
Benches
| Where | What you make (examples) |
|---|---|
| Anywhere | torch · bandage · arrows · rope · camp · tent · hand axe · pickaxe · stone spear · campfire · repair hammer · hunting knife |
| Within 3 m of a campfire | roast meat · herb stew · hunter's stew |
| Keep workbench | club · stone axe · short bow · leather armor · satchel · potion · tiger armor |
| Fortress forge | iron ingot · iron gear and tools · shield · longbow · chain armor · dark-iron ingot |
| Citadel royal smelter | steel gear · dark-iron gear and tools · spirit bow · master armor |
| Fortress or citadel, from castle storage | boss weapons · boss armor · breach charge |
The citadel's royal smelter opens only while your guild holds that citadel — even a brief hold is enough to craft there.
Mastery
Gathering, hunting and crafting mastery each go to level 20, raising gathering speed, damage and dodge invulnerability, and the chance to refund crafting materials. Mastery survives death and resets with the season. Levels 10, 15 and 20 are recorded to your wallet address as EAS season badges, and last season's level-20 badge speeds that track's XP by 10% for the first 24 hours of the new one. War pays too — player kills, gate damage, captures and defended engravings feed all three tracks.
Rare resources and advanced gear have mastery thresholds, and rare nodes (double yield) open at gathering 8.
| Mastery | Level needed (examples) |
|---|---|
| Gathering | iron ore 3 · hardwood 5 · sulfur 6 · coal 8 · crystal 10 · dark-iron ore 13 · spirit wood 16 |
| Crafting | iron ingot 3 · iron sword 7 · steel 10 · breach charge 12 · dark-iron gear 15–16 · spirit bow 18 · master armor 20 |
Levels 17 and 19 open real abilities. Gathering: rare nodes yield triple at 17, +2 bag slots at 19. Hunting: +1 animal drop at 17, hostile animals notice you later at 19. Crafting: keep-tier recipes anywhere at 17, double yield on basic consumables at 19.
Tools
There is one tool slot. The right tool gathers much faster; the wrong one is slower but never blocks you.
| Tool | Gathering speed |
|---|---|
| Torch | every resource ×1.2 |
| Hand axe | wood and fiber ×1.6 |
| Pickaxe | stone, ore and sulfur ×1.6 |
| Hunting knife | herbs ×1.4, +1 animal drop |
| Iron hand axe · iron pickaxe | ×2.2 |
| Dark-iron hand axe · dark-iron pickaxe | ×3.0 |
Merchants and silver
A merchant stands on the road into every castle — a peddler, smith or herbalist depending on the zone. They buy almost anything at 35% of its value and sell supplies for silver: the peddler stocks basics, the smith tools and weapons, the herbalist food, knives and six tonics — 15-minute buffs for gathering speed, march speed, health, mastery XP, weapon damage and damage reduction. A black-market caravan also crosses the open field in short windows, selling limited diamond goods. Silver also buys a respawn home: the priest inside every castle binds it for 50 silver while your guild holds it.
Campfires and food
A campfire (5 wood, 2 stone) burns for 5 minutes. Cook within 3 m, and regenerate 2 health per second on top of your natural recovery starting 5 seconds after you were last hit. Enemies can stamp a fire out; a guildmate's fire is protected.
- Roast meat: heals 24 over 12 seconds, +8% move speed for 5 minutes
- Herb stew: +15 maximum health for 10 minutes
- Hunter's stew: +25 maximum health and +5% move speed for 10 minutes
Food effects end when you die.
Night and wildlife
Twenty minutes of day alternate with ten of night. At night wolves charge from farther away, half of the harmless animals hide, and the Dokkaebi King appears only after dark.
Rabbits, squirrels, pheasants and foxes never attack, deer and goats run, and boars and boss boars charge when hit. Wolf packs, bears and tigers attack first — and so do the alpha wolf, the white tiger and the nine-tailed fox. Hide, sinew, feathers and bone go into armor and bows.