Lesson 13 · Durable Core

A Craft, Start to Finish

Lesson 12 covered what the currencies do. This one covers planning an actual craft: the determinism available, why a craft is a flowchart rather than a list, and a full worked walkthrough with its branches.

~18 minutes Applied Builds on lessons 10 and 12

Scope

"Use random currency and hope" is a fair description of crafting without a plan. It is a poor description of crafting with one.

The difference is not access to better currency. It is that a planned craft fixes what is knowable before spending anything, then arranges the random steps so that each one is cheap to retry and none of them destroys the progress of the last.

1 · The determinism inventory

Before planning, know what can actually be guaranteed. There is no operation that adds an arbitrary chosen affix, but there are six distinct kinds of certainty available.

KindMechanismWhat it fixes
Guaranteed modifier Essences; abyss bones One specific modifier, chosen from a fixed list. Abyss bones draw from a pool standard currency cannot reach
Off-budget modifier Runes, soul cores A chosen modifier that consumes no prefix or suffix
Permanent lock Fracturing Orb Makes one modifier unremovable and unrerollable — but which one is random. See 1.1
Which half Sinistral / Dextral omens Restricts an operation to prefixes only, or suffixes only
Which type Homogenising omens; catalysts with Catalysing Exaltation Adds a modifier of the same type as one already present, or weights the pool toward a type
Which one leaves Whittling omen Removes the lowest level modifier rather than a random one
Omens stack. The wiki's own example: a Sinistral Annulment together with a Greater Annulment removes two prefix modifiers. Combining a positional omen with a quantity omen is how narrow tools become precise ones.

1.1 Fracturing is a late gamble, not a starting anchor

A Fracturing Orb locks one modifier permanently: it cannot be removed, cannot be changed, and its numeric value cannot be rerolled. That is the strongest form of permanence in the game — and it is worth being precise about what it is not.

PropertyConsequence
The locked modifier is randomYou cannot choose which one, and no omen targets it
Requires four or more modifiersIt cannot be applied to a partly-built item
Not usable on uniques or already-fractured itemsOne fracture per item, ever
Drop-restricted endgame contentNot a tool available during the campaign

So fracturing is not a foundation you build on. It is a gamble taken on an item you have already built, at one-in-four odds of locking the modifier you actually wanted.

The eligibility trick

There is one way to improve those odds, and it is a good example of reasoning from a rule rather than from a number.

Desecrated modifiers cannot be fractured — but they still count toward the four-modifier minimum. A desecrated modifier therefore satisfies the requirement while being ineligible for the roll:

four modifiers, all eligible      → your target is 1 in 4
four modifiers, one desecrated    → your target is 1 in 3

A third more likely to succeed, obtained entirely from understanding which modifiers are eligible. No additional currency, no extra attempts — just the rule, read carefully.

This is the shape of most real crafting improvements. Not a better orb, but a constraint understood well enough to be exploited.

2 · A craft is a flowchart

The single most useful reframing, and the organising idea behind community craft-guide tools: a craft is not a list of steps. It is a decision tree, where every random step has at least two exits.

# the shape of one step

step:      apply currency X
hoping:    modifier Y appears
if yes    → advance to the next step
if no     → repeat this step  # only if repeating is cheap
if ruined → abandon, or fall back

Writing the branches down before starting is what converts hoping into planning. A step whose failure branch is "repeat, it costs almost nothing" is a good step. A step whose failure branch is "the item is now worse and I cannot undo it" needs to be either last or avoided.

2.1 Track the affix state at every step

Three prefixes, three suffixes. Every step changes the count, and the count determines what remains possible.

This is where plans most often break: a step adds a modifier to a half that was nearly full, and a later step that needed room in that half becomes impossible. The item is not ruined — it is simply finished earlier and worse than intended.

Before each step, ask "how many prefixes and how many suffixes will this item have afterwards?" If the answer closes off a later step, reorder.

3 · Planning, before anything is spent

  1. Name the target. Which modifiers, and in which half. Four wanted modifiers split three-and-one across the halves is a different craft from two-and-two.
  2. Choose the base and check its item level. This sets the ceiling and cannot be changed later. Spending good currency on a low item level base buys a low maximum.
  3. Identify the anchor. Which of your targets can be guaranteed — by essence, by abyss bone, by starting from a fractured base? Anchor first, then build around it.
  4. Order by reversibility. Cheap and repeatable first. Irreversible last. Corruption, if at all, only when the item is otherwise finished.
  5. Set the budget and the bail-out. How many attempts, and what you accept if they run out. Decided now, not mid-craft.
Check

Which step belongs earliest in a craft plan?

4 · A worked craft

A generic example, chosen because the affix bookkeeping is visible. The method is the content here — verify each currency's exact current behaviour before relying on it.

The target

Boots wanting movement speed and life — both prefixes — plus two resistances, both suffixes. Four wanted modifiers, two in each half, leaving one spare slot on each side.

Step 1 — Base

Highest item level boots available of the correct armour type for the character's defence layer. Nothing later can raise this ceiling. Prefixes 0, suffixes 0.

Step 2 — Build through magic, not straight to rare

Upgrade to magic and augment to two modifiers. A magic item holds one prefix and one suffix, so this is a much smaller space than a rare, and rerolling it is cheap.

Fish here for the hardest-to-get target. Movement speed has essentially one home in the game, so it is the constrained modifier and belongs in the cheap phase.

loop  reroll the magic item
      if movement speed present  → exit loop
      else                     → repeat  # cheap; this is the budgeted loop

This is the step to spend a stated number of attempts on. It is also the step people skip — and skipping it is what makes crafting feel like gambling, because upgrading a blank base straight to rare resolves several modifiers at once with no control over any of them.

Step 3 — Upgrade with the anchor

Use an essence to upgrade the magic item to rare. The essence guarantees its specific modifier, so you arrive at rare with two known-good modifiers rather than a full set of unknowns.

This is the pivotal move. Compare the two routes to the same rarity:

RouteKnown-good on arrival
Blank base upgraded straight to rare0
Magic fished, then essence-upgraded2

Step 4 — Count

Stop and take stock. Which half holds what, and how much room is left in each? Every remaining option depends on this number, and this is the step most often skipped.

Step 5 — Fill the empty half deliberately

Now the omens earn their cost. Add to the item, choosing:

Step 6 — Remove, if something unwanted landed

If a half is full and one of its occupants is filler, removal is a real operation rather than an admission of failure. A positional omen removes from the chosen half; Whittling removes specifically the lowest level modifier.

Note the branch here: removal is random within its constraint. Removing from a half holding one good and one bad modifier is a coin flip, and the failure branch is that you removed the good one. That is a step whose branches must be written down before it is taken.

Step 7 — Socket a rune

A guaranteed modifier that costs no affix. It draws on a different budget entirely, so it is available even when both halves are full.

Step 8 — Tune the numbers, then stop

Rerolling numeric values comes last, once the modifiers are settled — doing it earlier tunes values you are about to replace.

Then stop. Corruption is irreversible and locks the item against all further crafting. It is not a step in a plan so much as a decision to end the plan.

5 · How plans fail

FailureCause
The craft felt like pure gamblingUpgraded a blank base straight to rare, resolving everything at once
Ran out of room in the half that matteredAffix state not tracked before an addition
Good modifier removed instead of the fillerRemoval taken without a positional or targeted omen
Currency spent, ceiling too lowBase item level not checked at step 1
Value rerolls wastedNumbers tuned before the modifiers were settled
Item locked before it was finishedCorrupted while steps remained
Kept going past the point of valueNo budget or bail-out set beforehand

Every one of these is a planning failure, not a luck failure. The randomness was never the problem.

What to carry out of this