Crafting
Crafting turns gathered materials into gear, potions, pet food and catalysts. Open the workshop from Professions → Crafting — one panel, seven disciplines, each with its own skill that climbs from 0 to 100 as you work. The four equipment benches (Blacksmith, Armorsmith, Leatherworker, Jeweller) forge gear through an interactive forging mini-game; Alchemy, the Culinarian and Runecrafting craft their recipes instantly.
The Four Equipment Benches
| Bench | Forges | Materials used |
|---|---|---|
| Blacksmith | Weapons | Volcanic Rock, Forest Wood, Old Relic, Sand Gem |
| Armorsmith | Chest armour, helmets, shields | Volcanic Rock, Soil, Old Relic, Sand Gem |
| Leatherworker | Leg armour, boots | Forest Wood, Marsh Bug, Shore Shell, Old Relic |
| Jeweller | Rings, necklaces | Sand Gem, Shore Shell, Ice Jewel, Ocean Fish |
- A bench can forge every catalogue item up to Epic — the same weapons and armour that shops sell and monsters drop. Bespoke gear (raid sets, dungeon-boss items, rare-monster trophies) keeps its own sources and cannot be crafted.
- Every crafted weapon rolls a random Element and a random Unleash element at the forge — a Fire blade that unleashes Lightning is a perfectly legal roll. Each forging is its own little gamble.
- Crafted pieces carry a value premium: they sell for 25% more than the catalogue copy — double for HQ — so routine crafting pays for itself.
Materials & Recipe Tiers
Materials come from Gathering. Each bench draws on its four materials in quantities that grow with the item's level, and from the Expert tier a boss material joins the bill — Dungeon Cores, Ancient Shards and Void Relics drop from dungeon bosses (not guaranteed). The bench lists the exact skill requirement beside every recipe.
| Tier | Item level | Skill | Materials (bench order) | Boss material |
|---|---|---|---|---|
| I — Apprentice | 1–10 | 0–5 | 3 / 2 / — / — | — |
| II — Journeyman | 11–75 | 5–25 | 5 / 3 / — / — | — |
| III — Adept | 76–200 | 25–48 | 8 / 5 / 2 / — | — |
| IV — Expert | 201–400 | 48–73 | 12 / 8 / 4 / — | Dungeon Core ×1 |
| V — Master | 401–700 | 73–87 | 18 / 12 / 8 / 3 | Ancient Shard ×1 |
| VI — Legendary | 701–2000 | 87–100 | 25 / 18 / 15 / 8 | Void Relic ×2 |
Beyond Level 2,000 the Sundered tiers (VII–IX) trade boss relics for the islands' own gathered materials — see the Patch 3.5 section further down this page.
The Forging Mini-game
Clicking Craft at an equipment bench commits the materials and opens a live forging session. Four bars tell the story:
- Progress — fill it to finish the item.
- Quality — decides Normal versus High Quality.
- Durability — every action wears it; hit zero before Progress completes and the craft fails (half the materials are salvaged, and the attempt still teaches a quarter of the usual skill).
- CP (Crafting Points) — the budget for finesse actions. Your cap is 90 + skill, and an Artisan's Tonic drunk before you start locks its bonus in for the whole craft.
| Action | Effect | Durability | CP |
|---|---|---|---|
| Steady Strike | +12 Progress | −4 | free — never fails |
| Tempered Strike | +18 Progress | −4 | 7 |
| Crushing Blow | +30 Progress, −8 Quality | −7 | free — the riskiest swing |
| Polish | +14 Quality | −3 | 18 |
| Engrave | +22 Quality | −5 | 26 |
| Crystal Reforge | +30 Durability | — | 88 — never fails |
- Risk lives in the greedy actions. At exactly the required skill they fail 6–18% of the time (a failed action grants nothing but still costs full CP and half its Durability). Every 2 skill points above the requirement shave the risk down, and 24 points over makes every action reliable. Steady Strike and Crystal Reforge never fail — there is always a safe, slow way through.
- Skill sharpens every blow — Progress and Quality gains scale up to +50% at skill 100, and the bars themselves grow with the item's level.
- The moon leans on the forge. Each phase shifts Progress and Quality gains, tool wear, and the HQ bar itself — the conditions strip above the bars shows tonight's terms.
- One craft at a time; cancelling forfeits the materials.
High Quality (✦ HQ)
Finish with Quality at or above the night's HQ threshold — 45–60% of the Quality bar, set by the moon phase — and the item mints High Quality: +20% to its stats (weapon damage included), double sale value, and double skill gain for the craft, with ✦ HQ stamped on the item's name. The instant disciplines (Alchemy, Culinarian, Runecrafting) don't roll quality — HQ is the forge's prize.
Beyond the Benches
- Alchemy — brew combat, utility and profession potions across Tiers I–IV, from starter Draughts to Supreme elixirs.
- Culinarian — cook pet food that raises a Tamer's companion down the Might / Speed / Fortitude / Arcana paths (Tiers I–VI).
- Runecrafting — added in Patch 3.0: forge Catalysts that empower a Runesmith's rune inscriptions. Anyone can craft and sell them; only Runesmiths can consume them.
Patch 3.1 — Mastercraft Assembly
From skill 48, each equipment bench (Blacksmith, Armorsmith, Leatherworker, Jeweller) gains a Mastercraft Assembly panel. Assembly recipes are dual-source: they consume a component item from your bag — any Epic item of the right kind at or above a level floor — plus gathered materials, boss trophies and gold. The result is a Masterwork: a Unique item that no shop sells, no monster drops, and no ordinary recipe makes.
| Bench | Masterwork | Component |
|---|---|---|
| Blacksmith | Caldera-Forged Edge (Lv 1,050, Fire) | Any Epic weapon Lv 800+ |
| Blacksmith | Phantom-Forged Blade (Lv 1,300, Dark) | Any Epic weapon Lv 1,000+ |
| Armorsmith | Ashen Plate (Lv 1,050) | Any Epic chest armour Lv 800+ |
| Armorsmith | Corrupted Plate (Lv 1,300) | Any Epic chest armour Lv 1,000+ |
| Leatherworker | Duskhide Treads (Lv 950) | Any Epic boots Lv 700+ |
| Jeweller | Volcanic Brace (Lv 1,050) | Any Epic ring Lv 700+ |
| Jeweller | Void Signet (Lv 1,300) | Any Epic ring Lv 1,000+ |
| Jeweller | Megalith Band (Lv 1,300) | TWO Epic rings Lv 1,000+ |
| ✦ Pinnacle Masterworks (skill 94–96) — surpass even Level 2,000 gear | ||
| Blacksmith | Sovereign's Edge (Lv 1,750, Dark) | Any Epic weapon Lv 1,400+ |
| Armorsmith | Worldheart Plate (Lv 1,750) | Any Epic chest armour Lv 1,400+ |
| Leatherworker | Voidwalker Treads (Lv 1,600) | Any Epic boots Lv 1,300+ |
| Jeweller | Eclipse Signet (Lv 1,700) | Any Epic ring Lv 1,400+ |
Weapon Masterworks take your class's signature form. Exactly like dungeon and raid boss weapon drops, an assembled weapon is re-forged for the crafter: a Magician assembles the Caldera-Forged Focus, an Archer a Longbow, a Lancer a Lance — the weapon kind, name and stat spread all follow your class (the six stats are redistributed on the same total budget, so no class's version is stronger). Craft on the character you want to wield it. Armour and ring Masterworks are class-agnostic, as armour always is.
Quality carries — the one exception. If every consumed component is a bench-crafted ✶ HQ item, the Masterwork itself is forged HQ: +20% to its stats and double value, with the ✶ HQ marker in its name. The panel announces it before you confirm ("Flawless components — this Masterwork will be forged HQ"). Since assembly always takes your lowest-level qualifying piece, lock (🔒) any cheaper non-HQ copies so your HQ components are the ones selected.
Patch 3.1 — Masterwork Days & the HQ Streak
Four per-discipline daily quests ask for 2 High Quality crafts at a named bench (double the generic Masterwork daily's rewards), and two weekly quests reward HQ work at any bench: Hands of Gold (5 HQ crafts, 40,000 gold) and — from level 40 — The Master Artisan (8 HQ crafts, 120,000 gold + 60,000 EXP). Separately, crafting 3 High Quality items in a row at one bench pays a flat +1.00 bonus skill point — a normal-quality craft resets the streak, and your progress (1/3, 2/3…) is shown on each craft result. The crafting log also gained ▶ replay links to step through any recorded craft.
Patch 3.5 — Recipe Bands to Level 3,000
Three new recipe bands cover the Sundered Reaches, each gated by that island's gathered material (crafting skill 100 required past Lv 1,000):
| Band | Material | Where it comes from |
|---|---|---|
| Lv 2,001–2,400 | Star-Iron ×3 | Gathering in the Starfall Tundra |
| Lv 2,401–2,700 | Vitrified Shard ×3 | Gathering in the Vitrified Wastes |
| Lv 2,701–3,000 | Spine-Stone ×4 | Gathering on the Worldspine |
Mastercraft Assembly gains two Pinnacle Masterworks at skill 100 — the Starfall Brand (weapon) and Worldspine Bulwark (chest), both Lv 2,800, both requiring an Epic Lv 2,500+ component plus the new materials and Umbral Residue from the Underworld's Umbral Deep. Runecrafting gains the Tier-4 Sundered Catalysts (+70% inscription power, skill 92, Umbral Residue required).
The Artisan’s Loop — Raising Skill 0→100
Every completed craft teaches its discipline, but the multipliers decide how fast you climb:
| Lever | Effect on skill |
|---|---|
| Craft at your frontier | Bigger, higher-tier pieces teach more — the bench lists each recipe’s skill requirement, so always work the highest tier you can open. |
| ✦ High Quality finish | Double skill for the craft — the single biggest lever. |
| 3 HQ in a row (one bench) | Flat +1.00 bonus skill point; a normal-quality craft resets the streak. |
| Masterwork Days dailies | Per-discipline daily: 2 HQ crafts at a named bench for double the generic daily’s rewards. |
| The HQ weeklies | Hands of Gold (5 HQ crafts, 40,000g) and from level 40 The Master Artisan (8 HQ crafts, 120,000g + 60,000 EXP) — any bench. |
| A failed forge | Not a total loss: half the materials are salvaged and a quarter of the usual skill is still learned. |
The rhythm of a fast climb: drink an Artisan’s Tonic before starting (its CP bonus locks in for the whole craft), open with safe Steady Strikes while Durability is rich, spend CP on Polish/Engrave to cross the night’s HQ line, and only reach for Crushing Blow when your skill is comfortably above the recipe (every 2 points over the requirement shaves the fail risk; 24 over makes every action reliable). Check the moon strip before committing an expensive craft — a generous phase can be worth more than a tier of skill.
Salvage & the Material Economy
Crafting eats materials at one end and produces sellable gear at the other — and the realm gives the loop a third leg:
- Mass Salvage (in your bag) breaks down unequipped gear in bulk into Ascension Dust for the Gear Ascension system — filter by rarity and a level ceiling, preview the exact Dust total before confirming, and per-item yields match single-item salvage exactly. Equipped and 🔒 locked items are never touched. Yesterday’s crafting practice is tomorrow’s Ascension fuel.
- Crafted gear sells at a 25% premium over the catalogue copy (double for HQ) — skilling up on sellable tiers pays for its own materials.
| Special material | Needed for | Source |
|---|---|---|
| Dungeon Core | Tier IV recipes (Lv 201–400) | Dungeon bosses (not guaranteed) |
| Ancient Shard | Tier V recipes (Lv 401–700) | Dungeon bosses (not guaranteed) |
| Void Relic ×2 | Tier VI recipes (Lv 701–2,000) | Dungeon bosses (not guaranteed) |
| Star-Iron | Lv 2,001–2,400 recipes | Gathering in the Starfall Tundra |
| Vitrified Shard | Lv 2,401–2,700 recipes | Gathering in the Vitrified Wastes |
| Spine-Stone | Lv 2,701–3,000 recipes | Gathering on the Worldspine |
| Umbral Residue | Pinnacle Masterworks · Tier-4 Catalysts | Kills in the Underworld’s Umbral Deep (1–2 per kill) |