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 | '''Custom Crafting''' covers the ways DreamWeave lets you change a piece of gear beyond what retail tinkering allows. There are six, 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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! Mechanism !! What it changes !! What it works on !! What you need | ! Mechanism !! What it changes !! What it works on !! What you need | ||
|- | |- | ||
| '''[[Equipment Mods]]''' || | | '''[[Equipment Mods]]''' || Destroys every gear rating a piece was born with and mints that many mods instead, each tied to a [[Class Abilities|Class Ability]]; reroll converted mods afterward. The full list of possible bonuses is on that page. || Armor, clothing and cloaks; neck, wrist, finger and trinket jewelry, already carrying gear ratings || A bag of Obsidian salvage | ||
|- | |||
| '''Tiger Eye Armor Tinker''' || 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, at ordinary roll strength. Permanently closes the piece to any further tinkering, obsidian included, so any gear ratings it carried are sealed in with it. See [[Equipment Mods]] for the mod side. || One never-tinkered piece of armor, or clothing covering the head, hands or feet || A bag of Tiger Eye 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 | | '''[[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 | ||
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| '''[[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 | ||
|- | |- | ||
| ''' | | '''Salvage Forge''' || Forges a fresh, full ten-charge Hammer of one material out of a stack of single-use bags of that same material. Cheaper the more you have trained the matching tinkering skill. See [[Salvage Forge]]. || A full bag of Tiger Eye, Obsidian, Tourmaline, Amethyst or Serpentine salvage, plus several more full bags of the same kind || The Hollow Hammer, plus 7 to 10 more full bags of that material | ||
|} | |} | ||
The salvage flows and | The salvage 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. | ||
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. | 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. | ||
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=== One-way changes === | === One-way changes === | ||
The drift stone closes its weapon to further tinkering for good, and | 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. Neither asks twice, and both ask for confirmation first because of it. | ||
The | 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 to buy == | == Where to buy == | ||
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| [[Prismatic Drift Stone]] || Weapon rending || One || 1 Trade Note | | [[Prismatic Drift Stone]] || Weapon rending || One || 1 Trade Note | ||
|- | |- | ||
| Sealed Bag of Tiger Eye Salvage || Armor tinkers + one mod || One || 1 Trade Note | |||
| Sealed Bag of Tiger Eye Salvage || | |||
|- | |- | ||
| Sealed Bag of Obsidian Salvage || [[Equipment Mods]] || One || 1 Trade Note | | Sealed Bag of Obsidian Salvage || [[Equipment Mods]] || One || 1 Trade Note | ||
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|- | |- | ||
| Sealed Bag of Serpentine Salvage || [[Serpentine Salvage]] || One || 1 Trade Note | | Sealed Bag of Serpentine Salvage || [[Serpentine Salvage]] || One || 1 Trade Note | ||
|- | |||
| Sealed Tiger Eye Hammer || Armor tinkers + one mod || Ten || 10 Trade Notes | |||
|- | |- | ||
| Sealed Obsidian Hammer || [[Equipment Mods]] || Ten || 10 Trade Notes | | Sealed Obsidian Hammer || [[Equipment Mods]] || Ten || 10 Trade Notes | ||
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|- | |- | ||
| Sealed Serpentine Hammer || [[Serpentine Salvage]] || Ten || 10 Trade Notes | | Sealed Serpentine Hammer || [[Serpentine Salvage]] || Ten || 10 Trade Notes | ||
|- | |||
| Sealed Hollow Hammer || Salvage Forge || One || 1 Trade Note | |||
|} | |} | ||
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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. 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. | 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. The Sealed Hollow Hammer works differently: it unseals into the [[Salvage Forge|Hollow Hammer]], a tool you use on your own stacked bags rather than on gear. | ||
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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* [[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. | * [[Serpentine Salvage]] - rerolling an item's enchantments. | ||
* [[Salvage Forge]] - forging a multi-charge Hammer from your own stacked bags. | |||
* [[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 03:00, 17 August 2026
Custom Crafting covers the ways DreamWeave lets you change a piece of gear beyond what retail tinkering allows. There are six, 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 | Destroys every gear rating a piece was born with and mints that many mods instead, each tied to a Class Ability; reroll converted mods afterward. The full list of possible bonuses is on that page. | Armor, clothing and cloaks; neck, wrist, finger and trinket jewelry, already carrying gear ratings | A bag of Obsidian salvage |
| Tiger Eye Armor Tinker | 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, at ordinary roll strength. Permanently closes the piece to any further tinkering, obsidian included, so any gear ratings it carried are sealed in with it. See Equipment Mods for the mod side. | One never-tinkered piece of armor, or clothing covering the head, hands or feet | A bag of Tiger Eye 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 |
| Salvage Forge | Forges a fresh, full ten-charge Hammer of one material out of a stack of single-use bags of that same material. Cheaper the more you have trained the matching tinkering skill. See Salvage Forge. | A full bag of Tiger Eye, Obsidian, Tourmaline, Amethyst or Serpentine salvage, plus several more full bags of the same kind | The Hollow Hammer, plus 7 to 10 more full bags of that material |
The salvage 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.
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 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. Neither asks twice, and both ask for confirmation first because of 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 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 |
| Sealed Bag of Tiger Eye Salvage | Armor tinkers + one mod | 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 Tiger Eye Hammer | Armor tinkers + one mod | Ten | 10 Trade Notes |
| 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 |
| Sealed Hollow Hammer | Salvage Forge | One | 1 Trade Note |
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. The Sealed Hollow Hammer works differently: it unseals into the Hollow Hammer, a tool you use on your own stacked bags rather than on gear.
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
- 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.
- Serpentine Salvage - rerolling an item's enchantments.
- Salvage Forge - forging a multi-charge Hammer from your own stacked bags.
- Salvage-Broker Bevan Tolliver - the broker, his full stock and what he says.
- Class Abilities - the abilities equipment mods are tied to.
- Game systems - the server's other custom systems.