Starsmith Idle Gear Crafting - 72 Legendary Pieces, 18 Series
How gear crafting works in Starsmith Idle: smelt ore into legendary equipment and collect 72 pieces across 18 series — the confirmed shape, minus invented lists.
How does gear crafting work?
You smelt ore into powerful gear — that is the official description of the crafting layer, and it sits alongside forging coins as one of the game’s two uses for your forge. Where coin production feeds the buy-more-production loop, gear crafting feeds a collection: the listing states you can “craft and collect 72 pieces of legendary gear across 18 series.”
Reading those two facts together gives the confirmed shape of the system:
- Gear is a long collection, not a single upgrade. Seventy-two pieces across eighteen series is a mid-to-late-game chase that spans many sessions.
- Series organize the set. Eighteen series of four suggests a themed grouping, though no official text confirms the per-series breakdown — treat “4 per series” as arithmetic, not announcement.
- All of it is legendary-grade. The collection target is explicitly “legendary gear”; the official pages describe no common or rare crafting tiers below it.
What is each piece of gear for?
This is where the honest answer is short: the official pages do not state what gear does. Whether pieces boost forge output, tap power, expedition results or pure collection completion has not been published, and no community measurements exist yet. The official listing presents gear as a core feature; its effect details live in the game, not in any text we can verify.
Where does the ore for smelting come from?
Two confirmed inputs feed the crafting layer:
- Forge production — the same engine that makes coins (the beginner loop).
- Expedition returns — parties sent into dungeons bring back materials alongside relics and battle tales, per the official feature list. That makes expeditions the likely deep-material source for the later series, though the official text does not bind specific materials to specific pieces.
How should a new player approach the collection?
Without documented costs or effects, strategy reduces to structure — and the structure is clear enough:
- Treat gear as the marathon layer. Coins and forges are the sprint; 72 pieces is where long-term play accrues.
- Craft whenever ore allows, idle or not. Every piece banked is progress the idle layer cannot undo — unlike coin upgrades, a crafted piece is permanent.
- Pair expeditions with crafting once unlocked. If dungeon materials feed the deeper series (the shape the feature list implies), expedition returns are the rarest inputs and worth sending parties for consistently.
- Finish the systems before optimizing them. With no published stats, the only measurable progress is pieces owned — collect first, theorize later.
Is there a gear list or tier ranking on this site?
Not yet, by design. A 72-piece list requires either official documentation or community measurement; neither exists as of 2026-08-31. Both the overview and this page will carry the list when it can be sourced.
Does gear carry over Succession?
Unconfirmed. The official text describes Succession as resetting your climb for Renown, but never states which purchases survive it. Treat any claim — including friendly ones — as unverified until tested.
For the reset layer that likely frames endgame crafting, see Succession explained; for the dungeon layer feeding materials, read expeditions.
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