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
| Quality | Short | Skill condition | Judgment | Damage / AR | Durability |
|---|
| Low Quality | LQ | Skill < Difficulty | Deterministic | ×0.80 | −25% (extra durability loss) |
| Normal Quality | NQ | Skill ≥ Difficulty, but < Difficulty+20 | Deterministic | ×1.00 | No change |
| High Quality | HQ | Skill ≥ Difficulty+20 | Probabilistic | ×1.20 | +30% (33% chance to skip durability loss) |
| Exceptional | EX | Skill ≥ Difficulty+30 | Probabilistic | ×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:
Compare skill to item difficulty
Calculate skillOverDifficulty = Skill − Difficulty.
- If
skillOverDifficulty < 0 → LQ (confirmed, no roll needed)
- If
0 ≤ skillOverDifficulty < 20 → NQ (confirmed, no roll needed)
- If
skillOverDifficulty ≥ 20 → proceed to HQ/EX probability zone
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.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). 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 skill | Item difficulty | Over difficulty | Result |
|---|
| 20 | 25 | −5 | LQ (confirmed) |
| 40 | 25 | +15 | NQ (confirmed) |
| 50 | 25 | +25 | HQ 25% chance, else NQ |
| 65 | 25 | +40 | HQ guaranteed; EX 20% chance |
| 90 | 60 | +30 | HQ 50% chance; EX 0% chance |
| 100 | 60 | +40 | HQ guaranteed; EX 20% chance |
Item lore display
Quality information is embedded in the item’s lore:
Iron Sword
[High Quality]
Crafter: PlayerName ← EX only
| Quality | Lore line | Crafter 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:
| Quality | Behavior |
|---|
| LQ | Extra durability loss on each hit |
| NQ | Standard vanilla durability loss |
| HQ | 33% chance to cancel each durability loss tick |
| EX | 50% 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 skill | Max durability loss |
|---|
| 0 | 11 points |
| 50 | 6 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 skill | Mending success |
|---|
| 0 | 0% |
| 20 | 33% |
| 30 | 50% |
| 40 | 67% |
| 50 | 83% |
| 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 total | Stack limit |
|---|
| 0 | 64 |
| 100 | ~76 |
| 150 | ~82 |
| 200 | ~87 |
| 300 | 99 |
When the bonus applies
The increased stack limit is applied automatically in three situations:
- Picking up an item from the ground
- Extracting an item from a container (chest, furnace, etc.)
- Logging in (existing inventory is updated to reflect current limits)