Development
From Wilderness to Workbench
Gather something useful. Make something worth keeping. The July 27–September 28 crafting work makes that journey easier to follow.
One set of skills and supplies
The old crafting paths were brought into one system of skill ranks, materials, and magical motes. craft opens the project editor, while craftscore shows your progress. Existing skills and holdings have conversion rules, so the transition accounts for earlier work.
Projects, supply orders, brewing, and golem construction received fixes to progress, materials, and completion. Hide-based recipes now use leatherworking and its knife, rather than treating every soft item as tailoring.
Bring the right tool
In the wilderness, harvest lists what the spot offers, and naming a material targets that material. Gathering takes one six-second round and awards its result on completion. Moving away or taking damage interrupts it.
Placed resource nodes were shortened to one round too. Wilderness harvest tools can improve access to higher-grade materials, but do not guarantee success; they must be carried or worn, not buried in a bag. Crafting tools are different: they belong in the correct tool slot. Jufus’s shop data now includes both tool ranges.
Paid apprenticeships add another option where the trainer is installed. A contract lasts six real hours and keeps that character out of play while training. Ending it early forfeits both the fee and the reward.
The revised systems and shop additions are implemented. An initial crafting-tool delivery reached production world files on September 23, awaiting reload at that point; this review did not verify activation or the later additions. Check help crafting and the shop’s current stock before planning a project.