The forge
Crafting & gear
Monsters drop materials, gathering supplies the rest, and three stations turn it all into power.
The stations
| Station | Does |
|---|---|
| Furnace | Smelts ore into bars. Bars are the spine of the whole gear tree. |
| Anvil | Hammers bars into weapons, helmets, platebodies, legs and shields. |
| Crafting table | Everything else: leather from cowhide, tools, tusk gear, the strange stuff. |
The tier ladder
Metal runs bronze → iron → steel → gold → mithril, and each step up means bigger bonuses on the same slot. Above mithril sits Corrupted gear, which does not come from any anvil: certain bosses guard it. And above even that is a single legendary weapon of living fire that demands a Strength level most players will never see. It exists. Good luck.
Ten slots
Head, cape, amulet, weapon, torso, shield, legs, gloves, boots, arrows. Weapons carry attack and strength bonuses (see Combat); armor carries defence, which converts to bonus hearts. A full matched kit is the difference between fleeing a dragon and farming one.
Nothing is wasted. Feathers, hides, tusks, buckets of dragonfire: if a monster drops it, some recipe somewhere wants it. Check the crafting list before you shrug at a drop.
Strength requirements. The heaviest weapons check your actual Strength level before they let you equip them. The game will not let you swing what you cannot lift. Train.