Tools
Every tool is a unique piece: its quality decides its slots, its temper its power, and its salvage what it gives back.
In short
A tool is not a stacked resource: it is a row of its own, with its quality, its temper and its modifiers.
Out of the station, a piece carries a quality that opens up to 4 modifier slots, and a temper that can climb to tier 10.
Tempering is a bet: 95 % success on the first tier, 5 % on the last, and from tier 6 on a failure can break the piece.
Salvaging returns 25 % of the tool's total value, temper included, and 6 guards protect what the all keyword must never touch.
A repair costs 50 % of the piece's price and removes 1 temper tier: it saves the tool, not its record.
A tool's sheet
This is what >tools view shows: a piece with 500 base power, its 4 slots, and the temper button. A locked slot resists the runes that remove or reroll.
The ten temper tiers
Each attempt costs 10 % of the piece's price per targeted tier, and failure changes nature from tier 6 on.
A broken tool can be repaired: the repair costs 50 % of the recipe's resources and drops the temper by 1 tier. You never lose the item, you lose the ground you covered.
Salvaging
An undone tool returns 25 % of everything it cost, computed by walking the whole recipe chain: a mithril tool returns mithril, but also what it took to make that mithril. Temper counts in the sum, modifiers do not, and six guards decide what >salvage all refuses to touch.
>salvage allaccepts filters: one rarity, one or several types. Naming a rarity lifts the quality guard, naming a type lifts nothing. A preview is shown before anything burns, unless the wordconfirmis written.
What « all » never touches
- ✕An equipped tool
- ✕A frozen tool
- ✕A tool pledged to an NPC
- ✕A tool marked favorite
- ✕A tempered tool, whatever its quality
- ✕Anything of rare quality or better, as long as no rarity is named