Intro to Crowfall's Crafting

The majority of gear used by players in Crowfall is player created by the nine primary crafting specialties: Blacksmithing (split into Armorsmithing and Weaponsmithing), Woodworking, Runemaking, Leatherworking, Stonemasonry, Jewelcrafting, Necromancy, and Alchemy. Almost every piece of gear or usable item requires at least two different types of crafters to create. Additionally there are two secondary crafts that do not have progression paths: Siege Engineering and Cooking. Siege Engineering requires equipping the major discipline of the same name instead of an Exploration discipline and uses the Woodworking table, but does not have any relevant crafting stats; however it can generate Woodworking Disciplines. Cooking has no discipline or relevant stats and can be done by any character at any time.


To get started as a crafter you will need to purchase and equip a common exploration discipline from the vendor in the Temple of any world. Once you have it equipped you will then be able to see recipes at the corresponding crafting table. The vendor purchased discipline will be Common quality, to upgrade the quality of your discipline you will need to generate uncommon disciplines by doing what is called a “final combine” for your craft. Any recipe that ends in a complete and usable item is considered a final combine; components and inbetween stages do not qualify. This chance varies from recipe to recipe. The recipe’s complexity and rare materials (in terms of drop chance not quality) determines the drop chance for that recipe. For example, jewelry and vessels both use rare drops from motherloads on top of normally gathered materials, therefore they have a much higher chance to drop their corresponding disciplines.

Every craft’s rare belt has a corresponding recipe cost reduction. Those with the rare belt can make items using significantly less raw material. While grinding your disciplines you should prioritize upgrading to a rare belt as soon as possible to reduce the overall material grind. The best items to grind based on chance per resource and the approximate number required to reach Legendary Discipline and Legendary Crafting Belt are as follows:

Craft Best Item to Grind Approx. Discipline Chance per Item Approx. Number of Items for Legendary/Legendary

Potions ~10% ~1421

Gloves or Boots ~30% ~530

Rings ~30% ~464

Gloves or Boots ~26% ~530

Vessels (Non-Centaur) ~42% ~333

Tools ~14% ~1027

Crafting Stations or Chests Unkown Unknown

One Handed Weapons ~26% ~551

Books ~40% ~348

To fully maximize your crafter you will need the appropriate Legendary Discipline and the matching Legendary Crafting Belt. This will require you to grind 144 Green Disciplines, 39 Soul Essence, and 547,000 gold for the Domination Dust and Crafting Belts from the vendor

Crafting Stats

Assembly is your chance to successfully create an item. Recipes that can have a flawed assembly cap at 98% success chance, ensuring there is always a 2% chance for a failed assembly. Your assembly score is compared to the recipe’s difficulty to determine your odds of success, if your skill is higher than the difficulty it will use the 98% chance cap. Flawed assemblies can be repaired for an amount of Ethereal dust, keeping their quality level and allowing you to experiment on them. If you do not fix them they drop a quality level and cannot be experimented on.

Experimentation Points are the number of points you can spend to improve an item. The maximum number of points you can spend on an item is determined by the quality of the materials used and the number of stats that can be improved. You can divide your points among all the available stat lines until the cap of 10 for each stat is reached or you have no remaining points. You must spend all your available points before you can experiment and complete the item. The soft cap for experimentation points is 18, you can increase this cap by using Sapho Potions or upgraded crafting tables in keeps. The practical cap with upgraded table buffs is currently 20.

Experimentation is your chance to improve an item when spending experimentation points. Experimenting is the key step to making better gear and utilizing higher quality materials. When your Experimentation score is compared against the recipe’s experimentation difficulty, if your score is higher you will have a better chance to get a Success, Moderate Success, Good Success, Great Success, or Amazing Success for each experimentation point spent. If your score is lower than the difficulty you have a greater chance of a Failure or Critical Failure, decreasing the attributes of the item. The higher your score is over the difficulty the more reliably you will succeed.

Experimentation Reduction is a separate stat that lowers the experimentation difficulty of a recipe. It’s valuation is the same as the Experimentation stat. However, once you hit the Experimentation cap (115 without enchanted armor, 127 with enchanted armor) reduction allows you to continue improving your results. Balancing these two stats is the key to consistently maximizing your output.

Crafting an Item

When you craft an item you will often need to first make base components from some combination of appropriate resources: metal bars, stitched leather, wooden planks, etc... The specific resources utilized will determine the stats, which you will then experiment on in later steps. You can find our combo guide here. The stats from this level of component are static and cannot be experimented on. In the case of metal bars, metal sections, wooden planks, and stitched leather they also have an additional stat when you craft them with Epic or Legendary quality materials.

You will utilize these base components throughout multiple sub components until you finally assemble the usable item; the number of steps and components you need from other crafting disciplines will vary from type to type. For example, Smiths and Woodworkers need components from a Leatherworker, while they in turn need components from a Smith. Jewelcrafters heavily rely on Stonemasons while Necromancers need components from Alchemists.

These sub component steps will allow you to experiment on particular stats as you assemble each one. These stats will either be derived from the components you started with (i.e. from your metabl bars, stitched leather, wooden planks, etc…) or they will be preset. For example assembling a hilt always asks you to roll damage and crit damage amount regardless of other components used up to that point. Your final assembly stage will often have an “All Stats” experimentation line that boosts just the stats derived from the base components in addition to preset options such as Damage or Armor.


Experimentation is the method to achieve the best possible outcome from crafting. Each experimentation point you spend on a line item increases it’s base value based on the level of success for each point, you can see the percentage of improvement to the right of each line as it rolls for the experimentation points. Every assembly step must use all the experimentation points you have before you can continue the process.

The final experimentation difficulty will be determined by the base recipe, the quality of the materials used, and the additional risk level you have selected. Each level of additional risk increases the gains you receive per point of experimentation. This is why you will want to push your experimentation points and experimentation stat to the cap, and then maximize your experimentation reduction. This will allow you to experiment at the highest additional risk (Are you Insane) and will give you the best possible results consistently.

Once you complete the initial experimentation you will have the option to Re-Roll for Chaos Embers or Polish for Ethereal dust. Re-Roll completely throws away the first round and redoes the experimentation, only use this if you got a particularly bad start as you can only do this once per combine. Polishing re-rolls the worst three experimentation points.

Building Your Crafter

The goal of all crafting builds is to max your Experimentation Points, cap your Experimentation, and ideally have enough Assembly to reach the hard cap of 98% to reduce the frequency of flawed assembly repairs. Attribute prioritization is straightforward: raise your experimentation point attribute to 200 and then spend the rest of your points in intelligence to raise experimentation (in some cases they are the same attribute). As you upgrade your vessel you will follow the same focus, experimentation point attribute before experimentation attribute. Do not forget to take your talents into account! Be sure to take all four stat bundles to maximize your character’s base attributes; should you find yourself overcapped as you finish maximizing your character you can respec to adjust your attribute points later.

The race you will choose will depend on whether you have regular access to at least the Rank 1 Thrall crafting buff. In campaigns the rank 2 or higher crafting stations give you a Thrall Bonus that increases your experimentation by 18, as does the All Father Relic that some guilds have in their Eternal Kingdoms. This buff is required to hit the 127 Experimentation Cap (via enchanted armor), however if you do not have access to this buff your experimentation will be below the cap. The gap between a race with a crafting bonus and a race without a bonus is less than 18, allowing the buff to replace the racial bonus and close the remaining gap to 127. Finally, you will want to pick the class with the best total starting attributes including talent bundles for your experimentation point stat and intelligence.

If you have the buff the best option for Dex or Int based crafting in the long run is Guinecean Duelist and Guinecean Knight for strength. This allows you to equip an extra ring or necklace with experimentation reduction, resulting in the best possible combination of experimentation related stats. Builds are linked below:

Craft Race/Class with Thrall Buff

Leatherworker & Jewelcrafter (Dex/Int)

Guinecean Duelist

Alchemist, Necromancer, Runemaker (Int/Dex)

Guinecean Duelist

Weaponsmith, Armorsmith, Woodworker (Str/Int)

Guinecean Knight

If you do not expect to have reliable access to the Thrall buff, you will want to make your crafter whatever race has the appropriate racial bonus for your craft. This will allow you to hit the practical experimentation point cap and get you as close as possible to the experimentation cap. Below you can find our recommended crafter builds:

Craft Race/Class without Thrall Buff

Armorsmith & Weaponsmith

Stoneborn Champion


Human Ranger


Elken Ranger


Nethari Assassin


Wood Elf Frostweaver

Alchemy and Runecrafting have no racial bonuses, they will both utilize the maximized Guinecean Duelist

Stonemasonry does not currently have any recipes that require experimentation and cannot fail their combines, therefore they do not require maximized characters to craft with; a green discipline and a rare belt are enough to optimize their crafting. You do not even need to completely level the character, just unlock a single exploration discipline slot.

Sources of Crafting Stats

Tippers and Bon Tippers (Wined): +15 Additional Risk Reduction
Artisan Cheese (Dined): +5 Additional Risk Reduction
Thrall Buff: +Assembly, +Experimentation, +Experimentation Points, +Experimentation Point Cap (Varies by buff level)

Armor Enchants: +3 Experimentation Cap per piece (+12 total)
Rings: +Int,+Experimentation (Typed By Craft), +Experimentation Reduction (Untyped)
Necklace: +Experimentation Points (Typed by Craft), +Experimentation Reduction (Untyped)
Crafting Belt (Legendary): +15 Assembly and Experimentation Cap, +2 Experimentation Points
Crafting Belt Additive (Helper Monkey): +5 Experimentation and Assembly Reduction

Crafting Discipline (Legendary): +75 Assembly, +95 Experimentation, +10 Experimentation Points
Hand Additives (Legendary): +4.84 General Crafting Experimentation (50% goes towards specialized crafts for +2.42)