
"A sword is only as good as the hand that forged it, and the hand is only as good as the many swords that came before."
Haze features a deep, interdependent crafting system. Every character can take up to 5 primary crafts and 2 secondary crafts, but the best results come from those who devote themselves to a single trade. Primary crafts make the reagents and parts the other crafts rely on, so a thriving town needs crafters of every kind working together.
New to crafting? Pick a crafting background (it gives you a Skill Tome), gather the ingredients for a recipe, put them in the matching station and craft. Read Your First Craft for a walkthrough.
| Topic | In short |
|---|---|
| Crafts | 5 primary crafts, 2 secondary, each tied to an ability |
| CXP and levels | Crafting spends CXP, which refills each hour and levels your craft |
| Effective Crafting Level | Your craft level plus your ability modifier |
| Difficulty | How hard a recipe is for you: cost, risk and eureka chance |
| Skill Tomes and blueprints | Your book of recipes. Lose it and you lose them |
| Eurekas | Discover new blueprints while you craft |
| Masterworks | Spend extra CXP for an exceptional item |
| Pure crafters | One primary craft means better results; many crafts mean penalties |
| Reverse engineering | Sketch a blueprint from an item you hold |
| Repairs | Fix worn gear at a station, in the field, or with magic |



Secondary crafts never count against you. Taking Cooking or Survival does not cost you your pure crafter status or add multi-craft penalties.
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Crafting runs on CXP (Crafting Experience Points).
You need at least 1 CXP to start a primary craft project. If you can't afford the whole cost, you get an Incomplete Project item that keeps your progress. Use it near the right crafting station when you have more CXP to keep working on it.
Cooking and Survival earn CXP at their own rates, depending on the item's difficulty and tier. If you would rather not level them, you can turn off secondary CXP gain in the settings menu.
Crafting sheets can be found as loot. Using one opens a window where you can study it into one of your crafts:
Each craft is tied to an ability score. Your ability modifier adds to your craft level for crafting purposes without changing the level itself. The total is your Effective Crafting Level (ECL), and it is what every recipe checks against.
Example: a blacksmith with Blacksmithing level 2 and a +3 Constitution modifier has an ECL of 5. They still need the CXP for level 3 to level up, but they craft as if they were level 5.
To see your level, use your Skill Tome on itself. It shows Current Skill Level: 5 (2), meaning a craft level of 5 and a +2 modifier, for an ECL of 7.
The more often you make a specific item, the easier that item becomes for you. Every 20 successful crafts of the same item count as one extra level for that item only. A veteran tanner who has stitched a hundred leather belts makes them far more easily than their level alone suggests.
Every recipe has a crafting level. How hard it is for you depends on the gap between that level and your ECL, and difficulty decides how much CXP the craft costs, how likely something goes wrong, and your chance of a eureka.
The examples below assume a base cost of 4 CXP.
| Difficulty | CXP cost | CXP needed | Chance of a negative outcome | Eureka chance |
|---|---|---|---|---|
| Effortless | Normal | 4 | None | 50% |
| Very Easy | Normal | 4 | 6.25% | 25% |
| Easy | Normal | 4 | 12.5% | 10% |
| Normal | Normal | 4 | 25% | 5% |
| Above Average | +50% | 6 | 50% | None |
| Hard | +100% | 8 | High, and several can happen | None |
| Very Hard | +200% | 16 | Guaranteed, and several can happen | None |
| Impossible | Cannot be attempted | - | - | - |
This is how a recipe with a crafting level of 10 feels at different ECLs:
| Impossible | Very Hard | Hard | Above Average | Normal | Easy | Very Easy | Effortless | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| < 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16+ |
In short: every 2 levels of ECL above the recipe makes it one step easier, and every 2 levels below makes it one step harder.
Crafting happens at stations around the island: forges and anvils, tanning racks, alchemy benches, woodworking tables, tinkering benches, kitchens and more. Each station serves one craft.
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Every craftable item has a blueprint, its recipe. Blueprints can be bought, found as loot, discovered through eurekas, reverse engineered, or scribed and shared by other players.
A blueprint only fits the Skill Tome of its own craft: a dagger blueprint goes in a Blacksmithing tome, a bow blueprint in a Woodworking tome.
Your Skill Tome is your book of recipes. Each craft has its own, and you cannot craft without it.
The recipes belong to the tome, not to your character. If your tome is lost, stolen or destroyed, every recipe in it goes with it.
You can start with one by choosing the matching crafting background. Otherwise:
A crafter can copy their whole Skill Tome for someone else, using paper, ink and a quill.
Dying is hard on your notes. When you die, each Skill Tome you carry has a 55% chance to be destroyed outright. In a tome that survives, each blueprint has a 75% chance to be torn out. Carrying more than two tomes makes both chances 3% worse for each extra tome.
Keep spare copies safe at home, and think twice before carrying your whole library into danger.

Here is how a tinkerer makes a Silver Amethyst Ring.


When the craft finishes, open the station again to collect your item.

Sometimes a crafter has a flash of inspiration. When you successfully craft an item, you may have a eureka: a chance to discover a related blueprint you don't know yet, from the same tier or the next one up. The chance depends on the craft's difficulty: 50% when Effortless, falling to 5% at Normal, and none above that. Easy work leaves your mind free to wander.
When a eureka happens, you roll to work out the discovery:
1d20 + ECL + Intelligence modifier against the eureka DC
The eureka DC is 10 + the discovery's difficulty + 2 × its tier (3 × its tier for a next-tier discovery), +3 for Alchemy. The DC itself doesn't fall as you improve, but your rising ECL beats it more and more often.
A masterwork is an exceptional piece made with extra time and care. Not every item can be a masterwork; the crafting window shows when it's possible.
Spend extra CXP on the attempt to improve your odds. The more effort you put in, the better your chances, but success is never guaranteed:
| Effort | Extra CXP |
|---|---|
| Basic | 12 |
| Diligent | 24 |
| Meticulous | 36 |
| Exacting | 48 |
Every masterwork gets:
The extra CXP spent on a masterwork attempt is lost, whether it succeeds or not. It does not level your craft; you only gain CXP up to the item's normal base cost.
Crafted items that roll a skill rating (for example a hood with Hide +2d4) can be improved afterwards with each craft's specialised tools.
This keeps well-made items valuable, while letting you fix a disappointing roll.
Several crafters can work on the same project, each putting in their own CXP. The item's quality comes from the CXP-weighted average of everyone's difficulty.
Difficulties count as numbers: Effortless 1, Very Easy 2, Easy 3, Normal 4, Above Average 5, Hard 6, Very Hard 7. Multiply each contribution by its difficulty, add them up, divide by the total CXP, and round to the nearest step.
Example: a master puts in 10 CXP at Effortless (10 × 1 = 10) and an apprentice puts in 50 CXP at Normal (50 × 4 = 200). That's 210 ÷ 60 = 3.5, which rounds to 4, so the item is made at Normal difficulty. The more the expert contributes, the better the result.
A pure crafter has levels in only one primary craft. Secondary crafts don't count. Pure crafters are the finest in their trade:
Two primary crafts are free. Beyond that, every extra primary craft makes everything you craft 2 difficulty steps harder. The penalty applies after everything else, so no amount of ECL can make a craft easier than the floor it sets. Survival is never penalised.
| Primary crafts | Penalty | A craft that would be Normal | A craft that would be Effortless |
|---|---|---|---|
| 1 | None | NORMAL | EFFORTLESS |
| 2 | None | NORMAL | EFFORTLESS |
| 3 | +2 steps | HARD | EASY |
| 4 | +4 steps | IMPOSSIBLE | ABOVE AVERAGE |
| 5 | +6 steps | IMPOSSIBLE | VERY HARD |
With 4 or more primary crafts, nothing you make can ever be easier than Above Average, so every craft costs extra CXP and risks failure, however skilled you become.
The team may add further benefits for pure crafters over time.
Crafters can study an item and sketch a blueprint from it.
Sketching is harder than making: you work at your ECL − 3, measured against the item's crafting level with the usual difficulty steps (the multi-craft penalty and practice bonus apply too).
| Difficulty | Success chance |
|---|---|
| Effortless | 100% |
| Very Easy | 90% |
| Easy | 80% |
| Normal | 60% |
| Above Average | 49% |
| Hard | 25% |
| Very Hard | 10% |
| Impossible | 0% |
Example: a crafter with ECL 10 sketching an item with crafting level 10 works at ECL 7, three below the item. That's Hard, a 25% chance. At ECL 13 it would be Normal, a 60% chance.
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Crafters can repair worn items that fall within their own craft.