Six practice trees, 42 recipes, 32 materials and an imbuing table that can destroy what you just made. Read out of data/skills/ and data/items/materials.json.
Rank is 0–10 and is raised by doing the thing; it gates which tier of recipe you may attempt and sets how good the output is. Practice points buy branch nodes and say what kind of practitioner you are. Nothing here may be bought with ability or talent points, and nothing on the mastery trees may be bought with practice points.
Every branch node in the game costs 111 points and every hybrid 3 more, against a budget of 26. One character sees roughly a sixth of this page. That is the point: a party of four holds about a hundred points between them, which is what makes team composition an economic decision rather than a taste one.
Ranks are granted automatically on reaching them — never bought. Branch nodes are the only thing practice points pay for, and branches are not locked against each other: a branch is a direction, not a class.
Keeping people alive between here and the mountain -- and, on the second branch, deciding who does not stay that way.
| Rank | Granted at that rank | What it opens |
|---|---|---|
| 0 | Bandaging | Pack a wound with moss and bind it; everyone of age has been shown once |
| 1 | Steeping | Draw a herb's virtue out over heat rather than chewing it |
| 2 | Poultice-work | Basic restoratives |
| 4 | Antivenin | Cure and resist venom, disease, bleed |
| 6 | Ward Tonics | Restore WardArmor -- the layer nothing else refills in the field |
| 8 | Field Surgery | Stabilise a downed companion outside combat; treat road injuries |
| 10 | Physic's Hand | Doubled output; Prime results from Sound inputs |
Restoratives, revival, and the long walk home with wounded people.
The same knowledge, aimed outward. The branch that makes an apothecary frightening.
Throughput. Turning a bad harvest into enough.
Volatiles, coatings and the surface layer. Does not out-damage anyone; redraws the battlefield.
| Rank | Granted at that rank | What it opens |
|---|---|---|
| 0 | Tinder & Pitch | Get a fire out of wet country; pitch burns where wood will not |
| 1 | Rendering | Cook resin and pitch down to something that pours |
| 2 | Flask-work | Oil and water flasks; surface placement on demand |
| 4 | Ignition | Ember pots and pitch charges; fire without a caster |
| 6 | Salt & Rime | Stormsalt and frost volatiles; conductive and slippery ground |
| 8 | Coatings | Weapon coatings with an element rider for one fight |
| 10 | Chain Reaction | Deployables trigger the reaction table at full strength, as though cast |
Fire, oil and pitch. The Ashwood branch.
Getting the volatile where you meant it to go, and not onto yourself.
Putting the element on the weapon instead of the ground.
The reason crafted can beat found: the player picks the material where a found item rolls one.
| Rank | Granted at that rank | What it opens |
|---|---|---|
| 0 | Bellows-hand | Hold a fire at heat and tell hot from working-hot by the colour |
| 1 | Haft & Binding | Re-seat a head, bind a split shaft, keep a tool in the hand |
| 2 | Whetstone | Repair weapon and armour condition at camp |
| 4 | Forge | Forge base weapons from ore and scrap |
| 6 | Plating & Refit | Craft armour; upgrade an existing item's quality one step |
| 8 | Alloying | Two materials in one item -- a grave-iron edge on an iron core |
| 10 | Mastercraft | One item per run at maximum quality, with a guaranteed imbue socket |
Weapons. The branch that makes forging worth the ore you carried.
Armour, and the only field source of PhysicalArmor that is not a potion.
Working without a workshop. There is no forge on a mountain road.
Gems, multipliers and risk. Learned on the road -- nobody in Coldharrow starts with a rank.
| Rank | Granted at that rank | What it opens |
|---|---|---|
| 0 | Handling | Carry, sort and clean a stone without spoiling what is in it |
| 1 | Seating | Sit a stone in a socket and have it stay there, which is not yet binding it |
| 2 | Setting | One imbuement into an item that has a socket |
| 4 | Reading & Binding | See the likely result before committing; reduce failure chance |
| 6 | Socketing | Add a socket to an item you forged |
| 8 | Compounding | Two imbuements per item, with interactions |
| 10 | Naming | An item you imbue can cross into Unique -- it takes a name and is logged |
Making it work every time. The branch that removes the gamble.
Making it work harder. Power through matching the setting to the material.
Making it strange. The gambler's branch -- higher ceiling, no floor.
The survival layer. Decides whether nine days of provisions covers a fifteen-day route.
| Rank | Granted at that rank | What it opens |
|---|---|---|
| 0 | Sedge & Water | Eat and drink off the valley floor; nobody in Coldharrow needs telling twice |
| 1 | Making Camp | Raise a shelter and hold a fire through a wet night |
| 2 | Forager | Higher gather yield; material nodes visible at range |
| 4 | Preserving | Raw food into rations; rations stop spoiling |
| 6 | Snares & Traps | Deployable pre-combat traps; passive food at camp |
| 8 | Campcraft | Better rest, less road attrition, camps that are harder to find |
| 10 | Read the Country | Route preview a leg ahead; ambush warning before the encounter resolves |
What the country gives you, and how much of it you can carry.
Winning the fight before initiative. The Setup-phase branch.
Days. The branch that buys back the gap between nine days packed and fifteen days walked.
The trust problem as a skill. Its payoff is that the fight does not happen.
| Rank | Granted at that rank | What it opens |
|---|---|---|
| 0 | Manners | Come up on a stranger's fire without it going badly |
| 1 | Haggling | Argue a price at a stall and know when you have been taken |
| 2 | Read | See the intent band -- genuine / opportunist / ambush -- as confidence, never certainty |
| 4 | Barter & Draw Out | Better rates; extract recipes, lore and route knowledge |
| 6 | Persuade & Coerce | Talk an encounter down before it becomes combat |
| 8 | Split & Truce | Peel defectors off a hostile group; end a fight already in progress |
| 10 | Testimony | At the Reckoning, you can make Coldharrow believe you |
Contact as a supply line. The branch that feeds the crafting trees.
Reading people, and ending things without a fight.
Leverage, and the language nobody has needed for two hundred years.
Each needs rank 6 in two trees and costs 3 further points. All fifteen pairs are covered on purpose: whichever two trees a player leaned into, something is waiting for them.
| Hybrid | Wants | What it grants |
|---|---|---|
| Vapour-work | Apothecary + Reagentry | Restoratives and toxins delivered as air-layer clouds: heal everyone in a cell, or fill it with venom. |
| Plate & Flesh | Apothecary + Blacksmithing | Treat a body and its armour as one job -- restore Vitality and PhysicalArmor in a single camp action. |
| Quickening | Apothecary + Imbuing | Imbue a living thing rather than an object: a one-fight setting worked into a person. |
| Green Physic | Apothecary + Woodcraft | Medicine straight off the land -- the medicine counter refills at camp from foraged stock, with no recipe. |
| Mercy Trade | Apothecary + Parley | Treating a stranger's wounds shifts their intent one band toward genuine. Healing a rival team member ends that encounter. |
| Quenching | Reagentry + Blacksmithing | Quench a blade in a volatile at the forge: a permanent element rider on a crafted weapon, no imbuement spent. |
| Charged Work | Reagentry + Imbuing | Settings that write to the surface grid -- the only route besides warglass to a weapon that places ground. |
| Salted Ground | Reagentry + Woodcraft | Traps that place a surface when they trigger, laid during the Setup phase. |
| Demonstration | Reagentry + Parley | A controlled detonation as an argument. Coercion that works on people who have just watched you do that. |
| Bound Work | Blacksmithing + Imbuing | Forge and set in one operation: the item is built around the setting, so it can never Mar or Shatter the host. |
| Wayside Forge | Blacksmithing + Woodcraft | A real forge at any camp, built from what the country provides. No Cold Work penalty. |
| Tribute | Blacksmithing + Parley | Your work as currency. Gifting a crafted weapon can end a hostile encounter outright. |
| Wardstones | Imbuing + Woodcraft | Set stones around a camp: it cannot be found at night, and the party wakes rested through weather. |
| Oathbinding | Imbuing + Parley | Set a token of a pact. The holder keeps their word -- and you know the moment they do not. |
| Wayfinding | Woodcraft + Parley | Read the country and the people in it: contacts mark routes, ambush chance halves, and you can find the other Proofing teams. |
42 of them across Apothecary 14, Blacksmithing 12, Reagentry 10, Woodcraft 6. Tier gates access — reaching Apothecary 4 lets you use rank-4 recipes, it does not hand them to you; the learned recipe is separate knowledge. Smelting is the one operation here that can fail on its own: 4 recipes carry a difficulty and run against the smelt model rather than simply succeeding.
| Recipe | Tree | Tier | Station | Makes | From | Learned | Rank XP |
|---|---|---|---|---|---|---|---|
| Rough Draught | Apothecary | 0 | camp | Marrow Draught ×1 | Marrow ×2, Bittern Moss ×3 | start | 6 |
| Clay Salve | Apothecary | 1 | camp | Plate Salve ×1 | Ochre Clay ×3, Green Hide ×2 | start | 7 |
| Marrow Draught | Apothecary | 2 | camp | Marrow Draught ×1 | Marrow ×1, Bittern Moss ×2 | start | 8 |
| Plate Salve | Apothecary | 2 | camp | Plate Salve ×1 | Ochre Clay ×2, Green Hide ×1, Bone & Horn ×1 | start, taught (Wyn Cairnwright) | 10 |
| Ward Tonic | Apothecary | 2 | camp | Ward Tonic ×1 | Frostvein Lichen ×1, Bittern Moss ×2, Ochre Clay ×1 | taught, traded (Tace Ordwin) | 12 |
| Greater Marrow Draught | Apothecary | 4 | camp | Greater Marrow Draught ×1 | Marrow ×2, Bittern Moss ×3, Beast-heart ×1 | taught, found (Tace Ordwin) | 20 |
| Greater Plate Salve | Apothecary | 4 | forge | Greater Plate Salve ×1 | Ochre Clay ×3, Iron Scrap ×1, Green Hide ×2 | taught, found (Wyn Cairnwright) | 20 |
| Greater Ward Tonic | Apothecary | 4 | camp | Greater Ward Tonic ×1 | Frostvein Lichen ×2, Bittern Moss ×3, Riverglass ×1 | traded, found | 22 |
| Marshroot Antivenom | Apothecary | 4 | camp | Marshroot Antivenom ×1 | Ashcap Fungus ×2, Bittern Moss ×1 | start, taught (Tace Ordwin) | 14 |
| Smelling Salts | Apothecary | 4 | field | Smelling Salts ×2 | Stormsalt ×2, Ashcap Fungus ×1 | taught, traded (Ossian Sill) | 16 |
| Stride Tonic | Apothecary | 4 | camp | Stride Tonic ×1 | Sedge-root ×3, Marrow ×1, Sinew ×1 | found, traded | 16 |
| Superior Marrow Draught | Apothecary | 6 | camp | Superior Marrow Draught ×1 | Marrow ×3, Beast-heart ×1, Cairnbloom ×1 | taught, found (Ardis Quell) | 30 |
| Superior Plate Salve | Apothecary | 6 | forge | Superior Plate Salve ×1 | Iron Scrap ×3, Ochre Clay ×3, Orc Grave-iron ×1 | found, traded | 30 |
| Superior Ward Tonic | Apothecary | 6 | camp | Superior Ward Tonic ×1 | Frostvein Lichen ×3, Riverglass ×1, Cairnbloom ×1 | taught (Ardis Quell) | 32 |
| Smelt Bog Iron | Blacksmithing | 2 | furnace | Iron Bloom ×1 | Bog Iron ×4, fuel, heat 1, Clay Crucible (held) | start | 10 |
| Whetstone Work | Blacksmithing | 2 | camp | Repair Condition — 40 | Whetstone Grit ×1 | start | 6 |
| Forge a Weapon | Blacksmithing | 4 | forge | generated Weapon (?) | any component material ×3, Whetstone Grit ×1, Sinew ×1 | taught, found (Wyn Cairnwright) | 26 |
| Raise a Field Furnace | Blacksmithing | 4 | camp | Raise Station — furnace, 1 evening(s) | Ochre Clay ×3, Whetstone Grit ×1, Field Bellows (held) | taught, found (Wyn Cairnwright, Smith Dorren) | 18 |
| Salvage | Blacksmithing | 4 | camp | Salvage Item | start, taught (Wyn Cairnwright) | 12 | |
| Smelt Copper | Blacksmithing | 4 | furnace | Copper Ingot ×1 | Copper Ore ×3, fuel, heat 2, Clay Crucible (held) | taught, found (Smith Dorren) | 24 |
| Smelt Iron | Blacksmithing | 4 | furnace | Iron Bloom ×1 | Iron Ore ×3, fuel, heat 2, Clay Crucible (held) | start, taught (Wyn Cairnwright) | 22 |
| Forge Armour | Blacksmithing | 6 | forge | generated Armor (?) | any component material ×4, Sinew ×2 | taught, found (Wyn Cairnwright) | 30 |
| Forge a Quarry Pick | Blacksmithing | 6 | forge | Quarry Pick ×1 | Iron Bloom ×2, Whetstone Grit ×1, Sinew ×1 | taught, found (Smith Dorren, Wyn Cairnwright) | 20 |
| Refit | Blacksmithing | 6 | forge | Upgrade Quality | Iron Scrap ×2, Whetstone Grit ×2 | found, traded | 30 |
| Alloying | Blacksmithing | 8 | forge | Alloy Item | any component material ×2, Orc Grave-iron ×1 | taught (Ardis Quell) | 45 |
| Smelt Black Iron | Blacksmithing | 8 | furnace | Black Iron ×1 | Black Iron Ore ×3, fuel, heat 4, Clay Crucible (held) | found | 60 |
| Pitch Flask | Reagentry | 0 | field | Flask of Oil ×1 | Pitch ×2, Ochre Clay ×1 | start | 6 |
| Water-Bladder | Reagentry | 1 | camp | Rain-Skin ×1 | Green Hide ×1, Ochre Clay ×2 | start | 7 |
| Flask of Oil | Reagentry | 2 | field | Flask of Oil ×2 | Ironbark Resin ×1, Ochre Clay ×1 | start | 8 |
| Rain-Skin | Reagentry | 2 | field | Rain-Skin ×2 | Green Hide ×1, Ochre Clay ×1 | start | 8 |
| Cinder Bomb | Reagentry | 4 | camp | Cinder Bomb ×1 | Pitch ×2, Ironbark Resin ×1, Ochre Clay ×1 | taught, found (Ivo Pell) | 16 |
| Resin Grip | Reagentry | 4 | field | Resin Grip ×2 | Ironbark Resin ×2, Sinew ×1 | start, taught (Halder Quist) | 12 |
| Rime Shell | Reagentry | 4 | camp | Rime Shell ×1 | Frostvein Lichen ×2, Ochre Clay ×1 | traded, found | 18 |
| Stormflask | Reagentry | 4 | camp | Stormflask ×1 | Stormsalt ×2, Ochre Clay ×1, Sinew ×1 | found, traded | 20 |
| Venom Vial | Reagentry | 4 | camp | Venom Vial ×1 | Venom Sac ×2, Ochre Clay ×1 | found, traded | 16 |
| Firepowder Charge | Reagentry | 6 | camp | generated Consumable (thrown_fire) | Goblin Firepowder ×1, Pitch ×2, Ochre Clay ×1 | traded (Goblin Scrapper) | 34 |
| Sedge Mash | Woodcraft | 0 | camp | Trail Rations ×1 | Sedge-root ×5 | start | 5 |
| Salt and Dry | Woodcraft | 1 | camp | Trail Rations ×2 | Sedge-root ×3, Stormsalt ×1 | start | 6 |
| Field Dressing | Woodcraft | 2 | field | party.medicine +1 | Bittern Moss ×2, Green Hide ×1 | start | 6 |
| Burn a Charcoal Pit | Woodcraft | 4 | camp | Charcoal ×[2, 4] | Pitch ×1, standing in the Ashwood | start, taught (Rook) | 8 |
| Preserved Rations | Woodcraft | 4 | camp | party.provisions +2 | Sedge-root ×3, Stormsalt ×1 | start, taught (Rook) | 10 |
| Snare | Woodcraft | 6 | camp | generated Deployable (trap_snare) | Sinew ×2, Bone & Horn ×1, Ironbark Resin ×1 | taught, found (Rook) | 24 |
What the ground gives up, where it gives it up, and which tree wants it. Biome numbers are gather weights, not amounts — a 1.4 on the Sedge Plains against a 0.2 on the Broken Hills is where you go looking.
| Material | Family | Rarity wt | Stack | Found by | Yield | Where it grows | Used by |
|---|---|---|---|---|---|---|---|
| Bone & Horn | Animal | 1 | 30 | Corpse, Salvage | 1–3 | Sedgeplains 0.8, Ashwood 0.9, Brokenhills 1, Cairnfield 0.5 | Blacksmithing, Woodcraft |
| Green Hide | Animal | 1.30 | 20 | Corpse, Salvage | 1–2 | Sedgeplains 0.9, Ashwood 1.1, Brokenhills 0.7, Cairnfield 0.1 | Blacksmithing, Woodcraft |
| Marrow | Animal | 1.50 | 20 | Corpse | 1–2 | Sedgeplains 0.6, Ashwood 0.9, Brokenhills 0.9, Cairnfield 0.1 | Apothecary |
| Sinew | Animal | 1 | 30 | Corpse, Salvage | 1–3 | Sedgeplains 0.8, Ashwood 1, Brokenhills 0.8, Cairnfield 0.2 | Blacksmithing, Woodcraft |
| Venom Sac | Animal | 1.80 | 15 | Corpse | 1–2 | Sedgeplains 0.7, Ashwood 1.2, Brokenhills 0.5, Cairnfield 0.2 | Reagentry, Apothecary |
| Ashcap Fungus | Herbal | 1.60 | 20 | Forage | 1–2 | Sedgeplains 0.1, Ashwood 1.6, Brokenhills 0.3, Cairnfield 0.2 | Apothecary, Reagentry |
| Bittern Moss | Herbal | 1.20 | 30 | Forage | 1–3 | Sedgeplains 1.2, Ashwood 0.9, Brokenhills 0.3, Cairnfield 0.5 | Apothecary |
| Frostvein Lichen | Herbal | 2.20 | 20 | Forage | 1–2 | Sedgeplains 0, Ashwood 0.2, Brokenhills 1.4, Cairnfield 0.6 | Reagentry, Apothecary |
| Ironbark Resin | Herbal | 1.40 | 20 | Forage | 1–3 | Sedgeplains 0.2, Ashwood 1.5, Brokenhills 0.4, Cairnfield 0.2 | Reagentry, Blacksmithing |
| Sedge-root | Herbal | 1 | 30 | Forage | 2–4 | Sedgeplains 1.4, Ashwood 0.5, Brokenhills 0.2, Cairnfield 0.4 | Woodcraft, Apothecary |
| Beast-heart | Imbuement | 3.60 | 8 | Corpse | 1–1 | Sedgeplains 0.4, Ashwood 0.7, Brokenhills 0.7 | Imbuing, Apothecary |
| Bloodstone | Imbuement | 3 | 10 | Container, Forage, Trade | 1–1 | Brokenhills 0.8, Cairnfield 0.3, Ashwood 0.2 | Imbuing |
| Duskquartz | Imbuement | 3.40 | 10 | Container, WarSite, Trade | 1–1 | Brokenhills 0.9, Cairnfield 0.4 | Imbuing |
| Riverglass | Imbuement | 3 | 10 | Container, Forage, Trade | 1–1 | Sedgeplains 0.6, Brokenhills 0.6, Ashwood 0.3 | Imbuing |
| Bog Iron | Mineral | 1.10 | 30 | Vein, Forage | 2–4 | Sedgeplains 0.5 | Blacksmithing |
| Charcoal | Mineral | 1 | 40 | Container, Trade | 1–3 | Ashwood 0.3 | Blacksmithing |
| Coal | Mineral | 1.40 | 40 | Vein | 3–6 | Blacksmithing, Reagentry | |
| Copper Ingot | Mineral | 2.80 | 20 | Trade, Salvage | 1–1 | Blacksmithing, Imbuing | |
| Copper Ore | Mineral | 2 | 30 | Vein | 2–4 | Blacksmithing, Reagentry | |
| Iron Bloom | Mineral | 2.40 | 20 | Trade, Salvage | 1–1 | Blacksmithing | |
| Iron Ore | Mineral | 1.50 | 30 | Vein | 2–5 | Blacksmithing | |
| Iron Scrap | Mineral | 1.60 | 30 | Container, Salvage, WarSite | 1–3 | Sedgeplains 0.4, Ashwood 0.6, Brokenhills 1.3, Cairnfield 0.7 | Blacksmithing |
| Ochre Clay | Mineral | 1 | 30 | Forage | 2–4 | Sedgeplains 1.1, Ashwood 0.7, Brokenhills 0.8, Cairnfield 0.4 | Reagentry, Blacksmithing |
| Pitch | Mineral | 1.30 | 25 | Forage, Container | 1–3 | Sedgeplains 0.4, Ashwood 1.3, Brokenhills 0.7, Cairnfield 0.3 | Reagentry, Woodcraft |
| Stormsalt | Mineral | 1.70 | 25 | Forage, Container | 1–3 | Sedgeplains 0.6, Ashwood 0.2, Brokenhills 1.4, Cairnfield 0.4 | Reagentry, Woodcraft |
| Whetstone Grit | Mineral | 1.20 | 30 | Forage | 1–3 | Sedgeplains 0.3, Ashwood 0.3, Brokenhills 1.5, Cairnfield 0.5 | Blacksmithing |
| Black Iron | Rare | 6 | 10 | Trade | 1–1 | Blacksmithing, Imbuing | |
| Black Iron Ore | Rare | 5 | 12 | Vein | 1–2 | Blacksmithing, Imbuing | |
| Cairnbloom | Rare | 8 | 40 | Forage | 1–2 | Cairnfield 2 | Apothecary, Reagentry, Imbuing |
| Goblin Firepowder | Rare | 4.50 | 10 | Trade, Corpse | 1–2 | Reagentry | |
| Orc Grave-iron | Rare | 5.50 | 10 | Corpse, Salvage, Trade | 1–2 | Brokenhills 0.3, Cairnfield 0.2 | Blacksmithing, Imbuing |
| Warglass | Rare | 7 | 8 | WarSite, Trade | 1–1 | Brokenhills 0.4, Cairnfield 0.2 | Blacksmithing, Imbuing, Reagentry |
Rolled per gather, and the roll is weighted by Woodcraft rank. Potency multiplies what a recipe puts out; uniqueness feeds item scoring.
| Tier | Potency | Uniqueness |
|---|---|---|
| Poor | 0.75 | 0.85 |
| Sound | 1 | 1 |
| Prime | 1.35 | 1.30 |
The Imbuing operation: setting a found material into an item, and what comes out. This is NOT a recipe. A recipe is inputs -> output. An imbue is a WAGER against an item you already care about, and the outcome table below is the whole reason the skill is interesting. docs/SKILLS.md section 2, docs/MATERIALS_AND_LOOT.md section 3. Lives in data/skills/ rather than data/items/ because ContentDatabase scans data/items recursively and parses everything there as an equippable. Only curves.json and materials.json are on the skip list. Imbuement materials are declared in data/items/materials.json by
| Family | Material | Slots | Strength by material tier |
|---|---|---|---|
| Bloodwork | Bloodstone | Weapon | Poor 0.06, Sound 0.10, Prime 0.15 |
| Riverbinding | Riverglass | Armor, Trinket | Poor 8, Sound 14, Prime 20 |
| Duskbinding | Duskquartz | Weapon, Trinket | Poor 1, Sound 2, Prime 3 |
| Heartsetting | Beast-heart | Armor, Trinket | Poor 10, Sound 18, Prime 28 |
| Saltwork | Stormsalt | Weapon | Poor 3, Sound 5, Prime 8 |
| Grave-setting | Orc Grave-iron | Weapon | Poor 3, Sound 5, Prime 8 |
| Powderwork | Goblin Firepowder | Weapon | Poor 4, Sound 7, Prime 11 |
| Warglass-setting | Warglass | Weapon | Poor 0.80, Sound 1.20, Prime 1.80 |
| Bloom-setting | Cairnbloom | Weapon, Armor, Trinket | Poor 1.15, Sound 1.30, Prime 1.50 |
Weights are rolled at rank gap zero — the imbuer's Imbuing rank against the rank the material wants. Each point of gap moves weight out of the failure rows into Success, so rank is what stops a master gambling with bloodstone.
| Volatility | Wants rank | Success | Partial | Inert | Mar | Shatter |
|---|---|---|---|---|---|---|
| Low | 2 | 70 | 18 | 8 | 3 | 1 |
| Medium | 4 | 50 | 22 | 15 | 9 | 4 |
| High | 6 | 32 | 22 | 20 | 16 | 10 |
| Outcome | Potency | Rank XP | What happens |
|---|---|---|---|
| Success | 1 | 30 | Full effect, socket filled. |
| Partial | 0.50 | 18 | It took, weakly. The socket is filled and cannot be retried without Draw the Setting. |
| Inert | 0 | 10 | Material wasted, item unharmed, socket still open. The cheapest failure. |
| Mar | 0 | 12 | The item drops a quality step. Removed by Stabilise. |
| Shatter | 0 | 15 | The item is gone. Pays the most rank XP of any outcome, because losing a good sword should at least buy the lesson -- otherwise the correct play is never to imbue anything you care about, and the system dies. |
How many settings an item can hold, by its quality. Socketing adds 1, bound work adds 1, and the hard ceiling is 3. A second socket does nothing until Compounding at Imbuing tier 8.
| Item quality | Sockets |
|---|---|
| Crude | 0 |
| Sound | 1 |
| Fine | 1 |
| Master | 2 |