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Crafting

Crafting System

Recipes consume scraps, shards, essence and gold. On success the piece is created and rarity is rolled right there — Common through Mythic. That roll is the only way the craft itself sets rarity. The upgrade module never changes it.

Two separate rolls

Blacksmithing
Blacksmithing window: pick recipe and materials, then Craft Now. Rarity odds sit under the button.

Every attempt runs two independent checks. Do not mix them.

1. Did the craft succeed?

Equipment, backpack and offhand recipes are 100%. Only relics can fail: 50% + Blacksmithing bonus (+0% to +3%). A failed relic still consumes materials and gold. No item.

2. Which rarity came out?

Only after a success, and only on non-stackable gear. Common / Rare / Epic / Legendary / Mythic. No Uncommon. Stackable crafts (scrap conversions, etc.) skip this roll.

Rarity is locked at craft. You cannot spend gems to raise it in the upgrade window. Spare copies go to Transmutation (5 → 1).

Rarity chances

Odds at Blacksmithing level 1 (every character starts here). Higher levels steal a little from Common and feed Rare–Mythic.

RarityCraft Level 1Craft Level 10Craft Level 20Craft Level 30Slot
Common72.7%70.2%67.3%64.5%0
Rare12.1%13%14%15%1
Epic10.1%11%12%13%2
Legendary4.1%4.7%5.3%6%3
Mythic1.0%1.2%1.3%1.5%4

Mythic goes from 1 in 100 crafts at level 1 to about 1 in 67 at level 30. Legendary and Mythic gain less bonus than Rare/Epic on purpose, so the top stays rare.

Elite loot can still drop gear already at a fixed rarity. That is not this roll.

What rarity does to the item

Rarity multiplies the piece’s base stats (the numbers on the recipe). Two families:

RarityFlat statsPercent stats
Common×1.00×1.00
Rare×1.18×1.08
Epic×1.32×1.12
Legendary×1.50×1.18
Mythic×1.75×1.25
  • Flat — armor, attack, defense, extra defense, HP, mana, skills, speed, magic level.
  • Percent — hit chance, crit, life/mana leech, absorb, dodge, reflect, deflect, resist.
  • Not scaled — combat/magic skills and max HP/mana % stay at the recipe value. On the craft armor sets, rarity raises armor, crit, leech and resist.

A small jitter is applied on craft (±3% on flat extras, ±2% on percent extras), so two Mythics of the same recipe are not pixel-identical.

Example, Thanatos (level 1000 Leech set, 4 pieces), base only, no gems: Common armor 49 → Mythic ~86; life leech amount 38% → ~48%; life leech chance 18% → ~23%. Its +12 combat skills stay +12.

Sockets for divine gems come from this rarity: Common none, Rare 1, Epic 2, Legendary 3, Mythic 4. Attach gems after you like the roll.

Blacksmithing

A personal smith level (1–30) stored on the character. It does two things:

  • Craft success — +0% at 1–9, +1% at 10–19, +2% at 20–29, +3% at 30. Added on top of the recipe chance, then capped at 100% (only relics can fail).
  • Rarity odds — linear toward the level-30 column in the table above. Rare and Epic each gain +3 percentage points at 30; Legendary +2; Mythic +0.5. Common absorbs the rest (never below 1%).

XP is successful equipment crafts only. Categories that count: helmets, armors, legs, boots, weapons, quivers, shields, spellbooks, amulets, rings. Relics, gems, backpacks and offhands do not level the smith.

Cost to climb (successful crafts to reach that level): 10 → 20 → 40 → 80 → 160, then 160 per level until 30. Total to max: 4,150 successful equipment crafts. Early levels come fast; the cap stops the endgame from becoming infinite grind.

Opening and categories

Open the UI with the temple crafter.

Fourteen lists: helmets, armors, legs, boots, weapons, quivers, offhands, shields, backpacks, spellbooks, gems, relics, amulets, rings.

  • Gear (armor/weapon/jewelry/quiver/spellbook/shield) — 100% success, rarity roll, smith XP.
  • Relics — 50% success, no smith XP. Still roll rarity if the relic is not stackable.
  • Gems tab — scrap/essence conversions at 100%. Stackable. No rarity roll.
  • Backpacks / offhands — craft like gear (100%) but do not raise Blacksmithing.

Higher-tier recipes may demand a base (unupgraded) piece from the previous tier. Upgraded or gemmed materials are rejected or ask for confirm — gems and rarity on the consumed piece are lost.

Armor sets (helmet, armor, legs, boots) come in three paths for each vocation group, at levels 100, 300, 500, 700 and 1000: Crit (critical chance and damage + combat skill; magic skill on casters), Leech (life leech + combat skill; mana leech + magic skill on casters) and Resist (resistance + max HP %; max mana % on casters). Level 1000, 4 pieces: Crit 12% crit chance, 40% crit damage, +12 combat skills; Leech 18% life leech chance, 38% amount, +12 combat skills; Resist 12% resist, 20% max HP.

Materials

Typical gear recipe: Common/Rare/Divine Scraps, Shards, Primordial Essence, gold that scales with the tier.

Common ScrapCommon Scrap
Rare ScrapRare Scrap
Divine ScrapDivine Scrap
Common ShardCommon Shard
Rare ShardRare Shard
Ancient ShardAncient Shard

Worked example on a relic: 50% base; with Blacksmithing 30 it goes to 53%. Gear recipes do not need the bonus: they are already 100%.

Creation process

  1. Use the temple crafter.
  2. Pick category and recipe. Check gold, scraps, shards and chain piece.
  3. If a consumed piece has gems or rarity above Common, confirm — those are lost.
  4. Server rolls craft success. Fail = materials gone, no item.
  5. On success the item is stamped with crafter name and date, then rarity (and stat extras) are rolled.

After the craft

  • Like the rarity? Socket divine gems, then push +1 to +12. +11/+12 still need Legendary.
  • Want a random recipe instead of crafting a specific piece? Open a Mystic Bag.
  • Spare Commons/Rares/Epics of the same piece: Transmutation (5 identical → 1 up or 1 down).
  • Creator name and craft date stay on the item.

Unified sets

The weakest sets were unified: there is now a single set per level bracket and vocation sub-bracket, instead of several similar sets.