Gathering, Crafting, & Resources
Overview
In most MMOs, crafting is just another grind—harvesting the same node respawns for hours, repeating recipes, and waiting until endgame to make anything meaningful. We want to build something different. The crafting and gathering system in our game is (as with most other aspects) delightfully simple to understand and get into, but with layers of complexity and development that make it very difficult to master and increasingly more interesting and engaging—designed not for repetitive grinding, but for meaningful progression, collaboration, and creativity.
Skill grows through time, not repetition.
Most profession advancement comes from offline progression—characters can “work” at their craft when logged out. This rewards dedication over mindless recipe spamming and makes mastery a long-term journey.
Five tiers: Novice, Adept, Expert, Master, Legendary.
Each tier unlocks new capabilities, but crucially, even Novices remain relevant. A Novice woodworker’s bow stave can become part of a Master Weaponsmith’s legendary longbow—any skill level can contribute meaningfully.
Crafting isn’t mandatory—but it’s deeply rewarding.
Players don’t need to craft to succeed. Great gear and wealth are achievable through other paths. This system exists for those who love creation and customization, not as a forced economy gate.
No ‘everything’ profession options.
Most players may choose one gathering and one crafting profession. With experience and rebirths, they may take on a second—and potentially pursue a rare Specialist Crafting Profession, the pinnacle of crafting mastery. But such dedication comes at a cost: characters focused on excelling in crafting will struggle to also be the best martial combatants or magic-users.
Items are made by many hands.
A single axe involves miners, foresters, blacksmiths, leatherworkers, and potentially more. Crafting is inherently collaborative—no one character does it all… And it doesn’t stop at just basic, functional items. Materials can be enhanced: alchemists transmute metals, enchanters imbue runes, artisans socket gems… The same base axe can become a fiery enchanted war axe or a precision-crafted hunting tool—diverging in power, purpose, and potential based on choices and contributions.
Quality matters—but nothing is obsolete.
Materials come in five quality tiers (Poor to Exceptional), and higher skill increases the chance of harvesting better yields. But no material is “trash”: ash wood isn’t weaker than yew—it’s different. Ash bows favor speed; yew favors power. Choice > hierarchy. Skilled crafters can even combine lower-quality tiers into superior results, and failed creations can be salvaged—preserving much of the materials for another attempt.
Engaging Gathering.
No glowing ore nodes in flat fields, instead resources are found where they make sense: precious metal veins in mountain tunnels, rare wood from trees in ancient groves, certain mushrooms only during seasonal blooms… Harvesting should be an adventure, not a chore.
Resources & Materials
Resources are typically items that are used directly in crafting, or can be turned into materials for use in crafting. They exist in numerous varieties, each having different rarities and qualities, and can be found throughout the game world and acquired through various means. Most must be gathered or harvested by adventurers trained in a gathering profession, but some can be obtained even by those without a profession relating to it. For example, slaying a dragon can yield dragon scales, hides, bones, teeth, claws and meat regardless of whether there is a character trained in the hunter profession present. A skilled hunter however will be able to harvest both greater amounts and higher qualities of those resources from the slain dragon.
In a similar fashion, any character can get a fishing rod, bait it and catch various types of fish, but only a character who has developed their fishing skill to a certain level will be able to consistently catch the rarer and more valuable fish types.
There are also many already ‘harvested’ resources available in the world that can be found. Chests and containers will often contain resources and materials for example, as will the bodies of slain foes. Many quest rewards will give resources as an option along with items or equipment.
Primary resources are the main items needed in most crafting recipes, and these are broken down into several groups such as: ore, wood, hides, scales, mushrooms, herbs, meat, etc. Secondary resources are found in lesser quantities but are also typically required in lower amounts for crafting, these include things like: bone, minerals, berries, sap, sinew, etc.
There are also other basic materials and resources related to civilizational support, economy, and industry, such as stone and timber which are used in settlement and infrastructure construction, and food and freshwater which are resources necessary to sustain populations in settlements and cities. These resources are not harvested by characters individually or acquired through adventuring, but are gathered at scale by the factions and nations controlling the regions and zones which contain them.
Mining Resources
Miners extract ores, gemstones and minerals from exposed surface veins, shallow underground deposits, caves, and deeper subterranean environments. Different resources commonly occur at different depths and in different geological conditions, with more valuable deposits generally requiring greater skill, better tools and travel into more dangerous areas.
Ores
Ores are the primary resource gathered through mining and are refined into metal ingots for use in crafting. Blacksmiths use these metals to forge equipment, components and other metal parts, while some ores may also be combined into alloys such as bronze and steel.
There are eight primary ore types: Copper, Tin, Iron, Coal, Silver, Gold, Mithril and Adamantite.
Gems
Gemstones are secondary resources that can occasionally be uncovered while mining ore veins. They can occur in deposits of many types, though deeper and more valuable veins generally provide greater chances of yielding rarer and higher quality gemstones.
Gems are used primarily by artisans, enchanters and alchemists for jewelry, enchantments, magical components, powders and other crafting purposes.
There are also eight distinct varieties of gemstones: Amethyst, Onyx, Topaz, Emerald, Sapphire, Ruby, Diamond and Opal.
Minerals
Minerals are secondary resources often gained while mining ores. They are used by a wide range of crafting professions for alloys, alchemy, cooking, smithing, treatments, compounds and other specialized purposes.
There are eight types of minerals as well: Salt, Zinc, Sulphur, Lead, Graphite, Niter, Fluorite and Celestite.
Vein Types
Mining deposits are broadly divided by the depth and geological conditions in which they occur. These categories determine the types of resources that are most commonly found within them.
Surface Veins — Copper, Tin, Amethyst, Salt and Zinc
Shallow Veins — Iron, Coal, Onyx, Topaz, Sulphur and Lead
Deep Veins — Silver, Gold, Emerald, Sapphire, Ruby, Graphite and Niter
Core Veins — Mithril, Adamantite, Diamond, Opal, Fluorite and Celestite
Forestry Resources
Foresters harvest wood, sap, amber, bark and other resources from trees found throughout the game world. While young trees and newer growth are relatively easy to find, they generally provide smaller yields and fewer useful materials. More experienced foresters typically seek mature and old-growth forests where larger and more valuable trees can be found, often requiring travel farther into wild and dangerous areas.
Different tree species favor different environments and stages of forest growth, and the age and condition of an individual tree can also affect the amount and quality of resources that can be harvested from it.
Wood
Wood is the primary resource harvested through forestry. Logs are hewn into rough planks and other basic materials before being further shaped and worked by woodcrafters into components used for weapons, shields, tools, furniture and numerous other items.
Different wood species have their own properties, strengths and weaknesses rather than simply representing progressively better materials. Most recipes will call for a ‘class’ of wood, such as a hardwood or exotic wood, rather than a specific type such as ash or ebony, and the material chosen for the recipe may give different bonus potentials vs. a different material of the same class. Wood is categorized into four classes: Softwoods, Hardwoods, Precious Woods, and Exotic Woods.
Softwoods — known for their lightness, flexibility and ease of shaping; commonly used for arrow and bolt shafts, containers, fittings, lighter components, artisan work, and utility crafting. Types of softwoods include: Pine, Fir, Cedar, and Redwood.
Hardwoods — strong, durable, load-bearing woods; favored for bows, crossbows, weapon hafts, shields, heavy tool handles, structural components, and hard-use equipment. Types of hardwoods include: Ash, Oak, Yew, and Maple.
Precious Woods — valued for natural properties such as aroma, magical affinity, appearance, resistance, reagent value, or alchemical stability; favored by artisans, apothecaries, woodcrafters, and alchemists. Types of precious woods include: Teak, Sandalwood, Walnut, and Mahogany.
Exotic Woods — wood types with unusual or extreme properties, capable of supporting the most advanced equipment, magical crafting, or specialized recipes. They include: Dragonwood, Ebony, Rosewood, and Ironoak.
Sap
Sap is a secondary resource harvested from trees and is used by professions such as alchemists, apothecaries, artisans and enchanters for compounds, treatments, adhesives, reagents and other crafting purposes.
Saps are grouped by the wood class from which they are harvested: Softwood Sap, Hardwood Sap, Precious Wood Sap, and Exotic Wood Sap.
Amber
Amber is a resource that can be found when harvesting any wood class or type, but generally is more common in older growths of precious and exotic classes. It is used by a number of professions including artisans, apothecaries, alchemists, artificers, and more.
Forest Types
Forestry resources are strongly influenced by the age and maturity of the forests in which they grow. Older forests generally contain larger trees, greater yields and greater opportunities to find uncommon or rare species, though individual tree types may occur across more than one forest category.
Young Forests — Pine, Ash, Fir, and Maple.
Mature Forests — Cedar, Yew, Redwood, and Oak.
Aged Forests — Teak, Redwood, Oak, Walnut, Yew, Sandalwood, Cedar, and Mahogany.
Ancient Forests — Walnut, Dragonwood, Mahogany, Rosewood, Teak, Ironoak, Sandalwood, and Ebony.
Hunting Resources
Hunters harvest hides, scales, meat, bone, horn, sinew and other biological resources from beasts and similar creatures found throughout the game world. The resources available depend on the type of creature being harvested, while the amount and quality recovered are influenced by the hunter’s skill.
Most common beast resources are grouped into standardized classes for crafting, while unusual creatures may yield distinctive materials that retain their own identity because of exceptional physical or magical properties.
Beasts and creatures of all shapes and sizes are found in numerous different environments throughout the game world. More exotic and unusual creatures are typically found only in specific locations or lairs however.
Hides
Hides are one of the primary resources harvested through hunting and are refined into leather by hunters before being used by leatherworkers and other crafting professions.
Most normal beast hides are grouped into three classes based on thickness, weight and durability:
Light Hide — thin, flexible hides generally harvested from smaller or lighter beasts; refined into Light Leather.
Medium Hide — moderately thick and durable hides harvested from many common beasts; refined into Medium Leather.
Heavy Hide — thick, dense hides generally harvested from larger or heavily built beasts; refined into Heavy Leather.
Exotic Hide — certain unusual beasts may produce distinctive hides with properties significant enough to remain separate from the normal classes. These are refined into corresponding unique leathers rather than generic light, medium or heavy leather. Examples include hides harvested from dragons and shadow beasts. Not every exotic beast produces a unique hide; some may produce only unique scales, others only unique hides, some both, and some neither.
Scales
Scales are another major resource harvested from reptiles, draconic creatures and other naturally armored beasts. Standard scales are grouped by their weight, thickness and protective properties in a similar manner to hides:
Light Scales — thin and flexible scales suited to lighter protective equipment, reagents, and components.
Medium Scales — balanced protection and flexibility suited to general scale armor and reinforced equipment.
Heavy Scales — thick, rigid scales suited to heavier armor, shields and protective components.
Exotic Scales — as with hides, some exotic creatures produce scales that retain unique characteristics because of unusual physical or magical properties. These include scales from creatures such as leviathans and dragons.
Meat
Meat is a primary resource harvested from beasts as well and is used mostly by the cooking and apothecary professions for consumable-related crafting.
Like the other hunting related resources, meat comes in several broad classifications: light, medium, and heavy, with exotic meats being tied to specific creature types it is harvested from, such as dragon meat or basilisk meat.
Secondary Resources
Most beasts have a number of secondary biological components that can be harvested, such as: bone, sinew, claws, feathers, and similar items. These resources are used across almost all professions for things like: weapon components, tools, jewelry, bowstrings, alchemical ingredients, stitching cord, enchanting components, and other specialized crafting purposes.
These resources generally are classified in the same manner as the primary resources: light bone, heavy sinew, medium tooth, etc. The more exotic ones with unique properties remain tied to the creature type that produced them, such as dragon claw, basilisk tooth, gryphon feather, etc.
Foraging Resources
Foragers gather herbs, mushrooms, roots, flowers, berries, seeds, moss and other naturally occurring resources from environments throughout the game world. The resources that can be harvested by a skilled forager are spread across an especially wide range of biomes and conditions, with some found in common forests or plains and others restricted to remote mountaintops, wetlands, deserts, subterranean caverns, or similarly specialized environments.
The rarity of a foraging resource is generally tied to how difficult or specific the conditions required to find it are. Common resources may grow across broad and easily accessible areas, while rarer resources are more likely to require travel into remote or dangerous regions, occur only within particular biomes or elevations, or appear under specific environmental or seasonal conditions.
Herbs
Herbs are one of the primary resources gathered through foraging and are typically used by apothecaries, alchemists, cooks, and artisans, as well as by other professions.
Herbs are found in nearly every biome, though individual species may favor specific temperatures, elevations, soil conditions, moisture levels or other environmental factors.
Mushrooms
Mushrooms are the other primary foraging resource and are used for cooking, potions, alchemy, poisons, reagents and other specialized crafting purposes.
They are particularly common in damp forests, wetlands, caves and subterranean environments, though some species may grow only under very specific ecological or environmental conditions.
Secondary Foraging Resources
Roots, flowers, berries, seeds, moss, lichens and similar resources are harvested by foragers and found across nearly all environments. These items are used across numerous professions for things like: medicines, potions, poisons, dyes, oils, reagents, foods, and more.
Resource Environments
Foraging resources are distributed according to the environments and conditions in which they grow rather than through a single standardized progression of gathering locations. Relevant factors may include biome, elevation, moisture, temperature, season, light exposure, terrain and local environmental conditions.
As a general rule, increasing rarity corresponds with increasing environmental specificity or difficulty of access. Common resources are usually widespread and easy to reach, while rare, fabled and legendary resources are increasingly likely to be found in remote, dangerous or highly specialized environments.
This makes knowledge of the game world particularly important to foragers, as finding valuable resources depends as much on knowing where and when to search as it does on the character’s skill in harvesting it.
Gathering Professions
There are four gathering professions in the game; most characters can learn only one, though an advanced character who has undergone a few rebirths may gain access to a second if they are dedicated and focused on achieving that feat.
Each profession offers a distinct approach to finding and harvesting resources. The way players interact with the world—tracking game, identifying plants, or navigating mines—varies significantly between professions, making the choice about how you wish to engage with the world, not just what resources you collect.
Profession access is tied to a character’s core attributes, reinforcing the classic archetype alignment. For example, a Forester requires strength to fell trees and shape timber, making it a natural fit for sturdy and physically hardy characters, but less accessible to a frail spellcaster. Conversely, a Forager relies on perception and intelligence to locate and harvest rare herbs and fungi; favoring observant, knowledgeable character types over those built for melee combat.
This system ensures that profession choice feels like a natural part of the game world and is an extension of a character’s identity, not just an arbitrary utility pick.
Gathering is designed to be an active and deliberate process. It requires attention, preparation, and often risk. Whether tracking and slaying dangerous beasts, harvesting rare wood or mushrooms in predator-rich remote forests, or venturing into the deep subterranean caverns beneath massive mountains, each profession presents its own challenges and demands—making resource gathering a meaningful part of the game world, not a background task that you just ‘do’ while focusing on other things.
Harvesting & Refining
Harvesting the various types of resources, as well as refining them, follows the standard philosophy: simple to begin and understand, but shaped by choice, preparation, and skill rather than repetition.
Resources are found where they naturally occur in the world. Metal veins run through mountains and deep caverns. Certain trees grow only in specific climates. Rare herbs bloom seasonally or in dangerous territory. Animals must be tracked, hunted, and properly harvested. Gathering is not built around endlessly respawning nodes in safe, open fields, but around location, timing, and risk. Preparation matters—bringing the right tools, knowing the terrain, and understanding what you are looking for.
Any adventurer can attempt basic gathering in many cases, providing they have the tools to do so. A fallen beast with softer, thinner hide can be skinned with a simple knife. A fishing rod can be baited and cast, and some fish will bite. A visible vein of softer ore can be mined with a basic pick. However, trained gatherers consistently obtain better yields, higher quality materials, and develop the skills to harvest rarer and more difficult resource types. Skill increases reliability and efficiency, not just quantity. A skilled miner extracts larger amounts of ore with fewer impurities. A practiced Hunter recovers more and higher quality of usable hide and bone from the same creature. A knowledgeable Forager can distinguish a valuable herb from a similar looking but useless plant.
Quality affects outcome, but lower tiers are not obsolete. Common materials may be easier to work with, lighter, or suited to specific purposes. Higher-quality materials tend to be stronger, more durable, or more stable for enhancement—but they are also rarer and often harder to refine successfully. Crafting decisions begin at the gathering stage.
Refining transforms raw resources into usable materials. Ore becomes ingots. Logs become planks. Raw hides become leather. Herbs are dried, distilled, or processed. This step is not automatic. Refining requires knowledge, tools, and sometimes cooperation with other professions. Impurities can be removed. Alloys can be formed. Materials can be stabilized, strengthened, or prepared for enchantment.
Skill affects refining outcomes as much as gathering. Higher proficiency improves material yield, reduces waste, and increases the chance of producing higher-grade results. Failed attempts do not necessarily destroy everything; portions of the material can often be recovered and reworked, reinforcing experimentation over punishment.
Refining also creates meaningful interdependence. A Miner harvests ore and refines it into metal ingots, but a Blacksmith may further refine it into alloys (and an Alchemist may modify it yet again). A Hunter takes hides and turns them into leather, but a Leatherworker transforms them to armor. A Forager gathers rare herbs and may process them, but an Apothecary makes them into potions, oils and reagents. Gathering supplies potential; refining unlocks usability.
Because materials differ in properties rather than existing in a strict hierarchy, the gathering stage influences the entire production chain. Choosing to harvest ash instead of yew, iron instead of copper, or a lighter hide instead of a thicker one is not simply a matter of power scaling. It shapes the identity and function of whatever is eventually created.
Gathering and refining are therefore not background tasks performed passively while focusing elsewhere. They are deliberate activities that reward knowledge of the game world, awareness of risk, and long-term investment in a profession. The quality of the finished item begins with the quality of the material—and the care taken in bringing it from the wild into usable form.
Hunter
Hunting is the skill of tracking, stalking and harvesting various types of wild animals for things like: hides, bones, horns, scales, sinew and meat. Hunters process the raw hides into leather materials by tanning and treating them with oils. Leather as well as scales and sinew are used mainly by leatherworkers, while several other professions use the other items.
Forager
Foraging is the skill of finding, gathering and processing naturally occurring resources and items found in the wilderness such as: herbs, roots, mushrooms, moss, berries, seeds, and similar things. Once the raw resources are properly harvested and prepared, they are used by many professions including tailors, artisans, alchemists and apothecaries.
Forester
Forestry is the craft of felling trees and harvesting wood logs, amber, sap and bark from them. Logs are hewn into rough planks which are then further shaped and refined by the Woodcrafter profession. The amber, sap and bark are processed and used by Alchemists, Artisans and Apothecaries. Basic timber is also used as a common building material.
Miner
Mining is the process of extracting stone, ores, minerals and precious gems from the earth. Ores are refined into metal ingots which are used by Blacksmiths, while Gems are cut, ground and polished by Artisans to create jewels and gemstone dust. Minerals are used by many other professions, and basic stone is utilized commonly as a building material.
Crafting Professions
There are seven standard crafting professions in the game. As with the gathering professions a typical character will normally be able to learn only one in their lifetime, but advanced characters who have undergone multiple rebirths and devote themselves to crafting over other pursuits will be able to learn two. As with the gathering professions, each crafting profession has specific statistic requirements a master will have for any character who wishes to apprentice under them.
Recipes, Designs & Production
Production of complete items, components, and materials begins with learning a recipe, design, template, pattern, etc.—much like learning a skill or ability. This learned knowledge can come from a trainer or mentor, from books and schematics, through magical means, or other methods of discovery in the game world. Learning a recipe or design will require a certain skill level in the associated profession—more advanced designs and patterns will require higher skill. Once learned, a character can attempt to produce that item, provided they have the required materials, components, and necessary tools and nearby stations such as smithing tools, an anvil and a forge.
Recipes and designs represent item types, not fixed end results.
A Longsword, for example, is a single template. It is not divided into separate recipes for bronze longswords, iron longswords, steel longswords, or enchanted variants thereof. A novice Blacksmith who has learned the Longsword template may only be capable of forging it from bronze. As their skill improves, that same Longsword template allows them to work with iron, steel, or rarer metals. Advancement expands what the recipe can do; it does not replace it with a nearly identical entry.
Skill and materials determine overall quality.
A novice level blacksmith will struggle to produce an ‘above average’ quality bronze sword, even if they are using bronze metal of exceptional quality, however a ‘standard’ quality bronze sword is a perfectly capable weapon. As the smith’s skill grows, they will be able to consistently produce higher quality items, components and materials. Higher quality components and materials used in recipes work with the crafters skill to determine the overall quality of the finished products. There is a level of chance involved of course, but the system supports salvaging attempts that did not achieve the desired quality and trying again. Additionally, special items and components can be utilized to increase the quality levels of crafted products during their production.
Complete items are often built from components that are crafted first and then assembled.
A Longsword requires a blade and a hilt. The blade is forged separately and can be made from different metals, shaped in different styles, engraved, enchanted, enhanced, and/or socketed with gemstones. The hilt is itself assembled from multiple parts: a guard, a grip, and a pommel. The guard might be iron, horn, or steel, plain, socketed, or rune engraved. The grip is typically shaped from wood by a Woodcrafter, and wrapped in leather prepared by a Leatherworker. The pommel can alter balance, might be composed of bone or horn from a Hunter, and may also hold a enchanted gemstone or be imbued with magical runes. These pieces are combined into a complete hilt, which is then joined with the blade by the blacksmith to produce the finished weapon.
Each decision affects the outcome. Quality and materials changes weight, durability, and other base parameters. Design modifies things like balance, speed, damage, and handling. Enhancements alter or enhance function and provide specialization. The final item reflects the cumulative choices made during its creation.
Different design styles for the same base recipe type are learned separately from the base template and often reflect culture and training. A Blacksmith who apprenticed in a Norse settlement may begin with several broader, heavier blade patterns and sturdier guards that favor durability and impact. Later, after traveling and learning from an Elven smith, that same character will now be able to incorporate thinner, lighter blade designs that favor speed and precision. Both are crafted using the same Longsword template, but the form and performance differ based on design and material choice.
This approach avoids the common pattern of unlocking a long list of nearly identical recipes—”Bronze Dagger”, “Iron Dagger,” “Iron Dagger of Frost,” “Iron Dagger of Vampirism,” and so on. Instead, a core template defines the item. Components define its structure. Materials determine its physical properties. Designs shape how it performs. Enhancements and enchantments refine its purpose and capabilities.
A single Longsword template can produce a heavy iron battlefield weapon, a light steel dueling blade, or a rune-etched adamantite sword with Elven blade styles but Norse inspired hilt design, providing unique advantages and trade-offs—without requiring separate recipes for each variation. Crafting becomes less about collecting incremental recipe upgrades and more about material options, learning new designs and modifications, and making deliberate choices about how an item should function.
Blacksmith
Blacksmiths shape and forge metal ingots into useful items such as armor, weapons, arrowheads, wire, etc. These parts and refined metals are used by different professions such as Artisans, Leatherworkers and Alchemists. Blacksmiths also combine metals and other materials to create alloys and specially tempered metals for various purposes.
Woodcrafter
Woodcrafters take rough hewn lumber and use it to create things like weapon hafts and parts, bow staves, arrow shafts, shields, etc. These parts are also used by other professions including Blacksmiths Artisans and Weaponcrafters. Woodworkers utilize many different parts and items from Blacksmiths, Apothecaries and Leatherworkers.
Apothecary
Apothecaries are producers of highly useful oils, tinctures, potions, powders, poisons, salves, balms and other similar items. They utilize numerous items from Foragers, Fishers, Harvesters, Hunters and Miners, and many of the ingredients they produce are used by other professions as well, such as Alchemists, Artisans, Leatherworkers and Blacksmiths.
Artisan
Artisan’s are highly technical and detail oriented craftsmen that work with gemstones, engraving, inlaying, and etching, scribing and writing, and other similar types of things. Artisans utilize metal, bone, horn, wood, leather, oils, parchment, jewels and various other items and ingredients to create jewelry, inks, dyes, accessories, blank scrolls and tomes, maps, and many other objects.
Leatherworker
Leatherworkers utilize leather materials, scales and sinew from Hunters and various parts and items from Blacksmiths as well as oils from Apothecaries, and turn them into things like light armor, pouches, sinew thread, leather cord, etc. These products are also used by other professions as well such as the Tailor, Blacksmith, Artisan and Outfitter.
Tailor
Tailors take materials such as wool, cotton and silk and weave them into useful cloth materials, thread and canvas, which they then use to make things like clothing, cloaks, tents, bags, rope, bowstrings and other items which are used by various other professions. They also use numerous types of color dyes from Artisans and items from Blacksmiths and Leatherworkers.
Enchanter
Enchanters specialize in empowering items and objects with magic; typically utilizing gemstone dust, special inks and other materials to imbue clothing, armor, weapons, scrolls, jewels, tomes, and other items with various magical properties to serve numerous purposes. They are knowledgeable magic users, and use items from many other professions, but particularly Artisans.
Specialist Crafting Professions
Masters of certain combinations of crafting professions can be trained (if they meet the requirements of course) in one (and one only) of five specialist professions. These are highly skilled crafters that create very advanced, powerful and unique items, typically enhanced or improved versions of items that are created by the standard professions.
For example, a Blacksmith can create various types of medium and heavy armor, and a Leatherworker can create various types of light armor, but a character that has mastered both the Blacksmith and Leatherworker trades may advance to the Armorer specialist profession and learn to craft the most exceptional pieces of armors using advanced techniques along with rare and exotic materials.
Specialist professions have a significant interdependence to one-another, and generally involve working with the rarest materials of the highest qualities that are enhanced by an Alchemist and/or engraved with magical runes by an Enchanter, then shaped into final products by a Armorer, Outfitter or Weaponsmith, who are the only ones with the skills necessary to work with the enhanced and enchanted rare materials. So, a Weaponcrafter is not going to be able to craft a ‘better’ iron axe than a skilled blacksmith, but they will be able to take that same axe template and create the axe head from mithril ore enhanced by an Alchemist which the blacksmith would not have the skills or knowledge to do, and combine it with a dragonwood axe handle that was etched with runes by an Enchanter, and the grip wrapped in enchanted dragonhide leather, etc.
Specialist crafting professions are not about creating ‘better’ versions of the same items from the same materials which other professions can create. Rather, they are focused around being able to utilize the rarest, magically enhanced materials—requiring very specialized training, knowledge, tools, components and crafting stations—which are beyond the capabilities of the standard professions.
Armorer
Armorers are specialists at crafting the highest quality (both visually and functionally) of medium and heavy armor as well as heavy shields. They require mastery of both the Leatherworking and Blacksmithing professions and utilize various components from Alchemists, Woodworkers, Artisans and Artificers.
Alchemist
Alchemists utilize magic, natural ingredients and gemstones to enhance and alter different properties of various materials and items including metal, wood, cloth, potions and poisons. They require great skill as an Apothecary and as an Enchanter. Alchemists utilize materials and ingredients from most of the other professions.
Outfitter
Outfitters are expert tailors and leatherworkers who craft the finest and most elaborate light armor, bags, packs, pouches and clothing from leather and cloth materials. They utilize items from Alchemists, Artificers, Blacksmiths, Leatherworkers, Tailors and Artisans.
Artificer
Artificers specialize in both creating magical items and empowering existing items and materials with the most complex and difficult enchantments through powerful inscribed or engraved runes. They need to be expert Artisans and Enchanters, and utilize materials and resources from both professions as well as many others.
Weaponcrafter
Weaponcrafters are masters at creating various types of weapons such as swords, bows, spears and axes as well as light and medium shields. They need to be master Blacksmiths and Woodworkers, normally requiring items from several other professions such as Leatherworkers, Alchemists, Artisans and Artificers.
Other Crafting & Gathering Skills
There are a few other gathering and crafting skills that are available to any adventurer without needing to be ‘trained’ as an apprentice by a master or meeting certain stat requirements. These skills can be developed and learned through use and experimentation as well as through mentors (a cook can teach different recipes to someone for example, or a farmer can show someone the basics of how to shear a sheep for wool).
Cooking
Cooking involves the preparation of different raw edible ingredients through mixing, heating, drying or other methods to create delicious and nutritious foods which can have various beneficial effects when eaten.
Crofting
Crofting is the management and harvesting of farmed crops or animal products such as grains, cotton, flax, silk, wool, vegetables, etc. These products are used by Tailors, Outfitters, Apothecaries and Cooks.
Fishing
Fishing is the art of catching and processing different types of marine and aquatic wildlife, typically with a fishing rod. Fish meat is used in cooking, and fish oils and scales are used by Apothecaries and Artisans.






















