Forge it yourself, or someone else will.

Current as of the Primoria patch of 2 Nov 2026

A bone-handled knife, a black obsidian blade, a wooden crossbow and stone-tipped spears laid out on a lantern-lit crafting workbench, with bone parts and leather beside them

The complete Primoria weapon crafting guide — built around how the system actually works: a recipe does not make “a weapon”, it makes whichever weapon the component in the slot decides. Slot a proper blade, head or limb and you get the named weapon; slot raw rock, bone or metal into a melee assembly from the Standard tier up and you get a Shoddy one instead. Those branch outcomes are where most weapons live — the Shoddy line, the Obsidian knives, the Ironwood and Double-Skull bows, the Lava Hammer — and most of them appear in no index at all. This guide maps the whole tree (121 skill rows, 166 recipe pages, 285 outcome entries naming at least 247 distinct items), alongside the combat stats for the 59 rows the wiki gives numbers for, the two mods that roll their bonus at random, which rare properties a weapon can roll, how material properties shape a blade, the fastest route up the proficiency ladder — and what is worth making for sale. Start with the class you want to make: each class page below tells you which stats to search for on your materials, which materials carry them, and which build fits which fight.

285 outcome entries naming 247+ distinct items — weapons recur across tiers 59 combat-table rows with printed stats — not the whole weapon set 9 weapon classes 121 skill rows → 166 recipe pages PRO-class unlocks at Weaponcrafting 60 Crossbow line is the strongest craftable weapon

I want to make a…

Pick the class — the page tells you what to hunt for

Every class page answers the same three questions, in this order: which stats to search for on your materials (and which materials and heads actually carry them), which head to slot at your tier, and which build serves which fight — high-defense bosses, alphas, everyday hunting, PvP on Brawl Island, and long sessions where durability decides. Pick your class:

The mechanics every build on these pages rests on (wiki-verified). Damage through (%) = 100 / (1 + ((target DEF ÷ your Penetration) / 1.296)3.95) — the curve is steepest when your Penetration is 0.8–1.3× the target's Defense, and past ~1.5× more Penetration is nearly wasted. Boss Defense at Lv 60: Tyrannosaurus 607.5 (Alpha 677.5), Tarbosaurus 450, Allosaurus 450; ordinary animals run DEF = 5 × level. Your Penetration = 40 base + weapon Penetration + 1 per 5 STR — and even the best Penetration printed for a craftable weapon (244–284, the Tailor's Knife) sits far below boss Defense, which is why Penetration is the boss stat. Accuracy above the target's dodge converts to critical chance, up to +10% (base crit 8% + 1% per 6 DEX, crits hit ×1.9; back attacks ×1.2, front ×0.8). And every weapon has one mod slot — the mod choice is part of every build below.

Boss-readiness checker

Test your actual weapon against the wall before you climb it. Enter your total Penetration — type it directly, or build it from the parts: 40 base + weapon Penetration + 1 per 5 STR, plus whatever your Lava Tempering rolled. The verified damage-through formula returns your percentage against each boss.

Target (Lv 60)DefenseYour Pen ÷ DEFDamage through

Just looted something good?

Start from your drop instead

Most crafters don't start from a class — they start from a carcass. If you've just pulled a star material out of a boss — a Tyrannosaurus rib, an Allosaurus rib, a sheet of boss Armor — the reverse lookup tells you what that drop is best used for before you spend it: which weapon classes and which fights it tops, why, where the next one comes from, and what trap rides on it (several star carriers carry a debuff alongside the prize stat).

Start here

Six goals, straight answers

I want the strongest craftable weapon

By raw Attack it's the PRO-class Crossbow line (Weaponcrafting 60): the best printed craftable Attack is the crossbow line's 130–157 at Lv 35–59. The line's top branch outcome is the Double-Skull Crossbow (Double-Skull Crossbow Limb in the slot) — which has no printed stats anywhere, so 130–157 is the strongest number any source actually publishes. The only weapons printed above it, the Chainsaw (154–161) and the Katana (145–160), come from crates and cannot be crafted at all.

See the crossbow's branches →

I craft knives

The PRO-class One-Handed Knife is the craftable flagship of the most-used class — the only stronger 1H knife, the Katana, is crate-only. The Tailor's Knife (Lv 50–60) is the specialist pick, gated behind ability link 110 rather than the plain skill line.

The One-Handed Knife page →

Which weapon comes out of this recipe?

The component in the slot decides. A proper blade, head or limb gives the named weapon; raw Rock, Bone or Metal in a melee assembly gives a Shoddy version from the Standard tier up (at Improvised tier the raw material names the weapon instead; bows and spears break the rule — and PRO takes proper components only). The heads themselves change every tier, unlocking weapons that exist in no index.

Open the weapon tree →

What will my weapon come out with?

Only the main component — the head, blade or limb — passes its attributes to the finished weapon; the Tang, the shaft and every other part contribute none. Pick that component's material, its processing and a mod, and the predictor totals the property line your weapon will carry — before you spend anything.

Predict the outcome →

I want to mod a weapon

Nail Spikes I and Lava Tempering I create nothing — they modify a weapon you already have, and the bonus is rolled at random when applied: Nail Spikes adds Attack +1 to +35; lava tempering always adds both Penetration +1 to +10 and Attack +1 to +25.

How the mods roll →

I need work tools

Work tools climb their own ladder: starter tools at W10 (Lv 1–24), stone work tools at W25 (Lv 20–44), then bone and metal tiers at W45 (Lv 40–60). They're also prerequisites — many recipes demand a work knife, work axe or work hammer in hand.

The Work tools page →

I want rare rolls that matter

Most crafted weapons can roll four rares. For a fighting weapon only two matter — Black Sheen and Low Vibration, which unlock combat latent skills. The other two, Wide Serration and Narrow Hook, pay off on gathering tools instead.

What each rare does →

I'm levelling Weaponcrafting

The climb is staged: improvised stone lines from W1, Standard tiers at W20, Improved at W40, PRO-class at W60 — with work tools at W25 and W45 as the steady earners in between, and milestone-gated volcano components beyond the cap.

The crafter's path →

What should I make for sale?

Bone and metal work tools — every player consumes them and they wear out. Then PRO-class 1H knives and the PRO crossbow, and volcano components few crafters can reach. No source anywhere carries market prices, so margins are a live-market question.

What sells, and why →

The nine classes at a glance

Class identity is mostly cooldown and stat shape

Weapon stats come only from the wiki's combat table — item pages print no Attack, Penetration or Accuracy at all. Two warnings about that table. First, it files tools as weapons — saws and harpoons sit under One-Handed Knife, hoes and pickaxes under Two-Handed Axe, shovels under Two-Handed Blunt. This guide separates them: the counts below are items with printed stats per class, and the 29 tools get their own row here and their own group in Weapon stats, stats unchanged. Second, a stat row is not the whole craft line: the crafting system carries full tier lines the combat table never prints stats for — the Two-Handed Knife, for example, has Improvised, Standard, Improved and PRO-class tiers, but only the improvised tier has a printed stat row. Stat bands repeat across the tool tiers: the Lv 40–60 bone/metal tier is uniformly 78–107 Attack / 206–284 Penetration / 172–239 Accuracy, and the Lv 50–60 specialist tools (Tailor's Knife, Processing Axe, Architect Hammer) sit at 92.5–107 / 244–284 / 206–239.

ClassWith printed statsCooldownCharacter
One-Handed Knife42.0–2.2 sFast; the actual fighting knives — the improvised stone line, two survival knives, and the crate-only Katana, the strongest 1H knife overall. The craftable top end is the PRO-class knife line. (The combat table files nine tools under this class as well — see the tools row.)
Two-Handed Knife13.5 sA full four-tier craft line — Improvised (W10), Standard (W20), Improved (W40) and the PRO-class Two-Handed Knife (W60) — but the combat table prints stats for the improvised tier only. The higher tiers exist as crafts; the wiki simply publishes no separate numbers for them.
One-Handed Axe22.2 sThe improvised stone axe line and one crate emergency axe. The work axes sit with the tools.
Two-Handed Axe43.2–3.5 sThe improvised two-handed stone axe, two crate road signs — and the Chainsaw, the wiki's highest-Attack weapon (154–161), crate-only. Hoes and pickaxes are tools, below.
One-Handed Blunt82.2–2.5 sThe improvised stone hammer line and the Wooden Club, plus crate junk (keyboards, bats, modern hammers). The work hammers and the Frying Pan sit with the tools.
Two-Handed Blunt53.5 sThe improvised two-handed stone hammer and crate chairs, brooms and golf clubs; the slowest tier. Shovels are tools, below.
Lance33.0 sHighest base Attack of the low/mid tiers — the Stone Spear hits 116–147 at Lv 15–39.
Bow24.0 sSlowest cooldown; only 2 entries.
Crossbow13.5 sOne stat row, Lv 35–59: 130–157 Attack, over a two-tier craft line (Improved at W40, PRO-class at W60). Its PRO-class tier — the PRO-class Crossbow — is the strongest craftable weapon by raw Attack.
Work tools & profession tools292.0–3.5 sSaws, harpoons, hoes, pickaxes, shovels, the work knife / axe / hammer lines, the Frying Pan and the specialist trio (Tailor's Knife, Processing Axe, Architect Hammer). The combat table files all of these under the weapon classes above; they are tools first, so this guide compares them separately.

A note on sources. Everything unmarked comes from the Primoria wiki (combat table, item pages, crafting recipes and milestone tables, snapshot 31 Oct 2026). Where the wiki prints nothing — what rare properties actually do, and what each material property is worth per level — this guide uses the original game's data, and those figures always carry the ◆ Original-game label. One of them (Lightweight → Accuracy) has since been confirmed live in Primoria; the rest are guidance, not Primoria fact.

Start from your drop

You looted it — here's what it's best for
Crafting materials laid out together — bones, obsidian, ore, leather and a cut log

The class pages run forwards: pick a weapon, then hunt its stats. This page runs backwards. Pick the star material already sitting in your bag and read off where it earns the most: the weapon classes and fights it is the top pick for, why, the hunt or node the next one comes from, and the trap that rides on it — because several of the best carriers drag a debuff behind the prize stat, and two of them have no verified source at all and say so.

Pick your drop

Choose the material you just looted to see only its entry — or leave it on All star carriers and scan the whole set. Fixed properties are wiki-verified; per-level values carry the ◆ Original-game label wherever they appear.

Rib (Tyrannosaurus)

Firm 24 + Low Density 4

Best use: Attack-first boss builds in every melee class — the single best Firm carrier on the wiki.

Why: Firm is Attack, +3.33 per level ◆ Original-game, and no other fixed carrier comes close to 24 levels of it. When a boss build wants raw Attack on top of its Penetration, this is the material it wants it from.

Farm: Tyrannosaurus — Volcano islands, boss Lv 50–60 (1 spawn slot; entry regions Tier 3–8). Rib ×3 (P3, the rare-part class).

Trap: Low Density 4 rides with it — a real durability cost ◆ on anything built to last. Don't spend it on a long-session weapon.

Tarbosaurus bone forms

Firm 8 + Low Density 3

Best use: Firm for any melee class when the Tyrannosaurus is out of reach — the working crafter's Attack bone.

Why: Firm 8 is Attack +3.33 per level ◆ from a boss with three spawn slots instead of one — the Firm you can actually plan a farm around.

Farm: Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots). Rib ×2, Large Leg Bone ×2, Large Skull ×1 (all P3). The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.

Trap: Low Density 3 attached — a durability cost ◆, the same trade as the Tyrannosaurus rib, one notch smaller.

Black Iron Ore

Firm 5 + Low Density 2

Best use: Firm for metal weapons without boss farming — the best mined Attack in the guide.

Why: Firm 5 (Attack +3.33 per level ◆) from a pickaxe instead of a boss carcass. Metal blades, heads and spearheads are where it lands.

Farm: Gathered, not hunted — its own mining node on 34 islands (Craters in Tundra / Snowfield / Tropical Blue, plus 22 Volcano nodes).

Trap: Low Density 2 attached — a durability cost ◆ on a material you might otherwise pick for everyday weapons.

Iron Ore

Firm 4 + Heavy 2

Best use: Early-game Firm for metal weapons — the Attack you can mine long before you can hunt it.

Why: Firm 4 (Attack +3.33 per level ◆) on the most widespread ore node in the data. The starter metal builds run on it.

Farm: Gathered, not hunted — its own mining node on 41 islands, densest noted at TR4 and TR10.

Trap: Heavy 2 rides with the Firm — Accuracy −4.5 per level ◆ (−9 in total). Fine where Attack is the whole point; a cost on anything that also wants to crit.

Maple log

Firm 4 + High Density 4

Best use: Blunt and axe builds that want Firm and durability in one material — no second carrier needed for the session stat.

Why: the best Firm log on paper — Attack +3.33 per Firm level ◆ and Durability +10 per High Density level ◆ in a single wooden component, exactly the pairing the slow, expensive two-handed crafts ask for.

Farm: unknown. No verified gathering spot — Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Where it comes from in practice is not in the current data, and this guide does not invent a spot.

Rib (Allosaurus)

Pointy 6 + Heavy 2

Best use: Penetration-first builds — the spear, and knife boss builds. The “Pointier Rib” is the best Pointy carrier on the wiki.

Why: Pointy is Penetration, +10 per level ◆, and Penetration is the boss stat — crafted Penetration starts far below boss Defense (450–677.5 at Lv 60), so the biggest Pointy carrier is where a boss build begins.

Farm: Allosaurus — Desert, boss Lv 50–60 (3 spawn slots). Rib ×3 (P3). The Alpha carcass (unstable islands, Lv 70) yields Rib ×9.

Trap: Heavy 2 attached — Accuracy −4.5 per level ◆. Take it when Penetration is the point; it is not a free six levels.

Allosaurus large bones

Pointy 4 + Heavy 2

Best use: Penetration builds off the same carcass as the Pointy 6 rib — the Large Leg Bone and Large Skull that come home with it.

Why: Pointy 4 is Penetration +10 per level ◆ — two levels short of the rib, from parts you were going to butcher anyway. A boss build rarely runs on one component alone.

Farm: The same Allosaurus carcass — Desert, boss Lv 50–60 (3 spawn slots). Large Leg Bone ×2, Large Skull ×1 (P3).

Trap: Heavy 2 attached — Accuracy −4.5 per level ◆, the same rider as the rib.

Ceratosaurus large bones & rib

Pointy 4 + Heavy 2

Best use: On paper, the same Penetration builds as the Allosaurus bones — Pointy 4 is Pointy 4, wherever it comes from.

Why: Penetration +10 per level ◆ is the boss stat. But read the farm line before you plan around this one — there isn't a hunt to plan.

Farm: unknown. No verified hunt — the parts exist as materials, but Ceratosaurus has no page in the wiki's 96-animal index (a material-name reference only). No biome or drop is printed anywhere; this guide does not invent one. Don't plan a hunt around these parts.

Trap: Heavy 2 attached — Accuracy −4.5 per level ◆ — on top of a source nobody can point you to.

Amargasaurus bones

Pointy 3 + Heavy 2

Best use: Accessible Penetration on Volcano hunts — the Pointy you pick up on the same islands as the Tyrannosaurus run.

Why: Pointy 3 (Penetration +10 per level ◆) from a second Volcano boss — a Penetration top-up for boss builds that are already hunting there, rather than a dedicated Desert trip.

Farm: Amargasaurus — Volcano, boss Lv 50–60 (1 spawn slot). Herbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 (non-meat parts all P3).

Trap: Heavy 2 travels with the Pointy (Accuracy −4.5 per level ◆) — and the carrier itself is source-split: Pointy 3 + Heavy 2 is confirmed on the Herbivore Leg Bone and Skull only; the Rib and Large Leg Bone item pages print no properties, so those two forms are unconfirmed carriers.

Obsidian

Sharp Section 4

Best use: Wound builds on knives and axes — with no boss gating. The top Sharp Section carrier in the guide, and the only star carrier you gather instead of hunt.

Why: Sharp Section is wound damage area, +10% per level ◆. Wounds pay per hit, so the fast classes cash it in most often — and Obsidian blades are a named branch of the knife tree from the Standard tier up.

Farm: Gathered, not hunted — Obsidian nodes on 12 islands (Desert seas + Ancora / Safe House), Lv 1–70. The accessible Sharp Section source — no boss required.

Tyrannosaurus Large Leg Bone & Large Skull

Sharp Section 3

Best use: Wound builds while you're already hunting the Tyrannosaurus — the second Sharp Section carrier, off the same carcass as the Firm 24 rib.

Why: Sharp Section 3 is wound damage area +10% per level ◆. One Volcano hunt can stock a wound build and an Attack build at the same time — these bones are the wound half of that carcass.

Farm: The same Tyrannosaurus carcass — Volcano islands, boss Lv 50–60 (1 spawn slot). Large Leg Bone ×2, Large Skull ×1 (P3).

Leather (Tyrannosaurus)

Lightweight 4 · Tough Fiber 18

Best use: Accuracy / crit-leaning builds — bows and the crossbow especially.

Why: Lightweight is Accuracy, +4.5 per level — the one mapping confirmed live in Primoria — and Accuracy above the target's dodge converts to critical chance, up to +10%. At range, against moving targets, that conversion is the build.

Farm: The same Tyrannosaurus carcass — Volcano islands, boss Lv 50–60 (1 spawn slot). Leather ×3 (P3).

Trap: the Tough Fiber 18 printed beside it has no weapon effect in the verified property set — don't count it toward a weapon build.

Tarbosaurus pelt / leather

Lightweight 4

Best use: The same Accuracy / crit-leaning role as the Tyrannosaurus leather — via the Snowfield route instead of the Volcano.

Why: Lightweight 4 is Accuracy +4.5 per level, live-confirmed in Primoria, feeding the same Accuracy-to-crit conversion — from the boss with three spawn slots.

Farm: Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots); the leather comes off the same carcass as the Firm 8 bone forms above. No separate drop count for the pelt is printed in the verified data.

Saurolophus rib & leg bone

Lightweight 3 + Weak Structure 2

Best use: The farmable Accuracy source — everyday and PvP-leaning builds that can't wait on a boss leather.

Why: Lightweight 3 is Accuracy +4.5 per level, live-confirmed in Primoria — and this carrier is not a boss, so it's the Accuracy you can farm on an ordinary hunt, in ordinary numbers.

Farm: Saurolophus — Tropical, Lv 20–60 and not a boss. Rib ×2, Large Leg Bone ×2 (P class). Parasaurolophus (Tropical / Tropical Blue, Lv 50–60) drops identical parts.

Trap: Weak Structure 2 attached — Lethality −0.67 per level ◆. Fine for farming; the wrong trade for a build whose whole point is crit weight.

Rib (Apatosaurus)

Full 4 + High Density 2

Best use: Stun builds in the blunt classes, with durability built in — and ×15 per kill, the most generous star-carrier count on the wiki.

Why: Full is stun chance, +1% per level ◆, and the blunt classes are the stun classes; High Density (+10 Durability per level ◆) means the stun weapon is also the one that lasts the session.

Farm: Apatosaurus — Swamp, boss Lv 50–60 (1 spawn slot). Rib ×15 (P3), plus Large Leg Bone ×4 and Large Skull ×1 carrying the same properties (P3).

Boss Armor parts

High Density 2

Best use: The durability top-up for long-session builds — from any boss, in any class.

Why: High Density is Durability, +10 per level ◆. Armor parts ride home on every big-boss carcass, so the long-session stat is the one drop you never have to hunt on purpose — bank them instead of spending them on short-lived builds.

Farm: Butchery from the big bosses: Tyrannosaurus Armor ×3, Tarbosaurus Armor ×3, Allosaurus Armor ×1 (P3; more from Alpha carcasses).

The drop reality, whichever carrier you picked. P-class part chances rise with island Index — for Lv 60 material, ≈12% at Index 1 to ≈50% at Index 8, with Flawless Gathering needed at Index 6–8 for the full effect — and boss spawn rolls run 5% at Index 1 to 50% at Index 8 per roll once a slot frees. Boss parts are P3, the rare-part class: even a found boss is not a guaranteed carrier. Full addresses and counts for every carrier: Materials & properties — Where to farm it.

One-Handed Knife

Cooldown 2.0–2.2 s — the fastest class in the game
Two crafted knives — a bone-handled blade and a dark obsidian blade — crossed on worn leather

More hits per minute than anything else you can hold — which is why percentage effects (stun, wound) and critical hits pay off most here. The craftable flagship is the PRO-class One-Handed Knife; the only stronger 1H knife, the Katana, is crate-only.

Class identity ◆ Original-game — one-handed weapons in the Mastersheet's notes: shorter cooldown, slightly lower attack, no AoE, good in 1v1 — and they reward a good connection (lag hurts). The sheet's blade family is its Sword row — Critical Hit Chance 15%, Defense Penetration Rate 18%, noted for PvP — but the sheet does not equate that family with the knife classes, so read it as the nearest printed relative, not a knife passive. Attributes & class identity →

If you make only one: the PRO-class One-Handed Knife — Bent Bone blade at W60, built on Pointy-leaning materials (Allosaurus rib) with Firm underneath, and Lava Tempering in the single mod slot. The craftable flagship of the most-used class, and the one knife that answers bosses, alphas and everyday hunts without a rebuild.

Search your materials for:

1 · PointyPenetration +10 per level ◆ Original-game — the boss stat. Hunt the Rib (Allosaurus), Pointy 6 — the “Pointier Rib”, the best Pointy carrier on the wiki. Allosaurus and Ceratosaurus large bones and ribs carry Pointy 4 (with Heavy 2 attached — see Avoid), Amargasaurus bones Pointy 3 + Heavy 2. Pointy also rolls randomly on ore and bone.
2 · FirmAttack +3.33 per level ◆ Original-game — your everyday damage. Rib (Tyrannosaurus) Firm 24 (Low Density 4 attached) is the highest fixed property on the wiki; Tarbosaurus large leg bone, skull and rib forms carry Firm 8; Black Iron Ore Firm 5, Iron Ore Firm 4 (with Heavy 2 attached — an Accuracy cost ◆), Maple log Firm 4. Or add it: Debris-process (bone/wood) or Carbonize (metal), +2 ◆ — both ride with Low Density +1, a durability cost (see Avoid).
3 · LightweightAccuracy +4.5 per level ◆ Original-game — and the one mapping confirmed live in Primoria: accuracy above the target's dodge becomes critical chance, up to +10%. Leather (Tyrannosaurus) Lightweight 4, Tarbosaurus pelt/leather Lightweight 4, Saurolophus rib and leg bone Lightweight 3. Or add it: Surface-process (bone/wood) +2 for 1 Sap ◆; Smelt (metal) +1 ◆.

Where to farm it

  • Allosaurus — Desert, boss Lv 50–60 (3 spawn slots): Rib ×3 (Pointy 6), Large Leg Bone ×2 and Large Skull ×1 (Pointy 4), Armor ×1 (High Density 2) — all P3. The Alpha carcass (unstable islands, Lv 70) yields Rib ×9.
  • Tyrannosaurus — Volcano islands, boss Lv 50–60 (1 spawn slot; entry regions Tier 3–8): one carcass pays out the rib (Firm 24, ×3), the leather (Lightweight 4, ×3), Large Leg Bone ×2 and Large Skull ×1 (Sharp Section 3) and Armor ×3 (High Density 2) — every part P3, the rare-part class.
  • Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots): Rib ×2, Large Leg Bone ×2, Large Skull ×1 — the Firm 8 forms, all P3; its pelt / leather is the other Lightweight 4 carrier, and its Armor ×3 carries High Density 2. The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.
  • Amargasaurus — Volcano, boss Lv 50–60 (1 spawn slot): Herbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 — the Pointy 3 + Heavy 2 bones; non-meat parts all P3. Confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties — so treat those two forms as unconfirmed carriers.
  • Ceratosaurus parts (Pointy 4) — no verified hunt. Ceratosaurus has no page in the wiki's 96-animal index; the parts exist as materials, but no biome or drop is printed anywhere. Don't plan a hunt around them.
  • Saurolophus — Tropical, Lv 20–60 and not a boss: Rib ×2 and Large Leg Bone ×2 (Lightweight 3, P class) — the farmable Lightweight source. Parasaurolophus (Tropical / Tropical Blue, Lv 50–60) drops identical parts.
  • Apatosaurus — Swamp, boss Lv 50–60 (1 spawn slot): Rib ×15, Large Leg Bone ×4, Large Skull ×1 — the Full 4 + High Density 2 forms, all P3. The most generous star-carrier count on the wiki.
  • Black Iron Ore (Firm 5) / Iron Ore (Firm 4) — mined, not hunted: Black Iron has its own node on 34 islands (Craters in Tundra / Snowfield / Tropical Blue, plus 22 Volcano nodes); Iron Ore's node sits on 41 islands, densest at TR4 and TR10.
  • Maple log (Firm 4 + High Density 4) — no verified gathering spot. Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Best Firm log on paper; where it comes from in practice is not in the current data.

P3 is the wiki's rare-part butchery class — part chances rise with island Index (≈12% at Index 1 → ≈50% at Index 8 for Lv 60 material), and boss spawn rolls run 5% → 50% over the same range. Full addresses and counts: Materials & properties — Where to farm it.

Pick your head — the blade decides the knife

TierBlades admittedSignature outcomes
Improvised · W3Raw Rock / Bone / Metal onlyImprovised Stone / Bone / Metal Knife
Standard · W20Stone, Bone and Obsidian blades (raw slots give Shoddy versions)Stone Knife, Bone Knife, Obsidian Knife
Improved · W40+ Metal Blade, Bonetooth, Angled MetalMetal Knife, Bone Saw Knife (Bonetooth), Giant Razor (Angled)
PRO-class · W60+ Bent Bone — proper components only, no Shoddy branchesBent Bone Knife, plus every Improved outcome

Builds by scenario — what each one gives you

High-defense bosses

Built on: Pointy → Penetration

Build the blade from Allosaurus rib (Pointy 6) materials; at PRO, reach for the Bent Bone or Bonetooth heads. Mod slot: Lava Tempering — Penetration +1 to +10 and Attack +1 to +25, both always added, rolled on application (live knowledge).

Why: the best Penetration printed for a craftable weapon is 244–284 against boss Defense of 450–677.5 — a ratio of roughly 0.35–0.65, BELOW the curve's steepest band (0.8–1.3× DEF). Penetration stacking is what carries a boss build precisely because crafted Penetration starts below that band: every Pointy level (+10 ◆) and every tempering point climbs toward where Penetration pays fastest.

Alphas

Built on: Pointy → Penetration

The boss build, one notch less extreme: keep the Penetration lean, keep the Bent Bone / Bonetooth heads, temper if the slot is free.

Why: Alpha Defense runs above the base animal (Alpha Tyrannosaurus 677.5 vs 607.5), so Penetration still decides the fight — but an alpha is a hunt, not a wall; the full boss stack is overkill for most of them.

Everyday hunting & farming

Built on: Firm → Attack

Tarbosaurus Firm 8 bone forms are the everyday carrier; the Tyrannosaurus rib (Firm 24) if you're rich. Any proper blade head — save your Pointy stock for bosses.

Why: ordinary animals run DEF = 5 × level, so Penetration is already past the useful part of the curve. What raw Attack gives you here is fights that end on Attack alone.

PvP — Brawl Island

Built on: Lightweight → Accuracy, plus Full → Stun

Lightweight carriers (Tyrannosaurus leather, Tarbosaurus pelt — Lightweight 4) and Surface-processed materials ◆; Full adds Stun +1% per level ◆ — Apatosaurus forms carry Full 4.

Why: players dodge, and accuracy above dodge converts to crits (up to +10%) — that conversion is verified against animals; against players it is reasoning, not a verified mechanic. At a 2-second cadence no class rolls stun chances — or crits — more often than this one.

Long sessions

Built on: High Density → Durability

Maple log components (Firm 4 + High Density 4 in one material), or Compress-processed bone/wood — High Density +2 ◆ for 2 Water. Boss Armor parts carry High Density 2.

Why: Durability +10 per High Density level ◆. A fast weapon swings — and wears — more per hour than any other class; durability is what keeps you out in the field.

Avoid. Heavy on your blade materials (−4.5 Accuracy per level ◆): the Allosaurus/Ceratosaurus Pointy 4 bones carry Heavy 2 — that's −9 Accuracy riding on your Penetration. Take them only when Penetration is the whole point. Low Density: the Tarbosaurus Firm 8 forms carry Low Density 3 — real Attack, paid for in durability. And keep Soft, Weak Structure and Stubbornness off weapon materials entirely (−Attack, −Lethality, −Penetration per level ◆).

Printed stats: only the improvised tier has a combat-table row (61.7–79.9 Attack at Lv 1–19); the Standard, Improved and PRO tiers are real crafts with no separately published numbers. Full branches in The weapon tree; every printed row in Weapon stats.

Two-Handed Knife

Cooldown 3.5 s — the same blade logic, swung for per-hit damage
Two crafted knives crossed on worn leather — the same blade logic, swung two-handed

Where the one-handed knife wins on proc rate, the two-handed knife wins on weight per hit. A full four-tier craft line — Improvised (W10), Standard (W20), Improved (W40), PRO-class (W60) — though the combat table prints stats for the improvised tier only.

Class identity ◆ Original-game — two-handed weapons in the Mastersheet's notes: slower, heavier, with AoE — good for hunting, where per-hit weight matters more than swing rate. The sheet's blade family is its Sword row — Critical Hit Chance 15%, Defense Penetration Rate 18%, noted for PvP — but the sheet does not equate that family with the knife classes, so read it as the nearest printed relative, not a knife passive. Attributes & class identity →

If you make only one: the Two-Handed Bent Bone Knife (PRO-class, W60) — Firm and Pointy stacked together, Lava Tempering in the slot. Slow hits, each one built to count.

Search your materials for:

1 · FirmAttack +3.33 per level ◆ Original-game — slow hits must each count, so Attack leads here. Rib (Tyrannosaurus) Firm 24 (Low Density 4 attached); Tarbosaurus large forms Firm 8; Maple log Firm 4 (with High Density 4). Add it: Debris / Carbonize +2 ◆ (with Low Density +1 riding on it), Leaded Bronze +4 ◆.
2 · PointyPenetration +10 per level ◆ Original-game — for anything with real Defense. Rib (Allosaurus) Pointy 6; Allosaurus/Ceratosaurus large bones and ribs Pointy 4 (Heavy 2 attached); Amargasaurus bones Pointy 3 + Heavy 2.
3 · Compact StructureLethality +0.67 per level ◆ Original-game — crit weight for burst builds. No star fixed carrier in the verified set — add it: Precision-process (bone/wood) +2 for 2 Salt ◆, Brass alloy +3 ◆, Smelt (metal) +1 ◆.

Where to farm it

  • Tyrannosaurus — Volcano islands, boss Lv 50–60 (1 spawn slot; entry regions Tier 3–8): one carcass pays out the rib (Firm 24, ×3), the leather (Lightweight 4, ×3), Large Leg Bone ×2 and Large Skull ×1 (Sharp Section 3) and Armor ×3 (High Density 2) — every part P3, the rare-part class.
  • Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots): Rib ×2, Large Leg Bone ×2, Large Skull ×1 — the Firm 8 forms, all P3; its pelt / leather is the other Lightweight 4 carrier, and its Armor ×3 carries High Density 2. The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.
  • Allosaurus — Desert, boss Lv 50–60 (3 spawn slots): Rib ×3 (Pointy 6), Large Leg Bone ×2 and Large Skull ×1 (Pointy 4), Armor ×1 (High Density 2) — all P3. The Alpha carcass (unstable islands, Lv 70) yields Rib ×9.
  • Ceratosaurus parts (Pointy 4) — no verified hunt. Ceratosaurus has no page in the wiki's 96-animal index; the parts exist as materials, but no biome or drop is printed anywhere. Don't plan a hunt around them.
  • Amargasaurus — Volcano, boss Lv 50–60 (1 spawn slot): Herbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 — the Pointy 3 + Heavy 2 bones; non-meat parts all P3. Confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties — so treat those two forms as unconfirmed carriers.
  • Maple log (Firm 4 + High Density 4) — no verified gathering spot. Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Best Firm log on paper; where it comes from in practice is not in the current data.
  • Boss Armor parts (High Density 2) come off the big bosses' carcasses above — Tyrannosaurus Armor ×3, Tarbosaurus Armor ×3, Allosaurus Armor ×1 (P3; more from Alpha carcasses).

P3 is the wiki's rare-part butchery class — part chances rise with island Index (≈12% at Index 1 → ≈50% at Index 8 for Lv 60 material), and boss spawn rolls run 5% → 50% over the same range. Full addresses and counts: Materials & properties — Where to farm it.

Pick your head — large blades

TierBlades admittedSignature outcomes
Improvised · W10Raw Rock / Bone / Metal (large)Improvised Two-Handed Stone / Bone / Metal Knife
Standard · W20Large Stone, Bone and Obsidian blades (raw slots give Shoddy versions)Two-Handed Stone / Bone / Obsidian Knife
Improved · W40+ Large Metal Blade, Large Bonetooth, Large Angled MetalTwo-Handed Metal Knife, Two-Handed Bonetooth Knife, Two-Handed Giant Razor
PRO-class · W60+ Large Bent Bone — proper components onlyTwo-Handed Bent Bone Knife, plus every Improved outcome

Builds by scenario — what each one gives you

High-defense bosses

Built on: Pointy + Firm, together

Pointy carriers for the Penetration, Firm carriers behind them for weight; Large Bent Bone or Large Bonetooth head at PRO. Mod slot: Lava Tempering (Pen +1–10, Attack +1–25, both always — live knowledge).

Why: at 3.5 s a swing there is no proc rate to hide behind — each hit must punch through 450+ Defense and land hard. Neither stat alone does both jobs.

Alphas

Built on: Pointy first, Firm behind it

The boss pairing, Penetration leading: Allosaurus rib materials where you have them (Alpha Tyrannosaurus DEF 677.5 is the highest Defense on the wiki).

Why: alphas out-Defense their base species; the damage-through curve punishes a Penetration shortfall harder than an Attack one.

Everyday hunting & farming

Built on: Firm → Attack

Tarbosaurus large forms (Firm 8) are the working material; Maple when you want the durability package too.

Why: against DEF = 5 × level, one heavy Firm hit ends the fight — on ordinary animals, a single swing is often the whole fight.

PvP — Brawl Island

Built on: Firm + Compact Structure — burst

Firm carriers for the hit, Compact Structure added by processing (Precision-process +2 ◆, Brass +3 ◆) for lethality.

Why: you will not out-swing anyone at 3.5 s. A two-handed knife in PvP is a burst weapon — the hits you land have to be the ones that matter, and lethality weights your crits.

Long sessions

Built on: High Density → Durability

Maple log (Firm 4 + High Density 4), Compress / Desulfurize processing (+2 ◆), or a Bronze-alloy metal part (High Density +5 ◆).

Why: Durability +10 per level ◆ — and a two-handed craft is an expensive craft. Protect the investment.

Avoid. Heavy riding on the Pointy bones (Allosaurus/Ceratosaurus Pointy 4 comes with Heavy 2 = −9 Accuracy ◆) unless Penetration is the point of the build. Low Density 3 on the Tarbosaurus Firm 8 forms — Attack now, repairs sooner. Soft, Stubbornness, Weak Structure on any blade material.

Printed stats: the improvised tier only (88.4–107 Attack at Lv 1–19, 3.5 s). The Standard, Improved and PRO-class Two-Handed Knives are real crafts — the PRO row unlocks the Large Bent Bone Knife Blade alongside the knife — with no separately published numbers. Branches in The weapon tree.

One-Handed Axe

Cooldown 2.2 s — the knife ladder's logic at a touch more weight
A stone hammer, a bone axe and a wooden club laid out on the workbench

The axe mirrors the one-handed knife's build logic almost exactly: Firm for farming, Pointy for bosses, Lightweight and Full live for PvP. What changes is the head pool — and one wound-leaning head the knives don't get.

Class identity ◆ Original-game — the Mastersheet's Axe family: Mastery Critical Hit Damage +25% · Specialisation Pain Determination 18%. The sheet's own note: hunting (highest damage, low accuracy). Materials used: Metal. Attributes & class identity →

If you make only one: the PRO-class Iron Thunderbird Axe — Firm-first materials for farming weight, Lava Tempering in the slot for the fights where Defense matters.

Search your materials for:

1 · FirmAttack +3.33 per level ◆ Original-game — Rib (Tyrannosaurus) Firm 24 (Low Density 4 attached); Tarbosaurus large forms Firm 8; Black Iron Ore Firm 5, Iron Ore Firm 4 (with Heavy 2 attached — an Accuracy cost ◆), Maple log Firm 4. Add it: Debris / Carbonize +2 ◆ (with Low Density +1 riding on it).
2 · PointyPenetration +10 per level ◆ Original-game — Rib (Allosaurus) Pointy 6; Allosaurus/Ceratosaurus large bones and ribs Pointy 4 (Heavy 2 attached); Amargasaurus bones Pointy 3 + Heavy 2.
3 · LightweightAccuracy +4.5 per level ◆ Original-game, live-confirmed mapping — Tyrannosaurus leather and Tarbosaurus pelt/leather Lightweight 4; Saurolophus rib/leg Lightweight 3; Surface-process +2 ◆. Pair with Full (Stun +1%/level ◆; Apatosaurus forms Full 4) for the PvP build.

Where to farm it

  • Allosaurus — Desert, boss Lv 50–60 (3 spawn slots): Rib ×3 (Pointy 6), Large Leg Bone ×2 and Large Skull ×1 (Pointy 4), Armor ×1 (High Density 2) — all P3. The Alpha carcass (unstable islands, Lv 70) yields Rib ×9.
  • Tyrannosaurus — Volcano islands, boss Lv 50–60 (1 spawn slot; entry regions Tier 3–8): one carcass pays out the rib (Firm 24, ×3), the leather (Lightweight 4, ×3), Large Leg Bone ×2 and Large Skull ×1 (Sharp Section 3) and Armor ×3 (High Density 2) — every part P3, the rare-part class.
  • Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots): Rib ×2, Large Leg Bone ×2, Large Skull ×1 — the Firm 8 forms, all P3; its pelt / leather is the other Lightweight 4 carrier, and its Armor ×3 carries High Density 2. The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.
  • Amargasaurus — Volcano, boss Lv 50–60 (1 spawn slot): Herbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 — the Pointy 3 + Heavy 2 bones; non-meat parts all P3. Confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties — so treat those two forms as unconfirmed carriers.
  • Ceratosaurus parts (Pointy 4) — no verified hunt. Ceratosaurus has no page in the wiki's 96-animal index; the parts exist as materials, but no biome or drop is printed anywhere. Don't plan a hunt around them.
  • Obsidian (Sharp Section 4) — gathered, not hunted: Obsidian nodes on 12 islands (Desert seas + Ancora / Safe House), Lv 1–70. No boss required.
  • Saurolophus — Tropical, Lv 20–60 and not a boss: Rib ×2 and Large Leg Bone ×2 (Lightweight 3, P class) — the farmable Lightweight source. Parasaurolophus (Tropical / Tropical Blue, Lv 50–60) drops identical parts.
  • Apatosaurus — Swamp, boss Lv 50–60 (1 spawn slot): Rib ×15, Large Leg Bone ×4, Large Skull ×1 — the Full 4 + High Density 2 forms, all P3. The most generous star-carrier count on the wiki.
  • Black Iron Ore (Firm 5) / Iron Ore (Firm 4) — mined, not hunted: Black Iron has its own node on 34 islands (Craters in Tundra / Snowfield / Tropical Blue, plus 22 Volcano nodes); Iron Ore's node sits on 41 islands, densest at TR4 and TR10.
  • Maple log (Firm 4 + High Density 4) — no verified gathering spot. Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Best Firm log on paper; where it comes from in practice is not in the current data.

P3 is the wiki's rare-part butchery class — part chances rise with island Index (≈12% at Index 1 → ≈50% at Index 8 for Lv 60 material), and boss spawn rolls run 5% → 50% over the same range. Full addresses and counts: Materials & properties — Where to farm it.

Pick your head

TierHeads admittedSignature outcomes
Improvised · W2Raw Rock / Bone / MetalImprovised Stone / Bone / Metal Axe
Standard · W20Stone, Bone and Curved Bone heads; a scavenged Kitchen Knife branches too (raw slots give Shoddy versions)Stone Axe, Bone Axe, Curved Bone Axe, Floral-patterned Kitchen Axe
Improved · W40+ Metal War, Bone Saw, Angled MetalMetal Axe, Bone Saw Axe, Angled Metal Axe
PRO-class · W60+ Iron Thunderbird, Angled Metal Axe Head II — proper components onlyIron Thunderbird Axe, Angled Metal Axe II

The Bone Saw Axe head is the wound-leaning pick of the class — pair it with Sharp Section materials (Obsidian carries Sharp Section 4 — the highest verified carrier, and a mineral, not a boss drop; Tyrannosaurus Large Leg Bone and Large Skull carry Sharp Section 3; +10% wound area per level ◆). That's a head-and-material pairing, stated as a build choice — no source prints a special Bone Saw bonus.

Builds by scenario — what each one gives you

High-defense bosses

Built on: Pointy → Penetration

Allosaurus rib (Pointy 6) materials; Iron Thunderbird head at PRO. Mod slot: Lava Tempering (Pen +1–10 and Attack +1–25, both always — live knowledge).

Why: same wall as the knives — crafted Penetration tops out in the low hundreds against 450–677.5 Defense, below the curve's steepest band (0.8–1.3× DEF), which is exactly why Penetration stacking pays here.

Alphas

Built on: Pointy → Penetration

The boss build one notch down: Pointy carriers, best available head, temper if the slot is free.

Why: Alpha Defense exceeds the base animal's (677.5 vs 607.5 on the Tyrannosaurus) — Penetration stays the deciding stat.

Everyday hunting & farming

Built on: Firm → Attack

Tarbosaurus Firm 8 forms; the Bone Saw head with Sharp Section materials if you like the wound lean.

Why: ordinary animals run DEF = 5 × level — raw Attack clears them fastest, and Penetration past ~1.5× their Defense is wasted.

PvP — Brawl Island

Built on: Lightweight + Full

Lightweight 4 leathers/pelts or Surface-processed materials ◆; Full from Apatosaurus forms (Full 4).

Why: accuracy above a dodging player's dodge should become crit chance (up to +10%) — the conversion is verified against animals; its PvP application is reasoning — and at 2.2 s the stun rolls from Full come thick and fast.

Long sessions

Built on: High Density → Durability

Maple log (Firm 4 + High Density 4); Compress / Desulfurize +2 ◆; Bronze alloy +5 ◆ on metal parts.

Why: +10 Durability per High Density level ◆ — the difference between one axe per trip and one axe per week.

Avoid. Heavy 2 on the Allosaurus/Ceratosaurus Pointy bones (−9 Accuracy ◆) unless Penetration is the point. Low Density 3 attached to the Tarbosaurus Firm 8 forms. Soft, Stubbornness, Round Section on head materials — the last one also guts the Bone Saw build's wound area.

Printed stats: the improvised tier (67.8–86 Attack at Lv 1–19) and one crate emergency axe; the higher tiers are crafts without separately published numbers. The work axes live on the Work tools page. Branches in The weapon tree.

Two-Handed Axe

Cooldown 3.2–3.5 s — the per-hit ceiling class
A stone hammer, a bone axe and a wooden club — the heavy heads of the bench

Nothing craftable swings heavier per hit. One honesty note up front: the wiki's highest printed Attack overall belongs to the Chainsaw (154–161) — and the Chainsaw is crate-only, not craftable. This page is about the axes you can actually make.

Class identity ◆ Original-game — the Mastersheet's Axe family: Mastery Critical Hit Damage +25% · Specialisation Pain Determination 18%. The sheet's own note: hunting (highest damage, low accuracy). Materials used: Metal. Two-handed identity ◆: slower, heavier, with AoE — good for hunting. Attributes & class identity →

If you make only one: the Two-Handed Iron Thunderbird Axe (PRO-class) — the per-hit ceiling of the craftable axes, Firm-built with High Density underneath so the investment lasts.

Search your materials for:

1 · FirmAttack +3.33 per level ◆ Original-game — Rib (Tyrannosaurus) Firm 24 (Low Density 4 attached); Tarbosaurus large forms Firm 8; Black Iron Ore Firm 5; Maple log Firm 4. Add it: Debris / Carbonize +2 ◆ (with Low Density +1 riding on it), Leaded Bronze +4 ◆.
2 · PointyPenetration +10 per level ◆ Original-game — Rib (Allosaurus) Pointy 6; Allosaurus/Ceratosaurus large bones and ribs Pointy 4 (Heavy 2 attached); Amargasaurus bones Pointy 3 + Heavy 2.
3 · High DensityDurability +10 per level ◆ Original-game — ranked higher here than in any other class: these are slow, expensive crafts. Maple log carries High Density 4 alongside its Firm; boss Armor parts High Density 2; Bronze alloy adds +5 ◆.

Where to farm it

  • Tyrannosaurus — Volcano islands, boss Lv 50–60 (1 spawn slot; entry regions Tier 3–8): one carcass pays out the rib (Firm 24, ×3), the leather (Lightweight 4, ×3), Large Leg Bone ×2 and Large Skull ×1 (Sharp Section 3) and Armor ×3 (High Density 2) — every part P3, the rare-part class.
  • Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots): Rib ×2, Large Leg Bone ×2, Large Skull ×1 — the Firm 8 forms, all P3; its pelt / leather is the other Lightweight 4 carrier, and its Armor ×3 carries High Density 2. The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.
  • Allosaurus — Desert, boss Lv 50–60 (3 spawn slots): Rib ×3 (Pointy 6), Large Leg Bone ×2 and Large Skull ×1 (Pointy 4), Armor ×1 (High Density 2) — all P3. The Alpha carcass (unstable islands, Lv 70) yields Rib ×9.
  • Ceratosaurus parts (Pointy 4) — no verified hunt. Ceratosaurus has no page in the wiki's 96-animal index; the parts exist as materials, but no biome or drop is printed anywhere. Don't plan a hunt around them.
  • Amargasaurus — Volcano, boss Lv 50–60 (1 spawn slot): Herbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 — the Pointy 3 + Heavy 2 bones; non-meat parts all P3. Confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties — so treat those two forms as unconfirmed carriers.
  • Black Iron Ore (Firm 5) / Iron Ore (Firm 4) — mined, not hunted: Black Iron has its own node on 34 islands (Craters in Tundra / Snowfield / Tropical Blue, plus 22 Volcano nodes); Iron Ore's node sits on 41 islands, densest at TR4 and TR10.
  • Maple log (Firm 4 + High Density 4) — no verified gathering spot. Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Best Firm log on paper; where it comes from in practice is not in the current data.
  • Boss Armor parts (High Density 2) come off the big bosses' carcasses above — Tyrannosaurus Armor ×3, Tarbosaurus Armor ×3, Allosaurus Armor ×1 (P3; more from Alpha carcasses).

P3 is the wiki's rare-part butchery class — part chances rise with island Index (≈12% at Index 1 → ≈50% at Index 8 for Lv 60 material), and boss spawn rolls run 5% → 50% over the same range. Full addresses and counts: Materials & properties — Where to farm it.

Pick your head — large heads

TierHeads admittedSignature outcomes
Improvised · W10Raw Rock / Bone / Metal (large)Improvised Two-Handed Stone / Bone / Metal Axe
Standard · W20Large Stone, Bone and Curved Bone heads (raw slots give Shoddy versions)Two-Handed Stone / Bone / Curved Bone Axe
Improved · W40+ Large Metal War, Large Bone Saw, Large Angled MetalTwo-Handed Metal Axe, Two-Handed Bone Saw Axe, Two-Handed Angled Metal Axe
PRO-class · W60+ Large Iron Thunderbird, Large Angled Metal Axe Head II — proper components onlyTwo-Handed Iron Thunderbird Axe, Two-Handed Angled Metal Axe II

Builds by scenario — what each one gives you

High-defense bosses

Built on: Pointy heads, Firm body

Pointy carriers in the head for Penetration, Firm carriers behind them for the hit itself; the Two-Handed Iron Thunderbird Axe is the PRO outcome to aim at. Mod slot: Lava Tempering (Pen +1–10, Attack +1–25 — live knowledge).

Why: the class's gift is per-hit damage — but damage through a 450+ Defense hide is Penetration's job first. Stack both or the big number never lands.

Alphas

Built on: Pointy + Firm

The boss pairing at full weight — alphas are where this class earns its keep.

Why: Alpha Defense (up to 677.5) is the highest in the game; slow, heavy, Penetration-backed hits are what this class brings to that fight.

Everyday hunting & farming

Built on: Firm → Attack

Tarbosaurus Firm 8 large forms, Tyrannosaurus rib if you're spending.

Why: against DEF = 5 × level, a Firm-built two-handed axe can end an ordinary animal in a single swing — if one big hit per animal is your pace, this is the build that gives it.

PvP — Brawl Island

Built on: Firm + Compact Structure — burst

Firm carriers, with Compact Structure added by Precision-process (+2 ◆) or a Brass-alloy part (+3 ◆).

Why: at 3.2–3.5 s you are a burst weapon. Lethality (+0.67 per level ◆) weights the crits that decide short fights.

Long sessions

Built on: High Density → Durability

Durability matters most in this class: Maple components, Compress / Desulfurize processing (+2 ◆), Bronze alloy (+5 ◆).

Why: the most expensive crafts in the guide deserve the most protection — +10 Durability per High Density level ◆.

Avoid. Low Density anywhere on a two-handed build — the Tarbosaurus Firm 8 forms carry Low Density 3, and on a slow expensive craft that's a bad trade unless the Attack is the whole build. Heavy 2 on the Pointy bones (−9 Accuracy ◆). Soft / Stubbornness on head materials. And don't chase the Chainsaw's numbers — it can't be crafted.

Printed stats: the improvised tier (106–124 Attack at Lv 1–19) plus crate items (road signs, the Chainsaw). Hoes and pickaxes are tools — see Work tools. Branches in The weapon tree.

One-Handed Blunt

Cooldown 2.2–2.5 s — the stun class: control, rolled fast
A stone hammer, a bone axe and a wooden club laid out together

Hammers trade the blade stats for control: this is the class built around the Full property and the Thorny Spine heads, with the Lava Hammer waiting at PRO as its endgame. The work hammers and the Frying Pan live with the tools.

Class identity ◆ Original-game — the Mastersheet's Hammer family (blunt weapons): Mastery Accuracy 15% · Specialisation Stun Determination 18%. The sheet's own note: hunting, especially huge dinosaurs (Tarbosaurus, Brachiosaurus). Materials used: Bone, Metal. Attributes & class identity →

If you make only one: the Lava Hammer (PRO-class, milestone Lava Hammer Head) — Apatosaurus Full 4 materials for stun, and Lava Tempering in the slot: the class's thematic and mechanical peak.

Search your materials for:

1 · FullStun chance +1% per level ◆ Original-game — the class's signature stat. Apatosaurus bone forms carry Full 4 (with High Density 2 in the same material). Or add it: Leaded Bronze alloy gives Full +2 ◆ alongside Firm +4.
2 · FirmAttack +3.33 per level ◆ Original-game — Rib (Tyrannosaurus) Firm 24 (Low Density 4 attached); Tarbosaurus large forms Firm 8; Maple log Firm 4. Add it: Debris / Carbonize +2 ◆ (with Low Density +1 riding on it), Leaded Bronze +4 ◆ (the same alloy that brings the Full).
3 · PointyPenetration +10 per level ◆ Original-game — for the boss build below. Rib (Allosaurus) Pointy 6; Allosaurus/Ceratosaurus large bones and ribs Pointy 4 (Heavy 2 attached); Amargasaurus bones Pointy 3 + Heavy 2.

Where to farm it

  • Apatosaurus — Swamp, boss Lv 50–60 (1 spawn slot): Rib ×15, Large Leg Bone ×4, Large Skull ×1 — the Full 4 + High Density 2 forms, all P3. The most generous star-carrier count on the wiki.
  • Tyrannosaurus — Volcano islands, boss Lv 50–60 (1 spawn slot; entry regions Tier 3–8): one carcass pays out the rib (Firm 24, ×3), the leather (Lightweight 4, ×3), Large Leg Bone ×2 and Large Skull ×1 (Sharp Section 3) and Armor ×3 (High Density 2) — every part P3, the rare-part class.
  • Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots): Rib ×2, Large Leg Bone ×2, Large Skull ×1 — the Firm 8 forms, all P3; its pelt / leather is the other Lightweight 4 carrier, and its Armor ×3 carries High Density 2. The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.
  • Allosaurus — Desert, boss Lv 50–60 (3 spawn slots): Rib ×3 (Pointy 6), Large Leg Bone ×2 and Large Skull ×1 (Pointy 4), Armor ×1 (High Density 2) — all P3. The Alpha carcass (unstable islands, Lv 70) yields Rib ×9.
  • Ceratosaurus parts (Pointy 4) — no verified hunt. Ceratosaurus has no page in the wiki's 96-animal index; the parts exist as materials, but no biome or drop is printed anywhere. Don't plan a hunt around them.
  • Amargasaurus — Volcano, boss Lv 50–60 (1 spawn slot): Herbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 — the Pointy 3 + Heavy 2 bones; non-meat parts all P3. Confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties — so treat those two forms as unconfirmed carriers.
  • Maple log (Firm 4 + High Density 4) — no verified gathering spot. Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Best Firm log on paper; where it comes from in practice is not in the current data.

P3 is the wiki's rare-part butchery class — part chances rise with island Index (≈12% at Index 1 → ≈50% at Index 8 for Lv 60 material), and boss spawn rolls run 5% → 50% over the same range. Full addresses and counts: Materials & properties — Where to farm it.

Pick your head

TierHeads admittedSignature outcomes
Improvised · W3Raw chunks — Meat, Wood, Rock, Bone, Metal (a Meat chunk qualifies as a head)Improvised Meat / Wooden / Stone / Bone / Metal Hammer
Standard · W20Stone and Bone heads; scavenged High Heels branch too (raw slots give Shoddy versions)Stone Hammer, Bone Hammer, High Heel Hammer
Improved · W40+ Metal, Head Crusher, Thorny SpineMetal Hammer, Head Crusher, Thorny Spine
PRO-class · W60+ Lava (milestone 163), Thorny Spine II (milestone 133), Horseman's — proper components onlyLava Hammer, Thorny Spine II, Horseman's Hammer

Builds by scenario — what each one gives you

High-defense bosses

Built on: Pointy → Penetration, on the Lava Hammer

The Lava Hammer via PRO (Lava Hammer Head, milestone 163) with Lava Tempering in the mod slot — Pen +1–10 and Attack +1–25, both always added (live knowledge).

Why: what the class builds toward — a Penetration mod on the most Penetration-hungry fight type there is (boss Defense 450–677.5 vs crafted Penetration in the low hundreds — below the curve's steepest band, so every Penetration point counts).

Alphas

Built on: Pointy + control

Lava or Thorny Spine II head, Pointy carriers behind it, tempering if the slot is free.

Why: Alpha Defense exceeds the base species — Penetration first — and every stun you land on an alpha is time it isn't hitting back.

Everyday hunting & farming

Built on: Firm → Attack

Tarbosaurus Firm 8 forms or Maple; any proper head.

Why: ordinary animals run DEF = 5 × level; control is wasted on things that die in two swings. Take the Attack.

PvP — Brawl Island

Built on: Full → Stun, with Thorny Spine heads

Apatosaurus forms (Full 4 + High Density 2) are the dream material — stun and durability in one. Thorny Spine or Thorny Spine II head.

Why: if control is your game, this is where it lives — Stun chance +1% per Full level ◆, rolled every 2.2–2.5 s, gives you more stun rolls than any knife or axe gets — and a stunned player isn't dodging your next swing either.

Long sessions

Built on: High Density → Durability

Apatosaurus forms again (High Density 2 rides along with the Full 4), Maple components, Compress processing +2 ◆.

Why: the PvP material and the session material are the same one here — build once, use everywhere.

Avoid. Hollow above all (−1% stun chance per level ◆) — it directly cancels this class's reason to exist. Heavy on the Pointy bones (−9 Accuracy ◆) unless Penetration is the point. Low Density 3 on the Tarbosaurus Firm 8 forms when the session is long.

Printed stats: the improvised tier (61.7–79.9 Attack at Lv 1–19) and the Wooden Club, plus crate blunt junk. The higher craft tiers publish no separate numbers. Branches in The weapon tree.

Two-Handed Blunt

Cooldown 3.5 s — burst control: the large versions of the stun class
A stone hammer, a bone axe and a wooden club — blunt heads built for control

Everything the one-handed blunt does, at twice the weight and half the swing rate: the Two-Handed Lava Hammer, Two-Handed Thorny Spine II and Two-Handed Head Crusher are the outcomes that matter. Shovels are tools, not this class.

Class identity ◆ Original-game — the Mastersheet's Hammer family (blunt weapons): Mastery Accuracy 15% · Specialisation Stun Determination 18%. The sheet's own note: hunting, especially huge dinosaurs (Tarbosaurus, Brachiosaurus). Materials used: Bone, Metal. Two-handed identity ◆: slower, heavier, with AoE — good for hunting. Attributes & class identity →

If you make only one: the Two-Handed Lava Hammer (PRO-class, Large Lava Hammer Head) — Full + Firm materials: burst control in a single swing.

Search your materials for:

1 · FullStun chance +1% per level ◆ Original-game — Apatosaurus forms: Full 4 + High Density 2. Leaded Bronze adds Full +2 ◆ (with Firm +4).
2 · FirmAttack +3.33 per level ◆ Original-game — Rib (Tyrannosaurus) Firm 24 (Low Density 4 attached); Tarbosaurus large forms Firm 8; Maple log Firm 4. Add it: Debris / Carbonize +2 ◆ (with Low Density +1 riding on it).
3 · PointyPenetration +10 per level ◆ Original-game — Rib (Allosaurus) Pointy 6; Allosaurus/Ceratosaurus large bones and ribs Pointy 4 (Heavy 2 attached); Amargasaurus bones Pointy 3 + Heavy 2.

Where to farm it

  • Apatosaurus — Swamp, boss Lv 50–60 (1 spawn slot): Rib ×15, Large Leg Bone ×4, Large Skull ×1 — the Full 4 + High Density 2 forms, all P3. The most generous star-carrier count on the wiki.
  • Tyrannosaurus — Volcano islands, boss Lv 50–60 (1 spawn slot; entry regions Tier 3–8): one carcass pays out the rib (Firm 24, ×3), the leather (Lightweight 4, ×3), Large Leg Bone ×2 and Large Skull ×1 (Sharp Section 3) and Armor ×3 (High Density 2) — every part P3, the rare-part class.
  • Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots): Rib ×2, Large Leg Bone ×2, Large Skull ×1 — the Firm 8 forms, all P3; its pelt / leather is the other Lightweight 4 carrier, and its Armor ×3 carries High Density 2. The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.
  • Allosaurus — Desert, boss Lv 50–60 (3 spawn slots): Rib ×3 (Pointy 6), Large Leg Bone ×2 and Large Skull ×1 (Pointy 4), Armor ×1 (High Density 2) — all P3. The Alpha carcass (unstable islands, Lv 70) yields Rib ×9.
  • Ceratosaurus parts (Pointy 4) — no verified hunt. Ceratosaurus has no page in the wiki's 96-animal index; the parts exist as materials, but no biome or drop is printed anywhere. Don't plan a hunt around them.
  • Amargasaurus — Volcano, boss Lv 50–60 (1 spawn slot): Herbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 — the Pointy 3 + Heavy 2 bones; non-meat parts all P3. Confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties — so treat those two forms as unconfirmed carriers.
  • Maple log (Firm 4 + High Density 4) — no verified gathering spot. Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Best Firm log on paper; where it comes from in practice is not in the current data.
  • Boss Armor parts (High Density 2) come off the big bosses' carcasses above — Tyrannosaurus Armor ×3, Tarbosaurus Armor ×3, Allosaurus Armor ×1 (P3; more from Alpha carcasses).

P3 is the wiki's rare-part butchery class — part chances rise with island Index (≈12% at Index 1 → ≈50% at Index 8 for Lv 60 material), and boss spawn rolls run 5% → 50% over the same range. Full addresses and counts: Materials & properties — Where to farm it.

Pick your head — large heads

TierHeads admittedSignature outcomes
Improvised · W10Big chunks only — Meat, Rock, Bone, MetalImprovised Two-Handed Meat / Stone / Bone / Metal Hammer
Standard · W20Large Stone and Bone heads (raw slots give Shoddy versions)Two-Handed Stone / Bone Hammer
Improved · W40+ Large Metal, Large Head Crusher, Large Thorny SpineTwo-Handed Metal Hammer, Two-Handed Head Crusher, Two-Handed Thorny Spine
PRO-class · W60+ Large Lava (milestone 166), Large Thorny Spine II (milestone 136), Large Horseman's — proper components onlyTwo-Handed Lava Hammer, Two-Handed Thorny Spine II, Two-Handed Horseman's Hammer

Builds by scenario — what each one gives you

High-defense bosses

Built on: Pointy + Firm, on the Two-Handed Lava Hammer

Large Lava Hammer Head (milestone 166), Pointy carriers for Penetration, Firm behind them; Lava Tempering in the mod slot (Pen +1–10, Attack +1–25 — live knowledge).

Why: burst-control against the wall — each 3.5 s swing has to get through 450+ Defense and land like it matters.

Alphas

Built on: Pointy + Full

Two-Handed Thorny Spine II or Lava head; Pointy carriers; Full materials where they fit.

Why: Alpha Defense is the game's highest (677.5) — Penetration first — and a stunned alpha is a safe alpha.

Everyday hunting & farming

Built on: Firm → Attack

Tarbosaurus Firm 8 large forms; Maple for the combined package.

Why: DEF = 5 × level on ordinary animals — one Firm-built swing is usually the whole conversation.

PvP — Brawl Island

Built on: Full + Firm — burst control

Apatosaurus forms (Full 4) for the stun chance, Firm carriers for the payoff hit; Thorny Spine II head.

Why: fewer stun rolls than the one-handed class, but each landed swing is a fight-ender. Control opens the window; weight closes it.

Long sessions

Built on: High Density → Durability

Apatosaurus (High Density 2 with the Full), Maple (High Density 4), Compress / Desulfurize +2 ◆.

Why: +10 Durability per level ◆ on the most expensive crafts in the blunt family.

Avoid. Hollow (−1% stun per level ◆) — it taxes the class's signature stat. Low Density 3 on the Tarbosaurus forms for anything you plan to keep. Heavy 2 riding on the Pointy bones, unless Penetration is the point.

Printed stats: the improvised tier only (97.1–115 Attack at Lv 1–19) plus crate chairs, brooms and golf clubs. Branches in The weapon tree.

Lance

Cooldown 3.0 s — reach, and the highest base Attack of the low and mid tiers
A wooden crossbow and a longbow resting on a crafting bench

The Stone Spear prints 116–147 Attack at Lv 15–39 — the strongest low/mid-tier base numbers in the game. The class's identity is in its name: a pointed weapon, built around Penetration. Three craft tiers: Standard (W20), Improved (W40), PRO-class (W60).

Class identity ◆ Original-game — the Mastersheet's Spear family: Mastery Action Speed 115% · Specialisation Defense Penetration Rate 18%. The sheet's own note: Clan War (high damage from lance skills). Materials used: Bone, Metal. Attributes & class identity →

If you make only one: the Iron Beak Spear (PRO-class, W60) — Pointy carriers (Allosaurus rib) in the build and Lava Tempering in the slot. Penetration is this class's identity, and this is its fullest expression.

Search your materials for:

1 · PointyPenetration +10 per level ◆ Original-game — the name fits the numbers: Penetration is this class's identity. Rib (Allosaurus) Pointy 6; Allosaurus/Ceratosaurus large bones and ribs Pointy 4 (Heavy 2 attached); Amargasaurus bones Pointy 3 + Heavy 2. Pointy also rolls randomly on ore and bone.
2 · FirmAttack +3.33 per level ◆ Original-game — Rib (Tyrannosaurus) Firm 24 (Low Density 4 attached); Tarbosaurus large forms Firm 8; Maple log Firm 4. Add it: Debris / Carbonize +2 ◆ (with Low Density +1 riding on it).
3 · Compact StructureLethality +0.67 per level ◆ Original-game — the PvP burst add-on. No star fixed carrier — add it: Precision-process +2 ◆ (2 Salt), Brass alloy +3 ◆, Smelt +1 ◆.

Where to farm it

  • Allosaurus — Desert, boss Lv 50–60 (3 spawn slots): Rib ×3 (Pointy 6), Large Leg Bone ×2 and Large Skull ×1 (Pointy 4), Armor ×1 (High Density 2) — all P3. The Alpha carcass (unstable islands, Lv 70) yields Rib ×9.
  • Ceratosaurus parts (Pointy 4) — no verified hunt. Ceratosaurus has no page in the wiki's 96-animal index; the parts exist as materials, but no biome or drop is printed anywhere. Don't plan a hunt around them.
  • Amargasaurus — Volcano, boss Lv 50–60 (1 spawn slot): Herbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 — the Pointy 3 + Heavy 2 bones; non-meat parts all P3. Confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties — so treat those two forms as unconfirmed carriers.
  • Tyrannosaurus — Volcano islands, boss Lv 50–60 (1 spawn slot; entry regions Tier 3–8): one carcass pays out the rib (Firm 24, ×3), the leather (Lightweight 4, ×3), Large Leg Bone ×2 and Large Skull ×1 (Sharp Section 3) and Armor ×3 (High Density 2) — every part P3, the rare-part class.
  • Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots): Rib ×2, Large Leg Bone ×2, Large Skull ×1 — the Firm 8 forms, all P3; its pelt / leather is the other Lightweight 4 carrier, and its Armor ×3 carries High Density 2. The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.
  • Maple log (Firm 4 + High Density 4) — no verified gathering spot. Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Best Firm log on paper; where it comes from in practice is not in the current data.
  • Boss Armor parts (High Density 2) come off the big bosses' carcasses above — Tyrannosaurus Armor ×3, Tarbosaurus Armor ×3, Allosaurus Armor ×1 (P3; more from Alpha carcasses).

P3 is the wiki's rare-part butchery class — part chances rise with island Index (≈12% at Index 1 → ≈50% at Index 8 for Lv 60 material), and boss spawn rolls run 5% → 50% over the same range. Full addresses and counts: Materials & properties — Where to farm it.

Pick your head — spearheads

TierSpearheads admittedSignature outcomes
Standard · W20Stone and Bone spearheads; a scavenged Road Sign branches too (raw Rock/Bone give the named spears, raw Metal gives Shoddy)Stone Spear, Bone Spear, Road Sign Spear
Improved · W40+ Metal, Bone Cluster, Double Horn — the Improved Spear assembles on its own Spear ShaftMetal Spear, Bone Cluster Spear, Double-horn Spear
PRO-class · W60+ Iron Beak — proper components onlyIron Beak Spear, plus every Improved outcome

The Bamboo Spear is a separate W20 craft (107–138 Attack) that rolls no rares. The Road Sign Spear carries a source conflict — the item catalogue calls it crate-only while all three spear assemblies list it as the Road Sign branch outcome; see Open questions.

Builds by scenario — what each one gives you

High-defense bosses

Built on: Pointy → Penetration

Allosaurus rib (Pointy 6) materials; Iron Beak head at PRO. Mod slot: Lava Tempering (Pen +1–10 and Attack +1–25, both always — live knowledge).

Why: Penetration is the lance's identity and the boss fight is where it pays — the damage-through curve is steepest at Pen 0.8–1.3× the target's Defense.

Alphas

Built on: Pointy → Penetration

The boss build, kept whole: Pointy carriers, best spearhead you have, tempering in the slot.

Why: Alpha Defense runs above the base animal — up to 677.5 — so the Penetration lean doesn't soften here.

Everyday hunting & farming

Built on: Firm → Attack

Tarbosaurus Firm 8 forms on any proper spearhead.

Why: the class already prints the best low/mid-tier Attack (Stone Spear 116–147 at Lv 15–39); Firm is what you stack when an ordinary fight (DEF = 5 × level) should end on Attack alone.

PvP — Brawl Island

Built on: Firm + Compact Structure — reach and burst

Firm carriers for the hit; Compact Structure added by processing (Precision-process +2 ◆, Brass +3 ◆) for lethality.

Why: the lance's edge in PvP is reach plus burst — you strike from where shorter weapons can't answer, and lethality weights the strikes you land.

Long sessions

Built on: High Density → Durability

Maple components (Firm 4 + High Density 4); Compress / Desulfurize +2 ◆; boss Armor parts High Density 2.

Why: +10 Durability per High Density level ◆ — a pikestaff you don't have to re-craft mid-hunt.

Avoid. Stubbornness on any spear material (−10 Penetration per level ◆) — it taxes the class's core stat directly. Heavy 2 on the Pointy bones (−9 Accuracy ◆) unless Penetration is the point. Low Density 3 riding on the Tarbosaurus Firm 8 forms for session spears.

Printed stats: Stone Spear and Bamboo Spear rows (Lv 15–39); the Improved and PRO tiers publish no separate numbers. The Stone Spear rolls only two rares (Black Sheen, Low Vibration); the Bamboo Spear rolls none. Branches in The weapon tree.

Bow

Cooldown 4.0 s — the slowest class; ranged safety is the scenario
A wooden crossbow and a longbow on a crafting bench — the limb decides the weapon

Limbs decide everything on a bow — the limb in the slot is the weapon. The Improvised Wooden Bow (W15) starts the line; the named Wooden Bow then runs Standard (W20), Improved (W40) and PRO-class (W60). Bows roll only two rares: Black Sheen and Low Vibration.

Class identity ◆ Original-game — the Mastersheet's Bow family: Mastery Accuracy 5% · Specialisation Defense Penetration Rate 30%. The sheet's own note: PvP; constant damage, low accuracy; good in team hunting; bad for solo hunting (rarely stuns). Materials used: Bone, Metal. Attributes & class identity →

If you make only one: the Double-Skull Bow (PRO-class, Double-Skull Bow Limb) — Firm-built limbs for damage per slow shot. It has no printed stats anywhere; you are crafting the branch, not a number.

Search your materials for:

1 · FirmAttack +3.33 per level ◆ Original-game — damage per slow shot. Rib (Tyrannosaurus) Firm 24 (Low Density 4 attached); Tarbosaurus large forms Firm 8; Maple log Firm 4. Add it: Debris / Carbonize +2 ◆ (with Low Density +1 riding on it).
2 · LightweightAccuracy +4.5 per level ◆ Original-game, live-confirmed mapping — Tyrannosaurus leather and Tarbosaurus pelt/leather Lightweight 4; Saurolophus rib/leg Lightweight 3; Surface-process +2 ◆ (1 Sap), Smelt +1 ◆. At range, against moving targets, accuracy is not a luxury stat.
3 · PointyPenetration +10 per level ◆ Original-game — for boss and alpha work at range. Rib (Allosaurus) Pointy 6; Allosaurus/Ceratosaurus large bones and ribs Pointy 4 (Heavy 2 attached); Amargasaurus bones Pointy 3 + Heavy 2.

Where to farm it

  • Tyrannosaurus — Volcano islands, boss Lv 50–60 (1 spawn slot; entry regions Tier 3–8): one carcass pays out the rib (Firm 24, ×3), the leather (Lightweight 4, ×3), Large Leg Bone ×2 and Large Skull ×1 (Sharp Section 3) and Armor ×3 (High Density 2) — every part P3, the rare-part class.
  • Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots): Rib ×2, Large Leg Bone ×2, Large Skull ×1 — the Firm 8 forms, all P3; its pelt / leather is the other Lightweight 4 carrier, and its Armor ×3 carries High Density 2. The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.
  • Saurolophus — Tropical, Lv 20–60 and not a boss: Rib ×2 and Large Leg Bone ×2 (Lightweight 3, P class) — the farmable Lightweight source. Parasaurolophus (Tropical / Tropical Blue, Lv 50–60) drops identical parts.
  • Allosaurus — Desert, boss Lv 50–60 (3 spawn slots): Rib ×3 (Pointy 6), Large Leg Bone ×2 and Large Skull ×1 (Pointy 4), Armor ×1 (High Density 2) — all P3. The Alpha carcass (unstable islands, Lv 70) yields Rib ×9.
  • Ceratosaurus parts (Pointy 4) — no verified hunt. Ceratosaurus has no page in the wiki's 96-animal index; the parts exist as materials, but no biome or drop is printed anywhere. Don't plan a hunt around them.
  • Amargasaurus — Volcano, boss Lv 50–60 (1 spawn slot): Herbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 — the Pointy 3 + Heavy 2 bones; non-meat parts all P3. Confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties — so treat those two forms as unconfirmed carriers.
  • Maple log (Firm 4 + High Density 4) — no verified gathering spot. Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Best Firm log on paper; where it comes from in practice is not in the current data.

P3 is the wiki's rare-part butchery class — part chances rise with island Index (≈12% at Index 1 → ≈50% at Index 8 for Lv 60 material), and boss spawn rolls run 5% → 50% over the same range. Full addresses and counts: Materials & properties — Where to farm it.

Pick your head — limbs

TierLimbs admittedSignature outcomes
Improvised · W15The Improvised Wooden Bow — bare hands, no named-limb branchesImprovised Wooden Bow
Standard · W20Wooden and Bone limbs; a scavenged Wiper branches too (raw Metal gives a Shoddy Metal Bow)Wooden Bow, Bone Bow, Wiper Bow
Improved · W40+ Ironwood, Skull, Seagull Bone (raw Metal gives the Dual-layered Bow here)Ironwood Bow, Skull Bow, Seagull Bone Bow, Dual-layered Bow
PRO-class · W60+ Double-Skull (milestone 173), Dual-layered — proper components onlyDouble-Skull Bow, plus every Improved outcome

Builds by scenario — what each one gives you

High-defense bosses

Built on: Pointy → Penetration, at range

Pointy-bodied materials where the limb recipe allows them; Double-Skull or Skull limb at the top tiers.

Why: the bow is the ranged option when melee is dangerous — but range doesn't repeal the damage formula. Against 450+ Defense, Penetration still rules; you just pay it from a safer distance.

Alphas

Built on: Pointy + Lightweight

Penetration for the alpha's raised Defense, Lightweight so the shots land on a moving target.

Why: alphas move and out-Defense their species (up to 677.5). At a 4-second cadence, a missed or blunted shot is a long wait.

Everyday hunting & farming

Built on: Firm → Attack

Firm limbs — Tarbosaurus Firm 8 forms, Maple where it fits.

Why: at 4 s a shot, damage per shot is the whole economy. Ordinary animals (DEF = 5 × level) don't need Penetration; they need to fall over.

PvP — Brawl Island

Built on: Lightweight → Accuracy

Lightweight 4 leathers/pelts in the build, Surface-processed materials ◆; hunt the Black Sheen / Low Vibration rolls — the only two rares a bow can roll, and both are the combat ones.

Why: players move and dodge; accuracy above dodge converts to crit chance up to +10% (verified against animals; the PvP application is reasoning), and the bow's two possible rares both feed crit builds.

Long sessions

Built on: High Density → Durability

Compress-processed limb materials (+2 ◆), Maple components (High Density 4), Bronze-alloy fittings (+5 ◆) where metal is used.

Why: a broken bow at range is a dead crafter — durability is a safety stat on this class, not a convenience.

Avoid. Heavy (−4.5 Accuracy per level ◆) — accuracy is a working stat at range, and the Allosaurus/Ceratosaurus Pointy bones carry Heavy 2 with them. Weak Structure riding on the Saurolophus Lightweight 3 bones (−Lethality ◆) — fine for farming, wrong for a crit build. Low Density on anything you hunt with all day.

Printed stats: two rows — Improvised Wooden Bow (56.8–71.8 Attack, Lv 1–19) and Wooden Bow (74.2–94.2, Lv 15–39). The branch bows (Ironwood, Skull, Double-Skull…) print no stats anywhere. Branches in The weapon tree.

Crossbow

Cooldown 3.5 s — the strongest craftable weapon line in the game
A wooden crossbow and a longbow resting on a crafting bench

Two tiers only — Improved (W40) and PRO-class (W60) — and the line prints 130–157 Attack (Lv 35–59), the best printed craftable Attack there is. Its top branch outcome, the Double-Skull Crossbow, has no printed stats anywhere — both halves of that sentence are the truth. The Wooden Crossbow rolls no rares at all, so on this class the materials and the mod do all the work.

Class identity ◆ Original-game — the Mastersheet's Crossbow family: Mastery Aiming Speed 10% · Specialisation Stun Determination 30%. The sheet's own note: hunting (stun small animals solo; hit-and-run big game, high crit likelihood). Materials used: Bone. Attributes & class identity →

If you make only one: the Double-Skull Crossbow (PRO-class, Double-Skull Crossbow Limb) — the top outcome of the strongest craftable line, Firm-built, with Lava Tempering for bosses. It has no printed stats anywhere; the line's published 130–157 is the number sources give.

Search your materials for:

1 · FirmAttack +3.33 per level ◆ Original-game — per-shot damage is this class's gift, and Firm scales it directly. Rib (Tyrannosaurus) Firm 24 (Low Density 4 attached); Tarbosaurus large forms Firm 8; Black Iron Ore Firm 5; Maple log Firm 4. Add it: Debris / Carbonize +2 ◆ (with Low Density +1 riding on it), Leaded Bronze +4 ◆.
2 · PointyPenetration +10 per level ◆ Original-game — Rib (Allosaurus) Pointy 6; Allosaurus/Ceratosaurus large bones and ribs Pointy 4 (Heavy 2 attached); Amargasaurus bones Pointy 3 + Heavy 2.
3 · Compact StructureLethality +0.67 per level ◆ Original-game — the PvP burst add-on; no star fixed carrier, so add it: Precision-process +2 ◆ (2 Salt), Brass alloy +3 ◆, Smelt +1 ◆.

Where to farm it

  • Tyrannosaurus — Volcano islands, boss Lv 50–60 (1 spawn slot; entry regions Tier 3–8): one carcass pays out the rib (Firm 24, ×3), the leather (Lightweight 4, ×3), Large Leg Bone ×2 and Large Skull ×1 (Sharp Section 3) and Armor ×3 (High Density 2) — every part P3, the rare-part class.
  • Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots): Rib ×2, Large Leg Bone ×2, Large Skull ×1 — the Firm 8 forms, all P3; its pelt / leather is the other Lightweight 4 carrier, and its Armor ×3 carries High Density 2. The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.
  • Black Iron Ore (Firm 5) / Iron Ore (Firm 4) — mined, not hunted: Black Iron has its own node on 34 islands (Craters in Tundra / Snowfield / Tropical Blue, plus 22 Volcano nodes); Iron Ore's node sits on 41 islands, densest at TR4 and TR10.
  • Allosaurus — Desert, boss Lv 50–60 (3 spawn slots): Rib ×3 (Pointy 6), Large Leg Bone ×2 and Large Skull ×1 (Pointy 4), Armor ×1 (High Density 2) — all P3. The Alpha carcass (unstable islands, Lv 70) yields Rib ×9.
  • Ceratosaurus parts (Pointy 4) — no verified hunt. Ceratosaurus has no page in the wiki's 96-animal index; the parts exist as materials, but no biome or drop is printed anywhere. Don't plan a hunt around them.
  • Amargasaurus — Volcano, boss Lv 50–60 (1 spawn slot): Herbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 — the Pointy 3 + Heavy 2 bones; non-meat parts all P3. Confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties — so treat those two forms as unconfirmed carriers.
  • Maple log (Firm 4 + High Density 4) — no verified gathering spot. Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Best Firm log on paper; where it comes from in practice is not in the current data.

P3 is the wiki's rare-part butchery class — part chances rise with island Index (≈12% at Index 1 → ≈50% at Index 8 for Lv 60 material), and boss spawn rolls run 5% → 50% over the same range. Full addresses and counts: Materials & properties — Where to farm it.

Pick your head — limbs

TierLimbs admittedSignature outcomes
Improved · W40Wooden, Bone and Seagull Bone limbs (raw Metal gives a Shoddy Metal Crossbow)Wooden Crossbow, Bone Crossbow, Seagull Bone Crossbow
PRO-class · W60+ Double-Skull (milestone 176), Dual-layered, Seagull Bone Crossbow Limb II (milestone 146) — proper components onlyDouble-Skull Crossbow, Dual-layered Crossbow, Seagull Bone Crossbow II

Builds by scenario — what each one gives you

High-defense bosses

Built on: Penetration via tempering + Pointy, Firm behind it

Mod slot: Lava Tempering — Penetration +1 to +10 and Attack +1 to +25, both always added (live knowledge). Pointy-bodied materials where the build allows them; Firm scales every shot that gets through.

Why: the line's printed Penetration (181–272) still sits below boss Defense (450–677.5) on the damage-through curve — tempering is the single biggest Penetration lever a crafter controls.

Alphas

Built on: Tempering + Pointy, Firm behind it

The boss build kept whole — alphas play to this class's strengths: high Defense to pay Penetration against, approached from range.

Why: Alpha Defense (up to 677.5) is exactly the wall the tempering roll exists for, and the crossbow pays it without standing in bite range.

Everyday hunting & farming

Built on: Firm → Attack

Firm carriers throughout; save the tempering and the Pointy stock for bosses.

Why: 130–157 printed Attack is already the craftable ceiling; against DEF = 5 × level, more Firm is simply more overkill per bolt.

PvP — Brawl Island

Built on: Firm + Compact Structure — burst

Firm for the shot, Compact Structure added by processing (Precision-process +2 ◆, Brass +3 ◆) for lethality.

Why: burst is the crossbow's PvP identity — one heavy bolt, lethality-weighted. There are no rare rolls to hunt on this class, so the build is the materials.

Long sessions

Built on: High Density → Durability

Maple components (Firm 4 + High Density 4 in one), Compress / Desulfurize processing (+2 ◆), Bronze alloy (+5 ◆).

Why: +10 Durability per High Density level ◆ — a PRO crossbow is a serious investment; keep it shooting.

Avoid. Heavy 2 on the Pointy bones (−9 Accuracy ◆) unless Penetration is the point of the build. Low Density 3 on the Tarbosaurus Firm 8 forms for a keeper crossbow. And don't quote the Double-Skull Crossbow a stat line — none is printed anywhere; the line's 130–157 is the number sources actually publish.

Printed stats: one row for the whole line (Wooden Crossbow, Lv 35–59: 130–157 Attack, 181–272 Penetration, 152–229 Accuracy). The branch crossbows print no stats. Branches in The weapon tree.

Work tools

Not weapons — the same property logic, pointed at gathering
A stone hammer, a bone axe and a wooden club — the working heads a crafter makes most

Tools get a brief page by design: they aren't the guide's promise, but crafters make more of them than anything else, and the material logic still applies. The ladder: starter tools at W10 (Lv 1–24), stone work tier at W25 (Lv 20–44), bone and metal tiers at W45 (Lv 40–60). The specialist trio — Tailor's Knife (ability 110), Processing Axe (106), Architect Hammer (103) — sit at Lv 50–60, and the wiki itself calls them “not suitable as a weapon”.

If you make only one: the bone & metal work tier set (W45) — work knife, axe and hammer built on Maple or Compress/Desulfurize-processed materials for High Density, and kept when they roll Wide Serration or Narrow Hook. The set you will use — and sell — more than any weapon in this guide.

Search your materials for:

1 · High DensityDurability +10 per level ◆ Original-game — a tool's long-session stat, and its most important one: tools are consumed by use. Maple log High Density 4; Apatosaurus forms High Density 2 (with Full 4); boss Armor parts High Density 2. Add it: Compress (bone/wood) or Desulfurize (metal) +2 ◆; Bronze alloy +5 ◆.
2 · The gathering raresOn tools, the rolls that matter flip: Wide Serration Shape and Narrow Hook Shape are the gathering rares (◆ latent skills: gathering extras and gathering quality) — the two combat rares do nothing for gathering. Most tools roll the standard four; harpoons below metal roll none.
3 · FirmAttack +3.33 per level ◆ Original-game — only for the rare tool-fight: a tool pressed into combat. Tarbosaurus forms Firm 8; Maple log Firm 4 (with the High Density — the natural tool material).

Where to farm it

  • Maple log (Firm 4 + High Density 4) — no verified gathering spot. Maple Tree nodes appear on zero open islands in the absorbed wiki data and the log item prints no Islands section. Best Firm log on paper; where it comes from in practice is not in the current data.
  • Apatosaurus — Swamp, boss Lv 50–60 (1 spawn slot): Rib ×15, Large Leg Bone ×4, Large Skull ×1 — the Full 4 + High Density 2 forms, all P3. The most generous star-carrier count on the wiki.
  • Tarbosaurus — Snowfield, boss Lv 50–60 (3 spawn slots): Rib ×2, Large Leg Bone ×2, Large Skull ×1 — the Firm 8 forms, all P3; its pelt / leather is the other Lightweight 4 carrier, and its Armor ×3 carries High Density 2. The Alpha form (Snowfield unstable islands, Lv 65–70) drops the same parts in larger counts — Rib ×6.
  • Boss Armor parts (High Density 2) come off the big bosses' carcasses above — Tyrannosaurus Armor ×3, Tarbosaurus Armor ×3, Allosaurus Armor ×1 (P3; more from Alpha carcasses).

P3 is the wiki's rare-part butchery class — part chances rise with island Index (≈12% at Index 1 → ≈50% at Index 8 for Lv 60 material), and boss spawn rolls run 5% → 50% over the same range. Full addresses and counts: Materials & properties — Where to farm it.

Builds by scenario — what each one gives you

Everyday gathering

Built on: the gathering rares + High Density

Keep and sell rolls of Wide Serration and Narrow Hook; build on Maple or processed materials for the durability underneath.

Why: a gatherer's income is items per hour — the gathering rares raise exactly that ◆, and durability decides how long the hour lasts.

Long sessions

Built on: High Density → Durability, above everything

Compress / Desulfurize processing (+2 ◆) on every component; Bronze alloy (+5 ◆) on metal blades.

Why: tools wear out mid-route, not mid-fight — durability is the session stat, full stop.

The rare tool-fight

Built on: Firm → Attack

If a tool has to fight, the bone/metal tier's printed numbers (78–107 Attack, 206–284 Penetration at Lv 40–60) are respectable — Firm materials push them further.

Why: the combat table prints real stats for tools; they're a fallback weapon, never a first choice. The full comparison sits in the tools group of Weapon stats.

Avoid. Low Density on any tool you sell or keep — it spends the one stat a tool lives on. And don't price a tool by its combat rares: Black Sheen and Low Vibration do nothing for the gatherer who buys it.

Full tool stats are in the Work tools group of Weapon stats; the tool ladder and its recipes are in Recipes & components; why tools are the steady sellers is in What to make for sale.

How crafting works

Tiers, gates, stations and components

Every weapon line climbs the same ladder — Improvised → Standard → Improved → PRO-class — and each rung is gated by your Weaponcrafting proficiency and the station you stand at. Improvised stone weapons have all four tiers; bows and the Stone Spear have three (Standard / Improved / PRO); the crossbow has two (Improved / PRO).

The proficiency gates

W1–W10 · Bare handsImprovised tiers. The first rows open at proficiency 1 (Stone Blade, Wooden Club, makeshift shovel and hoe); the 1H stone lines follow at W2–W3, two-handed lines at W10. The cheapest proficiency there is.
W20 · WorkbenchStandard tiers. Assembled weapons branch six or seven ways depending on the component you slot — including scavenged-object branches like the Wiper Bow, Road Sign Spear, High Heel Hammer and Floral-patterned Kitchen Axe.
W40 · Workbench + work hammerImproved tiers. The assembly pattern changes to head/blade + Tang + Improved Handle, and branch counts grow to 8–10 per assembly. The crossbow line starts here.
W60 · Weapon Workbench + work hammerPRO-class. Rows print Difficulty 1.5 — the harshest in the game data — and build from "Protosaurus" (PRO) material. Assemblies run component + Tang + Shaft, with no Shoddy branches.

Assemblies never yield their namesake. A Standard or Improved assembly page branches by the component you put in it — the page's own name is never one of the results. What you actually get is decided by the blade, head or limb you slot, so craft (or buy) the component first and read its branch before you commit materials.

Components: how a finished weapon is built

Finished weapons are assemblies of components, and component recipes are their own rows in the 121-row Weaponcrafting table — rows that between them unlock 173 items, because most rows bundle a component with the finished weapon (see Recipes & components for the full count):

  • Knives = blade component + Tang + Shaft. Longer weapons take a Long Shaft; spears take a Pikestaff (the Improved Spear uses its own distinct Spear Shaft).
  • The Tang (recipe row 76) is the connector every Improved weapon slots; from W30, bone components switch inputs from raw bone sticks to Trimmed Bone + Nail/Rope at level-15 minimums.
  • The Shaft family (row 121, the table's final row): Shaft = Improved Handle + Metal Accessories; Long Shaft = Long Improved Handle + Metal Accessories. Every PRO weapon runs through this handle.
  • Branch components graduate: fifteen components first seen as assembly branches — Curved Bone Axe Head, Obsidian blades, Bonetooth, Head Crusher, Skull Bow Limb, Angled Metal Axe Head, Giant Razor Blade — get dedicated rows at W35–55. Their ingredient minimums often stay at level 35 even on a W50/55 row: proficiency and ingredient level are decoupled.
  • Difficulty climbs: most rows are Difficulty 0.5; the Head Crusher Hammer Head and Giant Razor Blade are the table's first Difficulty 1 pages; PRO-class is 1.5; the milestone endgame components are 1.75.
  • Crafting time is printed as "–" on almost every row. Kiln pages are the exception: 1 second, and 2 seconds for glass.

Work tools: products and prerequisites

The work-tool ladder runs starter wood/stone tools at W10 (item Lv 1–24) → stone work tier at W25 (Lv 20–44) → bone and metal work tiers at W45 (Lv 40–60). The metal quartet at W45 is uniform: a blade from a single metal chunk at the Kiln, plus straps ×2 and handles ×2. Work tools are double-duty — many weapon recipes require a work knife, work axe or work hammer as a tool before they'll start, so your own tool set is the first thing to keep current.

Specialist crafts and endgame components

Three crafts hang off numbered ability links rather than the plain Weaponcrafting line: Tailor's Knife (ability 110), Processing Axe (106) and Architect Hammer (103) — all Lv 50–60 profession tools, and the wiki itself notes they are "not suitable as a weapon" despite their combat-table stats. A milestone (Tang II) also doubles your Tang output per craft.

The true endgame components don't sit in the skill rows at all — they unlock through the Crafting milestone tables: Lava Hammer Head (163) and Large Lava Hammer Head (166), Thorny Spine II (133) and Large Thorny Spine II (136), Seagull Bone Crossbow Limb II (146), Angled Metal Axe Head II (153/156), and the Double-Skull limbs (173/176). All are Lv 55–60 at Difficulty 1.75. For scale, the highest gate seen anywhere in the game is 183 (Lava Protection Boots, Tailoring).

Modifications — they create nothing

Two recipes in the table are mods, not item recipes — their wiki pages print empty outcome lists because nothing is created: they change a weapon or tool you already own, and the bonus is rolled randomly at the moment you apply it. Nail Spikes I (W25) adds Attack +1 to +35 (range as reported in game, from memory — treat the top end as unverified). Lava Tempering I (W60, row 110) always adds both stats, each rolled: Penetration +1 to +10 and Attack +1 to +25. There is no Nail Spikes II and no Lava Tempering II. Full detail in Mods — spikes & tempering.

Not craftable — don't hunt for these recipes. The Katana (Lv 50–60) and Chainsaw (Lv 55–60) are crate-only, as are the Warped/Ruined modern junk weapons (keyboards, bats, folding chairs, road signs). The best craftable 1H knife is therefore the PRO-class One-Handed Knife, and the best craftable weapon line by Attack is the PRO-class Crossbow. (One item sits oddly between the sources: the item catalogue lists the Road Sign Spear as crate-sourced, yet the Standard, Improved and PRO Spear assemblies all list it as the outcome when a Road Sign is slotted — see Open questions.)

Weapon stats

All 59 rows of the wiki's combat table — weapons by class, tools in their own group

Ranges are the item's full level band: the low end is what a minimum-level roll gives, the high end a maximum-level one. Can roll shows which rare (green) properties the wiki's item page lists for that item — see Rare properties for what they do. Pick a sort from the menu — ranges sort by their top end — and once sorted, column headers re-sort on click.

These 59 rows are NOT the whole weapon set. The combat table is the only place stats are printed, but the crafting system's outcome lists hold 285 entries naming at least 247 distinct items — the branch weapons (Obsidian Knife, Ironwood Bow, Double-Skull Crossbow, Giant Razor, Lava Hammer, the entire Shoddy line…) have no printed stats anywhere and so cannot appear in this table. They are all in The weapon tree. Absence here means “no stats printed”, never “doesn't exist”.

Read the classes with care: the wiki's combat table files tools as weapons — saws, harpoons and work knives under One-Handed Knife, hoes and pickaxes under Two-Handed Axe, shovels under Two-Handed Blunt. This section separates them: the nine class groups hold the 30 actual fighting weapons, and the 29 tools sit in the Work tools & profession tools group at the end, with their combat stats unchanged — they're still worth comparing before you swing one in a pinch, they just aren't weapons. And remember these are stat rows, not the whole craft catalogue: the combat table prints one row per weapon line, while the crafting system carries full tier lines behind it. The Two-Handed Knife shows a single row here because the table prints stats only for its improvised tier — its Standard, Improved and PRO-class tiers are real crafts (see Recipes & components) with no separately published numbers.

Simple detail is on. The full 59-row stat table is hidden here — the headline bands are on the Start page and each class page. Switch Detail to Full (sidebar on desktop, the More menu on a phone) to search and sort every row. Nothing is removed; Full restores it exactly.

Recipes & components

121 skill rows, 173 items unlocked — band by band

The crafting index is organised in proficiency bands, and each band has its own build pattern. Read the band you're in for what unlocks and how assemblies work there; the milestone components and the full item catalogue follow below.

Rows are not items — count carefully. Counted at item level from the wiki's Crafting page: Weaponcrafting's 121 skill rows unlock 173 items — 166 distinct. Rows bundle components with finished weapons (the PRO-class Two-Handed Knife row, for example, unlocks both the Large Bent Bone Knife Blade and the knife itself), and a few items unlock from two rows, which is why unlocks outnumber distinct items. Across all seven crafting skills the same pattern holds: 465 rows unlock 594 items, 585 distinct — and the crafting-ability milestone tables name 105 further items on top of the skill rows. And even that undercounts the weapons: those are the Crafting index page's unlock lists. Open the individual recipe pages and their “Possible results” lists branch far wider — 166 distinct recipe pages whose 285 outcome entries name at least 247 distinct items — weapons recur across tiers by design — most of them branch weapons found in no index. That full tree is in The weapon tree.

The bands

BandWhat opensHow it builds
W1Wooden Club (bare hands); Makeshift Shovel and Makeshift Stone Hoe via the "Makeshift Shovel, Hoe" skillThe very first crafts — no station, no tools.
W1–W10 · ImprovisedProficiency-1 rows first (Stone Blade, Wooden Club, makeshift tools), then the stone knife (W3), axe (W2) and hammer (W3) lines; two-handed lines at W10. Items Lv 1–19Blade/chunk + strap + stick, bare hands, Difficulty 0.5. Results branch by component material (Stone / Bone / Metal). A Meat chunk qualifies as a 1H hammer head; the 2H hammer takes only Big Chunk.
W10 · Starter tools & instrumentsStone Saw, Wooden Harpoon, Stone Hoe, Stone Pickaxe, Wooden Shovel (Lv 1–24); Primoria Drums (W10) — instruments and cooking tools live in Weaponcrafting tooThe gathering-tool ladder starts here; every later tier replaces these.
W15Improvised Wooden Bow (bare hands); Bass; Wooden PotThe bow line starts improvised-only — the named Wooden Bow has no improvised tier.
W20 · StandardStandard tiers of the stone lines; Wooden Bow and Stone Spear (Standard); Bamboo Spear (needs work tools); Stone Plate and Stone Mortar; Xylophone. Weapons Lv 15–39Workbench. Assemblies branch six or seven ways by component — including scavenged branches: Wiper Bow, Road Sign Spear, High Heel Hammer, Floral-patterned Kitchen Axe (keyed on a Kitchen Knife).
W25 · Stone work toolsStone Work Knife, Stone Work Axe, Stone Work Hammer (Lv 20–44, work knife + work axe required as tools); bone gathering tools — hoe, pickaxe, saw, shovel; Nail Spikes IComponent + rope + handle. Nail Spikes I is the first modification recipe — a mod, not an item: it adds a randomly rolled Attack +1 to +35 to an existing weapon or tool.
W30Bone components get their own rows; Guitar; Wooden Cutting BoardBone component inputs switch from raw bone sticks to Trimmed Bone + Nail/Rope, at level-15 minimums.
W35Branch components start graduating to dedicated rows (through W55): Curved Bone Axe Head, Obsidian blades, Bonetooth, Head Crusher, Skull Bow Limb, Angled Metal Axe Head, Giant Razor Blade; Synthesizer; Earthenware Pot (W35, bare hands)Ingredient minimums often stay at level 35 even on W50/55 rows — proficiency and ingredient level are decoupled here.
W40 · ImprovedImproved tiers of every line; the crossbow's first tier; Earthenware Mortar (bare hands); Drum Set; Frying Pan at the Kiln. Weapons Lv 35–59Workbench + Work Hammer. Pattern changes to head/blade + Tang + Improved Handle; branches grow to 8–10. The Improved Spear uses a distinct Spear Shaft. Head Crusher and Giant Razor Blade are the table's first Difficulty 1 recipes.
W45 · Bone & metal work toolsBone Work Knife, Bone Work Axe, Bone Work Hammer; Metal Hoe, Pickaxe, Saw, Shovel, Harpoon (all Lv 40–60)The metal quartet is uniform: a blade from a single metal chunk at the Kiln + straps ×2 + handles ×2. This is the steady-demand tier — see What to make for sale.
W50–W56 · Late craftsPiano (W50); Metal Grate and Glass Cutting Board (W50, Kiln); Glass Pot (W55, Kiln — also found in shelf crates); Metal Bucket (W55, Workbench); Horn (Play Instruments) (W56)Kiln crafts take real time: 1 s, glass 2 s. The Horn is the first recipe in the game to consume raw Lava (×10).
W60 · PRO-class (rows 112–120)PRO Bow, Crossbow and Spear, plus the 1H and 2H lines of Axe, Hammer and Knife — including the PRO-class Two-Handed Knife; Metal Mortar (Kiln)Weapon Workbench + Work Hammer, Difficulty 1.5. Component + Tang + Shaft (1H) / Long Shaft (2H) / Pikestaff (spear), in "Protosaurus" (PRO) material, with no Shoddy branches. Row 121 is the Shaft itself: Improved Handle + Metal Accessories.
Row 110 · Modification (W60)Lava Tempering I — a mod, not an item recipe; its outcome list is empty because it creates nothingApplied to an existing weapon/tool, it always adds both stats, rolled randomly: Penetration +1 to +10 and Attack +1 to +25. There is no Lava Tempering II — and no Nail Spikes II either.

Wiki quirks, as printed — and the reason 173 unlocks are only 166 distinct items: the index lists the Bone Blade and Large Bone Blade rows twice, and some items unlock from two rows (Large Stone Blade; Stone Work Blade; Bowstring serves Improved Bow and Improved Crossbow; Bone Work Blade serves Bone Work Axe and Knife). The Stone Work Knife's page prints only its Glass Shard Dagger branch — the namesake result is missing, as printed.

Craft lines, class by class

The combat table prints one stat row per weapon line, but the crafting system carries a tier line behind almost every class. This table is the full picture: every tier you can actually craft, and which of them the combat table bothers to print numbers for. Tiers marked "no printed stats" are real, craftable items — the wiki just publishes no Attack / Penetration / Accuracy for them.

ClassCraft line (proficiency gates)Tiers with printed combat stats
One-Handed KnifeImprovised (W3) → Standard (W20) → Improved (W40) → PRO-class (W60)Improvised tier only
Two-Handed KnifeImprovised (W10) → Standard (W20) → Improved (W40) → PRO-class (W60) — the PRO row also unlocks the Large Bent Bone Knife BladeImprovised tier only
One-Handed AxeImprovised (W2) → Standard (W20) → Improved (W40) → PRO-class (W60)Improvised tier only
Two-Handed AxeImprovised (W10) → Standard (W20) → Improved (W40) → PRO-class (W60)Improvised tier only
One-Handed Blunt (hammer)Improvised (W3) → Standard (W20) → Improved (W40) → PRO-class (W60), plus the Wooden Club at W1Improvised tier and the Wooden Club (crate blunt items print stats too)
Two-Handed Blunt (hammer)Improvised (W10) → Standard (W20) → Improved (W40) → PRO-class (W60)Improvised tier only
Lance (spear)Standard (W20) → Improved (W40) → PRO-class (W60); the Bamboo Spear is a separate W20 craftStone Spear and Bamboo Spear rows
BowImprovised Wooden Bow (W15); the Wooden Bow then runs Standard (W20) → Improved (W40) → PRO-class (W60)Both rows — Improvised Wooden Bow and Wooden Bow
CrossbowImproved (W40) → PRO-class (W60)One row (Wooden Crossbow, Lv 35–59) covering both tiers

Milestone-gated endgame components

These have no rows in the skill table — they unlock from the Crafting page's Weapon Crafting Ability milestone table and exist as branches inside the PRO assemblies. All are Lv 55–60 at Difficulty 1.75.

ComponentMilestoneRecipe (where the wiki prints one)
Lava Hammer Head163High Purity Iron ×4 (iron-family, level 55+) + Trimmed Bone Pillar ×4 + Metal Accessories ×2 — at the Kiln
Large Lava Hammer Head166Identical ingredients to the Lava Hammer Head
Thorny Spine Hammer Head II133High Purity Metal ×4 + Trimmed Obsidian ×4 + Metal Accessories ×1
Large Thorny Spine Hammer Head II136—
Seagull Bone Crossbow Limb II146—
Angled Metal Axe Head II153 / 156— (two milestone entries)
Double-Skull Bow Limb173—
Double-Skull Crossbow Limb176—

The plain Thorny Spine heads do have ordinary recipe rows (103 and 108). One worked component recipe worth knowing, verified against a real build: Bent Bone Knife Blade (and its Large 2H version, identical) = Processed Bone ×5 + Trimmed Bone Pillar ×3 + Metal Links ×1, for Lv 55–60 blades.

Every weapon & tool item — crafted or crate?

The wiki's weapons-and-tools category holds 92 items: 69 crafted-only, 22 crate-only, and one (the Glass Pot) that is both. A few listed items are crafted under other skills — taming herbs under Survival, needles and some repair kits under Process, Armorcrafting or Constructing — and their rows say so.

Simple detail is on. The band-by-band recipe tables and the full 92-item catalogue are hidden here — the counts and the rules above stay visible. Switch Detail to Full (sidebar on desktop, the More menu on a phone) to browse them. Nothing is removed; Full restores them exactly.

The weapon tree

The component in the slot decides which weapon comes out

Forget the flat list. An assembled-weapon recipe is a branch point: the blade, head or limb you slot in decides the result, and the assembly page's own name is never one of the outcomes. Extracted from every recipe page's “Possible results” list — 121 skill rows open 166 distinct recipe pages (rows 1–50: 64 pages naming 114 distinct items; rows 51–121: 102 pages naming 171), and the two batches hold 285 outcome entries in total, naming at least 247 distinct items — weapons recur across tiers by design, so entries outnumber distinct items. Most branch weapons — the whole Shoddy line, the Obsidian knives, the Ironwood Bow, the Double-Skull Crossbow, the Bent Bone Knife, the Lava Hammer — appear in no index: not the combat table, not the item catalogue. If it isn't in this tree, it effectively doesn't exist for a crafter.

The branch rule. Slot a proper component (a crafted blade, head or limb) → you get the named weapon. Slot the raw material instead (Rock / Bone / Metal) → at Improvised tier you get the plain material-named version; at Standard and Improved you get a “Shoddy” version — on the melee assemblies. Bows and spears break the rule: raw Wood and Bone there give the real Wooden/Bone Bow and Stone/Bone Spear, and raw Metal in an Improved Bow gives the Dual-layered Bow, in an Improved Spear the Metal Spear. PRO-class takes proper components only — no Shoddy branches. Scavenged objects branch too: a Wiper makes the Wiper Bow, a Kitchen Knife makes the Floral-patterned Kitchen Axe, High Heels make the High Heel Hammer, a Road Sign makes the Road Sign Spear.

The heads change every tier

This is the part no flat list can show: each tier admits new heads, and every new head is a new weapon. The stone/bone heads you start with never leave — they are joined, tier by tier:

TierNew components admittedNew weapons they unlock
Improvised · W1–W10Raw materials only — Rock, Bone, Metal, Wood, Meat chunksThe material variants of every improvised weapon (Stone / Bone / Metal / Wooden / Meat)
Standard · W20Stone, Bone and Obsidian blades; Curved Bone axe heads; scavenged objects (Wiper, Kitchen Knife, High Heels, Road Sign)Obsidian Knife, Two-Handed Obsidian Knife, Curved Bone Axe, Bone Bow, Wiper Bow, Floral-patterned Kitchen Axe, High Heel Hammer — plus the whole Shoddy line from raw slots
Improved · W40Metal heads and blades, Bone Saw, Angled Metal, Bonetooth, Head Crusher, Thorny Spine, Bone Cluster, Double Horn; Ironwood, Skull and Seagull bow limbs; Seagull crossbow limbMetal Knife / Axe / Spear, Bone Saw Axe, Bone Saw Knife, Angled Metal Axe, Giant Razor, Head Crusher, Thorny Spine, Bone Cluster Spear, Double-horn Spear, Ironwood Bow, Skull Bow, Seagull Bone Bow, Bone Crossbow, Seagull Bone Crossbow, Dual-layered Bow
PRO-class · W60Iron Thunderbird axe heads, Lava hammer heads, Thorny Spine II, Bent Bone knife blades, Iron Beak spearhead, Double-Skull bow & crossbow limbs, Dual-layered limbs, and the “II” heads (Angled Metal Axe Head II, Seagull Bone Crossbow Limb II)Iron Thunderbird Axe, Lava Hammer, Thorny Spine II, Bent Bone Knife, Iron Beak Spear, Double-Skull Bow, Double-Skull Crossbow, Dual-layered Crossbow, Angled Metal Axe II, Seagull Bone Crossbow II, Horseman's Hammer — and the two-handed version of nearly all of them. No Shoddy branches at this tier

The same weapon name recurs across tiers — “Stone Knife” is an outcome of the Standard, Improved and PRO One-Handed Knife recipes. The recipe tier and the component decide the result's level band (Standard Lv 15–39, Improved Lv 35–59, PRO Lv 55–60); the outcome lists themselves print no per-outcome level, and for most branch weapons no combat stats are printed anywhere — the 59 stat rows on the Weapon stats page are not the whole weapon set, and this page never implies they are.

Every assembly, branch by branch

Search by the weapon you want (“giant razor”, “double-skull”, “shoddy”) or by the component you have (“bonetooth”, “wiper”, “lava”), or filter by tier. Read each table as: component in the slot → weapon that comes out.

Simple detail is on. Every assembly, branch by branch — all 285 outcome entries — is hidden here; the branch rule and the tier-by-tier head table above stay visible. Switch Detail to Full (sidebar on desktop, the More menu on a phone) to search the whole tree. Nothing is removed; Full restores it exactly.

Two special cases. The Stone Work Knife page (W25) prints only one outcome — slot Glass alongside the Stone Work Blade and a Piece of Glass and you get the Glass Shard Dagger; the namesake Stone Work Knife result is missing from its own page, as printed. And the component rows matter: fifteen components first seen as branches here — Curved Bone Axe Head, the Obsidian blades, Bonetooth, Head Crusher, Skull Bow Limb, Angled Metal Axe Head, Giant Razor Blade and their Large versions — get dedicated recipe rows at W35–55, so you can craft the head first and then slot it. Note the Giant Razor Blade (the component, W55) is a distinct item from the Giant Razor (the weapon it produces).

Strongest craftable, stated exactly. The PRO-class Crossbow line is the strongest craftable weapon line. Its top branch outcome is the Double-Skull Crossbow — which has no printed stats anywhere. The best printed craftable Attack remains the crossbow line's 130–157 (Lv 35–59). Both halves of that sentence matter; neither half alone is the whole truth.

Mods — spikes & tempering

They modify a weapon you own. They create nothing.

Two Weaponcrafting recipes look broken on the wiki — their “Possible results” lists are completely empty. They aren't broken. Nail Spikes I and Lava Tempering I are modifications: you apply them to an existing weapon or tool, no new item comes out, and the bonus is rolled randomly at the moment of application. The ranges below are live in-game knowledge, not wiki text — the wiki prints no numbers for either mod.

ModUnlockWhat it addsHow the roll works
Nail Spikes IWeaponcrafting 25Attack +1 to +35One roll, Attack only, decided when the spikes are applied. The +35 top end is reported from memory (“if I'm not wrong”) — treat the exact ceiling as unverified until it's seen in game. There is no Nail Spikes II.
Lava Tempering IWeaponcrafting 60 · row 110Penetration +1 to +10 and Attack +1 to +25Both stats are always added — what is random is each exact number, rolled independently when the tempering is applied. A low roll is a weak temper, not a failed one. There is no Lava Tempering II.
Budget for the roll, not the max

A Nail Spikes roll can land anywhere from +1 to +35 Attack. Price, keep and compare modded weapons by the roll they actually got, not the mod's ceiling.

Tempering never whiffs

Lava tempering always grants both Penetration and Attack. The only question is how much of each — +1/+1 is possible, +10/+25 is the dream roll.

Empty page ≠ broken recipe

If a recipe's outcome list is empty, check whether it's a mod before reporting it missing. These are the only two in Weaponcrafting — both explained here.

Source note: the mod mechanics and both ranges are Ryan's live in-game knowledge (2026-11-02), recorded as given. The wiki confirms only that the two recipes exist (Nail Spikes I at W25, Lava Tempering I as row 110) and that their outcome lists are empty.

Rare properties

What a weapon can roll — and what the rolls actually do

A weapon's item page lists which rare (green) properties it can roll — the wiki prints the names and nothing else. Three roll sets exist:

The standard four

Most crafted weapons and tools can roll Low Vibration, Black Sheen, Wide Serration Shape and Narrow Hook Shape.

The pair

Bows, the Stone Spear and the Frying Pan can roll only Low Vibration and Black Sheen.

The drop set

Some crate items (the Katana, the Road Sign Spear, the modern needles) add a fifth: Splits Easily, on top of the standard four.

No rolls at all

The Stone Work Knife, Wooden Crossbow, Bamboo Spear, harpoons below metal, and most crate junk have no effects section — they cannot roll rares.

What each rare does ◆ Original-game

The wiki prints no effects for any rare. What follows is the original game's data: each rare unlocks latent skills on the weapon. Only the property-to-effect mapping for one material property (Lightweight, in Materials & properties) has been confirmed live in Primoria so far — treat these as the original game's behaviour, not verified Primoria fact.

Rare propertyLatent skills it unlocks ◆Worth it on…
Black SheenVital Strike — critical hits apply Bleeding. Throw Dirt — a successful roll cuts enemy accuracy 20% for 10 s. (The Mastersheet's prose summary gives this a 20% chance to apply; its own table omits the chance — the source disagrees with itself, so the proc chance is unsettled.)Fighting weapons
Low VibrationSadism — critical hits restore 6 health/s for 10 s. Pain Averse — roll/parry duration up to +50%.Fighting weapons
Wide Serration ShapeGathering extras — 10% chance of an additional item when gathering; energy recovery while gathering.Work tools
Narrow Hook ShapeGathering quality — latent/rare attribute rates up when gathering; flawless rate up.Work tools

The short version. For a fighting weapon, Black Sheen and Low Vibration are the rolls that matter — both feed critical-hit builds. For a work tool, all four have value: the two combat rares do nothing for gathering, but Wide Serration and Narrow Hook are exactly what a gatherer wants. Price and keep your rolls accordingly.

One more lever, from clan research: the Quality Gathering advanced research (Advanced Research Center, near a held Outpost) raises the latent/rare attribute rate — see The crafter's path for the clan bonuses that touch crafting.

Attributes & class identity

Every attribute explained once — and what each weapon family is

The class pages used to repeat the same attribute advice nine times over. This page says it once: every attribute in the verified property set, one by one — what it is, what each level is worth on a weapon, what kind of build it suits, and which materials carry it best. Read it, then decide for yourself: there is no single “best” build, because play style decides what a weapon is worth in your hands. What this page can do is show you exactly what each choice gives you.

Two ground rules. Per-level values are ◆ Original-game data throughout (only Lightweight → Accuracy is confirmed live in Primoria so far). And remember the inheritance rule: only your main component — the head, blade or limb — passes its attributes to the finished weapon, so these are the numbers to weigh when you choose that part. Totals for a specific material and process: the Material stacker; the finished weapon: the Outcome predictor.

The attributes, one by one

Pointy

On a weapon: Penetration +10 per level ◆ Original-game

What it is. The material's point and edge concentration, converted straight into Penetration — the stat that decides how much of your damage gets through a target's Defense.

What it suits. High-defense bosses and alphas. Crafted Penetration starts far below boss Defense (450–677.5 at Lv 60) — below the damage curve's steepest band (0.8–1.3× DEF) — so Penetration levels are what a boss or alpha build is built from. On low-Defense animals it buys little: Penetration past ~1.5× a target's Defense is nearly wasted.

Top carriers. Rib (Allosaurus), Pointy 6 — the highest Pointy carrier on the wiki. Allosaurus and Ceratosaurus large bones and ribs carry Pointy 4 (with Heavy 2 attached — see Heavy below), Amargasaurus bones Pointy 3 (Heavy 2 attached). Pointy also rolls randomly on ore and bone. Full entries: Materials & properties · Start from your drop.

On tools. No separate tool effect is documented in this guide's sources.

Firm

On a weapon: Attack +3.33 per level ◆ Original-game

What it is. Structural solidity turned into raw Attack — the plainest attribute there is, and the one most builds spend most of their levels on.

What it suits. Everyday hunting and farming, where ordinary animals run DEF = 5 × level and Attack ends fights on its own; and any slow, heavy class (two-handed knives and axes, the crossbow) where each hit or shot has to carry its own weight. If your fights are short and your targets soft, Firm is what you're getting.

Top carriers. Rib (Tyrannosaurus), Firm 24 — the highest fixed property on the wiki (Low Density 4 attached). Tarbosaurus large bone forms Firm 8 (Low Density 3 attached); Black Iron Ore Firm 5 (Low Density 2); Iron Ore Firm 4 (Heavy 2 attached); Maple log Firm 4. Or add it: Debris-process (bone/wood) or Carbonize (metal), +2 ◆ — both also add Low Density +1; Leaded Bronze carries Firm +4 ◆. Full entries: Materials & properties · Start from your drop.

On tools. Documented for one case: the rare tool-fight. A tool pressed into combat uses its Attack, and Firm raises it (see Work tools). No gathering effect is documented.

Lightweight

On a weapon: Accuracy +4.5 per level ◆ Original-game — the one mapping confirmed live in Primoria

What it is. A lighter, better-balanced material, converted into Accuracy. Accuracy above the target's dodge converts to critical chance, up to +10% (that conversion is wiki-verified against animals; against players it is reasoning).

What it suits. Crit-leaning builds of every kind; PvP-leaning builds, where opponents dodge; and bows and the crossbow against moving targets, where landing the shot is the whole problem. If you play for crits, this is the attribute feeding them.

Top carriers. Leather (Tyrannosaurus), Lightweight 4; Tarbosaurus pelt / leather Lightweight 4; Saurolophus rib and leg bone Lightweight 3 (Weak Structure 2 attached — and not a boss, so it's the farmable source). Or add it: Surface-process (bone/wood) +2 for 1 Sap ◆; Smelt (metal) +1 ◆. Full entries: Materials & properties · Start from your drop.

On tools. No separate tool effect is documented in this guide's sources.

Compact Structure

On a weapon: Lethality +0.67 per level ◆ Original-game

What it is. A dense, tight-grained structure that makes critical hits land harder — Lethality is crit weight, not crit chance.

What it suits. Burst builds: the two-handed knife and axe in PvP, the lance's reach-and-burst build, the crossbow's one-heavy-bolt build. It pays when your style is a few decisive hits rather than many small ones — and it pairs with Lightweight, which supplies the crits for it to weight.

Top carriers. No star fixed carrier exists in the verified set — this attribute is added, not hunted: Precision-process (bone/wood) +2 for 2 Salt ◆, Brass alloy +3 ◆, Smelt (metal) +1 ◆. See Materials & properties — Adding properties by processing.

On tools. No separate tool effect is documented in this guide's sources.

Sharp Section

On a weapon: wound damage area +10% per level ◆ Original-game

What it is. An edge geometry that opens wider wounds — each level grows the wound damage area by a tenth.

What it suits. Wound-leaning builds on the fast classes — knives and axes cash a per-hit effect in most often simply because they hit most often. Crafters pair it with the Bone Saw heads as a build choice (no source prints a special Bone Saw bonus; the pairing is the crafter's, not a stat claim).

Top carriers. Obsidian, Sharp Section 4 — the highest verified carrier, and a gathered mineral, not a boss drop, so nothing gates it. Tyrannosaurus Large Leg Bone and Large Skull carry Sharp Section 3, off the same carcass as the Firm 24 rib. Full entries: Materials & properties · Start from your drop.

On tools. No separate tool effect is documented in this guide's sources.

Full

On a weapon: Stun chance +1% per level ◆ Original-game

What it is. Mass and density in the striking face, converted into a chance to stun on every hit.

What it suits. Control builds — above all the blunt classes, whose identity is the stun, in PvP and against alphas, where a stunned target isn't hitting back. Fast cadences roll the chance more often; heavy classes make each landed stun safer to exploit. If your style is locking a fight down, Full is what you're buying.

Top carriers. Apatosaurus bone forms, Full 4 — with High Density 2 in the same material, and the most generous drop count of any star carrier (Rib ×15 per kill). Leaded Bronze adds Full +2 ◆ alongside its Firm. Full entries: Materials & properties · Start from your drop.

On tools. No separate tool effect is documented in this guide's sources.

High Density

On a weapon: Durability +10 per level ◆ Original-game

What it is. Sheer material density, converted into how long the weapon lasts before it wears out.

What it suits. Long sessions, and the slow, expensive crafts — the two-handed classes — where re-crafting hurts most. It never wins a fight directly; it decides how many fights one weapon survives. If you roam far and repair rarely, this is your attribute.

Top carriers. Maple log, High Density 4 (with Firm 4 in the same material — but no verified gathering spot; see Materials). Apatosaurus forms and boss Armor parts carry High Density 2. Or add it: Compress (bone/wood) or Desulfurize (metal) +2 ◆; Bronze alloy +5 ◆. Full entries: Materials & properties · Start from your drop.

On tools. Documented, and central: durability is a tool's most important stat — tools are consumed by use, and High Density is the long-session stat on the Work tools page.

Tough Fiber

On a weapon: no effect in the verified property set

What it is. The standout printed property of Tyrannosaurus leather (Tough Fiber 18, beside its Lightweight 4) — and the set's honest exception: in the verified property values, Tough Fiber does nothing for a weapon. Don't count it toward a weapon build, and don't let a big number on a material talk you into spending it as one.

Top carriers. Leather (Tyrannosaurus), Tough Fiber 18 — carried for its Lightweight 4, not for this. See Start from your drop.

On tools. Tough Fiber has no weapon effect; no separate tool effect is documented in this guide's sources either.

The mirrors — attributes that cost you

Every positive attribute has a mirror that subtracts the same stat ◆. They rarely appear alone — they ride on good carriers as the price of the prize stat — so the skill is recognising the trade, not just avoiding the name.

Soft

On a weapon: Attack −3.33 per level ◆ Original-game — the mirror of Firm

What it costs you: raw Attack, level for level against Firm. No star carrier in the verified set is recommended with it attached; keep it off weapon materials.

Heavy

On a weapon: Accuracy −4.5 per level ◆ Original-game — the mirror of Lightweight

What it costs you: Accuracy — and with it, crits, since accuracy above dodge is what converts. Heavy 2 (−9 Accuracy ◆) rides on the Allosaurus / Ceratosaurus Pointy 4 bones, the Amargasaurus Pointy 3 bones and Iron Ore's Firm 4. The trade is worth it when Penetration or early Firm is the point of the build; it's a quiet tax on anything crit-leaning.

Stubbornness

On a weapon: Penetration −10 per level ◆ Original-game — the mirror of Pointy

What it costs you: the boss stat itself, at the steepest per-level rate in the set. Worst on the lance and on any boss build, where Penetration is the whole design.

Weak Structure

On a weapon: Lethality −0.67 per level ◆ Original-game — the mirror of Compact Structure

What it costs you: crit weight. It rides on the Saurolophus rib and leg bone (Weak Structure 2) beside their Lightweight 3 — a fair trade for everyday and farming builds, the wrong one for a build whose point is crit damage.

Round Section

On a weapon: wound damage area −10% per level ◆ Original-game — the mirror of Sharp Section

What it costs you: the wound area a Sharp Section build exists to grow. Keep it off knife and axe materials in particular.

Hollow

On a weapon: Stun chance −1% per level ◆ Original-game — the mirror of Full

What it costs you: stun chance, point for point against Full. On a blunt weapon it cancels the class's reason to exist; anywhere else it's still a stat you're paying for with nothing back.

Low Density

On a weapon: Durability −10 per level ◆ Original-game — the mirror of High Density

What it costs you: lifespan. It rides on the biggest Firm carriers — Tyrannosaurus rib (Low Density 4), Tarbosaurus forms (3), Black Iron Ore (2) — and Debris / Carbonize processing adds Low Density +1 ◆ alongside their Firm +2. Attack now, repairs sooner: fine on a farming weapon, a poor trade on anything built to last.

Class passives — weapon mastery & specialisation ◆ Original-game

Beyond the stats on the weapon itself, the original game's Mastersheet prints a mastery and specialisation passive for each weapon family — what the family itself is, before materials enter the picture. The table below is the sheet's, exactly as printed: six families, with the sheet's own “good for” notes. One caution the sheet itself forces: its blade family is called Sword, and it nowhere equates that family with this game's knife classes — so the table is presented as printed, and the knife pages point to the Sword row as the sheet's blade family rather than claiming it as a knife passive.

WeaponMastery ◆Specialisation ◆Good for (sheet's note)Materials used
SwordCritical Hit Chance 15%Defense Penetration Rate 18%PvPBone, Metal
AxeCritical Hit Damage +25%Pain Determination 18%Hunting (highest damage, low accuracy)Metal
Hammer (blunt weapons)Accuracy 15%Stun Determination 18%Hunting, especially huge dinosaurs (Tarbosaurus, Brachiosaurus)Bone, Metal
SpearAction Speed 115%Defense Penetration Rate 18%Clan War (high damage from lance skills)Bone, Metal
BowAccuracy 5%Defense Penetration Rate 30%PvP; constant damage, low accuracy; good in team hunting; bad for solo hunting (rarely stuns)Bone, Metal
CrossbowAiming Speed 10%Stun Determination 30%Hunting (stun small animals solo; hit-and-run big game, high crit likelihood)Bone

One-handed vs two-handed — the identity split ◆ Original-game

The same source draws the line between the one-handed and two-handed versions of a family — the choice every knife, axe and blunt crafter makes before materials:

One-handed ◆

Shorter cooldown, slightly lower attack, no AoE. Good in 1v1 — and it rewards a good connection: lag hurts a fast weapon most.

Two-handed ◆

The flip side: slower, heavier, with AoE. Good for hunting, where one swing can work on a group and per-hit weight matters more than swing rate.

Each class page now opens with its own identity strip — the family row above, or these one-/two-handed notes for the knives — so what a weapon is sits ahead of what to build it from. Which identity suits you is a play-style call; the numbers on this page are what each one gives you.

Materials & properties

The numbers behind a good blade
Crafting materials laid out together — bones, obsidian, ore, leather and a cut log

The wiki prints fixed properties on materials — a bone might read "Firm 8" — but nowhere does it print what a level of a property is worth on a finished weapon. Those per-level values exist only in the original game's data, so this whole section is labelled accordingly.

Property values, per level ◆ Original-game

For weapon materials (ore and bone), each level of a property adds this to the finished weapon:

PropertyEffect on the weaponPer level ◆Mirror debuff ◆
FirmAttack+3.33Soft — −3.33 Attack
Compact StructureLethality+0.67Weak Structure — −0.67 Lethality
LightweightAccuracy+4.5Heavy — −4.5 Accuracy
PointyPenetration+10Stubbornness — −10 Penetration
Sharp SectionWound damage area+10%Round Section — −10% wound area
FullStun chance+1%Hollow — −1% stun chance
High DensityDurability+10Low Density — Durability −10 per level ◆ (the mirror of High Density); it arrives attached to Firm processing (Debris / Carbonize) and rides on some star bones

Confirmed live in Primoria: Lightweight → Accuracy at exactly this mapping, verified in game (2026-11-01). Accuracy above the target's dodge converts to critical chance, up to +10% — which is why Accuracy stacking pairs so well with the Black Sheen and Low Vibration rares. The rest of the table is unverified against the live Primoria client: original-game guidance, not Primoria fact.

Hands working a small blade over a large bone blank on a worn workbench, with small bowls of salt and amber sap beside it
Processing at the bench — the salt and sap beside the bone are the Precision and Surface routes. Spend them on the head, blade or limb: only that part's attributes reach the finished weapon.

Adding properties by processing ◆ Original-game

The wiki's Process table confirms these recipes exist; the effect values are the original game's. Processing is how a plain material becomes a crafting material:

Wood & bone ◆

  • Compress → High Density +2 (costs 2 Water)
  • Surface-process → Lightweight +2 (1 Sap)
  • Precision-process → Compact Structure +2 (2 Salt)
  • Debris → Firm +2 and Low Density +1 (2 Glass)

Metal ◆

  • Desulfurize → High Density +2
  • Smelt → Lightweight +1 and Compact Structure +1
  • Carbonize → Firm +2 and Low Density +1

A processed material's level blends its ingredients: a Lv 40 ore refined with Lv 60 charcoal yields roughly Lv 50 metal.

Copper alloys — once only ◆

  • Brass (Zinc + Copper) → Compact Structure +3
  • Bronze (Tin + Copper) → High Density +5
  • Leaded Bronze (Tin + Lead + 2 Copper) → Firm +4, Full +2 — Stun +2%, and at ◆ +3.33 Attack per Firm level the Firm alone computes to ≈ +13.3 Attack. (The sheet also prints a flat “Attack +4” for this alloy; its two figures disagree — the property levels are the usable numbers.)

Material stacker — total a build before you spend the ingredients

Pick a verified carrier and one processing route ◆, and see the property levels the finished component carries — and what those levels are worth — before the materials are gone. Fixed properties are wiki-verified; the per-level values and processing effects are ◆ Original-game, so treat the computed bonuses as guidance, not Primoria fact.

Only the routes a material's type actually has are offered — wood & bone processes for bone and wood, metal processes for ore. Obsidian, the leathers and Boss Armor parts have no printed processing route in the sources, so they are offered unprocessed only. The copper alloys are a separate once-only transformation of copper itself (above), not a route you stack onto these carriers, so they aren't in this tool. For the finished weapon — main component only, plus a mod — use the Outcome predictor.

Primoria's own milestone tables add metal-processing unlocks worth knowing: efficiency recipes (Metal Nail ×4, Metal Stick ×2, Metal Accessories ×2 per craft), Lava-Processed Metal (metal + lava + charcoal, described as giving "a more compact structure"), Leaded Bronze Alloy, Decarburized Metal II, and Iron Alloy → Steel (iron/black iron + lava ×3 + volcanic charcoal).

Star materials — fixed properties, wiki-verified

These need no ◆ label: the fixed properties are printed on the Primoria wiki itself.

MaterialFixed propertiesWhy it matters
Rib (Tyrannosaurus)Firm 24 + Low Density 4The highest fixed property on the wiki — and a Primoria addition. At ◆ +3.33 Attack per Firm level, a Firm-24 component is the Attack chase — but Low Density 4 rides with it: a real durability cost on anything built to last.
Tarbosaurus large bone formsFirm 8 + Low Density 3Solid Firm with a durability cost attached.
Rib (Allosaurus)Pointy 6The “Pointier Rib” — the best Pointy carrier on the wiki, and Penetration is the boss stat. Pointy also rolls randomly on ore and bone.
Allosaurus / Ceratosaurus large bones & ribsPointy 4 + Heavy 2Real Penetration with an Accuracy cost riding on it (−9 Accuracy ◆) — take it when Penetration is the point.
Amargasaurus bonesPointy 3 + Heavy 2A Primoria addition — and the Heavy 2 rider travels with the Pointy (−9 Accuracy ◆), the same trade as the other Pointy bones. Confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties.
ObsidianSharp Section 4The highest verified Sharp Section carrier — and a mineral, not boss-gated. The wound-leaning builds' first choice.
Tyrannosaurus Large Leg Bone & Large SkullSharp Section 3The second carrier — wound damage area ◆ from boss bones.
Apatosaurus bone formsFull 4 + High Density 2Stun chance and durability in one material — the blunt classes' dream carrier.
Leather (Tyrannosaurus)Lightweight 4 · Tough Fiber 18Accuracy ◆ from the Lightweight, and the standout leather property on the wiki.
Tarbosaurus pelt / leatherLightweight 4The other Lightweight 4 carrier — Accuracy for crit and PvP builds.
Saurolophus rib & leg boneLightweight 3 + Weak Structure 2Accuracy with a Lethality cost ◆ attached — fine for farming, wrong for a crit build.
Black Iron Ore · Iron OreBlack Iron: Firm 5 + Low Density 2 · Iron: Firm 4 + Heavy 2The metal-side Firm carriers for metal heads and blades — but Iron Ore's Firm rides with Heavy 2, an Accuracy cost ◆ on anything you build from it.
Boss Armor partsHigh Density 2Durability ◆ from boss drops — pairs with Compress/Desulfurize processing.
Maple logFirm 4 + High Density 4The best Firm log — Attack and durability together for wooden components.
A herd of sauropods grazing along a tropical shore, passing a survivor camp of thatched huts and a watchtower at sunset
The supply line behind every star material — the herds on the shore are where bone, leather and Armor parts begin.

Where to farm it — the star carriers' addresses

A material's name is not enough — a crafter needs the hunt. Every address below is from the wiki's animal, resource and mineral data: the animal, the island biome, and the drop reality. Drop classes are the wiki's butchery codes — M meat-class, P part-class, P3 rare-part class, L leather-class.

The drop reality, before the table. P-class part chances rise with island Index: for Lv 60 material the P curve runs ≈12% at Index 1 to ≈50% at Index 8, and Flawless Gathering is needed at Index 6–8 for the full effect. Roaming boss spawn rolls succeed 5% at Index 1 rising to 50% at Index 8, per roll, once a spawn slot frees. Boss parts are P3 — the rare-part class — so even a found boss is not a guaranteed carrier.

MaterialSourceIsland / biomeThe drop
Rib (Tyrannosaurus) — Firm 24Tyrannosaurus, boss Lv 50–60 (1 spawn slot)Volcano islands — entry regions Tier 3–8Rib ×3 (P3)
Tyrannosaurus Large Leg Bone & Large Skull — Sharp Section 3The same Tyrannosaurus carcassVolcano islandsLarge Leg Bone ×2, Large Skull ×1 (P3)
Leather (Tyrannosaurus) — Lightweight 4 (+ Tough Fiber 18)The same Tyrannosaurus carcassVolcano islandsLeather ×3 (P3)
Tarbosaurus rib & large forms — Firm 8 + Low Density 3Tarbosaurus, boss Lv 50–60 (3 spawn slots)SnowfieldRib ×2, Large Leg Bone ×2, Large Skull ×1 (all P3). The Alpha form, hunted on Snowfield unstable islands (Lv 65–70), drops the same parts in larger counts — Rib ×6
Tarbosaurus pelt / leather — Lightweight 4The same Tarbosaurus huntSnowfieldFrom the boss carcass above — no separate drop count for the pelt is printed in the verified data
Rib (Allosaurus) — Pointy 6Allosaurus, boss Lv 50–60 (3 spawn slots)DesertRib ×3 (P3). The Alpha carcass (unstable islands, Lv 70) yields Rib ×9
Allosaurus large bones — Pointy 4 + Heavy 2The same Allosaurus carcassDesertLarge Leg Bone ×2, Large Skull ×1 (P3)
Ceratosaurus large bones & rib — Pointy 4 + Heavy 2No verified hunt—The parts exist as materials, but Ceratosaurus has no page in the wiki's 96-animal index — a material-name reference only. No biome or drop is printed anywhere; this guide does not invent one
Amargasaurus bones — Pointy 3 + Heavy 2Amargasaurus, boss Lv 50–60 (1 spawn slot)VolcanoHerbivore Leg Bone ×2, Rib ×4, Large Leg Bone ×2, Skull ×1 (non-meat parts all P3). Pointy 3 + Heavy 2 is confirmed on the Herbivore Leg Bone and Skull; the Rib and Large Leg Bone forms are source-split — their item pages print no properties — so those two forms are unconfirmed carriers
Apatosaurus forms — Full 4 + High Density 2Apatosaurus, boss Lv 50–60 (1 spawn slot)SwampRib ×15 (P3) — by far the most generous star-carrier count — plus Large Leg Bone ×4 and Large Skull ×1 (P3), all carrying the same properties
Boss Armor parts — High Density 2Butchery from the big bossesVolcano / Snowfield / Desert (the bosses above)Tyrannosaurus Armor ×3, Tarbosaurus Armor ×3, Allosaurus Armor ×1 (P3; more from Alpha carcasses)
Obsidian — Sharp Section 4Gathered, not huntedObsidian nodes on 12 islands — Desert seas + Ancora / Safe HouseNodes, Lv 1–70. The accessible Sharp Section source — no boss required
Black Iron Ore — Firm 5 + Low Density 2Its own mining node34 islands — Craters in Tundra / Snowfield / Tropical Blue, plus 22 Volcano nodesMined from Black Iron nodes
Iron Ore — Firm 4 + Heavy 2Its own mining node41 islandsMined from Iron nodes — densest noted at TR4 and TR10
Saurolophus rib & leg bone — Lightweight 3 + Weak Structure 2Saurolophus, Lv 20–60 — not a bossTropicalRib ×2, Large Leg Bone ×2 (P class) — the farmable Lightweight source. Parasaurolophus (Tropical / Tropical Blue, Lv 50–60) drops identical parts
Maple log — Firm 4 + High Density 4No verified gathering spot—Maple Tree nodes appear on zero open islands in the absorbed wiki data, and the log item has no Islands section. The best Firm log on paper — where it comes from in practice is not in the current data, and this guide says so wherever Maple is recommended

Simple detail is on. The star-materials table and the full farm-address table above are hidden — the stacker, the drop-reality summary and every class page's own “Where to farm it” block stay visible. Switch Detail to Full (sidebar on desktop, the More menu on a phone) to see both tables. Nothing is removed; Full restores them exactly.

Outcome predictor

If I put these in, what does my weapon come out with?

The one rule that decides everything: a finished weapon inherits attributes only from its main (topmost) component — the head, blade or limb, the part that decides which weapon the assembly becomes. The Tang, the shaft and every other part contribute no attributes at all, however good the materials in them are. The original game's recipe tables label that first slot the same way — “Mat 1 (Main Ingredient, inherits buffs)” ◆ Original-game.

What that means at the bench. Spend your best material — and your processing — on the head, blade or limb. Processing a Tang or a shaft adds no attributes to the finished weapon, because those parts pass nothing on: a Surface-processed shaft is Sap spent for nothing. Process the main component, or don't process at all.

Predict the finished weapon's attributes

Pick (1) the material your main component is made from, (2) one processing route applied to that main component ◆, and (3) an optional mod. The tool totals the property line the finished weapon carries — the same maths the Material stacker uses — with the mod shown separately, because a mod is rolled onto the finished weapon afterwards; it is not inherited from any part. Fixed properties are wiki-verified; per-level values and processing effects are ◆ Original-game.

Only the routes a material's type actually has are offered — the same rule as the stacker. The copper alloys are a once-only transformation of copper itself, not a route stacked onto these carriers, so they aren't here either. This tool predicts the attribute line only: it does not give the weapon a base Attack, Penetration or Accuracy. Most branch outcomes have no printed stats anywhere; where the combat table does print a row for a weapon, those numbers are the weapon's own and sit separately from these property bonuses — see Weapon stats.

Want the component maths on its own, without the weapon around it? The Material stacker in Materials & properties totals the same carriers and routes. The mods' full rules — including that the Nail Spikes ceiling was reported from memory — are in Mods — spikes & tempering.

The crafter's path

What to make at each proficiency stage

Weaponcrafting rewards a specific order: burn the cheap stone lines early, keep your own work tools current, and let the tool tiers pay for the climb. Quests help — the Prodigal Pioneer chain "Level Up Weapon/Tool Crafting" pays skill points at proficiency 20, 40 and 60, exactly the three big gates.

W1–W10

Improvised stone, bare hands

The first rows open at proficiency 1 — Stone Blade, Wooden Club, makeshift shovel and hoe. Craft the 1H knife, axe and hammer lines, then the two-handed lines at W10. This is the cheapest proficiency there is — stone, straps and sticks — and every one of these lines, the two-handed knife included, climbs the same four-tier ladder from here to PRO-class at W60.

W15–W25

Bows, Standards and your first real products

Improvised Wooden Bow at W15; Standard tiers at W20 on the Workbench. At W25 the stone work tools (Lv 20–44) land — the first things other players will actually buy — alongside the bone gathering tools and Nail Spikes I, your first modification (a random Attack roll of +1 to +35 on an existing weapon — see Mods).

W40

Improved tiers

Workbench + work hammer. Everything assembles as head/blade + Tang + Improved Handle now, and the crossbow line opens with its Improved tier. Keep Tang production running — every Improved and PRO weapon consumes one.

W45

Bone and metal work tools — the steady-demand tier

Every gatherer needs work knives, axes, hammers, pickaxes, hoes, shovels, saws and harpoons, and they wear out. This tier (Lv 40–60) is the reliable income line for the rest of your career; see What to make for sale.

W60

PRO-class everything

Weapon Workbench + work hammer, Difficulty 1.5, Protosaurus material, Shaft-family handles. The PRO 1H Knife is the craftable flagship; the PRO Crossbow is the Attack flagship. Nothing craftable sits above this tier.

Ability 103–110

The specialist trio

Architect Hammer (103), Processing Axe (106), Tailor's Knife (110) — Lv 50–60 profession tools gated behind numbered ability links, not the skill line. The wiki itself flags them "not suitable as a weapon"; their combat-table stats are a bonus, not the point.

Milestones 133–176

Volcano and endgame components

Thorny Spine II (133/136), Seagull Bone Crossbow Limb II (146), Angled Metal Axe Head II (153/156), the Lava Hammer Heads (163/166) and the Double-Skull limbs (173/176) unlock from the Crafting milestone tables and feed the PRO hammer, bow and crossbow assemblies. Few crafters get here — which is precisely their market value.

Career courses: Weapon Crafting (13)

Pick a course in game; it completes when the named skill reaches the shown proficiency, and finishing unlocks a title of the same name whose bonus applies while worn. The Weapon Crafting track is the crafter's own ladder — +10 Weapon Crafting Ability across its titles, with Metal Processing and Handicraft side-tracks for axe and blunt makers.

CourseRequiresTitle bonus (while worn)
Weapon Crafting 101Weaponcrafting 1STR +3, DEX +7, Weapon Crafting Ability +1
Basic Sword ProductionWeaponcrafting 15DEX +15, Weapon Crafting Ability +2
Intermediate Sword ProductionWeaponcrafting 25DEX +23, Weapon Crafting Ability +3
Advanced Sword ProductionWeaponcrafting 40DEX +30, Weapon Crafting Ability +4
Basic Axe ProductionWeaponcrafting 15DEX +10, WIL +5, Metal Processing Ability +2
Intermediate Axe ProductionWeaponcrafting 25DEX +15, WIL +8, Metal Processing Ability +3
Advanced Axe ProductionWeaponcrafting 40DEX +20, WIL +10, Metal Processing Ability +4
Basic Blunt Weapon ProductionWeaponcrafting 15STR +10, DEX +5, Handicraft Ability +2
Intermediate Blunt Weapon ProductionWeaponcrafting 25STR +15, DEX +8, Handicraft Ability +3
Advanced Blunt Weapon ProductionWeaponcrafting 40STR +20, DEX +10, Handicraft Ability +4
Basic Bow ProductionWeaponcrafting 15STR +5, DEX +10, Weapon Crafting Ability +2
Intermediate Bow ProductionWeaponcrafting 25STR +8, DEX +15, Weapon Crafting Ability +3
Advanced Bow ProductionWeaponcrafting 40STR +10, DEX +20, Weapon Crafting Ability +4

Simple detail is on. The 13-row career-course table is hidden here — the stage-by-stage path above stays visible. Switch Detail to Full (sidebar on desktop, the More menu on a phone) to see every course and title bonus. Nothing is removed; Full restores it exactly.

Clan help

If your clan runs a Crafting Research Center (clan Lv 15), the Tool Crafting research adds Weapon Crafting +6, Handicraft +3 and Metal Processing +6 for every member while it runs (80,000 clan fund, 1 day). And the Quality Gathering advanced research doubles the latent/rare attribute rate near a held Outpost — worth timing your best material runs around.

What to make for sale

Demand logic — no source anywhere carries prices

No page in the wiki, and no other source behind this guide, prints market prices. What follows is demand logic: who needs the item, how often, and what competes with it. Margins will be set by the live market after launch.

Work tools, bone & metal tier

The reliable income line. Universal, repeat demand — every player consumes work knives, axes, hammers, pickaxes, hoes, shovels, saws and harpoons, and they wear out. If you make one thing for the market, make these.

PRO-class 1H knives

The best craftable version of the most-used weapon class. The only stronger 1H knife — the Katana — can't be crafted, so every buyer who wants the top of the class lands on crafters.

PRO crossbow

The strongest craftable Attack line in the game — and its top branch, the Double-Skull Crossbow, exists in no index, so buyers who don't know the tree don't know it exists. (It also has no printed stats; the line's published 130–157 is the number to quote.) ◆ The original game's era notes already called crossbow + one-handed the strong pairing — an original-game observation, flagged as such, but the Primoria stat table backs the crossbow half of it.

Volcano components

Lava Hammer Heads and Thorny Spine II are gated behind milestones (163/166, 133/136) that few crafters reach. Scarcity is the margin: if you can make them, most of the market can't.

The honest limit. This guide can tell you what players will need and what nobody else can supply. It cannot tell you what anything sells for — no source in the library carries market prices, and any guide that quotes you margins before the live market sets them is inventing numbers.

Open questions

What the sources don't settle — stated plainly
  • Item pages carry no combat stats, and the combat table files tools as weapons. The combat table is the sole wiki source for these numbers, but its classes are broader than the item categories — saws and harpoons are filed as one-handed knives, hoes and pickaxes as two-handed axes, shovels as two-handed blunt. This guide prints the numbers exactly as the table gives them but regroups the items by what they actually are: 30 fighting weapons in the nine classes, 29 tools in their own group. Where the two layers disagree in spirit, this guide says so.
  • Property effect values are ◆ original-game throughout. The wiki never prints what a rare unlocks or what a property level is worth. Only Lightweight → Accuracy is live-confirmed in Primoria (2026-11-01, at the original game's mapping). Everything else in Rare properties and Materials & properties awaits in-game verification.
  • Rows are not items — anywhere. The combat table's 59 rows are stat printouts, not a catalogue: the crafting page's 121 Weaponcrafting rows unlock 173 items (166 distinct), and the Two-Handed Knife is the clearest case — one printed stat row, but a full four-tier craft line (Improvised / Standard / Improved / PRO-class) whose higher tiers have no published stats. Any count in this guide states which of the two it is.
  • Sulfur-Tanned Material: which property it raises is printed nowhere (its recipe sits at Handicraft 163). It matters for leather handles and grips — unresolved.
  • Milestone components are not skill rows. The Lava Hammer Heads, Thorny Spine II pair, Seagull Bone Crossbow Limb II, Angled Metal Axe Head II and Double-Skull limbs appear only in the milestone tables and as PRO-assembly branches; several of their full recipes aren't printed anywhere the library could reach, and this guide leaves those cells blank rather than guessing.
  • Wiki quirks, preserved as printed: the work-tool URL slugs sit one material tier off their contents (the stone work axe carries a "bone" slug, the bone one a "metal" slug); the Stone Work Knife page omits its own namesake result; the PRO hammer assemblies key a branch on "Iron Horseman's Hammer Head" while the component page is titled "Horseman's Hammer Head". None of these change the numbers — they're flagged so a mismatch on the live wiki doesn't look like an error here.
  • Most weapons have no printed stats at all. The recipe outcome lists hold 285 entries naming at least 247 distinct items, but the combat table prints stats for 59 rows. Branch-only weapons — the Shoddy line, Obsidian knives, Ironwood Bow, Double-Skull Crossbow, Bent Bone Knife, Giant Razor, Lava Hammer and dozens more — exist as crafts with no published Attack / Penetration / Accuracy anywhere. This guide lists every branch in The weapon tree and marks stats as “no stats printed” rather than guessing numbers.
  • The mods' numbers are live knowledge, not wiki text. Nail Spikes I (Attack +1 to +35) and Lava Tempering I (Penetration +1 to +10 and Attack +1 to +25, both always applied) come from in-game observation; the wiki prints only that the recipes exist and that their outcome lists are empty. The Nail Spikes ceiling was given from memory (“if I'm not wrong”) and is flagged as unverified wherever it appears.
  • Road Sign Spear — the sources disagree. The weapons-and-tools catalogue lists it as crate-only, but the Standard, Improved and PRO Spear recipe pages each list “Road Sign → Road Sign Spear” as a branch outcome. Both are reported in this guide as printed; which one the live game honours is unresolved.
  • Two star carriers have no verified source. Ceratosaurus parts (Pointy 4) exist as materials, but Ceratosaurus has no page in the wiki's animal index — no hunt is printed anywhere. Maple logs (Firm 4 + High Density 4) appear on zero open islands in the absorbed data. Both are stated as unknowns in Where to farm it rather than given invented locations.
  • No price data exists in any source behind this guide. Everything in What to make for sale is demand logic; check the live market before pricing a batch.