Forge, progress, leave your mark and become a legendary blacksmith
For more technical language, see our documentation, there you'll find every command, configuration, permission role and the Public API for modders who want to create any integration.

Every weapon, armor piece and tool you craft is signed with your name, and it stays signed for as long as the item exists. Trade it, drop it, leave it in a chest for a month: whoever holds it can still read who forged it. The color of your signature is yours to pick, in the Preferences tab.
A Grade is rolled the moment a craft completes. What it changes is the item itself:
| Grade | Stats | Durability |
|---|---|---|
| Masterwork | +50% | ×5.00 |
| Exquisite | +30% | ×2.00 |
| Superior | +20% | ×1.30 |
| Well-Crafted | +10% | ×1.20 |
| Adequate | +5% | ×1.10 |
| Common | baseline | baseline |
| Poor | -10% | ×0.80 |
Stats climb gently, so a top tier piece is strong without breaking your server's combat.
Durability is where the ladder really shows: a Masterwork piece lasts five times longer than a common one.
Every grade has its own border:

Stackable items, like arrows and spears, are left out of this system.
An operator can leave anything else out as well. The blacklist takes any item, searched and toggled from the Settings tab or set from a command, and a blacklisted piece is simply never graded: it keeps the stats and the border it always had.
And Grades add nothing to your item list. Each variant is marked as one and carries no recipe of its own, so no tier of an item ever shows up as an entry of its own in the creative menu or in the crafting listings.
For a complete experience you can choose which progression system fits your server/world the best:
The other popular plugins Endless Leveling and RPG Leveling are planned to be integrated SOON.
The further you progress, the better your odds of forging incredible gear, so an experienced blacksmith turns out fine pieces far more often than a newcomer.
Native:
Our built-in progression gives every player three separate skills, Weaponsmithing, Armorsmithing and Toolsmithing, each one with seven levels. Every graded craft pays XP into the matching skill, and the better the gear and the longer the recipe, the more that craft is worth. Shields count toward Weaponsmithing.

MMO Skill Tree:
Masterwork is also fully integrated with Ziggfreed's MMO Skill Tree & Abilities plugin, and it can be selected through the Settings > Progression menu. It's ready to play without any other configuration, but optionally you can configure all the parameters yourself.
By default, we listen to their CRAFTING skill and its luck attribute to bias the grade of the crafted equipment, bringing more life to the skill and utility to luck.

Four hammers, each one a hidden recipe that unlocks itself once you have earned it: the progression stage it belongs to, a piece already forged at that tier's minimum grade, and the previous hammer worn to nothing in your own hands. Keep one in your hand while you craft, and it pushes the roll toward the best grades you can currently reach, worth +15%, +25%, +50% and +100% luck by tier.

By default, a hammer is bound to the blacksmith who forged it. Pick up someone else's hammer and it goes straight back to its owner, who can claim it again in the Hammers tab.
Gear the world hands you is rolled a Grade of its own. The roll happens where the item spawns, so a rare piece is already glowing in its tier's color while it is still lying in the grass:


Loot has an odds table of its own, since nobody's skill is behind a drop, and the whole feature is one switch. Finding a fine piece is not the same as forging one, so it pays no XP and no ranking points.
/masterwork pageOne command opens a page built out of Hytale's own UI, with five tabs:

Everything lives in mods/Masterwork/masterwork-config.json, and every value in that file is also editable from
the Settings tab of the page. Edits are staged and written on one save, with a "restore default" button beside
every value you changed.
Worth knowing:
masterwork.admin covers anything that writes config, and three narrower nodes sit beside it.
Reading your own stats, odds and hammer stash needs no permission at all.Romna's Quality Crafting: Incompatible.
It is the same feature built another way, and both mods would
fight over every crafted item. Masterwork refuses to start beside it and says so in the console, so disable one of
the two.
DynamicTooltipsLib: Not recommended.
As its own page says, "This mod is now mostly redundant, as Hytale has implemented a native way to change per-item
tooltips". Masterwork uses exactly that native way and writes the item description itself, so a tooltip rendered
through the library can be overwritten on any item we have stamped. The server still starts, and Masterwork says so
in the console.
You can show your support to my projects through the link below.
Free to use, but not open source. All rights reserved by SpectreWall.
You may run the unmodified plugin for free on any server, including monetized ones (donations, ranks, in-game purchases). You may not sell, modify, or redistribute the plugin files without the author's written permission.