I humbly suggest you are thinking about this problem in the wrong way. Assuming we create a page for each item, and then create a page to pull and present that information on, for the Scholar Set of Armour alone is 64 pages to be created when there are only 4 actual different items.
The reason I suggest to you that your way of thinking about this problem is flawed is because unlike WoW, Fractured doesn't use a levelling system in any way. And at each level in WoW, they force you to use completely different items for items of a similar nature. To upgrade one item, you need completely different items and a different "pattern".
Lets use WoW's item Linen Bag as an example. To make a Linen Bag, you require two components that do not change and always produce the same outcome when crafted together to make the Linen Bag. To make a higher level bag type, you need a different recipe. You can't use say for example Mythweave and another item, to upgrade the Linen Bag.
Fractured doesn't do this, instead, it says something like, "I require any type of Cloth, and of that cloth type, I require 5 units of it," but it doesn't dictate or change the item you create, it does enchant the item based on the material used however, but its still the same item. In the table below, all Scholar Clothes have the same stats on the lines before it is separated out into different types of cloth. This works well for Scholar Clothes for the moment.
But might fully fail when you look at Ragged Clothes and think what could be possible for the game in three years time from now.
Because of this, I've convinced myself that the use of the InfoBox isn't the best place for this information. If we want to display this information, I wonder how to display it. The use of Categories for example comes to mind "Resource: Cloth" for example.
In three years time, the base template for Ragged Clothes could be - 5 {Resource: Cloth}, 2 Linen Thread, 2 {Resource: Rope}.
During this time we have also seen the following additions to the game, five different types of Rope and nine types of Cloth. This one item, will have (if I do math right) 9 [Cloths] * 5 [Ropes] = 45 different combinations! Presenting all those combinations is perhaps not the right thing to present.
I wonder then, if something like a item builder is possible. It pulls the materials you can use
{Resource: Cloth} - {Resource: Rope} - {Item: Linen Thread}
And when selected in some way, outputs the results.
Lets give the builder the following answers. {Resource: Cloth - Spider Silk Cloth} - {Resource: Rope - Spider Silk Rope} - {Item: Linen Thread}
On the Spider Silk Cloth page, a template tells the wiki that "Cloth" materials are possible and that when an item made from Spider Silk Cloth it has the following enchantments "Evasion +24, Durability +50%"
Spider Silk Rope says it provides "Evasion +2, Durability + 1%
Linen Thread still doesn't provide an enchantment.
The Ragged Cloth path itself provides "Base enchantments", and that another template updates to merge all this data and presents the final outcomes (or base outcomes if "character skill" changes the numbers.)
Thou its past 3am and I likely don't make any sense.