Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Primal Idle Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Editing
Changelog
(section)
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== v0.36.57 — The Crafted Ladder: Armour Classes And Biome Materials == * Tester (Keltar): crafted armour used to be priced off your SKILL LEVEL alone, which said nothing about where you actually were — so a [[Crafting]] 55 Fiber Tunic gave 6 defense while a [[Smithing]] 58 Iron Plate gave 8. Crafted gear now belongs to a biome tier, and the two skills pay the same at the same tier. The Fiber Tunic and the Iron Plate are now worth exactly as much as each other. * Armour has classes. [[Crafting]] makes LIGHT armour, which spends part of its budget on attack; [[Smithing]] makes HEAVY armour, which puts all of it into defense; the biome drop sets are MEDIUM. Same worth, different shape — so the Fiber Tunic is no longer just a worse Iron Plate, it is a different trade. * Every level-up in a slot is now worth something. Seven crafted pieces used to give no more than something you had already unlocked — the Mangrove-Frame Shield at [[Crafting]] 63 matched the Bronze Shield at [[Smithing]] 42, twenty-one levels for nothing. That cannot happen any more. * Seven new armour materials — Bogscale, Deepchitin, Slagplate, Reefshell, Rimepelt, Windquill and Valehide — one for each biome that has armour you can craft there. They drop from that biome's hunts and, more slowly, its patrol, so making the Badlands plate now means going to the Badlands. Early recipes are untouched: nothing below the Murkwater needs a material, and weapons need none at all. * [[Hunting]] finally belongs somewhere. Every hunt now has a home biome and pays that biome's material — it had no link to a place or a creature at all before, just a level. * Some worn gear changed. Crafted armour is broadly stronger and now leans by class, and crafted weapons kept their power but climb evenly; the Hide Vest is the one piece that drops (4 defense to 3). Crafted gear also sells for more, because it is made of more. Nothing you own disappeared.
Summary:
Please note that all contributions to Primal Idle Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Primal Idle Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Changelog
(section)
Add topic