Wiki · Systems
Crafting, Gathering and Farming
How recipes, materials, plant growth, farming, mining, fishing, lumberjacking, cooking, alchemy and blacksmithing support progression.
Crafting turns gathering, drops and market purchases into equipment, consumables and profit.
Recipe distribution by crafting skill
Crafting loop
- 1Gather or buy materials
- 2Check recipe skill and level
- 3Use crafting tool/station/book
- 4Choose quantity
- 5Spend inputs
- 6Receive output and train economy path
Recipe planning
Crafting has meaningful early, mid, and late-game steps, with recipes reaching high skill requirements. Use the recipe database when planning what to make next.
Farming and plants
Seeds, watering, growth points, death/regrowth and harvest outputs create a slower loop than instant combat drops. Treat farming as supply planning: food, alchemy inputs and long-tail material needs.
The canonical player guide is Farming and Plants — planting, watering, harvests, Farming Mode, Farm Task Scrolls, and the official alchemy/farming video walkthrough all live there.
Related pages:
- Farming and Plants — main farming guide
- Game Modes — Farming Mode vs Adventure
- Quests and Daily Tasks — Farm Task Scrolls
- Crafting and Gathering Overview
- Recipes database
- Crafting Basics