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.
Woodcutting
Herbalism
Fishing
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.
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
Weapons, heavy armor, shields, gathering tools
Tailoring
Cloth & leather armor, robes, bags
Alchemy
Combat potions, buff items, affix gems
Cooking
Food, lasting buffs, pet feed
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
e.g. base +100 ATK → actual +100 to +110
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.
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