Crafting & equipment upgrades
Choose the right materials, understand the chances, and know what each upgrade changes.
Current crafting and upgrade rules. Update with the automatic launcher to use these crafting and upgrade rules.
Start here
- Visit a crafting or upgrade station in your own world. Choose the service and equipment category.
- For crafting, select a recipe, meet its skill requirement, and prepare its exact ingredients or material categories. Learn or purchase the recipe first when the journal requires it.
- For optional gem bonuses, select the gem in the crafting journal. Each choice consumes one extra gem per attempt, in addition to required recipe ingredients.
- For an equipment upgrade, select the existing item and one compatible upgrade material. Reach 100 in any one crafting profession first.
- Read the result and updated inventory before trying again. A wrong-world item, incompatible effect or reached cap can prevent the operation. Ordinary manufacture continues when the bag has no room: successful output is discarded, ingredients are spent, and normal skill training applies. Free space to keep crafted items.
Making a material and applying it are different actions. For example, making Swift Spirit needs Cooking 102 and can fail; applying it needs any crafting profession at 100 and uses your highest crafting skill for its success roll.
Chances and failure costs
| Action | Chance | What happens on failure |
|---|---|---|
| Ordinary equipment manufacture | 60% at required skill; +1 percentage point per extra whole skill; maximum 95% | A genuine failed attempt consumes the selected required and optional ingredients. |
| Making upgrade materials | 60% at recipe requirement; 95% at skill 190 for recipes below 190, or at skill 200 for recipes requiring 190 or more | Consumes required and optional ingredients on a genuine failure. |
| Applying an equipment upgrade | At skill 100, target +1–+8: 40 / 35 / 30 / 25 / 17.5 / 15 / 10 / 5%. Highest skill to 200 adds up to 5 percentage points; each additional profession at 200 adds 0.5 points (four maximum). | A valid failure consumes one material. Through +5, the item stays exactly unchanged. Failed attempts to reach +6, +7 or +8 destroy it. Invalid/capped attempts spend nothing. |
| Direct gem upgrade, where permitted | Useful-outcome chance multiplied by the skill-based upgrade chance | Zero/incompatible outcomes spend nothing. A useful outcome can still fail the stage-based roll: the gem is consumed, the item is preserved through +5 and destroyed on failed attempts to +6–+8. |
| Preparation, gem cutting, synthesis and smelting | 100% for a valid supported operation | Rejected requests spend nothing. |
Crafting and upgrade chance calculator
Manufacture uses the recipe’s discipline; applying an upgrade uses the highest of your five crafting skills and requires 100. Whole permanent skill levels count. Upgrade percentages retain fractions; manufacturing percentages round down. Upgrade-material recipes requiring 190 or more reach 95% at 200. Ordinary manufacture keeps its existing curve. Deterministic conversion services remain 100% when valid.
Tablet of Evil, Swift Spirit and Devil Haste
| Material | Base roll: +1 to +5 | Base roll: +6 to +8 | Cap | Skill to make material |
|---|---|---|---|---|
| Tablet of Evil | 30–60 ms | Unavailable | +5 | Cooking 92 |
| Swift Spirit | 32–63 ms | 125–150 ms | +8 | Cooking 102 |
| Devil Haste | 32–63 ms | 125–150 ms | +8 | Cooking 102 |
The first five Swift/Haste upgrades are approximately 5% stronger than Tablet: 31.5–63 ms rounded to whole milliseconds gives 32–63 ms. Swift Spirit and Devil Haste use identical speed bonuses and caps.
| Route | Total reduction through +5 | Total reduction through +8 |
|---|---|---|
| Tablet only | 150–300 ms | Not available |
| Swift/Haste only | 160–315 ms | 535–765 ms |
| Tablet to +5, then Swift/Haste | 150–300 ms | 525–750 ms |
These are total base rolls before diminishing returns. Each successful speed reduction is capped at 15% of the current delay above 200 ms, rounded down: reduction = min(rolled bonus, floor((current delay − 200) × 0.15)). Slow weapons can receive the full roll; faster weapons improve less on every use. This also applies to +6–+8 and direct gem speed upgrades. At 700/500/400/300 ms, the maximum reductions are 75/45/30/15 ms. A zero effective reduction is rejected without consuming anything. Because the cap rounds down, a current delay of 206 ms or less gives zero reduction; 200 ms is a lower limit, not a guaranteed reachable result. Existing delays at or below200ms remain unchanged. The item’s existing shared + counter selects the tier, even after other upgrade materials. Existing item stats are not recalculated. Combat buffs can separately change effective attack speed.
Manufacturing Tablet of Evil, Swift Spirit and Devil Haste reaches 95% at Cooking 190. Applying them uses the attempted-stage chance and permanent-skill bonuses above, not a 95% application curve. Failed +6–+8 attempts destroy the weapon; failures through +5 preserve it.
Example final weapon delays
| Starting delay | Swift/Haste after +5 | Swift/Haste after +8 |
|---|---|---|
| 400 ms | 291–291 ms | 257–257 ms |
| 500 ms | 335–348 ms | 284–292 ms |
| 750 ms | 461–590 ms | 361–441 ms |
| 1000 ms | 685–840 ms | 500–594 ms |
| 1500 ms | 1185–1340 ms | 807–965 ms |
These ranges assume every upgrade succeeds, no other effects change delay, and all upgrades use Swift Spirit or Devil Haste. Lower delay is faster. Chance failures consume material but do not change delay or upgrade level.
Ingredients to make the speed materials
| Material | Required ingredients |
|---|---|
| Tablet of Evil | 1 Egg pile + 1 Swamp Beast Gem |
| Swift Spirit | 1 Mare Blood + 1 Nimble Dust |
| Devil Haste | 4 Devil’s Spirit + 3 Yellow Gem + 1 Golden Rock |
Use the Human or Devil versions for your world. These recipes are listed in the full recipe search below.
Gem bonuses while crafting
Diamond and Amethyst cannot be applied directly to existing equipment. Choose them as optional ingredients when making a compatible item. “Amethist” is the catalogue spelling of Amethyst.
| Ingredient | Small | Medium | Large | Applies to |
|---|---|---|---|---|
| Jade | +5% durability | +10% durability | +15% durability | Crafted weapons, armour and accessories |
| Diamond | +1–2 defence | +2–4 defence | +4–8 defence | Crafted armour: adds the rolled amount to both defence bounds; accessories: independent physical defence |
| Diamond | 3 ms faster | 7 ms faster | 12 ms faster | Crafted weapons; existing Diamond crafting minimum of 500 ms |
| Amethyst | 1–5 ms faster | 5–10 ms faster | 10–15 ms faster | Crafted staffs; minimum delay 200 ms |
Staff speed bonuses affect physical staff attacks, not spell casting. One size from each supported family may be selected; compatible families combine. Each family uses one additional gem, and a recipe’s required gem cannot also count as the bonus gem. Genuine manufacturing failure consumes the optional gems too.
Diamond defence and Amethyst speed roll once for the newly crafted item. The preview shows the minimum result and the complete range. Bonuses apply before random rarity; rarity can further change the final result. Ingredient bonuses do not use an equipment upgrade level.
What can stop an upgrade?
- The material or equipment belongs to another world.
- The material does not support that equipment family, or the item has reached the material’s cap.
- A new special effect conflicts with an existing effect. Special-stamping upgrades also reject equipment carrying a bundled special effect, or a mixture of always-active and chance-based effects; stat changes such as speed can still work.
- The rolled effect is zero, a stat is already at its limit, or the weapon has reached the delay floor.
- The station session, skill, item quantity or inventory state is no longer valid.
These refusals leave the item and material unchanged. Different materials share the ordinary + counter. Some native Devil stat materials retain a +4 cap; this is separate from the new +8 Swift/Haste cap.
Accessory repairs: Tablet of Evil now adds 10 physical defence per valid use; Dragon’s Blood adds 15–30. These use the accessory’s primary special slot, so the special-effect compatibility rules still apply. Previously those uses changed an unused field. No retroactive item conversion is included.
Friend, Harmony and Leech
Friend accessories use separate STR and INT upgrade tracks, each capped at +5. The matching STR/INT tablet raises its own supported track; Harmony raises every supported track by one. On a mixed Friend, Harmony requires room on both tracks. The displayed + is the higher track, rather than their sum. Success uses the highest newly advanced track. Accessory tracks stop at +5, so failure preserves the item.
Leech has a separate five-stage weapon track: 0.5%, 1%, 2%, 3%, 4% of actual damage as healing. It works on weapon families, consumes one Leech Stone per valid attempt, including a failed chance roll, and stops at stage 5. Leech uses its own attempted stage even on a weapon with a higher ordinary + level; failure preserves the weapon. Sub-HP fractions carry between hits; full health or death clears the remainder.
Leech Stones now have native Cooking recipes and rare monster drops in both worlds; see the Leech Stone acquisition section below. Harmony supply routes still need confirmation.
Crafting skills and item quality
Weapon Making, Armour Making, Accessory Making, Potion/Alchemy and Cooking are separate disciplines, each with a 200 cap. Recipe skill requirements use the discipline shown in the journal; the tablets and spirits above use Cooking.
A full successful production attempt gives one unit of crafting work. Supported preparation gives 20% of that work; a genuine failed production gives 1%. Rejected requests give none. With a full bag, ordinary manufacture still rolls success or failure and awards the same work; a successful item that cannot fit is discarded. Materials and optional gems are still consumed. Existing stacks and slots freed by the ingredients are used first. Discarded output does not count toward crafting orders. Preparation, conversion and other services still require output space. Chat, skill-up prompts and crafting results stay visible while the crafting window is open. Progress slows above skill 100. A successful equipment upgrade trains the target’s discipline, with more work for higher-requirement equipment and higher attained upgrade levels.
Required material quality can select a verified improved equipment grade. Optional gems do not alter recipe matching or material-quality selection. Random rarity is a separate roll after the item is made; a higher manufacturing chance does not guarantee higher rarity.
All ordinary upgrade materials
Values are base rolls per successful use; speed reductions also obey the15% diminishing cap. Search by name or effect; each entry includes its manufacturing ingredients where a recipe exists. Applying a valid useful upgrade uses the stage and permanent-skill chances above.
Other direct gem outcomes
These figures assume a matching-world item below +8 with an empty primary special slot and enough room for the full effect. Caps, existing effects and stat limits can reduce applicability. Each outcome row is equally likely; zero results spend nothing. The listed gem percentages are useful-outcome chances before the separate stage-based upgrade roll. Multiply them by the calculator result. No-effect outcomes spend nothing. Diamond and Amethyst are shown as crafting-only.
Crafting and service recipe search
Search the complete catalogue by output or ingredient. This is a recipe reference; the in-game journal remains the authority for current station access, learned recipes and inventory. Entries with data issues are labelled. Some learned luxury recipes have a 25% material reduction already reflected in their listed recipe quantities. Do not subtract another 25%; use the journal’s required counts.
Leech Stones: life steal for weapons
Available in Human and Devil Soma. Cooking 100: combine 3 Mare Blood and 1 Ruby Medium to make 1 native Leech Stone. Human: Oven in Thousand Year Town. Devil: Hellfire Oven in Pandemonium. Use ingredients from your own world. Mare Blood is made through Prepare; Ruby Medium combines 3 Ruby Small at gem cutting.
Manufacturing follows the existing upgrade-material curve: 60% at Cooking 100, rising to 95% at 190. One stone per successful craft. Failed production consumes the submitted recipe ingredients.
Rare direct drops: 0.05% base chance per eligible kill (1 in 2,000 on average; no guarantee). Human: Dark Lich Lord and Dark Nightmare in Shadow Lands. Devil: Fallen Paladin and Risen Carcass in Hellscape. Applies to the selected ordinary camps; Luck gives 0.055% with one working bracelet or 0.0575% with two. Bosses and summoned monsters are not part of this route.
Use Upgrade with a matching-world weapon and Leech Stone. Five successful stages grant 0.5%, 1%, 2%, 3%, then 4% life steal from damage dealt. Sword, axe, bow, spear, knuckle and staff are supported. This uses a separate Leech track, not the normal +8 counter. Requires 100 in any crafting skill. Application uses the attempted Leech stage: at highest skill 100 the five stage chances are 40%, 35%, 30%, 25% and 17.5%, plus the permanent-skill and additional-profession bonuses shown above. A failed valid attempt spends one stone and preserves the weapon.