Craftsman Tree
Blacksmith, Artificer and Alchemist: the skills that discover, produce, refine and enchant items.
The workbenches, forges and cauldrons of the tradesfolk turn raw ambition into things a player can actually use. Every blade, trinket and bottled miracle a master ever relies on started out as somebody’s Craftsman skill paying off.
Crafting always runs in two phases: a Craftsman first discovers a blueprint by experimenting with raw materials, then produces that item from it as often as they like. The skills below govern how reliably a Craftsman discovers, produces and refines within their trade — see Item Crafting for the full system.
A skill that works at a station unlocks the kit for that station at Lv. 1. The kit is crafted in Handiwork and placed from the bag, see Crafting Stations.
graph TD
Carpentry["Carpentry (1-10)"]
UpgradeEquipment["Upgrade Equipment (1)"]
MasterCraftsman["Master Craftsman (1-5)"]
ItemCustomization["Item Customization (1-10)"]
Gate["5+ pts in Craftsman Tree"]
Blacksmith["Blacksmith"]
Artificer["Artificer"]
Alchemist["Alchemist"]
Carpentry -->|Lv.3| MasterCraftsman
Carpentry -->|Lv.3| ItemCustomization
Carpentry -.-> Gate
MasterCraftsman -.-> Gate
ItemCustomization -.-> Gate
UpgradeEquipment -.-> Gate
Gate -.->|unlocks| Blacksmith
Gate -.->|unlocks| Artificer
Gate -.->|unlocks| Alchemist
Carpentry Max Lv. 10
Turns raw timber and honest labor into the workbenches, furniture and structures every settlement needs to stand on its own.
Lv. 1 allows you to build a workbench, which you can use for crafting. The time it needs to craft an item depends on the item level you want to craft.
Carpentry also makes the kits for the buildings in the wild: the Observation Outpost, the Mining Shaft and the Lumberjack Cabin. To build one, the master needs level 1 of the skill that uses it.
For player settlements it makes the post office kit (Lv. 3) and the auction house kit (Lv. 5).
| Lv. | Success Chance | Max Item Level |
|---|---|---|
| 1 | +5% | 10 |
| 2 | +10% | 20 |
| 3 | +15% | 30 |
| 4 | +20% | 40 |
| 5 | +25% | 50 |
| 6 | +30% | 60 |
| 7 | +35% | 70 |
| 8 | +40% | 80 |
| 9 | +45% | 90 |
| 10 | +50% | 100+ |
This bonus is added on top of the item-level base chance and the crafter’s DEX/WIL — see Construction Crafting Success Chance for the full formula.
Master Craftsman Max Lv. 5
↳ Requires Carpentry Lv. 3
A lifetime of calluses paid off - tools answer faster and structures rise quicker under this Craftsman’s hand, and the Bestia working alongside them keep pace.
| Lv. | Construction Time Reduction | Success Chance |
|---|---|---|
| 1 | 10% | +2% |
| 2 | 20% | +4% |
| 3 | 30% | +6% |
| 4 | 40% | +8% |
| 5 | 50% | +10% |
This bonus is added on top of the item-level base chance and the crafter’s DEX/WIL — see Construction Crafting Success Chance for the full formula.
Upgrade Equipment Max Lv. 1
Time spent far from settlements teaches a Craftsman to adapt and improvise, reworking weapons and armor in the field to better suit their needs.
Allows you to perform upgrades of armor and weapons. There is a chance this fails and potentially destroys your equipment.
See Weapon Refinement and Armor Refinement for the upgrade chances and effects.
Item Customization Max Lv. 10
↳ Requires Carpentry Lv. 3
A meticulous rework that opens sockets in an item’s frame, letting a Runic Etcher’s runes be slotted into it later.
Requires an Engraving Set which will be consumed in the process. You can choose how many slots you want to put into an item. But every slot makes it harder to succeed. Every extra slot above 1 reduces the success chance by 40%.
The Success Chance below is added on top of a base chance that drops as the item’s own level rises. See Item Customization for the full formula and worked examples.
| Lv. | Success Chance | Destroy Chance On Failure | Max Slots |
|---|---|---|---|
| 1 | +10% | 30% | 1 |
| 2 | +20% | 28% | 1 |
| 3 | +30% | 26% | 1 |
| 4 | +40% | 24% | 2 |
| 5 | +50% | 22% | 2 |
| 6 | +60% | 20% | 2 |
| 7 | +70% | 18% | 3 |
| 8 | +80% | 16% | 3 |
| 9 | +90% | 14% | 3 |
| 10 | +100% | 12% | 3 |
Blacksmith
Steel remembers who beat it into shape. Blacksmiths turn raw ore into the finest weaponry and armor, which protects its wearer even in the midst of the harshest environments and hottest battles.
This tree is enabled as soon as you have 5 Lv. or more into craftsman tree
The Blacksmith has two routes. The Forger smelts ore and forges weapons and armor. The Refiner repairs and upgrades what already exists.
graph TD
ItemCustomization[/"Item Customization (Craftsman Tree)"/]
UpgradeEquipment[/"Upgrade Equipment (Craftsman Tree)"/]
OreRefinement["Ore Refinement (1-3)"]
ForgeWeapon["Forge Weapon (1-10)"]
ForgeArmor["Forge Armor (1-10)"]
EquipmentRepair["Equipment Repair (1-5)"]
WeaponryResearch["Weaponry Research (1-5)"]
MasterSmith["Master Smith (1-5)"]
ItemCustomization -->|Lv.5| ForgeWeapon
ItemCustomization -->|Lv.5| ForgeArmor
OreRefinement -->|Lv.1| ForgeWeapon
OreRefinement -->|Lv.1| ForgeArmor
UpgradeEquipment -->|Lv.1| WeaponryResearch
OreRefinement -->|Lv.3| EquipmentRepair
EquipmentRepair -->|Lv.3| WeaponryResearch
ForgeWeapon -->|Lv.8| MasterSmith
ForgeArmor -->|Lv.8| MasterSmith
Ore Refinement Max Lv. 3
Feeds raw ore to the roar of the furnace, coaxing out the pure ingots every weapon and suit of armor is ultimately built from.
Lv. 1 allows you to place a Furnace. Every batch burns fuel: Coal. A failed smelt loses both the ore and the fuel.
| Lv. | Ore Refinement Success |
|---|---|
| 1 | +30% |
| 2 | +60% |
| 3 | +90% |
There is no ore level cap - the bonus is added on top of an ore-level base chance that starts at 30% for
Tin and Copper and keeps falling by 1%
per ore level above 10, plus the smith’s STR and WIL. Even a maxed smith loses roughly every second batch of
Adamantium Ore. See
Ore Refinement Success Chance for the full formula and
Refining for the level of every ore.
Forge Weapon Max Lv. 10
↳ Requires Ore Refinement Lv. 1 and Item Customization Lv. 5
Discovers and forges weapon blueprints from smelted ingots - the Blacksmith’s bread and butter. Higher skill levels reliably reach higher-level weapons; blueprints far above your skill can still be attempted, just at a steeply falling chance.
Lv. 1 allows you to place a Forge.
| Lv. | Success Chance | Reliable Item Level |
|---|---|---|
| 1 | +5% | 10 |
| 2 | +10% | 20 |
| 3 | +15% | 30 |
| 4 | +20% | 40 |
| 5 | +25% | 50 |
| 6 | +30% | 60 |
| 7 | +35% | 70 |
| 8 | +40% | 80 |
| 9 | +45% | 90 |
| 10 | +50% | 100+ |
There is no hard cap. A blueprint above the reliable item level can still be attempted - every item level above it
costs another 5% success chance. A Lv. 5 smith reaching for a level 80 weapon is working at a deep penalty, not
against a locked door. See Item Crafting for the full roll.
The reliable item level also caps the random stats a forged copy can roll, see The Cap.
Forge Armor Max Lv. 10
↳ Requires Ore Refinement Lv. 1 and Item Customization Lv. 5
The counterpart to Forge Weapon: discovers and forges armor blueprints - plate, mail and shields - from smelted ingots. Higher skill levels reliably reach higher-level armor; blueprints far above your skill can still be attempted, just at a steeply falling chance.
Lv. 1 allows you to place a Forge.
| Lv. | Success Chance | Reliable Item Level |
|---|---|---|
| 1 | +5% | 10 |
| 2 | +10% | 20 |
| 3 | +15% | 30 |
| 4 | +20% | 40 |
| 5 | +25% | 50 |
| 6 | +30% | 60 |
| 7 | +35% | 70 |
| 8 | +40% | 80 |
| 9 | +45% | 90 |
| 10 | +50% | 100+ |
Same rule as Forge Weapon: no hard cap, but every item level above the reliable one costs another
5% success chance. Alchemy also brews the cures for body effects, such as an Antidote against
Poison. Status Recovery only clears the mind. The reliable item level caps random stats the same way.
Weaponry Research Max Lv. 5
↳ Requires Equipment Repair Lv. 3 and Upgrade Equipment Lv. 1
Deeper knowledge of weapons and armor that raises the odds of successfully refining either one further after forging. If an upgrade fails the equipment can be destroyed.
| Lv. | Upgrade Success | Forging Success |
|---|---|---|
| 1 | +8% | +2% |
| 2 | +16% | +4% |
| 3 | +24% | +6% |
| 4 | +32% | +8% |
| 5 | +40% | +10% |
Equipment Repair Max Lv. 5
↳ Requires Ore Refinement Lv. 3
Hammers dents from armor and sets a fresh edge to broken blades, coaxing worn-out equipment back into fighting shape.
Restores the durability of weapons and armor alike. Those are the only things in the world that wear out and can be repaired. A light source burns down as well, but burnt time is gone: no repair gives it back.
| Lv. | Max Item Level |
|---|---|
| 1 | 20 |
| 2 | 40 |
| 3 | 60 |
| 4 | 80 |
| 5 | 100+ |
Master Smith Max Lv. 5
↳ Requires Forge Weapon Lv. 8 and Forge Armor Lv. 8
The capstone of the forge. Makes a Blacksmith’s hands steady enough to trust with the rarest ore.
| Lv. | Forging Chance | Upgrade Chance |
|---|---|---|
| 1 | +5% | +5% |
| 2 | +10% | +10% |
| 3 | +15% | +15% |
| 4 | +20% | +20% |
| 5 | +25% | +25% |
Artificer
Where Blacksmiths hammer steel, Artificers coax it into remembering spells. This path inscribes magic onto items, binds it to triggers, and crystallizes raw mana into shards other professions can build on.
This tree is enabled as soon as you have 5 Lv. or more into craftsman tree
graph TD
ItemCustomization[/"Item Customization (Craftsman Tree)"/]
ManaHarvester["Mana Harvester (1-10)"]
ManaflowExpert["Manaflow Expert (1-5)"]
RunicEtching["Runic Etching (1-10)"]
MagicArtisan["Magic Artisan (1-10)"]
ManaHarvester -->|Lv.3| ManaflowExpert
ItemCustomization -->|Lv.3| RunicEtching
RunicEtching -->|Lv.5| MagicArtisan
ManaflowExpert -->|Lv.3| MagicArtisan
Mana Harvester Max Lv. 10
Build and operate Mana Harvesters which channel mana from the environment into raw crystals - the source of magic for many use cases. Yield follows the local mana concentration, so where a harvester stands matters as much as its rank.
Level 1 enables you to place a Mana Harvester.
| Lv. | Harvesting Time Reduction | Crystal Yield | Total Active Harvesters |
|---|---|---|---|
| 1 | 5% | +3% | 1 |
| 2 | 10% | +6% | 1 |
| 3 | 15% | +9% | 1 |
| 4 | 20% | +12% | 2 |
| 5 | 25% | +15% | 2 |
| 6 | 30% | +18% | 2 |
| 7 | 35% | +21% | 3 |
| 8 | 40% | +24% | 3 |
| 9 | 45% | +27% | 3 |
| 10 | 50% | +30% | 4 |
Manaflow Expert Max Lv. 5
↳ Requires Mana Harvester Lv. 3
Refine the raw and unstable mana crystals harvested by a Mana Harvester into the finest arcane raw materials used to build powerful magic artifacts. The Crystal Lathe is for mana crystals only - a Miner’s Gem Cutting handles ordinary gemstones.
Level 1 enables you to place a Crystal Lathe. The cast only places the lathe or opens its recipes. The refining itself takes the craft duration of the crystal’s item level.
| Lv. | Success Chance | Max Crystal Level |
|---|---|---|
| 1 | +4% | 20 |
| 2 | +8% | 40 |
| 3 | +12% | 60 |
| 4 | +16% | 80 |
| 5 | +20% | 100+ |
A crystal above your max crystal level cannot be refined.
Runic Etching Max Lv. 10
↳ Requires Item Customization Lv. 3
Binds the essence of a Bestia into a cut gem. The Essence Gem carries the power of the Bestia and fits into any socket of a weapon or piece of equipment. Converting a Bestia destroys it.
Level 1 allows you to place a Carving Table. The Bestia to convert must stand next to the table, and the etching uses up a cut gem. The gem limits the Bestia level, see Sockets and Essences. A failed etching shatters the gem too. The cast only places the table or opens its recipes. The etching itself takes the craft duration of the Bestia’s level.
| Lv. | Success Chance | Reliable Bestia Level |
|---|---|---|
| 1 | +5% | 10 |
| 2 | +10% | 20 |
| 3 | +15% | 30 |
| 4 | +20% | 40 |
| 5 | +25% | 50 |
| 6 | +30% | 60 |
| 7 | +35% | 70 |
| 8 | +40% | 80 |
| 9 | +45% | 90 |
| 10 | +50% | 100+ |
Same rule as Forge Weapon: no hard cap, but every Bestia level above the reliable one costs another
5% success chance.
Magic Artisan Max Lv. 10
↳ Requires Runic Etching Lv. 5 and Manaflow Expert Lv. 3
Can create magic artifacts by binding sustained enchantments to an item, going well beyond what a single etched rune can hold.
Level 1 allows you to place an Enchantment Altar. Every binding needs refined mana crystals. The cast only places the altar or opens its recipes. The binding itself takes the craft duration of the item level.
| Lv. | Enchantment Chance | Destroy Chance on Failed Bind |
|---|---|---|
| 1 | +4% | 40% |
| 2 | +8% | 37% |
| 3 | +12% | 34% |
| 4 | +16% | 31% |
| 5 | +20% | 28% |
| 6 | +24% | 25% |
| 7 | +28% | 22% |
| 8 | +32% | 19% |
| 9 | +36% | 16% |
| 10 | +40% | 13% |
Alchemist
Equal parts kitchen and laboratory. Alchemists turn raw ingredients - mundane or mana-soaked - into tonics and reagents nobody else can make. Some carry the first bandages they ever learned to wrap as a Novice all the way into a healer’s toolkit.
This tree is enabled as soon as you have 5 Lv. or more into craftsman tree
The Alchemist has two routes. The Brewer gathers herbs, brews potions and cures and throws them to whoever needs them. The Transmuter turns ordinary matter into rare resources.
graph TD
Herbalism["Herbalism (1-5)"]
Alchemy["Alchemy (1-10)"]
Transmutation["Transmutation (1-10)"]
AlchemyMastery["Alchemy Mastery (1-5)"]
PotionPitcher["Potion Pitcher (1-5)"]
Herbalism -->|Lv.2| Alchemy
Alchemy -->|Lv.5| Transmutation
Alchemy -->|Lv.5| AlchemyMastery
Alchemy -->|Lv.3| PotionPitcher
Herbalism Max Lv. 5
Teaches which roots, herbs and mana-touched growth are worth the harvest, and how to keep them potent until they reach the cauldron.
| Lv. | Max Herb Level |
|---|---|
| 1 | 20 |
| 2 | 40 |
| 3 | 60 |
| 4 | 80 |
| 5 | 100+ |
The herb level is the herb’s item level. A herb above your max level cannot be gathered. Without Herbalism the max level is 10, so only the wild herb can be picked. See Herbs for where each herb grows.
The skill is the master’s. A bestia picks herbs with its master’s Herbalism level.
Alchemy Max Lv. 10
↳ Requires Herbalism Lv. 2
The core craft of the Alchemist: brewing reagents down into potions, tonics and other consumables. Builds directly on what Herbalism teaches about picking the right ingredient.
Lv. 1 allows you to place an Alchemy Laboratory. Higher levels let you reliably discover and craft stronger potions and elixirs.
| Lv. | Success Chance | Reliable Item Level |
|---|---|---|
| 1 | +5% | 10 |
| 2 | +10% | 20 |
| 3 | +15% | 30 |
| 4 | +20% | 40 |
| 5 | +25% | 50 |
| 6 | +30% | 60 |
| 7 | +35% | 70 |
| 8 | +40% | 80 |
| 9 | +45% | 90 |
| 10 | +50% | 100+ |
Same rule as Forge Weapon: no hard cap, but every item level above the reliable one costs another
5% success chance. Alchemy also brews the cures for body effects, such as an Antidote against
Poison. Status Recovery only clears the mind. The cast only places the laboratory or opens its recipes. The brew itself takes the
craft duration of the potion’s item level.
Transmutation Max Lv. 10
↳ Requires Alchemy Lv. 5
The Alchemist’s capstone. Where Alchemy brews what nature already provides, Transmutation reshapes mundane matter itself into the rare magically-infused resources needed for strong artifact creation and weapon refinements.
Lv. 1 allows you to place a Transmutation Workbench. Higher levels unlock transmuting higher-grade infused resources.
| Lv. | Success Chance | Reliable Item Level |
|---|---|---|
| 1 | +5% | 10 |
| 2 | +10% | 20 |
| 3 | +15% | 30 |
| 4 | +20% | 40 |
| 5 | +25% | 50 |
| 6 | +30% | 60 |
| 7 | +35% | 70 |
| 8 | +40% | 80 |
| 9 | +45% | 90 |
| 10 | +50% | 100+ |
Same rule as Alchemy: no hard cap, but every item level above the reliable one costs another 5%
success chance. The transmutation itself takes the craft duration of the
resource’s item level.
Alchemy Mastery Max Lv. 5
↳ Requires Alchemy Lv. 5
A deeper feel for the cauldron - reagents stretch further and brews take hold more reliably under this Alchemist’s hand.
| Lv. | Success Chance | Crafting Speed |
|---|---|---|
| 1 | +5% | +10% |
| 2 | +10% | +20% |
| 3 | +15% | +30% |
| 4 | +20% | +40% |
| 5 | +25% | +50% |
Potion Pitcher Max Lv. 5
↳ Requires Alchemy Lv. 3
Why walk over with a potion when you can throw it?
Throws a potion from the bag onto an ally up to 7 tiles away. It works as if the ally had drunk it, and the
Alchemist’s hand makes it work better.
| Lv. | Potion Effect |
|---|---|
| 1 | +10% |
| 2 | +20% |
| 3 | +30% |
| 4 | +40% |
| 5 | +50% |
Last updated 11 Nov 2026, 22:27 +0100 .