Chapter 9 of 12
Crafting and gathering
Eight crafts, kinds of wood, metal and leather, mines, herbs and hidden recipes.
The crafting window
Double-click a tool in your backpack — a smith's hammer, a saw, a sewing kit, a mortar, brushes — to open the crafting window: products in sections, the materials needed (you have / you need), the chance, the tool and the station.
Work takes time — you see a progress bar. A step, a blow or seals interrupt it (and you lose nothing). The chance grows from zero at the minimum to certainty at the maximum; a failure destroys some of the materials.
Some products need a station: an anvil and forge, a fire, an altar. Those in buildings count, and so do those players set up.
Eight crafts
Every craft has its own page with its window and a table of the products everyone knows:
Everyone knows the basics — ingots, boards, leather, cloth, thread, paper, ink, bandages. Better things need a schematic, a recipe or a pattern: a sheet you find in loot, a chest or a dungeon, or get for a quest. Double-click it and "Learn".
Materials matter
- Wood: oak, pine and spruce make plain boards; birch, maple, mist cedar, black oak, ancient wood and the giant of the Forest of Death make weapons that hit harder or faster, and furniture in their own color.
- Metal: copper, iron, silver, gold, chakra ore, star iron — tools last longer, weapons hit harder.
- Leather: wolf, snake, frog, snow wolf, boar, fox — each gives armor different resistances, some a bonus to attack.
Puppetry is Suna's own craft (only its puppet master teaches it): joints and frames, then ten kinds of fighting puppets. A better-made puppet fights with more life, a broken one waits for a puppeteer's repair, and iron or steel plating makes one tougher than new.
Chakra Infusion joins three trades: an alchemist distils an elemental essence, a calligrapher locks it in a seal, and an infuser of the same nature breathes the element into a weapon or armor at an altar. Sometimes something truly exceptional comes out.
Gathering
Alt+G or double-clicking an axe, pickaxe or sickle gathers from the tile in front of you. A try takes a few seconds and repeats by itself while the spot still gives something.
- Lumberjacking — every kind of tree is a different wood with a different threshold;
- Mining — seven mines, with ore veins appearing at random in them; the furthest is the Fallen Star Crater;
- Herbalism — every potion needs its own herb, and the rare ones grow in only one land. A careless cut destroys the plant.
Furniture
You place the furniture you make (tables, chests, lamps, anvils, small altars) in buildings with the decorator — turn it, move it, fix it in place, and pick it back up later. An anvil or campfire you set up works as a station.