ii.
Crafts & Gathering
From the ore vein to the finished blade: an Albion-style production chain where every raw material has its own refining line and every craft skill matters.
Everything you wield was once earth, wood or ore. You are the link in the middle.
Everything you wield was once earth, wood or ore. You are the link in the middle. Raw matter comes from the hands — mining, woodcutting, herbalism, fishing, skinning, farming, quarrying, fibre — and every hand wants the right tool, of the right tier, and rolls the node’s bonus table for whatever it gives up beyond the ore itself.
From there the chain begins, Albion-style: raw refines into material, material combines into alloy, alloy becomes ingot, ingot becomes blade. A hundred and fifty-five recipes across ten benches, each tied to a skill that grows with use. The mineral-world overhaul made alloys realistic — copper and tin make bronze, iron and coal make steel.
And it doesn't end at the object: durability is real, repair costs, and a ranch on your island — hens, sheep, cows, pigs, true entities that age and breed — keeps production alive while you are elsewhere.
The features
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Gathering (mining, woodcutting, herbalism)
Node-based gathering for ore, wood and herbs: you need the right category and tier of tool, gathering luck rolls the node’s bonus-drop table for extra materials, and tools wear down.
Tiered gathering with luck-rolled bonus drops that feeds the entire crafting economy.
Playable now -
Fishing minigame
Active three-phase fishing: you cast the line, wait for the bite, then hook within a reaction window that widens with skill. Mistime it and the fish gets away.
A real reaction minigame — fishing is a skill you improve, not a passive wait.
Playable now -
Creature skinning
You skin the carcasses of slain beasts with a tiered skinning knife to recover hide, bone, fangs, feathers and raw meat from drop tables weighted by the creature’s tier.
Turn your kills into leather and trophies — combat feeds the crafting loop.
Playable now -
Farming (farm plots)
You plant seeds in the plots on your island, wait out real growth cycles (5-20 min), optionally tend them for a bonus yield, and harvest grain, cotton, vegetables and fruit.
Set up and work a full farm in a single session — steady, plannable yields.
Playable now -
Multi-step crafting at benches
155 recipes across multiple benches (furnace, loom, tannery, lab, smithy). Each recipe requires a skill level and ingredients, consumes them, produces the output and awards XP. Recipes chain: raw → ingot → weapon.
A deep production chain where you turn raw materials into gear across several steps, each tied to a skill.
Playable now -
Refining and alloys (the mineral world)
Raw resources refine into materials through dedicated skills — smelting, woodworking, weaving, tanning, masonry. The SP4 overhaul made alloys and ores realistic (copper+tin → bronze, iron+coal → steel).
A realistic, tiered refining chain where every material has its own line and specialist skills.
Playable now -
Weapon forge (combination moves)
A station where you fuse two weapon traits, consuming ingredients to create a combined weapon scroll that unlocks unique end-game weapon moves.
End-game crafting that turns weapon traits into exclusive combination moves.
Playable now -
Consumables (potions, elixirs, buff foods)
15 alchemy recipes — three intermediates plus 12 finished consumables: healing potions, haste draughts, antidotes, and strength/defence/speed/resistance elixirs.
A broad range of consumables creates tactical decisions and a lively market for alchemists.
Playable now -
Durability and repair
Weapons and armour wear out over a 0-100 durability pool; gathering tools have their own, much wider pool that scales with the tool. You repair by paying coins — your smithing level shaves up to 50% off the bill — or by spending the recipe’s own ingredients, in proportion to the damage.
Gear needs upkeep, creating an economic sink and giving crafting skills real value.
Playable now -
Animal husbandry (livestock pens)
You buy livestock (hen, sheep, cow, pig) at the pens on your island, feed them on a timer so production never stalls, and the animals age, can become pregnant, give birth and grow. They are true server-side entities.
Run a real ranch — feed-and-harvest cycles and a herd that grows on your island.
Playable now -
Live-capture taming
You craft nets, throw them at a weakened wild beast and hold it while a taming meter fills, feeding it what its species prefers to keep the meter from decaying. What you bring home is a tamed animal, and it is the only way to get one.
Every mount in the game starts as an animal you chased down and tamed yourself.
Playable now -
Coin cost on high-tier crafting
Forging from tier 3 upward costs coins on top of the materials — 25 at bronze and silver, 60 at steel, 80 at fine leather, 100 at mithril. Starter and iron gear stay free.
The gear that matters costs money to make, so coins leave the economy where the wealth already is — never at the bench a new player is standing at.
Playable now
Current state
The chain is complete and playable in production: all eleven features — gathering, fishing, skinning, farming, bench crafting, refining and alloys, the weapon forge, consumables, durability, husbandry and live-capture taming — are live now. It is the slowest and deepest loop in the game, and it is already all standing.