A craft is 3–7 rounds. Three meters: Progress (to finish), Quality (High Quality (HQ) at threshold), Wear (tool and material). Each round shows a Condition (Ready / Good / Poor / Wet, the Ink-wet moment where quality actions double) and offers 3–5 actions (Strike, Quality Upgrade, Steady, Rush, Read the grain…). Same shape as a combat round; same card.
Material Quality (0–100) is a hidden-then-revealed property of every gathered material: which node, which weather, which hour (vesper-cut wood has higher Material Quality). Material Quality raises the Quality ceiling. Gatherers who know where Material Quality runs high are worth paying.
High Quality (HQ) items: +1 rarity step in the compiler (a High Quality (HQ) rare rolls as epic). Masterwork (Quality > 95 on Wet): the crafter's Maker's Mark is stamped and the item enters the Lineage with the maker's name.
Recipes are player-found: the first crafter to complete one registers it; others learn it from a Note, an apprenticeship (SYS-35), or by finding it again.
Failure returns some materials (Salvage skill improves the return).
Hidden
There is more to this system than the rules above. Nobody has registered a discovery yet.
Generated from the game's own rules and tables by the Wiki agent. If the wiki and the game disagree, the wiki is out of date, not wrong.