Production
Production professions turn what you gathered into something else: smithing smelts ingots and forges gear, carpentry saws planks, construction builds the pieces of your house, fletching makes arrows, cooking prepares dishes, alchemy brews potions, artisanry tans leather, weaves cloth, sews light and cloth armor and sets jewels, Runecrafting turns essence into runes and writes spell books, and Salvaging takes apart spare gear to recover part of its materials.
Skill
Skill rises by gathering what still challenges you. Each material teaches according to the level it asks for, and one far enough below yours gives only the minimum: there is no grinding the easy one, you have to move up the ladder.
| Skill | Amount |
|---|---|
| 10 | 179 |
| 25 | 1,121 |
| 40 | 5,009 |
| 60 | 17,405 |
Smithing
Smithing Cape: once Smithing reaches level 100, Mirela, smelter gives it to you through the quest Mastery: Smithing. Only masters wear it: it cannot be traded, sold or salvaged.
| Name | Skill | Yield | Gathered at |
|---|---|---|---|
| Bronze bar | 0 | ×1 | — |
| Iron bar | 15 | ×1 | — |
| Silver bar | 20 | ×1 | — |
| Steel bar | 30 | ×1 | — |
| Gold bar | 40 | ×1 | — |
| Mithril bar | 50 | ×1 | — |
| Obsidian bar | 70 | ×1 | — |
| Dragon bar | 85 | ×1 | — |
| Quests | Level | What it asks |
|---|---|---|
| Mastery: Smithing one-time | 1 | Smithing level 100 |
| The Bandit's Pass one-time | 24 | Finish: The Bandit Road Bring: Iron bar ×10 |
| The Pay one-time | 30 | Defeat Humanoid-type enemies ×60 Bring: Iron bar ×15 |
| Brakka Pass one-time | 34 | Defeat a boss ×3 Craft: Smithing ×10 |
| Hot anvil daily | 1 | Craft: Smithing ×5 |
Forge
The forge turns materials and gold into a piece of your choice. It almost always comes out common, but every piece rolls its rarity: your profession level, your charisma and the dragon hammer in your backpack raise it.
What you forge rolls rarity as it comes out: almost always common, sometimes better. Your profession level (double the chance at 100), your charisma (up to +50%) and the dragon hammer in your backpack (+25%) raise everything above common; even with everything maxed it is half of what a dungeon gives.
| How | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| Profession 1 | 88.68% | 7.45% | 2.98% | 0.83% | 0.06% |
| Profession 50 | 83.97% | 10.55% | 4.22% | 1.18% | 0.08% |
| Profession 100 | 79.66% | 13.39% | 5.35% | 1.49% | 0.11% |
| Profession 100 and charisma 100 | 74.6% | 16.71% | 6.69% | 1.86% | 0.13% |
| Profession 100, charisma 100 and dragon hammer | 70.15% | 19.65% | 7.86% | 2.19% | 0.16% |
| The ceiling (everything maxed) | 67.63% | 21.31% | 8.52% | 2.37% | 0.17% |
| Adventure loot | 62% | 25% | 10% | 2.8% | 0.2% |
| Dungeon loot | 35.23% | 42.61% | 17.05% | 4.77% | 0.34% |
Light and cloth chests and helmets and talisman rings and amulets are no longer forged: they are sewn and set in Artisanry
Chest11
| Name | Grade | Materials | Price | Skill |
|---|---|---|---|---|
| Apprentice Plate | I | Bronze bar×16 | 12,000 | Smithing 0 |
| Fang Plate | II | Iron bar×20Bronze bar×10 | 16,800 | Smithing 15 |
| Malice Plate | III | Steel bar×22Iron bar×11Bronze bar×6 | 24,000 | Smithing 30 |
| Bulwark Plate | III | Steel bar×22Iron bar×11Bronze bar×6 | 24,000 | Smithing 30 |
| Fury Plate | IV | Mithril bar×24Steel bar×12Iron bar×6 | 33,600 | Smithing 50 |
| Bastion Plate | IV | Mithril bar×24Steel bar×12Iron bar×6 | 33,600 | Smithing 50 |
| Warden Plate | IV | Mithril bar×24Steel bar×12Iron bar×6 | 33,600 | Smithing 50 |
| Titan Plate | V | Obsidian bar×26Mithril bar×13Steel bar×7 | 45,600 | Smithing 70 |
| Headsman Plate | V | Obsidian bar×26Mithril bar×13Steel bar×7 | 45,600 | Smithing 70 |
| Citadel Plate | V | Obsidian bar×26Mithril bar×13Steel bar×7 | 45,600 | Smithing 70 |
| Sanctum Plate | V | Obsidian bar×26Mithril bar×13Steel bar×7 | 45,600 | Smithing 70 |
Helm9
| Name | Grade | Materials | Price | Skill |
|---|---|---|---|---|
| Apprentice Helm | I | Bronze bar×10 | 8,000 | Smithing 0 |
| Fang Helm | II | Iron bar×12Bronze bar×6 | 11,200 | Smithing 15 |
| Malice Helm | III | Steel bar×14Iron bar×7Bronze bar×4 | 16,000 | Smithing 30 |
| Fury Helm | IV | Mithril bar×16Steel bar×8Iron bar×4 | 22,400 | Smithing 50 |
| Bastion Helm | IV | Mithril bar×16Steel bar×8Iron bar×4 | 22,400 | Smithing 50 |
| Titan Helm | V | Obsidian bar×16Mithril bar×8Steel bar×4 | 30,400 | Smithing 70 |
| Headsman Helm | V | Obsidian bar×16Mithril bar×8Steel bar×4 | 30,400 | Smithing 70 |
| Citadel Helm | V | Obsidian bar×16Mithril bar×8Steel bar×4 | 30,400 | Smithing 70 |
| Sanctum Helm | V | Obsidian bar×16Mithril bar×8Steel bar×4 | 30,400 | Smithing 70 |
Weapon111
Shield16
CarpentryCarpenter hammer
Carpentry Cape: once Carpentry reaches level 100, Hollis, cabinetmaker gives it to you through the quest Mastery: Carpentry. Only masters wear it: it cannot be traded, sold or salvaged.
| Tool | Level | Where it comes from |
|---|---|---|
| Carpenter hammer | 0 | Shop |
| Dragon carpenter hammer | 0 | Forge Smithing 85 |
| Name | Skill | Yield | Gathered at |
|---|---|---|---|
| Handle | 0 | ×1 | — |
| Pine plank | 0 | ×1 | — |
| Oak plank | 15 | ×1 | — |
| Birch plank | 35 | ×1 | — |
| Mahogany plank | 50 | ×1 | — |
| Arcane plank | 75 | ×1 | — |
| Redwood plank | 90 | ×1 | — |
| Willow plank | 30 | ×1 | — |
| Maple plank | 45 | ×1 | — |
| Yew plank | 60 | ×1 | — |
| Rough bow stave | 0 | ×1 | — |
| Huntsman's bow stave | 15 | ×1 | — |
| Recurve bow stave | 35 | ×1 | — |
| Longbow stave | 60 | ×1 | — |
| Warden's bow stave | 75 | ×1 | — |
| Crossbow stock | 45 | ×1 | — |
| Braced crossbow stock | 50 | ×1 | — |
| Siege crossbow stock | 75 | ×1 | — |
| Carved staff shaft | 35 | ×1 | — |
| Gnarled staff shaft | 60 | ×1 | — |
| Oracle's staff shaft | 75 | ×1 | — |
| Rough wand core | 0 | ×1 | — |
| Polished wand core | 15 | ×1 | — |
| Braided wand core | 35 | ×1 | — |
| Engraved wand core | 50 | ×1 | — |
| Echo wand core | 75 | ×1 | — |
| Quests | Level | What it asks |
|---|---|---|
| Mastery: Carpentry one-time | 1 | Carpentry level 100 |
| Workbench daily | 1 | Craft: Carpentry ×5 |
Weapon parts
The wooden body of bows, crossbows, staves and wands is made by the carpenter. The forge asks for one part instead of the planks; the metal stays the same.
- Where: at the carpenter's bench, with the carpenter's hammer in your backpack.
- One per weapon and tier: every weapon of that type and tier takes the same part, whatever its line.
- The woods: each part takes the plank of its tier and, from the third tier on, willow for what bends, maple for the stocks and yew for the top ones.
- They stack: you make several at once, keep them in your backpack and sell them on the market.
| Name | Skill | Materials | Cost | XP | For |
|---|---|---|---|---|---|
| Rough bow stave | Carpentry 0 | Pine plank×3 | 10 | 12 | |
| Huntsman's bow stave | Carpentry 15 | Oak plank×4 | 25 | 30 | |
| Recurve bow stave | Carpentry 35 | Birch plank×3Willow plank×2 | 45 | 78 | |
| Longbow stave | Carpentry 60 | Mahogany plank×3Yew plank×3 | 70 | 177 | |
| Warden's bow stave | Carpentry 75 | Arcane plank×3Yew plank×3 | 85 | 230 | |
| Crossbow stock | Carpentry 45 | Birch plank×3Maple plank×2 | 55 | 87 | |
| Braced crossbow stock | Carpentry 50 | Mahogany plank×3Maple plank×3 | 60 | 138 | |
| Siege crossbow stock | Carpentry 75 | Arcane plank×3Maple plank×3 | 85 | 201 | |
| Carved staff shaft | Carpentry 35 | Birch plank×3Willow plank×2 | 45 | 78 | |
| Gnarled staff shaft | Carpentry 60 | Mahogany plank×3Yew plank×3 | 70 | 177 | |
| Oracle's staff shaft | Carpentry 75 | Arcane plank×4Yew plank×2 | 85 | 230 | |
| Rough wand core | Carpentry 0 | Pine plank×2 | 10 | 12 | |
| Polished wand core | Carpentry 15 | Oak plank×2 | 25 | 15 | |
| Braided wand core | Carpentry 35 | Birch plank×2Willow plank×1 | 45 | 39 | |
| Engraved wand core | Carpentry 50 | Mahogany plank×2Maple plank×2 | 60 | 92 | |
| Echo wand core | Carpentry 75 | Arcane plank×2Yew plank×2 | 85 | 144 |
Shipyard
Boats let you head out to sea. They are built from planks at the Shipyard, with the carpenter's hammer in your backpack, and they are not equipped: carrying one in your backpack is enough.
ConstructionBuilder's mallet
Construction Cape: once Construction reaches level 100, Tobiah, builder gives it to you through the quest Mastery: Construction. Only masters wear it: it cannot be traded, sold or salvaged.
| Tool | Level | Where it comes from |
|---|---|---|
| Builder's mallet | 0 | Shop |
| Dragon builder's mallet | 0 | Forge Smithing 85 |
| Name | Skill | Yield | Gathered at |
|---|---|---|---|
| Pine frame | 0 | ×1 | — |
| Oak wall | 10 | ×1 | — |
| Birch roof | 25 | ×1 | — |
| Mahogany floor | 40 | ×1 | — |
| Arcane beam | 60 | ×1 | — |
| Redwood arch | 80 | ×1 | — |
| Quests | Level | What it asks |
|---|---|---|
| Mastery: Construction one-time | 1 | Construction level 100 |
Fletching
Fletching Cape: once Fletching reaches level 100, Sven, hunter gives it to you through the quest Mastery: Fletching. Only masters wear it: it cannot be traded, sold or salvaged.
| Name | Skill | Yield | Gathered at |
|---|---|---|---|
| Pine shafts | 0 | ×1 | — |
| Oak shafts | 15 | ×1 | — |
| Willow shafts | 30 | ×1 | — |
| Birch shafts | 35 | ×1 | — |
| Maple shafts | 45 | ×1 | — |
| Mahogany shafts | 50 | ×1 | — |
| Yew shafts | 60 | ×1 | — |
| Arcane shafts | 75 | ×1 | — |
| Sequoia shafts | 90 | ×1 | — |
| Quests | Level | What it asks |
|---|---|---|
| Mastery: Fletching one-time | 1 | Fletching level 100 |
Fletching
Fletching makes the ammunition for bows and crossbows in three steps, like Old School but with shafts of a specific wood: that brings woodcutting into the chain, and good arrows cost good trees.
- Arrowheads, at the anvil (smithing): one bar makes fifteen arrowheads of its metal.
- Shafts, at the fletching table, in the crafts row north of the square: one log gives fifteen shafts of its wood, whatever the tree: each arrow asks for the wood of its tier.
- Arrows, at the same table: fifteen shafts, fifteen arrowheads and fifteen feathers make fifteen arrows. They go straight to your backpack.
The arrows
One per metal, from weakest to best; then the Boreal arrow, the special one, made with sequoia shafts and both rare feathers; and at the end the unique ones from the special set, which cannot be crafted: they will drop from dungeon bosses (soon). The level is the character level needed to shoot it; experience is per batch of fifteen.
| Name | Skill | Level | Damage | Materials | XP |
|---|---|---|---|---|---|
| Bronze arrows×15 | Fletching 0 | 0 | 2 | Pine shafts×15Bronze arrowheads×15Feather×15 | 12 |
| Iron arrows×15 | Fletching 15 | 6 | 3 | Oak shafts×15Iron arrowheads×15Feather×15 | 22 |
| Silver arrows×15 | Fletching 30 | 11 | 4 | Willow shafts×15Silver arrowheads×15Feather×15 | 35 |
| Steel arrows×15 | Fletching 35 | 22 | 5 | Birch shafts×15Steel arrowheads×15Feather×15 | 42 |
| Gold arrows×15 | Fletching 45 | 28 | 7 | Maple shafts×15Gold arrowheads×15Feather×15 | 60 |
| Mithril arrows×15 | Fletching 55 | 33 | 8 | Mahogany shafts×15Mithril arrowheads×15Feather×15 | 85 |
| Obsidian arrows×15 | Fletching 65 | 39 | 10 | Yew shafts×15Obsidian arrowheads×15Feather×15 | 130 |
| Dragon arrows×15 | Fletching 85 | 45 | 12 | Arcane shafts×15Dragon arrowheads×15Feather×15 | 220 |
| Boreal arrows×15 | Fletching 92 | 48 | 13 | Sequoia shafts×15Dragon arrowheads×15Ice feather×15Luminous feather×15 | 300 |
| Frost arrows Unique | — | 39 | 11 | Not craftable: it will drop from dungeon bosses (soon) | — |
| Dusk arrows Unique | — | 47 | 14 | Not craftable: it will drop from dungeon bosses (soon) | — |
| Dawn arrows Unique | — | 50 | 15 | Not craftable: it will drop from dungeon bosses (soon) | — |
Arrowheads (smithing)
| Name | Materials | Per bar | Skill | XP | Used by |
|---|---|---|---|---|---|
| Bronze arrowheads | Bronze bar×1 | ×15 | Smithing 5 | 8 | Bronze arrows |
| Iron arrowheads | Iron bar×1 | ×15 | Smithing 20 | 14 | Iron arrows |
| Silver arrowheads | Silver bar×1 | ×15 | Smithing 25 | 17 | Silver arrows |
| Steel arrowheads | Steel bar×1 | ×15 | Smithing 35 | 23 | Steel arrows |
| Gold arrowheads | Gold bar×1 | ×15 | Smithing 45 | 31 | Gold arrows |
| Mithril arrowheads | Mithril bar×1 | ×15 | Smithing 55 | 39 | Mithril arrows |
| Obsidian arrowheads | Obsidian bar×1 | ×15 | Smithing 75 | 58 | Obsidian arrows |
| Dragon arrowheads | Dragon bar×1 | ×15 | Smithing 90 | 74 | Dragon arrows Boreal arrows |
The shafts
| Name | Materials | Per log | Skill | XP |
|---|---|---|---|---|
| Pine shafts | Pine log×1 | ×15 | Fletching 0 | 6 |
| Oak shafts | Oak log×1 | ×15 | Fletching 15 | 12 |
| Willow shafts | Willow log×1 | ×15 | Fletching 30 | 20 |
| Birch shafts | Birch log×1 | ×15 | Fletching 35 | 23 |
| Maple shafts | Maple log×1 | ×15 | Fletching 45 | 31 |
| Mahogany shafts | Mahogany log×1 | ×15 | Fletching 50 | 35 |
| Yew shafts | Yew log×1 | ×15 | Fletching 60 | 43 |
| Arcane shafts | Arcane log×1 | ×15 | Fletching 75 | 58 |
| Sequoia shafts | Sequoia log×1 | ×15 | Fletching 90 | 74 |
The feathers
One feather per arrow. The common one is sold by Ivo, the fletcher, in the crafts row north of the square, in front of the big stone forge, on the left of the road, with his fletching table right beside him; the ice and luminous ones, for the Boreal arrow, cannot be obtained yet: creatures will drop them.
| Name | Where it comes from | Used by |
|---|---|---|
| Feather | Shop | Bronze arrows Iron arrows Silver arrows Steel arrows Gold arrows Mithril arrows Obsidian arrows Dragon arrows |
| Ice feather | Creature drops (soon) | Boreal arrows Frost arrows |
| Luminous feather | Creature drops (soon) | Dusk arrows Dawn arrows |
Cooking
There are no nodes for this trade on the map yet: its materials exist and its tool is sold, but there is nowhere to gather them.
Cooking Cape: once Cooking reaches level 100, Elvira, farmer gives it to you through the quest Mastery: Cooking. Only masters wear it: it cannot be traded, sold or salvaged.
| Name | Skill | Yield | Gathered at |
|---|---|---|---|
| Cooked shrimp | 0 | ×1 | — |
| Roast game | 0 | ×1 | — |
| Grilled sardine | 5 | ×1 | — |
| Grilled trout | 20 | ×1 | — |
| Roast beast | 20 | ×1 | — |
| Grilled salmon | 30 | ×1 | — |
| Roast serpent | 30 | ×1 | — |
| Grilled tuna | 35 | ×1 | — |
| Boiled crab | 40 | ×1 | — |
| Roast leviathan | 45 | ×1 | — |
| Grilled snapper | 46 | ×1 | — |
| Grilled swordfish | 50 | ×1 | — |
| Frost roast | 55 | ×1 | — |
| Roast phoenix | 70 | ×1 | — |
| Grilled abyssal fish | 80 | ×1 | — |
| Quests | Level | What it asks |
|---|---|---|
| Mastery: Cooking one-time | 1 | Cooking level 100 |
Cooking
Cooking does not heal: it grants long buffs that run in real time, even offline. Anyone can eat a dish and get its effect; Cooking level is only needed to cook. The cook sells, and fighters and gatherers buy.
- Cook at the great oven in the tavern, by the fireplace (Marta the cook runs it) or at any campfire: a raw fish or meat becomes its cooked version. It can burn: 35 % right at the required level, dropping evenly to nothing 20 levels above. Burning teaches 1 experience, always the same.
- Make the dish, only at the great oven, with two or three cooked items. High dishes mix fish and meat.
- Eat: from your backpack or stash, at any time, even during an outing: it counts for the fights still ahead from that moment, and whatever runs out stops counting the moment it does.
The meats
Only animals drop them (no skeletons, golems or spirits), from the outing's energy budget: 0.54 pieces per energy point, shared among its creatures; Butchery adds up to double. They all share one drawing.
| Name | Skill | Dropped by |
|---|---|---|
| Game meat | Cooking 0 | Wolf Level 1, Fox Level 2, Hawk Level 4, Turtle Level 5 |
| Beast meat | Cooking 20 | Toad Level 17, Werewolf Level 18, Gorilla Level 21, Tiger Level 22, Jungle Werewolf Level 24, Thorn Lizard Level 26 |
| Serpent meat | Cooking 30 | Mine Serpent Level 17, Feathered Sand Serpent Level 30 |
| Leviathan meat | Cooking 45 | Shark Level 45, Brown Leviathan Level 48, Leviathan Level 48, Kraken Level 49 |
| Frost meat | Cooking 55 | Snow Wolf Level 50, Yeti Level 53, Festive Yeti Level 54 |
| Phoenix meat | Cooking 70 | Desert Phoenix Level 29, Inferno Phoenix Level 56 |
Cooked food
| Name | Materials | Skill | XP |
|---|---|---|---|
| Cooked shrimp | Shrimp×1 | Cooking 0 | 1 |
| Grilled sardine | Sardine×1 | Cooking 5 | 3 |
| Grilled trout | Trout×1 | Cooking 20 | 14 |
| Grilled salmon | Salmon×1 | Cooking 30 | 20 |
| Grilled tuna | Tuna×1 | Cooking 35 | 23 |
| Boiled crab | Crab×1 | Cooking 40 | 27 |
| Grilled snapper | Red snapper×1 | Cooking 46 | 31 |
| Grilled swordfish | Swordfish×1 | Cooking 50 | 35 |
| Grilled abyssal fish | Abyssal fish×1 | Cooking 80 | 63 |
| Roast game | Game meat×1 | Cooking 0 | 1 |
| Roast beast | Beast meat×1 | Cooking 20 | 7 |
| Roast serpent | Serpent meat×1 | Cooking 30 | 10 |
| Roast leviathan | Leviathan meat×1 | Cooking 45 | 15 |
| Frost roast | Frost meat×1 | Cooking 55 | 19 |
| Roast phoenix | Phoenix meat×1 | Cooking 70 | 26 |
Combat dishes
Sheet modifiers while it lasts. None exceeds the best tier of its modifier on a jewel, and from Cooking 40 all have a drawback, so each build picks its own.
Profession dishes
For gatherers and crafters: more chance to gather double, faster swings, more profession experience or saving materials.
| Name | Skill | Materials | Effect | Lasts | XP |
|---|---|---|---|---|---|
| Shrimp broth | Cooking 10 | Cooked shrimp×3 | Chance to gather double +5 % | 45 min | 6 |
| River soup | Cooking 15 | Grilled sardine×2Roast game×1Silverlily×1 | Gathering pace +5 % | 45 min | 10 |
| Salmon stew | Cooking 30 | Grilled salmon×2Roast game×1 | Profession experience +8 % | 1 h | 20 |
| Pickled crab | Cooking 45 | Boiled crab×2Roast serpent×1 | Chance to save materials +10 % | 1 h | 31 |
| Abyssal broth | Cooking 85 | Grilled abyssal fish×2Frost roast×1 | Chance to gather double +10 % Gathering pace -10 % Profession experience +10 % |
1 h 30 min | 68 |
| Country bread | Cooking 8 | Wheat×3 | Gathering pace +5 % | 45 min | 5 |
| Apple compote | Cooking 18 | Apple×3 | Profession experience +6 % | 45 min | 13 |
Campfires and burnt food
Raw food can be cooked at the campfires of the world (not dishes), like in Old School, with 10 more points of burn chance than at the great oven. They are all outdoors in Aurelia, in the villages, by the piers and at the city exits: none inside a house, a mine or a dungeon.
Burnt food does not vanish: you get its burnt version, one per ingredient. It is useless: from the cooking window, by the oven or a campfire, you throw it all into the fire at once. Nobody buys it.
Each ingredient takes its own time: shrimp in half a minute, abyssal fish or phoenix meat in a couple of minutes, at the campfire and at the kitchen.
There are two cooking modifiers: lower burn chance (up to 50 % less) and faster cooking (up to 30 %). Gear pieces (like cooking gauntlets) and some dishes will grant them; none exist yet. The kitchen window shows the breakdown: base, your level, the campfire and what items and food add.
Where the campfires are
| Campfire | Nearby | |
|---|---|---|
| The harbor, east of the square | Shrimp Willow log Silverlily | See on the map |
| The northern fishing hamlet | See on the map | |
| The statue peninsula on the east lake | See on the map | |
| The west exit of the city | Sage | See on the map |
| The north pier | Birch log Yew log | See on the map |
| The desert village | See on the map | |
| The snowy village square | See on the map | |
| The northeast camp | See on the map | |
| The south pier | Salmon | See on the map |
| Clan fortress, members only | Dewbell | See on the map |
Who runs it
Marta the cook stands by her great oven in the tavern, next to the fireplace: she explains cooking and campfires. She neither buys nor sells; burnt food goes into the fire. Ivo the fletcher stands in the crafts row north of the square, on the left of the road in front of the big stone forge, with his fletching table beside him, and sells feathers and bronze arrows.
Marta, the cook Ivo, the fletcher Great oven
Burnt food
Food slots
There is 1 food buff slot. Only food counts: potions and spells do not take it. Eating the same dish renews it; a different one, with no free slot, replaces the one ending soonest.
Two unique jewels from the special set add one slot each, up to 3: the Glutton's Ring (T4), which in exchange makes harmful effects on you last twice as long, and the Host's Medallion (T5).
The food slot: below your character, on the right. Put a dish there (drag it, or from the dish menu) and, during any activity (an outing, a craft, processing or gathering), when its effect ends the next one is eaten on its own, right on time, even if you are offline: you are never left without the effect. If another dish you ate by hand takes the spot, it waits for it to end. Whatever you cook of that dish goes into the slot. On an outing screen it shows under your frame as a permanent effect: you can drop a dish there and right-click to take it out. For Order members, it is also eaten on its own outside activities (one click turns that off or on).
The row of little icons under your frame and your target's shows what each one has on: dishes with their time left and spell shields; green is good, red is bad.
Glutton's Ring Host's Medallion
Coming next
Farming, with fruit and vegetables for recipes; clan feasts, cooked in the clan hall kitchen, giving a buff to the whole clan; and more ingredients in creature drops.
Alchemy
Alchemy Cape: once Alchemy reaches level 100, Teo, alchemy apprentice gives it to you through the quest Mastery: Alchemy. Only masters wear it: it cannot be traded, sold or salvaged.
| Quests | Level | What it asks |
|---|---|---|
| Mastery: Alchemy one-time | 1 | Alchemy level 100 |
| Ink and Blood one-time | 20 | Defeat Spirit-type enemies ×24 Craft: Alchemy ×5 |
| Worn Seals one-time | 34 | Defeat Spirit-type enemies ×40 Craft: Alchemy ×10 |
| Moss and Ash one-time | 41 | Gather: Herbalism ×20 Craft: Alchemy ×5 |
| Potion order daily | 1 | Craft: Alchemy ×5 |
Alchemy
Alchemy mixes the herbs from herbalism into potions. Food is eaten before heading out; a potion works inside the fight: it is drunk on its own when needed, as long as it is in your potion slot. It heals, restores mana, stops poison or gives you an edge against a boss. The exception is the energy potion: that one you drink by hand, outside your outings.
- Where: at a cauldron. The alchemy cauldron of Aurelia, in the crafts row north of the square and on the right of the road, run by Selene the alchemist, brews potions below level 60; those of level 60 and up only brew at the lava cauldron, at the fire dungeon entrance (which also brews every combat potion); and the energy potion only at the arcane cauldron, by the frozen lake. Selene sells empty vials, 100 for 10,000. She does not sell herbs: those are cut.
- Mix: each potion takes two herbs of its tier (the highest ones, one more of another herb) and a vial. It asks for a bit more Alchemy than its herb asks for Herbalism, so the alchemist levels behind the herbalist, or buys from them.
- Carry it: below your character, on the left, is the potion slot. Put the one you want to bring there (drag it or double-click it) and the outing drinks it on its own every time its condition is met, with no limit: several in the same fight if needed. Potions in your backpack are not drunk. Whatever you brew or buy of that same potion goes into the slot.
The vial
| Name | Sold by | Price |
|---|---|---|
| Empty vial | Selene, alchemist | ×100 · 10,000 |
The potions
Goes in the potion slot: drunk on its own during a run when its condition is met. No limit: drunk every time it is needed
| Name | Skill | Materials | What it does | Where | Takes | XP |
|---|---|---|---|---|---|---|
| Minor health potion | Alchemy 0 | Sage×2Empty vial×1 | If your health drops below 35 %: heals 15 % of your health | Alchemy cauldron Lava cauldron | 21 s | 4 |
| Health potion | Alchemy 15 | Silverlily×2Empty vial×1 | If your health drops below 35 %: heals 21 % of your health | Alchemy cauldron Lava cauldron | 34 s | 8 |
| Fury potion | Alchemy 20 | Emberbloom×2Empty vial×1 | Against a boss: drunk at the start and lasts that fight +8 % damage |
Alchemy cauldron Lava cauldron | 38 s | 10 |
| Antidote | Alchemy 30 | Mandrake×2Scorpion stinger×1Empty vial×1 | If you are poisoned or bleeding: stops both, and they don't come back that fight | Alchemy cauldron Lava cauldron | 46 s | 14 |
| Mana potion | Alchemy 40 | Dewbell×2Empty vial×1 | If your mana drops below 20 %: restores 21 % of your mana | Alchemy cauldron Lava cauldron | 55 s | 19 |
| Major mana potion | Alchemy 50 | Moonflower×2Bottled ectoplasm×1Empty vial×1 | If your mana drops below 20 %: restores 35 % of your mana | Alchemy cauldron Lava cauldron | 1 min | 24 |
| Precision potion | Alchemy 60 | Duskrose×2Black candle×1Empty vial×1 | Against a boss: drunk at the start and lasts that fight +5 critical chance +15 % critical damage |
Lava cauldron | 1.2 min | 30 |
| Major health potion | Alchemy 75 | Bloodroot×2Sage×1Jar of slime×1Empty vial×1 | If your health drops below 35 %: heals 28 % of your health | Lava cauldron | 1.4 min | 40 |
| Dragon elixir | Alchemy 90 | Dragoncrown×2Bloodroot×1Eternal ember×1Empty vial×1 | Against a boss: drunk at the start and lasts that fight +12 % damage +10 % armor No harmful effect sticks to you |
Lava cauldron | 1.6 min | 52 |
| Energy potion | Alchemy 95 | Dragoncrown×3Bloodroot×2Black rose×1Empty vial×1 | Restores 30 energy when drunk, never above your maximum. One every 12 h | Arcane cauldron | 1.7 min | 56 |
| Minor health tonic | Alchemy 0 | Sage×2Empty vial×1 | If your health drops below 70 %: heals 5 % of your health | Alchemy cauldron Lava cauldron | 21 s | 4 |
| Health tonic | Alchemy 15 | Silverlily×2Empty vial×1 | If your health drops below 70 %: heals 7 % of your health | Alchemy cauldron Lava cauldron | 34 s | 8 |
| Major health tonic | Alchemy 75 | Bloodroot×2Sage×1Jar of slime×1Empty vial×1 | If your health drops below 70 %: heals 10 % of your health | Lava cauldron | 1.4 min | 40 |
| Mana tonic | Alchemy 40 | Dewbell×2Empty vial×1 | If your mana drops below 60 %: restores 8 % of your mana | Alchemy cauldron Lava cauldron | 55 s | 19 |
| Major mana tonic | Alchemy 50 | Moonflower×2Bottled ectoplasm×1Empty vial×1 | If your mana drops below 60 %: restores 12 % of your mana | Alchemy cauldron Lava cauldron | 1 min | 24 |
| Major antidote | Alchemy 80 | Frost root×1Bloodroot×1Lizard venom×1Empty vial×1 | If you are poisoned or bleeding: stops both, and they don't come back that fight Also heals 10 % of your health |
Lava cauldron | 1.5 min | 44 |
| Pomegranate tonic | Alchemy 70 | Pomegranate×1Duskrose×1Empty vial×1 | If your health drops below 70 %: heals 7 % of your health | Lava cauldron | 1.3 min | 37 |
| Hunter's essence | Alchemy 25 | Silverlily×1Musk gland×1Moth dust×1Empty vial×1 | Masks your scent: used up when you set a Hunting trap, raising the rare catch chance from 4 % to 20 % | Alchemy cauldron Lava cauldron | 42 s | 12 |
When they are drunk
| Kind | When | Type |
|---|---|---|
| Health | At the start of a turn with low health: the potion below 35%, the tonic below 70% | Combat: goes in the slot |
| Mana | At the start of a turn with low mana: the potion below 20%, the tonic below 60% (only those who use mana) | Combat: goes in the slot |
| Antidote | At the start of a turn while poisoned or bleeding: stops both, and they do not come back that fight | Combat: goes in the slot |
| Boss | When the fight against a boss starts: lasts that fight | Combat: goes in the slot |
| Energy | Never on its own: drunk by hand, outside outings, one every 12 h | Utility: drunk by hand |
| Hunting | Never in a fight: used up when you set a Hunting trap with «Use essence» | Combat: goes in the slot |
No limit. Health and mana come in two lines: the potion is drunk late, when things got rough, and gives back a lot; the tonic is drunk early and gives back a little, so a long outing stretches without waiting to be in danger (and you go through many more). Choosing which one goes in the slot is the decision. No dice are rolled: the same fight always plays out the same, with or without potions.
The wait: a potion always heals what it says. After drinking a health one, the next health one waits 5 fights if it was a potion and 3 if it was a tonic (the same with mana); in the meantime none is drunk and none is spent. That is why a full slot helps about as much as moving to much better gear, not twenty levels.
The energy potion does not go into the fight: you drink it by hand from your backpack, with "Drink", while you are not on an outing. It gives back 30 energy at once, never above your maximum (the rest is lost and your maximum does not grow), and you can drink one every 12 hours per character. With full energy it is not spent.
Pace
Mixing is quick, like cooking: from 21 s for the first one to 42 s for the elixir, and experience grows with the potion level. Always making the one that teaches the most, nonstop and from scratch:
Up to 99 that is about 2,800 potions: some 9,100 herbs and 284K in vials.
Who runs it
Selene the alchemist runs the cauldrons at the end of the crafts row north of the square, on the right of the road, and sells the vials. Teo, her apprentice, gives the potion daily, and Aunt Romina, at the west exit of the city, the herb daily. Clans also have a weekly potion mission, and the clan workshop has an alchemy cauldron and a lava one.
Selene, alchemist Teo, alchemy apprentice Aunt Romina Alchemy cauldron · See on the map Lava cauldron · See on the map Arcane cauldron · See on the map
Coming next
Gear to mix faster or get two potions at once, long-lasting potions like food, weapon poisons and, later on, mushrooms for new potions.
ArtisanryArtisan needle
Artisanry Cape: once Artisanry reaches level 100, Nilo, artisan apprentice gives it to you through the quest Mastery: Artisanry. Only masters wear it: it cannot be traded, sold or salvaged.
| Tool | Level | Where it comes from |
|---|---|---|
| Artisan needle | 0 | Shop |
| Name | Skill | Yield | Gathered at |
|---|---|---|---|
| Light leather | 0 | ×1 | — |
| Thick leather | 20 | ×1 | — |
| Scaled leather | 35 | ×1 | — |
| Hardened leather | 50 | ×1 | — |
| Reinforced leather | 60 | ×1 | — |
| Tempered leather | 70 | ×1 | — |
| Ancient leather | 80 | ×1 | — |
| Linen cloth | 8 | ×1 | — |
| Cotton cloth | 30 | ×1 | — |
| Moon cloth | 55 | ×1 | — |
| Sun cloth | 80 | ×1 | — |
| Quests | Level | What it asks |
|---|---|---|
| Mastery: Artisanry one-time | 1 | Artisanry level 100 |
| Artisan table order daily | 1 | Craft: Artisanry ×5 |
Artisanry
Artisanry works leather, cloth and gems: it tans the hides that Skinning leaves, weaves the fibers from Farming, sews light and cloth chest and head armor with them, cuts the gems that come out of mining and sets them in silver or gold to make rings and amulets.
- Where: at the Artisan table, outside the city smithy, in the clearing in front of it. Mirta the artisan runs it and sells thread and game hide (prices below). Every recipe needs the Artisan needle in your backpack, like the hammer in Carpentry: Mirta sells it and there is only one (no better metals). Without it the table shows the recipes but will not let you make them.
- Tan and weave: one hide gives one tanned leather, and two fibers from Farming give one cloth; flax can also be spun, each one giving two threads. It is quick and free: it is the first step of everything, like smelting.
- Sew: leather and thread make the light chests and helmets (shadow, marksman, threshold and fortune); cloth and thread make the cloth ones (arcane, grace, sap and storm). The table charges a little gold for each leather, more for better leather.
- Cut: one uncut gem gives one cut gem.
- Set: silver or gold ingots and one cut gem make the rings and amulets: Talisman, Life, Swiftness and Mana.
What Mirta sells
| Name | Sold by | Price |
|---|---|---|
| Artisan needle | Mirta, artisan | ×1 · 1 |
| Thread | Mirta, artisan | ×50 · 200 |
| Ring mold | Mirta, artisan | ×1 · 50 |
| Necklace mold | Mirta, artisan | ×1 · 50 |
| Game hide | Mirta, artisan | ×25 · 625 |
Tanning and weaving
Each Skinning hide has its leather. Hides come from fighting with a knife in your backpack (see Skinning, under Gathering); Mirta also sells game hide, so you can start without waiting for fights. Cloth comes from the fibers grown with Farming: flax, cotton, moon silk and sun silk.
| Name | Materials | Skill | Takes | XP |
|---|---|---|---|---|
| Light leather | Game hide×1 | Artisanry 0 | 30 s | 6 |
| Thick leather | Beast hide×1 | Artisanry 20 | 54 s | 14 |
| Scaled leather | Serpent hide×1 | Artisanry 35 | 1.2 min | 23 |
| Hardened leather | Leviathan hide×1 | Artisanry 50 | 1.5 min | 35 |
| Reinforced leather | Frost hide×1 | Artisanry 60 | 1.7 min | 43 |
| Tempered leather | Infernal hide×1 | Artisanry 70 | 1.9 min | 52 |
| Ancient leather | Dragon scale×1 | Artisanry 80 | 2.1 min | 63 |
| Parchment | Game hide×1 | Artisanry 5 | 36 s | 8 |
| Linen cloth | Flax×2 | Artisanry 8 | 40 s | 9 |
| Cotton cloth | Cotton×2 | Artisanry 30 | 1.1 min | 20 |
| Moon cloth | Moon silk×2 | Artisanry 55 | 1.6 min | 39 |
| Sun cloth | Sun silk×2 | Artisanry 80 | 2.1 min | 63 |
| Thread ×2 | Flax×1 | Artisanry 8 | 40 s | 9 |
| Fishing flies ×10 | Feather×2 | Artisanry 5 | 36 s | 8 |
Sewing
Each grade asks for two leathers: the shadow line uses the first one and the other three the second, so every leather has its piece. Cloth gear asks for one cloth per grade: linen, cotton, moon and sun. Sewn gear rolls rarity like forged gear: almost always common, and better more often with a high Artisanry level and charisma (the dragon hammer does not count here, even if it is in your backpack). The shields of these lines are still made with Woodcutting.
Gems
Uncut gems come from mining any vein: 1% per ore, on top of the ore and with no extra energy. The deeper the vein, the better the gem. The table shows the chance per ore in each vein range; each gem has its own page. All six cut gems go into the sockets of weapons and chest pieces that drop; amethyst and onyx are not set into jewels.
| Uncut | Cut | Skill | Takes | XP | What it is used for | Mining 0–20 | Mining 30–40 | Mining 55–55 | Mining 70–85 |
|---|---|---|---|---|---|---|---|---|---|
| Uncut sapphire | Cut sapphire | Artisanry 20 | 54 s | 14 | Sockets | 0.7% | 0.35% | — | — |
| Uncut emerald | Cut emerald | Artisanry 27 | 1 min | 18 | Sockets | 0.3% | 0.35% | 0.2% | 0.15% |
| Uncut ruby | Cut ruby | Artisanry 34 | 1.2 min | 23 | Sockets | — | 0.25% | 0.35% | 0.3% |
| Uncut diamond | Cut diamond | Artisanry 43 | 1.4 min | 29 | Sockets | — | 0.05% | 0.3% | 0.3% |
| Uncut amethyst | Cut amethyst | Artisanry 55 | 1.6 min | 39 | Sockets | — | — | 0.15% | 0.22% |
| Uncut onyx | Cut onyx | Artisanry 67 | 1.8 min | 50 | Sockets | — | — | — | 0.03% |
Setting
The rings and amulets (Talisman, Life, Swiftness and Mana), which are not forged: the usual ingots and one chipped gem. Unique jewels are not made anywhere.
Jewelry
The other way to make rings and necklaces, in its own tab of the table. First bars are cast in a mold (ring or necklace, sold by Mirta; they go in your backpack and are not used up) and a plain ring or necklace comes out. Then a cut gem is set into it, which turns it into another jewel: what it gives comes from the gem (the ring, what the gem gives in a weapon; the necklace, what it gives in armor). Bronze with a small gem, silver with a normal gem and gold with a large gem: the higher, the more it gives. They roll no rarity: you know in advance what each one gives.
Combine gems
Every cut gem comes in five qualities: chipped, flawed, cut, flawless and perfect. Three of one quality give one of the next, in the same Cut tab: it never fails and cannot be undone. Cutting any gem also leaves a chipped one as a bonus; the perfect one only comes from combining.
Restoring relics
Relic fragments come from the pit of the Excavation houses in Desert Town, along with pottery shards, ancient coins and sand. With four fragments of the same relic you restore it in the Restore tab of the table. Everything sells on the market: you do not need a house to restore.
| Name | Materials | Skill | Takes | XP |
|---|---|---|---|---|
| Cat statuette | Cat statuette fragment×4Pottery shard×2Sand×3 | Artisanry 5 | 36 s | 8 |
| Clay tablet | Clay tablet fragment×4Pottery shard×2Sand×3 | Artisanry 12 | 44 s | 11 |
| Sun disc | Sun disc fragment×4Pottery shard×4Sand×6 | Artisanry 25 | 1 min | 17 |
| Stone idol | Stone idol fragment×4Pottery shard×4Sand×6 | Artisanry 32 | 1.1 min | 22 |
| Serpent crown | Serpent crown fragment×4Pottery shard×6Sand×9Ancient coin×1 | Artisanry 45 | 1.4 min | 31 |
| Sphinx figurine | Sphinx figurine fragment×4Pottery shard×6Sand×9Ancient coin×1 | Artisanry 52 | 1.5 min | 36 |
| Medusa mirror | Medusa mirror fragment×4Pottery shard×8Sand×12Ancient coin×2 | Artisanry 65 | 1.8 min | 48 |
| Pharaoh mask | Pharaoh mask fragment×4Pottery shard×10Sand×15Ancient coin×3 | Artisanry 80 | 2.1 min | 63 |
Pace
Tanning teaches little: what levels the profession is sewing and setting, which give more experience the more leather the piece takes. Always making what teaches the most, nonstop and from scratch:
Up to 99 that is about 860 hides and 570 gems. What slows you down the most are the higher hides, which only come from fighting.
Who runs it
Mirta the artisan runs the table, sells thread and game hide, and pays a bit more for hides, leather, gems and thread. Nilo, her apprentice, gives the daily: any five jobs at the table. Clans also have an Artisanry mission, and the clan workshop has its own table.
Mirta, artisan Nilo, artisan apprentice Artisan table order Artisan table · See on the map
Coming next
More jewels, and leather boots and gloves.
Runecrafting
This is how each one goes down as you work it: full, half, low and spent, until it comes back.
If you would rather have your character work alone for a while, ask its Master for Toil.
Runecrafting Cape: once Runecrafting reaches level 100, Mother Ilse, seer gives it to you through the quest Mastery: Runecrafting. Only masters wear it: it cannot be traded, sold or salvaged.
| Name | Skill | Hits | Respawn | Yield | Gathered at |
|---|---|---|---|---|---|
| Rune essence | 0 | 6 | 5–8 s | ×3 | 24 |
| Quests | Level | What it asks |
|---|---|---|
| Mastery: Runecrafting one-time | 1 | Runecrafting level 100 |
Runecrafting
Runecrafting mines essence and carries it to the altars of the world: each altar turns it into its rune. Runes are spent to cast mana spells and used to write the books of 28 spells that are not sold anywhere and do not drop from any boss.
- Essence: mined with any pickaxe from its veins, next to the altars: the earth one south of the city, and those in the mine, the quarry, the crypt, the castle and the island. It gives Runecrafting experience. Nerea, the Master Runecrafter, gathers it for you while you are away.
- Raising Runecrafting opens new runes at the altars, and with them the spells that need them: each spell tier uses its catalytic rune (Runes).
- Runes: each altar turns one essence into one rune of its element. With 10 Runecrafting levels above the altar you get double, and with 20, triple.
- Combined runes: from Runecrafting 25, two runes are mixed into one (mud, steam, storm and ember). Earth-and-water books ask for mud.
- Books: each one asks for the Runecrafting level of its spell. Up to 15 they take only runes; from 15, parchment; from 28, ink and rare adventure trophies.
- Parchment and ink: parchment is tanned from a game hide at the artisan table (Artisanry 5); ink is mixed from sage and a vial in the green cauldron (Alchemy 5).
The altars
| Rune | Altar | Skill | Time | XP | Shop |
|---|---|---|---|---|---|
| Earth rune | Earth altar | Runecrafting 0 | 4 s | 1 | 1 |
| Lightning rune | Lightning altar | Runecrafting 3 | 4 s | 1 | 1 |
| Fire rune | Fire altar | Runecrafting 5 | 5 s | 1 | 1 |
| Light rune | Light altar | Runecrafting 5 | 5 s | 1 | 1 |
| Water rune | Water altar | Runecrafting 6 | 5 s | 1 | 1 |
| Ice rune | Ice altar | Runecrafting 40 | 8 s | 3 | Crafted only |
Runes for casting
Every mana spell spends runes on each cast, on top of its mana. Shouts and techniques spend no runes. Each spell's recipe is in the spell table.
- The Rune pouch: the runes you carry for casting go there, one stack per kind, with no limit and taking no backpack space. Everything that gives you runes (the shop, the altar, the market, the vault, loot) puts them in the pouch.
- Basic runes are bought: earth, lightning, fire, light and water, 100 for 100, 1 gold each, from Tobias, merchant and the booksellers Elian, bookseller, Zahra, desert scribe, Ivar, scroll keeper. Ice is not sold: it is only crafted.
- Catalytic runes and the primal rune are only crafted at their altar. There is one per spell tier: echo (level 12 to 19), mist (20 to 25), abyss (26 to 35), crown (36 to 45) and dawn (46 and up). Only the five greatest spells ask for the primal rune.
- No NPC buys runes: merchants do not take them. Players trade them on the market.
- Combination runes count as one of each of their two parts in any recipe: one mud rune pays for one earth and one water.
- When you head out, the runes for the trip are set aside, the ones used are spent and the rest come back when you return, flee or cancel. Without enough runes, the spell is not cast and you fight without it.
- From Monday, November 2 (00:00 Argentina time) spells use runes. Until then they are cast without spending any: use the time to stock up.
- The 14-day grace period: from Monday, November 2 until November 16, a missing catalytic rune is paid with 3 basic runes of the spell's element.
Catalytic runes and the primal rune
They are only crafted, each at its altar, and merchants do not buy them. Every Runecrafting level above the altar adds more runes per essence. The primal rune also takes one crown rune per essence.
| Rune | Materials | Altar | Skill | Time | XP | Yield (max.) | Spells |
|---|---|---|---|---|---|---|---|
| Echo rune | Rune essence×1 | Echo altar | Runecrafting 10 | 5 s | 1 | ×8 | 14 |
| Mist rune | Rune essence×1 | Mist altar | Runecrafting 20 | 6 s | 2 | ×7 | 12 |
| Abyss rune | Rune essence×1 | Abyss altar | Runecrafting 26 | 7 s | 2 | ×7 | 18 |
| Crown rune | Rune essence×1 | Crown altar | Runecrafting 36 | 8 s | 3 | ×6 | 12 |
| Dawn rune | Rune essence×1 | Dawn altar | Runecrafting 46 | 9 s | 3 | ×5 | 9 |
| Primal rune | Rune essence×1 Crown rune×1 | Primal altar | Runecrafting 50 | 9 s | 3 | ×2 | 5 |
The starter kit
Classes that start with magic get runes in their pouch when the character is created. They are bound: they never leave the pouch and cannot be traded.
| Class | Starting spell | Rune |
|---|---|---|
| Cleric | Mend | Light rune×1000 |
| Druid | Sting | Earth rune×2000 |
| Wizard | Spark | Lightning rune×5000 |
| Bard | Magic Missile | Lightning rune×6000 |
| Ranger | — | Lightning rune×1000 |
Combined runes
| Rune | Materials | Altar | Skill | XP |
|---|---|---|---|---|
| Mud rune | Earth rune×1 Water rune×1 | Water altar | Runecrafting 25 | 2 |
| Steam rune | Fire rune×1 Water rune×1 | Water altar | Runecrafting 25 | 2 |
| Storm rune | Lightning rune×1 Water rune×1 | Water altar | Runecrafting 25 | 2 |
| Ember rune | Fire rune×1 Earth rune×1 | Fire altar | Runecrafting 25 | 2 |
Parchment and ink
| Name | Materials | Where | Skill | XP |
|---|---|---|---|---|
| Parchment | Game hide×1 | Artisan table | Artisanry 5 | 8 |
| Ink | Sage×1 Empty vial×1 | Alchemy cauldron | Alchemy 5 | 5 |
The books
None of them can be bought, dropped by a boss or found in a chest: they are only written at their altar. They can be traded like any book.
The seals
From Runecrafting 15, in the Seals tab of the altars: each seal calls a world boss. They need lots of runes, parchment, ink and rare trophies from several zones.
Each seal calls a boss for the whole server. What each one does and what it drops, in World bosses.
Socket runes
In the Sockets tab of the altars. They go in the sockets of the Wheel of Aurelia: right-click a taken socket and pick one from your backpack. Placing it uses it up, the one that was there is lost, and each one goes only once in the whole wheel. If you release the socket, the rune stays and works again when you take it back.
Salvaging
Salvaging Cape: once Salvaging reaches level 100, Ilka, smith apprentice gives it to you through the quest Mastery: Salvaging. Only masters wear it: it cannot be traded, sold or salvaged.
| Quests | Level | What it asks |
|---|---|---|
| Mastery: Salvaging one-time | 1 | Salvaging level 100 |
Salvaging
Salvaging takes apart the gear you no longer need and gives you back part of the materials it was made from. It creates nothing new: it is how a sword nobody uses turns back into ingots.
- What can be salvaged: any piece of gear that has a recipe, whether from the forge, from carpentry, or sewn and set at the artisan table. You get back 25% of each material in its recipe. The gold of the recipe never comes back.
- Always rounded down: each material counts on its own, piece by piece, and is rounded down: 3 → 0, 4 → 1, 7 → 1, 8 → 2, 10 → 2. Putting many pieces in one batch changes nothing.
- The level: each piece asks for a Salvaging level equal to its recipe. To take apart the highest gear you have to raise the profession that far, just like whoever makes it.
- Time and energy: each piece takes a quarter of the time it takes to make (never less than 10 s plus 3 s per recipe level) and costs a quarter of the energy. Experience comes from time, as in every profession.
- What is lost and what comes back: rarity, modifiers and dye are lost; socketed gems come back whole to your backpack. You salvage what is in your backpack, never what you are wearing, up to 100 pieces per batch.
For example, Apprentice Shield is made with Bronze bar×10 Pine plank×3. Salvaging it gives back Bronze bar×2.
The salvage bench is in Aurelia, next to the smithy: Salvage bench
What each piece gives
Grouped by the Salvaging level they ask for, with the time and experience of each piece. Those that give nothing (their materials are so few that 25% does not reach one) cannot be salvaged.
The chain between professions
Every crafting profession lives off what others gather. This is how the work is shared: hours of active play to reach each level, and how much has to be gathered to keep up.
Gatherers
| Name | 10 | 30 | 50 | 70 | 99 |
|---|---|---|---|---|---|
| Mining | 14 min | 2.2 h | 8.8 h | 23 h | 60 h |
| Woodcutting | 18 min | 2.3 h | 8.9 h | 22 h | 59 h |
| Fishing | 16 min | 2.3 h | 8.7 h | 22 h | 62 h |
| Herbalism | 14 min | 2.2 h | 8.6 h | 22 h | 59 h |
Crafters
| Name | 10 | 30 | 50 | 70 | 99 | What it uses up to 99 |
|---|---|---|---|---|---|---|
| Smithing | 15 min | 2.2 h | 8.8 h | 23 h | 60 h | 56 h of mining |
| Carpentry | 15 min | 2.3 h | 8.8 h | 22 h | 59 h | 33 h of woodcutting |
| Fletching | 15 min | 2.3 h | 8.8 h | 21 h | 58 h | 64 h of mining · 53 h of woodcutting · 8,520 feathers |
| Cooking | 15 min | 2.3 h | 8.8 h | 22 h | 62 h | 23 h of fishing |
| Alchemy | 16 min | 2.2 h | 8.8 h | 22 h | 58 h | 139 h of herbalism |
| Artisanry | 14 min | 2.1 h | 8.3 h | 21 h | 57 h | 1 h of mining · 863 hides · 572 gems |
Hours of nonstop play, from scratch and staying at one spot on the map; rotating between nearby veins or trees gathers much faster. A smith uses a couple of hours of mining for each of their own (coal, as in Old School); a carpenter and a fletcher, about one hour of woodcutting each; fish is plentiful, and what is scarce in cooking is meat.