Custom Crafting

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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.

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 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
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 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.

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 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.

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.

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

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.

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