GYMSCAPE
The forge

Crafting & gear

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

FurnaceFurnace
AnvilAnvil
Crafting benchCrafting bench

The stations

StationDoesSkill
FurnaceSmelts ore into bars. Bars are the spine of the whole gear tree.Smithing
AnvilHammers bars into weapons, helmets, platebodies, legs, shields and tools.Smithing
Crafting benchLeather, bows, arrows, bowstrings, pendants and the stranger stuff.Fletching and Crafting

The metal ladder

Stone → Bronze → Iron → Steel → Gilded → Mithril. Each step up means bigger bonuses in the same slot. Mithril has a catch: the ore only melts with liquid dragonfire, and dragonfire has to be caught from a dragon in a steel bucket. Above mithril sits Corrupted gear, which no anvil makes: certain bosses guard it. And above even that is a single legendary weapon of living fire that needs a Melee level most players will never see. It exists. Good luck.

The ranged line

Fletching makes bows (each one opens at the level its logs need to chop) and arrows by the metal. Crafting tans hides into leather and works your armour up from leather through Barbarian to red, black and spiked dragonhide.

What you need to wear it

GearNeeds
Armour and shieldsDefense, at the metal's level: bronze 10, iron 20, steel 30, gilded 40, mithril 50.
Swords and cudgelsMelee, at the same levels.
BowsRanged.
Ranged armourRanged, and Defense for the heavier hides.
Crossbow25 Ranged and 10 Raiding.

Each skill's page in the app lists every unlock and the level it needs, and gear that needs two skills shows up in both lists.

Ten slots

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

Nothing is wasted. Feathers, hides, tusks, buckets of dragonfire: if an adversary drops it, some recipe somewhere wants it. Check the crafting list before you shrug at a drop.