> ## Documentation Index
> Fetch the complete documentation index at: https://docs.gritlands.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Crafting in Gritlands: From Raw Materials to Goods

> Crafting converts raw materials into the tools, food, ammo, and medicine Gritlands runs on. Learn the three skills, how stations work, and what sells best.

Crafting is where the Gritlands economy really turns. Raw materials are worth something when you sell them to the Fence, but the finished goods you make from them are worth considerably more on GritBay — and far more useful in your own hands. Mastering even one crafting skill puts you at the centre of the supply chain that every player depends on.

## The crafting skills

Three distinct skills cover everything craftable in Gritlands. They are separate trees — you can specialise in one, two, or all three, but each takes real time to level.

<AccordionGroup>
  <Accordion title="Fabrication">
    Fabrication covers physical goods made from metal, wood, and scrap: tools, melee weapons, ammo casings, armour, backpacks, and furniture. It is the broadest crafting skill and the one with the most consistent demand — almost every other activity in the game relies on something a Fabricator makes.

    **Why level it:** Tools wear out and need replacing. Armour degrades. Ammo casings are a component of the most-demanded consumable in the game. A skilled Fabricator is never short of paying work.
  </Accordion>

  <Accordion title="Chemistry">
    Chemistry produces consumables from gathered components and scavenged materials: medicine, energy items, combat buffs, and gunpowder. Gunpowder is the other half of the ammo equation — you cannot finish a bullet without it.

    **Why level it:** Consumables get consumed. Healing items, energy drinks, and buffs disappear every session for every active player. Demand is constant and does not fluctuate with fashion or trends the way rare items do.
  </Accordion>

  <Accordion title="Cooking">
    Cooking turns raw fish, gathered produce, and pantry ingredients into food that restores health and energy. Every player needs to eat. A good cook with a supply line of fresh fish from a reliable fisher has one of the most dependable businesses in Gritlands.

    **Why level it:** Food is the consumable that even non-combat players burn through constantly.
  </Accordion>
</AccordionGroup>

## Stations

Almost every recipe requires a **crafting station** — a campfire, an anvil, a chem bench, or a full kitchen. You cannot improvise; the station has to be there.

Shared public stations exist throughout Grit City and Millside. They cost a small CASH fee to use and may have queues during busy hours. Once you own property, you can build and install your own stations at home — no fees, no waiting, and the ability to work whenever you want. [Housing →](/economy/housing)

<Note>
  The **anvil at Millside** is your first real workshop — the place where tools get properly upgraded rather than just repaired. It is a major reason to catch the bus out of the lake early. Once you have used it, you will not want to go back to surface-level crafting.
</Note>

## Why crafting drives everything

The most important design feature of Gritlands crafting is that **no single skill can make everything alone**. Dependencies run between skills, which forces players to either specialise and trade or spread thin and work harder.

<Steps>
  <Step title="Gatherers pull raw materials from the world">
    Ore, wood, fish, scrap, and chemical components — nothing gets made without these. Gatherers are the first link in every supply chain. [Gathering →](/economy/gathering)
  </Step>

  <Step title="Crafters transform materials into finished goods">
    Tools, ammo, food, medicine — the things every player uses up. A Fabricator needs a Chemist to finish ammo. A Cook needs a Fisher for ingredients. Dependencies create trade between crafters.
  </Step>

  <Step title="Players use goods, wear them out, and come back for more">
    Consumables are consumed. Gear degrades. The demand never stops. Every time a player burns through a clip in the Drains, they need to replace it — and that replacement runs through you.
  </Step>
</Steps>

## Tools and durability

Tools, weapons, and armour wear down with use. Repairing them costs materials and CASH — up to a point. Once an item is too degraded to repair, it is spent and needs replacing. That steady attrition is not a bug; it is what keeps Fabricators in business and the market moving.

Consumables — food, ammo, medicine — work differently. They have no durability; they simply get used once and are gone. This is why consumable crafting produces the most reliably recurring demand in the game.

<Tip>
  Ammo is the single most in-demand crafted good in Gritlands. Every fight in the Drains burns through it, and no one ever has quite enough. If you want a business that never slows down, learn to make ammo — and line up a reliable Chemist for gunpowder before you scale up.
</Tip>
