Equipment { Wooden Sword { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate,Move Spd % StatValues[0] = 5,5,0 StatValues[1] = 10,6,1 StatValues[2] = 15,7,2 StatValues[3] = 20,8,3 StatValues[4] = 25,9,4 StatValues[5] = 30,10,5 StatValues[6] = 80,11,6 StatValues[7] = 115,12,7 StatValues[8] = 150,13,8 StatValues[9] = 160,14,9 StatValues[10] = 170,15,10 Crafting { Level[1] { Item[0] = Green Slime Remains,10 Item[1] = Logs,2 Gold = 50 } Level[2] { Item[0] = Green Slime Remains,10 Item[1] = Logs,4 Gold = 75 } Level[3] { Item[0] = Green Slime Remains,20 Item[1] = Logs,5 Gold = 100 } Level[4] { Item[0] = Green Slime Remains,20 Item[1] = Logs,10 Gold = 125 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,2 Item[2] = Blue Slime Remains,2 Gold = 175 } Level[7] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,3 Item[2] = Blue Slime Remains,4 Gold = 200 } Level[8] { Item[0] = Green Slime Remains,40 Item[1] = High-Quality Logs,5 Item[2] = Blue Slime Remains,7 Gold = 300 } Level[9] { Item[0] = Green Slime Remains,40 Item[1] = High-Quality Logs,8 Item[2] = Blue Slime Remains,10 Gold = 400 } Level[10] { Item[0] = Green Slime Remains,50 Item[1] = High-Quality Logs,10 Item[2] = Blue Slime Remains,30 Item[3] = Yellow Slime Remains,5 Gold = 500 } } } Wooden Bow { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate,Move Spd % StatValues[0] = 5,5,0 StatValues[1] = 10,6,1 StatValues[2] = 15,7,2 StatValues[3] = 20,8,3 StatValues[4] = 25,9,4 StatValues[5] = 30,10,5 StatValues[6] = 80,11,6 StatValues[7] = 115,12,7 StatValues[8] = 150,13,8 StatValues[9] = 160,14,9 StatValues[10] = 170,15,10 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Wooden Staff { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate,Move Spd % StatValues[0] = 5,5,0 StatValues[1] = 10,6,1 StatValues[2] = 15,7,2 StatValues[3] = 20,8,3 StatValues[4] = 25,9,4 StatValues[5] = 30,10,5 StatValues[6] = 80,11,6 StatValues[7] = 115,12,7 StatValues[8] = 150,13,8 StatValues[9] = 160,14,9 StatValues[10] = 170,15,10 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Steel Sword { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate,Defense StatValues[0] = 26,5,5 StatValues[1] = 31,6,10 StatValues[2] = 36,7,20 StatValues[3] = 41,8,30 StatValues[4] = 46,9,40 StatValues[5] = 51,10,50 StatValues[6] = 90,11,60 StatValues[7] = 120,12,70 StatValues[8] = 150,13,80 StatValues[9] = 160,14,90 StatValues[10] = 170,15,100 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Steel Bow { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate,Defense StatValues[0] = 26,5,5 StatValues[1] = 31,6,10 StatValues[2] = 36,7,20 StatValues[3] = 41,8,30 StatValues[4] = 46,9,40 StatValues[5] = 51,10,50 StatValues[6] = 90,11,60 StatValues[7] = 120,12,70 StatValues[8] = 150,13,80 StatValues[9] = 160,14,90 StatValues[10] = 170,15,100 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Steel Staff { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate,Defense StatValues[0] = 26,5,5 StatValues[1] = 31,6,10 StatValues[2] = 36,7,20 StatValues[3] = 41,8,30 StatValues[4] = 46,9,40 StatValues[5] = 51,10,50 StatValues[6] = 90,11,60 StatValues[7] = 120,12,70 StatValues[8] = 150,13,80 StatValues[9] = 160,14,90 StatValues[10] = 170,15,100 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Shell Sword { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate,CDR,Mana StatValues[0] = 47,5,0,0 StatValues[1] = 52,6,2,1 StatValues[2] = 57,7,4,2 StatValues[3] = 62,8,6,3 StatValues[4] = 67,9,8,4 StatValues[5] = 72,10,10,5 StatValues[6] = 100,11,12,6 StatValues[7] = 125,12,14,7 StatValues[8] = 150,13,16,8 StatValues[9] = 160,14,18,9 StatValues[10] = 170,15,20,10 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Shell Bow { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate,CDR,Mana StatValues[0] = 47,5,0,0 StatValues[1] = 52,6,2,1 StatValues[2] = 57,7,4,2 StatValues[3] = 62,8,6,3 StatValues[4] = 67,9,8,4 StatValues[5] = 72,10,10,5 StatValues[6] = 100,11,12,6 StatValues[7] = 125,12,14,7 StatValues[8] = 150,13,16,8 StatValues[9] = 160,14,18,9 StatValues[10] = 170,15,20,10 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Shell Staff { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate,CDR,Mana StatValues[0] = 47,5,0,0 StatValues[1] = 52,6,2,1 StatValues[2] = 57,7,4,2 StatValues[3] = 62,8,6,3 StatValues[4] = 67,9,8,4 StatValues[5] = 72,10,10,5 StatValues[6] = 100,11,12,6 StatValues[7] = 125,12,14,7 StatValues[8] = 150,13,16,8 StatValues[9] = 160,14,18,9 StatValues[10] = 170,15,20,10 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Bone Sword { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate StatValues[0] = 68,10 StatValues[1] = 73,12 StatValues[2] = 78,14 StatValues[3] = 83,16 StatValues[4] = 88,18 StatValues[5] = 93,20 StatValues[6] = 110,22 StatValues[7] = 125,24 StatValues[8] = 150,26 StatValues[9] = 160,28 StatValues[10] = 170,30 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Bone Bow { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate StatValues[0] = 68,10 StatValues[1] = 73,12 StatValues[2] = 78,14 StatValues[3] = 83,16 StatValues[4] = 88,18 StatValues[5] = 93,20 StatValues[6] = 110,22 StatValues[7] = 125,24 StatValues[8] = 150,26 StatValues[9] = 160,28 StatValues[10] = 170,30 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Bone Staff { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names StatValues = Attack,Crit Rate StatValues[0] = 68,10 StatValues[1] = 73,12 StatValues[2] = 78,14 StatValues[3] = 83,16 StatValues[4] = 88,18 StatValues[5] = 93,20 StatValues[6] = 110,22 StatValues[7] = 125,24 StatValues[8] = 150,26 StatValues[9] = 160,28 StatValues[10] = 170,30 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Laser Sword { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names # Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case) StatValues = Attack,Crit Rate,Attack Spd StatValues[0] = 89,5,0.1 StatValues[1] = 95,6,0.1 StatValues[2] = 101,7,0.1 StatValues[3] = 107,8,0.1 StatValues[4] = 113,9,0.1 StatValues[5] = 119,10,0.1 StatValues[6] = 130,11,0.1 StatValues[7] = 140,12,0.1 StatValues[8] = 150,13,0.1 StatValues[9] = 160,14,0.1 StatValues[10] = 170,15,0.1 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Plasma Bow { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names # Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case) StatValues = Attack,Crit Rate,Attack Spd StatValues[0] = 89,5,0.1 StatValues[1] = 95,6,0.1 StatValues[2] = 101,7,0.1 StatValues[3] = 107,8,0.1 StatValues[4] = 113,9,0.1 StatValues[5] = 119,10,0.1 StatValues[6] = 130,11,0.1 StatValues[7] = 140,12,0.1 StatValues[8] = 150,13,0.1 StatValues[9] = 160,14,0.1 StatValues[10] = 170,15,0.1 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } Unknown Staff { Slot = Weapon ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemSets.txt for valid stat names # Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case) StatValues = Attack,Crit Rate,Attack Spd StatValues[0] = 89,5,0.1 StatValues[1] = 95,6,0.1 StatValues[2] = 101,7,0.1 StatValues[3] = 107,8,0.1 StatValues[4] = 113,9,0.1 StatValues[5] = 119,10,0.1 StatValues[6] = 130,11,0.1 StatValues[7] = 140,12,0.1 StatValues[8] = 150,13,0.1 StatValues[9] = 160,14,0.1 StatValues[10] = 170,15,0.1 Crafting { Level[1] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[2] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[3] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[4] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[5] { Item[0] = Green Slime Remains,30 Item[1] = High-Quality Logs,1 Gold = 150 } Level[6] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[7] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[8] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[9] { Item[0] = Green Slime Remains,1 Gold = 1 } Level[10] { Item[0] = Green Slime Remains,1 Gold = 1 } } } }