Equipment { Leather Helmet { Slot = Helmet PartofSet = Leather ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 3,2,0 StatValues[1] = 4,3,0 StatValues[2] = 5,3,0 StatValues[3] = 6,4,1 StatValues[4] = 6,5,2 StatValues[5] = 7,5,2 StatValues[6] = 8,5,2 StatValues[7] = 9,6,3 StatValues[8] = 9,7,4 StatValues[9] = 10,7,4 StatValues[10] = 11,8,4 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 Level[1] { Item[0] = Flower Petals,5 Gold = 12 } Level[2] { Item[0] = Green Slime Remains,2 Item[1] = Blue Slime Remains,1 Item[2] = Flower Petals,2 Gold = 18 } Level[3] { Item[0] = Green Slime Remains,3 Item[1] = Red Slime Remains,1 Item[2] = Blue Slime Remains,1 Gold = 24 } Level[4] { Item[0] = Flower Petals,5 Item[1] = Green Slime Remains,3 Gold = 32 } Level[5] { Item[0] = Wolf Skin,1 Item[1] = Flower Petals,6 Gold = 40 } Level[6] { Item[0] = Red Slime Remains,6 Item[1] = Blue Slime Remains,1 Gold = 50 } Level[7] { Item[0] = Green Slime Remains,5 Item[1] = Red Slime Remains,2 Item[2] = Blue Slime Remains,2 Gold = 65 } Level[8] { Item[0] = Wolf Skin,1 Item[1] = Yellow Slime Remains,2 Gold = 80 } Level[9] { Item[0] = Flower Petals,12 Gold = 100 } Level[10] { Item[0] = Green Gemstone,1 Item[1] = Wolf Skin,1 Gold = 150 } } } Leather Armor { Slot = Armor PartofSet = Leather ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 5,1,0 StatValues[1] = 6,1,0 StatValues[2] = 7,2,0 StatValues[3] = 8,2,1 StatValues[4] = 9,3,2 StatValues[5] = 10,3,2 StatValues[6] = 11,4,2 StatValues[7] = 12,4,3 StatValues[8] = 13,5,4 StatValues[9] = 14,6,4 StatValues[10] = 15,7,4 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 Level[1] { Item[0] = Green Slime Remains,7 Gold = 12 } Level[2] { Item[0] = Wolf Skin,1 Item[1] = Red Slime Remains,1 Item[2] = Blue Slime Remains,1 Gold = 18 } Level[3] { Item[0] = Red Slime Remains,3 Item[1] = Green Slime Remains,6 Gold = 24 } Level[4] { Item[0] = Blue Slime Remains,3 Item[1] = Green Slime Remains,7 Gold = 32 } Level[5] { Item[0] = Wolf Skin,1 Item[1] = Red Slime Remains,4 Gold = 40 } Level[6] { Item[0] = Yellow Slime Remains,1 Item[1] = Red Slime Remains,6 Gold = 50 } Level[7] { Item[0] = Wolf Skin,1 Item[1] = Yellow Slime Remains,2 Gold = 65 } Level[8] { Item[0] = Red Slime Remains,8 Item[1] = Green Slime Remains,4 Gold = 80 } Level[9] { Item[0] = Wolf Skin,2 Item[1] = Yellow Slime Remains,3 Gold = 100 } Level[10] { Item[0] = Green Gemstone,1 Item[1] = Wolf Skin,1 Gold = 150 } } } Leather Pants { Slot = Pants PartofSet = Leather ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 4,1,1 StatValues[1] = 5,1,1 StatValues[2] = 6,1,2 StatValues[3] = 7,2,2 StatValues[4] = 8,2,3 StatValues[5] = 9,3,3 StatValues[6] = 10,3,4 StatValues[7] = 11,4,4 StatValues[8] = 12,5,5 StatValues[9] = 13,5,6 StatValues[10] = 14,5,7 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 Level[1] { Item[0] = Green Slime Remains,5 Item[1] = Flower Petals,1 Gold = 12 } Level[2] { Item[0] = Red Slime Remains,1 Item[1] = Blue Slime Remains,1 Item[2] = Flower Petals,2 Gold = 18 } Level[3] { Item[0] = Wolf Skin,1 Item[1] = Red Slime Remains,1 Item[2] = Blue Slime Remains,3 Gold = 24 } Level[4] { Item[0] = Green Slime Remains,6 Item[1] = Blue Slime Remains,3 Gold = 32 } Level[5] { Item[0] = Wolf Skin,1 Item[1] = Green Slime Remains,3 Item[2] = Flower Petals,2 Gold = 40 } Level[6] { Item[0] = Bear Claw,1 Item[1] = Blue Slime Remains,6 Gold = 50 } Level[7] { Item[0] = Red Slime Remains,2 Item[1] = Yellow Slime Remains,2 Gold = 65 } Level[8] { Item[0] = Wolf Skin,2 Item[1] = Green Slime Remains,4 Item[2] = Blue Slime Remains,4 Gold = 80 } Level[9] { Item[0] = Yellow Slime Remains,1 Item[1] = Red Slime Remains,1 Item[2] = Blue Slime Remains,5 Gold = 100 } Level[10] { Item[0] = Green Gemstone,1 Item[1] = Wolf Skin,1 Gold = 150 } } } Leather Gloves { Slot = Gloves PartofSet = Leather ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 1,0,1 StatValues[1] = 2,0,3 StatValues[2] = 3,0,3 StatValues[3] = 3,1,4 StatValues[4] = 4,2,5 StatValues[5] = 5,2,5 StatValues[6] = 6,2,5 StatValues[7] = 6,3,6 StatValues[8] = 7,4,7 StatValues[9] = 8,4,7 StatValues[10] = 8,4,8 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 Level[1] { Item[0] = Flower Petals,2 Item[1] = Red Slime Remains,1 Gold = 12 } Level[2] { Item[0] = Blue Slime Remains,2 Item[1] = Red Slime Remains,3 Gold = 18 } Level[3] { Item[0] = Frog Skin,1 Item[1] = Green Slime Remains,6 Gold = 24 } Level[4] { Item[0] = Green Slime Remains,3 Item[1] = Red Slime Remains,3 Item[2] = Blue Slime Remains,3 Gold = 32 } Level[5] { Item[0] = Frog Skin,1 Item[1] = Red Slime Remains,6 Gold = 40 } Level[6] { Item[0] = Frog Skin,1 Item[1] = Blue Slime Remains,6 Gold = 50 } Level[7] { Item[0] = Bear Claw,1 Item[1] = Yellow Slime Remains,1 Gold = 65 } Level[8] { Item[0] = Frog Skin,1 Item[1] = Flower Petals,8 Gold = 80 } Level[9] { Item[0] = Bear Claw,2 Item[1] = Frog Skin,2 Gold = 100 } Level[10] { Item[0] = Green Gemstone,1 Item[1] = Frog Skin,1 Gold = 150 } } } Leather Shoes { Slot = Shoes PartofSet = Leather ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 2,1,0 StatValues[1] = 3,1,1 StatValues[2] = 4,2,1 StatValues[3] = 4,2,2 StatValues[4] = 5,3,2 StatValues[5] = 6,3,3 StatValues[6] = 7,4,3 StatValues[7] = 7,4,4 StatValues[8] = 8,5,4 StatValues[9] = 9,5,4 StatValues[10] = 9,5,5 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 Level[1] { Item[0] = Logs,3 Item[1] = Green Slime Remains,1 Item[2] = Flower Petals,1 Gold = 12 } Level[2] { Item[0] = Logs,4 Item[1] = Green Slime Remains,4 Gold = 18 } Level[3] { Item[0] = Logs,4 Item[1] = Frog Skin,1 Gold = 24 } Level[4] { Item[0] = Logs,6 Item[1] = High-Quality Logs,1 Gold = 32 } Level[5] { Item[0] = Wolf Skin,1 Item[1] = Frog Skin,2 Gold = 40 } Level[6] { Item[0] = High-Quality Logs,5 Gold = 50 } Level[7] { Item[0] = Wolf Skin,2 Gold = 65 } Level[8] { Item[0] = Logs,4 Item[1] = High-Quality Logs,1 Item[2] = Frog Skin,2 Gold = 80 } Level[9] { Item[0] = High-Quality Logs,8 Item[1] = Wolf Skin,2 Gold = 100 } Level[10] { Item[0] = Green Gemstone,1 Item[1] = Frog Skin,1 Gold = 150 } } } Copper Helmet { Slot = Helmet PartofSet = Copper ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 7,5,2 StatValues[1] = 9,5,2 StatValues[2] = 10,6,3 StatValues[3] = 11,7,4 StatValues[4] = 12,7,4 StatValues[5] = 13,8,4 StatValues[6] = 15,9,4 StatValues[7] = 16,10,5 StatValues[8] = 17,11,5 StatValues[9] = 18,12,5 StatValues[10] = 20,12,5 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 } } } Copper Armor { Slot = Armor PartofSet = Copper ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 10,3,2 StatValues[1] = 11,4,2 StatValues[2] = 12,4,3 StatValues[3] = 13,5,4 StatValues[4] = 14,6,4 StatValues[5] = 15,7,4 StatValues[6] = 17,7,4 StatValues[7] = 19,8,5 StatValues[8] = 21,8,5 StatValues[9] = 23,9,5 StatValues[10] = 25,10,5 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 } } } Copper Pants { Slot = Pants PartofSet = Copper ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 9,3,3 StatValues[1] = 10,3,4 StatValues[2] = 11,4,4 StatValues[3] = 12,5,5 StatValues[4] = 13,5,6 StatValues[5] = 14,5,7 StatValues[6] = 15,6,7 StatValues[7] = 17,6,8 StatValues[8] = 18,7,8 StatValues[9] = 20,7,9 StatValues[10] = 22,8,10 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 } } } Copper Gloves { Slot = Gloves PartofSet = Copper ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 5,2,5 StatValues[1] = 6,2,5 StatValues[2] = 6,3,6 StatValues[3] = 7,4,7 StatValues[4] = 8,4,7 StatValues[5] = 8,4,8 StatValues[6] = 8,4,9 StatValues[7] = 9,5,10 StatValues[8] = 9,5,11 StatValues[9] = 10,5,12 StatValues[10] = 11,5,12 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 } } } Copper Shoes { Slot = Shoes PartofSet = Copper ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 6,3,3 StatValues[1] = 7,3,3 StatValues[2] = 7,4,4 StatValues[3] = 8,5,4 StatValues[4] = 9,5,4 StatValues[5] = 9,5,5 StatValues[6] = 9,6,5 StatValues[7] = 10,6,6 StatValues[8] = 10,7,6 StatValues[9] = 11,7,7 StatValues[10] = 12,8,8 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 Helmet { Slot = Helmet PartofSet = Shell ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 12,8,4 StatValues[1] = 13,8,4 StatValues[2] = 18,9,4 StatValues[3] = 20,10,5 StatValues[4] = 22,11,5 StatValues[5] = 24,12,5 StatValues[6] = 29,12,5 StatValues[7] = 31,13,5 StatValues[8] = 33,13,6 StatValues[9] = 35,14,6 StatValues[10] = 40,14,6 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 Armor { Slot = Armor PartofSet = Shell ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 14,6,4 StatValues[1] = 15,7,4 StatValues[2] = 20,7,4 StatValues[3] = 24,8,5 StatValues[4] = 28,8,5 StatValues[5] = 33,9,5 StatValues[6] = 37,10,5 StatValues[7] = 41,11,5 StatValues[8] = 45,11,6 StatValues[9] = 51,12,6 StatValues[10] = 57,12,6 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 Pants { Slot = Pants PartofSet = Shell ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 13,5,6 StatValues[1] = 14,5,7 StatValues[2] = 16,6,7 StatValues[3] = 19,6,8 StatValues[4] = 21,7,8 StatValues[5] = 24,7,9 StatValues[6] = 26,8,10 StatValues[7] = 30,8,11 StatValues[8] = 34,9,11 StatValues[9] = 38,9,12 StatValues[10] = 42,10,12 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 Gloves { Slot = Gloves PartofSet = Shell ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 8,4,7 StatValues[1] = 8,4,8 StatValues[2] = 8,4,9 StatValues[3] = 9,5,10 StatValues[4] = 9,5,11 StatValues[5] = 10,5,12 StatValues[6] = 11,5,12 StatValues[7] = 12,5,13 StatValues[8] = 13,6,13 StatValues[9] = 14,6,14 StatValues[10] = 15,6,14 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 Shoes { Slot = Shoes PartofSet = Shell ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 9,5,4 StatValues[1] = 9,5,5 StatValues[2] = 9,6,6 StatValues[3] = 10,6,6 StatValues[4] = 10,7,7 StatValues[5] = 11,7,7 StatValues[6] = 12,8,8 StatValues[7] = 13,8,8 StatValues[8] = 14,9,9 StatValues[9] = 15,9,9 StatValues[10] = 16,10,10 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 Helmet { Slot = Helmet PartofSet = Bone ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 24,12,5 StatValues[1] = 29,12,5 StatValues[2] = 31,13,5 StatValues[3] = 33,13,6 StatValues[4] = 35,14,6 StatValues[5] = 40,14,6 StatValues[6] = 42,15,6 StatValues[7] = 44,16,7 StatValues[8] = 46,17,7 StatValues[9] = 51,17,7 StatValues[10] = 53,19,7 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 Armor { Slot = Armor PartofSet = Bone ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 33,9,5 StatValues[1] = 37,10,5 StatValues[2] = 41,11,5 StatValues[3] = 45,11,6 StatValues[4] = 51,12,6 StatValues[5] = 57,12,6 StatValues[6] = 61,13,6 StatValues[7] = 64,13,7 StatValues[8] = 67,13,7 StatValues[9] = 70,14,7 StatValues[10] = 72,14,7 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 Pants { Slot = Pants PartofSet = Bone ItemCategory = Equipment Description = Pants made out of hardened bone. # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 24,7,9 StatValues[1] = 26,8,10 StatValues[2] = 30,8,11 StatValues[3] = 34,9,11 StatValues[4] = 38,9,12 StatValues[5] = 42,10,12 StatValues[6] = 45,10,13 StatValues[7] = 49,11,13 StatValues[8] = 53,11,13 StatValues[9] = 57,11,14 StatValues[10] = 61,12,14 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 Gloves { Slot = Gloves PartofSet = Bone ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 9,5,11 StatValues[1] = 10,5,12 StatValues[2] = 11,5,13 StatValues[3] = 12,6,13 StatValues[4] = 13,6,14 StatValues[5] = 14,6,14 StatValues[6] = 15,6,15 StatValues[7] = 16,7,16 StatValues[8] = 17,7,17 StatValues[9] = 18,7,17 StatValues[10] = 19,7,19 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 Shoes { Slot = Shoes PartofSet = Bone ItemCategory = Equipment # Stat Values of the item based on Enhancement level. # See ItemStats.txt for valid stat names StatValues = Defense,Health,Attack StatValues[0] = 11,7,7 StatValues[1] = 11,8,8 StatValues[2] = 12,8,8 StatValues[3] = 13,9,9 StatValues[4] = 14,9,9 StatValues[5] = 15,10,10 StatValues[6] = 16,10,10 StatValues[7] = 17,11,11 StatValues[8] = 18,11,11 StatValues[9] = 19,11,11 StatValues[10] = 21,12,12 Equip Sound = Equip Armor Crafting { # When this crafting recipe is available. AvailableChapter = 1 Item[0] = Wolf Skin,1 Gold = 5 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 } } } }