Since there were hints of specialization coming for crafting skills, I'd like to put out some suggestions for this line, as well as improvements to the entire Crafting lineup. Gathering Skills: Replace the Survey skills with active versions. Using these skills, which can be placed on the non-combat toolbar, will attempt to locate the nearest node of the correct type within a limited range. If a node is detected, text will be added to your chatbox "You see a <node name> to the <closest cardinal direction>." and an icon will be added to your compass and map where the node is. The higher the skill, the further away this function works. This is almost identical to how the crafting radar map works in Lord of the Rings Online, and it is a huge timesaver for gatherers. Refining Skills: While the Efficient Refine and Swift Refine skills were beneficial for some recipes, they didn't cover many of the recipes that players use most. Therefore, I'd suggest adding additional lines of these skills for other recipe types. (Efficient/Swift Stonework for Smelting, Efficient/Swift etc) Add a line of active skills that can be used while performing refining. These are totally optional for use; without them, crafting works exactly as it does currently. However, while refining, use these skills to attempt to affect the outcome of the process. There are three active skills; one to increase the chance of success (base and critical), one to increase the speed of refinement (increase speed, small chance to instantly finish), and one to increase the chance of returning additional materials (small chance to add additional refined item, larger chance to return fuel). Since these will have a cooldown, they might not be usable for every combine when batching, but they should overall provide some benefit to dedicated crafters. Production Skills: Just like combat specialization, crafting specialization should allow players to have two skills (one set to learn and one to maintain) which provide benefits to all related skills. Specialization allows players to turn ordinary successes into critical successes, showing that they have perfected their craft (and no longer having to worry about non-exceptional items, which are otherwise chaff for high-end crafting). Additionally, the chances for success when masterworking are increased, and the available options are expanded (showing up to two additional masterwork options, say one every 40 skill levels). Specialization in Alchemy likewise provides additional options when Enchanting. (I would very much like to see the specialization be tempting enough not to have everyone always pick Alchemy + one other; should we consider making additional enchanting options appear based on the specialization in the type of item being enchanted, rather than alchemy specialization? Then crafters would have to pick between increased chance at enchanting and additional options in more than one item type.) Just like Refining, add a line of active skills to use while performing production. There are three active skills; one to increase the chance of success (base and critical), one to increase the speed of production (increase speed, small chance to instantly finish), and one to increase the chance of returning additional materials (return fuel and/or scrap). New Skills: Some trees need to be fleshed out. The Cooking tree, for example, only has one skill; and the Alchemy tree is still very limited compared to the others. Therefore, I'd suggest expanding these as follows. Cooking and Alchemy should each gain a Salvage skill, which works just like on the other trees; putting a crafted item (or looted equivalent) on a crafting table and salvaging it will return scrap (food scrap, which can be eaten or broken down to refined bits, or distilled essences like aqua regia, which can be used to make alchemy recipes). Cooking should gain mastery skills, similar to Enchanting, which allows players to craft the higher end tiers of food more economically; I'd split this into Master Chef and Master Brewer skills, allowing more flexibility. These skills are used on crafted food and drink, similar to how Enchanting works, and upon success would consume that food and provide a small stack of imbued equivalents that provide the same benefit as the original. Players with the skill can now take that incredibly expensive Dragon Stew and turn it into 6 "Dragon Stew, Imbued", which will actually make creating those foods worthwhile. Failure on this attempt should turn it into "Dragon Stew, Drained" which cannot be used in imbuing, but otherwise keeps the same stats. Alchemy should gain a second mastery skill, for creating higher-end potions and other consumables; I'd call this Transmutation. Again, this takes consumables, in this case potions and scrolls, and creates imbued versions. This will be an alternative way of creating Imbued potions, but other consumables can also be imbued to increase their effect. Having a "Recall Scroll, Imbued" with a faster casting time would be a great example of this. Again, failing an imbue should drain the item so that it can still be used, but cannot be imbued. Alchemy could also do with a lot more recipes that create goods; potions and scrolls are good one-off purchases, but otherwise everything it creates is only useful for creating other items (like socketing gems); how about some Blink Scrolls that transport you somewhere within a scene like using a Chaos Resurrect, or Peer Gems that raise your camera up into the air and point downwards so you can see the lay of the land, or Eversmoking Stones that could be placed in a chimney or campfire to emit smoke FX, or more equipment similar to astrolabes (pocket watches, everburning torches, etc) so players can feel like magic is more than just one-off spells. The new salvage essences would be a great way to introduce new recipes, and give players a reason to collect all those "useless" potions and scrolls from NPCs. It would be great to get some extremely high-level required recipes, that allow GM crafters to do things that others can't. Things like craftable patterns with a skill requirement of 110, that are not tradeable until after they are applied to an item, and have unique appearances. I'd really like to see "Maker's Marks" appear visually like that, where high-end craftsmen can apply a pattern that not only has a cool appearance, but shows a special heraldry-like mark. Think of this like Iolo's "I" in nails that appears on his crossbows, or a small metal plate with the manufacturer's information. It should be possible to reuse the heraldry engine for this, even restricting it further to something like 75x75 px.