Crafting

is when you conjoin two items to create a new item. When two items can be conjoined, a blue indicator line will show all possible combinations. Moving the items close together will cause the indicator to turn green. If a player lets one item go, the two items snap together. Items can also be disasembled using the Deconstructor at the Smithy or Carpentry Workshop.

Overall, most crafting items fall into one of three broad categories: Handles, Tools/Weapons and Attachments. By attaching these together, players can create wild and unique weapons that assist them throughout their journey. Unfortunately though, ATT is not completely limitless and there are certain rules that guide the crafting process. The first one is this: One handle per item. From this axiom, the others follow, but it also provides a guideline for the general crafting process. So, the typical crafting process goes like this:

Step One: Choose a Handle
 * There are roughly three categories of handles and they are One-handed (1h), Hand-and-a-half (1-1/2h) and Two-handed (2h). These typically correspond to length, so some players just call them short, medium and long handles. However, no two handles have the same length, so this is a bit deceiving. Nevertheless, the handle chosen dictates what attachments and ultimately what tool/weapon can be added. Handle length plays a role in Damage calculations and handles have their own Durability. Finally, some handles have certain characteristics that provide extra locations to add items, or may even restrict what items are added.

Step Two: Consider attachments
 * Adding a weapon/tool usually ends all further crafting, so it is important to consider any attachments before that moment. Attachments add durability to the handle and almost always expand the number of weapons/tools that can be mounted. The tables at the end of the page provide details on the specifics, but here are six helpful tips:


 * 1) Ornamental Guards can ONLY be added to a handle AFTER a light blade hilt has been added.
 * 2) Although some straight blades may look similar, they are all either a light blade or heavy blade. This significantly affects which hilt needs to be added. Please see Blacksmith Mould for information of the categorization
 * 3) Crystal Shards and Arrow Heads act in every way as pommels (for melee weapons), but they can cause damage if used to hit an enemy. However, this damage is very poor and often negligible.
 * 4) There is a class of attachments called the Directional Attachments that significantly expand the number of tools/weapons added. There are three handles that allow both types to be added (Wooden 2h, Metal 2h and Metal 1-1/2h). The horizontal attachment will conjoin at the tip, while the vertical will conjoin in the middle. All other handles have the attachment conjoin at the tip.
 * 5) Adding a vertical attachment to a handle will not change the weapon categorization (1h, 1-1/2h or 2h), but adding weapons to it will immediately cause it to become a two-handed weapon. This has implications for storing weapons on a player's hips versus their backpack.
 * 6) Lanterns can be added to Wooden 2h and Wooden 1-1/2h. They do not take the place of any other attachment

Step Three: Choose a Weapon
 * The fun part! Tool/Weapon heads forged at the Smithy provide the functionality of every tool/weapon. By this step, most players have an idea of what they want and are only limited by the restrictions outlined in the tables below. Players can add as many weapons as possible, with the current highest number being eight on one handle.


 * In general, crafting is a very logical and has a high degree of customization. If you think it would combine, it probably does; however, the tables below are for when it doesn't. There is no need to memorize these tables, but most players gather a general understanding of this process over time. Any inconsistencies, exceptions or counter-intuitive processes are listed below the respective table.
 * With regard to durability, read this chat log for detailed information (TODO merge key points into the wiki; not necessarily this page)
 * With regard to durability, read this chat log for detailed information (TODO merge key points into the wiki; not necessarily this page)

{| class="sortable mw-collapsible mw-collapsed wikitable mw-datatable" style="margin-left: 5px; height=25px; text-align: center"
 * + Wooden Handles and Weapons

scope="col" | Chisel/ Sickle/ Light Blades ! scope="col" | Axes/ Curved Blades /Shovel ! scope="col" | Bar Blades ! scope="col" | Heavy Blades ! scope="col" | Great Axe/ Pickaxe / Hammers

!

| ✅ || ❌ || ❌ || ❌ || ❌ !

| ✅ || ✅ || ❌ || ❌ || ✅ !

| ✅ || ✅ || ❌ || ✅ (10 Ingot) || ✅ !

| ✅ || ✅ || ❌ || ❌ || ❌ !

|✅ || ✅ || ❌ || ❌ || ✅ !

| ✅ || ✅ || ❌ || ✅ (10 Ingot)   || ❌ !

| ✅ || ✅ || ❌ || ❌ || ✅ !

| ✅ || ✅ || ❌ || ❌ || ✅ !

| ✅ || ❌ || ❌ || ❌ || ✅ !

| ✅ || ❌ || ❌ || ❌ || ❌ !

| ✅ || ❌ || ❌ || ❌ || ✅
 * }

{| class="sortable mw-collapsible mw-collapsed wikitable mw-datatable" style="margin-left: 5px; height=25px; text-align: center"
 * + Metal Handles and Weapons

scope="col" | Chisel/ Sickle/ Light Blades ! scope="col" | Axes/ Curved Blades /Shovel ! scope="col" | Bar Blades ! scope="col" | Heavy Blades ! scope="col" | Great Axe/ Pickaxe / Hammers

!                          | ✅ || ❌ || ❌ || ❌ || ❌ !

| ✅ || ❌ || ❌ || ❌ || ❌ !

| ✅ || ❌ || ❌ || ❌ || ❌ !

| ✅ || ❌ || ❌ || ✅ (10 Ingot) || ❌ !

| ✅ || ❌ || ❌ || ✅ (10 Ingot) || ✅ !

| ✅ || ✅ || ❌ || ❌ || ✅ !

| ✅ || ❌ || ❌ || ❌ || ❌
 * }