Crafting

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Crafting turns raw stock into finished goods across four channels. Each channel is its own trade with its own governing skill, and a craft quotes the way tempering does, showing the difficulty, your modifiers, and the outcomes before you commit. See Tempering for the roll model, and for reworking the affixes on gear you already own.

Channel Makes Governing skill
Crafting Gear, tools, repairs, and worked goods, plus breaking items back down into materials Crafting
Potions Draughts, remedies, tonics, and antidotes from real ingredients Potions
Cooking Meals and provisions Resting
Arcana Enchantments laid into an item that already exists Arcana

Enchanting is the split to remember, because crafting a new item is Crafting's work while laying magic into a finished piece is Arcana's. Arcana never casts on its own, since the magic is bound into the item and the item carries it from then on.

What you can make

Two limits hold a fresh craft's rarity at once and the lower of them decides. The first is the maker's character level and the second is the maker's Crafting or Potions skill.

Rarity Character level Craft skill
Uncommon 1 Any
Rare 3 4
Epic 6 8
Legendary Any 8, plus a legendary material

Nothing crafted in play reaches Mythic. When an NPC does the work it is their own skill that decides, not yours, as described on Commissions.

The tier of a fresh craft is priced from the total value of the materials you commit, so adding a better ingredient can never lower the result, and that price is then capped by your character level and your craft skill. The skill cap sets how deep a fresh craft's affix rows can roll and how high the finished item's own level can be, so a novice maker turns out low level gear whatever they are handed. Only your base skill counts here, and gear or tool bonuses never lift these floors. Reworking a piece you already own is different, because tempering prices its depth on the reagent and the roll rather than on your skill.

Craft skill Best affix tier it rolls Highest item level it makes
16 and above T2 17
12 to 15 T2 13
10 to 11 T3 9
8 to 9 T4 9
6 to 7 T4 5
4 to 5 T5 5
2 to 3 T6 2
Below 2 T7 2

Item level is what makes a piece strong for its rarity, as described under Item level, so climbing the craft skill is what lets your own work stand beside what you find. Take the skill far enough and it does stand beside it, because T2 is the highest tier anything rolls and a craft reaches it just as a drop does. The one grade above that, T1, is never rolled by any drop either, and it comes written onto a legendary, which a legendary material forges.

Workspaces

Working at a proper station grants advantage on that channel's craft rolls, meaning two dice with the highest kept. A proper forge serves Crafting, an alchemist's bench serves Potions, a kitchen serves Cooking, and a sanctum serves Arcana. The station can be the place around you, something you carry, or something lying within arm's reach, and a portable forge or a camp stove counts the same as the room. When you commission a maker, their own workshop counts too, and when the advantage applies the roll says so. There is no penalty for working rough, because the station is a bonus rather than a requirement, and a proper station also cancels out working conditions that would otherwise put the roll at a disadvantage.

Reagents in a craft

A reagent is a material carrying an affinity, and each one rolls an aspect of that family when it drops. Committing reagents to a craft steers what the finished item comes out carrying, and a single craft accepts at most three.

  • Up to Rare, a reagent favors what its aspect covers, so the roll leans your way but can stray.
  • An Epic or better reagent guarantees one of the affixes its aspect covers, with one guarantee to a family.

Tier and value always roll, so no reagent buys an exact number. A failed crafting check no longer ruins what you staked, because the work still completes at a lower quality, the confirmation shows what you will get before anything is spent, and precious reagents are set aside intact. When a request cannot be fulfilled, the game states the reason and the limit that blocked it. Reworking the affixes on a piece you already own is Tempering, where the affix you aim at always lands.

Breaking items down

Breaking down an item returns materials that match what the item is made of, and an item that carries affixes also returns an essence, a reagent drawn from one of that item's own prefixes at the item's rarity and level. Essences work like any other reagent and steer later work toward the affix they came from. The same item always breaks into the same essence, so retrying never changes what comes out, and items with no affixes break into plain materials.

Breaking down an Epic item with higher crafting mastery returns better scrap alongside the main yield, up to Rare in the hands of a master. Legendary and Mythic gear never breaks down at all, and tempering is the only work it takes.

Masterwork crafting

A few rare materials name the legendary work they feed, and an item's card names what it forges into. Consuming one opens a chooser listing every masterwork that material can forge, shown as full item cards, and you pick exactly one. The material is spent and the other options go with it. You can also open the chooser straight from your pack by right clicking the material and picking "Craft into legendary equipment".

Such a material serves only its named work, and that work demands its material. Neither can be spent on anything else, and trying to burn one in an unrelated craft names the masterworks it actually forges instead. Binding a legendary working needs 8 in Crafting, and forging one earns crafting experience. Recipes reach Epic gear as well as Legendary.

Legendary and Mythic items never appear out of nowhere, in shops, or in random loot, and they come only from the bosses and the crafts that own them.

Items & Equipment
Items · Equipment · Affixes · Item effects · Tempering · Crafting · Merchants