Custom Crafting: Difference between revisions

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{{DISPLAYTITLE:Custom Crafting}}
{{DISPLAYTITLE:Custom Crafting}}
'''Custom Crafting''' covers the ways DreamWeave lets you change a piece of gear beyond what retail tinkering allows. There are four, they work on different kinds of item, and every material any of them needs is sold by one broker in the Marketplace for a single Trade Note.
'''Custom Crafting''' covers the ways DreamWeave lets you change a piece of gear beyond what retail tinkering allows. There are five, they work on different kinds of item, and every material any of them needs is sold by one broker in the Marketplace.


Two of them are permanent and one-way, so read what each does before you spend a note.
Two of them are permanent and one-way, so read what each does before you spend a note.
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| '''[[Equipment Mods]]''' || Rolls one or more bonuses onto the piece, each tied to a [[Class Abilities|Class Ability]]. The full list of possible bonuses is on that page. || Armor, clothing and cloaks; neck, wrist, finger and trinket jewelry || A bag of Tiger Eye or Obsidian salvage
| '''[[Equipment Mods]]''' || Rolls one or more bonuses onto the piece, each tied to a [[Class Abilities|Class Ability]]. The full list of possible bonuses is on that page. || Armor, clothing and cloaks; neck, wrist, finger and trinket jewelry || A bag of Tiger Eye or Obsidian salvage
|-
|-
| '''[[Weapon Mods]]''' || Rerolls the weapon's tinkers and special modifiers, or trades one of them for a different one. Imbues and slayer always survive. The full list of possible modifiers is on that page. || A tinkered weapon || A bag of Tourmaline or Amethyst salvage
| '''[[Weapon Mods]]''' || Rolls rare special modifiers onto the weapon, up to four at a time. Tourmaline redraws the whole set; Amethyst swaps one. Tinkers, imbues and slayer are never touched. The full list of possible modifiers is on that page. || A melee weapon, missile weapon or caster with workmanship || A bag of Tourmaline or Amethyst salvage
|-
| '''[[Serpentine Salvage]]''' || 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. || Any looted weapon, armour, clothing or jewelry || A bag of Serpentine salvage
|-
|-
| '''[[Prismatic Drift Stone]]''' || Sets a rending matching the weapon's strongest damage type and adds a handful of extra edge-work. Permanently closes that weapon to any other tinkering. || One untinkered melee weapon, missile launcher or caster || The stone itself
| '''[[Prismatic Drift Stone]]''' || Sets a rending matching the weapon's strongest damage type and adds a handful of extra edge-work. Permanently closes that weapon to any other tinkering. || One untinkered melee weapon, missile launcher or caster || The stone itself
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The salvage flows and the two gem flows are '''separate systems with no mechanical tie to each other'''. A prism will not add, reroll or improve a mod, and a drift stone will not touch either. They share a vendor, not a mechanic.
The salvage flows and the two gem flows are '''separate systems with no mechanical tie to each other'''. A prism will not add, reroll or improve a mod, and a drift stone will not touch either. They share a vendor, not a mechanic.


Salvage is also not interchangeable between the two 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. A drift stone weapon is closed to all of it, because the stone shuts the weapon to further tinkering for good.
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. A drift stone weapon is closed to the weapon salvage, because the stone shuts the weapon to further tinkering for good.
 
Weapon mods no longer 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.


=== One-way changes ===
=== One-way changes ===
The drift stone closes its weapon to further tinkering for good, and a prism's alignment can never be undone or moved to another orb. Neither asks twice.
The drift stone closes its weapon to further tinkering for good, and a prism's alignment can never be undone or moved to another orb. Neither asks twice.


The two salvage systems are gentler, because both can be rolled again. With Equipment Mods, the first application fixes how many mods a piece can ever hold, but the mods themselves can be rerolled later with Obsidian. With Weapon Mods, a Tourmaline reroll can be repeated as often as you can pay for it. The destructive salvage actions ask you to confirm first.
The three salvage systems are gentler, because all of them can be rolled again. With Equipment Mods, the first application fixes how many mods a piece can ever hold, but the mods themselves can be rerolled later with 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 to buy ==
== Where to buy ==
Everything listed above comes from '''[[Salvage-Broker Bevan Tolliver]]''', who works out of the Marketplace's central travel alcove. He is sell-only, he does not buy anything from players, and he prices every item on his shelf identically: '''one Trade Note''', no haggling.
Everything listed above comes from '''[[Salvage-Broker Bevan Tolliver]]''', who works out of the Marketplace's central travel alcove. He is sell-only and does not buy anything from players. His shelf has just two price points: '''one Trade Note''' for anything single-use, and '''ten''' for a reusable hammer.


{| class="wikitable"
{| class="wikitable"
! Item !! Feeds !! Cost
! Item !! Feeds !! Uses !! Cost
|-
| [[Prismatic Drift Stone]] || Weapon rending || One || 1 Trade Note
|-
| [[Attuned Drift Prisms|Flame, Frost, Acid, Lightning, Blade, Force, Shock and Void Attuned Drift Prisms]] || Orb alignment || One || 1 Trade Note each
|-
|-
| [[Prismatic Drift Stone]] || Weapon rending || 1 Trade Note
| Sealed Bag of Tiger Eye Salvage || [[Equipment Mods]] || One || 1 Trade Note
|-
|-
| [[Attuned Drift Prisms|Flame, Frost, Acid, Lightning, Blade, Force, Shock and Void Attuned Drift Prisms]] || Orb alignment || 1 Trade Note each
| Sealed Bag of Obsidian Salvage || [[Equipment Mods]] || One || 1 Trade Note
|-
|-
| Sealed Bag of Tiger Eye Salvage || [[Equipment Mods]] || 1 Trade Note
| Sealed Bag of Tourmaline Salvage || [[Weapon Mods]] || One || 1 Trade Note
|-
|-
| Sealed Bag of Obsidian Salvage || [[Equipment Mods]] || 1 Trade Note
| Sealed Bag of Amethyst Salvage || [[Weapon Mods]] || One || 1 Trade Note
|-
|-
| Sealed Bag of Tourmaline Salvage || [[Weapon Mods]] || 1 Trade Note
| Sealed Bag of Serpentine Salvage || [[Serpentine Salvage]] || One || 1 Trade Note
|-
|-
| Sealed Bag of Amethyst Salvage || [[Weapon Mods]] || 1 Trade Note
| Sealed Obsidian Hammer || [[Equipment Mods]] || Ten || 10 Trade Notes
|-
|-
| Sealed Tourmaline Hammer || [[Weapon Mods]], ten applications || 1 Trade Note
| Sealed Tourmaline Hammer || [[Weapon Mods]] || Ten || 10 Trade Notes
|-
|-
| Sealed Amethyst Hammer || [[Weapon Mods]], ten applications || 1 Trade Note
| Sealed Amethyst Hammer || [[Weapon Mods]] || Ten || 10 Trade Notes
|-
| Sealed Serpentine Hammer || [[Serpentine Salvage]] || Ten || 10 Trade Notes
|}
|}
He also stocks four bags of '''ordinary''' tinkering salvage - Salvaged Steel, Iron, Mahogany and Green Garnet - at one Trade Note each. Those are not custom crafting at all: they are plain retail tinkering, they count against a weapon's normal ten-tinker limit, and they are listed on [[Salvage-Broker Bevan Tolliver]] rather than here.


The salvage bags are sold '''sealed'''. Use a sealed bag in your pack to break the seal, and it becomes the matching full bag of salvage, already at maximum structure and ready to apply. There is nothing to fill or prepare first.
The salvage bags are sold '''sealed'''. Use a sealed bag in your pack to break the seal, and it becomes the matching full bag of salvage, already at maximum structure and ready to apply. There is nothing to fill or prepare first.


A '''sealed hammer''' is the same salvage in a reusable form. Break its seal the same way, and the hammer it frees holds ten applications of that material's action, crumbling to dust when the last one is spent. If you expect to reroll more than once, the hammer is the cheaper shelf.
A '''sealed hammer''' is the same salvage in a reusable form. Break its seal the same way, and the hammer it frees holds ten applications of that material's action, crumbling to dust when the last one is spent. Ten uses for ten notes is the same price per application as buying ten bags, so a hammer saves pack space and trips to the Marketplace rather than money.


Trade Notes come from quest turn-ins across the server, so the whole shelf is reachable by playing rather than by farming coin.
Trade Notes come from quest turn-ins across the server, so the whole shelf is reachable by playing rather than by farming coin.
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* [[Equipment Mods]] - every bonus the salvage can roll, and how applying one works.
* [[Equipment Mods]] - every bonus the salvage can roll, and how applying one works.
* [[Weapon Mods]] - every modifier a weapon can carry, and what each material does.
* [[Weapon Mods]] - every modifier a weapon can carry, and what each material does.
* [[Serpentine Salvage]] - rerolling an item's enchantments.
* [[Salvage-Broker Bevan Tolliver]] - the broker, his full stock and what he says.
* [[Salvage-Broker Bevan Tolliver]] - the broker, his full stock and what he says.
* [[Class Abilities]] - the abilities equipment mods are tied to.
* [[Class Abilities]] - the abilities equipment mods are tied to.

Revision as of 16:58, 8 August 2026

Custom Crafting covers the ways DreamWeave lets you change a piece of gear beyond what retail tinkering allows. There are five, they work on different kinds of item, and every material any of them needs is sold by one broker in the Marketplace.

Two of them are permanent and one-way, so read what each does before you spend a note.

The mechanisms

Mechanism What it changes What it works on What you need
Equipment Mods Rolls one or more bonuses onto the piece, each tied to a Class Ability. The full list of possible bonuses is on that page. Armor, clothing and cloaks; neck, wrist, finger and trinket jewelry A bag of Tiger Eye or Obsidian salvage
Weapon Mods Rolls rare special modifiers onto the weapon, up to four at a time. Tourmaline redraws the whole set; Amethyst swaps one. Tinkers, imbues and slayer are never touched. The full list of possible modifiers is on that page. A melee weapon, missile weapon or caster with workmanship A bag of Tourmaline or Amethyst salvage
Serpentine Salvage 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. Any looted weapon, armour, clothing or jewelry A bag of Serpentine salvage
Prismatic Drift Stone Sets a rending matching the weapon's strongest damage type and adds a handful of extra edge-work. Permanently closes that weapon to any other tinkering. One untinkered melee weapon, missile launcher or caster The stone itself
Attuned Drift Prisms Permanently aligns a caster's orb to the prism's element. Eight elements, one prism each. A caster's orb The prism for the element you want

The salvage flows and the two gem flows are separate systems with no mechanical tie to each other. A prism will not add, reroll or improve a mod, and a drift stone will not touch either. They share a vendor, not a mechanic.

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. A drift stone weapon is closed to the weapon salvage, because the stone shuts the weapon to further tinkering for good.

Weapon mods no longer 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.

One-way changes

The drift stone closes its weapon to further tinkering for good, and a prism's alignment can never be undone or moved to another orb. Neither asks twice.

The three salvage systems are gentler, because all of them can be rolled again. With Equipment Mods, the first application fixes how many mods a piece can ever hold, but the mods themselves can be rerolled later with 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 to buy

Everything listed above comes from Salvage-Broker Bevan Tolliver, who works out of the Marketplace's central travel alcove. He is sell-only and does not buy anything from players. His shelf has just two price points: one Trade Note for anything single-use, and ten for a reusable hammer.

Item Feeds Uses Cost
Prismatic Drift Stone Weapon rending One 1 Trade Note
Flame, Frost, Acid, Lightning, Blade, Force, Shock and Void Attuned Drift Prisms Orb alignment One 1 Trade Note each
Sealed Bag of Tiger Eye Salvage Equipment Mods One 1 Trade Note
Sealed Bag of Obsidian Salvage Equipment Mods One 1 Trade Note
Sealed Bag of Tourmaline Salvage Weapon Mods One 1 Trade Note
Sealed Bag of Amethyst Salvage Weapon Mods One 1 Trade Note
Sealed Bag of Serpentine Salvage Serpentine Salvage One 1 Trade Note
Sealed Obsidian Hammer Equipment Mods Ten 10 Trade Notes
Sealed Tourmaline Hammer Weapon Mods Ten 10 Trade Notes
Sealed Amethyst Hammer Weapon Mods Ten 10 Trade Notes
Sealed Serpentine Hammer Serpentine Salvage Ten 10 Trade Notes

He also stocks four bags of ordinary tinkering salvage - Salvaged Steel, Iron, Mahogany and Green Garnet - at one Trade Note each. Those are not custom crafting at all: they are plain retail tinkering, they count against a weapon's normal ten-tinker limit, and they are listed on Salvage-Broker Bevan Tolliver rather than here.

The salvage bags are sold sealed. Use a sealed bag in your pack to break the seal, and it becomes the matching full bag of salvage, already at maximum structure and ready to apply. There is nothing to fill or prepare first.

A sealed hammer is the same salvage in a reusable form. Break its seal the same way, and the hammer it frees holds ten applications of that material's action, crumbling to dust when the last one is spent. Ten uses for ten notes is the same price per application as buying ten bags, so a hammer saves pack space and trips to the Marketplace rather than money.

Trade Notes come from quest turn-ins across the server, so the whole shelf is reachable by playing rather than by farming coin.

See also