Custom Crafting: Difference between revisions

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== The crafting stations ==
== The crafting stations ==
[[File:Marketplace crafting stations.png|thumb|center|900px|The Marketplace crafting room. The stations stand along the walls, each with an attendant beside it who explains the service.]]
[[File:Marketplace crafting stations.png|thumb|right|300px|The Marketplace crafting room. Each station stands against the wall with its attendant beside it.]]
 
The Marketplace's crafting room keeps a row of '''stations''' that work differently from everything above: you hand the piece to the station, confirm the named price in Trade Notes (pack notes first, then banked pyreals), and the piece comes straight back changed. No salvage, no tinkering skill, and no item is ever kept or destroyed.
The Marketplace's crafting room keeps a row of '''stations''' that work differently from everything above: you hand the piece to the station, confirm the named price in Trade Notes (pack notes first, then banked pyreals), and the piece comes straight back changed. No salvage, no tinkering skill, and no item is ever kept or destroyed.



Latest revision as of 20:07, 26 August 2026

Custom Crafting covers the ways DreamWeave lets you change a piece of gear beyond what retail tinkering allows. It comes in two halves: salvage you work into the piece yourself, and a row of crafting stations that rework gear you hand over for Trade Notes, no materials involved.

Nothing on this page is bought from a broker. Every material below is salvage you make yourself, out of loot, exactly the way you would make salvage for ordinary tinkering.

Salvage mechanisms

Six salvage materials do something on this server that they do not do in retail. Use a full bag of one on a legal target and the custom system claims it before ordinary tinkering ever sees it.

Salvage What it does What it works on Repeatable? Full guide
Tiger Eye Works 1 to 5 steel armor tinkers into the piece at once, +20 armor level each, and settles one random equipment mod into it besides. Then permanently closes the piece to any further tinkering, obsidian included. One never-tinkered piece of armor, or clothing covering only the head, hands or feet No - one-way Equipment Mods
Obsidian Destroys every gear rating the piece was born with and mints that many equipment mods instead, each tied to a Class Ability. Used again on a piece already converted, it rerolls every mod on it. Armor, clothing and cloaks; neck, wrist, finger and trinket jewelry - already carrying gear ratings, and never finished with Tiger Eye Yes - rerolls forever Equipment Mods
Tourmaline Throws away the weapon's whole set of special modifiers and draws a completely fresh one. The only thing that changes how many specials a weapon carries. A melee weapon, missile weapon or caster Yes Weapon Mods
Amethyst Swaps a single special modifier for a different one, leaving the rest of the set alone. On a weapon carrying none, it simply adds one. A melee weapon, missile weapon or caster Yes Weapon Mods
Serpentine Replaces every item enchantment on the piece with a different one of the same level, drawn from the pool it could have been found with. Cantrips are untouched. Both sides of the gear list - any looted weapon, armour, clothing or jewelry Yes Serpentine Salvage
White Quartz Imbues Life Rending, which bites through a target's resistance to life-magic damage. The ordinary bag lands one time in three and spends a tinker slot. A caster, and only a caster One imbue per item see below

Salvage is mostly not interchangeable between the things it feeds. Tiger Eye and Obsidian work on armor, clothing, cloaks and jewelry, and do nothing to a weapon. Tourmaline and Amethyst work on weapons, and do nothing to armor. Serpentine is the exception: it works on both, because it reforges enchantments rather than modifiers, and every kind of gear can carry those.

The flows do not otherwise cross into each other. Equipment mods, weapon mods and Serpentine reforging are separate rolls with no mechanical tie between them: a Tiger Eye or Obsidian bag will not touch a weapon's specials, and neither salvage will add, reroll or improve a Serpentine reforge. The one exception is the terminal seal - once a piece of armor has been finished with Tiger Eye, Obsidian refuses to touch it at all, because both systems spend the same one-time upgrade slot on that item.

Weapon mods do not come out of a weapon's tinker budget. A weapon still has its ten tinker slots and can still be tinkered normally; its specials sit alongside them and neither salvage disturbs them.

Hammers: salvage that survives the use

A Hammer is the same salvage in a reusable form. Where a bag is spent whole on one application, a Hammer holds ten, spending one per use and crumbling to dust when the last one goes. It does exactly what the matching bag does, nothing more - an Obsidian Hammer is ten Obsidian conversions, a Tourmaline Hammer is ten redraws.

Hammer Does the work of Charges
Tiger Eye Hammer Tiger Eye salvage 10
Obsidian Hammer Obsidian salvage 10
Tourmaline Hammer Tourmaline salvage 10
Amethyst Hammer Amethyst salvage 10
Serpentine Hammer Serpentine salvage 10

Two things behave differently from a bag. A Hammer shows its remaining uses as the green bar on its appraisal panel, the same bar a summoning device or a healing kit uses, so you can read what is left at a glance. And a part-spent Hammer is still usable: a bag must be completely full or it is refused, but seven charges out of ten is a perfectly good Hammer.

There is no White Quartz Hammer. That material is a retail-style imbue rather than a custom application, so it only ever comes as a bag.

The one mechanism that is not salvage

The Prismatic Drift Stone is a stone, not a bag. Used on one untinkered melee weapon, missile launcher or caster, it sets a rending matching that weapon's strongest damage type and adds a handful of extra edge-work, then permanently closes the weapon to any other tinkering. A drift-stone weapon is closed to Tourmaline and Amethyst afterwards for the same reason.

One-way changes

The drift stone closes its weapon to further tinkering for good, and Tiger Eye closes its armor the same way - once applied, the piece can never be tinkered again by anything, obsidian included, and whatever gear ratings it carried are sealed in with it.

The rest are gentler, because all of them can be rolled again. With Equipment Mods, the first Obsidian conversion fixes how many mods a piece can ever hold, but the mods themselves can be rerolled later with more Obsidian. With Weapon Mods, a Tourmaline reroll can be repeated as often as you can pay for it. Serpentine can be applied to the same item as many times as you like. The destructive salvage actions ask you to confirm first.

Where the salvage comes from

You make it. Every material above is ordinary salvage: loot an item made of it, run it through a tinkering tool the way you would for any other tinkering, and keep filling the bag until it is full. A full bag is a full bag - the custom systems recognise the material and the fullness, and nothing else. There is no special "custom" version of any of these bags to hunt for.

Four of the six come off gems you can pick up whole and salvage directly: Tiger Eye, White Quartz, Amethyst and Tourmaline all drop as named gems. Obsidian and Serpentine have no gem of their own - those come from salvaging weapons, armor and jewelry that were made of the material.

Which tier you farm matters, and it pulls in two directions:

  • Serpentine never appears below tier 3, and becomes markedly more common in the top tiers. It is the one material a low-level character cannot collect at all.
  • Obsidian also grows more common as the tier rises.
  • Tiger Eye and White Quartz run the other way: they are at their most common in tier 1 loot and thin out steadily as tiers climb.
  • Amethyst and Tourmaline sit in the middle, reachable across the whole range.

Assay Row is the other source, and the one that gets you started. Each of its bays teaches one material and hands over a full ten-charge Hammer of it as the reward, once - Tiger Eye, Tourmaline, Serpentine, Amethyst and Obsidian, one each. Those first Hammers are a grant, not a shop; refills come out of your own salvaging from then on.

For White Quartz there is one thing you can buy. A Foolproof White Quartz, which cannot fail, is sold by the Colosseum Coin Collector for 30 Colosseum coins, alongside the other foolproof imbue gems.

The crafting stations

The Marketplace crafting room. Each station stands against the wall with its attendant beside it.

The Marketplace's crafting room keeps a row of stations that work differently from everything above: you hand the piece to the station, confirm the named price in Trade Notes (pack notes first, then banked pyreals), and the piece comes straight back changed. No salvage, no tinkering skill, and no item is ever kept or destroyed.

Station Cost What it does
Workmanship Reforge 10 Trade Notes Rerolls an item's workmanship, 4 to 10, always to a different value.
Arcane Alignment Table 5 Trade Notes Shifts an Arcane Lore requirement by a random step, -10 to +5, never above the item's original value.
Defense Requirement Reforge 5 Trade Notes The same shift for a Melee, Missile or Magic Defense wield requirement.
Weaver's Loom 10 Trade Notes Extends a partial-coverage undergarment to full coverage - guaranteed.
Brewer's Cauldron 25 Trade Notes Swaps one random level-VIII spell or cantrip on looted jewelry for one of six +50 attribute blessings.
Salvage Forge 5 Trade Notes Forges your own full salvage bags into one ten-charge Hammer. See below.
Tinkerer's Inspiration Free A pedestal granting a minute of top-shelf tinkering buffs, no cooldown.

The three reforge stations are gambles - the roll can go against you and the fee is spent either way. See Marketplace Crafting Stations for every station in full.

The Salvage Forge

The newest station is the Salvage Forge, a squat brick forge banked with coals, kept by Forge-Warden Nadira Sahl. It is the only station that takes salvage rather than gear, and the only way to turn loose bags into a Hammer.

Hand it one full bag of Tiger Eye, Obsidian, Tourmaline, Amethyst or Serpentine salvage with 5 Trade Notes, and it forges that bag together with more full bags of the same material out of your pack into a single ten-charge Hammer. It takes whichever matching bags it needs from anywhere in your packs; you do not have to gather them into one place, and an existing Hammer is never eaten.

How many bags it takes depends on your current skill in the tinkering that material answers to - Armor Tinkering for Tiger Eye and Obsidian, Weapon Tinkering for Tourmaline and Amethyst, Magic Item Tinkering for Serpentine:

Your skill in the matching tinkering Bags consumed
Under 500 10
500 to 699 9
700 to 899 8
900 and up 7

Ten bags for ten charges is break-even, so the forge is worth using once your tinkering is trained enough to bring the count under ten. A well-trained tinker gets ten applications out of seven bags. Anything the forge does not take - a partial bag, a Hammer, a material outside the five - it hands straight back untouched.

The Life Rending imbue

DreamWeave adds one member to the rending imbue family: Life. A bag of Salvaged White Quartz imbues a caster with Life Rending, which bites through a target's resistance to life-magic damage the way Flame Rend bites through fire resistance - casters only, because only harmful life spells deal that damage. The ordinary imbue rules apply: one imbue per item, it spends a tinkering slot, and the ordinary bag lands one time in three.

A Foolproof White Quartz, which cannot fail, is sold by the Colosseum Coin Collector for 30 Colosseum coins, alongside the other foolproof imbue gems. One caveat: only White Quartz looted after the change carries the imbue - a bag that dropped before it remains plain salvage.

See also