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Materials

From ROIdle Wiki

Estate Materials are construction resources used to build and upgrade facilities in your Estate. There are two categories of materials: Raw Materials (gathered from nodes during hunts) and Processed Materials (crafted from raw materials at Processing Stations).

Overview

The Estate system uses four types of construction materials:

Each material type has seven tiers (I through VII), with higher tiers required for more advanced building upgrades.

Processing Station

The Processing Station is accessed from your Estate menu and allows you to convert raw materials into construction materials. Processing requires:

  • The appropriate processing facility (Stonemill, Sawmill, Tannery, or Forge)
  • Sufficient facility level for the tier you want to craft
  • Raw materials in your inventory or storage
  • Zeny to pay the station usage fee (5 Zeny per craft)

Processing Mechanics

Base Processing Requirements:

  • Input Ratio: 20 raw materials = 1 processed material
  • Success Rate: 100%
  • Output: 1 processed material per successful craft

Processing Times (Base):

Tier Processing Time
Tier I 10 seconds
Tier II 20 seconds
Tier III 30 seconds
Tier IV 1 minute 30 seconds
Tier V 2 minutes
Tier VI 4 minutes
Tier VII 8 minutes

Note: Processing times and material costs can be reduced by upgrading efficiency buildings (Workbench, Grinder, Leatherworking, Metallurgy).

Efficiency Upgrades

Each processing facility has a corresponding efficiency building that reduces both processing time and material requirements:

Processing Facility Efficiency Building Level 1 Bonus Level 2 Bonus
Sawmill Workbench -5% time and resources -10% time and resources
Stonemill Grinder -5% time and resources -10% time and resources
Tannery Leatherworking -5% time and resources -10% time and resources
Forge Metallurgy -5% time and resources -10% time and resources

Example with Efficiency Upgrades:

  • Base: 20 Stone I → 1 Brick I (10 seconds)
  • Grinder Level 1: 19 Stone I → 1 Brick I (9.5 seconds)
  • Grinder Level 2: 18 Stone I → 1 Brick I (9 seconds)

Raw Materials

Raw materials are gathered from nodes that appear during hunts in the Capital, Desert, Forest, and Mountains regions.

Stone

Source: Boulder gathering nodes

Item ID Tier Node Type Regions
Stone I 15120 1 Boulder I Capital, early hunting areas
Stone II 15121 2 Boulder II Capital, Desert
Stone III 15122 3 Boulder III Desert, Forest
Stone IV 15123 4 Boulder IV Forest
Stone V 15124 5 Boulder V Forest, Mountains
Stone VI 15125 6 Boulder VI Mountains
Stone VII 15126 7 Boulder VII Mountains (high-level areas)

Enhancement: The Stonemine Detector increases the chance of Boulder nodes appearing by 25% per level for their respective tier.

Logs

Source: Tree gathering nodes

Tier IV-VII logs have multiple variants (Cherry/Birch, Pine/Maple, etc.) that come from the same gathering nodes and are functionally identical.

Item ID Tier Variants Node Type Regions
Elm Log 15061 1 Tree I Capital, early hunting areas
Teak Log 15062 2 Tree II Capital, Desert
Poplar Log 15063 3 Tree III Desert, Forest
Cherry Log 15064 4 Cherry, Birch Tree IV Forest
Birch Log 15065 4 Cherry, Birch Tree IV Forest
Pine Log 15066 5 Pine, Maple Tree V Forest, Mountains
Maple Log 15067 5 Pine, Maple Tree V Forest, Mountains
Oak Log 15068 6 Oak, Willow Tree VI Mountains
Willow Log 15069 6 Oak, Willow Tree VI Mountains
Mahogany Log 15070 7 Mahogany, Walnut Tree VII Mountains (high-level areas)
Walnut Log 15071 7 Mahogany, Walnut Tree VII Mountains (high-level areas)

Hides

Source: Monster drops

Tier IV-VII hides have multiple variants (Thick/Scaly, Warped/Pristine, etc.) that drop from the same monsters and are functionally identical.

Item ID Tier Variants Dropped By
Shredded Hide 15023 1 Tier 1 monsters
Crude Hide 15025 2 Tier 2 monsters
Tanned Hide 15026 3 Tier 3 monsters
Thick Hide 15028 4 Thick, Scaly Tier 4 monsters
Scaly Hide 15029 4 Thick, Scaly Tier 4 monsters
Warped Hide 15030 5 Warped, Pristine Tier 5 monsters
Pristine Hide 15031 5 Warped, Pristine Tier 5 monsters
Dusk Hide 15033 6 Dusk, Tundra Tier 6 monsters
Tundra Hide 15034 6 Dusk, Tundra Tier 6 monsters
Aberrant Hide 15035 7 Aberrant, Drake Tier 7 monsters
Drake Hide 15036 7 Aberrant, Drake Tier 7 monsters

Metal Ore

Source: Ore/Mining gathering nodes

Tier IV-VII ores have multiple variants (Coal/Electrum, Meteorite/Vulcanite, etc.) that come from the same gathering nodes and are functionally identical.

Item ID Tier Variants Node Type Regions
Copper Ore 15000 1 Ore I Capital, early hunting areas
Tin Ore 15001 2 Ore II Capital, Desert
Iron Ore 15003 3 Ore III Desert, Forest
Electrum Ore 15006 4 Coal, Electrum Ore IV Forest
Meteorite Ore 15007 5 Meteorite, Vulcanite Ore V Forest, Mountains
Vulcanite Ore 15009 5 Meteorite, Vulcanite Ore V Forest, Mountains
Mithril Ore 15010 6 Mithril, Adamantite Ore VI Mountains
Adamantite Ore 15011 6 Mithril, Adamantite Ore VI Mountains
Titanium Ore 15013 7 Titanium, Aetherium Ore VII Mountains (high-level areas)
Aetherium Ore 15015 7 Titanium, Aetherium Ore VII Mountains (high-level areas)

Processed Materials

Processed materials are created at Processing Stations using raw materials. Each processed material requires its respective processing facility to be built and upgraded to the appropriate tier.

Bricks

Crafted At: Stonemill
Raw Material: Stone (20:1 base ratio)
Efficiency Building: Grinder

Item ID Tier Facility Level Base Cost Base Time Uses
Brick I 15140 1 Stonemill Lv. 1 20 Stone I 10s Estate Lv. 1, various facilities
Brick II 15141 2 Stonemill Lv. 2 20 Stone II 20s Estate Lv. 2, various facilities
Brick III 15142 3 Stonemill Lv. 3 20 Stone III 30s Estate Lv. 3, various facilities
Brick IV 15143 4 Stonemill Lv. 4 20 Stone IV 1m 30s Estate Lv. 4, various facilities
Brick V 15144 5 Stonemill Lv. 5 20 Stone V 2m Estate Lv. 5, various facilities
Brick VI 15145 6 Stonemill Lv. 6 20 Stone VI 4m Estate Lv. 6, various facilities
Brick VII 15146 7 Stonemill Lv. 7 20 Stone VII 8m Estate Lv. 7, various facilities

Planks

Crafted At: Sawmill
Raw Material: Logs (20:1 base ratio)
Efficiency Building: Workbench

Tier IV-VII planks display wood type names (Cherry, Birch, Pine, etc.) but are functionally identical within their tier.

Item ID Tier Wood Types Facility Level Base Cost Base Time Uses
Plank I 15100 1 Sawmill Lv. 1 20 Elm Log 10s Estate Lv. 1, various facilities
Plank II 15101 2 Sawmill Lv. 2 20 Teak Log 20s Estate Lv. 2, various facilities
Plank III 15102 3 Sawmill Lv. 3 20 Poplar Log 30s Estate Lv. 3, various facilities
Plank IV 15103 4 Cherry, Birch Sawmill Lv. 4 20 Cherry/Birch Log 1m 30s Estate Lv. 4, various facilities
Plank V 15104 5 Pine, Maple Sawmill Lv. 5 20 Pine/Maple Log 2m Estate Lv. 5, various facilities
Plank VI 15105 6 Oak, Willow Sawmill Lv. 6 20 Oak/Willow Log 4m Estate Lv. 6, various facilities
Plank VII 15106 7 Mahogany, Walnut Sawmill Lv. 7 20 Mahogany/Walnut Log 8m Estate Lv. 7, various facilities

Leather

Crafted At: Tannery
Raw Material: Hides (20:1 base ratio)
Efficiency Building: Leatherworking

Tier IV-VII leathers display hide type names (Thick, Scaly, Warped, etc.) but are functionally identical within their tier.

Item ID Tier Hide Types Facility Level Base Cost Base Time Uses
Leather I 15160 1 Tannery Lv. 1 20 Shredded Hide 10s Estate Lv. 1, various facilities
Leather II 15161 2 Tannery Lv. 2 20 Crude Hide 20s Estate Lv. 2, various facilities
Leather III 15162 3 Tannery Lv. 3 20 Tanned Hide 30s Estate Lv. 3, various facilities
Leather IV 15163 4 Thick, Scaly Tannery Lv. 4 20 Thick/Scaly Hide 1m 30s Estate Lv. 4, various facilities
Leather V 15164 5 Warped, Pristine Tannery Lv. 5 20 Warped/Pristine Hide 2m Estate Lv. 5, various facilities
Leather VI 15165 6 Dusk, Tundra Tannery Lv. 6 20 Dusk/Tundra Hide 4m Estate Lv. 6, various facilities
Leather VII 15166 7 Aberrant, Drake Tannery Lv. 7 20 Aberrant/Drake Hide 8m Estate Lv. 7, various facilities

Metal Beams

Crafted At: Forge
Raw Material: Metal Ore (20:1 base ratio)
Efficiency Building: Metallurgy

Tier IV-VII metal beams display ore type names (Coal, Electrum, Meteorite, etc.) but are functionally identical within their tier.

Item ID Tier Ore Types Facility Level Base Cost Base Time Uses
Metal Beam I 15180 1 Forge Lv. 1 20 Copper Ore 10s Estate Lv. 1, various facilities
Metal Beam II 15181 2 Forge Lv. 2 20 Tin Ore 20s Estate Lv. 2, various facilities
Metal Beam III 15182 3 Forge Lv. 3 20 Iron Ore 30s Estate Lv. 3, various facilities
Metal Beam IV 15183 4 Coal, Electrum Forge Lv. 4 20 Coal/Electrum Ore 1m 30s Estate Lv. 4, various facilities
Metal Beam V 15184 5 Meteorite, Vulcanite Forge Lv. 5 20 Meteorite/Vulcanite Ore 2m Estate Lv. 5, various facilities
Metal Beam VI 15185 6 Mithril, Adamantite Forge Lv. 6 20 Mithril/Adamantite Ore 4m Estate Lv. 6, various facilities
Metal Beam VII 15186 7 Titanium, Aetherium Forge Lv. 7 20 Titanium/Aetherium Ore 8m Estate Lv. 7, various facilities

Material Usage

Construction materials are used to build and upgrade Estate facilities. The amount and tier required depends on the facility and upgrade level.

Estate Level Requirements

The Estate building itself determines the maximum level of other facilities (except Processing facilities, which can be 1 level higher):

  • Estate Level 1 → Can build Tier I facilities
  • Estate Level 2 → Can upgrade to Tier II facilities
  • Estate Level 3 → Can upgrade to Tier III facilities
  • And so on through Level 7

Processing Facility Exception

Processing facilities (Sawmill, Stonemill, Tannery, Forge) can be upgraded **one level higher** than your Estate level. For example:

  • Estate Level 6 → Processing facilities can reach Level 7
  • This allows you to gather Tier VII materials before upgrading your Estate to Level 7

Common Material Combinations

Most facilities require all four material types for upgrades:

Example: Estate Level 2 Upgrade

  • 3 Brick II
  • 2 Plank II
  • 1 Leather II
  • 1 Metal Beam II
  • 250 Zeny
  • 5 minute construction time

See individual facility pages for complete upgrade requirements.