The Creator’s Journey
The path of a crafter in ATET is not a simple, linear progression of power. It is a journey of evolving perspective, a shift in the creator’s very relationship with their craft and the world. This journey is structured into three distinct Tiers of Creation. These tiers are not rigid levels, but philosophical stages that define the nature of the challenges, the tools available, and the ultimate goal of the creative act. Every crafting discipline can be approached through these three lenses, from the desperate struggle of a survivor to the abstract orchestration of a god.
Tier 1: The Art of Survival (Direct Interaction)
Philosophy: This is creation born from immediate, desperate need. The crafter is a survivor, a pragmatist. Their relationship with matter is a direct, visceral struggle. The goal is not beauty or perfection, but function. The core gameplay is about wrestling a solution from a hostile or indifferent world with your own hands.
- The Interaction: Direct and physical. The player’s Incarnation is the primary tool. They manually operate the bellows, hammer the hot metal, grind the herbs with a pestle, and till the soil with a hoe. The Subjective Interface is filled with the sensory feedback of this labor: the heat of the forge, the strain in a character’s arms, the satisfying crunch of a successful harvest.
- The Stations: Simple, often player-built, and requiring constant, direct attention.
[Campfire]
,[Clay Bloomery]
,[Mortar & Pestle]
,[Makeshift Workbench]
. - The Challenge: The puzzle is one of immediate resource scarcity and environmental pressure. The challenge is in finding the materials and enduring the physical cost of the labor itself. Failure is common, but the reward is survival.
Tier 2: The Craft of Mastery (Systematic Refinement)
Philosophy: The creator has moved from survival to artistry and specialization. The relationship with matter is one of skill, precision, and deep understanding. The goal is to create objects of quality, reliability, and even beauty. The gameplay is about following and perfecting a known process.
- The Interaction: Systematic and skilled. The player is now a technician, an artisan. They follow Schematics and Recipes with precision, their success determined by their learned Skill level. The interaction is less about physical struggle and more about intellectual mastery.
- The Stations: Specialized, permanent, and often complex.
[Crucible Forge]
,[Chemistry Station]
,[Gene-Splicer]
,[Assembly Bench]
. - The Challenge: The puzzle is one of knowledge and logistics. The challenge lies in acquiring the necessary blueprints, sourcing high-quality, specialized components, and executing the craft with a high degree of skill. The reward is mastery and the creation of superior, reliable goods.
Tier 3: The Science of Systems (Abstract Orchestration)
Philosophy: The creator transcends the act of making individual objects and ascends to the role of an architect. The relationship with matter becomes abstract and indirect. The goal is no longer to create a thing, but to create a process that creates things. This is the domain of automation, of heresy, of designing self-sustaining systems that operate on a grand scale.
- The Interaction: Abstract and logistical. The player is a director, a foreman, a god in the machine. They design and program systems using the principles of Logistics & Automation. Their primary tool is their mind.
- The Stations: These are not simple workstations, but complex, interconnected engines of creation. The
[Universal Interface Jig]
, the[Eugenics Engine]
, the[Mantra Engine]
, the[Central Control Unit]
. - The Challenge: The puzzle is one of system design and ethical consequence. The challenge is in creating an elegant, efficient, and often beautiful (or terrifying) machine. At this tier, the creator must also confront the moral implications of their automated systems, as seen in the “Spectrum of Intent” for Cultivation. The reward is not just an object, but a self-sustaining narrative of creation.