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 six, they work on different kinds of item, and every material any of them needs is sold by one broker in the Marketplace.
'''Custom Crafting''' covers the ways DreamWeave lets you change a piece of gear beyond what retail tinkering allows. It comes in two halves: '''six salvage mechanisms''', whose every material is sold by one broker in the Marketplace, and a row of '''[[Marketplace Crafting Stations|crafting stations]]''' that rework gear you hand over for Trade Notes, no materials involved.


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


== The mechanisms ==
== The salvage mechanisms ==


{| class="wikitable" style="width:100%;"
{| class="wikitable" style="width:100%;"
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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.
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.
== The crafting stations ==
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.
{| class="wikitable"
! 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.
|-
| 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 Life Rending imbue ==
DreamWeave adds one member to the rending imbue family: '''Life'''. A bag of '''Salvaged White Quartz''' now 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.


== Where to buy ==
== Where to buy ==
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* [[Salvage Forge]] - forging a multi-charge Hammer from your own stacked bags.
* [[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.
* [[Marketplace Crafting Stations]] - the hand-it-over half of custom crafting.
* [[Class Abilities]] - the abilities equipment mods are tied to.
* [[Class Abilities]] - the abilities equipment mods are tied to.
* [[Game systems]] - the server's other custom systems.
* [[Game systems]] - the server's other custom systems.


[[Category:Game systems]]
[[Category:Game systems]]

Revision as of 23:33, 19 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: six salvage mechanisms, whose every material is sold by one broker in the Marketplace, and a row of crafting stations that rework gear you hand over for Trade Notes, no materials involved.

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

The salvage 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.

The crafting stations

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.
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 Life Rending imbue

DreamWeave adds one member to the rending imbue family: Life. A bag of Salvaged White Quartz now 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.

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