Wiki · Crafting and Gathering
Crafting and Gathering Overview
How the Crafting Book, recipes, materials, skills, quantity crafting, and gathering loops fit together.
Overview
Use the Crafting Book button to open crafting. Crafting turns materials into output items through recipes, skill requirements, inventory checks, and crafting progress.
Crafting connects to gathering because many recipes require resources produced by mining, lumberjacking, farming, fishing, hunting, or other use-with actions.
Farming
Farming is the crop loop: plant seeds, water plants, harvest mature crops, and feed outputs into cooking, alchemy, and daily tasks. It uses Use with… on soil tiles rather than the Crafting Book.
| Topic | Where to read |
|---|---|
| Full planting and harvest guide | Farming and Plants |
| Farming Mode spawn and starter kit | Game Modes |
| Farm Task Scrolls | Quests and Daily Tasks |
| Official walkthrough | Alchemy and farming video on the farming page |
If you only need one farming page, start with Farming and Plants.
Crafting skills
The crafting documentation lists these crafting skills:
- fishing
- farming
- mining
- lumberjacking
- cooking
- alchemy
- blacksmithing
Recipes can require a minimum crafting skill and level. Higher skill levels can improve crafting outcomes depending on the recipe.
Recipes and ingredients
Recipes use an output item, output quantity range, required ingredients, and minimum crafting requirements. Craftable item details can include:
- Whether the item canCraft.
- Ingredient names, keys, required quantities, and quantity in inventory.
- Minimum crafting requirements when present.
- Whether the required level is OK.
For exact current ingredients and outputs, use the Recipes database.
Crafting Book categories
The Crafting Book starts on Suggested. You can switch categories, view all recipes, and use Pinned to focus on recipes you care about.
The Crafting Book suggestions are context-aware: they consider your materials, skills, equipment needs, item tier, and class direction, then broaden the suggestions if there are no perfect matches.
Crafting an item
A typical craft flow is:
- Open Crafting Book.
- Select a category such as Suggested, Pinned, or another item group.
- Choose a craftable item.
- Select quantity in the modal titled How many items do you want to craft?
- The game checks inventory space before starting.
- The game validates the recipe, materials, skill requirements, and inventory space before crafting starts.
- On success, materials are consumed, output items are created, and crafting skill progress can be awarded.
Crafting messages can include Starting to craft {quantity} items..., Crafting item {n} of {quantity}..., and Not enough inventory space! You can fit {availableSlots} items but need {quantity}.
Quantity crafting and space checks
The UI lets players request multiple crafts. Before sending the requests, it uses an inventory-space check for the selected item and quantity. If there is not enough room, crafting is not started.
Crafting success rates
Most Crafting Book recipes are not guaranteed. Each attempt rolls for success after materials are checked.
What affects your odds
- Base chance — most crafts start around 70% success before skill bonuses.
- Crafting skill level — higher Blacksmithing, Alchemy, Cooking, and other recipe skills raise your success rate. At high skill, many recipes approach 100%.
- Recipe difficulty — harder items need higher skill both to unlock the recipe and to stabilize success.
Gathering through Use with… (mining ore, splitting wood, fishing) uses a separate success model that also considers tool quality. See Mining, Fishing, and Lumberjacking.
What happens on failure
When a craft fails:
- Required materials are still consumed.
- You do not receive the output item.
- You may see messages such as
Sorry, you failed to craft the item.orYou failed to craft the item. You should try again! - Skill progress for that attempt is not awarded on failure.
Plan extra materials for high-tier or low-skill crafts instead of assuming one attempt per item.
Premium crafting output
Premium accounts can receive bonus output quantity on successful crafts (more items per success). Premium does not remove failure rolls or Social Crystal costs.
See DC, Premium, and Vouchers.
High-tier crafting costs
Late-game crafting adds costs beyond basic ingots and herbs.
Social Crystals (tier 5+ gear)
Many craftable items at tier 5 and above require Social Crystals in addition to normal recipe materials. Basic resources, food, potions, and ammunition are usually exempt.
| Setting | Player-facing rule |
|---|---|
| Minimum item tier | 5 |
| Typical formula | about item tier × 3.5 crystals (rounded down) |
| Maximum per craft | 30 crystals |
Some named recipes also list crystals directly in their ingredient list. Always check the Recipes database totals before farming metal.
Full earn/spend guidance lives on Social Crystals.
Material scaling
Higher-tier weapons, armor, staffs, and accessories generally need:
- More ingots, gems, or rare drops per craft.
- Higher minimum crafting skill and character level.
- Materials from deeper gathering loops (advanced ores, elven wood, farming harvests, boss drops).
Mid-tier recipes can still ask for rare mats — if a recipe feels impossible, compare item tier to ingredient tier before blaming your skill level alone.
Use-with recipes and gathering
Some gathering and recipe actions use Use with… instead of the Crafting Book. Tools and use-with items define use-with support and distance/range data. Examples of use-with flows include applying a tool to a resource target, using seeds on valid soil tiles, or using a gem on equipment.
Related pages
- Alchemy and Blacksmithing
- Mining, Fishing, and Lumberjacking
- Farming and Plants
- Social Crystals
- Items and Equipment Overview
- Recipes database
Video guides
For the official Alchemy and farming walkthrough (planting, watering, harvests, and alchemy loops), see the embedded guide on Farming and Plants.
More official guides are listed in the Information Center Tutorials tab.