Crafting

Crafting

Shards dropped by monsters become equipment in four stages. Fusing combines like with like into a better one; crafting moves up a tier.

Stage Operation Where Caloric Rolls
1 Fuse shards into a better shard Anywhere An affinity like any other One
2 Craft a material from shards Foundry Process only: heat on top of the lava Two
3 Fuse materials into a better material Foundry Not used None
4 Fabricate a material into equipment Fabrication Bay Not used One per stat line

Stages 1 and 3 are optional.

Foundry Stands only over deep lava: about as many as Fabrication Bays, and some sectors have none. Its window opens inside, past the doorway, with tabs for crafting and fusing materials, and shows the lava cooling
Fusing shards Anywhere, from the menu
Every roll Your Intelligence against the weight of the attempt; no other stat counts. The chance shows before you confirm. Unslotting a shard is not crafting: it rolls Intelligence, Reflex and Fortitude (Items)
Fusing materials Rolls nothing

Roll, grade, heat and weight formulas: Reference: Crafting.

Substance and process

In stage 2, and only there, the affinities split. At stage 1, caloric fuses like any other affinity, with no heat required.

Affinities Role
Substance Kinetic, density, cohesion What the material is; contributes grade
Process Caloric What is done to it; never contributes grade

Two materials made from the same shards can still differ, by how they were treated.

Stage 1: fusing shards

Takes 2 to 5 shards and one Binding Salt
Result One shard; every affinity and intensity sums
Opposites Density and caloric cancel (+3 and -3 give 0); both shards are still spent, and the result names the axis that went
Failure Nothing made; shards and salt are gone
Ceiling Found shards stop at 9 on an affinity; fused ones can pass it. Socketed, a value past 9 counts as 9 + √(value − 9) (13 → 11, 18 → 12, 25 → 13), for reflex from shoulders, feet and arms and for the weapon and arms damage bonuses
Slot Reads A multi-affinity shard is
Shoulders, feet Kinetic for reflex Better: every other affinity adds resistance, at three quarters of the armour rate
Arms Density for damage or reflex Better: every other affinity adds resistance, at three quarters of the armour rate
Weapon All four, signed Cold and diffuse points subtract
Head, torso, legs All four, each its own resistance Several resistances at once

Stage 2: crafting a material

Commit 2 to 5 substance shards, shards with no caloric. Denser and more tightly bound materials need more heat to melt; kinetic adds none.

The lava block

Each Foundry has one block of lava heat, shared by everyone there. It starts cold and cools toward 0 untended; every whole point is a point of heat, and a melt uses up what it takes.

Lava Effect
Hotter A fuller block: 9 over the hottest lava, as little as 3 over the coolest. Hot lava is the commonest
Stiffer (more cohesive) Cools slower: 3 an hour runny, under 2 at the stiffest
Density A quench gives the most cold with water of the same Density
To Do Costs
Add heat Up to three heat shards (positive caloric), spent on this melt before the block The shards; heat past the melt's need is lost; a shard is refused if the block alone already covers the melt
Restore the block to full Tick Reheat first 2 stamina and 1.5 thirst a point restored, rounded up: 18 stamina and 14 thirst for a cold block over the hottest lava

Shards are spent first, the block for the rest. Cold shards play no part.

Outcome Spent Kept
Refused (shards already covered, a reheat you cannot pay, no water, a pour too small to give any cold) Nothing Everything
Short of heat Reheat, block heat, heat shards Substance shards, water
Attempt runs What it put in —

The window shows before you commit whether the heat is there.

Quenching

A quench is up to 200 units of water poured from a vessel you carry; pour nothing and the material is annealed. The cold a pour gives shows before you commit: more for colder water and water as dense as the lava, as Reference: Crafting gives. Nine units of Caloric 0 water at the lava's own Density give 3 cold. The pour cools the block by as much.

Any cold rolls a quench: your Intelligence against the grade the quality roll left, plus up to +0.15 for matching cold to the heat the melt needed (largest when equal, gone at twice the heat) and 0.02 per point of the water's cohesion, capped at 95%.

Roll Decides On failure
Quality How much grade survives A material still forms, at three quarters
Quench The treatment CRACKED
Treatment Condition Effect
ANNEALED No water poured No bonus, no risk
HARDENED Quench succeeds +1 forge point, and one more socket
CRACKED Quench fails The forged item gets no sockets at all

Stage 3: fusing materials

Takes 2 to 5 materials, no catalyst
Substance Sums axis by axis; grade is worked out again from the total
Density Opposite signs cancel, wholly or in part; grade follows the summed substance
Temper Always lost: two hardened materials make one annealed one

Stage 4: fabricating

Where Inside a Fabrication Bay, not its doorway; its window opens automatically. Not while resting
Button Fabricate; a weapon also has Customize (Smithing)
Costs Stamina, hunger and thirst, scaled to grade (Reference: Costs); a shortfall refuses it and names what is short
Roll Each stat line rolls against your Intelligence; the odds come from the shape, not the grade
Grade buys Stat points, up to 5, or 6 if hardened
Below grade 3, unhardened No stat lines, only sockets. Hardened, the extra point buys one line
Always The item is produced, even if every line misses
A weapon's look Random, or customized into your own shape for free; looks only (Smithing)

Each slot leads with a primary stat; the secondary gets half the points and is left off at zero. Intelligence is never a craftable bonus.

Slot Primary Secondary
Weapon Strength Stamina
Arms Strength Fortitude
Head Fortitude Mana
Torso Fortitude HP
Legs Fortitude Stamina
Shoulders Reflex Stamina
Feet Reflex Stamina

A material that does not suit the slot carries half the points of its primary stat, rounded down but at least one; it never hands you a stat you did not ask for.

Crafted and found equipment

Stat lines Sockets
Found equipment None Head, torso, legs: one or two, by luck. Arms, weapon: one. Shoulders, feet: one, a quarter of the time, otherwise none
Crafted equipment Up to two, rolled One per substance axis the material holds, plus one for a quench; none if cracked

Every socket, found or forged, takes every affinity.

Material weight

Density and cohesion add weight; kinetic adds none. Weight uses magnitude, so diffuse weighs what dense does, and a dense material can outweigh the shards it came from. Formula: Reference: Crafting.

Shapes beyond equipment

The seven equipment slots can be forged from the start. Anything else needs a pattern. Picking up a pattern book (named for its shape, e.g. "Flask (pattern book)") writes the shape into your Smith's Notes as a page and uses the book up; the page stays for life. A book for a shape you already know stays in your pack as a spare you can sell or stash, and spares you carry count too. Books are found in storage rooms, likelier where little of that book or what it forges lies nearby (Stash); a dead smith's ghost leaves a fresh book for every page they knew.

Shape Base Per point Range Book found
Satchel 2,000 g +1,500 g — 3–5 sectors from the origin
Flask 1,000 g +500 g 1–4 L Within 2 sectors
Canister 2,000 g +500 g 2–5 L 3–5 sectors
Jug 5,000 g +500 g 5–8 L Further

A satchel has no equip slot, socket or stat lines: its points, off the same roll and grade, go to carrying capacity. Vessels take water from Caloric −7 to +8 and keep it warm or cold by the material's Density (Fluids). A missed roll leaves the base.

Naming

No fixed recipes or material names. The Recipes section of your inventory lists the names in the books you carry and offers a name for every unnamed material you hold.

Signature Which substance affinities a material carries, with signs, and its treatment; no magnitudes, so grades 6 and 14 of one shape share it
Naming Names every material you hold or make with that signature, and its equipment: a Steel Cuirass instead of a Forged Cuirass
Book Issued at creation; cannot be dropped, put in a container or stashed. Reading draws on every book you carry; writing goes to your own
Rules A signature takes one name, and a name cannot be given to a second signature
Sharing Names are not shared; the object carries its maker's name. A dead smith's names pass to whoever takes their possessions (Graves)

Catalysts

Binding Salt drops from monsters at every distance and turns up in storage rooms; unlike cloth, it is not limited to the starting sectors.

Provenance

Every material records who fused it; every forged item records who fused each material in it and who forged it. Names are written at making and never change.

Generated from crafting.md.