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Tradeskills
September 16, 2026 at 02:40 PM
Initial version (2026-09-16)
The developer's gameplay page promises a large variety of trade skills that tie into factions, player guilds, and player housing. The stated intent behind that is social rather than economic: even solo play, such as harvesting, is meant to tie into a greater communal purpose. What follows is only the skills that have actually been named in published material. The full list is certainly larger, but the rest has not been announced.
Skill | Used for | Notes |
|---|---|---|
Tinkering | Archer traps | Described by the studio as the first bit of Tinkering to make it in-game. |
Fletching | Archer specialty arrows | Arrowhead crafting is part of the Archer's published kit. |
Survival | Crafting a torch and placing a campfire | A campfire needs eight pieces of wood. A dying fire can be rekindled by trading it another piece of wood. |
Poison making | Rogue poisons | Learned from Poison Maker NPCs. Some experimental poisons never appear as a vendor recipe at all. |
Spell research | Shaman Communion of Regeneration and the higher Tribal Spirit tiers | The Wizard material describes research as a broader crafting feature intended for multiple classes rather than a Wizard exclusive. |
Fishing | Named as an example on the skills tab | No further detail published as of September 2026. |
Lumberjacking | Harvesting wood | Uses a Lumberjack Axe on the nodes found near trees. Wood feeds campfires, which feed the Rested bonus on Experience and Leveling. |
Recipes come from two directions. Most are taught: Archer trap schematics are sold by the spell merchant, and Rogue poisons are taught by Poison Maker NPCs. The rest are found. The studio is explicit that experimental poisons will not show up as a recipe on the vendor, and that discovering them is left to the player, which fits the wider design tenet of stripping systems of hand-holding and overt explanation.
Harvesting is not a static node list. Spawns, foraging, harvesting and other discoveries take account of time of day, day of the week, lunar cycle, seasons and similar variables. In practice that means a node or a resource you cannot find may simply be out of season or out of hours rather than absent from the zone. See Travel for what darkness does to an outdoor gathering trip.
Merchants are discretionary buyers rather than universal ones. Most merchants only buy items similar to what they sell, so a butcher buys meat and a tailor buys tailoring supplies, and they pay a premium for those goods. Shady individuals will buy anything, at a worse price. The important structural detail is that everything you and other players sell to a merchant becomes part of that merchant's inventory, so shop stock is fed by the player base rather than generated.
For player-to-player trade there is an /auction chat channel, which is zone-wide and used for buying, selling and trading goods and services. As of September 2026, no published page from the developer describes an auction house, a consignment vendor, or any other automated trading facility. The channel is a place to shout an offer, not a listing service. See Interface and Commands and Items and Equipment.
The connection between tradeskills, factions, player guilds and player housing is stated as a design goal and nothing more. As of September 2026, no published page describes housing plots, decoration, ownership or cost, no faction list or reputation scale has been published, and no page details what a player guild can build or hold. Note that player guilds are a separate thing from class guilds, the in-world halls where trainers are found and where new characters are directed by the note in their starting inventory. See Classes.