Marketplace Crafting Stations

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The Marketplace crafting stations are a row of fixtures in the Marketplace that rework a piece of gear you hand over, for a fee in Trade Notes. They join the salvage mechanisms of Custom Crafting as a second way to reshape equipment - no materials, no tinkering skill, just the piece and the fee.

How the stations work

Every station takes the same shape of transaction:

  1. Hand the piece to the station (give it, the way you would hand an item to an NPC). Each station has an attendant standing beside it who explains the service - but the attendant takes nothing; the station itself is the counterparty.
  2. Read the confirmation. The station names exactly what it will do and what it costs before anything is spent.
  3. Pay in Trade Notes (250,000). Notes in your pack are spent first; any shortfall is drawn from your banked pyreals at face value, announced with the usual bank debit line. You can use every station with an empty pack and a full bank.
  4. The piece comes straight back, changed. No station ever keeps or destroys an item.

Three of the stations are gambles: the reroll can go against you, and the fee is spent either way - that is the wager. The Weaver's Loom and the Tinkerer's Inspiration are the two that always do exactly what they say.

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 item's Arcane Lore requirement by a random step, down as far as -10 or up as much as +5.
Defense Requirement Reforge 5 Trade Notes The same random shift, applied to an item's Melee, Missile or Magic Defense wield requirement.
Weaver's Loom 10 Trade Notes Extends a partial-coverage undergarment to full coverage - guaranteed, not a roll.
Brewer's Cauldron 25 Trade Notes Trades one random top-tier spell or cantrip on a piece of looted jewelry for one random tavern blessing.
Tinkerer's Inspiration Free A pedestal that grants a minute of top-shelf tinkering buffs.

Workmanship Reforge

Attendant: Reforge-Warden Tobias Grell

Give it any weapon, armor, clothing or jewelry that carries a workmanship value, and for 10 Trade Notes it fires the piece anew: a fresh workmanship between 4 and 10, guaranteed to differ from the current value. The odds lean toward the middle of the range - most results land 6 to 8, and a 10 is genuinely rare - so reforging a mediocre piece is a good bet and reforging a 9 is a bad one. Stacked items must be split to a single piece first.

Workmanship matters most to salvage yields and to the strength of what Custom Crafting can roll onto the piece, so this station is the fix for a great item born with a poor number.

Arcane Alignment Table

Attendant: Alignment-Scribe Ysolde Varr

Give it any item with an Arcane Lore requirement, and for 5 Trade Notes the requirement shifts by a random step: anywhere from 10 points down to 5 points up, never zero. The table remembers the requirement the item was born with, from the first time it ever touches the piece, and no run of good luck can push the requirement above that original value - the ceiling is where the item started, and the floor is zero.

Since the shift can go up as well as down, grinding a requirement toward zero is a wager against the odds, and a use that lands on the ceiling still costs the fee. The confirmation names the current value and the ceiling before you agree.

Defense Requirement Reforge

Attendant: Reforge-Warden Thulak

The same wager as the Alignment Table, pointed at a different number: give it an item with a Melee, Missile or Magic Defense wield requirement and for 5 Trade Notes that requirement shifts by the same random step, -10 to +5, clamped between zero and the value the item was born with. On the rare item carrying more than one defense requirement, the station reforges the first one it finds.

Weaver's Loom

Attendant: Loom-Keeper Mei Anshu

The Loom is the one station with no gamble in it. Give it a partial-coverage undergarment - a shirt that leaves the arms bare, breeches that stop at the knee - and for 10 Trade Notes it weaves the garment out to full coverage, every time: a shirt-half garment comes back covering chest, upper arms and lower arms; a pants-half garment comes back covering abdomen, upper legs and lower legs. The garment's armor and enchantments then protect everything it now covers, and it equips into the full set of matching slots.

It only works on undergarments: a garment that is already full coverage, or that covers the head, hands or feet, or any piece of outerwear, is refused, as is anything worn or stacked at the time.

For the classic tailoring families, the Loom also re-cuts the garment's look into its full-coverage sibling, keeping the color and shade it already had:

You give it It comes back looking like
Tunic, Loose Tunic, Jerkin or Doublet Shirt
Flared Tunic Flared Shirt
Baggy Tunic Baggy Shirt
Puffy Tunic Puffy Shirt
Vest Lace Shirt
Breeches Pants
Loose Breeches Loose Pants
Baggy Breeches Baggy Pants
Wide Breeches Pantaloons

Everything else - exotic cuts, quest pieces, garments with unusual looks - keeps exactly the appearance it had and gains only the coverage. The garment keeps its own name either way.

Brewer's Cauldron

Attendant: Brew-Keeper Hadil ibn Qasir

A great copper cauldron fed by two tapped kegs. Give it a piece of looted jewelry - a necklace, bracelet or ring out of a creature's loot - and for 25 Trade Notes the brew works a trade on it: one random level-VIII spell or cantrip is boiled away, and one random tavern blessing settles in its place. The blessing is one of six, each a hearty +50 to a single attribute:

Blessing Raises
Zongo's Fist Strength
Hunter's Hardiness Endurance
Bobo's Quickening Quickness
Brighteyes' Favor Coordination
Ketnan's Eye Focus
Duke Raoul's Pride Self

Both draws are random - you choose neither what is removed nor what arrives - and a piece holds only one blessing, ever: once blessed, the cauldron refuses it. Quest jewelry is refused too; the cauldron works only on pieces the loot system made. Stacked or worn pieces must be unstacked and unequipped first.

One thing to know before you spend: a blessing is an attribute buff of the same family as the attribute spells you can cast. Its +50 outweighs even an Incantation's +40, but the two do not stack - while the blessing holds that attribute, your own buff on it is redundant. Cantrips on the piece are unaffected and stack as they always did.

Tinkerer's Inspiration

A stone pedestal in the crafting room, and the only station that costs nothing and takes nothing. Use it and it grants five buffs for one minute: Brilliance (+50 Focus) and a +60 boost to each of the four tinkering expertises - Armor, Weapon, Item and Magic Item Tinkering. That +60 outranks even the level-8 Incantations, so for sixty seconds every tinker works at better than top-shelf buffed skill.

There is no cooldown - step up, touch it, and tinker; touch it again when the minute runs out. If you had your own tinkering buffs running, they are not lost: the pedestal's stronger buff simply sits on top, and yours resume when it fades.

Where they stand

All of the stations are in the Marketplace, in and around the crafting room - recall in and follow the forges. They share the district with Salvage-Broker Bevan Tolliver's shelf, the Salvage Forge, and the rest of the Marketplace facilities.

See also