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.
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:
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.
| # | Proposal | Tier | Size | Server | One-line pitch |
|---|---|---|---|---|---|
| E1 | Odds ladder at the bench | 1 | S | none | every chance in the chain, on screen, before you spend |
| E2 | Durability shown as a budget | 1 | M | none | the headline: stop calling capacity "condition" |
| E3 | What this item has left | 1 | S | none | repairs spent, what the next one buys, distance to lockout |
| E4 | A tooltip that reads the item | 1 | M | none | group effects from the data, not from English word matching |
| E5 | The effect browser | 1 | M | none | what can this item roll, at my skill, in that slot |
| E6 | The enhancement planner | 1 | L | none | expected attempts and expected cost before you commit |
| E7 | Reroll odds, and the decay that never fires | 1 | M | none | show the reroll chance; fix the term that never runs |
| E8 | A scar you can survive | 2 | M | none | make the failure penalty proportional and floored |
| E9 | The fourth and fifth slot | 2 | M | none | flatten the cliff or retire the slots, and say which |
| E10 | Failure pays forward | 2 | M | none | a failed attempt raises the odds on the next one |
| E11 | Certain work | 3 | L | roll-path flag | a guaranteed lane at a steep material price |
| E12 | The safeguard reagent | 3 | M | recipe option | pay up front so a failure costs materials, not the item |
| E13 | Directed rolls | 3 | L | pool filter | pay to aim at a theme instead of the whole pool |
| E14 | Scar restoration | 3 | M | new craft action | a capped, diminishing way to buy the budget back |
| E15 | Re-tempering | 3 | L | new craft action | the chain's missing verb: take one effect back off |
| E16 | The socket as the swappable rail | 3 | M | op change | two permanent rails need one reversible one |
| E17 | Salvage feeds the next item | 3 | S | none | a dead item should produce more than a corpse |
| E18 | Decorrelate success and exceptional | 3 | S | roll site | one die currently decides both questions |
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.
Measured against the shipped data and the shipped formulas. Where a number is a projection it says so.
| # | Finding |
|---|---|
| C1 | A 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. |
| C2 | Enhancement 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. |
| C3 | There 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. |
| C4 | Repair 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. |
| C5 | The 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. |
| C6 | The 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. |
| C7 | The 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. |
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.
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.
| Slot | Success | Expected attempts | Expected failures | Cumulative failures | Max durability lost |
|---|---|---|---|---|---|
| 1 | 98.8% | 1.01 | 0.01 | 0.01 | −0.3 |
| 2 | 82.0% | 1.22 | 0.22 | 0.23 | −5.8 |
| 3 | 45.0% | 2.22 | 1.22 | 1.46 | −36 |
| 4 | 14.0% | 7.14 | 6.14 | 7.60 | −190 |
| 5 | 7.0% | 14.29 | 13.29 | 20.88 | −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.
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 longsword | Expected failures | From failures | From success rolls | Outcome |
|---|---|---|---|---|
| 3 masterwork + 3 enchant | 2.9 | −73 | +75 | break-even, lands near where it started |
| 4 masterwork + 4 enchant | 15.2 | −380 | +100 | locked out at the sixth failure |
| 5 masterwork + 5 enchant | 41.8 | −1,044 | +125 | locked out at the sixth failure |
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.
| Target | Expected attempts | Gold | Max durability | Item score |
|---|---|---|---|---|
| Masterwork slot 4 | 7.1 | 3,571 | −154 | −6.1 |
| Masterwork slot 5 | 14.3 | 7,143 | −332 | −13.3 |
| Enchant slot 4 | 7.1 | 7,429 | −154 | −6.1 |
| Enchant slot 5 | 14.3 | 14,857 | −332 | −13.3 |
| The full five-and-five build | 51.8 | 39,860 | −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.
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.
| Route | Base damage | Change | Cost |
|---|---|---|---|
| Crafted longsword, plain | 11.00 | — | three ingots |
| The same longsword, all three reachable masterwork slots spent on damage | 11.76 | +6.9% | about 6,900 gold and three scars |
| Craft a halberd instead | 20.00 | +82% | a different recipe |
| A legendary Sword of Speed, one-handed, before any enhancement | 15.50 | +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.
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.
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.
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.
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.
| Capability | UO | EQ | WoW | D2/D4 | PoE | Last Epoch | ESO | FFXIV | GW2 | SotA today | SotA 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 | ◉ | ◉ | ● | ○ | ● | ◉ | ● | ● | ◉ | ○ | ◉ |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
"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.
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.
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.
| Rail | Filled | Next slot | Expected tries | Expected cost | Budget spend |
|---|---|---|---|---|---|
| Masterwork | 2 of 5 | 45% | 2.2 | 1,111 gp | −30 |
| Enchant | 1 of 5 | 82% | 1.2 | 1,268 gp | −5 |
| Socket | empty | — | — | — | — |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
| Next attempt | Chance | Expected tries | Expected cost | Budget spend |
|---|---|---|---|---|
| Masterwork slot 3 | 45% +8 practice | 1.9 | 950 gp | −23 |
| Enchant slot 2 | 82% | 1.2 | 1,268 gp | −5 |
| Zone | Answers | Built from |
|---|---|---|
| The two meters | What has this item spent and how much life is left | E2 budget, E3 lifetime, E8's revalued scars |
| The ladder table | What are my odds and what will they cost me | E1 ladder, E6 planner, E10's practice line, E7's reroll odds |
| The focus row and pool | What can I actually get, and can I aim at it | E5 browser, E13 directed rolls |
| The footer | What happens if it fails, and what can I buy instead | E8 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.
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"]
| Phase | Items | Why here |
|---|---|---|
| 1 · legibility, zero server | E1, E2, E3, E7 | Four standalone patch notes, no new traffic, and they make every later argument checkable by players rather than asserted |
| 2 · the record and the pool | E4, E5, E6 | Heavier plumbing on the same panel; E4 is the substrate the sibling pages also render through |
| 3 · the economics, modelled together | E8 + E9 + E10 as one change | Three terms of one equation. Ship with an announcement; this revalues every enhanced item in the world |
| 4 · agency, one at a time | E11, E12, E18 as one ship, then E13, then E14 | All touch the roll path, so one shared-code sync, one migration window, one tester pass. Measure between each |
| 5 · the missing verbs | E15, E16, E17 | Re-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.
| Data | Where it already is | Used by |
|---|---|---|
| Every effect's stats, formulas, on-hit runes and visuals | Shipped in the client build as assets, loaded by identifier | E4, E5 |
| Which effects an item carries, on each of the four lists | Arrives with the item in ordinary synchronisation | E2, E4, E6 |
| Per-effect crafter proficiency and slot ordinal | Stored with each effect; the slot is its position in the list | E4 |
| Success odds, proficiency curve, magnitude formula, reroll chance | Shared logic that already runs client-side | E1, E5, E6, E7 |
| Base and current maximum durability, the lockout threshold, crown repairs spent | On the item and in shared constants | E2, E3 |
| Recipe ingredient lists and merchant prices | In the recipe and item data the client holds | E6 |
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.
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.
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.