Do not treat requests as pure profit loops yet. Track who asks, what school skill seems involved, which materials repeat, and whether travel or wellbeing changes the best route.
Speculative / To be updated after release.
Key takeaways
A good request guide needs source, requirement, material, route, and reward fields.
Crafting value depends on repeat materials and routine pressure, not only reward size.
Before release, the page should define the table shape rather than invent recipes.
Mossport notebook
What to carry into the next school day
Do not treat requests as pure profit loops yet. Track who asks, what school skill seems involved, which materials repeat, and whether travel or wellbeing changes the best route. This page stays intentionally spoiler-light: it connects class life, town routines, and magic planning without inventing schedules, gifts, recipes, or relationship outcomes.
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.
Record every request with date/season if the game uses calendar timing.
Mark whether a request is repeatable, story-gated, relationship-gated, or one-time.
Add a spoiler flag before listing outcomes tied to romance, exams, or story events.
Link each request back to the character, location, class, and material page it depends on.
Source review for this guide
Source
Type
Guide use
Confidence
Official media page
Official screenshots
Tea class and town-life imagery for request/crafting planning.
Primary for visuals
Official site
Official FAQ/site
Release/platform/source context and fair-use/press-kit guidance.
Primary
YouTube dev media
Official video
Mossport and college-system planning prompts.
High for broad framing
Source notes
Official media supports the existence of class and town-life themes, but not final recipes or request rewards.
Request tables should be updated from tested gameplay, not inferred from cozy-sim conventions.