Fabrication

Everything that decides how far down you get is made, not bought. This is where it is made.

Status: Live · relic recipes in development

Where#

The Warrens, B9, in the old workshop row. Three of the kilns still draw, which is a hundred metres of chimney doing something nobody has maintained in three centuries and nobody wants to think about too hard.

What comes out of it#

Made hereNotes
LampsThe only way to increase how long you can stay down
TanksTorch capacity — see Torchlight
ToolsBetter pry bars: a wider give on the same lock
Hooks and lineReach caches on the far side of a collapse
ProvisionsThe cookable kind — see Provisions

Fabricated gear is bound. It cannot be traded, listed, gifted or sold. This is deliberate and it is the load-bearing rule of the whole economy: depth is earned, never purchased. Everything you can buy is cosmetic or consumable.

Inputs#

InputWhere from
Brick and scrapTier I–II caches
Lead flashingTier II caches
Old ironworkTier III caches
Guild silverTier IV caches
GloamglassTier V caches, the Gloam only
Cut lichenThe Cistern
TallowEverything

Almost every recipe wants lichen. That is why the Cistern is the busiest floor in the game despite paying the least.

Recipes#

Recipes are not sold. They come out of relics: identify a relic and it gives up whatever the old city knew how to make. See Relics.

Relic recipes are partially in

The relic-to-recipe pipeline works for lamps and tools. Tanks and hooks are specified but not wired up yet. The recipe list a delver can actually make today is shorter than the table above.

Time#

Fabrication takes real time — minutes for a tool, hours for a good lamp. You can close the tab. There is no way to pay to skip it, in Tallow or in $GLOAM, and there will not be one.

Why waiting is not monetised

The moment you can buy your way past a timer, the timer stops being a design decision and starts being a price. We would rather have a shorter timer than a purchasable one.