Quick answer
Requests and crafting will be most useful when they are mapped as a loop: class knowledge, material source, work station, delivery route, reward, and effect on routine. Before launch, this guide defines that loop without inventing recipes.
Fields to track
A strong request guide should answer practical player questions without spoiling story beats.
- Request source: board, character, class assignment, shop, or town event.
- Skill requirement: class, spell, crafting station, or license requirement.
- Material source: bought, gathered, grown, gifted, or found while exploring.
- Delivery route: walking, moped, broom, or region-specific travel.
- Reward type: money, item, relationship, wellbeing, grade progress, or unlock.
Future request table fields
| Field | Why players need it | Example status before launch |
|---|---|---|
| Request source | Tells players where to check every day or week. | Unknown; likely character, class, shop, or board-based. |
| Skill or class link | Prevents accepting work before the required lesson or spell is known. | Unknown; connect only to official class themes for now. |
| Material source | Separates easy crafting from rare-item traps. | Unknown; record gathered, bought, grown, gifted, or found. |
| Travel route | Shows whether a request fits the school day or burns too much time. | Unknown; map notes should wait for launch. |
| Reward type | Lets players filter by money, relationship, unlock, or wellbeing. | Unknown; do not rank value until rewards are verified. |
Material hoarding rule
Until recipes are verified, avoid spending materials just because a request is available. Early materials may connect to classes, exams, or better request chains later.
What to add after launch
After release, this page should become a searchable request table with spoiler-light filters for source, material, class requirement, travel time, and reward type.
