria, which puts it in the same bracket as the top-tier crafted weapons and is nowhere near what the item is worth to a caster. Ruby Bangle carries no level or class restriction, so it can be equipped by anyone at any level. In practice it is an Enchanter item and nothing else. Two hundred mana on a Warrior does nothing. Stack it with Forest Stag at Max MP +85, Spore Vest at +50 and Silver Chain at +50 and a caster is carrying 385 points from equipment alone, with cast speed and damage on top. At that stage Mana Cake at 210 Tria a slice becomes something you carry out of habit. Keep farming Living Wardrobe. The amber pays for the armour and the bangle turns up on its own.Rusty Cleaver
Scrap plates bolted into a blade with goblin doodles included, and it has cut through worse than you. Rusty Cleaver is the strength option at Eren's bench, requiring STR 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. P.ATK +39 with Attack Speed +0.06x, Damage Up +7%, Max MP +30 and MP regeneration at +2.0 per second. Set that against Iron Sword, the best blade Breda sells at P.ATK +22, Attack Speed +0.05x and Damage Up +5%, and the cleaver is a clear step up in every column. Damage Up rather than Ignore DEF is worth noting. Damage Up raises everything proportionally and works on soft targets. Junkblade at STR 27 swaps to Ignore DEF +12% and a negative attack speed, which makes it the armour-penetration option. The two are not simply better and worse versions of each other. Positive attack speed on a sword this heavy is the detail that makes Rusty Cleaver comfortable to use. Most weapons that hit this hard slow you down. Lycaros drops it at 15.98%, roughly one per six kills. Junk King at 7.74% and Critter Goblin at 0.25% follow. Vendors pay 170 Tria, the highest buyback of any mid-tier craft here. Rusty Cleaver needs nothing unlocked beyond STR 25. The obvious build for a Warrior who has outgrown Iron Sword and is not yet at STR 27. Two Junk Core is the real cost, so before committing, decide whether you would rather spend four on Junkblade and wait. If you are levelling through unarmoured content, the cleaver's Damage Up will serve you better than Junkblade's Ignore DEF anyway.Rusty Gear
An old gear, rusted but still turning. Rusty Gear is rare-tier and sits third in every Eren recipe, always at a quarter of the Wood requirement: 3 for Goblin Fork Stabber, 6 for the mid tier, 12 for Junkblade, Junk Totem and Scrap Sledge. Barrel Champion drops it at 28.56%, the best rate available, roughly one per three and a half kills. Junk King follows at 18.42%. Below that come Critter Goblin and Buckethead Goblin at 17.27% each, Cog Crab at 15.22%, Scarecrow Goblin at 12.31% and Patch Hound at 10.49%. That spread matters more than it looks. Barrel Champion drops gears nearly three times as often as Patch Hound, so unlike Scrap Metal, which comes off everything at similar rates, this is a material where picking the right target actually saves hours. If Barrel Champion is killable for your build, farm it. Vendors pay 10 Tria, double what Scrap Metal returns and still nothing next to what a crafted weapon sells for at 130 to 182 Tria. Twelve gears for a heavy-tier weapon works out to about 42 Barrel Champion kills, or 114 Patch Hound kills. That gap is the single clearest argument for choosing your farming route deliberately rather than clearing whatever is nearby. Rusty Gear is MonsterLoot with no gathering alternative and no vendor stocks it. No level or class restriction applies. The practical sequence: farm gears at Barrel Champion while collecting Scrap Metal from the same area, then handle Wood separately with an Axe. Trying to gather all four materials from one camp is slower than splitting the job, since no single mob is good at more than two of them.Scrap Gauntlets
DEF +4 and MDEF +2. Scrap Gauntlets are the dexterity gloves of the junk tier, unlocking at DEX 22, which is the earliest requirement on any piece in the dexterity line. The numbers sit between Can Crushers at DEF +6 and Fingerless Rags at DEF +2, which by now will be unsurprising. Gloves contribute less than any other slot and the differences between the three options are small enough to ignore. Recipe: 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core. One core makes this one of the few armour pieces genuinely worth building rather than farming, since the material cost is the same as a Goblin Fork Stabber and considerably lighter than anything else in the tier. Vendors pay 52 Tria. Lycaros drops them at 15.98%, Junk King at 7.74% and Critter Goblin at 0.25%. Scrap Gauntlets need nothing unlocked beyond DEX 22. DEX 22 arriving before DEX 25 and DEX 27 makes these the entry point into the tier for a dagger build. Junker Pants need 25, Scrapmail 27, so this is what you wear first while the rest is still out of reach. What they lack, like every glove in this tier, is the attack speed that Trailblazer Gloves carried at +0.03x. For a build stacking speed and crit that is a genuine loss, and swapping to Scrap Gauntlets for two extra defence is arguably a downgrade. Check what your gloves are actually doing before replacing them.Scrap Metal
A jagged sliver of old blade with the edges gone soft. Scrap Metal is the second material in every Eren recipe, always at exactly half the Wood requirement: 6 for a Goblin Fork Stabber, 12 for Tin Can Smasher or Rusty Cleaver, 24 for anything in the heavy tier. It drops from six different mobs, which makes it the most widely available crafting material in the game. Critter Goblin and Buckethead Goblin both drop it at 31.88%, roughly one per three kills. Cog Crab manages 28.37%, Kettle Beetle 24.29% and Scarecrow Goblin 23.27%. Whatever you are killing in goblin territory, Scrap Metal accumulates. Vendors pay 5 Tria for it. Five times what Wood returns and still not worth a trip to town. Keep it. The uniform drop rate across so many sources changes how you should farm. There is no single best camp, so pick whichever mob suits your build and clear it. A Warrior grinding Buckethead Goblins and an Enchanter clearing Kettle Beetles end up with roughly the same haul per hour, which is unusual and worth knowing before anyone spends time optimising a route that does not need optimising. Scrap Metal is MonsterLoot, so unlike Wood there is no gathering alternative. Everything you use has to be killed for. No level or class restriction applies. Where it gets tight: the heavy tier at 24 pieces per weapon means about 75 goblin kills at 31.88%, on top of the 48 logs and everything else. Crafting Junkblade, Junk Totem or Scrap Sledge is a multi-session project, and Scrap Metal is the part that comes easiest of the four. Rusty Gear and Junk Core are where the real bottleneck sits.Scrap Sledge
An old bell head on a bent scrap shaft, heavy enough that aim is optional. Scrap Sledge is the two-handed blunt weapon at Eren's bench, requiring VIT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core, the same as Junkblade and Junk Totem. Ignore DEF +18% is the highest armour penetration in the game, ahead of Iron Hammer at +12% and Junkblade at +12%. Max MP +35 and MP regeneration at +2.0 per second fill out the line, and Attack Speed sits at -0.10x, matching Iron Hammer for the slowest swing available. That combination defines what the weapon is for. Against a heavily armoured target the penetration does more than raw attack would. Against anything soft, the speed penalty makes it a poor choice, and Tin Can Smasher at VIT 25 with a shield in the off hand will clear a camp faster. Being two-handed costs you Voidguard, which is a real loss for a vitality build. DEF +25 and Block +10% in the off hand is not something to give up lightly, and it is the strongest argument for keeping Tin Can Smasher as your everyday weapon and swapping to the sledge for specific fights. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. Vendors buy it at 182 Tria. Scrap Sledge needs nothing unlocked beyond VIT 27. Treat it as a situational second weapon rather than a replacement. Four Junk Core is roughly 625 Barrel Champion kills, which is a great deal of work for a weapon you will unequip whenever the target is not wearing plate. Farm it from Lycaros if you can and spend the cores elsewhere.Scrapmail
Hide scraps layered like shingles with moss filling the gaps. Scrapmail is the dexterity chest piece of the junk tier, requiring DEX 27. DEF +22 with MDEF +11, Max HP +100, Max MP +25, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -0.6. Every number sits between the alternatives, which is what the dexterity line does at every tier. Barrel Plate gives DEF +32 and MDEF +8 for -1.0 movement. Patchwork Robe gives DEF +15 and MDEF +16 for -0.3. Scrapmail splits both differences. For a dagger build that balance is correct rather than a compromise. Daggers trade defence for attack speed on every fight, so the character takes more incoming damage than a shield user and cannot afford to be as fragile as a caster. Neither the barrel nor the robe fits that. This does. Vendors buy it at 130 Tria. Lycaros drops it at 15.98%, roughly one per six kills, and Junk King at 3.93%. Scrapmail needs nothing unlocked beyond DEX 27. Against Trailblazer Vest from Breda at DEF +12, MDEF +6 and Max HP +65, this nearly doubles the defence and adds thirty-five health. That is a full tier of improvement in one piece, and DEX 27 is a reachable target for anyone already carrying Amethyst Dirk. Farm it rather than craft it. The recipe wants Junk Core and Lycaros drops the finished piece at a rate that makes the bench hard to justify for any armour in this tier.Silver Chain
Silver carries a charge well, which is why mages wear it, and it looks fine too. Silver Chain gives Max MP +50 and MDEF +4 for 2450 Tria, making it the caster counterpart to the health-focused accessories on the same shelf. That mana figure is the largest available anywhere in Breda's shop, ahead of Voidlantern at Max MP +40 and Woven Bracelet at +30. Stacking the chain with the bracelet puts 80 extra mana on your bar from accessories alone, before the staff contributes anything. For an Enchanter that changes the rhythm of a long fight. More mana means fewer interruptions to drink, and Mana Cake at 210 Tria a slice is the cheapest mana restore available, so anything that reduces how often you eat one pays back over time. MDEF +4 is a small bonus and not a reason to buy. This is a mana item. Tin Tortoise drops it at 1.00%, about one per hundred kills. Long odds for a deliberate farm, though tortoises drop enough other useful gear that the chain turns up eventually for anyone grinding them. The chain arrives Unidentified. Additional properties appear once it is identified, so the 2450 Tria buys more than the visible stat block shows. Breda buys it back at 91 Tria. No stat requirement is attached, so it can be equipped at any level. Where it sits in a caster's buying order: after the staff and after Dustwalker Boots, both of which do more for less. Caged Prism at 1750 Tria raises magic attack, cast speed and mana together. Silver Chain raises only one of those. Buy it once the obvious upgrades are done and you are looking for somewhere to put spare Tria.Soupbucket
A cook pot turned helmet, and it still smells faintly of whatever the goblins boiled last. Soupbucket is the vitality helmet of the junk tier. DEF +20 with MDEF +5, Max MP +10, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -1.0. Twenty defence on the head is a significant step over Kettle Crown at DEF +12, and the ten-point gap is roughly what one tier is worth. The MDEF stays low at +5 against Kettle Crown's +3, so nothing about the magic weakness improves. The -1.0 movement is where the heavy line gets uncomfortable. Barrel Plate takes another point and Pipe Greaves another, putting a full set at -3.0 before Barrel Boots gives +1.0 back. Anyone running the complete look should plan on being slow and either buy a mount or accept it. Lycaros drops it at 15.98%, about one per six kills. Buckethead Goblin at 0.25% is not worth pursuing. Soupbucket carries no unlock beyond its vitality requirement. Where it fits: a Defender who already runs Voidguard or Trashcan Lid and wants the head slot filled properly. Twenty defence and the extra HP regeneration matter more in long fights than in short ones, which suits how a tank plays. The smell is flavour, though it does say something about where this equipment comes from. Every piece in the vitality line is repurposed kitchenware and scrap: a barrel, a cook pot, pipe sections, tin cans. The goblins were not making armour, and neither are you. You are wearing what they left behind.Spice Herb
Spice Herb is the cheap seasoning ingredient that turns up in more cooking recipes than its 15 Tria price suggests. It grows on Mosslings and dries into a peppery kick for the pot, which is a polite way of saying you have to kill things to get it. Two mobs drop it. Kettle Beetle at 2.18% and Scarecrow Goblin at 2.08%, near enough identical rates that the choice comes down to which camp you can clear faster. Both sit in the same low band as Forest Honey, so expect around one herb per 45 kills from either source. Pick the mob with the tighter spawn cluster and ignore the decimal difference. Leaf and Rendall both list Spice Herb, and both run dry constantly. The restock timer is around four minutes, the longest wait among the common cooking materials. That gap is what pushes players out to the Kettle Beetles in the first place, because a recipe needing five herbs turns into twenty minutes of standing at a counter. Vendors buy it back at 5 Tria against the 15 you paid. Loot it, do not trade it. Where Spice Herb differs from other drops in its tier is how often it appears in recipe lists. It behaves less like a specific ingredient and more like a base requirement, which means a stock of them sitting in your bag is rarely wasted. Buy the shop out when you find it stocked, even without a recipe in mind. Spice Herb carries no level or class restriction and costs nothing to unlock. The practical approach: check Leaf and Rendall whenever you pass through and grab whatever is on the shelf. Fill the gaps with Kettle Beetle runs when you need a specific number for a recipe. Farming it as a standalone activity is a poor use of an evening at a 2% drop rate, but it stacks up fine as a side effect of clearing those camps for something else.Spore Vest
MDEF +23 is the highest magic defence on any chest piece in the game, and Max MP +50 the largest mana bonus. Spore Vest is the caster chest of the forest tier. DEF +22 alongside it, which is unusually high for cloth and actually beats Scrapmail from the junk tier. Max HP +120, HP regeneration at +2.0 per second and MP regeneration at +2.0. Move Speed -0.3, the lightest penalty of the three chest options here. Set against Patchwork Robe at MDEF +16, DEF +15 and Max MP +35, every column improves by a meaningful margin. The jump in physical defence is the surprise: cloth armour that stops weapons reasonably well is not something the earlier tiers offered. For an Enchanter this is close to the ideal chest piece. Fifty extra mana stacks with Forest Stag at Max MP +85 and Silver Chain at +50, and the MP regeneration at +2.0 adds to whatever the staff provides. The recipe uses a bulk base, 12 of a mid-tier forest material, 12 Living Bark and 1 Fossilized Amber. Spore Vest needs the caster requirement of the forest tier and nothing else unlocked. Where it still falls short is against dedicated physical damage. DEF +22 against Amber Carapace at +45 is half, and a caster caught in melee will notice. The answer remains distance, which is what Dewstep Slippers at Move Speed +1.4 are for. Worth building rather than hoping for the drop. Forest-tier armour drops at around 0.25% from its associated mob, roughly one per 400 kills, which is a very different situation from the junk tier where Lycaros handed pieces out at 15.98%.Stitched Leggings
A twisted vine belt strung with goblin charms, and the bell means they hear you coming. Stitched Leggings cover the legs slot for a caster in the junk tier. DEF +12 with Max MP +28 and MP regeneration at +1.0 per second. Move Speed -0.3, the lightest of the three leg options here. Twenty-eight mana on a legs slot is the largest of any piece at this tier apart from Patchwork Robe at +35. Dustwalker Pants from Breda managed +15, so this is close to double and it goes into a slot most players ignore. Vendors buy them at 78 Tria. Lycaros drops them at 15.98%, roughly one per six kills, and Scarecrow Goblin at 0.17%. The bell in the flavour text is doing something. Goblin charms strung on a vine belt, and the wearer announces themselves. For a caster who wants distance that reads as a bad joke at their expense, which fits the general tone of junk-tier equipment: everything here was made from something else and none of it was made for you. Stitched Leggings need nothing unlocked beyond the caster gate. Against Junker Pants at DEF +18 and Max HP +75, these give up six defence and all the health for sixteen mana and a lighter movement penalty. That is the correct trade for an Enchanter and the wrong one for anyone who gets hit, which is the same decision the whole caster line asks you to make. Farm rather than craft. At 15.98% from Lycaros the drop is quicker than any recipe involving Junk Core.Stone
Rocks. Useful ones. Half of what you build starts here. Stone is a bulk crafting material and the flavour text is not exaggerating about the quantities. Cup Snail drops it at 31.88%, roughly one per three kills, and Kettle Beetle at 24.29%. Those are among the most generous rates in the game, which they need to be given how much any recipe using Stone tends to want. Vendors pay 1 Tria, the same as Wood and the lowest price any material returns. Stone has no vendor value at all, only crafting value, and selling it is throwing away farming time for nothing. The comparison with Wood is worth drawing. Both sell for 1 Tria, both drop at around 30% from their best source, and both appear as the bulk first ingredient in recipes. Wood comes from Spore Deer at 31.88% and can also be chopped with an Axe at 350 Tria from Arlette. Stone comes from Cup Snail at the same rate and, if there is a gathering path with the Pickaxe, it was not visible here. No level or class restriction applies and no shop stocks it. The practical note: Cup Snail also drops Quality Meat at 2.96% and Raw Meat at 17.27%, so a snail farming session fills your cooking supplies at the same time. Kettle Beetle covers Stone alongside Spice Herb and Hay Bundle. Neither trip is wasted, which is the general shape of gathering in this game once you have more than one project running.Stonebark Greaves
Bark gone hard as stone. Heavy going, but they leave a print you could read across the field. Stonebark Greaves are the vitality footwear of the forest tier, requiring VIT 35. MDEF +5 with Move Speed +1.0. That movement figure is the lowest of the three forest shoe options, behind Rootwalkers at +1.2 and Dewstep Slippers at +1.4, which is the same ordering every tier has used. Vendors pay 104 Tria. Porcelain Golem drops them at 0.25%, roughly one per 400 kills, with Lycaros listed as a prize pool source. Recipe: 12 Stone, 3 Memory Sap, 3 Mystic Essence, 3 Ancient Heartwood and 1 Fossilized Amber, the cheapest bracket in the tier alongside the gloves. Stonebark Greaves need nothing unlocked beyond VIT 35. The +1.0 movement is doing more work than it appears. Amber Carapace, Elder Bark Helm and Petrified Greaves each cost -1.0, coming to -3.0 across three slots. These give back a full point, which is the difference between a Defender who can cross a map and one who gives up and buys Mudbucket at 29750 Tria. Against Barrel Boots from the junk tier at MDEF +3 and the same +1.0 movement, this adds two magic defence and nothing else. Shoes remain the slot where tier upgrades do the least, and anyone still wearing the junk-tier pair can leave this until the rest of the set is finished. Build it late. The chest, helmet and legs each carry a hundred or more health, and the boots carry none.Thorngrasp
Bark gauntlets budding with fresh leaves. Firm grip on a weapon, rough on a handshake. Thorngrasp is the dexterity glove of the forest tier. DEF +7 with MDEF +4, and the piece arrives Unidentified, so the shop display is a floor rather than the whole item. Seven defence is the highest of the three forest gloves, ahead of Vinetouch Gloves at +4. Gloves remain the slot where numbers stay small and filling it at all is most of the benefit. Vendors buy them at 104 Tria. The recipe is 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Half the quantities of the larger pieces, and one Fossilized Amber rather than more, which makes gloves and shoes the cheapest entry into forest crafting. Thorngrasp carries the forest-tier dexterity requirement. The Unidentified marker matters more here than on a chest piece. Seven defence on its own would not justify a Fossilized Amber, and the hidden properties are a meaningful part of what you are paying for. Identify before deciding whether the piece is worth wearing over Scrap Gauntlets at DEF +4. What forest gloves still do not offer is the attack speed that Trailblazer Gloves carried at +0.03x. Three tiers on and no glove has brought that back, which means a dagger build stacking speed may still be better served by Breda's rack despite the defence gap. Worth checking your own numbers before replacing.Thornguard Hood
A deep hood of grown moss with petals drifting off it, and nothing finds your face in there. Thornguard Hood is the dexterity helmet of the forest tier. DEF +20 with MDEF +10, Max MP +22 and MP regeneration at +1.0 per second. Move Speed -0.6. Twenty defence on the head matches Soupbucket from the junk tier, which was the heavy option there. The dexterity line reaching the previous tier's heaviest numbers is the general shape of forest armour: everything moves up roughly one category. Against Floppsy Hood at DEF +14 and MDEF +7, this adds six defence, three magic defence and seven mana. A modest step, as helmet upgrades always are, and helmets remain the slot where a tier change does the least. The recipe uses 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside a bulk base. Thornguard Hood carries the forest-tier dexterity requirement and nothing else. Chair Treant is the associated drop source at around 0.25%, which is slow enough that building is the sensible route. Where the hood fits into a set: paired with Briar Hauberk at -0.6 and Rootweave Pants at -0.6, a full dexterity loadout costs -1.8 movement before Rootwalkers gives +1.2 back. That leaves the build slower than it started, which is the same problem the junk tier had and the reason movement matters more to a dagger character than the defence columns suggest. Worth the slot regardless. Twenty defence is twenty defence, and the alternative is an empty head.Thornprick
A forest thorn grown to knife length, and it goes in easy. Thornprick is the cheapest recipe in the forest tier and the dagger option at DEX 35. The recipe is 12 Wood, 3 Briar Vine, 3 Enchanted Bark, 3 Living Bark and 1 Fossilized Amber. Half of what every other weapon in this tier asks, and the single Fossilized Amber is what makes it approachable. Every other forest recipe wants 2 or 4, and at 18.42% from Living Wardrobe each one is a real farming session. P.ATK +42 with Attack Speed +0.18x, Crit Rate +8%, Crit Damage +32% and Max MP +45. That attack speed is the highest on any weapon in the game, and the crit values are half again what Goblin Fork Stabber offers at +6% and +24%. Daggers work by multiplying small numbers, so all three of those stats compound. More swings produce more crit rolls, a higher crit rate converts more of them, and higher crit damage makes each one land harder. The result out-damages weapons with far larger P.ATK against unarmoured targets. No Ignore DEF anywhere in the dagger line, which stays true here. Armoured enemies remain the weakness, and that is what blunt weapons exist for. Lycaros drops it at 4.22%, Teapot Toadstool at 0.25%. Vendors pay 156 Tria, the lowest buyback in the forest tier and a reflection of the smaller recipe. Thornprick needs nothing unlocked beyond DEX 35. Build this one first if you play DEX. The material cost is genuinely half the tier and the weapon is not a compromise, which is a combination nothing else here offers.Tin Can Smasher
A tin can packed with rocks on a stick. Crude, loud, and heavier than it looks. Tin Can Smasher is the vitality entry into crafted weapons, requiring VIT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. Double the Goblin Fork Stabber requirement across the board, and those two cores are the part to plan around at roughly 156 Barrel Champion kills each. P.ATK +20 with Ignore DEF +12%, Max MP +28 and MP regeneration at +2.0 per second. That attack figure looks low against Iron Mace at P.ATK +11 until you notice it nearly doubles it, and the Ignore DEF jumps from +8% to +12%. One-handed, so a shield still fits, which keeps Voidguard in play. Where it disappoints is next to Amber Mallet, also a one-handed blunt at P.ATK +31 with Ignore DEF +15% and Max MP +40. If both are craftable at similar cost, the mallet is the better weapon and this is a stepping stone. Lycaros drops it at 15.98%, about one per six kills. Junk King at 7.74% and Buckethead Goblin at 0.25% follow. As with most weapons at this bench, killing Lycaros is faster than farming four separate materials. Vendors pay 130 Tria for it. Tin Can Smasher needs nothing unlocked beyond VIT 25. Build it if you are a Defender who cannot yet handle Lycaros and needs something better than Iron Mace. The shield stays equipped, the Ignore DEF suits armoured targets, and 2 Junk Core is a reachable target. If you can kill Lycaros, farm the drop and put your cores toward Scrap Sledge instead.Tin Treaders
Tin cans on each toe, and nobody planted them there on purpose. Tin Treaders are the dexterity footwear of the junk tier at DEX 25. Move Speed +1.2 with MDEF +5. Between Ragwrap Sandals at +1.4 and Barrel Boots at +1.0, which is where the dexterity line always sits. For a dagger build the movement matters more than the middle placement suggests. Scrapmail costs -0.6, Floppsy Hood -0.6 and Junker Pants -0.6, coming to -1.8 across three slots. Tin Treaders give back 1.2, which leaves a full junk-tier dexterity set slower than it started. The caster line ends up faster and the vitality line slower, and dexterity sits in between there too. Recipe: 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core, the lightest material cost in the tier alongside Scrap Gauntlets. Vendors buy them at 52 Tria. Junk King drops them at 7.74%, roughly one per thirteen kills. Tin Treaders need nothing unlocked beyond DEX 25. Against Trailblazer Boots from Breda at DEF +5, MDEF +3 and +1.2 movement, this is close to a sidegrade. Same speed, two more magic defence, and the physical defence is not listed. Anyone already wearing the Breda pair can leave this until the rest of the set is done. Build rather than farm if you have a spare Junk Core, since one core is the cheapest entry the bench offers and Junk King at 7.74% is slower than most drops in this tier.Trailblazer Boots
Sturdy boots that take a beating and keep going. Trailblazer Boots cost 700 Tria, require DEX 15, and land where the whole Trailblazer line lands: DEF +5, MDEF +3, Move Speed +1.2. Every one of those numbers sits between the alternatives. Kettle Stompers give DEF +8 with MDEF +2 and +1.0 movement. Dustwalker Boots give DEF +3 with MDEF +4 and +1.4. If you want the middle option, this is it, and for a dagger build the middle is usually correct. Movement matters more to a DEX character than the defence does. The build works by attacking fast and not standing still, and Trailblazer Vest at -0.6 and Trailblazer Pants at -0.6 both slow you down. The +1.2 here covers both with a bit left over. They come Unidentified, so what the shop shows is not everything the boots do. Identifying them adds properties beyond the visible stats. Tin Tortoise drops them at 7.74%, about one per thirteen kills. Cup Snail at 0.25% and Patch Hound at 0.18% are both long odds and not worth targeting. Breda pays 26 Tria for them back. Trailblazer Boots need nothing unlocked beyond DEX 15. DEX 15 also unlocks Amethyst Dirk and Trailblazer Pants, which cost 1050 Tria each. The boots at 700 are the cheapest of the three, but the dagger should still come first. A weapon that raises crit rate, crit damage and attack speed together does more for the build than any single armour piece at this tier. Buy the boots second. Filling the feet slot for 700 Tria while saving for the rest is efficient, and there is no better footwear in the dexterity line to wait for.Trailblazer Gloves
Reinforced gloves with a solid grip that hold rope and tools without slipping. Trailblazer Gloves cover the gloves slot for a dexterity build at DEX 12 and cost 700 Tria. Attack Speed +0.03x and Cast Speed +0.03x with DEF +2 and MDEF +1. Between Kettle Mitts at +0.02x speed with DEF +3 and Dustwalker Gloves at +0.05x speed with DEF +1, these land exactly in the middle on every line. That is what the whole Trailblazer set does, and whether it appeals depends on whether you want a piece that covers everything adequately or one that does a single thing well. For a dagger build the attack speed is the relevant half. Amethyst Dirk already brings Attack Speed +0.12x, and another +0.03x on top compounds with the crit rate the build is stacking. Faster swings mean more crit rolls, which is how the whole playstyle generates damage. The gloves arrive Unidentified. Identifying them reveals properties beyond what the shop shows, so the visible stat block understates the item. Tin Tortoise drops them at 7.74%, roughly one per thirteen kills. Patch Hound also drops them at 0.18%, one in 555, and is not worth hunting for this. Breda buys them back at 26 Tria. Trailblazer Gloves need nothing unlocked beyond DEX 12. DEX 12 is the same gate Trailblazer Hood carries, and between the two the gloves cost 350 Tria less. Fill this slot first. At 700 Tria it is the cheapest piece of equipment Breda stocks, and the attack speed applies to every fight for as long as you wear them.Trailblazer Hood
A padded hood for pushing through brush, priced at 1050 Tria and gated behind DEX 12. Trailblazer Hood is the entry point into the dexterity armour line. DEF +8 and Max HP +40 put it between Kettle Crown at DEF +12 and Dustwalker Hood at DEF +5. Max MP +8 sits in the same middle position. If the pattern is not obvious yet, this whole line refuses to specialise, and for a DEX build that suits how the class actually plays. Move Speed -0.6 is the cost. Lighter than the -1.0 that Kettle Crown charges, heavier than the -0.3 on Dustwalker Hood. For a build that already gets Attack Speed +0.10x or better from a dagger, giving up movement hurts more than it would for a tank, so the middle setting is the right one. HP regeneration runs at +1.0 per second. Tin Tortoise drops it at 3.93%, around one per 25 kills. Cup Snail drops it at 0.25%, one in 400, which is not a farm. Given the tortoise rate, anyone levelling nearby should save the 1050 Tria and let it drop. Breda buys it back at 39 Tria. Trailblazer Hood needs nothing unlocked beyond DEX 12. DEX 12 arrives early on a dagger build, and Wooden Shiv at DEX 7 and 700 Tria is usually already in hand by then. The hood is the natural next purchase and it holds up until Trailblazer Vest and Trailblazer Pants become available at DEX 17 and DEX 15. What it will not do is save you from a bad fight. DEF +8 on the head is enough to blunt chip damage and nothing more. Dagger builds survive by killing things before they retaliate, and armour at this tier supports that plan rather than replacing it.Trailblazer Pants
Padded canvas under a wide belt with a pouch for everything, built for the long way home. Trailblazer Pants cover the legs slot for a dexterity build at DEX 15, and Breda charges 1050 Tria. DEF +10 and MDEF +5 land between Kettle Greaves at DEF +15 with MDEF +3 and Dustwalker Pants at DEF +6 with MDEF +8. Max HP +55 does the same, sitting under the heavy option and well over the cloth one. Whether that middle ground is what you want depends entirely on whether your build has an obvious weakness to cover. Max MP +12 and HP regeneration at +1.0 per second finish the line. Move Speed -0.6. Tin Tortoise drops them at 3.93%, roughly one per 25 kills, which is the only rate here worth farming. Cup Snail at 0.25% and Patch Hound at 0.18% are both long odds. Breda pays 39 Tria to take them back. Trailblazer Pants need nothing unlocked beyond DEX 15. DEX 15 is the same requirement Amethyst Dirk carries, so the two arrive together and cost 2100 Tria as a pair. The dagger comes first without question. It raises crit rate, crit damage and attack speed all at once, while the pants add ten points of physical defence to a build that was never going to win by absorbing hits. Where they earn their place: the stretch between DEX 15 and DEX 17, before Trailblazer Vest becomes available. During that window a dagger character has a strong weapon, a hood and not much else, and legs armour with DEF +10 is the cheapest way to stop dying to things that get one hit in. Buy them after the dagger, not before, and expect to keep them for a while. There is no leg upgrade in the dexterity line past this one.Trailblazer Vest
DEF +12 with MDEF +6 makes Trailblazer Vest the balanced chest piece, sitting between Pot Armor at DEF +18 and MDEF +4 and Dustwalker Vest at DEF +8 and MDEF +9. Breda sells it for 1750 Tria behind a DEX 17 requirement. Max HP +65 and Max MP +15 follow the same pattern. Nothing here is the highest number available, and nothing is the lowest. For a dexterity build that fights fast, takes some hits and occasionally eats a spell, that spread is more useful than specialising in either direction. Move Speed -0.6 lands in the middle too. Pot Armor costs -1.0, Dustwalker Vest -0.3. On a build relying on attack speed and crit rate rather than raw defence, that half-second of mobility is worth having. HP regeneration runs at +1.0 per second and MP regeneration at +1.0. Three mobs drop it. Tin Tortoise at 3.93%, roughly one per 25 kills, is the one to farm. Cup Snail at 0.25% and Patch Hound at 0.18% are both around one in 400 to 555 and not worth a dedicated session. Breda pays 65 Tria to buy it back. Trailblazer Vest needs nothing unlocked beyond DEX 17. DEX 17 is a high bar and the same requirement Claymore carries on the strength side, so this is late-game armour for a dagger build rather than something you pick up while levelling. Amethyst Dirk at DEX 15 comes first. The case for it: dagger builds trade defence for speed on every fight, which means they take more incoming damage than a shield build does and cannot afford to be as fragile as a caster. Trailblazer Vest is the only chest piece that acknowledges that. Cloth leaves you too soft, and the heavy line slows down the attack-speed advantage the build is built around.Trashcan Lid
A plank round patched with scrap, nails included. Trashcan Lid is the shield of the junk tier and DEF +40 makes it the single most protective item in the game. Block +12% comes with it, ahead of Voidguard at +10% and Knotwood Round at +5%. Max HP +65 and MDEF +6 fill out the line. VIT 25 is the requirement. Set it against Voidguard from Breda at DEF +25, Block +10% and Max HP +40. The Lid adds fifteen defence, two percent block and twenty-five health, in a slot that costs no movement at all. For a Defender this is the clearest single upgrade in the tier. Lycaros drops it at 15.98%, roughly one per six kills. Buckethead Goblin manages 0.25%. The off hand remains the best value slot in the game for a vitality build, and this is why. Forty defence for nothing but the requirement to hold a one-handed weapon. Amber Mallet at VIT 35 and Tin Can Smasher at VIT 25 both keep that hand free. Scrap Sledge and Heartwood Maul do not, and giving up a Trashcan Lid is a real part of what those two-handers cost you. Trashcan Lid needs nothing unlocked beyond VIT 25. Farm it. At 15.98% this is a short session against a recipe that wants Junk Core, and there is no reason to spend cores on something Lycaros hands out this readily. Get the shield before anything else in the tier, because forty defence changes what you can survive more than any single armour piece will.Vinetouch Gloves
DEF +4 and MDEF +5. Vinetouch Gloves are the caster gloves of the forest tier, and the magic defence edging out the physical is the only thing distinguishing them from the alternatives. Thorngrasp gives DEF +7 with MDEF +4 and Amber Fists DEF +10 with MDEF +2. The pattern is the one every tier has used: heavy gloves protect against weapons, cloth gloves against spells, and none of them protect much. The recipe is 3 Glowing Moss, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Alongside Thorngrasp and Amber Fists this is the cheapest thing to build in the forest tier, and a reasonable place to spend a spare Fossilized Amber if you have one sitting in a bag. Vinetouch Gloves carry the forest-tier caster requirement. Whether they are worth a Fossilized Amber at all is a fair question. One amber is roughly six Living Wardrobe kills at 18.42%, which is not much, but the same amber goes into Thornprick, the best dagger in the game. Priorities matter more than the material cost here. The honest recommendation for a caster: build these last. Spore Vest, Moss Veil and Vineweave Pants each carry thirty to fifty mana and real defence. Five magic defence on the hands does not change a fight. Fill the slot when everything else is done and the amber has stopped being scarce. If you already wear Dustwalker Gloves at Cast Speed +0.05x, keep them. Casting speed beats four defence for anyone who actually casts.Vineweave Pants
DEF +18 and MDEF +18, the only piece of armour in the game where the two are equal. Vineweave Pants cover the legs slot for a caster in the forest tier. Max MP +40 alongside, with HP regeneration at +2.0 per second and MP regeneration at +2.0. Move Speed sits at the caster line's usual -0.3. Forty mana on a legs slot is the largest of any leg armour and beats what most helmets and chest pieces manage. Stitched Leggings from the junk tier gave +28, Dustwalker Pants from Breda +15. The recipe is 6 Glowing Moss, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Vineweave Pants carry the forest-tier caster requirement. The equal defence split is worth pausing on. Every other caster piece leans toward magic defence at the cost of physical, which is why cloth builds fold when something reaches melee range. These do not. Eighteen and eighteen means the legs slot stops being a weakness against either damage type, and for an Enchanter that is the first time any armour has offered that. Against Rootweave Pants at DEF +26 and MDEF +13, you give up eight physical defence for five magic defence, ten mana and a lighter movement penalty. For a caster that is the right trade. For anything that gets hit it is not. Combined with Dewstep Slippers at Move Speed +1.4, a caster in full forest cloth ends up faster than one wearing nothing at all, which remains the single best argument for the line.Voidguard
DEF +25 is the largest single defence number on anything Breda sells, armour included. Voidguard is the shield at VIT 15, costs 1750 Tria, and it changes what a vitality build can walk into. Block +10% doubles what Knotwood Round manages at +5%, and the rest scales with it: Max HP +40 against +20, MDEF +4 against +2, HP regeneration at +1.0 per second on both. There is no column where the cheaper shield competes. The comparison worth making is against body armour. Pot Armor at 1750 Tria gives DEF +18 for the chest slot and costs Move Speed -1.0. Voidguard gives DEF +25 in a slot that would otherwise be empty and costs no movement at all. For a Defender deciding where the next 1750 Tria goes, the shield is the better purchase. Tin Tortoise drops it at 7.74%, roughly one per thirteen kills. That is a short farm for a shield at this price, and worth doing if you are levelling anywhere near them. Breda pays 65 Tria to take it back. Voidguard needs nothing unlocked beyond VIT 15. The catch is the same catch every shield carries: you need a free off hand. Iron Mace at VIT 15 is one-handed and pairs with it directly, which is clearly the intended combination. Iron Hammer at VIT 17 is two-handed and locks you out entirely, so a build going that route should skip shields and put the Tria into armour instead. Take the shield and the one-handed mace over the two-hander. DEF +25 with a 10% block chance survives more content than the extra attack on a slow two-handed weapon kills, and the difference shows up most in exactly the fights you would otherwise lose.Voidlantern
M.ATK +18 and Max MP +40, the highest magic numbers Breda stocks. Voidlantern costs 2450 Tria and requires INT 17, which makes it the endpoint of the staff line rather than a step along it. Cast Speed +0.08x is where the weapon actually earns its price. That is the fastest casting on any staff he sells, half again what Caged Prism manages at +0.05x, and for a class whose damage is gated by cast time it matters more than the raw magic attack does. Damage Up +5% and MP regeneration at +2.0 per second round it out. The costs are the usual two-handed ones. Attack Speed -0.03x, no off hand, no shield. A caster at INT 17 should be far enough from melee range that neither bothers them much, which is why the two-handed penalty is easier to accept here than it is on Cyanbloom at INT 12. Tin Tortoise drops Voidlantern at 3.93%, around one per 25 kills. Spore Deer drops it at 0.25%, one in 400 and not worth chasing. Farming the tortoise is a reasonable way to avoid the 2450 Tria if you are levelling in that area anyway. Breda pays 91 Tria for it back. A pale orb in an iron cage that glows when it feels like it, and the whispering comes free. Like Cyanbloom, it provides light, which quietly saves you the Lantern slot on night trips. Voidlantern needs nothing unlocked beyond INT 17. The comparison worth making is against Caged Prism at 1750 Tria. You pay 700 Tria more for five points of magic attack, faster casting and ten more mana, and you give up your shield. For an Enchanter who never gets hit, take the Voidlantern. For a Cleric who spends time in the middle of things, the one-handed staff and a shield will keep you alive through fights the faster weapon would not.Wood
Wood is the bulk material behind every recipe at Eren's craft bench, and the quantities involved are what make it feel like work. A single Goblin Fork Stabber needs 12 logs. Tin Can Smasher, Peekaboo and Rusty Cleaver each ask for 24. The heavy tier, Junkblade, Junk Totem and Scrap Sledge, wants 48 apiece. Plain cut lumber, still green in the middle, and it sells for 1 Tria. That price is the lowest on any material in the game and tells you exactly how the economy treats it: Wood has no vendor value at all, only crafting value. Spore Deer drop it at 31.88%, roughly one log per three kills. Patch Hound follow at 24.42%, about one per four. Those are generous rates by any standard, and they need to be, because 48 logs for a single weapon means around 150 Spore Deer kills if you farm nothing else. Chopping is the other route. The Axe costs 350 Tria at Arlette and turns timber into a gathering activity rather than a combat one, which is far less tedious for the quantities crafting demands. Anyone planning to build more than one weapon should own one before starting. Wood is classed as Craftwork rather than MonsterLoot, which separates it from Scrap Metal, Rusty Gear and Junk Core. Those three come only off mobs. Wood has a gathering path, and that is the practical difference between them. There is no level or class restriction, and no shop stocks it. The planning advice: count your recipes before you farm. Building one weapon from each tier costs 12 plus 24 plus 48, or 84 logs. Stockpile in one push rather than returning to the deer three separate times, because the walk out is the same regardless of how much you bring back and an Explorer Rucksack at 11550 Tria pays for itself fast at these volumes.X-Eyes Sack
A burlap sack with two X's cut for eyes. X-Eyes Sack is the caster helmet of the junk tier and unlocks at INT 22, the earliest requirement on any piece in this tier. DEF +10 with Max MP +20, HP regeneration at +2.0 per second and MP regeneration at +1.0. Move Speed -0.3. That INT 22 gate matters. Patchwork Robe needs INT 27 and the rest of the caster line sits between, so the sack is what an Enchanter can wear first and the natural entry point into junk-tier armour. Max MP +20 is double what Soupbucket offers at +10 and matches Dustwalker Hood from Breda at +12 comfortably. For a caster the mana pool on a helmet is worth more than the defence, since the defence was never going to save you. Recipe: 2 Wool, 12 Scrap Metal, 6 Rusty Gear and 1 Junk Core. Cloth pieces use Wool where the heavy line uses Wood, which is worth knowing before farming. Wool comes off sheared sheep rather than mobs, so a player keeping livestock already has a supply. Lycaros drops it at 15.98%, Junk King at 3.93% and Scarecrow Goblin at 0.17%. X-Eyes Sack needs nothing unlocked beyond INT 22. Build this one rather than farming it if you keep sheep. Two Wool and one Junk Core is the cheapest recipe in the tier, and a Sheep at 1750 Tria with Scissors at 350 turns the material cost into farm maintenance. That is the only place in the crafting system where livestock and the bench connect, and it is easy to miss.Ancient Heartwood
The living core of the Rootweaver, still warm. Ancient Heartwood is the material that sits in slot four of every forest armour recipe, which makes it the second most consistently needed item in the tier after Fossilized Amber. Grandfather Clock drops it at 22.11%, roughly one per four and a half kills, and Living Wardrobe at 7.74%. Porcelain Golem, Teapot Toadstool and Chair Treant each manage 0.75%. Vendors pay 20 Tria. Worth distinguishing carefully from Living Bark, which shares almost the same profile: 20 Tria, 22.11% from Grandfather Clock, 7.74% from Living Wardrobe. The two are separate items with different flavour and different recipes. Living Bark is described as bark off a walking tree that still flinches. Ancient Heartwood is the core rather than the surface, and it comes from a Rootweaver rather than a treant. Sorting a bag by icon rather than by name will get these confused. Quantities scale with the armour slot: 12 for a chest piece, 6 for a helmet or legs, 3 for gloves or shoes, and 6 for Oakward. A full sixteen-piece forest armour set costs 78 Ancient Heartwood, around 353 Grandfather Clock kills at 22.11%. That sounds heavy until you compare it with the same set's Fossilized Amber requirement, which comes off a different mob entirely. No level or class restriction, and no shop stocks it. Farm it as a side effect. Anyone clearing Grandfather Clock for Memory Sap, Glowing Moss or Enchanted Bark will reach their Heartwood target long before the mid-tier materials are done.Briar Vine
A thorny vine that still grabs at whatever comes near it. Briar Vine is one of the mid-tier forest materials and appears in two recipes at Eren's bench: Briar Blade and Thornprick. Grandfather Clock drops it at 11.54%, roughly one per nine kills and the best rate available. Chair Treant and Porcelain Golem both manage 2.96%, about one per 34, and Teapot Toadstool trails at 1.49%. That spread makes the choice easy. Grandfather Clock drops Briar Vine four times as often as the treant or the golem and nearly eight times as often as the toadstool, so anything other than clock farming is wasting time. The clock also drops Enchanted Bark, Enchanted Wood, Glowing Moss, Memory Sap and Mystic Essence at the same 11.54%, plus Living Bark at 22.11%, which makes it the single most productive target in the forest. Vendors pay 10 Tria, in line with every other mid-tier forest material. Quantities are manageable compared to the junk tier. Thornprick needs 3, Briar Blade needs 6. At 11.54% that is around 26 and 52 Grandfather Clock kills respectively, which is a session rather than a project. There is no level or class restriction and no shop stocks it. The practical approach: farm Grandfather Clock and let the mid-tier materials accumulate together rather than hunting each one separately. Fossilized Amber is the material that actually gates forest recipes, and that comes from Living Wardrobe. Splitting your farming between those two mobs covers nearly everything the tier asks for.Enchanted Bark
Bark stripped from the old trees, and it creaks like it is still listening. Enchanted Bark appears in Thornprick, Hummingbird Bloom and Forest Stag, making it one of the more widely used forest materials. Grandfather Clock drops it at 11.54%, roughly one per nine kills. Chair Treant and Porcelain Golem both manage 2.96%, and Teapot Toadstool 1.49%. Vendors buy it at 10 Tria. Worth distinguishing carefully from two similarly named materials. Enchanted Wood is separate, sells for the same 10 Tria and is described as wood that hums with magic. Living Bark is a different item again, sells for 20 Tria and comes off a walking tree rather than a stationary one, dropping at 22.11% from Grandfather Clock. Three bark-and-wood materials with overlapping names and different recipes is easy to confuse when sorting a bag. Quantities: 3 for Thornprick, 6 for Hummingbird Bloom, 12 for Forest Stag. Building all three costs 21, or around 180 Grandfather Clock kills at 11.54%. No level or class restriction applies, and no shop stocks it. The creaking is flavour, though it does fit a pattern. Chair Treant, Living Wardrobe, Grandfather Clock and Teapot Toadstool are all furniture that moves, and the materials they drop are described as still partly alive. Whether the forest animated the furniture or the furniture was always the forest is left open. Farm the clock. Nothing else in this tier comes close for mid-tier materials.Enchanted Wood
Wood that hums with magic, and the trees gave it up willingly. Enchanted Wood goes into Heartwood Maul, Forest Stag and Rootcleaver, which happen to be the three heaviest recipes in the forest tier. That placement matters. All three of those weapons need 12 units, against 6 or 3 for the lighter recipes that use other materials. Building all three costs 36 Enchanted Wood, roughly 312 Grandfather Clock kills at its 11.54% drop rate. Chair Treant and Porcelain Golem also drop it at 2.96%. Vendors pay 10 Tria, matching the rest of the mid-tier forest materials. Do not confuse it with Enchanted Bark, which sells for the same 10 Tria, drops at the same rate from the same mob and goes into entirely different recipes. Nor with plain Wood, the Craftwork material at 1 Tria that comes from Spore Deer and can be chopped with an Axe. Enchanted Wood is MonsterLoot with no gathering path. No level or class restriction, and no vendor stocks it. The detail about the trees giving it up is doing some work. Every other forest material is taken: bark stripped, moss scraped, sap crystallized, vine cut. This one was handed over, which is either the forest cooperating or the forest arranging something. For anyone planning the top end of the tier, this is the second-heaviest material commitment after Living Bark, and both come off the same mob. Grandfather Clock covers your whole mid-tier list. Living Wardrobe covers the Fossilized Amber that actually holds the recipes up.Forest Honey
Forest Honey is a cooking ingredient you either buy or take off a Spore Deer, and the second option is slower than it sounds. The drop rate sits at 2.96%, so roughly one jar per 34 kills. Farming it deliberately is a long afternoon. Buying is the sane route for most players. Leaf and Rendall both list Forest Honey at 30 Tria plus 1, with only 2 jars in stock at a time. That stock limit is the real constraint, not the price. A recipe calling for several jars means clearing both shops and waiting on restocks, or going out to the deer anyway. Vendors buy it back at 10 Tria. A third of what you paid, which rules out any shop-to-shop flipping, but it does put a floor under drops you pick up by accident. Kill enough Spore Deer while levelling and the honey pays for itself without you ever aiming for it. Forest Honey feeds into cooking recipes as a sweetener, and it is the kind of ingredient that shows up in one recipe you actually want and several you do not. Check what you are cooking before buying out both shops. The 2 jar stock cap punishes over-buying more than it punishes under-buying, since restocks come around. Where to farm Forest Honey: Spore Deer are the only known source outside vendors. Bring something with fast clear speed rather than high single-target damage. At a 2.96% rate the number of kills matters more than how you get them, and a route that lets you chain deer without downtime beats a stronger build that stops to rest. Forest Honey carries no level or class restriction and costs nothing to unlock. Anyone can buy it or loot it. The flavour line about a Thornguard's hive is worth reading as a hint. Hives in this game are guarded, and the honey is never given up without a fight. Buy it if you need one or two jars. Farm it if you need ten.Fossilized Amber
Ancient tree sap hardened over centuries, containing memories from before The Silence. Fossilized Amber is the rarest material in the forest tier and the one that decides how long any forest weapon takes to build. Living Wardrobe drops it at 18.42%, roughly one per five and a half kills, and that is the only viable source. Grandfather Clock manages 0.48%, about one per 208. Chair Treant and Teapot Toadstool sit at 0.15%, around one per 666. That gap is the single most important number in forest crafting. Grandfather Clock is where every other material comes from, and it drops amber roughly forty times slower than Living Wardrobe does. Farming the clock for amber is a mistake that costs hours. Vendors pay 40 Tria, double Living Bark and four times the mid-tier materials. It is still not worth selling, since a single piece represents several minutes of targeted farming and the weapons it builds sell for 156 to 364 Tria. Recipe requirements: 1 for Thornprick, 2 for Amber Mallet, Hummingbird Bloom and Briar Blade, 4 for Heartwood Maul, Forest Stag and Rootcleaver. No level or class restriction, and no shop stocks it. The reference to The Silence is the only mention of it anywhere in the material line, and the amber is described as holding memories from before it happened. Memory Sap carries four hundred years of history and comes from the Mother Tree. Whatever the forest is preserving, the top-tier weapons are made from it. Plan your farming around this material and nothing else. Split your time between Living Wardrobe for amber and Grandfather Clock for everything else, and the amber will still finish last.Glowing Moss
Moss that glows faintly, scraped off whatever it was growing on. Glowing Moss feeds two forest recipes, Amber Mallet and Hummingbird Bloom, at 6 units each. Grandfather Clock drops it at 11.54%, around one per nine kills. Teapot Toadstool follows at 2.96%, roughly one per 34. Fewer sources than most forest materials, and the gap between them is wide enough that Grandfather Clock is the only sensible target. Four times the drop rate for the same effort. Vendors buy it at 10 Tria, which puts it in the same bracket as Briar Vine, Enchanted Bark, Enchanted Wood and Memory Sap. All five mid-tier forest materials sell for the same and drop at the same headline rate from the same mob, which simplifies planning considerably: farm the clock and sort your bag afterwards. Six units for a weapon works out to about 52 Grandfather Clock kills at 11.54%. Set against the four Fossilized Amber that the heavy forest recipes demand, this is not the material to worry about. No level or class restriction applies, and nothing sells it. The glow is decorative rather than functional. Anyone hoping moss might replace a Lantern at 350 Tria will be disappointed, since materials do not equip. Where it turns up is worth noting for planning: Amber Mallet and Hummingbird Bloom are the VIT 35 and INT 35 weapons respectively. A player building both needs 12 Glowing Moss, which is around 104 clock kills, and every other material for both weapons arrives from the same farming.Hay Bundle
Dried grass baled up, and the livestock aren't picky. Hay Bundle is the basic feed, and it is the running cost behind every animal Hogan sells. A Chicken at 700 Tria, a Sheep at 1750 or a Cow at 3500 all sit at Lv. 1 doing very little until you start feeding them. Scarecrow Goblin drops it at 23.42%, which is close to one bundle per four kills. That rate changes the calculation completely compared to most gathering. Spice Herb comes off the same goblin at 2.08% and farming it deliberately is a slog. Hay at nearly a quarter of all kills is worth a dedicated run, and a decent session at the goblin camp covers your feed for days. Buying works too. Hogan and Rendall both sell Hay Bundle at 50 Tria, and Hogan carrying both the animals and their feed makes that trip efficient. Whether you buy or farm comes down to what your time is worth. Fifty Tria a bundle adds up when a cow is chewing through 1200 experience worth of growth. Sell price is 5 Tria, so hay you loot and do not need is barely worth the vendor trip. Keep it instead. Feed demand never really stops once you own animals. The mistake players make is buying livestock first and thinking about feed afterwards. A Sheep with no hay behind her never reaches the size where riding becomes possible, and 1750 Tria is sitting in a field producing wool at Lv. 1. Build a hay supply before the animal, not after. Hay Bundle carries no level or class restriction and needs nothing unlocked. The practical approach: run Scarecrow Goblins for hay before buying your first animal, since a 23.42% drop rate means a stockpile builds quickly. Buy from Hogan or Rendall to cover gaps rather than as your main source. At 50 Tria a bundle, purchased feed will out-cost the animal itself over a long enough growth curve.Junk Core
The core of a Junk King's throne, still humming with whatever goblins run on. Junk Core is the legendary-tier material and the reason crafting at Eren's bench is a project rather than an afternoon. The drop rates are brutal. Barrel Champion leads at 0.64%, roughly one core per 156 kills. Critter Goblin and Buckethead Goblin follow at 0.15%, Scarecrow Goblin at 0.10%, and Spore Deer, Cup Snail and Cog Crab all sit at 0.07%, around one in 1400. Patch Hound is worst at 0.06%. Compare that with Rusty Gear at 28.56% from the same Barrel Champion and the difference is a factor of forty-five. Every other material accumulates while you play. Junk Core has to be hunted. Recipe requirements look small until you apply those rates. Goblin Fork Stabber needs 1. The mid tier needs 2. Junkblade, Junk Totem and Scrap Sledge each need 4, which at Barrel Champion's 0.64% means around 625 kills for one weapon. Vendors pay 20 Tria. Selling a Junk Core is throwing away several hundred kills for the price of a third of a Simple Bread, so never do it. Barrel Champion is the only sensible target. Nothing else comes close, and the mobs at 0.07% should be treated as a lottery you happen to be playing rather than a plan. No level or class restriction applies, and no shop stocks it. Plan around this material and nothing else. Wood, Scrap Metal and Rusty Gear all arrive faster than you can spend them if you are farming Barrel Champion for cores. The correct approach is to decide which weapon you want, count the cores, and treat everything else as a side effect of the grind.Living Bark
Bark off a walking tree, and it still flinches when you cut it. Living Bark appears in every single forest recipe, which makes it the most consistently needed material in the tier after plain Wood. Grandfather Clock drops it at 22.11%, roughly one per four and a half kills. That is double the rate of any mid-tier material and the reason Living Bark rarely becomes a bottleneck despite appearing everywhere. Living Wardrobe follows at 7.74%, with Chair Treant and Teapot Toadstool at 0.75%. Vendors pay 20 Tria, twice what Briar Vine, Glowing Moss, Memory Sap, Enchanted Bark, Enchanted Wood and Mystic Essence return. Requirements scale with the recipe tier: 3 for Thornprick, 6 for Amber Mallet, Hummingbird Bloom and Briar Blade, 12 for Heartwood Maul, Forest Stag and Rootcleaver. Building the full set of seven forest weapons costs 57 Living Bark, which at 22.11% is around 258 Grandfather Clock kills. Compared with the Fossilized Amber the same set demands, that is comfortable. No level or class restriction, and no vendor stocks it. The flinching is worth taking literally in this tier. Chair Treant walks, Living Wardrobe walks, Grandfather Clock walks, and Living Bark is what comes off them. Whether that makes harvesting it a gathering activity or something else is a question the flavour text seems to be enjoying. Farm it as a side effect. Anyone clearing Grandfather Clock for Enchanted Wood or Memory Sap will hit their Living Bark target first, and there is no reason to farm it deliberately.Memory Sap
Crystallized tears of the Mother Tree, and each drop contains four hundred years of forgotten history. Memory Sap is the mid-tier forest material used in Amber Mallet and Rootcleaver. Grandfather Clock drops it at 11.54%, the standard rate for this class of material. Teapot Toadstool and Porcelain Golem both follow at 2.96%. Vendors pay 10 Tria. The lore attached to it is unusually specific for a crafting material. Fossilized Amber is described as containing memories from before The Silence, and Memory Sap as crystallized tears of the Mother Tree carrying centuries of history. Both come from the same forest, both are described in terms of preserved memory, and both go into the same weapons. Whatever The Silence was, the forest tier is built out of things that remember it. Quantities: 6 for Amber Mallet, 12 for Rootcleaver. At 11.54% that is roughly 52 and 104 Grandfather Clock kills. No level or class restriction, and no vendor stocks it. Where it matters for planning: Rootcleaver is the strongest weapon in the game at P.ATK +85, and Memory Sap is one of the two variable materials in its recipe alongside Enchanted Wood. Twelve of each, plus 48 Wood, 12 Living Bark and 4 Fossilized Amber. The sap is the easiest part of that list to gather and the amber is the hardest, so anyone planning the build should start with Living Wardrobe rather than the clock.Mystic Essence
Pure concentrated magic in gooey form. Tastes like purple, and nobody will say how they know. Mystic Essence goes into Briar Blade and Heartwood Maul at 6 and 12 units respectively. Grandfather Clock drops it at 11.54%, roughly one per nine kills. Teapot Toadstool follows at 2.96%. Vendors buy it at 10 Tria. Only two known sources makes it slightly narrower than Briar Vine or Enchanted Bark, which come off four mobs each. In practice that changes nothing, because Grandfather Clock is where you farm every mid-tier forest material anyway and the secondary sources are too slow to matter. The two recipes it feeds are an odd pair. Briar Blade is a one-handed sword at STR 35 with P.ATK +61 and Damage Up +10%. Heartwood Maul is a two-handed blunt at VIT 37 with Ignore DEF +25%. A strength weapon and a vitality weapon sharing a magic-flavoured ingredient, which fits the general pattern in this tier: the materials describe the forest, not the weapon. No level or class restriction, and no shop sells it. Eighteen units covers both recipes, around 156 Grandfather Clock kills. That is a real session but not the limiting factor. Heartwood Maul also needs 4 Fossilized Amber and Briar Blade 2, and amber is where forest crafting actually slows down. If you are only building one, Briar Blade at 6 units is the cheaper commitment by half and the better everyday weapon, since it keeps your shield.Quality Meat
Thirty Tria at Hogan or Rendall, or roughly 34 kills at a 2.96% drop rate. Quality Meat is the clearest case in the game for just buying the ingredient instead of farming it. Spore Deer and Cup Snail both drop it, and both at exactly 2.96%. Having two sources helps less than it sounds, since the rate is identical and you are picking based on which camp you can clear faster rather than which is more generous. Nobody should be grinding either mob specifically for meat when a vendor sells it for the price of six bags of Wheat Seeds. Where it goes is the cooking line. Hearty Stew is described as chunky and meaty, Gourmet Roast as slow-roasted and carved thin, and both come off a Cooking Station. Those two cover healing from 150 HP up to 350, which makes meat the backbone of any serious food supply. A caster stocking Mana Cake needs berries. Everyone else needs this. Buyback is 10 Tria against 30 spent, the tightest ratio on any cooking material. That is worth knowing because meat you pick up incidentally while clearing Spore Deer has real vendor value rather than being pure clutter, though cooking it is still worth more than selling it. Cuts from a stronger breed of monster, better fed than most, and best not to ask on what. The flavour is doing some work to avoid explaining where the deer and snails were getting their meals. Quality Meat carries no level or class restriction and needs nothing unlocked. The efficient setup: buy meat, cook roasts and stews, and let the drops accumulate as a side effect of whatever you were killing anyway. Gourmet Roast sells at Arlette for 210 Tria a portion, so turning 30 Tria of meat into a roast is where cooking actually earns its keep. Farming the ingredient at 2.96% is the expensive way to save 30 Tria, and your time is worth more than that by the point you can afford to be cooking at all.Raw Meat
Spore Deer and Cup Snail drop Raw Meat at 17.27%, roughly one cut per six kills. That is the number that matters, because it turns meat farming from a chore into something that happens on its own while you clear a camp for other reasons. Hogan and Rendall sell it at 15 Tria if you would rather not bother. Cheap enough that buying a stack for a cooking session costs less than a single bag of Tomato Seeds. Cook it first, unless you like a fever. The warning is not decorative, and Raw Meat is an ingredient rather than something to eat in the field. It goes into the Cooking Station recipes that produce actual healing food, where Simple Bread at 60 HP sits at the bottom and Gourmet Roast at 350 HP sits at the top. Compare it against Quality Meat, which the same two mobs drop at 2.96% and vendors price at 30 Tria. Six times the drop rate for half the price puts Raw Meat firmly in the bulk category. You farm this one and buy the other. Sell price is 5 Tria, a third of the purchase price, so meat you loot and cannot use has some value. Cooking it is worth more, and anyone levelling cooking will burn through raw cuts faster than the deer provide them. The practical route is running Cup Snails or Spore Deer for whatever you actually needed from them and letting the meat pile up. At 17.27% a normal grinding session leaves you with more than enough to cook with, and the two mobs drop at identical rates so the choice comes down to which camp suits your build. Raw Meat carries no level or class restriction and needs nothing unlocked. Keep a stack on hand before you sit down at a Cooking Station. Running out mid-session means a trip back to Hogan or Rendall, and at 15 Tria there is no reason to be running lean on the cheapest cooking material available.Rusty Gear
An old gear, rusted but still turning. Rusty Gear is rare-tier and sits third in every Eren recipe, always at a quarter of the Wood requirement: 3 for Goblin Fork Stabber, 6 for the mid tier, 12 for Junkblade, Junk Totem and Scrap Sledge. Barrel Champion drops it at 28.56%, the best rate available, roughly one per three and a half kills. Junk King follows at 18.42%. Below that come Critter Goblin and Buckethead Goblin at 17.27% each, Cog Crab at 15.22%, Scarecrow Goblin at 12.31% and Patch Hound at 10.49%. That spread matters more than it looks. Barrel Champion drops gears nearly three times as often as Patch Hound, so unlike Scrap Metal, which comes off everything at similar rates, this is a material where picking the right target actually saves hours. If Barrel Champion is killable for your build, farm it. Vendors pay 10 Tria, double what Scrap Metal returns and still nothing next to what a crafted weapon sells for at 130 to 182 Tria. Twelve gears for a heavy-tier weapon works out to about 42 Barrel Champion kills, or 114 Patch Hound kills. That gap is the single clearest argument for choosing your farming route deliberately rather than clearing whatever is nearby. Rusty Gear is MonsterLoot with no gathering alternative and no vendor stocks it. No level or class restriction applies. The practical sequence: farm gears at Barrel Champion while collecting Scrap Metal from the same area, then handle Wood separately with an Axe. Trying to gather all four materials from one camp is slower than splitting the job, since no single mob is good at more than two of them.Scrap Metal
A jagged sliver of old blade with the edges gone soft. Scrap Metal is the second material in every Eren recipe, always at exactly half the Wood requirement: 6 for a Goblin Fork Stabber, 12 for Tin Can Smasher or Rusty Cleaver, 24 for anything in the heavy tier. It drops from six different mobs, which makes it the most widely available crafting material in the game. Critter Goblin and Buckethead Goblin both drop it at 31.88%, roughly one per three kills. Cog Crab manages 28.37%, Kettle Beetle 24.29% and Scarecrow Goblin 23.27%. Whatever you are killing in goblin territory, Scrap Metal accumulates. Vendors pay 5 Tria for it. Five times what Wood returns and still not worth a trip to town. Keep it. The uniform drop rate across so many sources changes how you should farm. There is no single best camp, so pick whichever mob suits your build and clear it. A Warrior grinding Buckethead Goblins and an Enchanter clearing Kettle Beetles end up with roughly the same haul per hour, which is unusual and worth knowing before anyone spends time optimising a route that does not need optimising. Scrap Metal is MonsterLoot, so unlike Wood there is no gathering alternative. Everything you use has to be killed for. No level or class restriction applies. Where it gets tight: the heavy tier at 24 pieces per weapon means about 75 goblin kills at 31.88%, on top of the 48 logs and everything else. Crafting Junkblade, Junk Totem or Scrap Sledge is a multi-session project, and Scrap Metal is the part that comes easiest of the four. Rusty Gear and Junk Core are where the real bottleneck sits.Spice Herb
Spice Herb is the cheap seasoning ingredient that turns up in more cooking recipes than its 15 Tria price suggests. It grows on Mosslings and dries into a peppery kick for the pot, which is a polite way of saying you have to kill things to get it. Two mobs drop it. Kettle Beetle at 2.18% and Scarecrow Goblin at 2.08%, near enough identical rates that the choice comes down to which camp you can clear faster. Both sit in the same low band as Forest Honey, so expect around one herb per 45 kills from either source. Pick the mob with the tighter spawn cluster and ignore the decimal difference. Leaf and Rendall both list Spice Herb, and both run dry constantly. The restock timer is around four minutes, the longest wait among the common cooking materials. That gap is what pushes players out to the Kettle Beetles in the first place, because a recipe needing five herbs turns into twenty minutes of standing at a counter. Vendors buy it back at 5 Tria against the 15 you paid. Loot it, do not trade it. Where Spice Herb differs from other drops in its tier is how often it appears in recipe lists. It behaves less like a specific ingredient and more like a base requirement, which means a stock of them sitting in your bag is rarely wasted. Buy the shop out when you find it stocked, even without a recipe in mind. Spice Herb carries no level or class restriction and costs nothing to unlock. The practical approach: check Leaf and Rendall whenever you pass through and grab whatever is on the shelf. Fill the gaps with Kettle Beetle runs when you need a specific number for a recipe. Farming it as a standalone activity is a poor use of an evening at a 2% drop rate, but it stacks up fine as a side effect of clearing those camps for something else.Stone
Rocks. Useful ones. Half of what you build starts here. Stone is a bulk crafting material and the flavour text is not exaggerating about the quantities. Cup Snail drops it at 31.88%, roughly one per three kills, and Kettle Beetle at 24.29%. Those are among the most generous rates in the game, which they need to be given how much any recipe using Stone tends to want. Vendors pay 1 Tria, the same as Wood and the lowest price any material returns. Stone has no vendor value at all, only crafting value, and selling it is throwing away farming time for nothing. The comparison with Wood is worth drawing. Both sell for 1 Tria, both drop at around 30% from their best source, and both appear as the bulk first ingredient in recipes. Wood comes from Spore Deer at 31.88% and can also be chopped with an Axe at 350 Tria from Arlette. Stone comes from Cup Snail at the same rate and, if there is a gathering path with the Pickaxe, it was not visible here. No level or class restriction applies and no shop stocks it. The practical note: Cup Snail also drops Quality Meat at 2.96% and Raw Meat at 17.27%, so a snail farming session fills your cooking supplies at the same time. Kettle Beetle covers Stone alongside Spice Herb and Hay Bundle. Neither trip is wasted, which is the general shape of gathering in this game once you have more than one project running.Wood
Wood is the bulk material behind every recipe at Eren's craft bench, and the quantities involved are what make it feel like work. A single Goblin Fork Stabber needs 12 logs. Tin Can Smasher, Peekaboo and Rusty Cleaver each ask for 24. The heavy tier, Junkblade, Junk Totem and Scrap Sledge, wants 48 apiece. Plain cut lumber, still green in the middle, and it sells for 1 Tria. That price is the lowest on any material in the game and tells you exactly how the economy treats it: Wood has no vendor value at all, only crafting value. Spore Deer drop it at 31.88%, roughly one log per three kills. Patch Hound follow at 24.42%, about one per four. Those are generous rates by any standard, and they need to be, because 48 logs for a single weapon means around 150 Spore Deer kills if you farm nothing else. Chopping is the other route. The Axe costs 350 Tria at Arlette and turns timber into a gathering activity rather than a combat one, which is far less tedious for the quantities crafting demands. Anyone planning to build more than one weapon should own one before starting. Wood is classed as Craftwork rather than MonsterLoot, which separates it from Scrap Metal, Rusty Gear and Junk Core. Those three come only off mobs. Wood has a gathering path, and that is the practical difference between them. There is no level or class restriction, and no shop stocks it. The planning advice: count your recipes before you farm. Building one weapon from each tier costs 12 plus 24 plus 48, or 84 logs. Stockpile in one push rather than returning to the deer three separate times, because the walk out is the same regardless of how much you bring back and an Explorer Rucksack at 11550 Tria pays for itself fast at these volumes.Wool
Sheared off in one thick fleece, and the sheep will grow another. Wool is the cloth material at Eren's bench, and it is the only crafting material in the game that comes from livestock rather than from killing something. Vendors pay 30 Tria, which puts it well above Wood and Stone at 1 Tria and above most mid-tier drops at 10. That price reflects where it comes from. A Sheep costs 1750 Tria from Hogan, Scissors another 350, and an Animal Plot 1750 more if you do not already have one. Wool is the output of an investment rather than a drop, and the 30 Tria buyback is the game acknowledging that. Cloth armour recipes use it in place of Wood. X-Eyes Sack needs 2 Wool alongside 12 Scrap Metal, 6 Rusty Gear and 1 Junk Core, where the equivalent metal piece would ask for 12 Wood. Small quantities, which is fortunate given a sheep produces slowly. No level or class restriction, and no shop sells it. This is the connection between the farming side of the game and the crafting bench, and it is easy to miss entirely. A player who never bought livestock will hit the caster armour recipes and find a material they have no route to, since nothing drops Wool. The answer is a Sheep, a pair of Scissors and a supply of Hay Bundle at 50 Tria from Hogan or Rendall. Worth setting up early if you intend to craft cloth armour at all. The sheep also grows into a mount if fed properly, so the investment covers two things at once.Blackbean
119700 Tria. Blackbean is the most expensive thing Hogan sells and the fastest horse available at +40.0 Move Speed, and the pricing follows a pattern worth spelling out before anyone commits. Mudbucket costs 29750 for +32.0. Smokehoof doubles that to 59850 for +36.0. Blackbean doubles again to 119700 for +40.0. Each step up costs twice as much and adds four points. The jump from Smokehoof to Blackbean asks 59850 extra Tria for those four points, or 14962 per point. Against Mudbucket, you are paying four times the price for 25% more speed. Coal-black and high-strung, and it does not so much gallop as twitch forward at speed. The description is more interesting than what the stat line delivers, which is the general problem with the top mount tier. Four points of Move Speed will not change how you play. What Blackbean actually buys is the end of the upgrade question. Mounts do not stack and Hogan pays 4446 Tria to take this one back, so trading up later means eating the loss on whatever you owned before. Anyone certain they want the fastest horse should skip the cheaper two entirely rather than climbing the ladder. Buying Mudbucket then Smokehoof then Blackbean costs 209300 Tria and gets you the same horse as buying Blackbean alone. For most players the honest answer is that 119700 Tria has better homes. That is ten Explorer Rucksacks at 11550 for bag space you will notice on every gathering run, or 34 cows, or 478 Village Scrolls. Speed is the least transformative thing you can spend Tria on in this game. Blackbean carries no level or class restriction and needs nothing unlocked. Money is the entire gate, and it is a large one. Buy it if you have hit the point where Tria accumulates faster than you spend it and travel time is the last friction left. Otherwise Mudbucket at 29750 covers the same job at a quarter of the price, and the difference funds an entire farm, a full pen of livestock and every tool in the game.Mudbucket
29750 Tria for +32.0 Move Speed. Mudbucket is the horse Hogan sells, and the price puts it in a bracket nothing else in Dewdrop Village occupies. The Explorer Rucksack at 11550 Tria is the next largest purchase and it costs less than half as much. Slow, dusty, and smells like a barn, described as the most honest horse your money can buy. That framing is doing something useful: Mudbucket is the entry-level mount, not a good one. The +32.0 speed is what you are paying for and there is nothing else attached. The alternative is a Sheep. She costs 1750 Tria from the same vendor and grows big enough to ride if you feed her properly through 800 experience. That is the same destination for roughly six percent of the price, paid in hay and patience instead of Tria. Anyone who can wait should take that route, and anyone doing the maths on a horse should at least know the sheep exists. Where Mudbucket wins is immediacy. The sheep needs feeding, a pen at 1750 Tria and time before she becomes a mount. The horse works the moment you buy it. If travel time is what actually bothers you, and you have the Tria sitting there, buying the problem away is a reasonable thing to do. Hogan pays 1105 Tria to take it back, under four percent of what you spent. Worth weighing against Village Scroll at 250 Tria a use, which handles the specific problem of getting back to town with a full bag. A mount helps everywhere, scrolls help on the return trip only, and 29750 Tria buys 119 scrolls. For a player whose travel is mostly farm to village and back, the scrolls cover it. Mudbucket carries no level or class restriction and needs nothing unlocked. Money is the only barrier. Buy it once Tria stops being a constraint, which for most players means after the tools, the bags and a working farm. As a first big purchase it will leave you fast and broke.Smokehoof
Twice the price of Mudbucket for four more points of speed. Smokehoof runs 59850 Tria at Hogan and gives +36.0 Move Speed against the +32.0 you get from a 29750 Tria horse. That extra 30100 Tria works out to 7525 per point, which is the steepest scaling on anything sold in Dewdrop Village. A grey horse that throws up a wall of dust behind it, hard to chase what you cannot see. The flavour sells it better than the numbers do. In practice the difference between +32.0 and +36.0 is noticeable over long rides and invisible on a trip from the farm to the village. That said, mounts are a permanent purchase and you only buy one. Nobody upgrades from Mudbucket to Smokehoof, because Hogan pays 1105 Tria for the horse you traded up from and you have effectively burned 28645 Tria. Decide once. If you know you are going to want the faster horse eventually, save the extra 30100 Tria and skip the cheap one entirely. Whether 59850 Tria is defensible depends on what else it buys. That is five Explorer Rucksacks at 11550, or seventeen cows at 3500, or 239 Village Scrolls at 250 each. Against those, a four point speed advantage is a luxury purchase and should be treated as one. Smokehoof buys back at 2223 Tria, under four percent. The honest recommendation: take Mudbucket unless Tria has genuinely stopped being a constraint. The gap in speed is small and the gap in price is not. Players who cross the map constantly for gathering routes, ore nodes and fishing spots get more from Smokehoof than someone tending a plot near the village ever will, and that is the only case where the number justifies itself. Smokehoof carries no level or class restriction and needs nothing unlocked. If you are still counting the cost of Hay Bundle at 50 Tria, this horse is several stages away. Come back once the farm, the livestock and the bags are all paid for.Snowloaf
Fluffy, white, and a little too loaf-shaped. Snowloaf is the fastest thing in Homestead at +44.0 Move Speed, and Hogan charges 249900 Tria for the privilege. The mount ladder makes that number easier to judge. Mudbucket gives +32.0 for 29750 Tria. Smokehoof +36.0 for 59850. Blackbean +40.0 for 119700. Snowloaf adds the next four points for 130200 Tria more than Blackbean, which is 32550 Tria per point of speed. Every rung roughly doubles the price for the same four point step, and this is where the curve stops being funny. Eight and a half Mudbuckets buy one Snowloaf, for 37.5% more speed. Nobody should read that as good value, and the game is not pretending otherwise. What you are buying at this tier is the top of the list, not a meaningful improvement in how fast you cross a map. Hogan pays 9282 Tria to take it back, so the usual rule applies harder than ever: mounts do not stack, and climbing the ladder wastes enormous sums. Buying Mudbucket, then Smokehoof, then Blackbean, then Snowloaf costs 459200 Tria and leaves you on the same horse as someone who saved and bought Snowloaf once. If this is where you are heading, ride nothing until you get there or ride the cheapest horse and ignore the middle tiers entirely. Some perspective on 249900 Tria: that is 21 Explorer Rucksacks at 11550, 71 cows at 3500, or roughly 4998 Hay Bundles. A full farm, a full pen and every tool in the game combined cost a fraction of this horse. Snowloaf carries no level or class restriction and needs nothing unlocked. This is an endgame purchase for players with nothing left to spend on, and it should be treated as a status item rather than a solution to travel. If travel is genuinely your problem and not your bank balance, Mudbucket at 29750 solves 80% of it and Village Scroll at 250 a use handles the rest.Berry Smoothie
Magic berries blended with milk, and the first MP restore most casters will run into. Berry Smoothie returns 80 MP on a 2 second cooldown, which puts it in the same rhythm as the healing food: sip mid-fight rather than sitting down between pulls. Arlette sells it at 140 Tria plus 28. That is 2.1 Tria per point of mana, and any caster who drinks through a dungeon at that rate will spend more on smoothies than on anything else in a session. Cook it instead. Berry Smoothie comes off a Cooking Station, and the main ingredient is exactly what Magic Berry Seeds produce. Those seeds cost 50 Tria a bag, grow in Spring, Summer and Autumn, and regrow every 20 minutes and 6 seconds at 1kg without replanting. One bush feeds smoothie production indefinitely across three seasons. The vendor price stops mattering entirely once that plot is running. Buyback sits at 5 Tria plus 1, so cooking a surplus to sell is not a business. The 80 MP figure is modest, which suits the 2 second cooldown. Two or three smoothies in quick succession cover a spell rotation that ran dry, and that matters more for Enchanters and Clerics than for anyone swinging a weapon. Melee classes get almost nothing from this. Where the smoothie fits into a session: mana is a soft resource, so the drink lets you keep casting rather than saving you from death. That is a different priority from Hearty Stew or Gourmet Roast, and it means running out mid-fight costs you damage or a heal rather than your life. Carry fewer smoothies than you carry health food. Berry Smoothie carries no level or class restriction and needs nothing unlocked. Any class can drink it, though only casters have a reason to. The sensible setup: plant Magic Berry Seeds in Spring, harvest the bush every twenty minutes while you do something else, and turn the berries into smoothies at a Cooking Station. That converts a 50 Tria seed into a supply of a 168 Tria drink, which is the best return the farming line offers a caster.Fresh Milk
Fresh Milk restores 35 MP on a 2 second cooldown, the smallest mana restore sold in Dewdrop Village. Arlette and Rendall both carry it at 70 Tria, which works out to 2 Tria per point of mana. Berry Smoothie returns 80 MP for 140 Tria, or 1.75 per point, so the milk is the weaker buy for anyone who just wants mana back. The reason to buy it anyway has nothing to do with drinking it. Fresh Milk goes into Berry Smoothie at the Cooking Station, blended with magic berries. Anyone supplying themselves with smoothies needs milk coming from somewhere, and 70 Tria a bottle is the lazy way to get it. As a drink, 35 MP covers a spell or two on most casters. The 2 second cooldown lets you chain bottles, but three bottles cost 210 Tria and six seconds to match what one smoothie does for 140. In a fight where mana is the bottleneck, milk is not the answer. Downtime is where it works. Topping off between pulls, refilling after a long cast sequence, situations where the cooldown never matters and you only need a small amount. Small restores waste nothing when you are barely short. Buyback is 2 Tria, so leftovers are effectively spent. Milk still warm from the cow points at where this belongs long term. Livestock produces it directly, and a player keeping cows stops paying Arlette entirely. Pair that with a Magic Berry Seeds plot regrowing every 20 minutes and 6 seconds through Spring, Summer and Autumn, and the whole smoothie chain runs on things you own. Fresh Milk carries no level or class restriction and needs nothing unlocked. Buy it as a cooking ingredient rather than as a mana potion. Casters heading into real content want Berry Smoothie at 80 MP a drink. Milk belongs in the pantry, next to whatever recipe asked for it.Mana Cake
180 MP per slice makes Mana Cake the densest mana restore available, and at 210 Tria from Arlette it also happens to be the cheapest per point. Roughly 1.17 Tria per mana against 1.75 for Berry Smoothie and 2 for Fresh Milk. Rare-tier food that is also the best value is unusual, and it means there is little reason for a caster to drink anything else once they can afford it. A layered cake humming with mana that restores it fast, which the 2 second cooldown backs up. Two slices inside four seconds put 360 MP back, enough to reset most rotations mid-fight without stepping out. Arlette sells it, and a Cooking Station makes it. Cooking is the route worth taking if you cast for a living. Buying every slice at 210 Tria adds up faster than most mana-hungry classes expect, especially Enchanters who burn through resources on longer fights. Growing the ingredients turns that recurring cost into plot maintenance. Selling it back returns 10 Tria, so an overstocked pantry is dead weight rather than an investment. Where Mana Cake changes how you play: mana stops being the thing that ends a fight. Smaller restores like Fresh Milk at 35 MP leave you managing your bar between casts, watching what you can afford. 180 MP covers enough of a rotation that the decision goes away. That matters more for sustained content than for short pulls, where you were never going to run dry anyway. Melee classes get nothing from this. Warriors and anyone else without a mana bar to speak of should spend the same 210 Tria on Gourmet Roast, which restores 350 HP for the identical price. Mana Cake carries no level or class restriction and needs nothing unlocked. Learn the recipe before you need it. A caster running dungeons on bought cake will spend more Tria on food than on repairs, and the Cooking Station version costs only the time to grow what goes into it.Farm Scroll
Farm Scroll tears open a way straight back to your farm. One use, 250 Tria, and a one minute cooldown before you can use another. The cooldown is the detail worth understanding. It does not stop you teleporting home when you need to, since a minute passes while you are walking anyway. What it does stop is chaining scrolls to bounce between locations rapidly. Treat it as a one-way trip home rather than a shortcut network. At 250 Tria a use, the scroll is not cheap relative to what farming earns. A bag of Wheat Seeds costs 5 Tria. Fifty of them cost what a single teleport does. Burning scrolls casually will drain a farming income faster than the crops replace it, which is why most players keep two or three for the moments that actually matter: a bag filling up mid-route, a crop timer about to finish while you are on the wrong side of the map, or a Golden Fruit plot that needs harvesting before the hour is up. Arlette and Rendall both stock it, 3 at a time. Two vendors and a small stock cap means buying in bulk takes a couple of stops. Vendors buy it back at 2 Tria, so an unused scroll in your bag is effectively 250 Tria sitting idle. Buy what you expect to use in a session. Where it pays for itself is on the slow crops. Tomato Seeds run thirty minutes per kilogram and Golden Fruit Seeds a full hour, and both are worth far more than 250 Tria per harvest cycle if the scroll lets you keep the plot turning over instead of leaving it ripe and idle. On wheat at just under ten minutes, the scroll costs more than the crop returns. Walk instead. Farm Scroll carries no level or class restriction and needs nothing unlocked. Keep a couple on you once you have tools worth carrying and a plot worth checking. Below that, the walk is free and your Tria is better spent on seeds.Village Scroll
Village Scroll teleports you back to Dewdrop Village. Same 250 Tria price and same one minute cooldown as the Farm Scroll, different destination, and the destination is what makes this the more useful of the two for most players. Dewdrop Village is where the vendors are. A full bag out on a mining route or a fishing trip means either walking back or reading a scroll, and the walk is where gathering sessions quietly lose most of their time. The Explorer Rucksack solves the same problem by letting you carry more. This solves it by shortening the return. Arlette and Rendall both carry it, but stock sits at 1 unit each rather than the 3 the Farm Scroll gets. That is a real constraint. Stocking up for a long session means visiting both vendors and coming back after restocks, so buy whenever you see one on the shelf instead of waiting until you need it. Buyback is 2 Tria against 250 spent. Unused scrolls are dead Tria in your bag, though at 250 apiece the loss of carrying one spare is small compared to being stranded with a full inventory. The scroll and the Farm Scroll pair naturally. Village Scroll takes you to the shops, Farm Scroll takes you to the plot, and the one minute cooldown between uses is short enough that you can chain them with a brief pause. That combination turns a farm-to-market run from a walk into two reads and a minute of standing around. Worth carrying two if you gather far from town. Ore nodes and fishing spots sit well outside the village, and a 250 Tria scroll costs less than the time spent walking back with a full rucksack. Village Scroll carries no level or class restriction and needs nothing unlocked. Skip it if you farm and nothing else, since your plot is close enough to walk. Buy it the moment you start mining or fishing at distance, where the return trip is the actual cost of the session.Carrot Seeds
Carrot Seeds are the cheapest entry point into farming and the seed most new players plant first. You buy the bag, drop the seeds into tilled soil, wait, and pull up carrots. Nothing about the process is complicated, which is exactly why the seed works so well as a first crop while you are still learning how plots, seasons and harvest timers behave. Carrot Seeds grow in Spring and Autumn. Plant them outside those two seasons and nothing happens, so a Summer or Winter farm needs a different crop in rotation. The base growth time is 15 minutes at 1kg, and the timer scales with the weight you plant. Heavier crops take longer, so a 5kg batch will not finish in the same quarter hour as a single kilogram. Plan your planting around when you will actually be online instead of dumping everything into one oversized plot and logging off. Where to buy Carrot Seeds: two shops stock them, Leaf and Rendall. A bag costs 10 Tria with 6 in stock at a time, and the vendor buys it back at 2 Tria. That gap between buy and sell price means seeds are not worth hoarding or flipping. Buy what you plan to plant this session and no more. Stock refreshes, so an empty shelf at Leaf is rarely a problem, and Rendall covers you if you happen to be on the wrong side of the map. Carrot Seeds carry no level or class restriction and cost nothing to unlock. Anyone can buy a bag and start a plot. Carrots themselves feed into cooking recipes and animal feed, which is the real reason to keep a carrot plot running rather than farming something with a flashier sell price. A steady supply of cheap vegetables saves you far more Tria over a week than selling the raw harvest ever will. Small seeds, dirt, a bit of patience, and the plot pays for itself after two harvests.Golden Fruit Seeds
Golden Fruit Seeds are the rare-tier seed of the farming line, marked in purple and priced well above the common vegetables. They grow golden fruit, a crop worth planting when you want something better than carrots on your plot and are willing to give up the fast turnaround to get it. Autumn only. That single season is the biggest limitation on Golden Fruit Seeds and the reason most farmers treat them as a seasonal push rather than a steady rotation. When Autumn ends, the plot goes back to whatever grows year-round, so buy your stock while the season is running instead of stockpiling early. Growth time is 1 hour at 1kg, four times as long as Carrot Seeds. Heavier planting stretches the timer further, so a large batch of Golden Fruit Seeds is an overnight or over-workday crop, not something you check back on between two quests. Match the weight you plant to how long you plan to stay away. Small plantings on a short session, one big plot before you log off. Where to buy Golden Fruit Seeds: only Leaf sells them, at 20 Tria a bag. The shop runs dry regularly and restocks on a short timer, roughly a minute, so an "Out of stock" message is not worth walking away from. Wait at the counter and buy again. The vendor buys the seeds back at 7 Tria. That is the best resale ratio among the basic seeds, though selling seeds is still a losing move compared with planting them. Golden fruit itself holds most of the seed's value, which is unusual. On other crops the harvest is worth a fraction of what you paid, but here the numbers stay close, so the profit comes from volume rather than a wide margin. Golden Fruit Seeds carry no level or class restriction and cost nothing to unlock. Anyone can buy a bag from Leaf and plant it. Worth it if you farm during Autumn and have plot space to leave running for an hour at a time. If you log in for short bursts, carrots will out-earn golden fruit simply because you harvest them more often.Magic Berry Seeds
Magic Berry Seeds are the first seed that keeps paying after the first harvest. Where carrots and golden fruit clear the plot when you pull them, magic berries regrow, so one planting turns into a bush you come back to again and again. That single line on the item changes how you should think about the 50 Tria price tag. Growth time is 20 minutes and 6 seconds at 1kg, and the regrow timer matches it exactly. Plant once, wait twenty minutes, harvest, and the bush is ready again twenty minutes later without spending another seed. Heavier planting stretches both timers, so a big batch of Magic Berry Seeds locks the plot for longer between pickups. For a regrowing crop that matters less than it does for carrots, since you are not replanting anyway. Three seasons: Spring, Summer and Autumn. Only Winter shuts the crop down, which makes magic berries the closest thing to a year-round plot in the game. Set one up in Spring and it carries you through most of the calendar. Where to buy Magic Berry Seeds: Leaf and Rendall both stock them, 3 bags at a time, 50 Tria each. Vendors buy them back at 2 Tria. That resale value is close to nothing, so treat every bag you buy as spent the moment you plant it. Never buy Magic Berry Seeds to flip. Five bags of carrots cost the same as one bag of magic berries, so the price only makes sense if you actually keep harvesting. A plot you pick twice pays back roughly what carrots would have. Everything after that is profit, and a bush left running across a full Spring returns far more than any single-harvest crop on the same square of dirt. Magic Berry Seeds carry no level or class restriction and cost nothing to unlock. Plant them if you log in regularly, even briefly. The crop rewards frequent short visits more than long absences, since a ripe bush sits there doing nothing until you pick it.Pumpkin Seeds
Pumpkin Seeds sit in the uncommon tier and cost 15 Tria a bag, a small step up from carrots for a crop that takes twice as long and hits harder at harvest. Give them room. Pumpkins get big, and a cramped plot wastes what you planted. Summer and Autumn, no Spring and no Winter. That pairing makes Pumpkin Seeds the natural partner to a carrot rotation rather than a replacement for it. Carrots cover Spring and Autumn, pumpkins cover Summer and Autumn, and between the two you keep a plot busy for three quarters of the year without ever leaving a square empty for a season. Growth time is 30 minutes at 1kg. Heavier planting pushes the timer up from there, so a full plot of Pumpkin Seeds is a set-and-forget crop you check on after a dungeon run rather than something you watch. Half an hour also sits at an awkward length: too long to wait around for, too short to leave overnight. Plant them at the start of a play session and harvest before you log off. Where to buy Pumpkin Seeds: Leaf is the only shop that carries them. Rendall does not stock this one, so a farmer working out of Rendall has to make the trip. The shelf empties often and refills fast, about 25 seconds, so an "Out of stock" message means waiting rather than coming back tomorrow. The vendor pays 3 Tria to buy a bag back against the 15 Tria you spent. Selling seeds loses you 12 Tria per bag, which is the whole point of the pricing. Plant them. Pumpkin Seeds carry no level or class restriction and cost nothing to unlock. Anyone with a plot and 15 Tria can start. Worth planting if you farm through Summer, since the competition that season is thin. In Autumn the choice is closer, and Golden Fruit Seeds or a regrowing berry bush will usually earn more from the same dirt.Rare Herb Seeds
Rare Herb Seeds grow the herb component that alchemy and cooking recipes ask for, and they are the only reason to hold a Summer plot open if you are not farming pumpkins. Uncommon tier, 15 Tria a bag, and a full half hour before you get anything back. Summer only. That one season is the whole problem with Rare Herb Seeds. You get a single window each year to stock up, and once Autumn arrives the plot has to switch to something else. Farmers who need herbs for crafting plan around this and plant heavy through Summer rather than buying a bag here and there. Growth time is 30 minutes at 1kg, the same as pumpkins, and heavier planting stretches it further. Slow to grow, worth the wait, at least while the season lasts. Plant at the start of a session, run whatever you were going to run, come back and harvest. Where to buy Rare Herb Seeds: Leaf carries them and nobody else does. Stock runs out constantly and the restock timer sits around two minutes, longer than most seeds. Two minutes is short enough to wait for, so an empty shelf costs you a short pause rather than a return trip. The buyback is 4 Tria against the 15 Tria purchase price. Better than the carrot ratio, still a loss, and still no reason to trade seeds instead of planting them. Rare Herb Seeds carry no level or class restriction and cost nothing to unlock. Where they beat Pumpkin Seeds is what the harvest feeds into. Pumpkins are bulk produce. Herbs go into recipes that players actually queue for, which keeps demand steadier than the raw vendor price suggests. Same price, same timer, same shop, different reason to plant. If you craft at all, fill your Summer plot with these and sell pumpkins to somebody else.Tomato Seeds
Tomato Seeds cost 100 Tria, the steepest price on the seed shelf, and they regrow. Those two facts have to be read together, because at that price a single-harvest crop would be indefensible. Plant once and the vine keeps producing without another bag. Summer only, and that is where the maths gets uncomfortable. Magic Berry Seeds cost half as much, regrow faster, and run through Spring, Summer and Autumn. Tomato Seeds ask double for one season and a 30 minute cycle at 1kg instead of 20. Heavier planting stretches the timer as usual. On paper the berries win outright, and for most farmers they do. What justifies Tomato Seeds is the crop itself. Tomatoes turn up in more cooking recipes than almost anything else you can grow, so a Summer plot running tomatoes feeds a kitchen rather than a vendor. If you cook, you already know how fast you burn through them. Where to buy Tomato Seeds: Leaf and Rendall both stock 4 bags at a time, so supply is not the bottleneck. Your Tria is. Vendors buy the seeds back at 2 Tria, meaning a bag you regret costs you 98 Tria to unwind. Decide before you buy, not after. Payback works out to roughly four harvests before the seed covers itself against a cheaper crop on the same plot. In Summer that is entirely doable, since the vine keeps going for the whole season once it is in the ground. Plant early. A tomato vine started in late Summer will not run long enough to justify the price, and that is the single most common way players waste 100 Tria on this seed. Tomato Seeds carry no level or class restriction and cost nothing to unlock. The gate is purely financial. Buy them at the start of Summer if you cook. Skip them if you are farming for vendor Tria, where magic berries return more for less.Wheat Seeds
Wheat Seeds are the cheapest and fastest crop in the game. Five Tria a bag and just under ten minutes to harvest at 1kg, which makes them the seed you plant when you have a short session and an empty plot. Plant, wait, and you have the makings of bread. That 9 minute 54 second timer is the whole appeal. Carrots need fifteen minutes, pumpkins and tomatoes half an hour. Wheat comes in under ten, so you can turn a plot over twice in the time a carrot crop finishes once. Heavier planting stretches it as always, but even a decent-sized wheat plot stays inside a single play session. Spring and Autumn, the same window as carrots. The two crops compete directly, and wheat wins on speed while carrots win on nothing much at all. If you are picking one common crop for a Spring plot, wheat turns over faster for a third of the price. Where to buy Wheat Seeds: Leaf and Rendall both stock 6 bags, and at 5 Tria you can fill a bag rack without thinking about it. Vendors buy them back at 2 Tria, so the loss on an unwanted bag is 3 Tria. That is the smallest gap on any seed, though it hardly matters at this price. Wheat exists to become flour and then bread, which puts it at the bottom of most cooking chains. Anyone levelling cooking burns through it in bulk, and buying finished bread costs far more than growing the wheat yourself. That is the real reason to keep a wheat plot running even when a more valuable crop is available. Wheat Seeds carry no level or class restriction and cost nothing to unlock. Grow them in volume. The per-harvest value is low, but the cycle is short enough that a plot cleared three or four times an evening produces more usable material than anything else on the shelf, and the seed cost barely registers.Knotwood Round
Planks set in a steel rim, studs and all, and it blocks better than it has any right to. Knotwood Round is the starter shield, 1050 Tria at Breda behind VIT 7. Block +5% is the stat that matters and the reason to hold a shield at all. DEF +10, MDEF +2 and Max HP +20 are useful, but block chance is what the off hand slot is for, and no other equipment slot provides it. VIT 7 is the same requirement Wooden Club carries, which is no coincidence. The blunt line is one-handed at that level specifically so a vitality build can pair a weapon with this shield. Anyone who bought Mossback or another two-hander has no off hand to put it in, and that is the real cost of two-handed weapons at low levels. HP regeneration at +1.0 per second comes along as well. Breda buys it back at 39 Tria. No mob drops Knotwood Round, so buying is the only route. Whether 1050 Tria is worth it depends on your weapon. With a one-handed blunt or sword the shield is close to free value, since the slot was empty anyway. With anything two-handed it is 1050 Tria you cannot spend. Where it stops being enough: Block +5% triggers rarely enough that you notice the fights where it does not. Voidguard at VIT 15 raises that to +10% and more than doubles the defence at DEF +25, which is a large enough jump that Knotwood Round is best treated as temporary. Knotwood Round needs nothing unlocked beyond VIT 7. Buy it early on a vitality build and keep the receipt short. The eight levels between VIT 7 and VIT 15 pass quickly, and 1050 Tria spent here is 1050 Tria not saved toward the shield that replaces it. If you are close to VIT 15 already, skip this entirely.Oakward
DEF +60 and Block +15%. Oakward is the shield of the forest tier and it is the strongest defensive item in the game by a clear margin. Max HP +100 with MDEF +9 and HP regeneration at +2.0 per second complete it. Set against Trashcan Lid at DEF +40, Block +12% and Max HP +65, this adds twenty defence, three percent block and thirty-five health. Against Voidguard from Breda at DEF +25 and Block +10%, it is more than double. Sixty defence in the off hand costs no movement at all, which is what makes shields the best value slot in the game for a vitality build and has been true at every tier. The only price is holding a one-handed weapon. That price is real at this tier. Heartwood Maul at Ignore DEF +25% and Scrap Sledge at +18% are both two-handed, and choosing either means giving up Oakward. Amber Mallet at VIT 35 keeps the hand free at P.ATK +31, and the sixty defence is worth more than the difference in attack for most fights. Recipe: 6 of a mid-tier forest material, 6 Living Bark and 1 Fossilized Amber alongside the bulk base. Oakward carries the forest-tier vitality requirement. Build it before anything else in the tier. No single armour piece changes what a Defender can survive as much as this shield, and at one Fossilized Amber it is not among the expensive things to make. Pair it with Amber Carapace at DEF +45 and the combined figure is beyond what any content in the game is built to overcome.Trashcan Lid
A plank round patched with scrap, nails included. Trashcan Lid is the shield of the junk tier and DEF +40 makes it the single most protective item in the game. Block +12% comes with it, ahead of Voidguard at +10% and Knotwood Round at +5%. Max HP +65 and MDEF +6 fill out the line. VIT 25 is the requirement. Set it against Voidguard from Breda at DEF +25, Block +10% and Max HP +40. The Lid adds fifteen defence, two percent block and twenty-five health, in a slot that costs no movement at all. For a Defender this is the clearest single upgrade in the tier. Lycaros drops it at 15.98%, roughly one per six kills. Buckethead Goblin manages 0.25%. The off hand remains the best value slot in the game for a vitality build, and this is why. Forty defence for nothing but the requirement to hold a one-handed weapon. Amber Mallet at VIT 35 and Tin Can Smasher at VIT 25 both keep that hand free. Scrap Sledge and Heartwood Maul do not, and giving up a Trashcan Lid is a real part of what those two-handers cost you. Trashcan Lid needs nothing unlocked beyond VIT 25. Farm it. At 15.98% this is a short session against a recipe that wants Junk Core, and there is no reason to spend cores on something Lycaros hands out this readily. Get the shield before anything else in the tier, because forty defence changes what you can survive more than any single armour piece will.Voidguard
DEF +25 is the largest single defence number on anything Breda sells, armour included. Voidguard is the shield at VIT 15, costs 1750 Tria, and it changes what a vitality build can walk into. Block +10% doubles what Knotwood Round manages at +5%, and the rest scales with it: Max HP +40 against +20, MDEF +4 against +2, HP regeneration at +1.0 per second on both. There is no column where the cheaper shield competes. The comparison worth making is against body armour. Pot Armor at 1750 Tria gives DEF +18 for the chest slot and costs Move Speed -1.0. Voidguard gives DEF +25 in a slot that would otherwise be empty and costs no movement at all. For a Defender deciding where the next 1750 Tria goes, the shield is the better purchase. Tin Tortoise drops it at 7.74%, roughly one per thirteen kills. That is a short farm for a shield at this price, and worth doing if you are levelling anywhere near them. Breda pays 65 Tria to take it back. Voidguard needs nothing unlocked beyond VIT 15. The catch is the same catch every shield carries: you need a free off hand. Iron Mace at VIT 15 is one-handed and pairs with it directly, which is clearly the intended combination. Iron Hammer at VIT 17 is two-handed and locks you out entirely, so a build going that route should skip shields and put the Tria into armour instead. Take the shield and the one-handed mace over the two-hander. DEF +25 with a 10% block chance survives more content than the extra attack on a slow two-handed weapon kills, and the difference shows up most in exactly the fights you would otherwise lose.Barrel Boots
Move Speed +1.0 is the number that makes Barrel Boots worth having, because the vitality line spends movement everywhere else. Barrel Plate costs -1.0, Soupbucket -1.0, Pipe Greaves -1.0. These give a point back. MDEF +3 alongside it, in line with the low magic defence the heavy line carries throughout. A full junk-tier vitality set nets out at -2.0 movement rather than -3.0, which is the difference between slow and genuinely painful on the walk out to a farming spot. Kettle Stompers from Breda did the same job at the earlier tier with DEF +8 and +1.0 movement. Junk King drops them at 7.74% and Lycaros at 15.98%, with Buckethead Goblin at 0.25%. Barrel Boots carry no requirement beyond the vitality gate on the set. Where they sit against the alternatives: Ragwrap Sandals give Move Speed +1.4 with MDEF +8, aimed at casters. Tin Treaders give +1.2 with MDEF +5 for a dexterity build. Barrel Boots are the slowest of the three and the only one built for a character who was never going to outrun anything anyway. Worth farming early in the tier. Boots are the piece that makes everything else bearable, and at 15.98% from Lycaros they arrive quickly. Anyone assembling the heavy set should get these before the chest, because a -3.0 movement penalty with no boots is the fastest way to stop enjoying the game.Dewstep Slippers
Soft-soled and quiet. Every step lands like you are crossing damp moss. Dewstep Slippers are the caster footwear of the forest tier, requiring INT 35. Move Speed +1.4 with DEF +10 and MDEF +12. That movement figure matches Ragwrap Sandals and Dustwalker Boots, so speed has not improved across three tiers, but the defence attached to it has: MDEF +12 against the sandals' +8 and the Dustwalker pair's +4. Vendors pay 104 Tria. Teapot Toadstool drops them at 0.25%, roughly one per 400 kills. Recipe: 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base. Dewstep Slippers need nothing unlocked beyond INT 35. The arithmetic that makes the caster line work: Spore Vest at -0.3, Moss Veil at -0.3 and Vineweave Pants at -0.3 come to -0.9. These give back 1.4, leaving a fully armoured Enchanter at +0.5 net. No other line manages that. The vitality set at -3.0 with +1.0 from boots ends at -2.0, and dexterity lands at -0.6. For a caster that half point of extra speed is the difference between kiting successfully and being caught, and it is worth more than the defence on any single piece. Build them early rather than late. Movement is the one stat that improves every part of the game, including the walk out to Living Wardrobe to farm the Fossilized Amber everything else in this tier needs.Dustwalker Boots
Soft-soled boots worn thin, quick on your feet and good for leaving. Move Speed +1.4 is the fastest footwear Breda sells, and for a caster that is the whole point. DEF +3 and MDEF +4 are modest, though the magic defence is the highest on any boots he stocks. Kettle Stompers offer DEF +8 with MDEF +2, so the two are almost mirror images of each other. Dustwalker Boots protect against spells and let you outrun the things you cannot fight. The movement bonus does real work in a cloth setup. Dustwalker Vest, Hood and Pants each cost -0.3, coming to -0.9 across three slots. These boots more than cancel that, leaving a caster in full cloth actually faster than they started. No other armour line manages that. They arrive Unidentified. The stat block on the shelf is a floor, and identifying them reveals more. Tin Tortoise drops them at 7.74%, around one per thirteen kills, and Spore Deer at 0.25%, one in 400. At 700 Tria the farm is optional, though the tortoise rate is friendly enough that it costs little to try. Breda buys them back at 26 Tria. Dustwalker Boots need nothing unlocked beyond INT 15. INT 15 is when Caged Prism and Dustwalker Pants also become available, and at 700 Tria the boots are the cheapest of the three by 350 Tria. That makes them the obvious first purchase at the level. For an Enchanter who kites, this is arguably the most valuable slot in the entire cloth set. Staying out of melee range prevents more damage than MDEF +4 ever absorbs, and +1.4 movement is what keeps you there.Kettle Stompers
Move Speed +1.0 is the number that makes Kettle Stompers worth 700 Tria to a heavy build. Every other piece in the vitality line takes movement away. Pot Armor costs -1.0, Kettle Crown -1.0, Kettle Greaves -1.0. These boots give a full point back. Wearing all four together nets out at -2.0 instead of -3.0, which is the difference between slow and unplayable on long walks between camps. DEF +8 is also the highest physical defence on any footwear Breda sells, ahead of Trailblazer Boots at +5 and Dustwalker Boots at +3. MDEF +2 continues the pattern the heavy line follows everywhere: excellent against weapons, poor against magic. They come Unidentified, so the shop display is not the full item. Identifying them adds properties beyond the visible stats. Three mobs drop them. Tin Tortoise at 7.74%, roughly one per thirteen kills, is the only one worth farming. Cog Crab at 0.22% and Kettle Beetle at 0.18% are both around one in 500. Breda pays 26 Tria to buy them back. Kettle Stompers need nothing unlocked beyond VIT 15. VIT 15 is a busy level for a vitality build. Kettle Greaves, Iron Mace and Voidguard all unlock at the same point, and at 700 Tria the boots are by far the cheapest of the four. Buy them first, because filling a slot for 700 Tria while saving for a 1750 Tria shield beats leaving your feet bare. The movement bonus is the part players underrate. Defence numbers decide whether you survive a fight. Movement decides how many fights you get to in an hour, and over a levelling session that adds up to more.Ragwrap Sandals
Boots wrapped in rope until they stop falling apart. Close enough. Move Speed +1.4 makes Ragwrap Sandals the fastest footwear in the junk tier and the fastest available to a caster. MDEF +8 alongside it, the highest magic defence of the three shoe options here, against Tin Treaders at +5 and Barrel Boots at +3. For an Enchanter that combination is close to ideal. Patchwork Robe, X-Eyes Sack and Stitched Leggings each cost -0.3 movement, coming to -0.9 across three slots. These sandals more than cancel it, leaving a caster in full junk-tier cloth faster than one wearing nothing. Junk King drops them at 7.74% and Lycaros at 15.98%, with Scarecrow Goblin at 0.17%. Ragwrap Sandals carry no unlock beyond the caster gate. Dustwalker Boots from Breda already offered +1.4 movement with MDEF +4. The sandals match the speed and double the magic defence, which makes them a modest upgrade rather than a transformative one. Anyone already wearing the Dustwalker pair can safely leave this piece until last. Where the +1.4 earns its place is on gathering trips rather than in fights. Mining routes, fishing spots and the walk out to Barrel Champion for Junk Core all take real time, and movement speed is the only stat that shortens them. A caster farming materials for this tier will feel the sandals more than the robe. Farm them off Lycaros. One core spent here is a core not spent on a weapon.Rootwalkers
Soled with knotted root, and they grip rough ground well. Rootwalkers are the dexterity footwear of the forest tier at DEX 35. DEF +16 with MDEF +8 and Move Speed +1.2. Sixteen defence on a shoe slot is the highest in the game, and it arrives on the line that usually settles for the middle option. Vendors buy them at 104 Tria. Chair Treant drops them at 0.25%. Against Tin Treaders at MDEF +5 and +1.2 movement, this adds sixteen physical defence and three magic defence at the same speed. That is a large jump for a slot that normally does very little. Recipe: 3 of a mid-tier forest material, 3 Living Bark and 1 Fossilized Amber alongside the bulk base, which puts it in the cheap bracket alongside the gloves. Rootwalkers need nothing unlocked beyond DEX 35. Where they matter: a dexterity build wearing Briar Hauberk, Thornguard Hood and Rootweave Pants carries -1.8 movement, and 1.2 back leaves the character at -0.6 net. Slower than they started, which is the persistent problem with the dexterity line and the reason a mount matters more to a dagger build than the stat sheet suggests. Sixteen defence in a slot most players treat as a speed stat is the real value here. Build them early. At one Fossilized Amber they are among the cheapest pieces in the tier, and the defence applies in every fight regardless of what else you are wearing.Stonebark Greaves
Bark gone hard as stone. Heavy going, but they leave a print you could read across the field. Stonebark Greaves are the vitality footwear of the forest tier, requiring VIT 35. MDEF +5 with Move Speed +1.0. That movement figure is the lowest of the three forest shoe options, behind Rootwalkers at +1.2 and Dewstep Slippers at +1.4, which is the same ordering every tier has used. Vendors pay 104 Tria. Porcelain Golem drops them at 0.25%, roughly one per 400 kills, with Lycaros listed as a prize pool source. Recipe: 12 Stone, 3 Memory Sap, 3 Mystic Essence, 3 Ancient Heartwood and 1 Fossilized Amber, the cheapest bracket in the tier alongside the gloves. Stonebark Greaves need nothing unlocked beyond VIT 35. The +1.0 movement is doing more work than it appears. Amber Carapace, Elder Bark Helm and Petrified Greaves each cost -1.0, coming to -3.0 across three slots. These give back a full point, which is the difference between a Defender who can cross a map and one who gives up and buys Mudbucket at 29750 Tria. Against Barrel Boots from the junk tier at MDEF +3 and the same +1.0 movement, this adds two magic defence and nothing else. Shoes remain the slot where tier upgrades do the least, and anyone still wearing the junk-tier pair can leave this until the rest of the set is finished. Build it late. The chest, helmet and legs each carry a hundred or more health, and the boots carry none.Tin Treaders
Tin cans on each toe, and nobody planted them there on purpose. Tin Treaders are the dexterity footwear of the junk tier at DEX 25. Move Speed +1.2 with MDEF +5. Between Ragwrap Sandals at +1.4 and Barrel Boots at +1.0, which is where the dexterity line always sits. For a dagger build the movement matters more than the middle placement suggests. Scrapmail costs -0.6, Floppsy Hood -0.6 and Junker Pants -0.6, coming to -1.8 across three slots. Tin Treaders give back 1.2, which leaves a full junk-tier dexterity set slower than it started. The caster line ends up faster and the vitality line slower, and dexterity sits in between there too. Recipe: 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core, the lightest material cost in the tier alongside Scrap Gauntlets. Vendors buy them at 52 Tria. Junk King drops them at 7.74%, roughly one per thirteen kills. Tin Treaders need nothing unlocked beyond DEX 25. Against Trailblazer Boots from Breda at DEF +5, MDEF +3 and +1.2 movement, this is close to a sidegrade. Same speed, two more magic defence, and the physical defence is not listed. Anyone already wearing the Breda pair can leave this until the rest of the set is done. Build rather than farm if you have a spare Junk Core, since one core is the cheapest entry the bench offers and Junk King at 7.74% is slower than most drops in this tier.Trailblazer Boots
Sturdy boots that take a beating and keep going. Trailblazer Boots cost 700 Tria, require DEX 15, and land where the whole Trailblazer line lands: DEF +5, MDEF +3, Move Speed +1.2. Every one of those numbers sits between the alternatives. Kettle Stompers give DEF +8 with MDEF +2 and +1.0 movement. Dustwalker Boots give DEF +3 with MDEF +4 and +1.4. If you want the middle option, this is it, and for a dagger build the middle is usually correct. Movement matters more to a DEX character than the defence does. The build works by attacking fast and not standing still, and Trailblazer Vest at -0.6 and Trailblazer Pants at -0.6 both slow you down. The +1.2 here covers both with a bit left over. They come Unidentified, so what the shop shows is not everything the boots do. Identifying them adds properties beyond the visible stats. Tin Tortoise drops them at 7.74%, about one per thirteen kills. Cup Snail at 0.25% and Patch Hound at 0.18% are both long odds and not worth targeting. Breda pays 26 Tria for them back. Trailblazer Boots need nothing unlocked beyond DEX 15. DEX 15 also unlocks Amethyst Dirk and Trailblazer Pants, which cost 1050 Tria each. The boots at 700 are the cheapest of the three, but the dagger should still come first. A weapon that raises crit rate, crit damage and attack speed together does more for the build than any single armour piece at this tier. Buy the boots second. Filling the feet slot for 700 Tria while saving for the rest is efficient, and there is no better footwear in the dexterity line to wait for.Aqua Bloom I
Aqua Bloom I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Aqua Bloom II. Cast bar, locked enemy, magic damage. Single-target damage from the class built entirely around it. Enchanters carry the highest magic attack in the game through Forest Stag at M.ATK +47 and have no melee fallback, so a dependable damage spell is the foundation rather than an extra. 700 Tria a copy, 4200 for the stage. Neria stocks it under Enchanter.Aqua Bloom II
Levels 7 to 12, six copies. Aqua Bloom I stops working at level 6 and this is what continues it. The cast bar is why Dewstep Slippers at Move Speed +1.4 matter so much: an Enchanter who gets reached cannot cast, and distance is the only real answer. 4900 Tria a copy, or 29400 to finish the twelve levels. Filed under Enchanter at the Librarian.Aqua Bloom III
Levels 13 to 18, six copies, and none of them for sale. Aqua Bloom III is a boss drop and priced accordingly by anyone trading it. Buy this line before Meteor Shower. Single-target damage kills the thing that is actually threatening you.Bash I
One book is not one skill. You consume six copies of Bash I to carry the skill from level 1 to level 6, and level 7 needs Bash II instead. Bash is the cheapest attack in the game and the only offensive skill open to every class. Active, instant cast, self area, physical damage, scaling from STR. Instant means nothing interrupts it, and a self-area hit solves the problem a melee character runs into constantly: three things at once, all of them in reach. The General tab prices this at 350 Tria, so taking the skill to level 6 costs 2100 in total. The Librarian keeps it in the General section.Bash II
Bash II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. Bash II adds an Effect Radius of 50, which turns a loose swing at whatever is adjacent into a defined circle. Fifty is the same radius Iron Wall uses for party buffs, so it covers real ground rather than the tile you are standing on. At 2450 Tria a copy, six of them come to 14700, which is where the General tab stops being cheap. Sold from the General tab at the Librarian.Bash III
Bash III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. For a skill that starts at 350 Tria and is open to every class, ending up gated behind boss kills says something about how far the scaling goes. STR builds get the most out of it, and by level 18 that gap is wide.Battle Cry I
Reading Battle Cry I raises the skill by one level, up to level 6. That is six books before Battle Cry II becomes the next step. The only toggle in the shop. Battle Cry switches on and stays on, buffing all party members rather than firing once. No cooldown to track and no repeated casting, which is a completely different rhythm from the rest of the Warrior tab. 700 Tria a copy, 4200 for the full six levels. Filed under Warrior at the Librarian.Battle Cry II
Battle Cry II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. A toggle buff is what makes a Warrior worth bringing rather than another damage dealer, and its value scales with how many people are standing nearby. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. The Librarian keeps it in the Warrior section.Battle Cry III
Battle Cry III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. Solo players should weigh all three tiers against the attack books at the same price, since a buff applied to one person is worth a fraction of one applied to five.Blade Circuit I
One book is not one skill. You consume six copies of Blade Circuit I to carry the skill from level 1 to level 6, and level 7 needs Blade Circuit II instead. The single-target option in a tab otherwise built for crowds. Instant cast, locked enemy, physical damage. Blade Fury and Blade Rush both hit a self area; this one picks a target and commits, which is what a boss fight needs. 700 Tria a copy, 4200 for the full six levels. The Librarian keeps it in the Warrior section.Blade Circuit II
Blade Circuit II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. Area skills spread damage across whatever is nearby, efficient against a camp and wasteful against one hard target, and this is the answer to the second case. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. Sold from the Warrior tab at the Librarian.Blade Circuit III
Blade Circuit III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. Blade Circuit III comes off bosses only, which is a neat circularity: the skill built for boss fights is gated behind winning them.Blade Fury I
Six copies of Blade Fury I take the skill from level 1 through level 6. After that the book stops working and Blade Fury II takes over. Instant cast, self area, physical damage. Blade Fury is what a Warrior presses when three things have closed in at once, which for a melee class is most of a session. Nothing interrupts an instant cast, and that reliability matters more than raw numbers when a fight is going badly. 700 Tria a copy, 4200 for the full six levels. Sold from the Warrior tab at the Librarian.Blade Fury II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. Blade Fury and Blade Rush share every visible tooltip field, so buy one and see what it does before spending on the other. A duplicate costs you Blade Circuit, which covers a case neither does. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. Neria stocks it under Warrior.Blade Fury III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. Strength scaling keeps it tied to the sword line, from Iron Sword at P.ATK +22 up to Rootcleaver at +85.Blade Rush I
Blade Rush I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Blade Rush II. Instant, self area, physical. On paper identical to Blade Fury, and the shop does not distinguish them. The name points at movement, and a self-area skill that also closes distance would explain why two apparently matching books sit in the same tab. That is inference, not something the game states. 700 Tria a copy, 4200 for the full six levels. Neria stocks it under Warrior.Blade Rush II
Levels 7 to 12, six copies. Blade Rush I stops working at level 6 and this is what continues it. Skills cannot be previewed before purchase, so the safe order is one area book, then Blade Circuit, then the second area book once you know what the first actually does. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. Filed under Warrior at the Librarian.Blade Rush III
Levels 13 to 18, six copies, and none of them for sale. Blade Rush III is a boss drop and priced accordingly by anyone trading it. Across all three tiers the Warrior tab is the most varied in the shop: a toggle buff, a single-target hit and two area attacks.Blunt Mastery I
Reading Blunt Mastery I raises the skill by one level, up to level 6. That is six books before Blunt Mastery II becomes the next step. Passive, so nothing to cast and no mana cost. Blunt Mastery applies whenever a mace or hammer is equipped, from Wooden Club up to Heartwood Maul. The Mastery job sits outside the class tabs, so a Defender can take this even though it never appears in the Defender section. 350 Tria a copy in the General section of the shop, or 2100 for the full six levels. Filed under Mastery at the Librarian.Blunt Mastery II
Blunt Mastery II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. Passives are the purchases that never compete with your attack rotation, which is why they are worth buying before any active skill. 2450 Tria a copy. Six of them is 14700, and passives are worth that in a way situational actives are not. The Librarian keeps it in the Mastery section.Blunt Mastery III
Blunt Mastery III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. The weapon lock is the risk across all three: switch from a mace to a sword later and the whole investment stops doing anything.Body Slam I
Reading Body Slam I raises the skill by one level, up to level 6. That is six books before Body Slam II becomes the next step. Cast bar, self target, physical damage. Self-targeted damage means you deliver it by throwing yourself at something rather than swinging, and the name agrees. The cast bar is the problem: a Defender stands in front of things that are hitting them, and an interruptible cast under fire rarely finishes. 700 Tria a copy, 4200 for six levels. Filed under Defender at the Librarian.Body Slam II
Body Slam II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. Cast it as the enemy approaches rather than once they arrive, and the interruption issue mostly disappears. 4900 Tria a copy, 29400 for the stage. The Librarian keeps it in the Defender section.Body Slam III
Body Slam III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. Timber Charge and Whirlwind both use instant casts and are the more dependable damage options in this tab at every tier.Critical Mastery I
Six copies of Critical Mastery I take the skill from level 1 through level 6. After that the book stops working and Critical Mastery II takes over. The only mastery book not tied to a weapon family, which removes the risk that a later weapon change wastes it. Passive, no mana cost. Who benefits is narrower than that sounds: no sword, staff or blunt weapon in the game carries a crit stat, so this is a dagger book in practice. 350 Tria a copy in the General section of the shop, or 2100 for the full six levels. Sold from the Mastery tab at the Librarian.Critical Mastery II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. Improving a number that starts near zero produces nothing, so check your weapon before buying: Thornprick at Crit Rate +8% is a different proposition from a mace at zero. 2450 Tria a copy. Six of them is 14700, and passives are worth that in a way situational actives are not. Neria stocks it under Mastery.Critical Mastery III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. For a dexterity build running Thornprick and Dagger Mastery, this is the third piece of the same machine and the hardest to get.Dagger Mastery I
One book is not one skill. You consume six copies of Dagger Mastery I to carry the skill from level 1 to level 6, and level 7 needs Dagger Mastery II instead. Passive and weapon-locked to daggers: Wooden Shiv, Amethyst Dirk, Goblin Fork Stabber, Thornprick. Nothing to press and no mana cost. For a dexterity build this compounds with everything the weapon already provides, since daggers work by stacking small multipliers rather than landing one large hit. 350 Tria a copy in the General section of the shop, or 2100 for the full six levels. The Librarian keeps it in the Mastery section.Dagger Mastery II
Dagger Mastery II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. Paired with Critical Mastery, a dagger character runs two permanent improvements without spending a point of mana, which suits a class that is busy attacking. 2450 Tria a copy. Six of them is 14700, and passives are worth that in a way situational actives are not. Sold from the Mastery tab at the Librarian.Dagger Mastery III
Dagger Mastery III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. Dagger builds commit early because the entire stat line pushes one direction, so the weapon lock is less of a gamble here than on the other mastery books.Doombell I
Reading Doombell I raises the skill by one level, up to level 6. That is six books before Doombell II becomes the next step. Cast bar, self target, magic damage. Self-targeted damage on a healing class means an area centred on your own character, and it is the only Cleric book that does not require selecting something first. Heal picks an ally, Holy Wounds picks an enemy, this one just goes off. 700 Tria a copy, 4200 to reach level 6. Filed under Cleric at the Librarian.Doombell II
Doombell II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. Cast it as a group approaches rather than after they arrive, since every skill in the Cleric tab is interruptible and a Cleric in melee cannot do anything at all. 4900 Tria a copy, 29400 across the six levels. The Librarian keeps it in the Cleric section.Doombell III
Doombell III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. WIS scaling keeps it consistent with Heal, so one stat investment powers both halves of the class.Enchant Weapon I
Reading Enchant Weapon I raises the skill by one level, up to level 6. That is six books before Enchant Weapon II becomes the next step. Locked ally, cast bar, INT scaling, with MP running 40, 45, 49, 54, 58 and 63 across the six levels. The only Enchanter book that points at a friend, and the reason the class is named what it is. A Warrior swinging Rootcleaver at P.ATK +85 gains more from this than the Enchanter would gain by spending the same mana on damage. 700 Tria a copy, 4200 for the stage. Filed under Enchanter at the Librarian.Enchant Weapon II
Enchant Weapon II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. The second book runs 72 to 95 MP across its levels. Cast it before a fight rather than during one; this is preparation rather than reaction. 4900 Tria a copy, or 29400 to finish the twelve levels. The Librarian keeps it in the Enchanter section.Enchant Weapon III
Enchant Weapon III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. Buy the line if you play in a group and skip it if you do not. Buffing your own staff is not where an Enchanter's value sits.Entangle I
One book is not one skill. You consume six copies of Entangle I to carry the skill from level 1 to level 6, and level 7 needs Entangle II instead. Cast bar, locked enemy, magic damage. The fields match Aqua Bloom exactly, and the name is the only clue: entangling suggests holding something in place rather than simply hurting it. For a class whose survival depends on distance, that would be worth more than the damage. 700 Tria a copy, 4200 for the stage. The Librarian keeps it in the Enchanter section.Entangle II
Entangle II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. If the movement reading is right, Entangle and Aqua Bloom are not competing purchases. One kills, the other buys the seconds needed to keep casting. 4900 Tria a copy, or 29400 to finish the twelve levels. Sold from the Enchanter tab at the Librarian.Entangle III
Entangle III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. For a solo Enchanter this line matters more than raw damage: being reached is what kills casters, not a shortage of output.Heal I
One book is not one skill. You consume six copies of Heal I to carry the skill from level 1 to level 6, and level 7 needs Heal II instead. Thirty mana at the first level, rising to 49 by the sixth. That is the cheapest cost of anything the Librarian sells, and it is the point: a Cleric casts Heal repeatedly through a long fight, so the cost per cast matters more than the size of any single one. Locked ally, cast bar, WIS scaling. 700 Tria a copy, 4200 to reach level 6. The Librarian keeps it in the Cleric section.Heal II
Heal II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. The second book carries it to level twelve at correspondingly higher cost. Sharing WIS with Holy Wounds means one stat powers both the healing and the damage, which is what makes solo Cleric play work at all. 4900 Tria a copy, 29400 across the six levels. Sold from the Cleric tab at the Librarian.Heal III
Heal III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. A party without healing loses fights a party with it wins, which makes this the single most important line in the shop and the one worth chasing to the end.Holy Wounds I
Six copies of Holy Wounds I take the skill from level 1 through level 6. After that the book stops working and Holy Wounds II takes over. Cast bar, locked enemy, magic damage, WIS scaling. The only Cleric book pointed outward at a single target, and for anyone levelling alone it is how things die. Sharing a stat with Heal means no choice between offence and support. 700 Tria a copy, 4200 to reach level 6. Sold from the Cleric tab at the Librarian.Holy Wounds II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. Against the Enchanter equivalents at the same price, Holy Wounds trades output for the fact that you can also keep people standing. 4900 Tria a copy, 29400 across the six levels. Neria stocks it under Cleric.Holy Wounds III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. Buy the line second, after Heal: a Cleric who cannot damage levels slowly, and one who cannot heal has picked the wrong class.Iron Wall I
One book is not one skill. You consume six copies of Iron Wall I to carry the skill from level 1 to level 6, and level 7 needs Iron Wall II instead. All party members, Effect Radius 50, scaling from VIT. This is the book that makes a Defender worth bringing. Everything else in the tab is a personal attack; Iron Wall applies to everyone in range and scales off the stat the class already stacks through Amber Carapace and Oakward. 700 Tria a copy, 4200 for six levels. The Librarian keeps it in the Defender section.Iron Wall II
Iron Wall II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. The cast bar means casting before the fight rather than during it, and the fifty-unit radius means the party has to stay grouped for it to land. 4900 Tria a copy, 29400 for the stage. Sold from the Defender tab at the Librarian.Iron Wall III
Iron Wall III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. A tank who only reduces damage on themselves is doing half the job, and this is the half a group actually notices.Mana Shield I
Six copies of Mana Shield I take the skill from level 1 through level 6. After that the book stops working and Mana Shield II takes over. Mana Shield protects a locked ally rather than yourself, which makes it the General tab's support option. Cast bar, INT scaling, and an MP cost of 40, 45, 51, 56, 62 and 67 across the six levels this book covers. Solo it does nothing worth the mana. In a party keeping a Defender upright it earns its place. The General tab prices this at 350 Tria, so taking the skill to level 6 costs 2100 in total. Sold from the General tab at the Librarian.Mana Shield II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. The second book runs 78 to 105 MP across its six levels, roughly double the first. The cast bar remains the awkward part: the moment you most want a shield is the moment something is interrupting you, so cast it before the pull. At 2450 Tria a copy, six of them come to 14700, which is where the General tab stops being cheap. Neria stocks it under General.Mana Shield III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. By this stage the INT scaling matters more than the book itself, and a caster running Ruby Bangle at Max MP +200 has the pool to keep a shield up on someone through a long fight.Meteor Shower I
Meteor Shower I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Meteor Shower II. Cast bar, self target, magic damage, INT scaling. A self target on a damage spell means an area centred on your own character, which is awkward for a class that wants distance: the spell works best when enemies are close, and close is where an Enchanter dies. 700 Tria a copy, 4200 for the stage. Neria stocks it under Enchanter.Meteor Shower II
Levels 7 to 12, six copies. Meteor Shower I stops working at level 6 and this is what continues it. Read together with the cast bar, this is an opener rather than an escape. Cast it as a group approaches, not once it has arrived. 4900 Tria a copy, or 29400 to finish the twelve levels. Filed under Enchanter at the Librarian.Meteor Shower III
Levels 13 to 18, six copies, and none of them for sale. Meteor Shower III is a boss drop and priced accordingly by anyone trading it. Against Aqua Bloom at a locked enemy, this is the crowd option, and a caster who levels through camps wants both lines eventually.Sacrifice I
Sacrifice I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Sacrifice II. Sacrifice is instant, self-targeted and open to every class. Skills built that way are trades, and the name is not being coy about the direction. A Defender with a deep health pool and a shallow mana pool converts cheaply. Anyone already short on health is looking at the wrong book. The General tab prices this at 350 Tria, so taking the skill to level 6 costs 2100 in total. Neria stocks it under General.Sacrifice II
Levels 7 to 12, six copies. Sacrifice I stops working at level 6 and this is what continues it. The second book continues the same conversion at a higher rate. Instant cast is what keeps it relevant, since most General-tab skills use a cast bar and are useless once a fight has gone wrong. At 2450 Tria a copy, six of them come to 14700, which is where the General tab stops being cheap. Filed under General at the Librarian.Sacrifice III
Levels 13 to 18, six copies, and none of them for sale. Sacrifice III is a boss drop and priced accordingly by anyone trading it. Worth holding rather than vendoring. No shop route exists, and the conversion rate at level 18 is where the skill finally justifies the slot.Staff Mastery I
Staff Mastery I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Staff Mastery II. Passive weapon book for casters, covering Dewdrop through Forest Stag. No cast, no mana cost, applies whenever a staff is in hand. The weapon lock that makes other mastery books risky barely applies here, since a staff user has no realistic alternative family to switch to. 350 Tria a copy in the General section of the shop, or 2100 for the full six levels. Neria stocks it under Mastery.Staff Mastery II
Levels 7 to 12, six copies. Staff Mastery I stops working at level 6 and this is what continues it. Buy passives early on a caster: an Enchanter juggling cast bars mid-fight has enough to think about without another button. 2450 Tria a copy. Six of them is 14700, and passives are worth that in a way situational actives are not. Filed under Mastery at the Librarian.Staff Mastery III
Levels 13 to 18, six copies, and none of them for sale. Staff Mastery III is a boss drop and priced accordingly by anyone trading it. It sits in the Mastery job rather than the Enchanter or Cleric tab, so players who only browse their own class section miss it entirely.Tailwind I
Six copies of Tailwind I take the skill from level 1 through level 6. After that the book stops working and Tailwind II takes over. Instant cast, self area, magic damage. Every other Enchanter book uses a cast bar, which makes this the one skill in the tab that works when something has already closed the distance. The name points at movement, and a caster who already stacks speed through Dewstep Slippers has an obvious use for more of it. 700 Tria a copy, 4200 for the stage. Sold from the Enchanter tab at the Librarian.Tailwind II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. For a solo caster this belongs above Enchant Weapon in the buying order: an escape beats a party buff nobody is there to receive. 4900 Tria a copy, or 29400 to finish the twelve levels. Neria stocks it under Enchanter.Tailwind III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. The instant cast alone justifies the slot, since an Enchanter has very few skills that function once things have gone wrong.Timber Charge I
Six copies of Timber Charge I take the skill from level 1 through level 6. After that the book stops working and Timber Charge II takes over. Instant cast, self area, physical damage. Instant is the reliable half of the Defender tab: Iron Wall and Body Slam both use cast bars and fail under pressure, while this one fires regardless of what is hitting you. 700 Tria a copy, 4200 for six levels. Sold from the Defender tab at the Librarian.Timber Charge II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. A Defender's damage will never compete with a Warrior's, and that is fine. Area damage is how you hold several enemies' attention, and the numbers matter less than the fact that everything nearby now considers you the problem. 4900 Tria a copy, 29400 for the stage. Neria stocks it under Defender.Timber Charge III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. The tab splits cleanly by cast type: cast-bar skills before a fight, instant skills during one.Whirlwind I
Whirlwind I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Whirlwind II. Instant, self area, physical. The descriptors match Timber Charge exactly, the same duplication seen in the Warrior and Enchanter tabs. Whatever separates them lives in numbers the shop does not print. 700 Tria a copy, 4200 for six levels. Neria stocks it under Defender.Whirlwind II
Levels 7 to 12, six copies. Whirlwind I stops working at level 6 and this is what continues it. Buying both area skills leaves a Defender with overlapping tools; the saved Tria is better spent on Iron Wall, which does something no attack in this tab can. 4900 Tria a copy, 29400 for the stage. Filed under Defender at the Librarian.Whirlwind III
Levels 13 to 18, six copies, and none of them for sale. Whirlwind III is a boss drop and priced accordingly by anyone trading it. Instant cast keeps it usable when a fight has already gone wrong, which is the only time a Defender's own damage output really matters.Caged Prism
A prism set in an iron cage that focuses spells cleanly, and best not to wonder how it got in there. Caged Prism is the one-handed staff at INT 15, and it is the first staff in Breda's rack that a caster should actually want. M.ATK +13 is more than double what Dewdrop offers at +6, and it comes with Cast Speed +0.05x, Attack Speed +0.03x, Damage Up +4%, Max MP +30 and MP regeneration at +2.0 per second. Being one-handed on top of all that is what settles the argument against Cyanbloom, which costs the same 1750 Tria, gives M.ATK +8 and takes your off hand. Same price, better in every column, one extra point of INT required. There is no situation where Cyanbloom is the correct purchase if you can reach INT 15. Tin Tortoise drops it at 7.74%, roughly one per thirteen kills. That is the friendliest drop rate on any weapon Breda sells and makes farming a genuine alternative to paying him. Spore Deer also drops it at 0.25%, one in 400, which is not worth planning around. Breda buys it back at 65 Tria. The Max MP +30 and the +2.0 per second regeneration are what make this staff comfortable rather than merely strong. An Enchanter running long fights spends less time drinking Berry Smoothie at 140 Tria a cup, and over a levelling session that saving is real. Caged Prism needs nothing unlocked beyond INT 15. Farm it if you are levelling anywhere near Tin Tortoises, since 7.74% comes up quickly and the 1750 Tria is better spent on a bag or a Cooking Station stock. Buy it outright if you are not, because the jump from a starter staff is large enough to change what content you can handle.Cyanbloom
Glows faintly in the dark and doubles as a lantern when the spells run dry. Cyanbloom is a two-handed staff at 1750 Tria from Breda, gated behind INT 12. M.ATK +8 against Dewdrop's +6, Cast Speed +0.05x instead of +0.03x, Damage Up +3%, Max MP +20 and MP regeneration at +2.0 per second. That last figure is the real upgrade. Doubling passive mana regen changes how long a caster can keep working between rests far more than two points of magic attack do. Attack Speed sits at -0.03x, the cost of going two-handed. Cyanbloom expects you to cast rather than swing, and any caster still poking things with a stick at INT 12 is playing the wrong way. Being two-handed also removes the shield. For a cloth-wearing class that is a real loss, and it is the main argument for skipping this and saving for Caged Prism at INT 15, which is one-handed, has M.ATK +13 and the same MP regeneration. The lantern line is doing more than flavour work. Anyone who has been caught out after dark without a Lantern equipped knows what light is worth, and a staff that provides it frees the dedicated lantern slot for something else. Breda pays 65 Tria to take it back, and no mob drops it, so buying is the only route. Where Cyanbloom earns its 1750 Tria is the stretch between INT 12 and INT 15. That is a short window for most casters, which makes the purchase hard to justify unless you are levelling slowly or fighting content where the extra magic attack changes what you can kill. The honest recommendation: stay on Dewdrop and put the 1750 Tria toward Caged Prism instead. Buy Cyanbloom only if INT 15 is a long way off and your current staff is actively holding you back.Dewdrop
Dewdrop is the staff a fresh caster starts with. INT 7 is the lowest requirement Breda attaches to anything, and 1050 Tria is the smallest price on his magic rack. The numbers are modest across the board. M.ATK +6, P.ATK +3, Cast Speed +0.03x, Attack Speed +0.03x, Damage Up +2%, Max MP +15 and MP regeneration at +1.0 per second. Nothing here will carry you through difficult content. What it does is get a caster out of the starting gate with a mana pool that regenerates on its own. One-handed, so the off hand stays free for a shield. That matters more for a caster than for a Warrior, since anything that reaches you in melee range is already a problem. The +0.03x on both cast and attack speed is worth noticing. Most staves specialise, pushing cast speed up while attack speed goes negative. Dewdrop raises both by the same small amount, which suits a low-level character who is still meleeing weak enemies between spells rather than casting exclusively. Breda buys it back at 39 Tria, so the 1050 is spent once you hand it over. A carved staff with a green gem for a dewdrop that channels magic, barely. The self-deprecation is accurate. This is a training weapon. Where Dewdrop makes sense: an Enchanter or Cleric under INT 12 who needs anything at all in their hands. Where it stops making sense: the moment you clear INT 12, since Cyanbloom at 1750 Tria roughly doubles the magic attack and adds MP regeneration at +2.0 per second. Nobody drops Dewdrop. Breda is the only source, which is unusual for a weapon at this tier and means the 1050 Tria has no farming alternative. Buy it, use it for the levels it takes to reach INT 12, and do not spend anything upgrading it in between. The gap between this and the next staff is small enough that saving toward Caged Prism at INT 15 is often the better plan.Forest Stag
Max MP +85 and MP regeneration at +5.0 per second. Forest Stag holds the largest mana pool and the fastest mana recovery of any weapon, and for an Enchanter that combination ends the resource problem entirely. A living branch shaped like antlers, still growing, and it steadies your aim when it feels like it. M.ATK +47 with Cast Speed +0.15x and Damage Up +12%, both the highest available. Attack Speed -0.03x is the only negative and no caster will notice it. Two-handed, which costs nothing a staff user was using anyway. Recipe: 48 Wood, 12 Enchanted Bark, 12 Enchanted Wood, 12 Living Bark and 4 Fossilized Amber. INT 37 is the requirement. Against Hummingbird Bloom at INT 35, the Stag adds twelve magic attack, twenty mana, faster casting and another point of regeneration, for four times the materials. Two levels apart. Whether that is worth it depends entirely on how much Fossilized Amber you have, since four is roughly 22 Living Wardrobe kills at 18.42% and considerably more if you are killing anything else. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors pay 364 Tria. Forest Stag needs nothing unlocked beyond INT 37. Stack it with Silver Chain at Max MP +50 and Woven Bracelet at Max MP +30 and a caster carries 165 mana from equipment alone, regenerating five points a second. At that stage Mana Cake at 210 Tria a slice becomes something you carry out of habit rather than necessity, and the saving on food alone repays part of the farming.Hummingbird Bloom
MP regeneration at +4.0 per second, and the flowers draw hummingbirds. Hummingbird Bloom is the caster weapon of the forest tier at INT 35, and that regeneration figure is what sets it apart. Every staff before it tops out at +3.0. Peekaboo manages that, Voidlantern only +2.0. Going to +4.0 means an Enchanter refills fast enough that mana stops being a resource you manage between fights and becomes one that manages itself. M.ATK +35 with Cast Speed +0.10x, Damage Up +8% and Max MP +65. It also carries Attack Speed +0.05x, which is unusual on a staff and suggests the same hybrid intent Peekaboo had. Recipe: 24 Wood, 6 Enchanted Bark, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Against Peekaboo at INT 25, this adds twelve magic attack, twenty mana and a third more regeneration. Against Forest Stag at INT 37, it gives up twelve magic attack, twenty mana and another point of regeneration, but it stays available two levels earlier and costs a quarter of the materials. Lycaros drops it at 4.22%, about one per 24 kills. Teapot Toadstool follows at 0.25%. Vendors buy it at 260 Tria. Hummingbird Bloom needs nothing unlocked beyond INT 35. The practical case for building it: Forest Stag needs 48 Wood, 12 each of three materials and 4 Fossilized Amber, which is four times this recipe. Two levels of intelligence is a short wait and four times the farming is not. Build the Bloom, use it through INT 37, and decide on the Stag once you see how the amber accumulates.Junk Totem
M.ATK +30 and Max MP +60, the largest mana pool on any weapon in the game. Junk Totem is the two-handed staff at Eren's bench, gated behind INT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Cast Speed +0.12x is half again what Voidlantern manages at +0.08x, and Damage Up +8% and MP regeneration at +3.0 per second complete the set. Attack Speed sits at -0.03x, which no caster will notice. Sixty extra mana with +3.0 regeneration changes how an Enchanter plays rather than just how hard they hit. Combined with Silver Chain at Max MP +50 and Woven Bracelet at +30, a fully kitted caster is carrying 140 mana in equipment alone, and running dry stops being the thing that ends fights. It hums when you cast, like it recalls being something else. The staff is built from a Junk King's throne parts, which the flavour leaves half-said. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. As with everything in this tier, the Lycaros rate makes farming far quicker than the four cores the recipe demands. Vendors pay 182 Tria. Junk Totem needs nothing unlocked beyond INT 27. Against Peekaboo at INT 25, this adds seven magic attack, fifteen mana and considerably faster casting for double the materials. Peekaboo is the sensible build. Junk Totem is the thing to farm off Lycaros once you can, and the four cores are better spent only if the drop refuses to appear.Peekaboo
A skull mounted on a bone rod. You cast, the eye lights up, and you have agreed not to ask. Peekaboo is the caster weapon at Eren's bench, gated behind INT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. M.ATK +23 with Cast Speed +0.08x, Damage Up +6%, Max MP +45 and MP regeneration at +3.0 per second. It also carries P.ATK +10 and Attack Speed +0.04x, which is unusual on a caster weapon and suggests it expects you to swing occasionally. That +3.0 mana regeneration is the standout. Every staff Breda sells tops out at +2.0, so Peekaboo restores half again as fast, and over a long fight that adds up to fewer Berry Smoothies at 140 Tria a cup. Against Voidlantern at M.ATK +18, Cast Speed +0.08x and Max MP +40, the comparison is close. Peekaboo wins on magic attack, mana pool and regeneration. Voidlantern is available at INT 17, eight levels earlier, and costs 2450 Tria rather than a farming project. Lycaros drops it at 15.98%, Junk King at 7.74% and Scarecrow Goblin at 0.17%. Vendors buy it at 130 Tria. Peekaboo needs nothing unlocked beyond INT 25. Worth building for an Enchanter who has hit INT 25 and wants the mana regeneration more than raw magic attack. If your problem is running dry mid-fight rather than not hitting hard enough, this solves it more directly than any staff on Breda's rack. Junk Totem at INT 27 is the next step and asks for four cores instead of two.Voidlantern
M.ATK +18 and Max MP +40, the highest magic numbers Breda stocks. Voidlantern costs 2450 Tria and requires INT 17, which makes it the endpoint of the staff line rather than a step along it. Cast Speed +0.08x is where the weapon actually earns its price. That is the fastest casting on any staff he sells, half again what Caged Prism manages at +0.05x, and for a class whose damage is gated by cast time it matters more than the raw magic attack does. Damage Up +5% and MP regeneration at +2.0 per second round it out. The costs are the usual two-handed ones. Attack Speed -0.03x, no off hand, no shield. A caster at INT 17 should be far enough from melee range that neither bothers them much, which is why the two-handed penalty is easier to accept here than it is on Cyanbloom at INT 12. Tin Tortoise drops Voidlantern at 3.93%, around one per 25 kills. Spore Deer drops it at 0.25%, one in 400 and not worth chasing. Farming the tortoise is a reasonable way to avoid the 2450 Tria if you are levelling in that area anyway. Breda pays 91 Tria for it back. A pale orb in an iron cage that glows when it feels like it, and the whispering comes free. Like Cyanbloom, it provides light, which quietly saves you the Lantern slot on night trips. Voidlantern needs nothing unlocked beyond INT 17. The comparison worth making is against Caged Prism at 1750 Tria. You pay 700 Tria more for five points of magic attack, faster casting and ten more mana, and you give up your shield. For an Enchanter who never gets hit, take the Voidlantern. For a Cleric who spends time in the middle of things, the one-handed staff and a shield will keep you alive through fights the faster weapon would not.Briar Blade
The forest made it to keep things out. Briar Blade is the one-handed sword of the forest tier, requiring STR 35, and P.ATK +61 makes it the hardest-hitting one-handed weapon available. Attack Speed +0.08x on top of that is the detail worth noticing. Most weapons trading this much attack take speed away. Briar Blade adds it, along with Damage Up +10%, Max MP +45 and MP regeneration at +2.0 per second. Set it against Rusty Cleaver at STR 25, which gives P.ATK +39, Attack Speed +0.06x and Damage Up +7%. Every column improves and the weapon stays one-handed, so a shield stays equipped. The recipe is 24 Wood, 6 Briar Vine, 6 Mystic Essence, 6 Living Bark and 2 Fossilized Amber. Damage Up rather than Ignore DEF puts Briar Blade on the same side as Rusty Cleaver: strong against soft targets, weaker against armour. Rootcleaver at STR 37 swaps to Ignore DEF +15% and P.ATK +85, takes both hands and needs four times the materials. Vendors pay 260 Tria. Briar Blade needs nothing unlocked beyond STR 35. For a Warrior the comparison against Rootcleaver comes down to the shield. Sixty-one attack with a shield in the off hand survives content that eighty-five attack with an empty off hand does not, and the two levels between them are not the deciding factor. Build the Briar Blade, keep it, and treat Rootcleaver as a second weapon for armoured fights rather than a replacement.Claymore
STR 17 and 2450 Tria. Claymore is the top of the sword line Breda sells, and both numbers put it well out of reach of a starting character. What you get for them is P.ATK +32, the highest raw attack on any blade he stocks. The trade-off sits in the attack speed. -0.05x is the heaviest swing penalty in the sword family, and Ignore DEF +8% tells you what the weapon was designed for. Ignore DEF cuts through armour and does very little against soft targets, so Claymore is a weapon for bosses and armoured enemies rather than for clearing camps. Against trash mobs the slow swing costs you more than the raw damage returns. Two-handed, so the off hand stays empty and a shield is off the table. Combined with the speed penalty, that means every fight is decided by how hard you hit rather than how much you absorb. Max MP +25 and MP regeneration at +1.0 per second run through this whole sword family, and they are as odd here as anywhere. A pure strength Warrior gains nothing from 25 extra mana. Hybrid builds that cast between swings get real value. You can farm it instead of buying. Tin Tortoise drops Claymore at 3.93%, roughly one per 25 kills, which is a reasonable session for a 2450 Tria weapon. Kettle Beetle also drops it at 0.18%, about one in 555, so hunting beetles for this is a waste of an evening. Tortoises or Breda, nothing else. Breda buys it back at 91 Tria. A heavy two-handed blade of the kind the old Defenders carried, with big reach and a bigger swing. The description matches the stat line for once. Worth the 2450 Tria if you fight armoured content and have STR 17 to spare. If you are still levelling through open-world mobs, a faster one-handed blade plus a shield will serve you better, and the Tria buys a lot of Hay Bundle or seeds in the meantime.Iron Sword
Same price as Mossback, better in almost every way. Breda sells Iron Sword at 1750 Tria with P.ATK +22 against the two-hander's +15, Attack Speed +0.05x instead of a -0.03x penalty, and Damage Up +5% where Mossback offers Ignore DEF +5%. It also leaves your off hand free for a shield. The only thing Mossback still does better is cut through armour, and that is a narrow case. For general levelling the Iron Sword wins outright at an identical price, which makes the two-hander hard to recommend once you can meet the requirement here. STR 15 is the gate, three points above what Mossback asks and eight above the Wooden Sword. That is the actual reason players end up on the slower weapon first. You do not have to buy it. Tin Tortoise drops Iron Sword at 7.74%, roughly one per thirteen kills, which is a reasonable farm for a weapon that costs 1750 Tria. Cog Crab also drops it but at 0.22%, about one in 455, so nobody should be hunting crabs for this. Kill tortoises or pay Breda. The mana line runs through this whole sword family: Max MP +20 and MP regeneration at +1.0 per second. On a plain iron blade that is odd, and it means a hybrid build gains more from upgrading than a pure strength Warrior does, whose extra 20 mana sits unused. A plain iron sword, sharp and dependable, nothing fancy and it does not need to be. That reads as a fair summary. There is no gimmick here, just higher numbers in the right places. Breda buys it back at 65 Tria. Iron Sword needs nothing unlocked beyond STR 15. The sensible path: use the Wooden Sword at 1050 Tria while you are under STR 15, then move straight to this and skip Mossback entirely unless you specifically want the armour penetration. If you are levelling near Tin Tortoises anyway, farm the drop and spend the 1750 Tria on a shield instead.Junkblade
Scrap metal welded into a blade by someone who skipped the manual. Ugly, but it bites. Junkblade sits at the top of the strength line at Eren's bench, requiring STR 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Those four cores are the wall. At Barrel Champion's 0.64% drop rate that is around 625 kills, and no other material in the recipe comes close to that time cost. P.ATK +55 with Ignore DEF +12%, Max MP +35 and MP regeneration at +2.0 per second. Attack Speed is -0.05x, the price of the damage. The comparison worth running is against Rusty Cleaver at STR 25. That weapon gives P.ATK +39 with Damage Up +7% and a positive +0.06x attack speed, for half the materials. Junkblade adds 16 attack and armour penetration, and takes speed away. Against armoured targets it wins clearly. Against everything else the gap narrows enough that the extra two cores are hard to justify. Lycaros drops it at 15.98%, about one per six kills. Junk King drops it at 3.93% and Barrel Champion at 0.80%. That first number changes the calculation entirely. If you can kill Lycaros, farming the drop takes a fraction of the time the recipe does, and the cores you save go toward something you cannot get another way. Vendors buy it at 182 Tria. Junkblade needs nothing unlocked beyond STR 27. Farm it rather than craft it if Lycaros is within reach. Build it only if the drop is beyond you and you have cores to spare, which for most players at STR 27 means neither.Mossback
A two-handed sword of solid wood, slow to swing, and it lands like a dropped log. Mossback trades speed for weight, and the stat line is honest about it: Attack Speed -0.03x, the only negative modifier on the weapon. P.ATK +15 against the Wooden Sword's +10, and Ignore DEF +5% where that blade offers Damage Up +3%. Those two percentages are not interchangeable. Damage Up raises everything by a flat proportion. Ignore DEF cuts through armour, which matters against tougher targets and does very little against soft ones. Mossback is built for enemies that actually mitigate damage. Breda sells it at 1750 Tria and requires STR 12, five points above what the Wooden Sword asks. That gap is the real gate. A fresh character will not meet it immediately. Being two-handed costs you the off hand entirely, so no shield. Combined with the attack speed penalty, Mossback commits you to hitting hard and infrequently while taking every hit on your own defences. Anyone levelling through content that punishes mistakes should weigh that carefully, since the Wooden Sword at 1050 Tria leaves the off hand free. The mana line carries over: Max MP +15 and MP regeneration at +1.0 per second, sitting on a two-handed wooden greatsword. Hybrid builds that cast between swings get more out of this than pure strength characters do. Breda buys it back at 65 Tria. Where Mossback earns the extra 700 Tria over the Wooden Sword is against armoured enemies. Where it loses is on trash mobs, where the speed penalty means fewer swings for a small P.ATK gain, and the missing shield adds up over a long session. Pick based on what you fight rather than the higher number on the stat line. Mossback needs nothing unlocked beyond STR 12. Reasonable as a levelling weapon for a Warrior building pure strength who has no shield worth using anyway. Skip it if you have a decent shield, since the Wooden Sword plus that shield covers more situations than a slow two-hander does at this tier.Rootcleaver
A great sword grown from a Mother Tree's root. Slow-grown, patient, unforgiving once drawn. P.ATK +85 makes Rootcleaver the hardest-hitting weapon in the game, and STR 37 is what it takes to hold one. Ignore DEF +15% comes with it, along with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed -0.05x is a modest penalty for this much damage, considerably lighter than the -0.10x that Heartwood Maul and Scrap Sledge carry. That combination is unusual. Most weapons this heavy specialise in either raw damage or armour penetration. Rootcleaver takes the highest attack figure available and adds meaningful penetration on top, which leaves very little it handles badly. Recipe: 48 Wood, 12 Enchanted Wood, 12 Memory Sap, 12 Living Bark and 4 Fossilized Amber. Lycaros drops it at 4.22%, about one per 24 kills, and Grandfather Clock at 0.60%. Given the recipe wants four Fossilized Amber, farming Lycaros is genuinely competitive with building it, which was not true of the junk tier where the drop rates were four times better. Vendors buy it at 364 Tria. Rootcleaver needs nothing unlocked beyond STR 37. The real decision is against Briar Blade at STR 35. That weapon gives P.ATK +61, positive attack speed and a free off hand for a shield. Rootcleaver gives 24 more attack and armour penetration, and takes the shield away. For a Warrior who fights things that hit back, the shield is worth more than the difference. Carry both if you can, and draw the Rootcleaver for the fights where nothing else is getting through.Rusty Cleaver
Scrap plates bolted into a blade with goblin doodles included, and it has cut through worse than you. Rusty Cleaver is the strength option at Eren's bench, requiring STR 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. P.ATK +39 with Attack Speed +0.06x, Damage Up +7%, Max MP +30 and MP regeneration at +2.0 per second. Set that against Iron Sword, the best blade Breda sells at P.ATK +22, Attack Speed +0.05x and Damage Up +5%, and the cleaver is a clear step up in every column. Damage Up rather than Ignore DEF is worth noting. Damage Up raises everything proportionally and works on soft targets. Junkblade at STR 27 swaps to Ignore DEF +12% and a negative attack speed, which makes it the armour-penetration option. The two are not simply better and worse versions of each other. Positive attack speed on a sword this heavy is the detail that makes Rusty Cleaver comfortable to use. Most weapons that hit this hard slow you down. Lycaros drops it at 15.98%, roughly one per six kills. Junk King at 7.74% and Critter Goblin at 0.25% follow. Vendors pay 170 Tria, the highest buyback of any mid-tier craft here. Rusty Cleaver needs nothing unlocked beyond STR 25. The obvious build for a Warrior who has outgrown Iron Sword and is not yet at STR 27. Two Junk Core is the real cost, so before committing, decide whether you would rather spend four on Junkblade and wait. If you are levelling through unarmoured content, the cleaver's Damage Up will serve you better than Junkblade's Ignore DEF anyway.Wooden Sword
A practice sword, blunt as they come, and everyone starts here with splinters included. Wooden Sword is the first weapon Breda sells and the entry point into the sword line at 1050 Tria. The stat spread is stranger than the name suggests. P.ATK +10 and Damage Up +3% are what you expect from a starter blade. Attack Speed +0.03x is small but real. What stands out is Max MP +10 and MP regeneration at +1.0 per second sitting on a piece of melee gear. A wooden practice sword feeding your mana bar makes no thematic sense and it does mean hybrid builds get more out of this than a pure Warrior does. It requires STR 7, so this is a strength weapon and not something an Enchanter picks up for the mana line. One handed, right hand slot, which leaves your off hand free for a shield. 1050 Tria puts it in an awkward spot. That is half a Fishing Rod, three Hoes, or 21 bags of Wheat Seeds. For a starting character the price is a real commitment, and the +10 P.ATK it delivers is modest enough that you will be replacing it before long. Breda buys it back at 39 Tria, so treat the purchase as spent. The right hand slot conflict matters more here than on the gathering tools. Carrying a Wooden Sword means you are not carrying a Pickaxe or a Hoe, so a farming trip involves swapping and a fighting trip involves leaving the tools behind. Set up hotbar binds early. Wooden Sword needs nothing unlocked beyond the STR 7 requirement, which most strength builds clear immediately. Buy it if you are levelling a Warrior or any melee build and have nothing better. The MP bonuses make it a reasonable pick for a hybrid who casts occasionally between swings, and a poor one for anyone who never touches mana. Skip it entirely if a drop or a crafted blade with higher P.ATK is already within reach, since 1050 Tria buys a lot of Hay Bundle or seeds instead.Axe
The Axe is the woodcutting tool, and it is the first gathering tool that has nothing to do with the farm plot. Same 350 Tria as the Hoe, Watering Can and Harvest Basket, same right hand slot, different vendor entirely. Arlette is the only shop that carries it. Leaf and Rendall, the two shops that cover every farming tool and seed between them, do not stock the Axe at all. If you have been buying everything at Leaf out of habit, this is the point where that stops working. Stock sits at 1 unit, so a trip to Arlette can end with an empty shelf and a wait. Woodcutting feeds the crafting side rather than the kitchen. Timber goes into furniture, structures and equipment recipes, which means the Axe pays off on a completely different schedule than the farming tools do. A farmer who never crafts has no reason to own one. Buyback is 13 Tria against 350 spent, matching the rest of the tool line. There is no reason to buy a second Axe, and no way to recover the cost of a mistaken purchase. The blade is described as worn but still biting into a trunk, which fits how the tool behaves. It does not wear out or need repairing, so the 350 Tria is a one-time cost and the Axe stays in your bag permanently once bought. The right hand slot conflict is now four tools deep. Hoe, can, basket, axe, plus whatever weapon you fight with. Hotbar binds are no longer optional at this point, and most players end up carrying only the tools relevant to the session rather than hauling all four everywhere. The Axe carries no level or class restriction and costs nothing to unlock. Buy it when a crafting recipe actually asks for wood, not before. The farming tools have a clear payback through crops you sell or cook. Timber only earns its keep if you are building something with it.Fishing Rod
The Fishing Rod costs 2100 Tria, six times what the Hoe, the Watering Can or the Axe cost at 350 each. That price is the single largest hurdle between a new player and the fishing profession. Arlette sells it, and nobody else does. Leaf and Rendall, which cover the seeds and the farming tools, do not stock the rod at all. Arlette keeps 1 unit on the shelf, so bring the full 2100 Tria on the first trip instead of gathering the rest and hoping the stock survives. Buyback is 78 Tria. Spend 2100, change your mind, lose 2022. Nobody should be buying this rod on a whim. Fishing works differently from every other gathering activity. No seasons to wait for, no soil to till, no seeds to rebuy each cycle. You walk to water and cast. Where a plot of Golden Fruit Seeds locks you into Autumn and an hour per kilogram, the rod earns whenever you have twenty free minutes. Fish also fill cooking recipes that vegetables cannot, which keeps the catch in demand rather than sitting in a vendor pile. It occupies the right hand slot, the same slot used by the Hoe, the Harvest Basket and your weapon. Fishing is best treated as its own session for that reason. Swapping between rod and sword repeatedly gets tedious fast. The rod does not wear out, break or need repairs, so the 2100 Tria is permanent. Whether that is expensive depends entirely on how much you fish. Cast a handful of times and you have burned an entire season of farming profit. Fish regularly and the number stops mattering inside a week. The Fishing Rod carries no level or class restriction. Money is the only gate. Buy it once your plot funds itself. A plain rod and line pulls dinner out of the shallows perfectly well, but not on day one with 2100 Tria you needed for seeds.Harvest Basket
Harvest Basket is the tool you equip in the right hand to bring crops in from the field. At 350 Tria it is the first serious purchase a farmer makes, costing more than seven bags of Tomato Seeds and many times what a plot of wheat is worth. It occupies the right hand slot, which means it competes with whatever weapon you normally carry. Swapping to the basket to harvest and back to a sword to travel is the usual routine, and it is worth setting up a hotbar slot for the swap before you buy. Farmers who skip that step end up walking into mobs holding a basket. Only Leaf sells it. Stock is thin and the shelf sits empty most of the time, with a restock timer around two minutes. Two minutes is short enough to wait out, so an "Out of stock" message on a 350 Tria item is an inconvenience rather than a real barrier. The vendor buys it back at 13 Tria. That is a 337 Tria loss on a change of mind, the worst buyback ratio of anything on the farming shelf. Be certain you are farming seriously before spending the Tria, because there is no recovering it. Whether the basket pays for itself depends entirely on how much you harvest. A player planting a few carrots between quests will never earn it back. Someone running a full plot of magic berries or tomatoes across a season clears the cost quickly, since the basket applies to every pickup rather than a single crop. Harvest Basket carries no level or class restriction and costs nothing to unlock. The 350 Tria is the only gate. Sturdier than it looks, and it does not wear out, so the purchase is one-time. Buy it once you have a plot you actually maintain, not on your first day of farming. Spend the early Tria on seeds and let the plot fund the basket.Hoe
The Hoe breaks soil and turns rows, which makes it the tool you need before a single seed goes into the ground. Everything on the farming shelf, from 5 Tria wheat to 100 Tria tomatoes, assumes you already own one. That puts the Hoe first in the buying order, ahead of the Harvest Basket at the same 350 Tria price. It equips in the right hand, so it takes the same slot as your weapon and the basket. A working farm session means swapping between the three, and it is worth binding them before you start rather than fumbling through the inventory with a plot half tilled. Leaf and Rendall both carry it, which is one practical advantage over the Harvest Basket. Stock sits at 1 unit per shop, so if Leaf is empty you have a second option instead of waiting on a timer. The buyback is 13 Tria against 350 spent. Nobody sells a Hoe back on purpose, but the number is worth knowing before you buy a spare. There is no reason to own two. Whether 350 Tria is steep depends on when you buy it. Early, before you have any Tria coming in, it is a real investment and takes several harvests to justify. Later it is trivial. The awkward part is that you cannot farm at all until you own one, so the cost lands exactly when it hurts most. Wheat is the sensible first crop for that reason: cheap seeds, fast turnover, and the plot starts returning while you are still recovering the tool cost. The Hoe carries no level or class restriction and costs nothing to unlock. It does not wear out, so this is a one-time purchase. Buy the Hoe first, plant cheap, and pick up the Harvest Basket once the plot is actually earning. Buying both at once costs 700 Tria and leaves nothing for seeds, which is the mistake most new farmers make.Lantern
The Lantern goes in its own dedicated slot, which is what separates it from every other tool you carry. The Hoe, the Axe and the Fishing Rod all fight over the right hand. The Lantern does not. Equip it once and it stays lit while you swing a sword, till a plot or cast a line. It keeps a circle of light around you after dark. Night in this game is not decorative. Once the light drops you lose the ability to read the ground around you, and gathering nodes, mob approaches and the edge of a path all become guesswork. The Lantern gives that back. 350 Tria, sold by Arlette and nowhere else. Leaf and Rendall carry the farming line but not this. Stock sits at 1 unit, which means the shelf empties fast and you may need a second trip. Selling it back returns 13 Tria. Standard for tools at this price point, and irrelevant, because nobody sells a Lantern. It is one of the few purchases at 350 Tria that never stops being useful. Compared with the Harvest Basket at the same price, the Lantern is the better first buy for most players. The basket only matters while you are standing on a plot. The Lantern matters every night, everywhere, regardless of what you are doing. A player who fishes, farms, fights and gathers gets value from it in all four activities. It runs on oil in name only. There is no fuel to refill and no upkeep cost, so the 350 Tria is the entire expense. The Lantern carries no level or class restriction and needs nothing unlocked. Buy it early. The argument for waiting applies to tools tied to one profession, where you want the plot earning before you spend. Light is not a profession. The first time you get caught out at night without one, chasing a Spore Deer or walking back from Arlette, the 350 Tria stops looking like a decision worth delaying.Milk Pail
700 Tria for a wooden pail hooped in brass, which is double what Scissors cost at 350 despite doing an equivalent job on a different animal. Hogan prices the milking tool higher than the shearing one, and there is no obvious mechanical reason for it beyond what milk feeds into. You need it to get anything out of a Cow. Without the pail she stands in her pen eating hay and producing nothing you can collect, which makes this the last piece of a fairly expensive chain. Cow at 3500 Tria, Animal Plot at 1750, pail at 700. Just under 6000 Tria before a single bottle, and that is before feed. Whether that pays back depends on how much milk you actually use. Fresh Milk costs 70 Tria at Arlette and Rendall, so the pail alone covers itself after ten bottles you no longer buy. The full setup takes around 85. A caster running Berry Smoothie through dungeon sessions gets there. Someone who wanted a cow because cows are nice will not. Right hand slot, like every gathering tool, and the conflict is irrelevant since milking happens in your own pen. It does not wear out or need replacing. Hogan buys it back at 26 Tria. The comparison worth making is against the wool line. Scissors at 350 plus a Sheep at 1750 comes to 2100 Tria for a producing animal, against 4200 for the cow and pail. Wool is the cheaper entry into livestock production by a wide margin, and the sheep has the mount angle on top. Milk wins only if your character actually drinks mana back. Milk Pail carries no level or class restriction and needs nothing unlocked. Buy it at the same time as the cow, not before and not later. A cow without a pail is 3500 Tria of hay consumption with no output, and that is the most common way players stall out on the livestock line. Sort the hay supply first, then buy both together.Pickaxe
Iron head, long handle, and you swing it at rock until the rock gives up. The Pickaxe is the mining tool, and ore is the one raw material that armour and weapon recipes cannot be built without. That puts it in a different position from the farming equipment. Carrots and wheat end up in a cooking pot. Ore ends up in gear you actually wear, which means the Pickaxe pays into your character rather than your kitchen. Anyone planning to craft their own equipment buys this before they buy a Harvest Basket. Arlette stocks it at 350 Tria, 1 unit at a time. Leaf and Rendall do not carry it, so the trip out to Arlette covers this along with the Axe and the Lantern if you are shopping for gathering tools in one run. Buyback is 13 Tria, so treat the purchase as final. Right hand slot. Mining, woodcutting and fishing all compete for the same hand as your weapon, and running a mining route means going in with the Pickaxe equipped instead of something that fights back. Ore nodes tend to sit in areas that are not empty, so clear the approach first and swap after. The tool never breaks and never needs repairing. One purchase, permanent. Where the Pickaxe beats the Axe at the same price: ore appears in far more recipes than timber does. Wood builds furniture and structures, useful but optional. Ore builds the swords, helmets and chest pieces that every class needs. If you can only afford one of the two at 350 Tria, take the Pickaxe. The Pickaxe carries no level or class restriction and needs nothing unlocked. Worth buying as soon as you know which armour set you are working toward. Mining without a target recipe fills your bag with ore you have no use for, and node locations matter more than swing speed here, so spend the first session finding a route rather than grinding one spot.Scissors
Heavy shears for taking wool off a sheep, and that is the entire job description. Scissors do one thing, which makes them the most single-purpose tool in the game. If you do not own a Sheep, there is no reason to spend the 350 Tria. Hogan sells them, which fits, since he also sells the sheep and the Animal Plot she stands in. Buying the wool setup outright means 1750 Tria for the sheep, 1750 for the pen and 350 for the shears. That is 3850 Tria before the first bundle of hay, and worth knowing before you commit to wool as a supply line. They go in the right hand slot, so they compete with your weapon, the Hoe and everything else you carry. Shearing is a farm activity done standing in your own pen, so the conflict costs you nothing in practice. Swap in, cut, swap out. The tool never breaks and never needs sharpening despite the warning about minding your fingers. One purchase covers you permanently, the same as the Pickaxe or the Axe at the identical 350 Tria. Hogan pays 13 Tria to take them back. Nobody sells shears, but the number tells you the purchase is final. Wool feeds crafting rather than cooking, which puts Scissors on a different track from anything Arlette sells. Clothing recipes and gear that needs cloth run on it, and there is no other source. Ore comes from a Pickaxe, timber from an Axe, wool from a sheep and these shears. No overlap. The timing question is simple. Buy the sheep first at 1750 Tria, get her into a pen with hay behind her, then pick up the shears. Buying Scissors before you own an animal is 350 Tria sitting in your bag doing nothing. Scissors carry no level or class restriction and need nothing unlocked. Worth it only as part of the full wool chain. A player who bought a sheep purely hoping she grows big enough to ride still needs these to get anything out of her while she does.Watering Can
The Watering Can completes the farming toolset alongside the Hoe and the Harvest Basket, and it carries the same 350 Tria price as both. Three tools, 1050 Tria total, which is the real entry cost of farming once you add seeds on top. It equips in the right hand like the other two, so the slot conflict is now a three-way problem. A full farm cycle means hoe out to till, can out to water, basket out to harvest, weapon back for the walk home. Bind all three to the hotbar. Doing this through the inventory window every session gets old within a day. Leaf and Rendall both stock it, 1 unit each. Same as the Hoe, better than the Harvest Basket, which only Leaf carries. Between two shops you rarely wait long. Buyback is 13 Tria, so the 350 is effectively gone the moment you spend it. No spares, no flipping. Buying order matters more than most new farmers expect. The Hoe comes first because untilled soil takes no seeds at all. The Watering Can comes second, since watered rows are what the growth timers actually assume. The basket comes last, because you can survive a harvest without it in a way you cannot survive a plot you were never able to till. Spreading the three purchases across a few sessions of wheat keeps you solvent. A plain can for watering the rows before the sun gets high, and the timing hint in that line is worth taking seriously if you farm across a full in-game day. The Watering Can carries no level or class restriction and costs nothing to unlock. It does not wear out or run dry, so one purchase covers you permanently. Get it before you commit to any of the slow crops. Golden fruit at an hour per kilogram and tomatoes at thirty minutes are long enough waits without discovering mid-season that the rows were never watered properly.Battle Cry I
Reading Battle Cry I raises the skill by one level, up to level 6. That is six books before Battle Cry II becomes the next step. The only toggle in the shop. Battle Cry switches on and stays on, buffing all party members rather than firing once. No cooldown to track and no repeated casting, which is a completely different rhythm from the rest of the Warrior tab. 700 Tria a copy, 4200 for the full six levels. Filed under Warrior at the Librarian.Battle Cry II
Battle Cry II carries the skill from level 7 to level 12. Six books, same as the first stage, at a considerably higher price. A toggle buff is what makes a Warrior worth bringing rather than another damage dealer, and its value scales with how many people are standing nearby. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. The Librarian keeps it in the Warrior section.Battle Cry III
Battle Cry III finishes the skill at level 18. No shop carries it. Bosses are the only source, which is why these books hold their value. Solo players should weigh all three tiers against the attack books at the same price, since a buff applied to one person is worth a fraction of one applied to five.Blade Circuit I
One book is not one skill. You consume six copies of Blade Circuit I to carry the skill from level 1 to level 6, and level 7 needs Blade Circuit II instead. The single-target option in a tab otherwise built for crowds. Instant cast, locked enemy, physical damage. Blade Fury and Blade Rush both hit a self area; this one picks a target and commits, which is what a boss fight needs. 700 Tria a copy, 4200 for the full six levels. The Librarian keeps it in the Warrior section.Blade Circuit II
Blade Circuit II picks up at level 7 and runs to level 12, again one book per level. Six more copies before the line moves on. Area skills spread damage across whatever is nearby, efficient against a camp and wasteful against one hard target, and this is the answer to the second case. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. Sold from the Warrior tab at the Librarian.Blade Circuit III
Blade Circuit III is the end of the line, covering levels 13 to 18. The Librarian does not stock it. It drops from bosses, which makes it one of the more valuable things in the game. Blade Circuit III comes off bosses only, which is a neat circularity: the skill built for boss fights is gated behind winning them.Blade Fury I
Six copies of Blade Fury I take the skill from level 1 through level 6. After that the book stops working and Blade Fury II takes over. Instant cast, self area, physical damage. Blade Fury is what a Warrior presses when three things have closed in at once, which for a melee class is most of a session. Nothing interrupts an instant cast, and that reliability matters more than raw numbers when a fight is going badly. 700 Tria a copy, 4200 for the full six levels. Sold from the Warrior tab at the Librarian.Blade Fury II
This is the second stage of the line, covering skill levels 7 through 12 at one book per level. Blade Fury and Blade Rush share every visible tooltip field, so buy one and see what it does before spending on the other. A duplicate costs you Blade Circuit, which covers a case neither does. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. Neria stocks it under Warrior.Blade Fury III
The third stage runs levels 13 to 18 and cannot be bought. Bosses drop it, and nothing else does. Strength scaling keeps it tied to the sword line, from Iron Sword at P.ATK +22 up to Rootcleaver at +85.Blade Rush I
Blade Rush I covers skill levels 1 to 6, one book per level. Six purchases, then the line moves on to Blade Rush II. Instant, self area, physical. On paper identical to Blade Fury, and the shop does not distinguish them. The name points at movement, and a self-area skill that also closes distance would explain why two apparently matching books sit in the same tab. That is inference, not something the game states. 700 Tria a copy, 4200 for the full six levels. Neria stocks it under Warrior.Blade Rush II
Levels 7 to 12, six copies. Blade Rush I stops working at level 6 and this is what continues it. Skills cannot be previewed before purchase, so the safe order is one area book, then Blade Circuit, then the second area book once you know what the first actually does. 4900 Tria a copy, so 29400 for the stage. Class books cost double what the General tab charges at every tier. Filed under Warrior at the Librarian.Blade Rush III
Levels 13 to 18, six copies, and none of them for sale. Blade Rush III is a boss drop and priced accordingly by anyone trading it. Across all three tiers the Warrior tab is the most varied in the shop: a toggle buff, a single-target hit and two area attacks.Amber Mallet
A stone mallet veined with amber, and the bead at the grip end still glows warm. Amber Mallet is the one-handed blunt weapon of the forest tier, gated behind VIT 35. P.ATK +31 with Ignore DEF +15%, Max MP +40 and MP regeneration at +2.0 per second. Attack Speed sits at +0.02x, a small positive figure that matters more than it looks on a blunt weapon, since the heavier options in this family all swing slower. Against Tin Can Smasher at VIT 25, which gives P.ATK +20 and Ignore DEF +12%, this is a clear step up in both columns while staying one-handed. Voidguard stays in the off hand, which for a Defender is the whole point of picking blunt in the first place. The recipe takes 24 Wood, 6 Memory Sap, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Five materials rather than the four the junk-tier weapons need, and Fossilized Amber is the bottleneck at 18.42% from Living Wardrobe and under half a percent everywhere else. Lycaros drops it at 4.22%, roughly one per 24 kills. Porcelain Golem manages 0.25%. That Lycaros rate is a quarter of what the junk tier offered, so farming is no longer the easy alternative to crafting that it used to be. Vendors buy it at 260 Tria. Amber Mallet needs nothing unlocked beyond VIT 35. Where it sits in a vitality progression: this is the weapon you use while working toward Heartwood Maul at VIT 37, which gives P.ATK +43 and Ignore DEF +25% but takes both hands and four times the materials. Two levels apart, and the mallet keeps your shield. For most Defenders that trade favours staying one-handed longer than the stat sheet suggests.Amethyst Dirk
An iron dagger set with amethyst, and the gem is not decoration. Amethyst Dirk runs 1050 Tria at Breda behind a DEX 15 requirement, and it is the point where a crit build starts working properly. Crit Rate +4% and Crit Damage +16%, both double what Wooden Shiv offers at +2% and +10%. Attack Speed +0.12x is the fastest on any weapon Breda sells. P.ATK +15 is more than twice the shiv's +7. Max MP +20 with MP regeneration at +1.0 per second fills out the line. Those numbers work together rather than separately. Fast swings generate more chances to crit, a higher crit rate converts more of them, and higher crit damage makes each one count. A dagger build stacking all three out-damages a Claymore at P.ATK +32 against unarmoured targets, despite the raw attack looking embarrassing side by side. Where it loses is armour. Daggers have no Ignore DEF at all, so an armoured enemy that shrugs off small hits will shrug off a lot of them. That is the case for keeping a blunt weapon in the bag. Tin Tortoise drops Amethyst Dirk at 7.74%, roughly one per thirteen kills, which is a short farm for a 1050 Tria weapon. Patch Hound drops it at 0.18%, about one in 555, and is not worth pursuing. Breda pays 39 Tria to take it back. Amethyst Dirk needs nothing unlocked beyond DEX 15. For a DEX character this is the obvious upgrade and there is no competing dagger at the tier. Buy it if you are not levelling near tortoises, farm it if you are, and keep the 1050 Tria for a Cooking Station stock either way. The dagger playstyle burns through HP food faster than a shield build does, since you are trading defence for speed on every fight.Briar Blade
The forest made it to keep things out. Briar Blade is the one-handed sword of the forest tier, requiring STR 35, and P.ATK +61 makes it the hardest-hitting one-handed weapon available. Attack Speed +0.08x on top of that is the detail worth noticing. Most weapons trading this much attack take speed away. Briar Blade adds it, along with Damage Up +10%, Max MP +45 and MP regeneration at +2.0 per second. Set it against Rusty Cleaver at STR 25, which gives P.ATK +39, Attack Speed +0.06x and Damage Up +7%. Every column improves and the weapon stays one-handed, so a shield stays equipped. The recipe is 24 Wood, 6 Briar Vine, 6 Mystic Essence, 6 Living Bark and 2 Fossilized Amber. Damage Up rather than Ignore DEF puts Briar Blade on the same side as Rusty Cleaver: strong against soft targets, weaker against armour. Rootcleaver at STR 37 swaps to Ignore DEF +15% and P.ATK +85, takes both hands and needs four times the materials. Vendors pay 260 Tria. Briar Blade needs nothing unlocked beyond STR 35. For a Warrior the comparison against Rootcleaver comes down to the shield. Sixty-one attack with a shield in the off hand survives content that eighty-five attack with an empty off hand does not, and the two levels between them are not the deciding factor. Build the Briar Blade, keep it, and treat Rootcleaver as a second weapon for armoured fights rather than a replacement.Caged Prism
A prism set in an iron cage that focuses spells cleanly, and best not to wonder how it got in there. Caged Prism is the one-handed staff at INT 15, and it is the first staff in Breda's rack that a caster should actually want. M.ATK +13 is more than double what Dewdrop offers at +6, and it comes with Cast Speed +0.05x, Attack Speed +0.03x, Damage Up +4%, Max MP +30 and MP regeneration at +2.0 per second. Being one-handed on top of all that is what settles the argument against Cyanbloom, which costs the same 1750 Tria, gives M.ATK +8 and takes your off hand. Same price, better in every column, one extra point of INT required. There is no situation where Cyanbloom is the correct purchase if you can reach INT 15. Tin Tortoise drops it at 7.74%, roughly one per thirteen kills. That is the friendliest drop rate on any weapon Breda sells and makes farming a genuine alternative to paying him. Spore Deer also drops it at 0.25%, one in 400, which is not worth planning around. Breda buys it back at 65 Tria. The Max MP +30 and the +2.0 per second regeneration are what make this staff comfortable rather than merely strong. An Enchanter running long fights spends less time drinking Berry Smoothie at 140 Tria a cup, and over a levelling session that saving is real. Caged Prism needs nothing unlocked beyond INT 15. Farm it if you are levelling anywhere near Tin Tortoises, since 7.74% comes up quickly and the 1750 Tria is better spent on a bag or a Cooking Station stock. Buy it outright if you are not, because the jump from a starter staff is large enough to change what content you can handle.Claymore
STR 17 and 2450 Tria. Claymore is the top of the sword line Breda sells, and both numbers put it well out of reach of a starting character. What you get for them is P.ATK +32, the highest raw attack on any blade he stocks. The trade-off sits in the attack speed. -0.05x is the heaviest swing penalty in the sword family, and Ignore DEF +8% tells you what the weapon was designed for. Ignore DEF cuts through armour and does very little against soft targets, so Claymore is a weapon for bosses and armoured enemies rather than for clearing camps. Against trash mobs the slow swing costs you more than the raw damage returns. Two-handed, so the off hand stays empty and a shield is off the table. Combined with the speed penalty, that means every fight is decided by how hard you hit rather than how much you absorb. Max MP +25 and MP regeneration at +1.0 per second run through this whole sword family, and they are as odd here as anywhere. A pure strength Warrior gains nothing from 25 extra mana. Hybrid builds that cast between swings get real value. You can farm it instead of buying. Tin Tortoise drops Claymore at 3.93%, roughly one per 25 kills, which is a reasonable session for a 2450 Tria weapon. Kettle Beetle also drops it at 0.18%, about one in 555, so hunting beetles for this is a waste of an evening. Tortoises or Breda, nothing else. Breda buys it back at 91 Tria. A heavy two-handed blade of the kind the old Defenders carried, with big reach and a bigger swing. The description matches the stat line for once. Worth the 2450 Tria if you fight armoured content and have STR 17 to spare. If you are still levelling through open-world mobs, a faster one-handed blade plus a shield will serve you better, and the Tria buys a lot of Hay Bundle or seeds in the meantime.Cyanbloom
Glows faintly in the dark and doubles as a lantern when the spells run dry. Cyanbloom is a two-handed staff at 1750 Tria from Breda, gated behind INT 12. M.ATK +8 against Dewdrop's +6, Cast Speed +0.05x instead of +0.03x, Damage Up +3%, Max MP +20 and MP regeneration at +2.0 per second. That last figure is the real upgrade. Doubling passive mana regen changes how long a caster can keep working between rests far more than two points of magic attack do. Attack Speed sits at -0.03x, the cost of going two-handed. Cyanbloom expects you to cast rather than swing, and any caster still poking things with a stick at INT 12 is playing the wrong way. Being two-handed also removes the shield. For a cloth-wearing class that is a real loss, and it is the main argument for skipping this and saving for Caged Prism at INT 15, which is one-handed, has M.ATK +13 and the same MP regeneration. The lantern line is doing more than flavour work. Anyone who has been caught out after dark without a Lantern equipped knows what light is worth, and a staff that provides it frees the dedicated lantern slot for something else. Breda pays 65 Tria to take it back, and no mob drops it, so buying is the only route. Where Cyanbloom earns its 1750 Tria is the stretch between INT 12 and INT 15. That is a short window for most casters, which makes the purchase hard to justify unless you are levelling slowly or fighting content where the extra magic attack changes what you can kill. The honest recommendation: stay on Dewdrop and put the 1750 Tria toward Caged Prism instead. Buy Cyanbloom only if INT 15 is a long way off and your current staff is actively holding you back.Dewdrop
Dewdrop is the staff a fresh caster starts with. INT 7 is the lowest requirement Breda attaches to anything, and 1050 Tria is the smallest price on his magic rack. The numbers are modest across the board. M.ATK +6, P.ATK +3, Cast Speed +0.03x, Attack Speed +0.03x, Damage Up +2%, Max MP +15 and MP regeneration at +1.0 per second. Nothing here will carry you through difficult content. What it does is get a caster out of the starting gate with a mana pool that regenerates on its own. One-handed, so the off hand stays free for a shield. That matters more for a caster than for a Warrior, since anything that reaches you in melee range is already a problem. The +0.03x on both cast and attack speed is worth noticing. Most staves specialise, pushing cast speed up while attack speed goes negative. Dewdrop raises both by the same small amount, which suits a low-level character who is still meleeing weak enemies between spells rather than casting exclusively. Breda buys it back at 39 Tria, so the 1050 is spent once you hand it over. A carved staff with a green gem for a dewdrop that channels magic, barely. The self-deprecation is accurate. This is a training weapon. Where Dewdrop makes sense: an Enchanter or Cleric under INT 12 who needs anything at all in their hands. Where it stops making sense: the moment you clear INT 12, since Cyanbloom at 1750 Tria roughly doubles the magic attack and adds MP regeneration at +2.0 per second. Nobody drops Dewdrop. Breda is the only source, which is unusual for a weapon at this tier and means the 1050 Tria has no farming alternative. Buy it, use it for the levels it takes to reach INT 12, and do not spend anything upgrading it in between. The gap between this and the next staff is small enough that saving toward Caged Prism at INT 15 is often the better plan.Driftwood Maul
Attack Speed -0.08x is the number to look at first. Driftwood Maul swings slower than anything else Breda sells at this tier, and P.ATK +8 is not enough to make up for it. The rest reads reasonably: Ignore DEF +8%, Max MP +12, MP regeneration at +1.0 per second, VIT 12 required, 1750 Tria to buy. On paper it looks like a step up from Wooden Club at 1050 Tria and P.ATK +5. Run it against Iron Mace and the case collapses. That weapon costs the same 1750 Tria, needs VIT 15, gives P.ATK +11, the same Ignore DEF +8%, more mana, no speed penalty at all, and it leaves your off hand free for a shield. Driftwood Maul is a worse weapon at an identical price, and the only thing it has going for it is the three-point lower requirement. That gap between VIT 12 and VIT 15 is the entire reason to own one. If you are stuck in it and Wooden Club is no longer cutting through anything, the maul is what you have. Otherwise, save the Tria. Two-handed, which combined with the speed penalty means slow swings and no shield. For a VIT build that is a strange combination, since the whole point of investing in vitality is surviving hits you were going to take anyway. Breda pays 65 Tria to take it back. No mob drops it. A big curved maul, flowers and all, heavy and slow and prettier than what it hits. Nothing about the description oversells it. Driftwood Maul needs nothing unlocked beyond VIT 12. The practical advice: stay on Wooden Club until VIT 15 and buy Iron Mace directly. Spending 1750 Tria here means spending another 1750 shortly afterwards, and 3500 Tria buys a Cow or most of an Explorer Rucksack instead.Forest Stag
Max MP +85 and MP regeneration at +5.0 per second. Forest Stag holds the largest mana pool and the fastest mana recovery of any weapon, and for an Enchanter that combination ends the resource problem entirely. A living branch shaped like antlers, still growing, and it steadies your aim when it feels like it. M.ATK +47 with Cast Speed +0.15x and Damage Up +12%, both the highest available. Attack Speed -0.03x is the only negative and no caster will notice it. Two-handed, which costs nothing a staff user was using anyway. Recipe: 48 Wood, 12 Enchanted Bark, 12 Enchanted Wood, 12 Living Bark and 4 Fossilized Amber. INT 37 is the requirement. Against Hummingbird Bloom at INT 35, the Stag adds twelve magic attack, twenty mana, faster casting and another point of regeneration, for four times the materials. Two levels apart. Whether that is worth it depends entirely on how much Fossilized Amber you have, since four is roughly 22 Living Wardrobe kills at 18.42% and considerably more if you are killing anything else. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors pay 364 Tria. Forest Stag needs nothing unlocked beyond INT 37. Stack it with Silver Chain at Max MP +50 and Woven Bracelet at Max MP +30 and a caster carries 165 mana from equipment alone, regenerating five points a second. At that stage Mana Cake at 210 Tria a slice becomes something you carry out of habit rather than necessity, and the saving on food alone repays part of the farming.Goblin Fork Stabber
A copper blade scratched end to end with goblin tallies, and nobody has asked what they count. Goblin Fork Stabber is the cheapest recipe at Eren's bench and the entry point into crafted weapons. The recipe is 12 Wood, 6 Scrap Metal, 3 Rusty Gear and 1 Junk Core. That single core is what makes it approachable. Every other weapon at the bench asks for 2 or 4, and at Barrel Champion's 0.64% drop rate each additional core is roughly 156 kills. P.ATK +27 with Attack Speed +0.15x, Crit Rate +6% and Crit Damage +24%. Against Amethyst Dirk, the best dagger Breda sells at P.ATK +15, Attack Speed +0.12x, Crit Rate +4% and Crit Damage +16%, this wins in every column. Max MP +30 and MP regeneration at +2.0 per second come along too. DEX 25 is the gate, ten points above what Amethyst Dirk requires, so this is a late upgrade rather than a sidegrade. It also drops. Lycaros at 15.98% is roughly one per six kills, which is far quicker than gathering the materials. Junk King follows at 7.74% and Critter Goblin at 0.25%. Anyone who can kill Lycaros reliably should farm the drop and skip the bench entirely. Vendors buy it at 78 Tria. Goblin Fork Stabber needs nothing unlocked beyond DEX 25. The sensible route depends on what you can fight. If Lycaros is beyond you, the recipe is the way in and the low core requirement makes it the only realistic first craft. If Lycaros is farmable, save your cores for Junkblade, Junk Totem or Scrap Sledge, all of which need four and none of which you want to be short on.Heartwood Maul
Ignore DEF +25% is the highest armour penetration in the game, ahead of Scrap Sledge at +18% and everything Breda sells by a wide margin. Heartwood Maul is the two-handed blunt weapon of the forest tier, gated behind VIT 37. A maul head of living vines wound tight, roses and all, and it blooms between fights. P.ATK +43 with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed sits at -0.10x, matching Iron Hammer and Scrap Sledge for the slowest swing available. That penalty is the price of the penetration and it shapes how the weapon should be used. Against a plated target the 25% is decisive and nothing else comes close. Against anything soft, the slow swing and the modest attack figure mean Briar Blade at P.ATK +61 with positive attack speed will out-damage it comfortably, and Briar Blade is a strength weapon rather than a vitality one, so the comparison mainly tells you what you give up. Recipe: 48 Wood, 12 Enchanted Wood, 12 Mystic Essence, 12 Living Bark and 4 Fossilized Amber. Four times what Thornprick asks, and the four Fossilized Amber is the wall at 18.42% from Living Wardrobe. Lycaros drops it at 4.22%, Grandfather Clock at 0.60%. Vendors buy it at 364 Tria. Heartwood Maul needs nothing unlocked beyond VIT 37. Carry it as a second weapon rather than a primary. Amber Mallet at VIT 35 keeps Voidguard in your off hand and clears ordinary content faster. Swap to the maul when something is actually wearing armour, which is exactly the situation nothing else in the game handles this well.Hummingbird Bloom
MP regeneration at +4.0 per second, and the flowers draw hummingbirds. Hummingbird Bloom is the caster weapon of the forest tier at INT 35, and that regeneration figure is what sets it apart. Every staff before it tops out at +3.0. Peekaboo manages that, Voidlantern only +2.0. Going to +4.0 means an Enchanter refills fast enough that mana stops being a resource you manage between fights and becomes one that manages itself. M.ATK +35 with Cast Speed +0.10x, Damage Up +8% and Max MP +65. It also carries Attack Speed +0.05x, which is unusual on a staff and suggests the same hybrid intent Peekaboo had. Recipe: 24 Wood, 6 Enchanted Bark, 6 Glowing Moss, 6 Living Bark and 2 Fossilized Amber. Against Peekaboo at INT 25, this adds twelve magic attack, twenty mana and a third more regeneration. Against Forest Stag at INT 37, it gives up twelve magic attack, twenty mana and another point of regeneration, but it stays available two levels earlier and costs a quarter of the materials. Lycaros drops it at 4.22%, about one per 24 kills. Teapot Toadstool follows at 0.25%. Vendors buy it at 260 Tria. Hummingbird Bloom needs nothing unlocked beyond INT 35. The practical case for building it: Forest Stag needs 48 Wood, 12 each of three materials and 4 Fossilized Amber, which is four times this recipe. Two levels of intelligence is a short wait and four times the farming is not. Build the Bloom, use it through INT 37, and decide on the Stag once you see how the amber accumulates.Iron Hammer
Ignore DEF +12% is the highest armour penetration on anything Breda sells. Iron Hammer costs 2450 Tria, requires VIT 17, and it exists for exactly one job: hitting things that are hard to hurt. P.ATK +16 and Max MP +22 fill out the line, but the number that decides whether you want this is that 12%. Against a heavily armoured target the hammer will out-damage weapons with far higher raw attack. Against something soft it will not, and the -0.10x attack speed makes that gap worse than it looks. That speed penalty is the steepest in the game. Every swing takes noticeably longer than with Iron Mace at 1750 Tria, which has no penalty at all and keeps your off hand free. Fighting a camp of weak mobs with an Iron Hammer is slow, tedious work. Two-handed, so no shield, which sits oddly on a weapon gated behind vitality. A VIT build usually wants to absorb damage rather than avoid fights, and giving up the off hand undercuts that. Tin Tortoise drops it at 3.93%, roughly one per 25 kills. Kettle Beetle also drops it, at 0.18%, which is one in 555 and not a plan. If you want the hammer without paying 2450 Tria, tortoises are the only realistic route. Breda pays 91 Tria for it back. A two-handed iron hammer, originally made for breaking doors, and still is mostly. Iron Hammer needs nothing unlocked beyond VIT 17. Carry it as a second weapon rather than a primary. Swapping to the hammer for an armoured boss and back to Iron Mace for everything else gets more out of 2450 Tria than using it as your everyday blunt weapon, where the speed penalty costs you more damage over a session than the penetration returns.Iron Mace
Every argument with armour ends the same way. Iron Mace is the one-handed blunt weapon at VIT 15, priced at 1750 Tria, and it is the point where the blunt line stops being a compromise. P.ATK +11 with Ignore DEF +8%, Max MP +18 and MP regeneration at +1.0 per second. No attack speed penalty, and the off hand stays free. Against Driftwood Maul, which costs the identical 1750 Tria and asks only VIT 12, this wins on attack, on speed and on the shield slot. The three extra points of vitality are the only thing standing between you and a clearly better weapon. Ignore DEF +8% is where the mace does its work. Armoured enemies take the same treatment as unarmoured ones, which is exactly the situation where a sword with Damage Up starts underperforming. Against soft targets a blade will out-damage this, so pick your weapon around what you are fighting rather than the higher number on the tooltip. Tin Tortoise drops Iron Mace at 7.74%, about one per thirteen kills, which makes farming a reasonable alternative to paying Breda. Cup Snail drops it at 0.25%, one in 400, and is not worth the trip. Breda buys it back at 65 Tria. Iron Mace needs nothing unlocked beyond VIT 15. For a Defender this is the natural weapon. Vitality builds want to hold a shield, and the blunt line is the only weapon family that supports that while still cutting through armour. A Warrior stacking strength should be looking at swords instead, since STR-gated blades hit harder at comparable prices. The efficient route: farm Tin Tortoises if you are levelling nearby, since 7.74% arrives quickly and 1750 Tria is better spent elsewhere. If you are not, buy it from Breda and skip Driftwood Maul entirely.Iron Sword
Same price as Mossback, better in almost every way. Breda sells Iron Sword at 1750 Tria with P.ATK +22 against the two-hander's +15, Attack Speed +0.05x instead of a -0.03x penalty, and Damage Up +5% where Mossback offers Ignore DEF +5%. It also leaves your off hand free for a shield. The only thing Mossback still does better is cut through armour, and that is a narrow case. For general levelling the Iron Sword wins outright at an identical price, which makes the two-hander hard to recommend once you can meet the requirement here. STR 15 is the gate, three points above what Mossback asks and eight above the Wooden Sword. That is the actual reason players end up on the slower weapon first. You do not have to buy it. Tin Tortoise drops Iron Sword at 7.74%, roughly one per thirteen kills, which is a reasonable farm for a weapon that costs 1750 Tria. Cog Crab also drops it but at 0.22%, about one in 455, so nobody should be hunting crabs for this. Kill tortoises or pay Breda. The mana line runs through this whole sword family: Max MP +20 and MP regeneration at +1.0 per second. On a plain iron blade that is odd, and it means a hybrid build gains more from upgrading than a pure strength Warrior does, whose extra 20 mana sits unused. A plain iron sword, sharp and dependable, nothing fancy and it does not need to be. That reads as a fair summary. There is no gimmick here, just higher numbers in the right places. Breda buys it back at 65 Tria. Iron Sword needs nothing unlocked beyond STR 15. The sensible path: use the Wooden Sword at 1050 Tria while you are under STR 15, then move straight to this and skip Mossback entirely unless you specifically want the armour penetration. If you are levelling near Tin Tortoises anyway, farm the drop and spend the 1750 Tria on a shield instead.Junk Totem
M.ATK +30 and Max MP +60, the largest mana pool on any weapon in the game. Junk Totem is the two-handed staff at Eren's bench, gated behind INT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Cast Speed +0.12x is half again what Voidlantern manages at +0.08x, and Damage Up +8% and MP regeneration at +3.0 per second complete the set. Attack Speed sits at -0.03x, which no caster will notice. Sixty extra mana with +3.0 regeneration changes how an Enchanter plays rather than just how hard they hit. Combined with Silver Chain at Max MP +50 and Woven Bracelet at +30, a fully kitted caster is carrying 140 mana in equipment alone, and running dry stops being the thing that ends fights. It hums when you cast, like it recalls being something else. The staff is built from a Junk King's throne parts, which the flavour leaves half-said. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. As with everything in this tier, the Lycaros rate makes farming far quicker than the four cores the recipe demands. Vendors pay 182 Tria. Junk Totem needs nothing unlocked beyond INT 27. Against Peekaboo at INT 25, this adds seven magic attack, fifteen mana and considerably faster casting for double the materials. Peekaboo is the sensible build. Junk Totem is the thing to farm off Lycaros once you can, and the four cores are better spent only if the drop refuses to appear.Junkblade
Scrap metal welded into a blade by someone who skipped the manual. Ugly, but it bites. Junkblade sits at the top of the strength line at Eren's bench, requiring STR 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core. Those four cores are the wall. At Barrel Champion's 0.64% drop rate that is around 625 kills, and no other material in the recipe comes close to that time cost. P.ATK +55 with Ignore DEF +12%, Max MP +35 and MP regeneration at +2.0 per second. Attack Speed is -0.05x, the price of the damage. The comparison worth running is against Rusty Cleaver at STR 25. That weapon gives P.ATK +39 with Damage Up +7% and a positive +0.06x attack speed, for half the materials. Junkblade adds 16 attack and armour penetration, and takes speed away. Against armoured targets it wins clearly. Against everything else the gap narrows enough that the extra two cores are hard to justify. Lycaros drops it at 15.98%, about one per six kills. Junk King drops it at 3.93% and Barrel Champion at 0.80%. That first number changes the calculation entirely. If you can kill Lycaros, farming the drop takes a fraction of the time the recipe does, and the cores you save go toward something you cannot get another way. Vendors buy it at 182 Tria. Junkblade needs nothing unlocked beyond STR 27. Farm it rather than craft it if Lycaros is within reach. Build it only if the drop is beyond you and you have cores to spare, which for most players at STR 27 means neither.Mossback
A two-handed sword of solid wood, slow to swing, and it lands like a dropped log. Mossback trades speed for weight, and the stat line is honest about it: Attack Speed -0.03x, the only negative modifier on the weapon. P.ATK +15 against the Wooden Sword's +10, and Ignore DEF +5% where that blade offers Damage Up +3%. Those two percentages are not interchangeable. Damage Up raises everything by a flat proportion. Ignore DEF cuts through armour, which matters against tougher targets and does very little against soft ones. Mossback is built for enemies that actually mitigate damage. Breda sells it at 1750 Tria and requires STR 12, five points above what the Wooden Sword asks. That gap is the real gate. A fresh character will not meet it immediately. Being two-handed costs you the off hand entirely, so no shield. Combined with the attack speed penalty, Mossback commits you to hitting hard and infrequently while taking every hit on your own defences. Anyone levelling through content that punishes mistakes should weigh that carefully, since the Wooden Sword at 1050 Tria leaves the off hand free. The mana line carries over: Max MP +15 and MP regeneration at +1.0 per second, sitting on a two-handed wooden greatsword. Hybrid builds that cast between swings get more out of this than pure strength characters do. Breda buys it back at 65 Tria. Where Mossback earns the extra 700 Tria over the Wooden Sword is against armoured enemies. Where it loses is on trash mobs, where the speed penalty means fewer swings for a small P.ATK gain, and the missing shield adds up over a long session. Pick based on what you fight rather than the higher number on the stat line. Mossback needs nothing unlocked beyond STR 12. Reasonable as a levelling weapon for a Warrior building pure strength who has no shield worth using anyway. Skip it if you have a decent shield, since the Wooden Sword plus that shield covers more situations than a slow two-hander does at this tier.Peekaboo
A skull mounted on a bone rod. You cast, the eye lights up, and you have agreed not to ask. Peekaboo is the caster weapon at Eren's bench, gated behind INT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. M.ATK +23 with Cast Speed +0.08x, Damage Up +6%, Max MP +45 and MP regeneration at +3.0 per second. It also carries P.ATK +10 and Attack Speed +0.04x, which is unusual on a caster weapon and suggests it expects you to swing occasionally. That +3.0 mana regeneration is the standout. Every staff Breda sells tops out at +2.0, so Peekaboo restores half again as fast, and over a long fight that adds up to fewer Berry Smoothies at 140 Tria a cup. Against Voidlantern at M.ATK +18, Cast Speed +0.08x and Max MP +40, the comparison is close. Peekaboo wins on magic attack, mana pool and regeneration. Voidlantern is available at INT 17, eight levels earlier, and costs 2450 Tria rather than a farming project. Lycaros drops it at 15.98%, Junk King at 7.74% and Scarecrow Goblin at 0.17%. Vendors buy it at 130 Tria. Peekaboo needs nothing unlocked beyond INT 25. Worth building for an Enchanter who has hit INT 25 and wants the mana regeneration more than raw magic attack. If your problem is running dry mid-fight rather than not hitting hard enough, this solves it more directly than any staff on Breda's rack. Junk Totem at INT 27 is the next step and asks for four cores instead of two.Rootcleaver
A great sword grown from a Mother Tree's root. Slow-grown, patient, unforgiving once drawn. P.ATK +85 makes Rootcleaver the hardest-hitting weapon in the game, and STR 37 is what it takes to hold one. Ignore DEF +15% comes with it, along with Max MP +50 and MP regeneration at +2.0 per second. Attack Speed -0.05x is a modest penalty for this much damage, considerably lighter than the -0.10x that Heartwood Maul and Scrap Sledge carry. That combination is unusual. Most weapons this heavy specialise in either raw damage or armour penetration. Rootcleaver takes the highest attack figure available and adds meaningful penetration on top, which leaves very little it handles badly. Recipe: 48 Wood, 12 Enchanted Wood, 12 Memory Sap, 12 Living Bark and 4 Fossilized Amber. Lycaros drops it at 4.22%, about one per 24 kills, and Grandfather Clock at 0.60%. Given the recipe wants four Fossilized Amber, farming Lycaros is genuinely competitive with building it, which was not true of the junk tier where the drop rates were four times better. Vendors buy it at 364 Tria. Rootcleaver needs nothing unlocked beyond STR 37. The real decision is against Briar Blade at STR 35. That weapon gives P.ATK +61, positive attack speed and a free off hand for a shield. Rootcleaver gives 24 more attack and armour penetration, and takes the shield away. For a Warrior who fights things that hit back, the shield is worth more than the difference. Carry both if you can, and draw the Rootcleaver for the fights where nothing else is getting through.Rusty Cleaver
Scrap plates bolted into a blade with goblin doodles included, and it has cut through worse than you. Rusty Cleaver is the strength option at Eren's bench, requiring STR 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. P.ATK +39 with Attack Speed +0.06x, Damage Up +7%, Max MP +30 and MP regeneration at +2.0 per second. Set that against Iron Sword, the best blade Breda sells at P.ATK +22, Attack Speed +0.05x and Damage Up +5%, and the cleaver is a clear step up in every column. Damage Up rather than Ignore DEF is worth noting. Damage Up raises everything proportionally and works on soft targets. Junkblade at STR 27 swaps to Ignore DEF +12% and a negative attack speed, which makes it the armour-penetration option. The two are not simply better and worse versions of each other. Positive attack speed on a sword this heavy is the detail that makes Rusty Cleaver comfortable to use. Most weapons that hit this hard slow you down. Lycaros drops it at 15.98%, roughly one per six kills. Junk King at 7.74% and Critter Goblin at 0.25% follow. Vendors pay 170 Tria, the highest buyback of any mid-tier craft here. Rusty Cleaver needs nothing unlocked beyond STR 25. The obvious build for a Warrior who has outgrown Iron Sword and is not yet at STR 27. Two Junk Core is the real cost, so before committing, decide whether you would rather spend four on Junkblade and wait. If you are levelling through unarmoured content, the cleaver's Damage Up will serve you better than Junkblade's Ignore DEF anyway.Scrap Sledge
An old bell head on a bent scrap shaft, heavy enough that aim is optional. Scrap Sledge is the two-handed blunt weapon at Eren's bench, requiring VIT 27. Recipe: 48 Wood, 24 Scrap Metal, 12 Rusty Gear, 4 Junk Core, the same as Junkblade and Junk Totem. Ignore DEF +18% is the highest armour penetration in the game, ahead of Iron Hammer at +12% and Junkblade at +12%. Max MP +35 and MP regeneration at +2.0 per second fill out the line, and Attack Speed sits at -0.10x, matching Iron Hammer for the slowest swing available. That combination defines what the weapon is for. Against a heavily armoured target the penetration does more than raw attack would. Against anything soft, the speed penalty makes it a poor choice, and Tin Can Smasher at VIT 25 with a shield in the off hand will clear a camp faster. Being two-handed costs you Voidguard, which is a real loss for a vitality build. DEF +25 and Block +10% in the off hand is not something to give up lightly, and it is the strongest argument for keeping Tin Can Smasher as your everyday weapon and swapping to the sledge for specific fights. Lycaros drops it at 15.98%, Junk King at 3.93% and Barrel Champion at 0.80%. Vendors buy it at 182 Tria. Scrap Sledge needs nothing unlocked beyond VIT 27. Treat it as a situational second weapon rather than a replacement. Four Junk Core is roughly 625 Barrel Champion kills, which is a great deal of work for a weapon you will unequip whenever the target is not wearing plate. Farm it from Lycaros if you can and spend the cores elsewhere.Thornprick
A forest thorn grown to knife length, and it goes in easy. Thornprick is the cheapest recipe in the forest tier and the dagger option at DEX 35. The recipe is 12 Wood, 3 Briar Vine, 3 Enchanted Bark, 3 Living Bark and 1 Fossilized Amber. Half of what every other weapon in this tier asks, and the single Fossilized Amber is what makes it approachable. Every other forest recipe wants 2 or 4, and at 18.42% from Living Wardrobe each one is a real farming session. P.ATK +42 with Attack Speed +0.18x, Crit Rate +8%, Crit Damage +32% and Max MP +45. That attack speed is the highest on any weapon in the game, and the crit values are half again what Goblin Fork Stabber offers at +6% and +24%. Daggers work by multiplying small numbers, so all three of those stats compound. More swings produce more crit rolls, a higher crit rate converts more of them, and higher crit damage makes each one land harder. The result out-damages weapons with far larger P.ATK against unarmoured targets. No Ignore DEF anywhere in the dagger line, which stays true here. Armoured enemies remain the weakness, and that is what blunt weapons exist for. Lycaros drops it at 4.22%, Teapot Toadstool at 0.25%. Vendors pay 156 Tria, the lowest buyback in the forest tier and a reflection of the smaller recipe. Thornprick needs nothing unlocked beyond DEX 35. Build this one first if you play DEX. The material cost is genuinely half the tier and the weapon is not a compromise, which is a combination nothing else here offers.Tin Can Smasher
A tin can packed with rocks on a stick. Crude, loud, and heavier than it looks. Tin Can Smasher is the vitality entry into crafted weapons, requiring VIT 25. Recipe: 24 Wood, 12 Scrap Metal, 6 Rusty Gear, 2 Junk Core. Double the Goblin Fork Stabber requirement across the board, and those two cores are the part to plan around at roughly 156 Barrel Champion kills each. P.ATK +20 with Ignore DEF +12%, Max MP +28 and MP regeneration at +2.0 per second. That attack figure looks low against Iron Mace at P.ATK +11 until you notice it nearly doubles it, and the Ignore DEF jumps from +8% to +12%. One-handed, so a shield still fits, which keeps Voidguard in play. Where it disappoints is next to Amber Mallet, also a one-handed blunt at P.ATK +31 with Ignore DEF +15% and Max MP +40. If both are craftable at similar cost, the mallet is the better weapon and this is a stepping stone. Lycaros drops it at 15.98%, about one per six kills. Junk King at 7.74% and Buckethead Goblin at 0.25% follow. As with most weapons at this bench, killing Lycaros is faster than farming four separate materials. Vendors pay 130 Tria for it. Tin Can Smasher needs nothing unlocked beyond VIT 25. Build it if you are a Defender who cannot yet handle Lycaros and needs something better than Iron Mace. The shield stays equipped, the Ignore DEF suits armoured targets, and 2 Junk Core is a reachable target. If you can kill Lycaros, farm the drop and put your cores toward Scrap Sledge instead.Voidlantern
M.ATK +18 and Max MP +40, the highest magic numbers Breda stocks. Voidlantern costs 2450 Tria and requires INT 17, which makes it the endpoint of the staff line rather than a step along it. Cast Speed +0.08x is where the weapon actually earns its price. That is the fastest casting on any staff he sells, half again what Caged Prism manages at +0.05x, and for a class whose damage is gated by cast time it matters more than the raw magic attack does. Damage Up +5% and MP regeneration at +2.0 per second round it out. The costs are the usual two-handed ones. Attack Speed -0.03x, no off hand, no shield. A caster at INT 17 should be far enough from melee range that neither bothers them much, which is why the two-handed penalty is easier to accept here than it is on Cyanbloom at INT 12. Tin Tortoise drops Voidlantern at 3.93%, around one per 25 kills. Spore Deer drops it at 0.25%, one in 400 and not worth chasing. Farming the tortoise is a reasonable way to avoid the 2450 Tria if you are levelling in that area anyway. Breda pays 91 Tria for it back. A pale orb in an iron cage that glows when it feels like it, and the whispering comes free. Like Cyanbloom, it provides light, which quietly saves you the Lantern slot on night trips. Voidlantern needs nothing unlocked beyond INT 17. The comparison worth making is against Caged Prism at 1750 Tria. You pay 700 Tria more for five points of magic attack, faster casting and ten more mana, and you give up your shield. For an Enchanter who never gets hit, take the Voidlantern. For a Cleric who spends time in the middle of things, the one-handed staff and a shield will keep you alive through fights the faster weapon would not.Wooden Club
A carved wooden mallet, and somebody put real love into something meant for hitting. Wooden Club is where the blunt line starts: 1050 Tria from Breda, VIT 7 to wield it. The stat spread is deliberately plain. P.ATK +5, Ignore DEF +5%, Max MP +10, MP regeneration at +1.0 per second. No attack speed modifier at all, which is unusual and quietly useful, since the heavier blunt weapons all carry speed penalties. Ignore DEF is the signature of the whole blunt family, and it appears here from the very first weapon. Where a sword raises damage across the board, a club cuts through armour specifically. At +5% the effect is small, but it tells you what you are building toward and it means blunt weapons pull ahead against armoured enemies while lagging against soft ones. One-handed, so your off hand stays free. At this level that usually means a shield, which suits a VIT build far better than a two-hander does. Breda buys it back at 39 Tria, and no mob drops it. Buying is the only way in. The requirement is what makes Wooden Club interesting. VIT 7 rather than STR means the blunt line is built for characters investing in survivability rather than raw strength, and a Defender levelling through early content gets more from this than a Warrior would. Where it falls off: P.ATK +5 is low enough that anything with real health takes a long time to kill. This is a levelling weapon and nothing more, and the 1050 Tria is best treated as the cost of getting started rather than an investment in anything. Wooden Club needs nothing unlocked beyond VIT 7. Buy it, use it to VIT 15, then move straight to Iron Mace at 1750 Tria, which more than doubles the attack and keeps the free off hand. Driftwood Maul in between is a detour most players should skip.Wooden Shiv
700 Tria makes Wooden Shiv the cheapest weapon Breda stocks, and DEX 7 makes it the easiest to qualify for. It is where the dagger line begins. The stats say everything about how daggers work. Attack Speed +0.10x, the fastest swing on anything he sells, with Crit Rate +2% and Crit Damage +10% on top. P.ATK sits at just +7, lower than Claymore by a wide margin and lower than most things at this price. Daggers do not win on the damage number. They win on how many times they connect and how often those hits crit. Max MP +10 and MP regeneration at +1.0 per second come along as well, useful to a hybrid and dead weight to anyone playing pure DEX. One-handed and light, which leaves the off hand open. A carved wooden blade, light and quick, and there is no pretence that it is anything more than a starting weapon. Breda buys it back at 26 Tria, the smallest buyback on his rack, which follows from the smallest price. Where the shiv is worth having: any DEX character below DEX 15, and anyone testing whether the crit-based playstyle suits them before committing real Tria. At 700 Tria the experiment costs less than a Chicken. Where it stops: the crit numbers are too small to actually drive a build. Crit Rate +2% means the effect shows up occasionally rather than reliably, and Amethyst Dirk at DEX 15 doubles that to +4% while adding P.ATK +15. Nobody drops Wooden Shiv, so Breda is the only source. Buy it as your first weapon on a DEX build and plan to replace it quickly. The eight levels of dexterity between this and Amethyst Dirk go faster than the price gap suggests, and 700 Tria is small enough that outgrowing it costs nothing worth worrying about.Wooden Sword
A practice sword, blunt as they come, and everyone starts here with splinters included. Wooden Sword is the first weapon Breda sells and the entry point into the sword line at 1050 Tria. The stat spread is stranger than the name suggests. P.ATK +10 and Damage Up +3% are what you expect from a starter blade. Attack Speed +0.03x is small but real. What stands out is Max MP +10 and MP regeneration at +1.0 per second sitting on a piece of melee gear. A wooden practice sword feeding your mana bar makes no thematic sense and it does mean hybrid builds get more out of this than a pure Warrior does. It requires STR 7, so this is a strength weapon and not something an Enchanter picks up for the mana line. One handed, right hand slot, which leaves your off hand free for a shield. 1050 Tria puts it in an awkward spot. That is half a Fishing Rod, three Hoes, or 21 bags of Wheat Seeds. For a starting character the price is a real commitment, and the +10 P.ATK it delivers is modest enough that you will be replacing it before long. Breda buys it back at 39 Tria, so treat the purchase as spent. The right hand slot conflict matters more here than on the gathering tools. Carrying a Wooden Sword means you are not carrying a Pickaxe or a Hoe, so a farming trip involves swapping and a fighting trip involves leaving the tools behind. Set up hotbar binds early. Wooden Sword needs nothing unlocked beyond the STR 7 requirement, which most strength builds clear immediately. Buy it if you are levelling a Warrior or any melee build and have nothing better. The MP bonuses make it a reasonable pick for a hybrid who casts occasionally between swings, and a poor one for anyone who never touches mana. Skip it entirely if a drop or a crafted blade with higher P.ATK is already within reach, since 1050 Tria buys a lot of Hay Bundle or seeds instead.About the The Portal Encyclopedia
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