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Crafting isn't extremely complex, but requires a lot of work, Feat/Skills, and a system of individuals.
Crafting Feats/Skills:
You will need access to three levels of Feats/Skills in the crafting process.
Gathering: These Feats/Skills will allow you to collect from Resource Nodes. The higher your skill the more you are able to gather from a node, as well as find uncommon and rarer resources.
Refining: These Feats/Skills will allow you to access Refining Recipes and Facilities. At these Facilities you can turn raw resources and collected materials into Crafting Components.
Crafting: These Feats/Skills will allow you to access Crafting Recipes and Facilities. At these Facilities you can take components and craft them into usable items.
The following is a two part video (I was planning a third to show the final step in the crafting process, but it is essentially the same as the second video) of the crafting process.
The following links will give more specific information:
Recipes
Ingredients and Substitutes
Resources from Gathering and PvE Drops
Special thanks to members of Eastern Sun, Deathwatch, Dragonblade Mercs, Freevale, The Empyrean Order, The Seventh Veil, and The UnNamed Company for assisting in gathering all the needed materials for the lists.

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UPDATE:
Refining/Crafting time Equation = (Basetime)*((Item Quality^2)/(Skill*Facility Quality))
Quality of an item can be increased through using +1-+5 components/Ingredients.
When you hit certain Skill levels you get some recipes inherently.
I added all Level 1-3 Inherent Recipes to the Recipe Document.
Alchemist Lab -
Alchemist (Consumables) - Crafting
Dowswer - Gathering
Apothecary -
Apothecary - Refining
Forester - Gathering
Arcanist's Workshop -
Dowser - Gathering
Sage - Refining
Artificer Workshop -
Artificer (Arcane Implements/Weapons) - Crafting
Dowser - Gathering
Geography - Knowledge
Enchanter -
Dowser - Gathering
Spellcraft - Crafting/Refining/Keyword
Geologist -
Gemcutter - Refining
Miner - Gathering
Stonemason - Crafting
Iconographer -
Dowswer - Gathering
Iconographer (Divine Implements/Weapons) - Crafting
Jeweler -
Jeweler (Jewelry and Fighter Charms)- Crafting
Scavenger - Gathering
Leather Workers -
Leatherworker (Leather Armor) - Crafting
Loom -
Scavenger - Gathering
Weaver - Refining
Quartermaster -
Armorsmith (Armor) - Crafting
Engineer (Shields) - Crafting
Weaponsmith (Weapons) - Crafting
Sawmill -
Carpenter - Crafting
Forester - Gathering
Sawyer - Refining
Smeltmill -
Miner - Gathering
Smelter - Refining
Tailor -
Scavenger - Gathering
Tailor (Clothes) - Crafting
Tannery -
Nature - Knowledge
Tanner - Refining
Woodshop -
Bowyer (Bows, Quivers, Arrows) - Crafting
Carpenter - Crafting
Special thanks to Decius, Mina, Vexx, and Valkenr

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Ok- so scavenged gear and wreckage can sub for foraged ore and wood, but coal has to mined as far we know.
Looking at the map I'm a little worried about coal availability in the southeast of the map. Do coal veins appear in non-highland hexes in quantities sufficient to support a reasonable crafter population, or are smiths who aren't based near a highland hex going to be completely dependent on imported coal?

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Thanks!
That means that are some self-feeding stat-related combinations of the skills (like, training wizardry AND some intelligence-based crafting skill).
Any chance of the information about what-affects-what finding a way into your spreadsheets?
Yes. We've been blessed with a trove of information that hopefully will be parsed and suitable for public dissemination shortly. I'll put crafting and gathering feats at the top of the queue.

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This spreadsheet is a pretty awesome tool.
I have noticed a few things that are not on it and wished to comment on them.
Individual gemstones - The Gemcutter crafting skill only shows "Diamond" gems as a finished product, or refined product. All the other gemcutter recipes are generic "Decorative gems" or "vital gems" or the like. I know it makes for a larger spreadsheet, but a piece of quartz is far more common than an emerald or a diamond. It seems a pity to dilutethe potential of the skill to make so much of it generic in its output.
Weaponsmith - I notice some arms are missing such as the warhammer, any polearms (besides the spear), a one-handed axe, many variations of swords.
Engineer - I know it is still in development, but the Engineering skills to improve settlements are not in the Engineering list. Nor are higher level shields (there are a few...), but tower shields, kite shields, large round shields, etc.
Note this spreadsheet reads (since I have not been in Alpha) as "innate" recipes I think, so this spreadsheet will not include recipes that can be found. Maybe that is where all these additional recipes I am looking for will be discovered.
Just a few thoughts. I like the list though.

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> Engineering skills to improve settlements are not in the Engineering list
Are you sure this falls under Engineer and not Architect? I was under the impression that Engineer was a player-oriented craft skill like Weaponsmith, not a settlement-oriented skill like Stonemason.
No idea. If there are "larger" crafting skills, I guess that would be a good thing, as long as we know what they are in advance so we do not invest large amounts of XPs in a less attractive crafting skill line.
There should be many additional crafting skills if that is the case, stonemason and architect, perhaps all the aristocrat skill lines as well, which we have seen very little information on.

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There are 3 settlement crafting skills already in the game info: Architect, Stonemason, and Carpenter. No info on what they do, but our guesses probably won't be too far off.
Aristocrat is a role like Wizard or Fighter; a character who chooses that role would presumably want to train skills like Seneschal or Officer, but he'd also have a set of feats and powers to train just like any other role.