Oil painting of an armourer's night bench: a runed blade across an anvil, a tray of cut gems, tongs and a ledger, the smith's hands above the blade

The Enhancement Chain

Masterwork, enchantment, the exceptional roll and the socket, audited as one system. Eighteen proposals for the bench that armour and weapons share.

Everything a crafter can add to a finished item runs through one chain: an exceptional roll at the forge, up to five masterwork effects, up to five enchant effects, one gem socket, and the material bonuses carried up from the components. Armour and weapons use the same odds, the same magnitude formula, the same failure penalty and the same durability floor. This page is that chain. Its two sibling pages, armour and weapons, cover what each kind of gear does with it.

Why this page exists. The armour and weapons deep dives were written the same week and reached the same conclusions about the shared bench, from opposite directions. Rather than propose the same eight fixes twice, the shared cards were pulled out into this page. Where the two dives genuinely disagreed, the disagreement is on the page as an open question rather than quietly resolved. See E9.
0 · Executive summary 1 · The chain as built 2 · The audit 3 · Lessons: Ultima Online to modern 4 · The eighteen proposals    Tier 1 · Show the system (E1–E7)    Tier 2 · The economics (E8–E10)    Tier 3 · Agency (E11–E18)    Considered and rejected 5 · The composed bench 6 · Sequencing 7 · Appendix
Section 0

Executive summary

Ultima Online launched in 1997 with a crafting system of two moving parts: a craft was exceptional or it was not, and the smith's name went on it. Everything the genre built afterwards is a reaction to what happened next. In February 2003 the Age of Shadows expansion put random properties on every drop and crafted goods became vendor fodder within weeks. It took UO six years and three separate systems to climb back out, and those three systems are the shape of this document: cap it (Imbuing, 2009), aim it (Runic Reforging, 2012), and show it, which the rest of the genre finished in Last Epoch's Forging Potential in 2021 and Blizzard's Concentration in 2024.

SotA built the ambitious version and then left the instrument panel off. The machinery is genuinely good: two independent rails whose odds scale continuously off crafter proficiency, magnitudes that are live formulas rather than baked constants so a rebalance is retroactive and free, crafter proficiency stored per effect (almost nobody else in the genre does that), a reroll path before you commit, and a failure that never destroys the item. What is missing is everything around that core.

Three gap clusters:

  1. The budget nobody can see. Maximum durability is not a condition meter in this game, it is the enhancement budget. Nearly every masterwork and enchant spends it, every failure spends 25 of it permanently, repairs never give any of it back, and the whole chain locks out below 30. A crafted one-handed weapon starts at 165, which is five failures. Ever. Reaching the fifth slot on both rails costs roughly 42 expected failures, so the advertised ten-effect ceiling has never been reachable on a one-hander by anyone, at any skill, with any amount of gold.
  2. No agency at the point of decision. The odds, the pool and the cost are all invisible until after the roll. A failed attempt banks nothing toward the next one. There is no way to aim at the effect you want, no way to buy certainty, and nothing to protect the item while you try.
  3. No way back. There is no un-enchant, no un-masterwork, no un-socket and no scar removal anywhere in the game. The engine ships a remove verb for the cosmetic layer, so patterns come off; the power layer has none. Every enhanced item is a locked build, and every scar is forever.

Eighteen proposals follow. Seven are client-only displays that need no new server traffic at all, because every effect definition already ships inside the game client and the odds and magnitude functions are shared logic that already runs locally. Three change the economics and are data or shared constants. Eight need server work and each names its cost.

#ProposalTierSizeServerOne-line pitch
E1Odds ladder at the bench1Snoneevery chance in the chain, on screen, before you spend
E2Durability shown as a budget1Mnonethe headline: stop calling capacity "condition"
E3What this item has left1Snonerepairs spent, what the next one buys, distance to lockout
E4A tooltip that reads the item1Mnonegroup effects from the data, not from English word matching
E5The effect browser1Mnonewhat can this item roll, at my skill, in that slot
E6The enhancement planner1Lnoneexpected attempts and expected cost before you commit
E7Reroll odds, and the decay that never fires1Mnoneshow the reroll chance; fix the term that never runs
E8A scar you can survive2Mnonemake the failure penalty proportional and floored
E9The fourth and fifth slot2Mnoneflatten the cliff or retire the slots, and say which
E10Failure pays forward2Mnonea failed attempt raises the odds on the next one
E11Certain work3Lroll-path flaga guaranteed lane at a steep material price
E12The safeguard reagent3Mrecipe optionpay up front so a failure costs materials, not the item
E13Directed rolls3Lpool filterpay to aim at a theme instead of the whole pool
E14Scar restoration3Mnew craft actiona capped, diminishing way to buy the budget back
E15Re-tempering3Lnew craft actionthe chain's missing verb: take one effect back off
E16The socket as the swappable rail3Mop changetwo permanent rails need one reversible one
E17Salvage feeds the next item3Snonea dead item should produce more than a corpse
E18Decorrelate success and exceptional3Sroll siteone die currently decides both questions
Section 1

The chain as built

Credit first, because a lot of this is good and none of it should be re-proposed. Enhancement magnitudes are not baked numbers; they are formulas evaluated when the item loads, which means a rebalance reaches every item already in the world at no migration cost. Crafter proficiency is stored with each individual effect, so the smith who rolled it is permanently part of what it is worth. The odds scale continuously off skill rather than stepping at breakpoints. Failure never destroys the item, which puts SotA ahead of a long line of games that learned that lesson the hard way. And the whole effect catalogue is data, so a new bonus type is an asset rather than a code change.

flowchart TD
  M["Refined materials"] --> C["Component parts"]
  C --> R{"Craft roll"}
  R -->|failure| X["Materials lost"]
  R -->|success| W["Item, plus material bonuses carried up"]
  R -->|critical| WE["Item, plus one exceptional effect"]
  W --> MW{"Masterwork, up to 5"}
  WE --> MW
  MW -->|success| MO["One stat or ability effect, plus a durability roll"]
  MW -->|failure| SC["Permanent scar: 25 max durability, 1 item score"]
  MO --> EN{"Enchant, up to 5"}
  SC --> EN
  EN -->|success| EO["One gem effect, plus a durability roll"]
  EN -->|failure| SC
  EO --> S["Socket, exactly 1, one-shot"]
  S --> F["Finished item"]
  F --> RP["Repair restores working durability only"]
  RP --> F
  F --> LK["Locked out below 30 max durability"]

Note the two arrows that diagram does not have: any arrow that removes an effect, and any arrow that puts maximum durability back. Both absences are load-bearing for everything below.

Section 2

The audit

Measured against the shipped data and the shipped formulas. Where a number is a projection it says so.

One finding sits underneath all the others. The "tier" term in the magnitude formula, 1 + proficiency/125 + 0.05 × (tier − 1), is not a quality roll. It is the slot number. The fifth effect you apply is 20% stronger than the first purely because it is fifth. Nothing in the game says so, and it silently inverts the natural intuition that you should put your best effect on first.

Cost and risk: the durability tax

#Finding
C1A failed attempt does not consume a slot, but permanently costs 25 maximum durability and 1 item score. Both rails write their scars into the same place, so masterwork failures and enchant failures share one budget and compound.
C2Enhancement locks out below 30 maximum durability, which caps total failures rather than total attempts. Maximum durability is the archetype's base plus the sum of every effect's durability contribution, so each scar is permanent and cumulative, and the lockout is a hard floor.
C3There is no un-enchant, no un-masterwork, no un-socket and no scar removal. The engine ships a remove verb for the cosmetic layer: patterns can be applied and taken off. The power layer has no such verb anywhere. Socketing is explicitly one-shot and refuses a second gem.
C4Repair never restores maximum durability, and crown repair has hard diminishing returns. A repair kit tops up working durability only, and even a failed repair restores 40. The crown repair restores 2 × max / (previous repairs + 2) at 250 gold crowns a time. Every weapon in the game is terminal by construction.
C5The reroll has a diminishing-returns term that never fires. The chance to reroll the three offered effects is your reroll skill halved for each previous reroll on that attempt. The one place that calls it always reports zero previous rerolls, so the halving never happens.
C6The regional enchant machinery is authored and dormant. The pool selection threads a region through, and Novia and the Hidden Vale are distinct regions in the data, but all 112 weapon enchant groups are tagged for no region at all. Enchant pools do not vary by where you stand today, despite the plumbing to make them.
C7The crafted weapon is not the weapon the catalogue documents. Every blacksmithing and carpentry weapon recipe outputs a reinforced variant, not the base archetype. A crafted one-hander is 165 maximum durability where the documented base is 115; two-handers are 240 and bows 220. Our own generated crafting catalogue prints the base numbers, which no player has ever held.
Oil painting of three swords of the same design on a workbench: one pristine, one nicked and scarred, one snapped near the hilt beside spent gem dust and a cold crucible
Every item in the game is on this table, moving left to right. That is a defensible design position, and this page does not propose reversing it. The question is whether the player can see how fast it is moving, and whether one unlucky roll should be able to jump it two places.

Worked examples

Four calculations, all at Grand Master. Crafting proficiency is the square root of skill over 200, so skill 100 is proficiency 70, and skill 200 (the theoretical cap, which no player is at) is proficiency 100.

W1 · What the slot ladder really costs

Per-attempt success by slots already filled is a base of 75, 40, 10, 0, 0 percent plus proficiency times 0.34, 0.60, 0.50, 0.20, 0.10. Masterwork and enchant use the same curve.

SlotSuccessExpected attemptsExpected failuresCumulative failuresMax durability lost
198.8%1.010.010.01−0.3
282.0%1.220.220.23−5.8
345.0%2.221.221.46−36
414.0%7.146.147.60−190
57.0%14.2913.2920.88−522

Even at the theoretical skill cap the fourth slot is 20% and the fifth is 10%, still 13.7 expected failures and 342 durability to reach the fifth.

W2 · The floor, not the odds, is the cap

A crafted one-hander starts at 165 maximum durability and refuses enhancement below 31, so it tolerates five failures before it is locked out of both rails forever. A two-handed melee weapon tolerates eight; a bow, seven. Successes push back a little, because nearly every masterwork also rolls a durability bonus averaging about 7.5 and weapon enchants roll larger ones.

Target build on a crafted longswordExpected failuresFrom failuresFrom success rollsOutcome
3 masterwork + 3 enchant2.9−73+75break-even, lands near where it started
4 masterwork + 4 enchant15.2−380+100locked out at the sixth failure
5 masterwork + 5 enchant41.8−1,044+125locked out at the sixth failure
The chain is durability-neutral at three slots per rail and arithmetically impossible at five. The ten-effect ceiling the system advertises has never been reachable on a one-handed weapon by anyone, at any skill level, with any amount of gold. That is the single most important sentence in this document, and every Tier 1 proposal is downstream of it.

W3 · What chasing the fourth slot costs in gold

A masterwork attempt consumes five silver ingots; an enchant attempt consumes five gold ingots and ten mandrake root. At merchant-buy prices that is 500 gold and 1,040 gold per attempt respectively.

TargetExpected attemptsGoldMax durabilityItem score
Masterwork slot 47.13,571−154−6.1
Masterwork slot 514.37,143−332−13.3
Enchant slot 47.17,429−154−6.1
Enchant slot 514.314,857−332−13.3
The full five-and-five build51.839,860−1,044−41.8

The practical three-and-three build is about 6,860 gold and three expected scars. Everything past it is 33,000 gold spent on an outcome the durability floor will not permit.

W4 · What three masterwork slots of pure damage are worth

Duplicate effects are excluded from the offered set, so the best damage stack is one of each damage effect. At Grand Master the slot multipliers are 1.56, 1.61 and 1.66.

RouteBase damageChangeCost
Crafted longsword, plain11.00three ingots
The same longsword, all three reachable masterwork slots spent on damage11.76+6.9%about 6,900 gold and three scars
Craft a halberd instead20.00+82%a different recipe
A legendary Sword of Speed, one-handed, before any enhancement15.50+41%not craftable at any skill

Three masterwork slots of damage, at the practical ceiling of the system, are worth less than a twelfth of what changing which weapon you crafted is worth. That is the crafted-versus-drop problem in one table, and it is precisely the problem Ultima Online spent 2003 to 2009 solving.

W5 · The crown repair ladder, priced

A crafted longsword at 165 maximum durability, repaired with crowns from empty each time, restores 165, then 110, 82, 66, 55, 47, 41, 36, 33, 30. Ten repairs cost 2,500 gold crowns and buy 625 points of working durability. A brand new longsword is 165 points for three ingots.

Section 3

Lessons: Ultima Online to modern

Ultima Online is not one comparison among many here. It is the direct ancestor, and the only MMO that has run this whole argument in public across three decades.

1997 to 2002. Crafted goods had two properties that mattered: exceptional or not, and whose name was on it. The maker's mark was gated behind both Grand Master skill and an exceptional roll, so a signature certified two facts at once. That is what turned it into a brand, and named smiths ran real businesses on it for years.

February 2003. Age of Shadows put random properties at random intensities on every drop and crafted goods became vendor trash. This is the most instructive event in the genre for our purposes, and the reason the sibling pages both end with a card about crafted gear competing with drops.

2009, cap it. Imbuing let crafters put chosen properties on an item, bounded two ways at once: a hard five-property limit and a 500-point weighted intensity budget, where a strong property costs more of the budget than a weak one. Unravelling, shipped alongside it, fed junk drops into the reagents imbuing consumed. Together they moved crafters from competing with the loot table to being downstream of it, which is the structural insight most games miss.

2012, aim it. Runic Reforging let a smith spend more tool charges to narrow which properties could roll, through named option pools. Path of Exile shipped the same idea as a crafting bench in 2013, with exactly one guaranteed player-chosen modifier as a deterministic floor under a random system, then as essences and fossils. When Path of Exile tried to walk determinism back in 2021 it produced the loudest community reaction in that game's history.

2021 to 2025, show it. Last Epoch replaced its item-fracture chance with Forging Potential, a visible budget printed on the item that every craft depletes, where every craft succeeds until the budget runs out. Blizzard replaced World of Warcraft's random Inspiration with Concentration in 2024, stating the goal as a more deterministic way to reach the same outcome, giving crafters agency and, notably, "a resource that you can use without having to give your customers a full statistical breakdown." Diablo IV shipped tempering with a limited charge count that could brick an item, took the loudest itemization complaint in its history, and walked it back with a scroll that restores charges.

1997
Ultima Online
Exceptional quality and the maker's mark. Quality is a coin flip and the smith's name is the only thing that carries forward.
1999
EverQuest
Damage and delay as two independent numbers. Players invent ratio literacy the game never shows them.
2000
Diablo II
Runewords: enhancement as a public, fixed, fully deterministic recipe. All the randomness lives in acquisition, none in application.
2003
UO: Age of Shadows
Properties and intensities on every drop. Affix itemization is born and crafted gear becomes second class for six years.
2003
Star Wars Galaxies
Experimentation points: the first explicitly visible, allocatable crafting budget, and a crafter name that built real reputations.
2005
World of Warcraft
Normalization removes weapon speed from ability formulas, because slow low-damage weapons were beating fast high-damage ones.
2007
WoW: Burning Crusade
Sockets, gem colours and meta gems with cross-item requirements. The socket puzzle at maximum complexity.
2009
UO: Stygian Abyss
Imbuing and Unravelling. A capped, weighted, non-destructive enhancement system that makes crafters downstream of the loot table.
2012
UO Publish 74
Runic Reforging: priced determinism. Spend more to narrow what you can roll.
2013
Path of Exile
The crafting bench: exactly one guaranteed player-chosen modifier as a deterministic floor under a random system.
2013
FFXIV
Materia melding with overmeld. Shown odds fall as you push, failure destroys the materia and never the item.
2016
WoW: Legion
Meta-gem colour requirements removed as busywork. Enhancement trends toward always-usable.
2017
Elder Scrolls Online
Transmutation makes an item's trait editable after the fact, with crafted sets excluded so crafters keep a monopoly.
2021
Last Epoch
Forging Potential replaces fracture chance. A visible depleting budget where every craft succeeds until it runs out.
2024
WoW: The War Within
Concentration replaces Inspiration to give crafters a deterministic path to quality, and customers a promise instead of a probability.
2024
Diablo IV
Tempering ships able to brick an item, becomes the loudest itemization complaint in the game's history, and is walked back.

The paragraph that strip adds up to: enhancement began as a coin flip with a signature, fragmented into an affix arms race that made crafters irrelevant, and was rescued by three ideas in order, which were to cap it, to aim it, and to show it. The last five years are a near-unanimous industry retreat from irreversible, invisible, low-probability failure. The surviving consensus is not "no risk." It is that the budget may run out and the ingredients may be consumed, but the action does not fail and the item does not die on a coin flip.

Where SotA sits

Read the two highlighted columns against the rest. The pattern is consistent and it is not flattering in one direction: SotA is at or near the front of the genre on plumbing and at the back on disclosure and recovery. Per-effect crafter proficiency is something almost nobody else stores. Formula-driven magnitudes that re-evaluate on load are genuinely unusual. And then the player is shown none of it, and given no way back from a bad roll.

CapabilityUOEQWoWD2/D4PoELast EpochESOFFXIVGW2SotA todaySotA proposed
Weapon speed is a real, felt axis
Weapon identity beyond the numbers
Quality tier decided at craft time
Visible enhancement budget on the item
Odds shown before you commit
Enhancement can fail
Failure is recoverable
Directed or deterministic enhancement
An effect can be removed or replaced
Gear is repairable indefinitely
Dead gear feeds the next item
Crafter identity persists on the item
Crafter skill is stored in the result
Crafted gear competes with drops at endgame
full partial none EverQuest and Elder Scrolls Online marks on crafter identity reflect what could be verified, not a claim of absence.

Two rows deserve a note. Gear repairable indefinitely stays empty in the proposed column on purpose: terminal gear is a deliberate design position here and nothing on this page reverses it. What is proposed is that terminality become legible, survivable and productive when it arrives. And weapon speed is carried here only for completeness; it belongs to the weapons page.

Section 4

The eighteen proposals

Each card carries its tier, its rough size, whether it needs server work, the genre precedent, and implementation notes. Cards that came from the armour dive and cards that came from the weapons dive are not marked differently, because the whole point of this page is that the bench does not know which one you put on it.

Tier 1

Show the system · E1 to E7

Every effect definition ships inside the game client as an asset, an item's effect lists arrive with the item in ordinary synchronisation, and the odds, proficiency and magnitude functions are shared logic that already runs locally. Everything in this tier reads data the client already holds and needs no new server call. The display must call those shared functions rather than restating the maths, so a shown number and a rolled number can never drift apart.

E1 · Odds ladder at the bench

Tier 1Size SServer: none

The bench currently commits you to an attempt without telling you what the attempt is worth. Put the whole ladder on screen: the chance for the slot you are about to fill, the chances for the slots after it, the exceptional chance on a fresh craft, and the reroll chance. One panel, four numbers that already exist.

Seen in: UO's imbuing window, which has shown the success chance in the corner before you press the button since 2009; FFXIV's melding percentages; Last Epoch, where the cost of the next craft is on the item.

Blacksmithing · Enhancement
Masterwork 2 of 5 filled
3rd 45%   4th 14%   5th 7%
Enchantment 1 of 5 filled
2nd 82%   3rd 45%   4th 14%
Reroll the offer 68%
Implementation notes

Expand the summary label the station already renders. Call the shared chance helpers for masterwork, enchant, exceptional and reroll directly; every argument they need (the item's filled-slot counts, the player's skill, the recipe difficulty) is local. The display calls the helpers, it never restates the maths - a second copy of the curve is how a UI and a server quietly disagree.

Smallest card on the page and the one everything else in Tier 1 leans on. E6's planner is this ladder plus arithmetic.

client Sserver noneperf neutraltests odds-ladder goldens

E2 · Durability shown as a budget

Tier 2Size MServer: none

The headline proposal, and the cheapest big idea on this page. Maximum durability is not a condition meter in this game, it is the enhancement budget: enhancement spends it, failure spends it permanently, repair never returns it, and the chain locks out when it runs low. Stop presenting capacity as damage. Show the weapon's remaining budget, show what the next attempt is likely to cost, and show how close the lockout is.

Nothing about the mechanic changes. The player simply stops discovering the rules by losing a weapon to them.

Seen in: Last Epoch's Forging Potential, printed on the item and depleted by every craft, which their team introduced specifically because players systematically overestimate their chances across multiple attempts. UO's imbuing window showing the success chance before the button. WoW's Concentration, whose stated goal was a resource a crafter can spend without owing the customer a statistical breakdown.

Crafted Longsword
Condition88 / 140
Enhancement budget140 of 165
Spent so far: 3 failures, 75 points.
Locked out below 30. This weapon can absorb 4 more failures.
Implementation notes

Every input is client-resident: the archetype's base maximum, the item's current maximum after effects, the count and identity of the failure effects already applied, and the lockout constant. The only real design work is the language. "Condition" and "budget" have to read as two different things at a glance, because today they are the same bar doing two jobs and that is the whole confusion.

Pairs with E3, which is the same information told forward in time rather than backward.

client Mserver noneperf neutraltests budget-model unit tests

E3 · What this item has left

Tier 2Size SServer: none

What this weapon has left, told forward: current maximum against the archetype's original, how many crown repairs have been spent, what the next one will actually restore given the diminishing ladder, and how far the enhancement lockout is. The game already prints the count of major repairs performed. It just never tells you what the next one buys, which is the only half that helps you decide.

Seen in: UO's durability figure alongside the powder charges that can raise it; Mount and Blade's item condition; Escape from Tarkov's per-item repair degradation display.

Implementation notes

The repair count is already synchronised and already displayed. The forward-looking half calls the same shared diminishing-returns function the repair itself uses. Genuinely small, and it makes the durability economy legible before E8 changes it, which is a good reason to ship it early.

client Sserver noneperf neutraltests crown-repair projection test

E4 · A tooltip that reads the item

Tier 2Size MServer: none

Today the tooltip decides whether an effect is a masterwork, an enchant, a socket or a scar by searching its translated display name for the English words. The headings are hard-coded English too, so on the Japanese and Chinese clients the grouping and the failure tally quietly collapse. The item already carries all four lists as structured data. Read those instead, and while in there: show each effect's slot number and what that slot is multiplying it by, give the socket its own section, total the scars with what they cost, and show the item score that every one of them has been silently adjusting.

Seen in: PoE's affix tiers; Last Epoch's tier markers; Diablo IV's greater-affix indicators. All three treat "which tier is this roll" as a first-class thing to show.

Crafted Longsword
Masterwork
1  Weapon Damage ×1.56+0.31
2  Attack Speed ×1.61+4.8%
3  Major Strength ×1.66+9.96
Enchantment · Fire gem
1  Igniteon hit, 12%
Socket
Sorcery Gem+2.4 Fire Attunement
Scars
3 failures−75 budget, −3 score
Item score14
Implementation notes

The rendering classes already carry the proficiency and the slot each effect was applied at, so the multiplier is a display of data that is present and ignored. The two hard-coded headings need localisation strings. The English-substring classification is filed as a defect in its own right, because it is a shipped localisation bug independent of whether this proposal is adopted.

This is the substrate. E2's spent-budget line, E3's lifetime figures and E15's re-tempering rule all render through it, as do the weapons page's per-weapon wear identity and its provenance card. Land it early even though it is not the flashiest card here.

client Mserver noneperf neutraltests effect-grouping tests, non-English fixture

E5 · The effect browser

Tier 2Size MServer: none

"What can this weapon roll?" A filterable list of the exact masterwork and enchant pools this weapon draws from, with a gem selector switching the elemental half, and magnitudes computed at the player's live proficiency for the slot the effect would land in. This is the feature that makes the pool gaps, the slot-ordinal scaling and the element bindings legible without a wiki.

Seen in: Diablo II's affix tables, community-maintained for two decades because the game never shipped them; Grim Dawn's in-game item database; Vintage Story's survival handbook.

Implementation notes

The pool accessors are shared generators taking only the archetype, the tweak data, the effect cache, the gem and the skill level, all of which are local. Magnitudes evaluate through the same formula path the item effects use, with proficiency and slot set the way the item sets them.

Order matters. Ship this after the weapons page's pool-authoring cards, or it becomes a very well-presented bug report: the first thing a player will do is select a bow and discover that its entire elemental menu is eleven attributes. Alternatively ship it deliberately as the argument for those cards.

client Mserver noneperf neutral (list built on open)tests pool-enumeration tests

E6 · The enhancement planner

Tier 2Size LServer: none

A panel on the item that answers, before the player commits, the four questions the game currently makes them learn by losing weapons: what slot am I on, what are my odds, how many attempts should I expect, and what will that cost me in durability and gold. With a 75 then 40 then 10 curve, a player's intuition about getting three effects is wildly optimistic, and the honest number is the difference between a player who plans and a player who quits.

Seen in: UO's imbuing window showing success chance before you press; WoW's pre-craft quality forecast and Concentration cost; FFXIV's melding percentages; and the entire third-party planner ecosystem that exists in every game that does not ship this.

Enhancement · Crafted Longsword
RailFilledNext slotExpected triesExpected costBudget spend
Masterwork2 of 545%2.21,111 gp−30
Enchant1 of 582%1.21,268 gp−5
Socketempty
If you push to slot 4
Chance per attempt14%
Expected attempts7.1
Expected gold3,571
Expected budget spend−154
This weapon has 140. It will lock out first.
Scars: 3 masterwork failures, 75 pointsPlan
Implementation notes

The odds functions, the proficiency curve and the magnitude formula are shared logic that already runs on the client, and the slot counts, current maximum durability and lockout constant are all on the item. Expected attempts is one over the chance; expected cost is that times the recipe's ingredient cost, which the recipe data already carries. No new call of any kind.

Sequencing note. This is technically independent of E8 and E9 but politically downstream of them, because until those land the planner's honest answer to "should I push for slot four" is "no, and here is the arithmetic." Ship it alongside the fix, not before it.

client Lserver noneperf neutral (computed on open)tests planner-model unit tests, pure logic

E7 · Reroll odds, and the decay that never fires

Tier 3Size Mpayload field

Both rails have a reroll skill and a shared reroll chance that halves for each previous reroll on the attempt. The one place that calls it always reports zero previous rerolls, so the halving has never happened. Fix the counter, then let a crafter see all three offered effects at their full computed magnitudes before committing, and reroll against a visible, decaying chance.

Seen in: WoW's Dragonflight and War Within crafting loop; Last Epoch's forge, where the odds are on screen.

Implementation notes

The counter lives on the attempt, not on the item, so this is a payload field rather than stored data. The effect-selection window already computes and displays magnitudes at the correct slot, so the display half is mostly there.

Making the decay real is a nerf to current behaviour, which is a strange sentence to write about a bug fix. Say it plainly in the patch note rather than letting players discover that rerolls got worse.

client Sserver Mdata noneledger behavioural note
Tier 2

The economics · E8 to E10

These three change what the chain costs rather than what it shows. They are data or shared constants, so they are cheap to ship and expensive to get wrong, and they should be modelled together: the failure penalty, the slot curve and the carried-forward bonus are three terms in one equation.

E8 · A scar you can survive

Tier 1Size MServer: none

Replace the flat, permanent 25-point failure penalty with a fraction of the weapon's maximum durability, and put a floor under it so scars can slow a weapon's enhancement career without ending it. Two asset edits. The risk model stays intact; what changes is that a run of bad luck stops being able to retire an otherwise perfect weapon on the third attempt.

Seen in: UO imbuing, where you run out of intensity budget rather than out of item; WoW's Concentration, where failure spends a resource and never damages the weapon; ESO tempering, where a failure consumes the temper and leaves the item untouched.

Implementation notes

The failure effects' value expressions already accept formulas, and maximum durability recomputes from the effect list when the item loads, so this is retroactive with no migration: existing weapons store the effect identifier, not the number it evaluated to. Every scarred weapon in the world revalues the moment the asset ships.

This is the most economically consequential number on the page. It should not ship quietly. Model it together with E9, since the failure penalty and the slot curve are two halves of the same equation, and announce it before it lands.

client noneserver nonedata Mtests durability-from-effects fixture

E9 · The fourth and fifth slot

Tier 1Size MServer: none

W1 and W2 show that slots four and five are decorative on every craftable weapon: unreachable in practice, and reachable only by destroying the weapon you were trying to improve. Two honest options, and this page asks for a public choice between them rather than pretending there is no problem.

Option A, flatten the curve so the last two slots cost gold and materials rather than the item's life. Option B, reduce the cap to three per rail and spend the recovered design space on pool content instead. Option B is more honest and less work; Option A preserves the aspiration. Vote on the card.

Seen in: Diablo II sockets, a fixed and honest count; UO imbuing's five-property cap with a visible budget; FFXIV's overmeld, which allows the push at declining odds but never damages the item.

Implementation notes

The per-slot base percentages and the coefficients are constants inside the shared crafting helper, so Option A is a shared-code edit rather than pure data, and the same helper drives the client-side odds display E6 depends on. Option B needs a stated position on the handful of existing four- and five-slot items in the world; the safe answer is that they keep what they have and no new ones are made.

client noneserver shared constantsdata Mtests existing chance fixtures need new expectations

E10 · Failure pays forward

Tier 1Size MServer: none

A failed attempt grants a bonus to the next attempt on that weapon. A ten percent slot with no memory is a slot machine; a ten percent slot that climbs after each failure is a siege. It also retroactively justifies the cost: you paid durability and you bought odds, instead of paying durability for nothing.

Seen in: Black Desert Online's failstacks, the best-known version of this idea, which ships alongside recoverable durability and a hard floor. Take the package, not just the piece.

Implementation notes

The cheapest version needs no new stored data at all: count the failure effects already sitting on the weapon and feed that count into the chance calculation as an additional-chance term, which the crafting context already accepts. That makes the accumulated scars be the failstack, which is both free and thematically exact.

Cap it, and show it (E6 is where it becomes visible). Uncapped, this converts a 7% slot into a certainty and undoes E9.

client noneserver shared helperdata Stests new failstack fixture
Tier 3

Agency · E11 to E18

Each names its cost. Anything that changes what is stored on an item lands with its migration-ledger entry in the same change, and anything that adds a new operation rides a regenerated call table and a deployment preflight. All of these sit behind the change freeze.

E11 · Certain work

Tier 3Size Lroll-path flag

An opt-in lane where the attempt simply succeeds, bought at a steep multiple of the normal materials. The roll stays exactly as it is for everyone who wants it; what changes is that a crafter can promise a customer an outcome instead of a probability. This is the single most requested thing in the community's crafting threads, and it is what makes a commissioned order pricable at all.

Seen in: WoW's Concentration, a regenerating personal resource that guarantees the next quality step, introduced explicitly because per-attempt randomness "was never the goal" and left crafters unable to quote a price; Albion's Crafting Focus, shipped in 2017; ESO's fixed 20-temper rule, which is the same promise expressed as a hard count.

Implementation notes

An opt-in flag and a material multiplier on the masterwork and enchant contexts, appended to the existing payloads, with a branch at the roll site. The multiplier is a new shared tweak so it can be retuned without a client patch. The server must source skill and difficulty from its own records rather than trusting the context, which is the same rule the existing roll path already follows.

Start steep and tune with telemetry. The failure mode is obvious: priced too cheaply this becomes the only way anyone enhances anything, and the entire risk model is decorative. Interacts with E10 and E12; ship one of the three first and measure before adding the second.

Never Crown-purchasable. A guaranteed craft sold for real money is a different product with a different set of problems.

client Mserver Ldata tweak + recipeledger tweak logged, no shape change

E12 · The safeguard reagent

Tier 3Size Mrecipe option

A rare, crafted, expensive reagent that, when spent on an attempt, means a failure costs the materials and nothing else. It removes nothing from the risk model. It prices it. It also creates a top-tier crafting sink and gives high-skill alchemists a product line, and it converts the worst moment in the system into a shopping decision the player made in advance.

Seen in: this is the most converged-upon pattern in the whole survey. UO's Forged Metal of Artifacts, MapleStory's Safeguard, Diablo IV's Scroll of Restoration. Four studios, four different games, the same answer, each arrived at after shipping the unprotected version first.

Implementation notes

The crafting context already carries per-attempt modifiers, so the plumbing is an additional flag on the attempt plus the consumption of the reagent. The failure branch checks it before appending the scar.

Interacts with E8 and E10: if the scar is already proportional and already buys odds, a safeguard is a smaller purchase. Model all three together and pick the combination, rather than shipping all three at full strength and discovering the failure penalty has stopped meaning anything.

client Sserver Mdata reagent + recipeledger behavioural note

E13 · Directed rolls

Tier 3Size Lrecipe option

A reagent or option that narrows which part of the pool an attempt draws from, at a cost that scales with how much you narrow it. A hundred and seventy-five effects is not a design space, it is noise, unless the player can aim. This is the mechanism that turns a large pool from a liability into an asset, and it is consistently the thing players say they want.

Seen in: UO's Runic Reforging, where named option pools cost more charges the more you constrain; PoE's essences guaranteeing one modifier and fossils blocking whole categories; and PoE's Harvest, whose removal produced the largest community backlash in that game's history, which is a data point about how much players value aiming.

Implementation notes

The pool accessors already filter by weapon type and gem, so a theme filter is another predicate on the same generator, and the client-side copy stays in step for free, which E5's browser then displays.

The authoring is the work, not the code: the themes have to be curated by hand across roughly 175 masterwork and 130 enchant effects, and a badly grouped theme is worse than no theme. Land the armor and weapon pool-authoring cards first so the themes are cut on the finished pools.

client Mserver Mdata L (theme curation)ledger behavioural note

E14 · Scar cleansing

Tier 3Size Mnew craft action

An expensive, capped, diminishing operation that removes failure scars and returns the maximum durability and item score they took. The lighter and safer half of E15: it touches only the failure entries and never the power ones, so it carries none of the reindexing risk.

Seen in: UO's Powder of Fortifying, which raises maximum durability on a hard ladder of ten charges and, importantly, does not work on imbued items. That restriction is the elegant part: it makes players choose between a long-lived weapon and a heavily enhanced one rather than having both.

Implementation notes

Same operation family as E15, filtered to the two failure identifiers. Because it only ever removes entries from the general bonus list, there is no ordinal question at all.

Keep it capped and finite. The design goal that every weapon is terminal survives a restoration path as long as the path is bounded; what it does not survive is an uncapped one. Consider borrowing UO's restriction directly and letting a weapon be either long-lived or deeply enhanced.

client Sserver Mdata recipe + pricingledger behavioural note

E15 · Re-tempering

Tier 3Size Lnew craft action

The chain's missing verb. A high-difficulty operation that removes, or replaces, one masterwork or enchant effect of the player's choosing, at real cost, freeing the slot. This is what makes experimentation possible, what lets a beloved weapon survive a rebalance, and what turns the two permanent rails into something a player can have a relationship with rather than a series of irreversible bets.

Seen in: FFXIV's materia retrieval; UO's unravelling and imbuing rework; ESO re-enchanting over an existing glyph; GW2's infusion extraction; Diablo IV's reroll, which crucially shows the candidate list before you commit.

Implementation notes

A new crafting action value in the shared enumeration plus a handler beside the existing masterwork and enchant paths, editing the effect list in place. No shape change to what is stored, because both lists already exist on the item.

The whole design is the reindexing rule. An effect's magnitude is multiplied by its position in the list, so removing a middle effect silently rescales everything after it. Either preserve the position by leaving a hole, or make the reindexing an explicit, displayed rule. Getting this wrong changes players' weapons without telling them, which is worse than not shipping it. E4 has to land first so the rule is visible.

Prefer replace over delete if only one can ship: the slot count never changes, the weapon is never emptied, and its history stays intact.

client Mserver Ldata recipesledger behavioural note, no shape change

E16 · The socket as the swappable rail

Tier 3Size Mop change

Masterwork is permanent. Enchant is permanent. The socket is one-shot and explicitly refuses a second gem. That is three permanent rails on one weapon, which means every finished weapon is a locked build. Make the socket the reversible one: swap the gem freely, destroying the old one or recovering it depending on how much friction is wanted.

Seen in: Dark Souls, which pairs one permanent progressive rail with one freely reversible one and is among the most admired weapon systems ever built; GW2's swappable sigils; ESO's re-enchantable glyphs. One socket is exactly the right size for this role.

Implementation notes

The single stored socket value is already overwritable in shape; what blocks it is an explicit guard that refuses when one is present. Lifting that guard is small. The design work is whether the outgoing gem is destroyed, and whether swapping costs durability. Destroying it is the safer first answer, because a free swap plus recoverable gems makes gems infinitely reusable and the gem economy is not sized for that.

client Sserver Mdata noneledger behavioural note

E17 · Unravelling

Tier 1Size SServer: none

In a world where every weapon is terminal, a dead weapon should produce something other than a corpse. Salvage already exists; make what a weapon yields scale with what was on it, so a heavily enhanced sword at the end of its life breaks down into the reagents that enhance the next one. This is the piece that turns terminality from a loss into a loop.

Seen in: UO's Unravelling, which tiers its output by skill and is the structural reason UO crafters stopped competing with the loot table and became downstream of it; Last Epoch's sacrifice of one item's affixes into another.

Implementation notes

Salvage output is already a rolled bundle chosen per item, and the item already carries its full effect list and item score, so the scaling input is present without adding anything. The work is authoring the bundles and pricing them, not plumbing.

Price it so unravelling a good weapon is never better than keeping it. The failure mode here is an economy where players craft weapons purely to shred them.

client noneserver nonedata S (bundles) + economy passtests salvage bundle fixture

E18 · Decorrelate success and exceptional

Tier 3Size Sroll site

One random draw currently answers two questions at the forge: did the craft succeed, and was it exceptional. Because the exceptional threshold sits inside the success band, the two outcomes are correlated in a way nobody designed and nobody can see. Draw a second number.

Seen in: nothing exotic. This is a correctness fix that happens to have balance consequences, which is why it belongs in a ship with a patch note rather than in a silent hotfix.

Implementation notes

Small change at the roll site, large enough in effect that it must ride a stated ship: the observed exceptional rate will move, and crafters track that number carefully. While in there, the bonus-effect selection constructs a fresh random generator of its own instead of taking the injected one, which makes the outcome untestable; inject it and the whole roll path becomes reproducible under test.

Pairs naturally with any change to what the exceptional roll grants, which is content and lives on the armour and weapons pages.

client noneserver Sdata noneledger behavioural note
Also considered

Considered and rejected

Section 5

The composed bench

The anti-pattern is eighteen features becoming eighteen widgets. Everything client-side above composes into one bench panel, and the rule is that a crafter should be able to answer "what are my odds, what can I get, what will it cost, and what happens if it fails" without leaving the station.

Blacksmithing · Enhancement
Epic Plate ChestMasterwork 2 of 5Enchant 1 of 5Item score 18
Condition87 / 150
Enhancement budget150 of 2004 failures left
Next attemptChanceExpected triesExpected costBudget spend
Masterwork slot 345% +8 practice1.9950 gp−23
Enchant slot 282%1.21,268 gp−5
Focus the attempt:AnyDefenseVitalitySkill
What this piece can roll · Defense
Armor Defense+0.31  score 2
Damage Resistance+2.34  score 2
Avoidance+4.68  score 2
Magnitudes shown at your proficiency 70, slot 3.
On failure: 23 budget, no slot lostSafeguard: 1 Temper SaltCertain work: 15 Silver IngotsAttempt

Zone anatomy

ZoneAnswersBuilt from
The two metersWhat has this item spent and how much life is leftE2 budget, E3 lifetime, E8's revalued scars
The ladder tableWhat are my odds and what will they cost meE1 ladder, E6 planner, E10's practice line, E7's reroll odds
The focus row and poolWhat can I actually get, and can I aim at itE5 browser, E13 directed rolls
The footerWhat happens if it fails, and what can I buy insteadE8 scar cost stated up front, E12 safeguard, E11 certain work

Two numbers in that mockup do not exist in any form today, and they are the ones the whole page is arguing for: 4 failures left, and on failure: 23 budget, no slot lost.

Section 6

Sequencing

flowchart LR
  E1["E1 odds ladder"] --> E6["E6 planner"]
  E2["E2 budget"] --> E6
  E3["E3 lifetime"] --> E2
  E4["E4 effect tooltip"] --> E2
  E4 --> E15["E15 re-tempering"]
  E5["E5 pool browser"] --> E6
  E5 --> E13["E13 directed rolls"]
  E7["E7 reroll odds"] --> E1
  E8["E8 survivable scar"] --> E9["E9 slot cliff"]
  E9 --> E10["E10 failure pays forward"]
  E10 --> E11["E11 certain work"]
  E10 --> E12["E12 safeguard"]
  E2 --> E14["E14 scar restoration"]
  E4 --> E14
  E15 --> E16["E16 reversible socket"]
PhaseItemsWhy here
1 · legibility, zero serverE1, E2, E3, E7Four standalone patch notes, no new traffic, and they make every later argument checkable by players rather than asserted
2 · the record and the poolE4, E5, E6Heavier plumbing on the same panel; E4 is the substrate the sibling pages also render through
3 · the economics, modelled togetherE8 + E9 + E10 as one changeThree terms of one equation. Ship with an announcement; this revalues every enhanced item in the world
4 · agency, one at a timeE11, E12, E18 as one ship, then E13, then E14All touch the roll path, so one shared-code sync, one migration window, one tester pass. Measure between each
5 · the missing verbsE15, E16, E17Re-tempering needs E4 shipped so its reindexing rule is visible

All of Tier 3 sits behind the change freeze. Recommended phase 1: E1, E2, E3, E7.

Section 7

Appendix

Why Tier 1 needs no server work

DataWhere it already isUsed by
Every effect's stats, formulas, on-hit runes and visualsShipped in the client build as assets, loaded by identifierE4, E5
Which effects an item carries, on each of the four listsArrives with the item in ordinary synchronisationE2, E4, E6
Per-effect crafter proficiency and slot ordinalStored with each effect; the slot is its position in the listE4
Success odds, proficiency curve, magnitude formula, reroll chanceShared logic that already runs client-sideE1, E5, E6, E7
Base and current maximum durability, the lockout threshold, crown repairs spentOn the item and in shared constantsE2, E3
Recipe ingredient lists and merchant pricesIn the recipe and item data the client holdsE6

Constraints honoured

Test surface

Most of this page is unusually testable, because the interesting parts are pure functions. Existing fixtures pin the exceptional chance, the craft chance, the effect pools, salvage and repair. New coverage this page implies: odds-ladder goldens, a pool-filter matrix, durability-gate and scar accounting, roll-distribution goldens for E10 and E18, the planner and budget models, a non-English fixture for E4's grouping, and a drift tripwire per new effect asset.

Sources

Genre claims are drawn from UOGuide and the official Ultima Online wiki (exceptional crafting, imbuing's five-property and 500-intensity caps, Runic Reforging, Powder of Fortifying's charge ladder and its imbued-item restriction, durability); UO Publish 74; Blizzard's professions posts on Concentration in The War Within; the Warcraft wiki on normalization and sockets; Last Epoch's Eternal Legends post on Forging Potential; Diablo IV patch notes on tempering and restoration; Final Fantasy XIV materia documentation; ESO transmutation; Path of Exile's crafting bench and the 2021 Harvest coverage; Albion's Crafting Focus; and Star Wars Galaxies experimentation documentation. Age of Shadows is dated February 2003. Claims that could not be confirmed from a primary source were cut rather than softened.

Comments and votes below are per proposal. If you only read one card, read E2: it changes no mechanic at all, and it is the difference between a system players think is unfair and a system players think is hard.

Feedback

General comments

No account needed. Every proposal above also has its own Discussion box for talking about that one alone; this thread is for the plan as a whole. Comments are plain text, held to basic decency, and may be trimmed.