GYMSCAPE
The forge

Crafting & gear

Monsters drop materials, gathering supplies the rest, and three stations turn it all into power.

FurnaceFurnace
AnvilAnvil
Crafting tableCrafting table

The stations

StationDoes
FurnaceSmelts ore into bars. Bars are the spine of the whole gear tree.
AnvilHammers bars into weapons, helmets, platebodies, legs and shields.
Crafting tableEverything else: leather from cowhide, tools, tusk gear, the strange stuff.

The tier ladder

BronzeBronze
IronIron
SteelSteel
GildedGilded
MithrilMithril
CorruptedCorrupted

Metal runs bronze → iron → steel → gilded → mithril, and each step up means bigger bonuses on the same slot. Mithril has a catch: the ore only melts in liquid dragonfire, and dragonfire has to be caught from a dragon's corpse in a steel bucket. Above mithril sits Corrupted gear, which does not come from any anvil: certain bosses guard it. And above even that is a single legendary weapon of living fire that demands a Strength level most players will never see. It exists. Good luck.

The ranged line

Bows and armor run on their own ladder. Fletch arrow shafts and bowstrings, craft arrows by the tier, and work your armor up from leather through tuskleather to red and black dragonhide.

LeatherLeather
TuskleatherTuskleather
Red d'hideRed d'hide
Black d'hideBlack d'hide
FlaxFlax
BowstringBowstring
ArrowtipsArrowtips
ArrowsArrows
BowsBows

Ten slots

Head, cape, amulet, weapon, torso, shield, legs, gloves, boots, arrows. Weapons carry attack and strength bonuses (see Combat); armor carries defence, which converts to bonus hearts. A full matched kit is the difference between fleeing a dragon and farming one.

Nothing is wasted. Feathers, hides, tusks, buckets of dragonfire: if a monster drops it, some recipe somewhere wants it. Check the crafting list before you shrug at a drop.
Strength requirements. The heaviest weapons check your actual Strength level before they let you equip them. The game will not let you swing what you cannot lift. Train.