This is outdated information, behaviour/numbers may heavily changed with 100.1 and following Patches. This page needs to reflect the changes made to current implementation of the game. |
You can obtain Blueprints in several ways:
- Capture Flotsam on the open sea
- Find a Treasure using a Treasure Map
- Destroy Ship of the Damned and loot their dropped Flotsam
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). 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).
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.
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.
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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