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You can obtain Blueprints in several ways:

Item Rarity of blueprints roughly corresponds to the rarity of the flotsam or treasure. It may vary +/-1 rarity level.

Use

Blueprints can all craft a specific object, when placed in the correct crafting location (e.g. Smithy Smithy). They offer a limited number of craftings, listed in the center right of the blueprint icon on the inventory screen. They do not allow crafting without the appropriate skill for that type of item. If you need Secrets of Wood to make Wood Walls, a blueprint does not overcome that requirement.

Item quality of Common usually only has small buffs, like 2% more HP for building components, or slightly more armor or thermal resistance for clothes. And these all require the same or slightly more resources as the base item players can craft.

Item quality above Common is more difficult to create, requiring both more resources in quality, but also variety in what you use. For instance, in this example, the player must use two different forms of each resource. (2 x 10) thatch, means two types of thatch, both of which you will spend 10 of to craft this blueprint. Here you can see that this player has two types of fiber, but only one type each of the other resources to craft this blueprint. Further, this blueprint can still be used 82 times and produces a Stone Floor that has 9.282% more durability (hit points).

Blueprint example

Not every region has two types of wood or thatch or stone or metal so you can see that travel to other regions or trade will be needed in order to craft higher quality gear.

Note: While blueprints of higher qualities will require multiple types of resources, once crafted, they can be repaired with a single type/generic resources.

Further Information

Crafting Bonus, Intelligence and Upgrade.

Parameter (ranges) altered by Blueprints

Kummba12 (talk) 06:58, 16 May 2019 (UTC) It seems to me that the stats ceiling is determined by the quality of the Map/floatsom. A bp from a 24 map can be better then a bp from a 16 map.

It seems there is a general range for each Item Rarity with 100% Basevalue:

  • 100-115
  • 100-130
  • 108-145
  • 120-160
  • 130-185
  • 140->250?

This is applied to Durability, Insulation(s), Armor Value and Weapon Damage. Other Buff Stats on Armor have lower max values (see Stamina). Melee Damage may even be only half of this. It seems (guesstimate/ highly speculative) each possible Stat is rolled on its own, independent from other rolls of the Item. Max Crafts / Max Updates are more Item Type specific then Item Rarity specific.

As of Patch 18.84

General

Values gathered from Weapons / Tools Blueprints before and after 18.84

Parameter Range Common Range Fine Range Journeyman Range Masterwork Range Legendary Range Mythical
Tools Weapons Crafts Remaining 1-7 2-6 2-6 1-8 2-6 1-3
Tools Weapons Max Upgrades 0-18 1-19 1-16 2-20 0-17 0-19
Durability
  • Crafting cost

Armor

  • Armor has Crafts remaining in the range of 10-27.
  • max Upgrades 0-20.

Parameter and Max Values of increase for Item Rarity with limited sample size (higher rarity even lower sample size):

Parameter Max Common Max Fine Max Journeyman Max Masterwork Max Legendary Max Mythical
Armor Value 110% 130% 150% 165% 185% 250%
Hypothermic Insulation (not Cloth) 110% 130% 150% 165% 185% 250%
Hyperthermic Insulation (only Cloth) 110% 130% 150% 165% 185% 250%
Stamina(%) 2 4,5 7,5 10,5 ? 14
Health(%) 2 4,5 7,5 10,5 ? 14
Intelligence(%) 2 4,5 7,5 10,5 ? >25 100.1
Oxygen 2 4,5 7,5 10,5 ? 14
Fortitude 2 4,5 7,5 10,5 ? 14
Weight(%) 2 4,5 7,5 10,5 ? 14
Melee Damage Multiplier(%) 1 2,25 3,75 5 6,4 ?
  • Torpidity is patched out
  • For Melee Damage Multiplier, the sample size is even smaller because all old items 18.84 do not show correctly
  • For Melee Damage Multiplier can be half of the other values which should be the same.

Tools

  • Weapon Damage

Weapons, Siege Weapons, Cannons, Defensiv Weapons

Parameter Range Common Range Fine Range Journeyman Range Masterwork Range Legendary Range Mythical
Weapon Damage 100-115 100-130 108-145 120-160 130-210 140-260

Sails

Information below are based on https://www.reddit.com/r/playatlas/comments/ax80m1/average_ship_blueprints_quality/, this thread contains some average Numbers and threshold for Keep / Craft.

Header Sail Parameter common avg / keep fine avg / keep Journeyman avg / keep Masterwork avg / keep Legendary avg / keep Mythical avg / keep
Weight Sails Sail Max Movement Weight - - - - - -
Handling Sails Sail Acceleration - - - - - -
Sail Effective Angle - - - - -
Speed Sails Sail Max Velocity 102 / 104 / 106 /110 109 / 115 (?) / 122/
Sail Turning Effectiveness - - - - - -
All Sails Durability - - - - - -

Building Parts

  • Max Crafts way higher like ~50
  • Stackable
  • Only Durability as Parameter
Type Common Fine Journeyman Masterwork Legendary Mythical
Planks 105 avg 110 (keep) 110 avg 120 (keep) 115 avg 130 (keep) 125 avg 140 (keep) 135 avg 150 (keep) 150 avg 160 (keep)
Deck - - - - - -
Wood - - - - - -
Stone - - - - - -

Fishing Rod

  • Effectiveness

Others

  • No additional Parameters

Blueprint Examples

Here some Pictures of Blunderbuss Blueprints, with variance in crafting cost.

BlueprintBB01


BlueprintBB02


BlueprintBB03


BlueprintBB04


BlueprintBB05


BlueprintBB06


BlueprintBB07

Notes / Uncategorised Stuff

Siege Weapons seems to be bugged in crafting costs, a good mythical Balista takes over ~1500 Ally for one craft. Other materials also >~10 times.

BlueprintBalista01

Mythical tools / armor / weapons take Myhtos for reparing too. After shooting a Mythical bow 13 Times it took 39 Mythos for reparing. Be aware if you plan to craft Mythical Gear for Farming. There is a screenshot in Upgrade which shows ~33 Mythos reqired for 3 Durability loss for mythical cloth gloves.

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