Crafting Mechanics

Combine elements in the Forge to discover new recipes, earn artifacts, and grow your collection
Video Guide Available
Prefer watching over reading? Our video overview covers crafting mechanics visually — a great place to start before diving into the details.
How Crafting Works
Combine 4 elements in the Forge to produce a new element. Matching a recipe gives the result. An artifact is added only if one is still free when that craft starts.
- Each recipe requires exactly 4 elements
- Elements can repeat in a recipe (e.g. Fire + Fire + Water + Water)
- Order doesn't matter — only the combination counts
- Every element in the game has exactly one recipe to create it
The Forge
The Forge is a shared resource — all players' crafts are processed together. Your share of its power determines how fast your crafts complete.
- All active crafts from all players compete for forge power
- Your Forge Speed determines your proportional share
- More players crafting simultaneously = slower for everyone
- Strategic timing matters — craft during off-peak hours for faster results
- Current forge load is always visible in the Forge tab
Forge Speed
Every player starts with a base speed, boosted further by level and avatar collection. Higher speed = faster crafts.
- Includes base speed + level scaling + avatar bonus
- Displayed as a multiplier (e.g. x3.2) relative to a new player
- Higher level = significantly faster crafting
- Each avatar adds a flat bonus to your speed
- No cap — your speed grows as long as you progress
Forge Catalyst
Consumable boosts that raise Forge Speed for a limited time. Regular and large catalysts use separate timers and can run together.
- A regular catalyst grants +50 speed for 4 hours
- A Large Forge Catalyst grants +500 speed for 4 hours on its own timer
- Both can run at the same time. Using the same type again only extends that type’s timer
- New tasks get the boost immediately; active tasks update within about a minute
- Regular catalysts can come from the Market, packs, or Tickets. The large catalyst comes from Tickets
Craft Chains & Auto-Buy
Target any element and the system builds the entire crafting path for you — from base elements all the way to your goal.
- Pick a target element → system builds the full dependency tree
- Missing base elements are auto-purchased (fixed MST price shown upfront)
- Reforge steps are automatically included where needed
- Total cost (base elements + reforge) shown before confirmation
- One click confirms the entire chain — tasks queue sequentially
Artifacts
Artifacts
Running crafts and activated chains hold slots for targets and intermediate elements. Waiting chains hold nothing.
- Start while remaining is above 0: that running craft keeps the artifact until it finishes.
- Remaining on the recipe = how many are still free for a craft that starts now. Already minted and already-running crafts are not free.
- When its first step starts, an ordinary chain holds an available target artifact slot and one available slot per distinct intermediate element. Chains get these holds in start order, only while slots are free. Pending chains hold nothing.
- A step without a hold can still get an unreserved slot when it runs. If it gets no artifact, it makes a whole element, skips its automatic reforge, and exactly the charged reforge price is returned when you collect the final element. Holds are consumed or released when the corresponding step runs; cancellation, failure or completion releases any remaining holds.
- Partner-event crafts lock remaining when you queue them, not only when they start.
When no artifacts are free
No free slot now. Without an artifact, this step makes a whole element.
Artifact Rarity Chances
Later crafts that award an artifact roll from these chances, including Legendary. First discovery does not use this roll — it always awards Legendary. No free artifact slot means no rarity roll.
Fractured Elements & Reforge
When you earn an artifact from crafting, the element comes out fractured. It's damaged from the intense forging process and needs to be restored.
- Fractured elements cannot be used in further crafting
- Reforge restores the element to usable state
- Reforge cost: 80% of the element's value in MST
- Reforge time is proportional to the element's value (processed by the Forge)
- Craft chains automatically include reforge steps and their costs in the total
Discovery
Successful Discovery
The most exciting and risky part of the Forge. You pick 4 elements and attempt a combination that nobody has tried before — hoping to discover a new recipe.
- You become the First Discoverer — your name is permanently linked to the element
- You receive a guaranteed legendary artifact (not random — always legendary)
- You earn ×500 XP — plus ×2 if you predicted the result correctly
- The recipe becomes known and available to all players
Failed Discovery
- You receive a Cracked Shard — a weak element that serves as a consolation prize
- You still earn ×10 XP (more than a regular craft)
- Cracked Shard is always in usable condition (not fractured) and has its own artifact pool
- The failed combination is permanently blocked — no one can waste materials on it again
Experiment Tickets
Completed experiments award Tickets; cancelled experiments do not. The quantity and rarity depend on ingredient value — costlier attempts grant bigger rewards, up to Legendary.
- Tickets arrive on both success and failure
- Rarity and count scale with the ingredients you spent. Higher cost → more and rarer Tickets, up to Legendary
- Open Tickets on the Fortune tab. Odds are on the ticket
- You also get Tickets from daily check-in and some progression rewards
Discovery Limits
- The global limit is 10 successful discoveries in the last 24 hours, shared by all players — not a per-player or calendar-day limit.
- Pending, active and failed attempts do not count and reserve no discovery slots. The first successful experiment to finish takes the next slot.
- When the limit is reached, the system cancels all remaining pending and active experiments. Their results stay unknown. Collect the cancelled orders to recover refundable materials and MST.
- New experiments cannot start until the oldest counted discovery leaves the rolling 24-hour window. Each successful discovery counts for 24 hours from when its experiment finishes, not when the task was created or collected. The Experiment screen shows when the next slot opens; there is no daily reset.
- You can manually cancel only pending orders. Craft & Experiment orders can be cancelled only if none of their steps has started. You cannot manually cancel active processing, but the system can cancel it at the discovery limit.
- A completed miss is not a cancellation: materials are consumed and you receive a Cracked Shard, XP and applicable Tickets, not a material or MST refund.
Discovery Hints
The Forge provides several types of hints to help guide your experiments. These clues narrow down the possibilities and reward the community's collective efforts. All hints are public — once revealed, they are visible to every player.
Cost Range Estimate
- As more players attempt recipes for undiscovered elements, the Forge gradually reveals cost range estimates
- Accuracy improves through 5 tiers based on total community attempts
- From 0 attempts: first wide estimate. At 5+: rough. At 100+: precise range
- The cost range tells you the approximate total value of ingredients needed
Special Element Hints
- Special (uncraftable) elements always reveal which recipes they belong to
- If a special element is an ingredient in a recipe, it's automatically shown as confirmed
- This is always visible — no threshold required
Community Usage Reveals
- When the community uses an ingredient in 50+ experiments targeting the same element, its role is revealed
- If the ingredient is part of the recipe: it's confirmed and auto-placed in the slot
- If the ingredient is NOT part of the recipe: it's ruled out and cannot be selected
- Example: if 50+ players used Fire trying to discover Steam, the system reveals whether Fire is actually in Steam's recipe or not
- Duplicate ingredients are revealed progressively — each 50 uses reveals the next copy
- A confirmed count means at least that many copies. An exact count also sets a maximum for that ingredient; absent means zero. Exact 1× does not require the other three ingredients to be distinct.
Early Reveals (Probabilistic)
- Before reaching 50 uses, each experiment has a small random chance to reveal an ingredient's role
- The chance grows as usage count increases — more experiments = higher probability
- The reveal is based on a deterministic formula — no server luck involved
- Multiple early reveals can happen for the same ingredient as usage grows
- After a failed experiment, watch the dice animation to see if any clues were unlocked
Discovery Jackpot
A shared MST prize pool that grows with every failed experiment and rewards the next player who discovers a new element.
How the Pool Works
- When an experiment fails and produces a Cracked Shard, 20% of the ingredients' value is added to the pool. Special elements from events before crafting launched (Halloween, WLD, Holiday Spirit, MST, Valentine's Day, Easter) add no tickets and nothing to the jackpot: they are meant for their event recipes.
- When a craft produces an artifact, 50% of its mining power is added to the pool
- The pool accumulates over time as experiments fail and artifacts are created across all players
- The next player who discovers a new element takes 50% from the pool — the rest stays, so the pool can never be fully emptied
Why It Matters
- Every failed experiment contributes to the next big reward
- Discovery becomes even more rewarding as the pool grows
- The jackpot creates a shared incentive — other players' failures fuel your potential win
- You can track the pool size and recent activity in the Forge tab
Limited-Time Event Recipes
Some recipes use special event elements as ingredients. When these rare recipes are discovered, a crafting window opens — but only for a limited time.
- When a recipe using a special event element is discovered, a countdown begins
- You must START your craft before the timer expires — finishing after is perfectly fine
- The current crafting window is 48 hours (subject to change)
- Once the window closes, the recipe becomes permanently unavailable
- Any queued tasks for expired recipes are automatically cancelled with a full refund
- Tasks already in progress are never interrupted — they always complete normally
Event Collectibles
- Elements crafted from event ingredients are exclusive collectibles
- They are not used as ingredients in any other recipe
- They cannot be reforged — their artifacts are their primary value
- Collect their artifacts while the crafting window is open!
Strategy Tips
Smart crafters plan ahead and use the Forge's mechanics to their advantage.
- Prepare ingredients during peak hours, submit crafts during quiet periods
- Watch the forge load indicator — low load means faster completions
- Invest in leveling and avatars to permanently boost your Forge Speed
- When a new element is discovered, start the craft while remaining is above 0 — once it starts, that artifact is yours
- Discovery is high risk / high reward — legendary artifact vs Cracked Shard
- Cracked Shards aren't worthless — they have their own artifact collection
Your Craft Queue
Manage your active and pending crafts in the Forge tab.
- One active craft processes at a time per player
- Remaining tasks wait in your personal queue (FIFO order)
- You can manually cancel pending orders and recover refundable materials and MST. Craft & Experiment orders must have no started steps.
- You cannot manually cancel active processing. The system can still cancel pending and active experiments when the discovery limit is reached; collect them for the refund.
- Progress and estimated time are shown in real-time
- When its first step starts, an ordinary chain holds an available target artifact slot and one available slot per distinct intermediate element. Chains get these holds in start order, only while slots are free. Pending chains hold nothing. A step without a hold can still get an unreserved slot when it runs. If it gets no artifact, it makes a whole element, skips its automatic reforge, and exactly the charged reforge price is returned when you collect the final element. Holds are consumed or released when the corresponding step runs; cancellation, failure or completion releases any remaining holds.