Crafting and Gathering

Crafting turns materials into new items, and gathering collects items from nodes in the world. Both train skills.

Crafting Skills

All Recipes

Gathering Skills

All Gathering Nodes

Crafting

Recipes

A recipe can have several ranks, each with its own materials and products.

You can craft a recipe rank once your crafting skill reaches its required level. Every rank needs at least level 1.
You also need every material and enough free bag space for the products. The materials are used up when the craft finishes, so canceling costs nothing.
Each product rolls its own chance to be made.
A recipe item's tooltip shows the product of the first recipe it teaches.

Crafting Experience

Crafting is how you level up a crafting skill.

You get the rank's full base experience until your skill is 20 levels above its required level. From there you get the base experience × 0.5, and from 35 levels above, nothing.
Reduced amounts round to the nearest whole number, and an exact half rounds to the even number.
A craft only gives experience when it makes at least one product.
Skill experience buffs, world modifiers, and a positive Experience Bonus then change the amount. A skill at its maximum level gains nothing.

Example: Runeweave Regalia

Runeweave Regalia needs Tailoring level 150 and gives 1,200 base experience, which drops as your skill rises.

You can craft it from Tailoring level 150.

ExperienceSkill LevelsBase Experience
Full150–1691,200
Half170–184600
None185 and up0

Enchanting

Apply an enchanting item to matching gear to add its stats.

Apply an enchanting item to gear that meets every requirement listed on the item. No enchanting station is required to apply it.
Wait for the enchanting bar to finish. The enchanting item and any listed additional costs are spent before the success roll.
A successful enchantment adds its listed stats while the gear is equipped. A different enchantment replaces the earlier one instead of stacking with it.
The current enchanting items each have one tier with a 100% success chance and no additional item or currency costs. The enchanting item itself is still spent.
After the enchanting bar fills and the listed costs are spent, one success roll decides whether the enchantment applies. The listed success rate is the chance per completed attempt.
Adds Where to Get It
Bolstering Kit I Armor +15 Armor, +2 Strength Craft with Smithing
Bolstering Kit II Armor +30 Armor, +4 Strength Craft with Smithing
Bolstering Kit III Armor +50 Armor, +6 Strength Craft with Smithing
Bolstering Kit IV Armor +80 Armor, +9 Strength Craft with Smithing
Bolstering Kit V Armor +120 Armor, +12 Strength Craft with Smithing
Enchant Fiery Weapon Weapon +15 Chance to Apply Fire Damage That Does 40 Damage Edric Waylan
Enchant Health Armor +5 Stamina No known source
Enchant Insight Armor +10 Intellect Edric Waylan
Show 15 more

Gathering

Node Selection

Many gathering nodes appear at spawners, which can produce a different node each time. The tables show the most common spawners for each gathering skill.

A spawner picks one of its nodes at random, favoring nodes with a higher relative chance. A node's relative chance changes evenly with your gathering skill, from its value at level 1 to its value at the spawner's skill cap, and stays there above the cap.
A node's relative chance never drops below its minimum. An active attunement adds its bonus on top.
A node's exact chance is its relative chance divided by the total relative chance of all the spawner's nodes at your skill level.

24 spawners share these nodes. Change the level to see how the chances move.

Fishing Hole (Coalway) 93 92.1%
Teeming Fishing Hole 5 5%
Roiling Fishing Hole 2 2%
Golden Swirl 1 1%

Attunement

Attunements make certain nodes appear more often while they are active. Each one lasts 15 minutes.

Attunement More Of
Miners Intuition Elixir of Iron Prospecting Small Iron Vein, Large Iron Vein +10
Prospector's Silver Tonic Silver Attunement Silver Vein +10
Prospector's Gold Tonic Gold Attunement Gold Vein +10
Prospector's Duskmetal Draught Duskmetal Attunement Duskmetal Vein +20
Botanist's Dawnpetal Tonic Dawnpetal Attunement Dawnpetal +10
Botanist's Stormleaf Tonic Stormleaf Attunement Stormleaf +10
Botanist's Ghostbloom Draught Ghostbloom Attunement Ghostbloom +20

Node Availability

Nodes come back some time after you gather them.

Spawners check for a new node every 2 seconds.
Spawners only make nodes while you are nearby. When you leave, unused nodes disappear, and the spawner rolls again when you come back.
After you use a node, it disappears once the spawner's despawn delay passes. A new node can appear after the respawn time, give or take the spawner's jitter, and never sooner than 5 seconds.
Nodes placed directly in the world come back after a fixed cooldown.
To gather a node, you must meet its requirements, such as a skill level or a tool, and stand close to it.

Node Rewards

Gathering a node gives items, skill experience, and character experience.

Each item that a node can give rolls its own chance, in a random amount between its minimum and maximum.
Each item you get has a 0.15% chance per level of your gathering skill to come with one extra.
Each node gives its skill experience and character experience. The skill experience stays the same at every skill level.
Each time you gather from a node, every listed item gets its own chance roll. A successful roll then decides how many you collect within that item's quantity range.

For Small Iron Vein with Mining, that is 0.15% at level 1 and 45% at level 300.

Training Skills

Skill Experience

Different activities train different skills.

Hits with a shield train no skill.
Crafting trains the recipe's skill, and gathering trains the node's skill.
Enchantments can give skill experience, but no enchantment in this version does.
Unconfirmed Details
Which skills game actions and quest steps train.