Herbalist
Gather herbs across the land and supply reagents for Alchemist recipes. Different nodes have their own gathering requirements and skill progression.
Herbs → potion ingredients
A field guide to crafting
Turn gathered resources into useful supplies and equipment. The components you choose shape the properties of the finished item.
Current development build · Skills 1–100
Six paths to practice
All six professions currently start at skill 1 for testing. Each has its own progress bar in Character → Skills.
Gather herbs across the land and supply reagents for Alchemist recipes. Different nodes have their own gathering requirements and skill progression.
Herbs → potion ingredients
Extract ore from deposits and refine it into usable metal. Processed materials become components for equipment and other crafting recipes.
Ore → refined metal → components
Collect fallen wood, saw it into planks, and shape those planks into wooden components. Assemble bows, staffs, and wands, or supply handles for metal weapons.
Fallen wood → planks → components → equipment
Brew consumables from gathered reagents. Healing and mana potions restore resources instantly, with their effects determined by the recipe.
Reagents → consumables
Create armor and its parts. Tailoring, Leatherworking, and Plateworking are specialties within this profession and share its skill.
Raw materials → armor components → armor
Build metal weapons from individual parts. Swordsmithing, Axesmithing, and Dagger Smithing are specialties that share Weaponsmithing skill.
Metal → blade or head → finished weapon
Nothing starts at the forge
Gather resources from the world and collect materials from creatures. Process them into forms suitable for crafting, such as refined metal, planks, leather, and cloth.
Spend processed materials to craft specific parts. Component variations use different material quantities and contribute different bonuses.
Choose one component for each required slot. Final assembly consumes those parts, with no extra raw-material cost.
Vendors supply jewels and basic crafting supplies. Recipes can also use components made by another profession, connecting gathering, processing, and equipment crafting.
Inside the crafting window
Follow the journey from processing materials to previewing a finished item. These captures use the game’s renderer and example recipe data from the current development build.
Select a processing recipe, check its requirements, and choose how many to make. Refined materials feed the next stage of crafting.
Use processed materials to craft compatible components. Different variations offer different costs and contributions to the finished item.
Drag parts from your backpack into matching slots, or click a slot to browse compatible components. Fill every required slot within the item-level limit.
Review the combined stats, then create your equipment. A completed craft consumes one selected component per filled slot.
Select any image to view it at full size. Names, artwork, and balance values shown are development examples.
Components define the result
Drag components from your backpack into the matching crafting slots, or click a slot to browse compatible parts you own. Each part must be at or below the finished item’s item-level cap.
| Recipe rule | What it means |
|---|---|
| Required component types | Each equipment recipe defines its slots. Fill every required slot with a compatible component. |
| One component per slot | Each finished item consumes one selected component for each filled slot, regardless of how many raw materials were used to make that part. |
| Item-level limit | Components must fit within the finished item’s item-level cap. |
| Component variations | Different parts contribute different bonuses, such as damage, attributes, armor, or durability. |
The final preview combines the item’s base properties with bonuses from the selected components. Variations offer different material costs and stat contributions. Equipment recipes also support an optional jewel slot. Parts stay in your bags until crafting completes; the finished item records the components used.
Practice makes progress
Recipe names change color as your profession skill rises. Each recipe defines its own transition thresholds, so easier recipes eventually stop awarding skill.
Guaranteed skill-up on a completed craft.
A good chance to gain a skill point.
A lower chance to learn from the recipe.
Still craftable when requirements are met, but no skill gain.
The current skill cap is 100. Gathering nodes have their own required skill and gain thresholds. Gathering uses a short cast, awards materials, and leaves the node waiting to respawn.
In the current build
Open a crafting profession from the Skills panel. Browse the larger recipe list, grouped into Materials, Components, and Equipment; search, filter by specialty, or show only recipes with available materials. Choose a quantity or use Create All.
Gathering nodes, creature drops, and vendors provide materials for the current crafting system. Recipes and material choices will expand as development continues.
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