Crafting
Raw material is worth something. Made things are worth more, because making them destroys what they came from.
The workstations
You craft by standing at the right station and building a recipe. Almost every station in the world is in the Foal Pen. Not the town, not the wilds, not your own stable. If you want to build something, you go home to the Pen.
- The hoof bench, six of them, the starting bench, open from day one.
- The workshop, four of them, makes the real gear. Bandages from level 3, the tent and its repair kit from level 5, most of the rest from level 6, bone armor from level 16. It also makes the six pieces of furniture you can stand in a stable room, and it carries the fusing station where two of the same charm become one deeper one.
- The chem lab, and there is exactly one in the world, makes potions from level 10.
- The kiln, three of them, fires bricks and the black market metals, refines fishbone into bone from level 6, and on its second tab fuses armour up the rarity ladder.
The one exception is the frost forge, alone on the summit of Knacker's Pass, where a glue long sword and 19 frozen sap become the frozen one.
You can also build a kiln of your own on a plot you have a stable on. It costs 150 bricks and it is the only kiln that fires legendary and mythic armour.
Two things you build take the bench with you. A plot kiln, 150 bricks in your own yard, is the only kiln that fires legendary and mythic armour. And a fusing station is a craftable you place where you like, for your own charm work; nobody else can use yours.
Crafting is instant. Nothing has a build timer. You press the button and the thing exists.
Tiers
The basic recipes need only what you gather early. The deeper ones need the scarcest, Power gated materials, so the best gear is genuinely hard to make. That is the point. Workshop pieces also roll a rarity when they come off the bench: see Gear and Rarity.
It pays to discover
The first time you make any recipe pays 50 XP. Every repeat after that pays 5. That is ten times the reward for doing a thing once, and it means every recipe you have never built is free levels sitting there.
Working through the whole recipe list once is one of the better early XP plans in the game.
It costs a little gloo
Every craft out in the world also costs a flat 10 gloo, paid to the town treasury. It is small, but it means the core loop finally spends gloo, so a working player has a reason to visit the Bank. The guided prologue is exempt, so learning to craft never costs you a thing.
Inputs are destroyed, and that is a good thing
Crafting consumes its inputs. They do not come back, so every finished good is scarcer than the pile of raw material it started as.
That destruction is also what keeps the world running. Seven of the eleven materials are bounded by a ceiling on how much may be held at once, and material bound inside something you crafted is invisible to that count. Fire three shit into a brick and the world's shit count drops by three and somebody else's stable is allowed to make three more. See Scarcity and the Cap.
Next: Gear and Rarity.