Crafting
Crafting has three parts: gathering, smelting and making. Three skills drive it:
| Skill | What it decides |
|---|---|
| Craft: Harvesting | how much a resource node gives, and how long the work takes |
| Craft: Speed | how quickly you work a recipe |
| Craft: Mastery | the chance an attempt succeeds, and the chance it comes out masterful |

Crafting and gathering read no ability score directly. Each of the three skills has a key ability - Harvesting has Strength, Mastery has Intelligence, Speed has Dexterity - and that ability counts only through the skill's total. It is not added a second time.
Every recipe also has its own knowledge, which rises each time you make it. Recipe knowledge belongs to your account: every character on the account shares it.
Gathering
- Resource nodes - trees, veins, gem clusters, herbs, salt - are placed at random across the world.
- A worked-out node comes back 5 minutes later.
- What drops from a node stays on the ground for 5 minutes, then disappears.
- Whoever picks up the drop gets what the character who opened the node earned. Swapping tools before picking it up changes nothing.
Every node needs a tool. The tool and your Craft: Harvesting rank together set what you take.
- The tool shape has to match the node. An axe for timber, a hammer for rock, a blade for herbs and hides. The wrong shape is refused, and so are bare hands.
- A GTS tool counts its full material tier, from copper at the bottom to adamantium at the top: 9 tiers. Resources are graded on the same 9 tiers.
- Any other weapon of the right shape counts at half rate. It is graded by its item tier instead of a material. No substitute of any tier can open an adamantium vein.
- A tool 4 tiers below a resource cannot open it.
- Your summons and henchmen can help break a vein or fell a tree. Their blows count as if they held the tool in your hand, and the haul is worked out from your tool and your rank. If your own tool cannot work the node, their blows do nothing either.
Craft: Harvesting sets both the haul and the time the work takes. The damage you deal changes neither.
A node you can open gives at least 20% of what it holds, never less than 1.
What examining something tells you
- Examine a node: its name and description, and a breakdown of the multiplier you would get on it - its tier, your Harvesting rank, the tool in your hand and what each is worth. If your tool cannot work it, that line says so.
- Examine a resource in your pack or in the crafting window: the areas it can be found in, most nodes first, counted from the nodes in the world at that moment.
- Examine a hide: the areas whose creatures carry that grade, largest group first.
- Examine a carcass: how long skinning it would take you.
- Resource names carry the same tier colour as gear.

Ore

Ore is mined with a hammer, underground, in natural caves.
- Acid damage destroys a vein. It gives no ore.
- Fire damage smelts in the field. The part of the work done with fire drops as ingots instead of ore, at 50% of the ingots a forge makes from the same ore.
| Ore | Tier | Toughness | Where |
|---|---|---|---|
| Salt | 1 | 100 | on water, and in the quarry up to challenge 10 |
| Copper | 1 | 50 | caves, up to challenge 19 |
| Iron | 2 | 100 | caves, up to challenge 19 |
| Coldsteel | 3 | 150 | caves, up to challenge 19 |
| Rubicite | 4 | 250 | caves, challenge 10 to 29 |
| Syenite | 5 | 300 | caves, challenge 10 to 29 |
| Verdicite | 6 | 350 | caves, challenge 15 and above |
| Shadow | 7 | 400 | caves, challenge 20 and above |
| Mithral | 8 | 500 | caves, challenge 30 and above - and from challenge 5 in the Mithril Fields and the Mithril Caverns |
| Adamantium | 9 | 750 | caves, challenge 35 and above, most common where lava comes through |
Wood

Wood is chopped with an axe: a battleaxe, double axe, dwarven waraxe, greataxe or handaxe. A tree pays out once, in a single pile, when the trunk has been cut through.
- Acid damage fells a tree with no loss of timber.
- Fire damage or a torch sets the tree alight. The part that burns drops as charcoal instead of wood.
- If more than 50% of a trunk burns, the pile holds 10 charcoal alongside the timber that is left.
| Tree | Tier | Toughness | Where |
|---|---|---|---|
| Pine | 1 | 50 | forests mostly, also plains and snow, up to challenge 19 |
| Cedar | 2 | 100 | snow mostly, also forests and plains, up to challenge 19 |
| Elm | 3 | 150 | forests, plains and snow, more in low ground, up to challenge 19 |
| Ash | 4 | 200 | forests, plains and snow, high ground only, challenge 10 to 29 |
| Red Palm | 5 | 200 | beaches at challenge 10 to 29, and desert oases |
| Oak | 6 | 300 | forests, plains and snow, challenge 15 and above |
| Snakewood | 7 | 300 | standing in water on the plains, challenge 15 and above |
| Desert Ironwood | 8 | 600 | deserts, more near water, challenge 30 and above |
| Petrified Wood | 9 | 750 | underground on bare stone, challenge 35 and above |
Petrified wood does not burn. It cannot be set alight, loses nothing to fire damage and never makes charcoal.
Gems

Gems are mined with a hammer, like ore. No damage type has a special effect on them. They grow in clusters on walls.
| Gem | Tier | Toughness | Where |
|---|---|---|---|
| Citrine, Jade, Onyx, Opal, Lapis Lazuli, Amethyst | 1 | 100 | caves, up to challenge 19 |
| Topaz, Emerald, Black Sapphire | 5 | 350 | caves, challenge 15 and above |
| Diamond, Sapphire, Ruby | 5 | 500 | caves, challenge 15 and above |
A raw gem is cut at a jeweller's bench: 1 rough gem makes 4 cut gems.
Herbs

Herbs are cut with a blade: a sickle, a dagger, a kama or a short sword. Bare hands cannot gather them. Herbs have almost no toughness.
| Herb | Tier | Dyes | Where |
|---|---|---|---|
| Moonflower | 1 | white | meadows beside water |
| Red Sumac | 2 | red | plains and forest, against cliffs and walls |
| Indigo | 3 | blue | open grass |
| Turmeric | 4 | yellow | sand and bare dirt |
| Niphredil | 5 | silver | snow, in the frozen wastes |
| Elanor | 6 | gold | underground, on stone beside water |
| Duskbell | 7 | purple | beside lava, and on bare stone deep underground, challenge 35 and above |
The herb tiers follow the dye tiers. The dyes, lowest to highest: tan, white, black, red, blue, yellow, silver, gold, purple. Tan and black need no herb. The other 7 each need the herb in the table.
Hides

Animals, beasts, magical beasts, dragons and vermin leave a carcass that can be skinned. Plot creatures, creatures that belong to someone (associates) and world bosses cannot be skinned.
- Clicking a carcass opens it for loot. To take the hide, bash it - any attack works - then stand still while you work.
- While the hide is still on, the carcass says so in its name.
- Skinning needs a dagger, kama, sickle or short sword. A GTS blade of any of those four shapes takes the whole hide. Any other weapon of those shapes takes about 50% of it. No other weapon can skin.
- The time scales with your Craft: Harvesting: 6 seconds untrained, down to 1 second.
- The time is fixed when you start. A buff running out mid-cut does not lengthen it.
- Moving cancels the attempt.
- Only one character can skin a carcass at a time.
The hide grade is set by the creature's challenge rating. There are 6 grades:
| Grade | Challenge rating | Serves |
|---|---|---|
| Raw | up to 7 | copper and iron, pine and cedar, tan and white |
| Coarse | up to 12 | coldsteel and rubicite, elm and ash, black and red |
| Thick | up to 19 | syenite and verdicite, red palm and oak, blue and yellow |
| Prime | up to 23 | shadowsteel, snakewood, silver |
| Layered | up to 30 | mithral, desert ironwood, gold |
| Mythic | above 30 | adamantium, petrified wood, purple |
A boss drops +1 hide per boss rank, and +1 more if it is unique. A top-rank unique boss drops 6 hides instead of 1.
A pelt is tanned into leather at a leatherworker's bench: 1 pelt and 4 salt make 8 leather, at every grade.
The forge
A forge is a container that works on its own.
- It runs for as long as it has fuel. You do not have to stand next to it, and the window does not have to be open.
- Fuel and temperature. Examine an item to see whether it burns, and at what temperature.
- When the gauge runs down, the forge takes 1 unit of fuel, chosen at random from what is inside.
- Temperature sets speed only. A hotter forge burns fuel faster and works faster. Each unit of fuel does 1 piece of work at any temperature.
- A fuel raises the temperature towards its own rating; it does not set it outright. Several units heat a forge faster than one.
- Smelting. Put everything a recipe needs in at once and the forge combines it. A partial set of ingredients does nothing. Examining an item says what the forge could make from it.
- Scrapping. A crafted item put in the forge is broken down for part of its materials, never all of them. The fractional part of the return is a chance.
- The forge needs at least 1 whole batch - the number a single craft produces - before it scraps any.
- The named unique pieces cannot be scrapped.
- Scrap the forge has just made is not fed back in.
- Everything a forge makes stays in the forge until you take it out.
Making something
Crafting happens at a station for its trade. There are 6 trades:

| Trade | Branches | Recipes |
|---|---|---|
| Weapon Smithing | Axe, Blade, Bludgeon, Chain, Light, Spear, Sword | 327 |
| Tailoring | Bags, Belts, Boots, Cloaks, Gloves, Robes | 141 |
| Jewel Crafting | Amulets, Gems, Rings | 126 |
| Armor Smithing | Armor, Helmet, Shield | 102 |
| Archer Crafting | Ammunition, Bows, Crossbows, Slings | 81 |
| Leatherworking | Leather | 6 |
- Work progresses only while you stand at a station for the right trade, within about 3 metres of it and in the same area.
- Walking away pauses the queue. It does not cancel it.
- Logging out empties the queue.
Unlocking
A recipe opens once you have mastered the one before it. The first recipe of each branch is open from the start. A locked recipe can be read but not queued, in every view. Each recipe's prerequisite is listed on every recipe.

Success, knowledge and mastery
Success is 2 numbers added together:
- Knowledge of the recipe. Every attempt adds 1 point, success or failure, up to the recipe's maximum. A recipe with a maximum of 20 takes 20 attempts to know completely. Knowing it completely brings Success to 100%, and unlocks the recipes that follow it.
- Craft: Mastery: +0.5% per rank. The skill has no cap.
Success above 100% gives the chance of a masterful item. A masterful item counts as 1 item tier higher than the same item made plainly, which lets it reach a higher set bonus. Containers are never made masterful.
Higher-tier items need more ranks for the masterful chance. For the masterful chance only, the first ranks of Craft: Mastery do not count, by the tier of the item the recipe makes. Those ranks still count in full towards Success:
| Item tier | Ranks that do not count | Masterful at rank 86 | Masterful at rank 126 |
|---|---|---|---|
| 1 (copper, iron and the other common metals) | none | 43% | 63% |
| 2 (shadowsteel) | 20 | 33% | 53% |
| 3 (mithral) | 40 | 23% | 43% |
| 4 (adamantium) | 80 | 3% | 23% |
The figures are for a recipe you know completely. While you are still learning a recipe, the masterful chance is also limited by how far Success actually goes past 100%. An unlearned recipe gives no masterful chance at any rank. The ? beside Mastery in the window shows the threshold for the recipe in front of you.
A failed attempt returns scrap, and the recipe's knowledge still goes up.

Speed
- Craft: Speed gives +1% speed per rank.
- Synergy adds up to +10% for each related recipe you have progress in, in proportion to that recipe's progress. Mastering the copper longsword makes the copper shortsword quicker.
- The
?beside each number in the window shows where it comes from.
The bench
A station opens the crafting bench: the trade's branches down the left, a search box, and the recipe list beside the detail panel.

- The search box matches the recipe name, what it produces and its ingredients. Searching a material lists every recipe that uses it.
- Show filters the list to Craftable now, Missing materials and Not yet unlocked. It only changes what is listed; ticking Not yet unlocked unlocks nothing.
- Tree view replaces the list with the recipe tree. The bench reopens in the view and at the size you left it, per account.
- How it works is a button on the bench and on the forge, with the same rules as this page.
- Use old crafting UI is a checkbox on the window that switches to the old tree window. The choice is kept per account, and the old window has the same checkbox to switch back.
Materials and the queue
- An ingredient listed as 0/1 that is never used up is a tool. You have to hold it to work, but it is not consumed. 11 of the named unique recipes need a tool this way.
- The small buttons above the ingredient list choose where materials are taken from. Your pack always counts; your vault can be switched on. Queued materials are reserved, so the same ingot is never used by 2 crafts.
- 1, 5, 10 and 100 queue that many crafts. The queue can be reordered. Closing the window leaves a small progress window open.
- If your pack is full, the work stops until you make room.
- Accelerate spends 1 acceleration point to add 1 point of recipe knowledge, with nothing crafted. The number beside the button is how many points you have left.

Every recipe
All 783 recipes - what each makes, what has to be mastered first, what it costs and what scrapping it returns - are on every recipe. New recipes appear there automatically.
See also
- Items
- Item sets
- Trade Hall - the store for crafted goods
- Stores
- Vault
