Life Skill

Life Skills ・ Gather & Craft

More than fighting. Four gathering lines collect materials; five crafting skills turn them into gear and supplies — a progression track that runs alongside combat.

Gathering

Gathering ・ 4 skills

Four gathering skills level independently (cap 35). Pick one as primary and one as secondary; the other two still work, just at a penalty. Gathering spends “vigor,” which is limited each day.

Mining

Mining

銅礦石
鐵礦石
Woodcutting

Woodcutting

軟木
硬木
Herbalism

Herbalism

治癒草
清心花
Fishing

Fishing

淡水魚
銀鱗魚

Vigor

Vigor ・ your daily gather budget

100

daily base

350

refilled cap

Refills to 100 each day. Gathering spends vigor; crafting spends none. You can top up through 4 stages to reach 350.

Refill

4 refill stages

Stage 1

+20

10,000 silver

Stage 2

+50

30,000 silver

Stage 3

+80

5 gold

Stage 4

+100

30 diamonds

Currency climbs silver → gold → diamond, so no one can corner the whole material chain.

Primary / Secondary

Primary ・ Secondary ・ rest

  • Primary: Gather speed +50% (channel time −33%).
  • Secondary: Gathering can’t be interrupted by monster attacks.
  • The other two: Still usable, but cost ×2 vigor and grant no experience.

Re-picking primary/secondary costs 100k → 200k → 500k → then a flat 1M silver.

Stage Coefficient

Stage coefficient ・ 7 stages

Amount × coefficient = vigor and tool wear spent. Higher stages cost more per gather.

Lv 1–5
1.0
Lv 6–10
1.1
Lv 11–15
1.2
Lv 16–20
1.4
Lv 21–25
1.6
Lv 26–30
1.8
Lv 31–35
2.0

Tools

Gathering tools ・ craftable tiers

7

tiers t1–t7

200

base durability

Gathering tools are player-crafted in 7 tiers (t1–t7) with 200 base durability; once spent (one last over-swing allowed) the tool breaks. Tools are unbound and tradable.

Types: Axe / Pickaxe / Sickle / Rod ・ forged by Holton the master crafter.

Crafting

Crafting ・ 5 skills

Turn gathered materials into real gear and supplies. Five craft skills, from forging weapons to cooking buffs — all guaranteed to succeed and free of vigor.

Blacksmithing

Blacksmithing

Weapons, heavy armor, shields, gathering tools

Tailoring

Tailoring

Cloth & leather armor, robes, bags

Alchemy

Alchemy

Combat potions, buff items, affix gems

Cooking

Cooking

Food, lasting buffs, pet feed

Jewelcrafting

Jewelcrafting

Accessories, gem cutting, card upgrades

Always succeeds

Crafting is 100% — no failures, no lost materials.

No vigor cost

Crafting spends no gathering vigor — the two systems are separate.

2s per craft

Each craft takes a flat 2 seconds; batch-craft in a row.

Lv 35 ・ 7 stages

Each craft skill caps at level 35 over 7 stages; high-tier recipes need matching level.

Floating Stats

Floating stats ・ craftRoll

Crafted gear doesn’t land on fixed base stats — they float within a range, so the same recipe can come out slightly stronger or weaker.

  • Normal recipes: Base stats ×100%–110% (floor is the catalog base — never worse — up to +10%).
  • Boss-set recipes: ×105%–120%: a wider float with a higher ceiling.
  • Each piece rolls: Every craft rolls on its own — re-craft to gamble for a better piece.
  • Craft-only: Only gear from a craft skill floats; exchange / furnace gear is a flat ×100% with no float.

✨ Great success: a chance to trigger double output on that craft.

Same recipe ・ different result

Normal recipe×100%–110%

e.g. base +100 ATK → actual +100 to +110

Boss-set recipe×105%–120%

e.g. base +100 ATK → actual +105 to +120

Economy

How gathering and crafting feed the market

Gathering is layered: mining gives ore, smelting turns it into ingots; herbalism gives herbs, alchemy turns them into supplies. Every layer can hit the market, so loot, gathering and crafting players all have a way in. For binding and trade rules, see the economy.

Beta Now Live

Beta Now Live

No download, no invite code — open beta.endless.tw in your browser and play. Bug reports and patch chat live on the official Discord.