Crafting
How the guild's professions turn raw materials into gear, with techniques, refinement, and quality.
Professions
Blacksmith
Repairs weapons/shields. Refines ores into ingots and steel. Enables sharpening, balancing, and tempering.
Armorer
Repairs armor/helms. Tans leather and cures furs. Enables reinforcement and padding.
Enchanter
Crafts magical weapons. Extracts magical essence. Enables enchanting and imbuing.
Jeweler
Repairs accessories. Polishes gems and refines silver. Enables gem socketing.
Tailor
Crafts robes and cloth armor. Weaves cloth and spins silk. Enables reinforced stitching.
Runesmith
Advanced augmentation specialist. Inscribes runes with unique passive effects on gear.
Alchemist
Refines potions and elixirs. Enables oil extraction and brewing.
Chirurgeon
Speeds injury recovery for all roster adventurers, scaled by Chirurgeon skill (+20% at skill 50, up to +40% at skill 99).
Herbalist
Reduces medical costs. Improves herb-based remedy effectiveness.
Cook
+5% party OVR from pre-quest meals. Boosts morale recovery.
Scribe
+10% quest intel accuracy. Reveals hidden quest modifiers.
Cartographer
Reduces travel time on quests. Lowers ambush encounter chance.
Diviner
Reveals enemy strengths/weaknesses. +15% critical success chance.
Chronicler
+10% renown gain from completed quests.
Mason
Stoneworker and structural specialist. Speeds construction of stone-heavy buildings. Can refine raw stone into cut blocks.
Carpenter
Woodworker and framing specialist. Speeds construction of wood-heavy buildings. Can refine logs into structural timber.
Crafting Techniques
Standard
Normal crafting approach
- Tier 1
Meticulous
Slow, careful work — higher quality floor, longer time
- Quality +10%
- Speed ×1.5
- Fail risk -5%
- Tier 1
Rushed
Fast but sloppy — quick results, lower quality ceiling
- Quality -10%
- Speed ×0.6
- Fail risk +5%
- Tier 1
Experimental
Risky innovation — wider quality variance, chance to discover
- Speed ×1.2
- Material cost ×1.2
- Fail risk +10%
- Discovery +8%
- Tier 3
Masterwork Attempt
All-in push for S-Tier — very slow, expensive, but highest ceiling
- Quality +20%
- Speed ×2.5
- Material cost ×1.5
- Fail risk +8%
- Tier 5
Refinement Grades
Crude
- Quality -5%
- Yield ×0.85
Standard
- Quality 0%
- Yield ×1
Fine
- Quality +3%
- Yield ×1.1
Superior
- Quality +6%
- Yield ×1.2
Pristine
- Quality +10%
- Yield ×1.3
Quality Tiers
F-Tier
- Stat multiplier ×0.5
- Base chance 10%
- Skill ≥ 0
D-Tier
- Stat multiplier ×0.8
- Base chance 40%
- Skill ≥ 0
C-Tier
- Stat multiplier ×1
- Base chance 30%
- Skill ≥ 30
B-Tier
- Stat multiplier ×1.2
- Base chance 15%
- Skill ≥ 50
A-Tier
- Stat multiplier ×1.4
- Base chance 4%
- Skill ≥ 70
S-Tier
- Stat multiplier ×1.6
- Base chance 1%
- Skill ≥ 90