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Crafting Guide

Crafting room

Crafting lets you gather resources and turn them into materials, equipment, potions, tools, and other useful items. The main crafting room contains a trader and all of the workstations described in this guide.

  • Basic crafting tools can be bought from the trader in the crafting room.
  • Improved tools can be made through Weapon-Smithing. These tools increase your chance of success.
  • To check your crafting leveling progress, open Journal β†’ Crafting Skills.
  • Standard recipes use the materials associated with their craft. Some recipes also need an extra component, usually gathered from a monster through Hunting, such as a boar tusk or a minotaur horn.

Difficulty colours

The name of a material or recipe is colour-coded to show its difficulty compared with your current crafting skill. From easier to harder, the colours are:

Relative difficulty Display colour
1 β€” easiest White
2 Green
3 Light blue
4 Dark blue
5 β€” hardest Red

The colour is a relative guide, not a displayed percentage. Improving the relevant skill or using a better tool increases the chance of success.

Crafting overview

Craft Maximum level What it does Tool Workstation or target
Mining 40 Gathers smithing ores, precious-metal ores, and gemstones. Pickaxe Boulders and mineral deposits in mines and dungeons
Weapon-Smithing 80 Creates weapons, tools, and weapon-making intermediate products. Blacksmith's hammer Anvil
Armor-Smithing 80 Creates helmets, circlets, shields, armour, and intermediate products. Blacksmith's hammer Anvil
Jewel-Making 80 Cuts gemstones and creates jewellery, staves, and off-hand accessories. Gem-cutting chisel Gem Cutter, Mould Machine, and Jeweller's Table
Sewing 80 Uses prepared hides and other textiles to make wearable equipment. None Loom
Tanning 40 Converts raw skins into materials ready for Sewing. None Curing Tub and Hide Rack
Hunting 40 Gathers skins and other useful parts from animals and monsters. Skinning knife Animal or monster remains in the world
Alchemy 40 Makes potions, acid vials, poisons, and other alchemical products. None Alchemist's Apparatus
Smelting 40 Converts mined ores into ingots. None Smelting Forge

The main production chains are:

  • Mining β†’ Smelting β†’ Weapon-Smithing, Armor-Smithing, or Jewel-Making
  • Hunting β†’ Tanning β†’ Sewing
  • Hunting and herb gathering β†’ Alchemy
  • Alchemy β†’ acid vials β†’ Tanning

Mining

Mining

Mining requires a pickaxe. Click boulders or mineral deposits in mines and dungeons to search for ore or gemstones.

After completing the mining cycle, the gathered ore can be taken to a Smelting Forge. A good starting location is the Old Mine occupied by goblins: travel one area south from Loftenwood, then continue east until you find the mine.

Mining materials

Smithing ores Precious-metal ores Gemstones Crafted item required level
Copper Silver Greenstone 4
Iron Amethyst 8
Syenite Topaz 12
Rubicite Gold Flame Opal 16
Verdicite Sapphire 20
Mithral Ruby 25
Adamantine Platinum Emerald 30
Myrkandite Diamond 35

Smelting

Smelting

Smelting uses ores gathered through Mining to produce ingots. Smithing ores become ingots for Weapon-Smithing and Armor-Smithing. Silver, gold, and platinum are used mainly by Jewel-Making.

How to smelt

  1. Place suitable ore into the Smelting Forge.
  2. Choose the flame size. Smaller flames are more difficult but can produce more ingots.
  3. Complete the crafting interaction and collect the resulting ingots.
Flame size Difficulty modifier Ingots gained
Largest flames Basic recipe difficulty 1 ingot
Medium flames Difficulty increased by 1 level 1–2 ingots
Smallest flames Difficulty increased by 2 levels 1–3 ingots

Medium and small flames can award more crafting experience because they increase the recipe difficulty.

Smelting materials

Input group Confirmed examples Output
Smithing ores Copper, Iron, Syenite, Rubicite, Verdicite, Mithral, Adamantine, Myrkandite Matching ingots
Precious-metal ores Silver, Gold, Platinum Matching ingots for Jewel-Making

Weapon-Smithing

Weapon-Smithing

Weapon-Smithing requires a blacksmith's hammer and an anvil. Use ingots and any recipe-specific components on the anvil, choose a recipe family, and complete the crafting interaction. Weapon-Smithing also creates improved crafting tools, which increase the chance of success in their associated crafts.

Recipe families

  • Light blades
  • Heavy blades
  • Axes
  • Bludgeoning weapons
  • Polearms
  • Exotic and oriental weapons
  • Throwing weapons
  • Tools
  • Intermediate products

Materials

Material type Use
Metal ingots Main material for metal weapons and crafting tools
Intermediate products Components made in an earlier crafting step
Hunting components Extra recipe-specific materials, such as tusks or horns

Crafted item examples

Item Level required Special properties
Verdicite Longsword 20 Socketed (1) [Normal]; Damage Bonus: Acid 1d12 Damage; Enhancement Bonus: +5
Myrkandite Longsword 40 Socketed (1) [Masterful]; Damage Bonus: Piercing 1d20 Damage; Enhancement Bonus: +8

Armor-Smithing

Armor-Smithing

Armor-Smithing requires a blacksmith's hammer and an anvil. Place the required ingots and any additional components on the anvil, choose the equipment category, and complete the crafting interaction.

Recipe families

  • Helmets
  • Circlets
  • Shields
  • Armour
  • Intermediate products

Materials

Material type Use
Metal ingots Main material for helmets, shields, and armour
Leather Additional material required for armour recipes
Intermediate products Components made in an earlier crafting step
Hunting components Extra materials required by selected recipes

Crafted item examples

Item Level required Special properties
Crafted Mithral Tower Shield 25 Ability Bonus: Strength +6; Armor Bonus: +6 (AC Shield Modifier)
Crafted Adamantine Chain Shirt Armor 30 Armor Bonus: +7 (AC Armor Modifier); Damage Resistance: Physical Resist 5/-

Jewel-Making

Jewel-Making

Jewel-Making is a three-stage craft. A gem-cutting chisel is used to cut gemstones, precious-metal ingots are formed into jewellery settings, and the finished components are assembled at the Jeweller's Table.

1. Cut gemstones

Use a Gem Cutter to cut a mineral gemstone into one of four shapes:

  • Square
  • Sphere
  • Navette
  • Radiant

2. Make jewellery settings

Use silver, gold, or platinum ingots at the Mould Machine to create a ring or amulet setting.

3. Assemble the item

Combine a cut gemstone with the appropriate setting at the Jeweller's Table. The Jeweller's Table is also used to create staves and off-hand accessories.

Materials

Stage Materials Result
Gem cutting Greenstone, Amethyst, Topaz, Flame Opal, Sapphire, Ruby, Emerald, Diamond Square, Sphere, Navette, or Radiant cut gemstone
Setting creation Silver, Gold, or Platinum ingot Ring or amulet setting
Jewellery assembly Cut gemstone + matching setting Ring or amulet
Staves and off-hand accessories [PLACEHOLDER: add confirmed component lists] Staff or off-hand accessory

Crafted item examples

Item Level required Special properties
Crafted Dexterity Ring With Emerald 30 Ability Bonus: Dexterity +7; Skill Bonus: Hide +15; Skill Bonus: Move Silently +15
Crafted Scarab With Sapphire 20 Armor Bonus: +5 (AC Natural Modifier); Improved Saving Throws: Universal +5

Hunting

Hunting

Hunting requires a skinning knife. Use it on suitable animal or monster remains to gather skins and other components.

Each skin tier has small, medium, and large variants. Different animals provide different sizes and tiers. Hunting can also produce monster parts used by Alchemy, as well as rarer components required by selected recipes in other crafts.

Skin tiers and animals

Skin quality Small skin Medium skin Large skin
Poor quality Rabbit Badger Deer
Average Boar Hyena Brown Bear
Quality Dire Boar Dire Wolf Dire Bear
Above average Cave Boar Shadow Mastiff Grizzly Bear
Superior Sewer Rat Worg Tiger
First-rate Polar Boar Shadow Beast Polar Bear
Masterful Malar Bat Malar Panther Dire Tiger

Hunting can also produce monster parts used by Alchemy, as well as rarer components required by selected recipes in other crafts. Examples include a boar tusk or minotaur horn.


Tanning

Tanning

Tanning converts skins gathered through Hunting into materials ready for Sewing.

How to tan skins

  1. Use the Curing Tub to create cured skins.
  2. Use the Hide Rack to turn cured skins into materials ready for Sewing.

Cured-skin recipes

Size Quality Tanning level Skin required Acid required
Small Poor quality 1 1 Γ— Skin of a Rabbit 1 Γ— Acid Vial, Giant Spider
Small Average 10 1 Γ— Skin of a Boar 1 Γ— Acid Vial, Bloodfly
Small Quality 15 1 Γ— Skin of a Dire Boar 1 Γ— Acid Vial, Dire Spider
Small Above average 20 1 Γ— Skin of a Cave Boar 1 Γ— Acid Vial, Cave Spider
Small Superior 25 1 Γ— Skin of a Sewer Rat 1 Γ— Acid Vial, Dark Spider
Small First-rate 30 1 Γ— Skin of a Polar Boar 1 Γ— Acid Vial, Wywern
Small Masterful 35 1 Γ— Skin of a Malar Bat 1 Γ— Acid Vial, Primeval Spider
Medium Poor quality 3 1 Γ— Skin of a Badger 1 Γ— Acid Vial, Giant Spider
Medium Average 13 1 Γ— Skin of a Hyena 1 Γ— Acid Vial, Bloodfly
Medium Quality 18 1 Γ— Skin of a Dire Wolf 1 Γ— Acid Vial, Dire Spider
Medium Above average 23 1 Γ— Skin of a Shadow Mastiff 1 Γ— Acid Vial, Cave Spider
Medium Superior 28 1 Γ— Skin of a Worg 1 Γ— Acid Vial, Dark Spider
Medium First-rate 33 1 Γ— Skin of a Shadow Beast 1 Γ— Acid Vial, Wywern
Medium Masterful 38 1 Γ— Skin of a Malar Panther 1 Γ— Acid Vial, Primeval Spider
Large Poor quality 5 1 Γ— Skin of a Deer 2 Γ— Acid Vial, Giant Spider
Large Average 15 1 Γ— Skin of a Brown Bear 2 Γ— Acid Vial, Bloodfly
Large Quality 20 1 Γ— Skin of a Dire Bear 2 Γ— Acid Vial, Dire Spider
Large Above average 25 1 Γ— Skin of a Grizzly Bear 2 Γ— Acid Vial, Cave Spider
Large Superior 30 1 Γ— Skin of a Tiger 2 Γ— Acid Vial, Dark Spider
Large First-rate 35 1 Γ— Skin of a Polar Bear 2 Γ— Acid Vial, Wywern
Large Masterful 40 1 Γ— Skin of a Dire Tiger 2 Γ— Acid Vial, Primeval Spider

After curing, use the matching cured skin at the Hide Rack to create the prepared material used by Sewing.


Sewing

Sewing

Sewing uses mainly the prepared hides made through Tanning to produce wearable equipment and intermediate products. Bring the required materials to the Loom, choose a recipe category, and complete the crafting interaction.

Recipe families

  • Boots
  • Gloves
  • Cloaks
  • Belts
  • Clothing and armour
  • Other items
  • Intermediate products

Materials

Material type Use
Prepared hides Main material for many wearable items
Intermediate products Components made in an earlier Sewing or Tanning step
Hunting components Extra recipe-specific materials

Crafted item examples

Item Level required Special properties
Crafted Superior Cloak of Fortification 20 Armor Bonus: +6 (AC Deflection Modifier); Improved Saving Throws: Universal +6
Crafted Superior Belt of Strength 25 Ability Bonus: Strength +6; Skill Bonus: Discipline +20

Alchemy

Alchemy

Alchemy uses gathered herbs and selected monster parts obtained through Hunting. At the Alchemist's Apparatus, these materials can be turned into potions, acid vials for Tanning, poisons, and other alchemical products.

Recipe families

  • Healing potions
  • Enhancing potions
  • Other potions
  • Protective potions
  • Bombs and grenades
  • Traps
  • Poisons
  • Intermediate products, including acid vials for Tanning

Materials

Material type Use
Gathered herbs Main ingredients for potion and alchemical recipes
Monster parts gathered through Hunting Ingredients for selected potions, poisons, and other products
Intermediate products Inputs for later Alchemy recipes or other crafts

Crafted item examples

Item Level required Special properties
Potion of Endurance 10 Ability Bonus: Constitution +4; Potion Duration: 1 hour; Use: Potion Single Use
Poison Vial, Strong 16 Damage Bonus: Poison 1d8 Damage; Potion Duration: 2 minutes; Use: Poison Weapon Single Use
en/craftingguide.1784380827.txt.gz Β· Last modified: 2026/07/18 13:20 by narsil