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Crafting & Skills

Crafting recipes, the Skill tree, gear upgrade tiers, and Special Metals.

Crafting

Craft Weapons, Sub-weapons, Armor, and Backpacks from your Bag once you have the right materials — most recipes are gated behind a Skill level. Each item takes 20 seconds to make (1 second with Crafting Gloves); craft many at once and they are made one after another — moving stops the rest, and whatever is already made is kept. Smelting Iron Ore works the same way. The Craft page is split into categories (Weapons, Armor & Shields, Gloves & Boots, Metals, Potions & Drinks, Tools), and each recipe's info button shows the item's details.

Tip: Ranged weapons (Crossbow, Longbow, Shuriken, Sling, Blowdart and their swag versions) can't be used with a Shield. Equipping one takes the other off — it stays in your Bag.

Upgrading gear

Upgrade a weapon, Sub-weapon or armor in your Bag for Gold: each step adds +1 to its stat, up to +25 — and +26 and +27 once a Gem is infused. A Gem-infused item costs 25% more per step up to +25. "Total" is everything from +0 to that step.

StepGoldTotalGold (Gem)Total (Gem)
+0 → +175759494
+1 → +2150225188282
+2 → +3300525375657
+3 → +45251,0506561,313
+4 → +59752,0251,2192,532
+5 → +61,8753,9002,3444,876
+6 → +72,2506,1502,8137,689
+7 → +82,6258,7753,28110,970
+8 → +93,15011,9253,93814,908
+9 → +103,75015,6754,68819,596
+10 → +114,42520,1005,53125,127
+11 → +125,17525,2756,46931,596
+12 → +136,00031,2757,50039,096
+13 → +146,90038,1758,62547,721
+14 → +157,87546,0509,84457,565
+15 → +168,92554,97511,15668,721
+16 → +1710,05065,02512,56381,284
+17 → +1811,25076,27514,06395,347
+18 → +1912,52588,80015,656111,003
+19 → +2013,875102,67517,344128,347
+20 → +2117,625120,30022,031150,378
+21 → +2228,875149,17536,094186,472
+22 → +2363,000212,17578,750265,222
+23 → +24165,000377,175206,250471,472
+24 → +25468,000845,175585,0001,056,472
+25 → +26Gem needed—1,772,0002,828,472
+26 → +27Gem needed—2,444,0005,272,472

Potions (Alchemy)

  • Oleander Flower — picked from an Oleander Bush, a rare blue-flowering bush found anywhere on land. One flower per bush, which flowers again 6 hours later. The bush can't be chopped.
  • Inspiration Tonic (Alchemy Level 1: 1 Lichen, 1 Gyront Shell, 5 Oleander Flowers, 3 Great Fern Sap) — +10% Pages for 1 hour, plus +10% Bricks on Kingdom land and +10% City Coins on City land.
  • Anti-Poison (Alchemy Level 2: 1 Violet Heart, 3 Oleander Flowers, 2 Great Fern Sap) — immune to poison (Dusk Trees, Poison Metal, the No Eyes Monster) for 1 hour, and cures poison you already have.
  • Rolly's Serum (Alchemy Level 1: 1 Carnivore Lily Petal, 1 Great Fern Sap, 1 Thistle) — +100 Max HP for 1 hour. Unlike the two above, it wears off if you die.
  • Wax Earplugs (Alchemy Level 1: 1 Great Fern Sap, 1 Leather) — use them from your Bag: no Siren song can reach you for 30 minutes, and putting them in breaks a charm already on you.
  • Thistle — a rare, prickly purple-flowered plant found anywhere on land. Picking a wild one takes the whole plant; a Thistle you dug up and replanted on your land stays and grows a new flower about 6 hours after each pick. Carnivore Lily Petals come from Carnivore Lilies (see the Bestiary).
  • Drink potions from your Bag; the HUD shows how long is left. Inspiration Tonic and Anti-Poison keep working even if you die.

Leather Gloves and Boots

  • Leather Gloves (Leatherworking Level 2: 4 Silk, 3 Leather) — chopping, mining, crafting and smelting take 30% less time, and still earn Pages. A pair is 100%, 1% per use.
  • Boots (Leatherworking Level 1: 1 Great Fern Sap, 4 Silk, 3 Leather) — you walk faster. They wear down as you walk, about 25 km a pair.
  • Leatherworking makes both wear 25% slower at Level 1 and 50% slower at Level 2. Neither can be repaired.
  • You can only put them on or take them off inside your own Country Manor or your own City House — not in someone else's. When a pair wears out, the next pair goes on by itself anywhere.
  • Gloves and Boots stack: every pair of the same kind in your Bag joins one stack (five pairs = 500%) and you wear the whole stack. Dropping, selling, storing or listing one at a Trade Post takes a single pair off the stack — a full 100% pair first — even while you wear the rest.

Magnetic Boots and Midas Gloves

  • Magnetic Boots (Platinum Members only: 2 Platinum, 3 Leather, 4 Silk, 2 Iron Slag — anyone can wear them) — while you walk, every plain +0 Weapon, Shield or Armor on the ground near you is Dumped for its Gold, anyone's pile included. "Plain" means the same as the Bag's "Dump plain +0 gear": no Metal or Gem, full condition, never Limited Swag. A pair lasts 400 items. They take the Boots slot, so no speed bonus while you wear them. You're asked to confirm when you put them on.
  • Midas Gloves (Leatherworking Level 3: 4 Silk, 3 Leather, 250 Gold) — every Dump pays 20% more Gold, rounded down per item (a 4-Gold item gets nothing extra). Each Dump uses 1%, however many items you Dump at once; each item Magnetic Boots Dump uses 1%. Leatherworking makes them wear slower.
  • Both follow the Gloves and Boots rules above: put on or taken off only in your own Country Manor or City House, no repair, they stack, and the next pair goes on by itself.

Skills

You earn 1 Skill Point per level-up, spent in the Skills panel. Live skills include Blacksmithing (craft gates, Gold repair), Leatherworking (craft gates, combat bonuses), Archery, Oiyoi Martial Arts, Dragon Master, Alchemy, Metallurgy (unlocks Special Metals), Aquarian Inscriptions (required to dive at Pearl Caves — Level 1 yields 1 Pearl per dive, Level 2 adds a 30% chance of a 2nd, Level 3 always yields 2), Troodont Doctrine (unlocked by giving a Troodont King 5 Troodont Scales in a Cavern — see and Visit Caves anywhere, a 10/20/25% chance of double Cave yield, +1 Attack near Caves at Level 2, and +1 Defense plus a 1% rare-item chance at Level 3), the three combat skills (Cleave, Scavenge, Hunter's Eye), and Shield Charge (see Combat).

Tactics gives a damage bonus against Monsters: +0.1 (Level 1), +0.2 (Level 2) or +0.3 (Level 3) for every tree you chop or every 30 seconds you aren't Aggressive, losing 0.1 for every 10 seconds you are. It caps at +1/+2/+3. A fraction works as a chance — +1.4 is +1 every hit and +2 on 40% of hits.

Specializations

From Level 10 you can follow one Specialization track. Each track belongs to a base skill and needs it at Level 3: Archery opens Mercenary, Militia and Ranger; Cleave opens Knight, Legion and Warrior; Oiyoi Martial Art opens Assassin, Ninja, Oiyoi Master and Thief; Tactics opens Crafter, Druid, Explorer and Merchant. A track has 5 levels, opening at player Level 10, 15, 20, 25 and 30. The Skills panel's Specialization tab shows the whole tree.

  • Knight — Sword attack +1/+2/+3, Heavy Armor defense +1/+2, Shield defense vs ranged weapons +1/+2/+3.
  • Warrior — Max HP +10 to +50, Axe attack +1/+2/+3, extra melee attack while your HP is low.
  • Legion — Spear attack +1/+2/+3, Shield defense +1/+2, and more Shield defense for each nearby shield bearer (within 250) — extra for Friends, Kingdom members and your own minions.
  • Ranger — Longbow and Sword attack +1/+2/+3, Longbow range +25/+50, faster walking, defense vs melee in Leather Armor with no Shield.
  • Mercenary — Spear and Crossbow attack, Leather Armor defense with no Shield, and Insight: +1 Spear attack for every 90 seconds fighting the same opponent (up to +5).
  • Militia — Crossbow attack +1/+2/+3, Heavy Armor defense vs ranged weapons +1/+2/+3, the Heavy Armor speed penalty cut by 25/50/75%, and Crossbow shots that are harder to Dodge.
  • Merchant — fill Tactics for 10 Gold per Level, Trade Post tax on your sales −10/−25/−50%, half-price Roc Feathers to Cities, Tactics max up to +6.
  • Explorer — +10/+20/+30 movement speed, a waypoint on any spot of the Compass map, an Explorer Map of the spot you stand on (10 Refined Oil, 7 from Level 3, 4 at Level 5), re-center your circle on unclaimed land without a Flag (100, then 50 Roc Feathers — tap your character), Tactics builds faster away from player buildings.
  • Crafter — extra Pages per crafted item (2%/5%/10% × your Level, counting up to Level 30), crafting 10/20/30% faster, a free item for every 7 (then 5) crafted in a row.
  • Druid — use a Staff without Oiyoi, +30 range on Warden Knowledge's Healing Aura (it also heals Shaded players at 50%, later fully), Replenish: give your HP to another player (5 Berries), 15% (later 30%) Dodge without Heavy Armor or a Shield, and with a Staff your Minions share 50% (later 100%) of your Tactics.
  • Assassin — Dagger and Blowdart attack +1/+2/+3, Dodge with a Dagger, a 5/10/15% shorter Aggressive timer, +1 defense in a Tunic, and 2x (later 3x, once every 20s) damage on a player who isn't fighting, with Oiyoi weapons or bare hands (in the Proving Grounds: someone who hasn't attacked in 10 seconds).
  • Ninja — Shuriken attack +1/+2/+3, +10/+20/+30 walking speed on land, and +3/+6/+10% Dodge on top of Oiyoi's.
  • Oiyoi Master — Staff and Sling attack +1/+2/+3, Dodge with a Sling, Tunic defense +1/+2/+3, heal 30%/60%/2x faster when not Aggressive, a 3% (later 6%) chance for Staff and Sling hits to stun for 5 seconds, and an aura that slows nearby enemies by 10/20/30 (Monsters chasing you, and other players in the Proving Grounds).
  • Thief — Dagger and Brass Knuckle attack +1/+2/+3, +8 walking speed per level, Dodge in Leather Armor with no Shield, and a 2% chance of +500/+1,000/+1,500 Gold for defeating a Troll, Troodont or Troodont King.
  • Lines marked Soon inside open tracks wait for their own system (Trade Tents, the Compass, Robots, Pets, player kills in open PvP).

Oiyoi natural fighting

From Oiyoi Martial Art Level 1 you fight as if you held a weapon and wore armor of your own Level (up to 25). With empty hands your attack is 5 + your Level; with an empty armor slot your defense is 3 + your Level. An Oiyoi weapon (Shuriken, Blowdart, Brass Knuckle, Staff) or a Tunic uses its own stat when that is higher, so an upgraded one is still worth it. Any other weapon or armor uses only its own stat, and a Shield adds its defense on top. Your Effective Level counts Oiyoi the same way.

Dodge

A dodged hit does no damage, shows "Dodge" and wears none of your gear. Only players dodge. Oiyoi Martial Art gives 15% (Level 2) or 30% (Level 3) while your weapon slot is empty or holds an Oiyoi weapon (Shuriken, Blowdart, Brass Knuckle, Staff), your armor slot is empty or a Tunic, and you carry no Shield. Druid gives 15%/30% with any weapon as long as you wear no Heavy Armor and carry no Shield. Your best chance counts — they don't add up. It works against every Monster hit, Guard and City Tower shots, and Proving Grounds hits, but not against poison, burning or a Dusk Tree's aura.

  • Harder to dodge: while you're slowed by Ice Metal (−15 points), a Guard or City Tower shot (−25), a Militia's Crossbow (−10, then −25).
  • Stunned (Oiyoi Master): a stunned Monster can't move or attack for 5 seconds; a stunned player in the Proving Grounds can't move or attack either.

Heavy Armor slows you down

Breastplate (−15 walking speed) and Dragon Scalemail (−10), including their swag looks, slow you while worn. Weapons, Shields and light armor (Leather Armor, Tunic) don't. Militia cuts the penalty by 25%, 50% and then 75%.

Tip: Changed your mind about a build? Reset Skills refunds every spent point, any time, for 500 Food (250 Food for Platinum Members). It's all-or-nothing — you can't reset a single skill. It's also how you switch Specialization.

Upgrading gear

Any equipped Weapon, Sub-weapon, or Armor can be upgraded with Gold, tier by tier, up to +25 — each tier adds a small stat bonus. A Gem-socketed item can push further, to +27 (see Leveling & Pages).

A Gem-socketed item costs 25% more Gold per tier from +0 through +24 — but a Gem is what unlocks the last two tiers at all, +25 → +26 and +26 → +27, at their own real cost (no extra premium layered on top of those two, they're already priced as Gem tiers).

TierCost (Gold)Cost With Gem (Gold)
+0 → +17594
+1 → +2150188
+2 → +3300375
+3 → +4525656
+4 → +59751,219
+5 → +61,8752,344
+6 → +72,2502,813
+7 → +82,6253,281
+8 → +93,1503,938
+9 → +103,7504,688
+10 → +114,4255,531
+11 → +125,1756,469
+12 → +136,0007,500
+13 → +146,9008,625
+14 → +157,8759,844
+15 → +168,92511,156
+16 → +1710,05012,563
+17 → +1811,25014,063
+18 → +1912,52515,656
+19 → +2013,87517,344
+20 → +2117,62522,031
+21 → +2228,87536,094
+22 → +2363,00078,750
+23 → +24165,000206,250
+24 → +25468,000585,000
+25 → +26Needs a Gem — 1,772,0001,772,000
+26 → +27Needs a Gem — 2,444,0002,444,000

Inscriptions

Give a weapon, armor or Shield upgraded to +20 or higher its own name: in your Workshop, open the Bench and choose the Inscribe tab (100 Platinum). No two items in the world can share a name. From then on the item keeps a record of its fights, which you can open by tapping its name in your Bag.

  • Weapons record damage dealt and the average hit, monsters killed on land and on water, Gold earned and debuffs applied.
  • Armor and Shields record damage taken, the average and highest hit, hits brought down to 1, deaths from monsters and Pages earned.
  • Both record how many times the item broke (reached 0%).
  • Renaming costs 100 Platinum and keeps the record. Removing the Inscription is free, but the name and the whole record are gone for good.
  • The name and record show in your Bag and on a Trade Post listing, but never on an item lying on the ground — check a listing, not a drop, before you trade.
  • Records from fighting other players come later, with open-world PvP.

Special Metals

Craft a Special Metal (like Honed Metal or Poison Metal) at your Workshop and Infuse it into an equipped item for a real combat effect and a new look: the item's metal parts take on the Metal's colour (Honed silver, Poison green, Dead gold, Ice teal, Fire orange, Shade black) with a soft glow — independent of any socketed Gem, so an item can carry both at once.

Shade Metal (Metallurgy Level 2: 2 Carnivore Lily Petals, 2 Dark Essence, 2 Iron) stops healing. In a Weapon, each hit has a chance to Shade the target — no healing of any kind for 15 seconds; the chance is 25% and rises to 40% as the target's health runs out. In Armor or a Sub-weapon, it Shades whoever hits you, likelier as your own health runs out.

Siren Metal (Metallurgy Level 3: 1 Siren's Tear, 2 Pearl, 1 Iron — so infusing takes 3 Tears) silences monsters, it never stuns them. Weapon — Hush: a 20% chance on each hit to Hush the monster for 6 seconds (it calls no pack and uses no abilities: no song, no explosion, no summons, no slide — it still fights) and lower its defense by 2 for 30 seconds. Armor or Shield — Echo: a 15% chance when hit to Hush the attacker for 4 seconds and lower its attack by 2 for 30 seconds. Half the chance against bosses and Tide Wardens, 5% against Lorelei. In the Proving Grounds only the defense / attack drop applies.

Minions

  • Skeletons — infuse Dead Metal into a Weapon. Your killing blows summon a Skeleton, level it up to +6, then summon another (up to 5). Each lasts 1 hour after its last level-up.
  • Lich — infuse Dead Metal into Armor or a Sub-weapon. When you die, a Lich version of you usually rises with a copy of your weapon and armor, follows you and fights whatever you hunt. It heals itself like eating a Mourning Berry when badly hurt and crumbles after 1 day. Only one at a time — dying again replaces it.
  • Philostratus — summoned from a grown Dusk Tree, Mourning Tree or Great Fern with Warden Knowledge (1/2/3 by level). An icon under its health bar shows what it does: a Mourning Tree heals your other Philostratus nearby, a Dusk Tree can Poison what it hits, a Great Fern can weaken a monster that hits it.
  • Summoned Trolls — called with a Troll Horn at Troll Lore Level 3 (up to 3). Feed one a Mourning Berry to heal it.
  • Philostratus and Summoned Trolls grow with you: they attack and defend with 60% of your own weapon and armor (a Troll uses its own gear instead when that's better). Their health stays the same, so they're always weaker than you.
  • Minions fight whatever you're hunting, Zagharu and Phoenix included.
  • In a dungeon (not the Dojo), Skeletons, Philostratus and Summoned Trolls follow you from room to room and add their own hit to each of your attacks. A monster that survives strikes back at the Philostratus and Trolls that hit it, so they can die in there too.
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