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Jewelcrafting

Jewelcrafting is the finer bench of the Eastbrook forge: rings and necklaces in copper, iron, and rare osmium, with a Strength ring, an Intellect ring, and an Agility necklace on every rung. Jewelry has no armor and no class lock, so its customers are simply everyone with fingers and a neck.

Skill cap
125
Station
Forge
Masters
Forgemistress Darva (Eastbrook)
Specialization
Skill 75: 20% material discount

The finer work of the forge

The ladder is three rungs of three: a Strength ring, an Intellect ring, and an Agility necklace, first in copper, again in iron, and once more in rare osmium at the top. Jewelry carries no armor and no class lock, and even the copper pieces arrive with real stat lines, because a ring without stats would be nothing at all.

On the craft ring it sits between Enchanting and Weaponcrafting, giving it two pair identities: the Gembinder (Enchanting and Jewelcrafting) and the Bladewright (Jewelcrafting and Weaponcrafting). Neither has an oath quest yet, so today Jewelcrafting climbs as everyone's craft: the three rungs of the 0-to-50 ladder all sit inside the rare tier that undeclared crafts work under, so the ladder is open before any oath. Two things sit above that ceiling: the Prismglass Setting, the 75-rung intermediate Darva also teaches, and the found-pattern rung above it; since neither pair can be sworn yet, today they teach nothing to anyone, so cut them for the goods, not the points.

Ore, dust, and essence

The bench runs on mining and breaking. Copper ore comes off the tier 1 veins of Eastbrook Vale, iron ore from Mirefen Marsh, and osmium ore from Thornpeak Heights, with a jar or two of Smithing Flux, 20 copper each from Forgemistress Darva, in every recipe. The other half of every piece comes off the breaking bench: Chime Dust settles the copper rung and Chime Essence the iron and osmium rungs, so a jewelcrafter is an enchanter's steadiest customer, or simply keeps a disenchanting habit of their own.

The osmium rung adds one refinement: every rare piece takes two iron ore besides its osmium, worked in as solder for the fine settings. No counter sells the ores or the dust: they come out of the world or off another player, by trade or the World Market; only the flux is bought for coin.

Taught beside the anvil

Jewelcrafting has no station of its own: the whole catalog is worked at the Eastbrook forge, the same anvil Weaponcrafting and Armorcrafting share, and Forgemistress Darva teaches it there. The ladder is nine trainer recipes in three rungs: the copper rung (band, loop, torc) is free at skill 0, the iron rung (signet, loop, choker) costs 25 silver a recipe at skill 25, and the osmium rung (band, loop, amulet) costs 1 gold each at skill 50, each rung teachable the moment your tier in the craft reaches its own.

There are no field recipes and no combination piece yet: every taught rung is forge-bound trainer work, and the found-pattern rung above them is forge-bound too but bought nowhere, so this craft is learned, and practiced, standing where the smiths stand.

How crafting works

Open the crafting window (default key T) and every recipe you know is listed with what it needs and what you have on hand. Station-bound recipes ask you to stand within 20 yards of the right station in town, field recipes craft anywhere, and Enchanting's breaking and enchanting need no station at all (only its three trainer recipes are station work, at the toolworks). There is no failure roll: a craft with the materials in hand always succeeds.

Two small frictions keep the economy honest. Every successful craft pays a fee of 2 copper per point of the item's stat budget, and every craft-family action takes real cast time (field crafts near two seconds, harder ladder crafts longer, and disenchant, enchant, salvage, and tool recharge each about a second and a half). Materials, the gold fee, stations, and skill ceilings do the rest; nothing scolds you for working too quickly.

Recipes

Every recipe of the craft: its exact skill requirement and materials, where it is learned and for what fee, and the three skill values where its gain fades to half, a quarter, and nothing.

Recipe Skill Source Station Materials Quality Gain fades at
Hammered Copper Band 0 Trainer, free Forge Copper Ore x4Chime Dust x2Smithing Flux x1 Uncommon 25 / 50 / 75
Polished Copper Loop 0 Trainer, free Forge Copper Ore x4Chime Dust x3Smithing Flux x1 Uncommon 25 / 50 / 75
Coiled Copper Torc 0 Trainer, free Forge Copper Ore x5Chime Dust x2Smithing Flux x1 Uncommon 25 / 50 / 75
Riveted Iron Signet 25 Trainer, 25s Forge Iron Ore x4Chime Essence x1Smithing Flux x1 Uncommon 50 / 75 / 100
Etched Iron Loop 25 Trainer, 25s Forge Iron Ore x3Chime Essence x2Smithing Flux x1 Uncommon 50 / 75 / 100
Iron Link Choker 25 Trainer, 25s Forge Iron Ore x5Chime Essence x1Smithing Flux x1 Uncommon 50 / 75 / 100
Weighted Osmium Band 50 Trainer, 1g 0s Forge Osmium Ore x4Chime Essence x2Smithing Flux x2Iron Ore x2 Rare 75 / 100 / 125
Gleaming Osmium Loop 50 Trainer, 1g 0s Forge Osmium Ore x4Chime Essence x3Smithing Flux x2Iron Ore x2 Rare 75 / 100 / 125
Burnished Osmium Amulet 50 Trainer, 1g 0s Forge Osmium Ore x4Chime Essence x2Smithing Flux x2Iron Ore x2 Rare 75 / 100 / 125
Prismglass Setting 75 Trainer, 4g 0s Forge Osmium Ore x2Chime Essence x2Quickening Catalyst x1 Common 100 / 125 / never
Wyrmfall Pendant 100 From a found pattern Forge Prismglass Setting x3Wyrmfall Core x2Osmium Ore x4Chime Essence x2 Epic 125 / never / never
Warhewn Signet 100 From a found pattern Forge Prismglass Setting x3Wyrmfall Core x2Osmium Ore x4Chime Essence x2 Epic 125 / never / never
Prismglass Loop 100 From a found pattern Forge Prismglass Setting x3Wyrmfall Core x2Osmium Ore x4Chime Essence x2 Epic 125 / never / never

Skill gain

Every recipe in the window wears its gain state in the classic colors: orange means full gain, yellow half, green a quarter, gray nothing. The boundaries are exact, every 25 skill is a tier, and a recipe fades one color for each tier it falls below yours.

Because gains are deterministic (a full-gain craft always moves you exactly one point), you can plan a whole climb from the list: work a rung while it is orange, train the next rung as it turns yellow, and never spend materials on a gray craft expecting progress. At the cap of 125 the number stops, but the recipes, the masterwork chance, and the profits keep working.

Masterworks

Every successful craft is exactly what the recipe promises, and sometimes a little more: a masterwork finishes the same piece one quality tier finer, with the bonus stats baked in at craft time. It is add-only, never a downgrade. Ordinary crafting follows its existing gear ladder; the raid-funded Crucible collections are a separate alternative at the current raid tier.

The apex Masterwrought crafts are the one exception, and they pay the same proc a different way. An apex piece already sits at the top of its ladder, so there is no finer tier to finish it in; a masterwork there hands the piece over one rank into Perfecting instead, a free first rank on the four-rank walk the Professions page describes. Nothing is baked into the stats, and the chance and its gates are the ones below.

The chance is published, not mystical: 3% base, plus 1% per tier your skill sits above the recipe, plus 2% when any signed reagent goes in, plus 3% once you are specialized, with higher-tier materials adding 1 to 2% more, all capped at 15%. Only a piece with real stats can improve, so statless commons, tools, and consumables never proc; a dormant craft never produces one, and a hobby craft cannot masterwork past its rare ceiling.

Fine work carries its maker. Rare and better outputs are signed, every copy (Crafted by; gathered materials carry Gathered by), a masterwork is always signed whatever its quality. A signature is provenance, not a lock: signed goods trade, mail, and list on the World Market freely.

Training

Trainer recipes come from the resident masters, taught at their stations. The rule is one line: a master teaches a recipe once your tier in the craft has reached the recipe's own tier, and nothing else gates it, not your level, not your archetype. The gear and consumable ladders run their rungs at skill 0, 25, and 50, and every craft adds one 75-rung intermediate above them, taught at its station (Enchanting's is the Lucent Reagent, beside its two charm recipes on the 25 rung); Engineering's two rod lessons continue its ladder at 75 and 125, so a fresh rung opens as your tiers climb.

Fees are one-time and flat by rung: the starting rung is free, the skill 25 rung costs 25s a recipe, the skill 50 rung 1g 0s, and the 75 and 125 rungs above them carry their own fees, listed beside each recipe in the table. You must stand at the master's actual station to train, and a mobile station never counts. The common field recipes and the six crafted land-tool recipes need no training at all; every character knows them from the start.

Specialization

At skill 75 this craft specializes you, no quest needed: discountable recipe materials cost 20% less from then on, and specialization adds its own bump to the masterwork chance. Raid-core costs are never discounted.

Specialists also learn to take the workshop with them: a specialized crafter can set up a mobile station in the field for ten minutes at a time, so station-bound recipes can be worked at the mine mouth instead of back in town. Its limits are deliberate: it never counts for training with a master or for unbinding a commissioned piece, and it expires on its timer whether or not you used it.

Masterworks, and a working route to 125

There is no statless rung here: every piece on the ladder carries a real stat line, so every craft rolls the masterwork chance so long as the finer quality fits inside your tier ceiling, with iron and osmium counting as tier 1 materials for the proc. The copper and iron rungs, uncommon by make, can masterwork into rare for a hobby or undeclared jewelcrafter alike; the osmium three are rare already, so their epic masterworks wait on a ceiling above rare, which no jewelcrafter has until the craft's pairs open.

The climb is the standard ride: copper to 25, the iron rung the day it opens to 50, then osmium to 75. Above them sits an apex rung no trainer teaches: its patterns are found, not bought. Read that as an item you can make, not a shortcut up the ladder, because the same ceiling named above applies to skill gain as well as to masterworks: an apex pattern sits well over the rare ceiling every jewelcrafter works under today, so crafting one teaches nothing at all until this craft's pairs open and it can be a major. Whichever you hold, the osmium recipes carry the climb, fading to half and then quarter gain: budget roughly 150 more crafts to reach the 125 cap, and fund them honestly, since every class wears jewelry and most travelers level with their ring and neck slots empty.

The Book of Deeds marks Polished to Brilliance for your first rare-tier piece, Facet and Filigree at 50 skill, and Grandmaster Jewelcrafting at the 125 cap.