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Crafting Masteries & Magic Crafting Update

August 2026. Ships together with a client patch (new texts, custom art, mastery icons) and the matching wiki update — every page linked below already describes the new rules.

This is the biggest change to crafting since launch. Four new skill masteries, a rebuilt magic-item roll, a new resource — Magical Essence — with a recycling economy behind it, slayer armor, golden armor parts, charged magic weapons, new rares, and a long list of crafting and gathering adjustments that came out of the balancing pass.

1. Four new Skill Masteries — the crafting quartet ↑ top

Blacksmithy, Tailoring, Carpentry and Bowcraft & Fletching now have their own masteries, bringing the shard to 23 in total. Each is taught by the matching NPC — Blacksmith, Tailor or Weaver, Carpenter, Bowyer — at 90+ skill for 10,000 gold, and each occupies one of your two active mastery slots exactly like a combat or gathering mastery. They level by crafting: every successful craft grants XP scaled by the materials it consumed (amount × material tier; Magical Essence counts as well), so rare materials level the mastery far faster than iron.

All four share one structure:

Blacksmithy Tailoring Carpentry Fletching
Perk 1 — exceptional chance, +2.5% per level (+20% at 8) Master's Temper Perfect Stitch True Joinery Sure Flight
Perk 2 — magic-roll bonus, +2.25 points per level (+18 at 8) Runic Forge Enchanted Weave Runic Grain Enchanted Fletching
Template perk — slayer craft, 0.4% per level (3.2% at 8) Baneforged Banewoven Banecarved Banestrung
Ultimate — 0.3% per level (2.4% at 8) Forgemaster's Fortune Weaver's Fortune Woodwright's Fortune Bowyer's Fortune
  • Slayer craft turns an exceptional weapon, armor piece or shield made from a colored material into a random Slayer item. Plain iron, leather or wood never qualifies.
  • The Fortune ultimate fires on successful crafts and never fizzles. Its chance grows with the size of the craft — a plate chest or any colored craft rolls the full rate, a handful of arrows only a fraction. Outcomes: a full material refund (most common — you keep the item and the materials, essence included), a golden armor part (colored armor only) or a charged magic weapon, a drop of Magical Essence, a skill-matched Mastery Gem / Soul / Fragment, and on top of all that a separate, very rare roll for a crafting rare (see §9).
  • Each mastery has its own gems, prisms, souls, totems, fragments and relics (loot + proc drops; prisms/totems/relics via the tinker service as usual), its own hue, and final gump icons.
  • Gump and tooltip polish: the magic-roll perks show their bonus in roll points, not a percentage; the Mastery Gem Almanac no longer shows an empty trailing page.

The Mastery Planner already knows all four.

2. Magic crafting rework — how an item rolls its magic ↑ top

Crafting from a colored material rolls the item's magic attributes (damage/protection, accuracy, durability). The roll engine was rebuilt around named, tunable terms; the new Details toggle on every recipe page shows you the exact calculation (see §10). The full player-facing rules are on the Crafting Overview.

What pushes the roll floor up now:

Term Effect
Crafting material the dominant factor (a valorite blade rolls high tiers often; shadow is capped at Ruin)
Your tool's material a colored tool raises every roll — weight doubled versus before
Luck capped at +10 points (it was the single biggest term before)
Mastery perk 2 up to +18
Magical Essence +10 when "Use Essence" is on
  • Baseline crafters are unaffected — a GM with an iron hammer and no luck rolls exactly the old odds.
  • Accuracy and durability are never capped by the material — even a shadow weapon can come out Supremely Accurate or Indestructible.
  • Exceptional quality and tool quality never influence the rolls: exceptional makes the base item better (+10% weapon damage, +15% armor rating, +20 durability), magic is a separate roll, and an exceptional tool simply has more charges.
  • Gold-ingot crafts produce no magic (they never should have).

Exceptional chance — one formula for every craft ↑ top

The old per-craft adjustments are gone. Everywhere it is now success chance minus a penalty that shrinks with skill: −60% at skill 95 or below, easing by 0.6% per point to −45% at skill 120. The 100→120 stretch is skill-scroll territory — scrolling a craft skill directly buys exceptional rate. On top: +5% exceptional per material tier of your tool (a valorite hammer: +25%), the mastery perk, and town bonuses.

⚠️ Consequence worth knowing: on the hardest recipes (plate chest, studded chest, heavy crossbow and similar) a GM crafter has 0% exceptional chance at skill 100 with a plain tool and no mastery. A colored tool or the exceptional perk fixes that immediately; scrolling past 100 lifts it further.

3. Magical Essence — the new booster and its economy ↑ top

Magical Essence is a new stackable resource. NPCs never sell it — the entire supply comes from players recycling magic items. It is not required for magic crafting; it is an expensive opt-in booster.

Using it — the craft menu of the equipment skills shows your essence next to your tool and a "Use Essence" toggle at the top of the right-hand buttons. While it is on and the selected recipe can roll magic, the materials list shows the essence cost and every successful craft consumes it for +10 on all magic rolls. Costs rise with the material tier: Shadow 20 · Copper 40 · Bronze 60 · Verite 90 · Valorite 120 per item. Failed crafts consume no essence.

Getting it — the "Recycle" button in the craft menu (equipment skills and Inscription) targets an item in your backpack:

You recycle You get
Magic weapon 10 essence + 10 per damage and accuracy level
Magic armor / shield 10 essence + 10 per protection level (golden parts +20 extra)
Magic grimoire 10 essence + 10 per damage and enchantment level
Magic instrument 10 essence + 10 per tuning level
8th circle magery scrolls 4 essence each — circles 1–7 cannot be recycled
Plain (non-magic) weapon, armor or instrument no essence — raw materials only
  • Durability levels add nothing; magic items must be identified.
  • Looted magic gear returns 1.5× the listed essence — dungeon loot is the fuel. Gear you crafted returns only half — recycling your own production is always a loss.
  • Every recycled weapon, armor piece or instrument also returns raw materials exactly like smelting (half the recipe for your own crafts, a single ingot/leather/log for looted pieces), so the recycler doubles as a bulk smelter for plain training leftovers.
  • Inscription: 8th circle scrolls now require 8 Magical Essence each on top of their reagents (they recycle to 4, so scribing never creates essence).

The Magic Item Recycler ↑ top

A new house chest for bulk recycling, sold at the Vault of Eren (Containers) for 50 Eren Coins. It must be secured inside a house (a plain lock-down is not enough); then double-clicking opens the recycle menu over its contents:

  • Filter by category (weapons / armor / scrolls / grimoires / instruments) or per item, with a live essence preview; unidentified items show greyed out.
  • Keep filters per category, saved on the chest: minimum level per magic attribute, keep slayers, keep exceptional crafted, keep 8th circle scrolls. Kept items are never recycled.
  • Identify All identifies everything unidentified inside for 50 gold per item.
  • Dump fills the chest from your backpack or a targeted container (your own bags, a secure container in the same house, or a loose chest on the ground), optionally recursive and including unidentified items.
  • Output stacks onto the piles already inside; open menus refresh on their own when the chest's contents change; a recycle run plays a little show at the chest.

4. Slayers ↑ top

  • Bug fix: since an old loot-group change, slayer labels no longer matched what they actually slew (Saga → Fey, Fey → Undead, Undead → Emberthorn — the Holy Sword included). Fixed; the Saga slayer is retired and every existing Saga-labelled item gets a random working slayer the first time it loads.
  • Slayer armor and shields are new: against creatures of the matching family each slayer piece counts +50% AR — per piece, so a full matched suit absorbs dramatically more in its chosen dungeon. PvM only; nothing changes in PvP.
  • Slayer items read "Slayer" in their name before the type ("Durable Supremely Accurate Slayer Halberd of Ruin", "Slayer Plate Chest of Guarding") and list their family in the tooltip.
  • Slayer armor cannot drop: it is crafted, by masters of the crafting masteries, only on exceptional pieces made from colored material. Slayer items carry no drawback of any kind.

5. Golden armor parts ↑ top

A crafting Fortune can turn a freshly crafted armor piece or shield made from colored material into a golden one: it keeps everything it rolled — material, protection level, durability — takes a distinctive golden sheen that no dye tub can touch, and grants +1 Magic Resist per golden part worn, shields included, in PvM and PvP. Golden parts cannot drop or be crafted deliberately; they recycle for a bonus. Repairs keep the hue.

6. Charged magic weapons ↑ top

The Fortune's weapon jackpot: a freshly crafted weapon gains one of nine classic on-hit effects and a stock of charges — Burning (magic arrow), Clumsiness / Feeblemindedness / Weakness (−10 stat for 60 s), Wounding (harm), Daemon's Breath (fireball), Thunder (lightning), Evil (triple curse) and Ghoul's Touch (2.5 s paralyze). The effect fires on every damaging hit and spends a charge; charges do not recharge, and at zero the weapon keeps its name as a collector's piece. All effects work in PvP, paralyze included. The name reads classic style ("katana of vanquishing and burning"), the tooltip shows the charges. Full table: Weapons.

7. Tools — charges and why the material matters ↑ top

  • Every crafted tool now has 100 uses, 150 if exceptional — regardless of material. Vendor gathering tools stay at 50.
  • What a colored tool does instead, by craft: smith's hammers, sewing kits, saws, fletcher's tools — +5% exceptional chance per tier and a push on every magic roll; mortars, skillets, scribe's and mapmaker's pens — +2% success chance per tier (these crafts have no magic or quality to boost); tinker's tools — the exceptional bonus only; pickaxes, hatchets and skinning knives — they shift the vein / hide roll: bronze is neutral, iron / shadow / copper tools lean a little toward plain material, verite and valorite a little toward the rare tiers. The tool shows its tendency in the tooltip ("Rare veins: Unlikely … Excellent").

8. Gathering adjustments ↑ top

  • Gathering ultimates (Motherlode, Old Growth, Flawless Harvest) fire at 0.25% per level — 2% at level 8, half of before. Drops were coming too often; this halves every drop from them. Crafting, which burns materials on every action, now triggers a little more often per action than gathering.
  • Gathering XP and all gathering perks are unchanged.
  • Colored gathering tools shift the vein roll (see §7).

9. New rares — crafting rewards ↑ top

The crafting Fortune carries a separate, very rare roll for a decorative rare of your skill (placed as an item or from a deed, house addons with a facing choice):

  • Blacksmithy — the Forgemaster's Anvil: a deed-placed, fully working anvil that comes alive while you smith on it and answers every hammer stroke.
  • TailoringStretched Hides in the five magic leather colours.
  • CarpentryRack of Canvases, Cooper's Bench (two tiles, facing chosen on placement), Pile of Boards.
  • FletchingDecorative Bow (hangs on a wall) and Straw Dummy (deed-placed).

Variant and facing choices for deeds use a new, house-style selection menu (the same one the veteran reward and gathering-rare deeds now use).

10. Craft menu improvements ↑ top

  • Details toggle on every recipe page: shows the full calculation — success and exceptional chance with every addition, slayer and proc chance, each term of the magic roll (material, tool range, luck, perk, essence) and the exact odds of the top tier (switchable to the tier below).
  • Essence supply and the Use Essence toggle; the Recycle button; the menu is a little wider.

11. Smaller fixes and changes ↑ top

  • Magic-roll perk tooltips showed a wrong percentage (up to "1000%") — fixed; they show roll points.
  • Mastery Gem Almanac: no more empty last page in some categories.
  • Recycler menu uses the standard OKAY / CANCEL buttons in confirmations.
  • The Magic Item Recycler was briefly sold by carpenters during testing — it is now a Vault of Eren item only.

For the Test Center ↑ top

The Test Center vendor sells Magical Essence in piles of 500 and the full Mastery Gem Almanac, so the boosted crafts, the recycler and the masteries can be tried end to end.