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.
| Weapon | Mastery ◆ | Specialisation ◆ | Good for (sheet's note) | Materials used |
| Sword | Critical Hit Chance 15% | Defense Penetration Rate 18% | PvP | Bone, Metal |
| Axe | Critical 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 |
| Spear | Action Speed 115% | Defense Penetration Rate 18% | Clan War (high damage from lance skills) | Bone, Metal |
| Bow | Accuracy 5% | Defense Penetration Rate 30% | PvP; constant damage, low accuracy; good in team hunting; bad for solo hunting (rarely stuns) | Bone, Metal |
| Crossbow | Aiming 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.