Speed
Speed shortens every travel leg: the world starts big and shrinks as you wear it in. Train it at dedicated conditioning activities around the realm (Roadwork at Wyckmouth, tougher work as you level), with a little earned from travelling itself.
Unlocks
| Lvl | Equipment |
|---|---|
| 30 | Tidewalker's Boots |
Recipes
| Lvl | Recipe | Inputs | Makes | XP | Timer | Success | Where |
|---|---|---|---|---|---|---|---|
| 1 | Roadwork | — | 1× Rusty Nails (25%), 1× Rope (25%) | 8 | 42s | 100% | Wyckmouth |
| 10 | Chase off Crows | — | 1× Straw Padding (25%) | 13 | 47s | 100% | Fallowmead |
| 20 | Outrun the Tide | — | 1× Wicker (25%) | 19 | 52s | 100% | Weirsend |
| 22 | Mend the Cliff Road | — | 1× Wrought Nails (25%), 1× Braided Cord (25%) | 22 | 54s | 100% | Mistval |
| 25 | Drive off the Gulls | — | 1× Wool Batting (25%) | 25 | 55s | 100% | Saltreach |
| 28 | Beat the Spring Tide | — | 1× Reed Cane (25%) | 28 | 57s | 100% | Shimmershoal |
| 32 | Shore up the Causeway | — | 1× Tempered Nails (25%), 1× Sinew Cable (25%) | 32 | 58s | 100% | Sedgeholm |
| 35 | Drive off the Marsh Harriers | — | 1× Down-moss (25%) | 35 | 60s | 100% | Mirefield |
| 38 | Race the Rising Fen | — | 1× Bog-cane (25%) | 38 | 62s | 100% | Murkwash |
| 48 | Outpace the Sandstorm | — | 1× Palm Cane (25%) | 46 | 62s | 100% | The Sidra Coast |
| 52 | Clear the Caravan Road | — | 1× Brass Tacks (25%), 1× Camelhair Rope (25%) | 50 | 64s | 100% | Mersa |
| 56 | Drive off the Sandgrouse | — | 1× Sandgrouse Down (25%) | 53 | 65s | 100% | Bir Zahra |
| 63 | Race the Fjord Ice | — | 1× Spruce Withe (25%) | 58 | 63s | 100% | Isfjord |
| 67 | Clear the Snow Road | — | 1× Clinch Nails (25%), 1× Tarred Hawser (25%) | 61 | 64s | 100% | Vindhavn |
| 71 | Drive Off the Eiders | — | 1× Eider Down (25%) | 64 | 65s | 100% | Isfjord |
| 75 | Outrun the Hunt | 2 HP | 1× Bloodthistle (20%) | 66 | 62s | 100% | Duskmoor |
Success is the base chance at the required level. It climbs 1% per level above the requirement, plus tools, gear, and drinks. 100% never fails. A failed craft still spends its ingredients.
An HP cost is paid every cycle, success or failure. A Vial of Blood in your pack is spent before the price reaches you, one vial per point, so a stack of them lets you work the Isles without a fighter's health.