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Answering a terroir trance
Who can enter a trance
A normal trance needs Legends, at least 4 living settlers who are not away, and room in the colony’s artifact register. A candidate must be on the home map, have more than 50 health, be able to stand and have at least level 5 in an enabled craft. Settlers already recorded as having entered a trance, those with a lasting break and those under crystalline arrest are excluded. The highest eligible craft is checked first. An empty feasible pool for that craft does not fall back to a lower craft.
When the colony chooses a crafter
The ordinary daily check comes at 09:00, from day 9 onward and after the current cooldown. It has a 25% chance to choose a crafter when candidates exist. A level 5 candidate has weight 1, level 6 has weight 2, and each further level adds one. With active story pacing, the storyteller chooses the trance event instead of this daily roll. Completing or abandoning a trance sets a 12-day cooldown.
The artifact register limits new trances
The normal limit is the larger of 2 pieces or one piece per 3 living settlers who are not away, rounded down, with an overall cap of 32. This counts registered pieces, including those sold or lost. Selling a piece does not free a place for another trance. A named identity already in the register is also left out of future outcome pools.
What the three crafts can make
Smithing can make eligible named metal arms and armour at a Forge. Building can make eligible named wood, hide and clothing pieces at a Craft Workshop. Dairy work can make five named wheels. A wheel prefers its own Curd House or Aging Rack, but can claim the other dairy station if needed. The station must be known and reachable. Free preferred stations are chosen before alternate ones, then shorter routes and lower tile order break ties.
Supplies must be spare or possible to make
Before normal selection, every demand must either be spare stock or have a current production route using an enabled recipe and an existing station. This feasibility check can look one ingredient-making step further. It does not prove that a crafter can reach those goods. The actual reservation later checks routes. In colonies with the current clock, loose goods that nobody is carrying also count toward spare stock. Protected planning reserves stay out of the trance’s supply.
Help the claimed workshop make missing goods
Open Stories and read the trance card or its letter. A Make button appears when missing goods have a current recipe and are not already ordered. It places counted production orders first in line. A workshop claimed by a waiting crafter can still make goods that the trance lacks. Other batches stay out, and a batch already under way finishes before the trance reserves its supplies. While the crafter waits, other production keeps the demanded amounts aside. Medical care has its own reserve exception.
Four stages and a shorter current deadline
The crafter first claims a workshop, then gathers the required goods, fetches them and works on the piece. In a colony with the current clock, the initial waiting allowance is 3 days plus one day for each missing unit that must be made, up to 5 days. Claiming and gathering end when that deadline arrives. Fetching or working can continue until 2 days beyond it. Incapacity pauses this countdown, and losing the workshop can extend the deadline while another is sought. Older colonies use a 5 to 10-day initial allowance and do not have the current overrun limit.
Food, water and rest still come first
A trance does not stop hunger, thirst or exhaustion. In newly founded colonies with the current clock and medical care, a free settler with Medical work can bring food and water to a crafter kept at their post. If nobody can come, or the need becomes too urgent, the crafter fetches supplies and returns. The Fetching stage is outside this tending rule. Ordinary eating, drinking and exhaustion rest are handled before the trance’s work step.
Work and the completed piece
The piece needs 480 work. Each action step adds the maker’s craft speed, divided by 4 with the current clock. The finished gear or named wheel is placed at the workshop for hauling. Its quality is 80 plus twice the maker’s craft level plus a stable 0 to 4, capped at 100. The maker gains 40 experience in the craft and up to 30 fatigue. The colony records the piece and the maker gains a deed. Named gear is reconstructed from its ordinary item definition.
When time runs out
In a colony with the current clock, a failed trance is given up. The settler gains up to 30 fatigue and the temporary Denied in a trance memory. It leaves no lasting break and does not smash the workshop. Older colonies retain their earlier outcomes. A Hothead or Brave settler at a Forge, Craft Workshop or Curd House can have a fit and wreck the station. A Hermit or Night Owl with a band opened at depth 4 or deeper can wander below. Other failures leave a withdrawn settler. These older breaks can keep affecting work after the memory has faded.
The Deepvault Reserve substitution
A Deepvault Reserve trance requires the Galleries band to have been opened. Its base demands are 3 fresh wheels, one pot of blue starter and one measure of golem dust. If golem dust is neither spare nor currently possible to make, one extra block of salt replaces it. The wheel still has to pass the ordinary feasibility check. This adjustment belongs to the Fortress trance recipe.
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