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Overview
Chrono Odyssey's crafting system follows a three-stage pipeline: Gather, Refine, Craft. Raw materials collected from the open world are processed at refinement stations, then assembled into equipment, consumables, and tools at specialized workbenches. All crafting requires gold plus materials there are no free crafts. Crafting is a fully viable alternative to drop farming for gear progression. The developers have explicitly confirmed that neither path has a distinct advantage, establishing a horizontal endgame where crafted gear and dropped gear coexist as equally powerful options.
Stage 1: Gathering
Gathering has no level restriction players can attempt to harvest any resource node in the world from Day 1 of their adventure. Lower gathering skill and inferior tools mean slower collection speed, but nothing prevents a new character from walking up to a high-tier node and beginning to gather. Better tools and higher gathering levels progressively increase gathering speed, making the process more efficient over time.
Six gathering tool types are available, each corresponding to a different resource category:
Sickles Used for harvesting herbs, plants, and botanical materials. Essential for Alchemy and Cooking ingredients.
Pickaxes Used for mining ore deposits. Ores are refined into ingots at the Processing Station and used primarily in weapon and armor crafting.
Logging Axes Used for chopping trees and gathering wood. Timber is refined into planks and components for various crafting recipes.
Butcher Knives Used for skinning animals after combat. Hides are refined into leather at the Processing Station, used primarily for armor and accessories.
Fishing Poles Used for fishing at water locations across Setera. Fish serve as ingredients for Cooking recipes. See Life Skills for details on the fishing system.
Campfires Portable field cooking stations that allow basic cooking in the open world without returning to a settlement. Useful during extended exploration or group content sessions.
Gathering tools themselves can be crafted and upgraded. Higher-quality tools increase gathering speed and may grant access to bonus materials from nodes. Players are encouraged to invest in tool upgrades early, as the time savings compound significantly across hundreds of gathering actions.
Stage 2: Refining
Raw materials are converted into usable components at the Processing Station in Dawn Slope, located west of the main crafting workbenches. Processing turns raw ore into ingots, hides into leather, fibers into cloth, timber into planks, and similar transformations. Higher-tier processing recipes unlock as gathering and crafting skills increase. The Processing Station also handles tool crafting. Players can create upgraded versions of all six gathering tools here.
Stage 3: Crafting
Refined materials are assembled into final products at six specialized workbench stations, all located in the settlement of Dawn Slope:
Weapon Crafting Station (main square). Creates weapons for any class, regardless of the crafter's current class. This cross-class crafting capability means a Swordsman can craft a staff for a Sorcerer alt or for trade.
Armor Crafting Station (adjacent to the Weapon Station). Creates armor for all six armor slots: Head, Chest, Hands, Legs, Feet, and Back.
Accessories Crafting Station (north of the Weapon Station). Creates accessories for the Waist, Neck, and Finger slots.
Processing Station (west of the main workbenches). Handles raw material refinement and gathering tool crafting, as described in Stage 2 above.
Alchemy Station (central hub area). Creates health-adjacent potions, resistance boosters, stat-enhancing elixirs, and specialized consumables. Alchemy has its own progression system (see below).
Cooking Hearth (first main village area). Produces stat-boosting meals and buff consumables with durations ranging from 10 to 30 minutes.
Material Rarity and Substitution
Materials and crafted items follow five rarity tiers, each color-coded for quick identification: Common, Uncommon, Rare, Epic, and Legendary. The tier and rarity of materials used in a recipe directly impacts the quality and stats of the resulting item.
A material substitution system allows players to use higher-tier materials in place of lower-tier recipe requirements. When selecting required ingredients for a recipe, a list of superior-tier alternatives appears. Using higher-tier materials improves the final item's stats and Equipment Score without changing the item's base tier, a valuable technique for min-maxing gear. For example, if a recipe calls for Common iron ingots, a player can substitute Uncommon or Rare ingots to produce a statistically superior version of the same item. This substitution system rewards players who invest in high-tier gathering and provides a meaningful use for excess high-tier materials.
Professions
Alchemy
Creating potions and elixirs at the Alchemy Station grants Alchemy EXP, which progressively unlocks advanced recipes. As Alchemy skill increases, players gain access to more powerful resistance boosters, stat elixirs, and specialized consumables. Higher-tier potions require specialized ingredients from elite monsters and rare gathering nodes.
Following the post-CBT combat overhaul detailed in Developer's Notes #4 (January 2026), HP potions were changed to a permanent, rechargeable mechanic. Players no longer need to craft or purchase basic health recovery potions. The rechargeable HP potion refills automatically between encounters. As a result, Alchemy now focuses primarily on specialized elixirs, resistance boosters, and combat-enhancing consumables rather than basic health recovery. This change removed a significant gold sink and inventory management burden, allowing Alchemy to serve a more strategic role in endgame preparation.
Cooking
Cooking at the Cooking Hearth produces consumables in three distinct categories:
Food Stat-specific buff items. Each food targets a particular stat (attack power, defense, critical rate, etc.) and provides a focused boost lasting 10-30 minutes.
Drinks Herbal beverage variants that provide different buff profiles from Food items, allowing players to stack complementary effects.
Feasts Shared party meals that apply buffs to all nearby party members simultaneously. Feasts are particularly valuable before Raid encounters or World Boss fights where the entire group benefits from coordinated buff timing.
Increased cooking skill unlocks new recipes with stronger and longer-lasting effects. Following the post-CBT redesign, food items are reserved exclusively for long-term buffs. Basic sustenance and health recovery are handled by the rechargeable HP potion system, leaving Cooking as a purely offensive and utility-focused profession.
Enhancement
Enhancement NPC Richter performs equipment enhancements at crafting hubs. Enhancement in Chrono Odyssey has a 100% success rate no breakage, no downgrade, no item destruction. This is a significant departure from many competing Korean MMORPGs where enhancement carries a risk of losing the item entirely. Enhancement costs escalate with each level, requiring increasing quantities of both materials and gold. For full details on the enhancement system, see the Gear and Progression article.
Additional Mechanics
Gold Costs All crafting requires gold alongside materials. Costs scale significantly for higher-tier items and higher enhancement levels.
Equipment Salvaging Unwanted gear can be salvaged to refund some crafting materials, but no gold is returned. Salvaged items are permanently destroyed. Salvaging provides a meaningful outlet for obsolete gear and partially offsets the material costs of crafting new items.
Cross-Class Crafting Players can craft weapons and armor for any class, not just their own. This enables high-level characters to gear up alt characters and supports a player-driven economy where crafters can serve any customer.
No Level-Gated Gathering (Any player can attempt any gathering node from the start of the game. The only restriction is efficiency) higher skill and better tools mean faster gathering, not access to gathering.