Gear & Crafting

Crafting

The craft window, what a recipe costs, and why a craft can never fail.

Crafting is refreshingly simple: you pick a recipe, you hold the materials, you get the item.

Opening the window

Talk to a craft bench and choose the make option in the dialogue. The window has a category dropdown, a recipe list for the chosen category, and up to four material slots for the selected recipe.

Each bench draws a different part of the catalogue, and the split is by what the item IS - not by who makes it:

BenchWhat it draws
The anvil (Bigorna)Every weapon and off-hand
JacksArmour only
Beryl the Handicrafter, in GaiyanRings and necklaces (Jewelry Creation); orbs, bows and staves (Orb, Bow & Staff Creation) - orbs are made only here; and marbles, fishing rods, monster cards, the gathering tools (Hatchet, Pickaxe, Fishing Rod) at any character level and the Time Coin trades (Marble, Rod, Card & Time Coin Creation)
The auxiliary counter in GaiyanFood, potions, catalysts and enchant supplies

⭐ The auxiliary counter is three crafters, and each shows only its own categories - Erick Jacquin (food), Basil (potions and catalysts) and Vesper (enchant supplies). Walk to the one whose line you want. A category no crafter claims is shown at every counter.

⭐ A bench is not a trade. A Heavy Chest is at Jacks and is still forged by the Blacksmith; a ring is at Beryl and is still made by the Handicrafter, while a Copper Pickaxe at Beryl is still forged by the Blacksmith. So "my trade's recipes are missing" is usually "I am at the wrong bench for that kind of item", and the fix is to walk to the other one rather than to worry about your profession.

At the counters:

  • Basil the Chemist lists all five Catalysts (I-V) under one Catalysts entry. Catalysts I to IV each take a Monster Core, a Craft Gemstone and a Forge Reagent of the same tier; the reagents are sold by NPC merchants, at the price of the Craft Gemstone of their tier. Each Marble Cluster takes the Catalyst of its Monster Core's tier.
  • Cooking is split into level bands, and the high-level dishes (Lv 40-100) appear only at the Culinarian's counter. A dish needs the right character level to eat, like potions and bandages, and its tooltip says which.
  • Accessory crafting lists each dungeon once in the dropdown, with that dungeon's accessories and its Band recipes together, including the slot-10 Band of Might / Band of Insight of every Tome of Power line.
  • Crafted accessories from Frostdrake, Frozen Time, Towa and Agony carry their dungeon's element, matching the armour from the same place.

Which trade a recipe belongs to is decided by what it produces, never by the menu it was opened from.

There is more than one of each bench in the world.

Upgrade (Reinforcing) and enchant (Enchanting) are separate systems, on their own NPCs, and are often confused with crafting.

Field crafting opens one bench, chosen by your trade. Ctrl+Shift+C opens a single bench - the Blacksmith gets the weapon bench, the Weaver gets the armour bench, the Handicrafter gets Beryl's counter, the auxiliary trades their own counter. It is one bench, not all of them, so it does not replace the walk when you need the other half of the catalogue. Herbalism and Mining are gathering trades and open no bench at all.
The level filter is always on. The craft window lists only the recipe groups your character's level can actually use, rebuilt from your own level each time you open a bench.

The rules that matter

  • A craft cannot fail. If you have the materials and a free inventory slot, you get exactly one of the output - plus a chance of an extra one if a profession perk gives you bonus yield.
  • A recipe consumes up to four different materials, each with its own quantity.
  • The craft itself charges no gold. The real cost is buying the reagents from the NPC, which is where the gold sink lives.
  • One recipe per output. Two recipes cannot produce the same item, so where you might expect "one recipe, choose your result" you will find separate entries with identical inputs instead.
  • You need a free inventory slot before the craft is accepted.
"Risky after +7, buy an item to protect it" is Reinforcing, not crafting. Crafting has never had a failure chance.

Salvage

The dissolve window is the reverse operation: it breaks equipment down by its type, grade and level band into materials.

What can be dissolved

White, green, pink and blue equipment can be disassembled. Unique gear is refused, and so are rings and necklaces of any colour but white. A refusal tells you why.

GradeWhat it can give
Whitea marble matched to the item's level, on a 25% roll
GreenOre Fragment, Leather and Fabric of the item's level - 1 of each, each on its own 25% roll
Pinkthe same three materials, 2 of each
Bluethe same three materials, 3 of each

White gear is a real marble supply: the marble follows the item's level - Crimson up to level 20, Yellow from 21 to 40, Dark-Green 41 to 50, Blue 51 to 60 and Flare 61 to 70.

A dissolve that is accepted can still come back empty-handed - every return is a roll, not a guarantee, so a run that yields nothing is bad luck rather than a fault.

Gathering

Three node families are scattered across the world and feed the material economy directly:

  • Herbalism - a five-tier ladder from Sprout to Root, where each node gives its own tier for certain, plus a good chance of Mana Herb and a smaller chance of lower-tier sprouts
  • Mining - Copper, Steel, Mythril, Cobalt and Titanium, across six seams. Each seam gives its ore for certain, then rolls four gems independently at 10% each - Ruby, Sapphire, Garnet and Opal of that seam's own tier - plus an Upgrade Success Crystal at 2.5%. The rolls are separate slots, so one gather can return the ore alone, the ore and one gem, or the ore and several
  • Fishing - fishing spots stand on the bank on most maps, Gaiyan Town included. A catch always yields a Carp, with a chance of Wet Fabric, Eel and Tuna
Fishing spots are spread out: at most four per map, out of sight of each other. Maps whose water has no reachable bank keep a couple of in-water spots.

Fishing spots are marked by a wooden fish signpost in a glowing circle.

Fishing needs a rod, worn. Without one the cast is refused before it starts. A better rod improves the chance of the bonus catch. A cast also takes noticeably longer than a herb or an ore.

Stand right next to the node - within about 300 units, measured flat along the ground - height does not count, so a spot below a ledge you are standing on is fine as long as you are close to it horizontally. If nothing happens when you click, you are too far away.

Gathering takes a few seconds, and interrupting the cast means no drop.

Offline gathering

Every gathering trade grants the Offline Gathering skill. Cast it, then log out, and your character keeps gathering with your gathering trades - slowly and with lower odds. Everything gathered arrives in your mailbox. It does not run while you have an offline shop open, a Fisher needs a rod worn when casting it, and it earns no trade experience. When the Premium subscription is on sale in the store, offline gathering requires Premium.

Where to go next

Reviewed 2026-10-16