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Every craftable item receives a quality tier when it is made. Crafting never fails — you always receive an item, but its quality depends on your skill relative to the item’s difficulty.

Quality tiers

QualityShortSkill conditionJudgmentDamage / ARDurability
Low QualityLQSkill < DifficultyDeterministic×0.80−25% (extra durability loss)
Normal QualityNQSkill ≥ Difficulty, but < Difficulty+20Deterministic×1.00No change
High QualityHQSkill ≥ Difficulty+20Probabilistic×1.20+30% (33% chance to skip durability loss)
ExceptionalEXSkill ≥ Difficulty+30Probabilistic×1.50+50% (50% chance to skip durability loss)
Quality modifiers are relative to item difficulty, not absolute skill values. A Crafting skill of 65 produces NQ iron gear (difficulty 25, so skill is +40 over difficulty → HQ is possible), but only LQ Netherite (difficulty 60, so skill is +5 — below threshold).

Quality judgment flow

The system evaluates quality in this order:
1

Compare skill to item difficulty

Calculate skillOverDifficulty = Skill − Difficulty.
  • If skillOverDifficulty < 0LQ (confirmed, no roll needed)
  • If 0 ≤ skillOverDifficulty < 20NQ (confirmed, no roll needed)
  • If skillOverDifficulty ≥ 20 → proceed to HQ/EX probability zone
2

HQ probability check (skill +20 to +40 over difficulty)

HQ Chance = (skillOverDifficulty − 20) × 5%
At +20 over difficulty: 0% chance. At +30: 50%. At +40: 100% (HQ guaranteed).If the roll fails → NQ.
3

EX probability check (skill +30 or more over difficulty)

EX is checked before the HQ result is finalized:
EX Chance = (skillOverDifficulty − 30) × 2%
At +30 over difficulty: 0% EX chance. At +40: 20%. At +50: 40%.If the EX roll succeeds → EX. Otherwise the result is HQ (if HQ roll also passed).
4

HQ guaranteed zone (skill +40 or more over difficulty)

At +40 or more over difficulty, HQ is always the floor. Only the EX roll matters:
EX Chance = (skillOverDifficulty − 30) × 2%
If EX fails → HQ.
Worked examples
Crafting skillItem difficultyOver difficultyResult
2025−5LQ (confirmed)
4025+15NQ (confirmed)
5025+25HQ 25% chance, else NQ
6525+40HQ guaranteed; EX 20% chance
9060+30HQ 50% chance; EX 0% chance
10060+40HQ guaranteed; EX 20% chance

Item lore display

Quality information is embedded in the item’s lore:
Iron Sword
[High Quality]
Crafter: PlayerName    ← EX only
QualityLore lineCrafter line
LQ[Low Quality]No
NQ(no quality line)No
HQ[High Quality]No
EX[Exceptional]Yes
The crafter name on EX items is the player’s name. Boss-drop EX items carry one of the three legendary smiths as the crafter: Zardoz, Volund, or Mondain.

Durability behavior

Durability is modified via PlayerItemDamageEvent:
QualityBehavior
LQExtra durability loss on each hit
NQStandard vanilla durability loss
HQ33% chance to cancel each durability loss tick
EX50% chance to cancel each durability loss tick

UO-style repair system

Repairing at an anvil permanently reduces the item’s maximum durability. Higher Crafting skill minimizes the loss.
Max Durability Lost Per Repair = (110 − Crafting) / 10
Crafting skillMax durability loss
011 points
506 points
100 (GM)1 point
The current and maximum durability are shown in the item lore and color-coded:
Durability %Color
> 75%Green
50–75%Yellow
25–50%Orange
< 25%Red

Mending enchantment

Mending success depends on Crafting skill. On a failed proc, the experience orb goes to the player but the item is not repaired.
Mending Success Rate = min(100%, Crafting × 100 / 60)
Crafting skillMending success
00%
2033%
3050%
4067%
5083%
60+100%
Skill 60 is the practical threshold for reliable Mending. Below that, mending procs are unpredictable.
Elytra and Turtle Shell helmets are exempt — their Mending always succeeds regardless of Crafting skill.

Stack size bonus

Higher production skill levels allow stackable items to exceed the standard limit of 64. Skills that contribute
  • Crafting
  • Cooking
  • Inscription
Stack Limit = 64 + floor((Crafting + Cooking + Inscription) / 300 × 35)
Combined skill totalStack limit
064
100~76
150~82
200~87
30099
When the bonus applies The increased stack limit is applied automatically in three situations:
  1. Picking up an item from the ground
  2. Extracting an item from a container (chest, furnace, etc.)
  3. Logging in (existing inventory is updated to reflect current limits)

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