Materials and craftsmanship
Better materials and crafting ability contribute to equipment progression. Finished items retain their creator’s identity, allowing craftsmanship and reputation to matter beyond the moment an item is made.
THE ELDOR GUIDE / EQUIPMENT & CRAFTING
Explore weapon and armor types, visual customization, materials, and hands-on crafting.
THE GAME VISION · This guide describes the intended finished-game experience. Test builds contain a smaller selection of features. Images show gameplay, interfaces, and weapon models supplied by the creator.
Weapon families create choices in speed, reach, commitment, and per-hit impact. A weapon’s material, craftsmanship, and individual history give it another layer of identity.
| Weapon type | Combat discipline | Role and character |
|---|---|---|
| One-handed swords Including longswords | Swordsmanship | A balanced cutting weapon for close combat, with an off-hand option where the loadout allows. |
| Two-handed swords Including claymores / greatswords | Swordsmanship | Larger blades with more reach and commitment than a one-handed sword. |
| One-handed axes Including war axes | Axes | Committed chopping attacks with an emphasis on individual impact. |
| Two-handed axes Including battle axes | Axes | Heavy swings and deliberate timing, trading attack commitment against damage. |
| Maces | Mace Fighting | Blunt melee weapons, distinct from the sword and axe disciplines. |
| One-handed warhammers | Mace Fighting | A compact hammer option for players who favor blunt impact. |
| Two-handed warhammers | Mace Fighting | A larger hammer form built around deliberate, heavy attacks. |
| Spears | Polearms | Thrusting weapons that emphasize reach and maintaining useful spacing. |
| Halberds & polearms | Polearms | Long weapons with a wider melee presence. Halberds combine an extended shaft with a cutting head. |
| Daggers | Fencing | Quick, close-range piercing weapons. Speed comes with lower individual-hit impact and shorter reach. |
| Staves | Mace Fighting | Blunt staff strikes use Mace Fighting. Carrying a staff does not replace the skills needed to cast magic. |
| Bows | Archery | Ranged weapons using arrows, draw timing, line of sight, and projectile travel. |
| Crossbows | Ranged combat | A separate bolt-firing ranged option. Bowcraft/Fletching supplies bows, crossbows, and related components. |
| Unarmed | Unarmed combat | Fight without an equipped weapon. Bare-handed defense offers less protection and cannot intercept arrows. |
This is a guide to weapon types, rather than every visual model or named item. Damage, timing, and exact handling are tuned per weapon.
When crafting a weapon, choose the visual model for its individual components. Weapon personalization extends across all crafted weapon types, with component choices suited to the weapon you are making.
| Weapon form | Choose a visual model for each |
|---|---|
| Bladed weapons | Blade, hilt, grip, and pommel |
| Axes and maces | Head, shaft, grip, and pommel |
| Polearms | Head and pole |
These are the specified component layouts. Other weapon types also support personalization; their individual component breakdowns are not yet detailed.
Your visual choices grant no bonuses. They give the finished weapon a distinct appearance without adding damage, stats, or other gameplay advantages. Materials and crafting quality remain separate from its look, while legacy titles reflect the history it earns after creation.
Better materials and crafting ability contribute to equipment progression. Finished items retain their creator’s identity, allowing craftsmanship and reputation to matter beyond the moment an item is made.
Some monsters can drop magical weapon variants. Suffixes such as Ruin, Force, Might, Power, and Vanquishing identify bonus tiers. These combat modifiers are separate from a crafted material tier and from cosmetic legacy names.
Choose armor for the protection and resource support you need. Mix individual pieces instead of being forced into a single armor class.
| Armor class | Forms | Design tradeoff |
|---|---|---|
| Cloth | Clothing, hoods, robes, and ranger-style cloth pieces. | The lightest protection. Cloth material progression supports mana recovery, making it relevant to magical builds. |
| Leather | Leather helmets, chest armor, arm pieces, gloves, leggings, and boots. | More physical protection than cloth without the movement penalties of metal armor. Leather material progression supports stamina recovery. |
| Chain | Chainmail armor across the body’s equipment slots. | A middle ground between leather and plate, with metal protection and a lighter movement and stamina cost than plate. |
| Plate | Platemail helmets, chest armor, arm pieces, gloves, leggings, and boots. | The strongest base physical protection, balanced by heavier movement and stamina costs. Metal tiers add physical protection. |
Armor covers the head, chest, arms, hands, legs, and feet. Main-hand and off-hand equipment are separate. Each armor piece contributes to your combined protection and other armor effects, so mixed classes and materials retain their individual contributions.
Armor class sets the baseline protection and movement tradeoff. Material quality adds a family-specific benefit: physical protection for metal, stamina recovery for leather, and mana recovery for cloth. Better material does not erase a heavy armor class’s movement cost.
Shield styles encompass bucklers, round shields, kite shields, heater shields, and large tower / great shields. Their size and handling support different defensive styles; individual equipment rules determine the exact balance.
A shield complements active blocking. It does not create automatic immunity to attacks, and its use still depends on facing, timing, stamina, and the incoming threat.
Gather raw materials, process them into usable supplies, and create finished goods. Each stage has a distinct purpose and a place in the economy.
Material quality depends on the relevant gathering skill, rather than locking valuable materials behind a fixed progression of zones. Valid rocks remain mineable, trees remain choppable, and fiber plants remain recognizable even when their appearance changes across biomes.
Resources deplete and return over time. Your gathering choices, skill, and capacity determine what you bring back; the environment is a shared source of supplies.
| Gather or acquire | Process | Craft |
|---|---|---|
| Ore through Mining | Smelt ore into matching ingots. | Blacksmithing creates metal weapons, armor, shields, tools, and components. |
| Hides through Skinning | Tan hides into matching leather. | Leatherworking creates leather equipment and components. |
| Wood through Lumberjacking | Saw wood into planks. | Carpentry creates wooden goods, including bows and wooden shields. Bowcraft/Fletching extends the broader weapon-making disciplines. |
| Fibers through Foraging | Process fibers directly into cloth. | Tailoring creates clothing, robes, cloth armor, bags, and other textiles. |
| Reagents through gathering, loot, or trade | Grind reagents using a mortar and pestle. | Alchemy creates potions and alchemical products. |
| Paper, ink, and spell reagents | Prepare the materials for inscription. | Inscription creates spell scrolls. |
Assign a batch to the station’s worker or foreman for its normal output. Processing batches use a single material type and tier, making the expected result clear before work begins.
Operate the station yourself: regulate furnace heat, guide a log through a saw, work hides or fibers, or grind reagents. Manual processing rewards participation with better material efficiency. The smelter also rewards a successful attempt with faster completion; a failed bellows attempt returns the ore.
Processing determines how much usable material you obtain. Finished-item quality belongs to the crafting step and depends on skill, materials, and the recipe. The quality ladder is Normal, Quality+, Quality++, and Masterwork. A crafted item’s identity comes from materials, workmanship, and its maker rather than a common-to-epic rarity label.
At weapon creation, you also choose visual component models to personalize the finished piece. This appearance choice adds no bonuses and does not improve its quality tier.
Fishing, Cooking, and Enchanting are also part of the broader profession design. Their complete recipes, outputs, and progression rules remain to be defined; their details will be added as the designs are settled.
Each station gives manual work its own character. The bellows puts you in control of furnace heat. The sawmill asks you to guide the log along the cutting line. These activities turn refining into a choice about participation and efficiency.
Smelter and sawmill interface examples. Visual presentation can evolve as development continues.
Metal, leather, and cloth each have an aligned progression of material bands. Their names and appearance give equipment a recognizable material identity.
| Tier | Metal | Hide / leather family | Cloth |
|---|---|---|---|
| 1 | Iron | Rawhide | Roughspun |
| 2 | Copper | Amberhide | Linen |
| 3 | Bronze | Hardened | Wool |
| 4 | Shadow | Shadowhide | Duskwoven |
| 5 | Silver | Moonhide | Silkweave |
| 6 | Gold | Sunhide | Sunweave |
| 7 | Agapite | Ashenhide | Ashweave |
| 8 | Verite | Verdant | Verdantweave |
| 9 | Snow | Frosthide | Frostweave |
| 10 | Ice | Glacierhide | Glacierweave |
| 11 | Bloodrock | Bloodhide | Bloodweave |
| 12 | Valorite | Stormhide | Stormweave |
| 13 | Blackrock | Voidhide | Voidweave |
Hide-family names and processed leather names differ. Rawhide becomes Tanned Hide; Amberhide becomes Amber Leather. Tanned Hide is a processed material, not a separate tier.
The wood family includes Wood, Oak, Ash, Mahogany, Yew, Ebony, and Elven. Its final tier and stat structure is separate from the aligned metal, leather, and cloth armor ladders.