Preview of new rules
Equipment Crafting
Learn equipment-crafting skills, prepare materials and inspect your finished gear. Explore base stats, green bonuses, Additional Attributes, Equipment Effects, downgrading and weapon stabilization.
01 Getting Started
First decide the parts and types of equipment you need, and then learn the corresponding manufacturing skills. Making ability and wearing qualification are two different things: being able to make a piece of equipment does not mean that the current character can wear it.
Commonly craftable equipment covers weapons, heads, bodies, shoes, rings, necklaces and special equipment, with a total of 17 types of manufacturing skills. Exclusive items from special sources follow their respective instructions. Please check the recipes and equipment requirements first.
The first production can start from the equipment that is currently available and the materials are easy to prepare. First check the job level, equipment wearing level and occupational application range, and then compare the basic attributes; random additional content is not guaranteed to be obtained.
Choose equipment and skills
First select the part, equipment type and role to use, and then confirm the corresponding manufacturing skills.
Learn from the masters
Reserve available skill slots, learn from the corresponding master, and gradually accumulate proficiency.
View full recipe
Check job level, material quantity, gem requirements, wear level, and applicable occupations.
Prepare materials and go to workstation
Collect or process materials according to recipes, and go to the right blacksmith shop, tailor shop and other production locations.
Confirm production and wait for completion
Leave enough space in your backpack and choose normal or enhanced crafting according to the interface to avoid moving or entering combat midway.
Receive and inspect finished product
Check the basics, green bonus stats, additional attributes, special effects and usage requirements in the finished product and details of the backpack.
02 Crafting Skills and Materials
Go to the corresponding job master to learn manufacturing skills. Active-duty learning does not consume gold coins, materials or personal reputation, and has no character level or occupation restrictions, but it requires available work skill quotas. Personal reputation is used to unlock more skill slots and will not be deducted during learning.
Each skill has its own level and proficiency. Completing the corresponding work progress can improve proficiency; please check the game interface for level, current proficiency and next level requirements. The upper limit of equipment manufacturing skills is Lv120, and the character level cannot be regarded as the job level.
It can be made after reaching the work level indicated by the recipe. There are no additional steps to manually learn the recipe in the current system. The recipe list includes material names, quantities, and equipment usage requirements; this page directly connects to the existing complete recipe book to avoid using two different sets of lists.
Materials usually come from the collection and processing chain: wood, metal, fabric, leather, etc. are prepared according to recipes, and some recipes also require gems. Collection tools are used for corresponding collection work; there are no additional provisions for independent manufacturing tools in the manufacturing of category 17 equipment. When you need to collect materials, please first check the appropriate tools and eligible locations.
Normal manufacturing and enhanced manufacturing should be selected according to the current formula. Gems are crafting materials; enhanced manufacturing is prepared according to the requirements of corresponding level gems. The current enhancement requirement is 10, and high-level gems that comply with the rules are allowed to be backward compatible. There are no additional secondary inlay steps for the finished product.
Leave enough space in your backpack and confirm the amount of materials before you start. During production, moving, entering combat, leaving eligible locations, switching maps, dying or disconnecting will interrupt the work; the finished product cannot be completed when there are insufficient materials. Please read the consumption and success tips in the production confirmation, and do not interpret that reaching the upper limit of skills means that all productions must be successful.
06 Job Skills and Complete Recipes| manufacturing skills | Study Master | production location | Equipment applicable system | Skill ceiling |
|---|---|---|---|---|
| Sword Crafting | Warrior Equipment Master | Royal City Smithy | Warrior classes | 120 |
| Blade Crafting | Warrior Equipment Master | Royal City Smithy | Warrior classes | 120 |
| Axe Crafting | Warrior Equipment Master | Royal City Smithy | Warrior classes | 120 |
| Staff Crafting | Magic Staff Master | Human Village Woodshop | Cultivator classes | 120 |
| Abacus Weapon Crafting | Traveler Weapon Master | Human Village Woodshop | Traveler classes | 120 |
| Whip Crafting | Traveler Weapon Master | Human Village Woodshop | Traveler classes | 120 |
| Gauntlet Crafting | Garment Crafting Master | Royal City Tailor | Traveler classes | 120 |
| Helmet Crafting | Warrior Equipment Master | Royal City Smithy | Warrior classes | 120 |
| Hat Crafting | Garment Crafting Master | Royal City Tailor | Cultivator classes / Traveler classes | 120 |
| Shield Crafting | Shield Crafting Master | Royal City Smithy | Warrior classes | 120 |
| Footwear Crafting | Garment Crafting Master | Royal City Tailor | All classes | 120 |
| Robe Crafting | Garment Crafting Master | Royal City Tailor | Cultivator classes / Traveler classes | 120 |
| Armor Crafting | Warrior Equipment Master | Royal City Smithy | Warrior classes | 120 |
| Ring Crafting | Jewelry Master | Dwarf Village | All classes | 120 |
| Necklace Crafting | Jewelry Master | Dwarf Village | All classes | 120 |
| Grimoire Crafting | Bookwright Master | Human Village Woodshop | Cultivator classes | 120 |
| Instrument Crafting | Instrument Crafting Master | Human Village Woodshop | Traveler classes | 120 |
03 Base Stats and Green Bonuses
The basic attributes determine the main purpose of the equipment, such as the physical attack of the weapon, the magic attack, and the defense of the armor. Different equipment has different attribute combinations, and shields, magic books, and musical instruments also have their own special percentage attributes; the percentages cannot be added directly as ordinary attack points.
The original green bonus stats, the new additional attributes, and equipment effects are three different parts. The number of current crafting green bonus stats can be 0, 1 or 2, corresponding to 60%, 32% and 8%; luck will not change the probabilities of these three numbers.
The current equipment's green pool includes Strength, Constitution, Wisdom, Endurance, Dexterity, Luck, and Charisma, but each equipment only takes value from its own allowed pool. The basic range of green bonus stats changes with the equipment level, and luck can increase the final points, with the maximum number of points in active service being 35. The specific finished product is subject to details.
An additional attribute is an additional ability with a percentage value; an equipment effect is an independent effect with a name. A finished product can have basic attributes, green bonus stats, 1 additional attribute and up to 3 equipment effects at the same time.
Please read the name, color and quality of the finished product in conjunction with the actual details. Do not judge the strength based on the name alone. Check the wearing requirements, occupation scope, basic values and additional abilities to judge whether it is suitable for the current role.
04 Additional Attributes
Additional attributes are only randomly generated when eligible players make equipment. Ordinary drops, direct purchases in stores, and non-production rewards will not automatically obtain this set of random additional attributes. Existing equipment will not be redrawn by logging in again or viewing details.
Maximum of 1 per piece; additional attributes with the same name on different equipment can be added together. It is judged separately from green bonus stats and equipment effects. Obtaining one of them will not exclude the other.
The production level, normal or enhanced mode, and luck during production are generated according to the active rules; the chance of occurrence is up to 5%, and the actual attribute values still follow the original range, with a maximum of 3% for a single piece. Appearance caps and attribute value caps are not the same thing. The percentage in the details represents the actual attribute value obtained by the equipment.
Physical critical damage
Increases the damage caused when a physical attack triggers a critical hit. Ordinary non-critical hits do not receive this bonus.
Spell critical damage
Increases the damage caused when a spell attack triggers a critical hit.
Active spell healing
Improves the health recovery effect of the wearer when using active healing spells.
Seal accuracy
Improve the hit effect of sealing skills.
Seal resistance
Improves the ability to resist enemy sealing skills.
Physical penetration
Part of the target's physical defense can be ignored during physical attacks, and the range is based on the actual attribute value displayed by the equipment.
Physical block chance
When receiving physical attacks, there is a chance to block part of the physical damage.
Spell mitigation chance
When attacked by a spell, there is a chance to reduce part of the spell damage.
MP cost reduction chance
When using a skill, there is a chance to reduce MP consumption; it does not automatically restore MP.
05 Equipment Effects
equipment effects can only be generated when the player makes them. Each piece can have up to 3 different special effects. The same special effects will not appear repeatedly on the same piece. It is determined independently from the additional attributes and can exist at the same time as the green bonus stats.
The first effect uses the same crafting appearance chance as an Additional Attribute, up to 5%. A second effect is rolled only after the first succeeds, and a third only after the second succeeds. Each later conditional chance is 50% lower than the previous one. These are not three independent, unconditional rolls, and three effects are never guaranteed.
Identical effects on different equipment do not stack; different effects may coexist. Wearing two Last Stand items does not raise its chance to 40%. Crafting luck affects appearance, not the fixed values below.
Last Stand
A 20% chance prevents death from lethal damage, sets HP to 20% of maximum HP and restores 20% of maximum MP. At most two successful triggers per battle; failures do not count. Never triggers after death.
Precision
Multiplies eligible physical hit chance by 1.5, up to the legal cap. Does not bypass immunity or target and action restrictions.
Break Away
Multiplies your escape success rate by 1.5. Escape restrictions still apply.
Medicinal Aroma
When using medicine to restore HP and MP during battle, the recovery effect is increased by 10%.
Beast Mastery
The physical damage caused by the currently fighting fantasy beast is increased by 5%.
Frenzy
When performing a physical attack each round, there is a 20% chance of increasing the physical damage by 20%.
Berserk
Physical attacks have a 15% chance to increase damage taken from that action by 50%. Does not force a critical hit; natural critical damage is applied once.
Iron Wall
When receiving a physical attack each round, there is a 20% chance of reducing the physical damage taken by 20%.
Spell Guard
When being attacked by a spell each round, there is a 20% chance of reducing the spell damage taken by 20%.
Divine Seal
Eligible sealing skills have a 20% chance to add 10 percentage points to seal hit chance for that action.
Steadfast
When targeted by a sealing skill, a 20% chance multiplies incoming seal hit chance by 0.8.
Pursuit
Multiplies the opponent’s escape success rate by 0.8. Does not affect phantom beast capture.
Capture
Increases the success rate of capturing phantom beasts by 5%; the target, spiritual bond crystal and capture qualification requirements must still be met.
Valuable
When sold to a general store, this equipment sells for 3 times its normal buyback price. The basis is its normal buyback value, not the shop purchase price or crafting cost. Combat stats and player trade prices are unaffected.
Drain
Each spell attack action has a 15% chance to restore HP equal to 20% of the highest single target’s noncritical spell damage. One trigger per action; area damage is not summed and critical hits do not increase healing. Cannot exceed maximum HP.
06 Equipment Downgrading
Equipment downgrade is to lower the wearing level requirement, not to downgrade the equipment quality, attack or defense. Please use the corresponding downgrading materials in your backpack and choose eligible and removed equipment; do not go to the smelting master for operation.
Ordinary weapon downgrade oil and ordinary armor downgrade oil have successfully reduced the current wearing requirement to 1 level; powerful weapon downgrade oil and powerful armor downgrade oil have successfully reduced the current wearing requirement to 5 level. Weapons and armor materials cannot be used interchangeably. The chance of success is based on the prompts of the game.
Every 100 points of luck increases the success rate by 1 percentage point, and the part below 100 does not increase. The total success rate is up to 100%. The lowest level of equipment is reduced to Lv1; if the current requirements are not enough to reduce the equipment, it will not become Lv0.
After success, the original level, attack, defense, quality, green text, additional attributes, equipment effects and successful finalization results of the equipment will be retained, and only the current wearing requirements will be changed. Multiple eligible downgrades are possible, each time at separate cost of materials and risk.
Failure will permanently destroy the target equipment, and materials will also be consumed. Please do not try again and again with main equipment that cannot bear the loss. Example: Wearing equipment that requires Lv20 will be Lv15 after successfully using powerful materials, and its attack and other attributes will not be reduced; if it fails, the equipment will be lost.

Weapon Downgrade Oil
Ordinary weapon downgrade: successfully lower the current wearing requirement to 1 level.

Armor Downgrade Oil
Ordinary downgrade of armor: Successfully lower the current wearing requirement to 1 level.

Greater Weapon Downgrade Oil
Weapon powerful downgrade: successfully lowered the current wearing requirement to 5 level.

Greater Armor Downgrade Oil
Powerful downgrade of armor: Successfully lowered the current wearing requirement to 5 level.
07 Weapon Stabilization
Weapon stabilization is offered by the Smelting Master in the Morning Star Royal City smithy. Unequip an eligible weapon, select it and the appropriate stabilizer in the equipment-processing service, then review the cost and risk before confirming. Armor is ineligible.
On success, a Stabilizer multiplies by2 the weapon’s existing eligible physical attack, magic attack and added stat points such as Strength . A Supreme Stabilizer multiplies by3 those values and sets qualifying, already-existing special percentage attributes to their category cap of 3%. Neither item creates missing attributes.
The additional attribute points and the "additional attribute" percentage system here need to be read separately. Ordinary shaping will not multiply all percentages by 2; extreme effects will only process percentage attributes that actually exist and meet the conditions. The fixed value and trigger chance of independent equipment effects will not be multiplied by 2 or 3.
The basic processing success rate is 40%, and every 1000 points of luck increases by 10 percentage points, up to a maximum of 100%. Each eligible attempt consumes 1 material. After processing fails, there is a 30% chance that the weapon will be scrapped and disappear. In other cases of failure, the weapon will remain in its original state. Don't use the old 100% success statement.
Each weapon can be successfully finalized at most once in its lifetime. Normal and extreme effects share this limit. After a normal success, you cannot re-successfully process it with extreme effects, and the same goes in the reverse direction; if you fail and the weapon is retained, you can try again according to your active duty qualifications. Trading, depositing and logging in again will not reset the qualifications that have been successfully qualified.
Compare the improvements, material value, and risk of losing the weapon between ×2 and ×3 before processing. After successful confirmation, check the actual values and finalization records in the equipment details. Do not judge the finished product based on the operation prompts alone.

Stabilizer
Process eligible weapons at the smelting master. After success, you will have eligible attack and additional attribute points x 2.

Supreme Stabilizer
Process eligible weapons at the smelting master. After success, you will have eligible attack and additional attribute points x 3; the upper limit of the existing special percentage attributes that meet the conditions is 3%.
08 Equipment Choices
First meet the wearing level, occupation and position requirements, and then consider the output, defense or auxiliary direction. The physical output can focus on physical attack, physical critical damage and piercing; the magic output can focus on spell attack and spell critical damage; the active healing and sealing directions should look at the corresponding additional attributes.
These are directions chosen based on abilities, not new career-specific formulas. Don't ignore basic attributes in pursuit of a certain special effect, and don't repeatedly stack special effects on equipment with the same name; percentage-based additional attributes can be superimposed, but independent special effects with the same name do not.
It is recommended to prepare daily usable equipment before deciding whether to take the irreversible risk of downgrading or finalizing. Additional attributes and special effects are not guaranteed rewards, and any production or processing does not guarantee an ideal finished product.
09 Frequently Asked Questions
Can all equipment be crafted by players?
This page introduces the currently available common craftable equipment. Please look up the target in the full recipe guide; items of special origin should not be inferred as universal crafting recipes.
Do I need to learn corresponding job skills to manufacture equipment?
Required, but also to achieve the job level of the target recipe.
What is the difference between production level and wearing level?
The crafting level is the job skill condition, the wearing level is the character level condition for using the equipment; career restrictions are also checked independently.
Does luck affect equipment attributes?
It will affect the spawning opportunities and values allowed in active service, but it will not change the 60%/32%/8% distribution of green bonus stats 0, 1, and 2, nor will it change the fixed effects of equipment effects.
What are additional attributes?
It is an additional percentage ability that may be generated during production. The actual value is displayed in the equipment details.
What is the difference between additional attributes and equipment effects?
Additional attributes have actual percentage values and can be added across equipment; equipment effects are independently named abilities, and the same name does not overlap.
How many additional attributes can one item have at most?
Maximum 1.
How many special effects can one piece of equipment have at most?
There are up to 3 different special effects, and the next judgment will be continued only after the previous one appears.
Can green bonus stats, additional attributes, and equipment effects coexist?
Yes, they are generated separately and can exist in the same finished product at the same time.
Can additional attributes with the same name be superimposed?
Additional attributes with the same name on different equipment can be added together.
Can the special effects of equipment with the same name be superimposed?
No. Two Last Stand items do not provide a 40% chance.
Will downgrading reduce equipment attack and other attributes?
Success will only reduce the current wearing requirements, and other eligible attributes, special effects and successful finalization results will be retained.
What happens if the downgrade fails?
The target equipment is permanently destroyed, and downgrade materials are also consumed.
Can weapons and armor downgrading materials be used interchangeably?
No, materials of the corresponding category must be used.
What is the difference between a hairspray and an extreme hairspray?
When successful, the existing eligible attack and additional attribute points will be strengthened by ×2 or ×3 respectively; for extreme effects, the existing special percentage attributes that meet the conditions will be processed according to the rules, with an upper limit of 3%.
Can it be changed to another type after successful setting?
No, each weapon can only succeed once in a lifetime, and the two stabilizers share the same limit.
Will I lose my weapon if I fail to finalize?
Possibly. There is a 30% chance of being scrapped after failure; each eligible attempt consumes materials.
Will styling amplify the equipment's special effects?
The fixed value or trigger probability of independent special effects will not be multiplied by 2 or 3, nor will the special effects be redrawn.
Can resurrected characters be automatically resurrected?
No. Resurrection can only avoid death when this fatal injury occurs. It cannot be triggered if you are already dead.
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