Crafting
Some tools belong to no single school. The Apothecary, Altar, and Weavery are the common infrastructure of all magic paths — each school fills them differently, but every practitioner learns them.
The Apothecary#
Fill it with a fluid. Throw ingredients in — they float above the surface. Drop a catalyst last and the Apothecary does the rest.
The fluid determines which school’s recipes are active:
| Fluid | School |
|---|---|
| Water | Verdant — petals and seeds |
| Lava | Summoning — mushrooms and contracts |
| Blood | Sanguine — sacrifice and transformation |
One block. Every school. Swap the fluid, change the craft.
The Apothecary comes in four tiers, and you craft your way up by feeding the tier below into the tier above.
Infused Apothecary#
Once you’ve got Infused Living Rock, the Apothecary itself becomes an ingredient. Six blocks of it fill the goblet where plain stone used to go — and sitting in the center, right where the petal or mushroom went for the base recipe, is an Apothecary, consumed whole to seed the next one.
Using it feels exactly the same — same fluids, same fill-throw-catalyst rhythm, same retract if you throw the wrong petal. It’s just got more hands: six ingredients aloft at once instead of four, enough room for recipes the base Apothecary can’t fit.
Sacred Apothecary#
Verdant’s endgame tier takes the same trick and multiplies it. Six blocks of Sacred Living Rock fill the goblet, and an Infused Apothecary sits in the center where the lesser reagent went before — consumed whole, same as every tier up to this one.
What jumps is capacity: sixty-four ingredients aloft at once, not six. Nothing on the books needs anywhere near that many — this is headroom, built in now for whatever heavier Verdant recipes come later. Everything about actually using it is untouched: same fluid, same throw, same catalyst-last, same empty-hand retract and recraft. You’ve just got a lot more room to work with.
The Altar#
Where the Apothecary works with fluids, the Altar works with energy. Throw items around it — they orbit in place. Toss a Blank Rune into the center and the Altar draws mana or nox from a nearby pool to complete the recipe.
Higher tier Altars hold more items and consume more energy. Sacred Altars draw from mana. Desecrated Altars draw from nox.
The Altar is where runes are made — and runes are the building blocks of everything else.
The Weavery#
A smithing-table style station for augmenting trinkets and cloth. Slot in a template, a piece of cloth, and a trinket — each school provides its own trinket types with their own effects and affinities.
The Weavery doesn’t care which school the trinket came from. It just weaves.
Weapons#
Every school has a primary weapon that doubles as a crafting tool.
| Weapon | School | Role |
|---|---|---|
| Scythe | Summoning | Soul reaping — harvests essence from fallen enemies for contracts |
| Anathema | Sanguine | Self-harm instrument — sacrifice your own blood to fuel transformation |
These are not optional accessories. They are the primary mechanic of their school.
Staves#
Staves are the spell-casting tools of the magical schools. Craft a Focus — two pieces of Living Wood and an energy ingot — then combine it with runes and school materials to produce a staff.
| Focus tier | Ingot | Gates |
|---|---|---|
| Focus | Mana | Basic spells |
| Infused Focus | Infused | Intermediate spells |
| Sacred Focus | Sacred | Verdant endgame |
| Desecrated Focus | Desecrated | Dark endgame |
The Focus also activates rituals and anchors ward structures. It is one of the most versatile items in the mod.
Robes#
School-specific clothing worn in Curios slots. Robes provide passive bonuses aligned to your path — mana efficiency, nox resistance, ritual potency. Each school designs its own. All share the same slot structure.
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