Crafting, Cooking & Alchemy
A recipe-safe production workflow for materials, cooking, crafting and alchemy on the current verified patch.
This guide treats production as a controlled material pipeline. It does not publish recipe inputs or yields until an official record or reproducible in-game test supports them.
Production loop
Section titled “Production loop”- Decide the item or effect needed.
- Confirm the recipe is visible and available to the current character.
- Check ingredients in inventory and specialised storage.
- Preserve rare or quest-linked materials.
- Produce one test item.
- Verify the output, quantity and effect.
- Scale only after the result matches the recipe panel.
Patch 1.01 added Make Now so a selected recipe can be produced without separately selecting every ingredient.
Storage boundary
Section titled “Storage boundary”Food storage can supply cooking ingredients. Gatherables storage can supply materials used by crafting and tempering. Keep quest items, rare ingredients and research samples outside bulk production until their purpose is confirmed.
| Material state | Action |
|---|---|
| Officially classified | Use the current in-game category |
| Recipe-visible | Record the displayed inputs before producing |
| Unclassified | Keep one sample and do not infer its recipe family |
| Quest-linked | Do not consume without a recent manual save |
Patch 1.16 reclassified mushrooms as alchemy materials rather than cooking materials. Old inventory notes should be corrected rather than used as a recipe source.
Cooking procedure
Section titled “Cooking procedure”- choose the intended effect before the dish;
- compare duration and magnitude in the current item description;
- produce one serving first;
- confirm whether storage ingredients were consumed;
- test consumption restrictions on the current difficulty;
- record only the result shown on the current verified patch.
Crafting procedure
Section titled “Crafting procedure”- identify whether a manual or unlock is required;
- confirm the correct recipe tab;
- record tool or station requirements;
- preserve a manual save before using scarce parts;
- verify whether the output is equipment, a tool, furniture or a consumable;
- separate crafting from refinement and extraction.
Alchemy procedure
Section titled “Alchemy procedure”Patch 1.10 fixed double material consumption on Hard difficulty, but current tests should still record difficulty and exact input quantities. Treat explosives, medicines and other alchemical outputs as separate recipe families.
Failure recovery
Section titled “Failure recovery”If materials disappear or the output differs:
- stop bulk production;
- record patch, difficulty, recipe and displayed quantity;
- check Current Known Issues;
- reload only if the newest safe save is clearly identified;
- reproduce once with a single item;
- submit the evidence if the mismatch remains.
Accepted recipe and material intelligence
Section titled “Accepted recipe and material intelligence”The Economy, Trade Goods & Item Database now provides stable, searchable records for 13 accepted recipes:
- 11 Tier I Abyss Gear recipes with their supported regional Witch vendor;
- Steamed Eggs and Braised Ribs with the published ingredient quantities;
- six ingredient identities linked back to the recipes that use them.
A vendor or recipe identity does not prove live stock, price or every input. The database therefore keeps the 11 unpublished Abyss Gear input lists null and labels Provisioner-shop availability as an observation to verify in the current shop panel.
Controlled unknowns
Section titled “Controlled unknowns”The guide does not claim a complete recipe count, universal best food, hidden success chance or complete material source table. Those remain evidence tasks.