The Portal Value List — Item Prices & Worth
Community-voted item values for The Portal on Roblox. 216 items tracked.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
The Portal Value List
50 items
Complete value list for The Portal with accurate Tria prices, demand ratings, and trading information. Browse all tradeable items, check current values, and find the best deals.
The Portal Value List
Browse all 216 tradeable items for The Portal with up-to-date Tria values, demand ratings, and community-driven price updates.
Categories (32)
Filter by Categories: (32 available)
1Handed
2Handed
Accessory
Armor
Blunt
Chest
Clothing
Consumable
Cooking
Crafting
Creature
Dagger
Decoration
Defender
Enchanter
Equipment
Food
Gloves
Harvest
Livestock
Loot
Material
Mount
MP Food
Seeds
Shoes
Skillbooks
Staff
Sword
Tools
Warrior
Weapons
Showing 16 of 50 items
16 of 50 items
Tap to open, hold for preview

Amber Carapace
Unknown Value
EquipmentArmor+3

Amber Fists
Unknown Value
EquipmentGloves+2

Amber Mallet
Unknown Value
EquipmentWeapons+4

Amethyst Dirk
Unknown Value
EquipmentWeapons+3

Ancient Heartwood
Unknown Value
MaterialCrafting+1

Animal Plot
Unknown Value
DecorationLivestock

Aqua Bloom I
270 ~ 330Tria
ConsumableSkillbooks+1

Aqua Bloom II
640 ~ 960Tria
ConsumableSkillbooks+1

Aqua Bloom III
Unknown Value
ConsumableSkillbooks+1

Axe
Unknown Value
EquipmentTools

Barrel Boots
Unknown Value
EquipmentShoes+2

Barrel Plate
Unknown Value
EquipmentArmor+3

Bash I
270 ~ 330Tria
ConsumableSkillbooks

Bash II
640 ~ 960Tria
ConsumableSkillbooks

Bash III
Unknown Value
ConsumableSkillbooks

Battle Cry I
270 ~ 330Tria
ConsumableSkillbooks+1