Crafting Page

Core Loop
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- Gather crafting materials from the world (nodes, enemies, chests, mission rewards).
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- Break down (salvage) a weapon or armor piece.
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- Breakdown yields: that item’s typed Weapon Frame OR Armor Blueprint (unlocked for this character) + additional crafting materials. Augmented / Rare weapons also unlock each installed part variant (Family × Socket × Variant).
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- Open Crafting Page → Forge an unlocked Frame/Blueprint recipe, or Refit an Augmented / Rare weapon’s parts. Spend large material costs. The Frame/Blueprint/part key itself is not consumed.
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- Output: crafted weapon/armor, upgrades, sockets, Phonon Chords, gem upgrades, etc.
Frames & Blueprints (Required Keys)
- Weapon Frame — first breakdown of that gun/melee family + frame + rarity unlocks it on the Crafting Page.
- Armor Blueprint — first breakdown of that armor type + rarity unlocks it on the Crafting Page.
- Once an item is broken down, that Frame or Blueprint is always accessible. Crafting does not consume it, hide it, or require salvaging another copy of the same key.
- You cannot craft a Frame or Blueprint you have never broken down.
- Frames/Blueprints are NOT world drops as finished keys — they come from breaking down gear.
- Higher-quality / elite / exotic breakdowns unlock better Frames/Blueprints and yield more mats.
- Breaking down is a meaningful choice: you destroy the item to unlock crafting identity.
World materials catalog
Section titled “World materials catalog”Item type picks the families. Item rarity picks the stamp. An Adaptive Auto Rare and an Adaptive Hand Cannon Rare both spend Rare Ferrospine + Rare Weldalloy + Rare Optic Lens + Rare Sealant Mesh. The unlocked Frame is what makes them different recipes.
Eight shared body families. Not one mat per gun. Frames and Blueprints carry identity. Each family × rarity is its own Crafting stack. Exact stack sizes per recipe stay TBD — recipes stay expensive.
| Family | SKU | Used for |
|---|---|---|
| Metals | Ferrospine | Kinetic mass. Barrels, melee heads, heavy plate, Physical Shields. |
| Alloys | Weldalloy | Receivers, maul cores, Heavy Gun braces, Energy Shield frames. |
| Lenses | Optic Lens | ADS glass, sniper scopes, visor inserts, charge windows. |
| Prisms | Helion Prism | Fusion / Trace emitters, Barrier fields, rings / amulets, helm visors. |
| Composites | Sealant Mesh | Stocks, grips, hafts, Light underarmor, belts, gloves. |
| Coils | Capacitor Coil | Fusion / Linear / Trace guts, Energy Shield projectors, powered melee cores. |
| Payloads | Warhead Compound | Grenade Launchers, Rockets. Not ammo bricks — craft reagent only. |
| Filaments | Limb Filament | Bow limbs and strings. Almost never on guns. |
Nanite Residue is a ninth reagent for Legendary, Unique, and Apex crafts. It is not stamped Common through Rare, and it is not a rarity of Ferrospine. Raid / story sink.
Already locked — keep out of this list: Dual Stack Cells, Kha-Shards, typed Frames / Blueprints, weapon parts (unlock catalog, not bag tiles), Phonons, Gems, Jewels, Artifacts, ammo bricks. Dual Stack Cells are a power tax on recipes (one pile, no rarity stamp). Kha-Shards stay repair / unsocket.

Figure C1. Eight world-mat families. Dual Stack Cells are the power tax. Nanite Residue is Legendary / Unique / Apex only. Same SKU + different rarity do not stack.
Rarity stamps
Section titled “Rarity stamps”| Item rarity | Craftable | Bag tiles you spend | Note |
|---|---|---|---|
| Common | Yes | Common versions of the 8 families | White Earth kit. No affix reagents. |
| Uncommon | Yes | Uncommon versions of the same 8 | Green Earth kit. Affix reagents default off. |
| Augmented | Yes | Augmented versions of the same 8 | 1 prefix / 1 suffix. Stamp + Coda. |
| Rare | Yes | Rare versions of the same 8 | Up to 3+3. One Stamp / Coda per rolled slot. |
| Legendary | Yes | Legendary versions of the same 8 + Nanite Residue | Designer package. Same affix slot count as Unique. Never a Set piece. No Stamp / Coda. |
| Unique | Yes | Unique versions of the same 8 + Nanite Residue | Designer package. Same affix slot count as Legendary. May be a Set piece. No Stamp / Coda. Unique salvage does not pay Legendary recipes. |
| Apex | Yes (InvokeEligible = false if crafted) |
Apex versions of the same 8 + Nanite Residue | Designer package. Invoke is world-found only. |
Optional 3:1 rarity upconvert (for example 3× Common Ferrospine → 1× Uncommon + Cell tax) is off. If it ever turns on, it must not skip into Legendary, Unique, or Apex.
Salvage returns a slice of the same families at that item’s rarity — never a full refund. Fraction TBD; must stay a sink. First salvage also unlocks the Frame or Blueprint, and on Augmented / Rare weapons each installed part variant.
Recipe map by item type
Section titled “Recipe map by item type”Primary is the bulk of the recipe. Secondary is required. Spice is a small gate so snipers still want glass and jewelry still wants prisms. Light / Medium / Heavy do not invent new SKUs — they slide Metals / Alloys / Composites. Helm always adds Lenses + Prisms. Underarmor size does not change when plates get thicker.
| Item type | Unlock key | Primary | Secondary | Spice |
|---|---|---|---|---|
| Auto / Pulse / Scout / SMG / Hand Cannon / Sidearm | Gun Frame | Metals | Alloys + Composites | Lenses |
| Sniper | Gun Frame | Metals | Lenses | Alloys + Composites |
| Shotgun / Machine Gun / Heavy Gun | Gun Frame | Metals | Alloys | Composites |
| Fusion / Linear Fusion / Trace | Gun Frame | Prisms + Coils | Lenses | Alloys |
| Grenade Launcher / Rocket | Gun Frame | Payloads | Metals + Alloys | Composites |
| Bow | Gun Frame | Filaments | Composites | Alloys + Lenses |
| Blades / Axes / Polearms / Spears / Dirks / Claws / Glaives | Melee Frame | Metals | Alloys | Composites |
| Mauls | Melee Frame | Alloys | Metals | Composites |
| Staves / Scepters | Melee Frame | Prisms | Composites + Coils | Metals |
| Wrist Melee | Melee Frame | Metals | Composites | Alloys |
| Helm (any weight) | Armor Blueprint | Composites | Alloys | Lenses + Prisms |
| Chest / Gloves / Belt / Boots — Light | Armor Blueprint | Composites | Alloys | Metals |
| Chest / Gloves / Belt / Boots — Medium | Armor Blueprint | Alloys | Composites + Metals | — |
| Chest / Gloves / Belt / Boots — Heavy | Armor Blueprint | Metals | Alloys | Composites |
| Physical Shield | Armor Blueprint (slot, no weight) | Metals | Alloys | Composites |
| Energy Shield (Barrier) | Armor Blueprint (slot, no weight) | Prisms + Coils | Alloys | — |
| Ring 1 / Ring 2 / Amulet | Armor Blueprint (slot, no weight) | Prisms | Metals | Lenses |

Figure C2. Recipe map by item type. Item type picks families. Item rarity picks the stamp. Unlocked Frame or Blueprint is never consumed.
What every recipe spends
Section titled “What every recipe spends”| When | Cost | Rule |
|---|---|---|
| Always | Unlocked Frame or Blueprint at that rarity | First salvage of that typed key. Never consumed. |
| Always | Dual Stack Cells | One pile. No rarity stamp. Power tax. |
| By output rarity | Matching rarity stamp on those families | Rare spends Rare Ferrospine. Unique spends Unique. No mixing. |
| Augmented / Rare only | Forge Stamp per prefix slot | Same rarity as the item. One Stamp per prefix. |
| Augmented / Rare only | Telemetry Coda per suffix slot | Same rarity. One Coda per suffix. |
| Channel affixes | Matching Gem | Thermal spends Ruby, and so on. Do not invent a second channel pile. |
| Legendary / Unique / Apex | Nanite Residue | Extra reagent. Not a rarity of Ferrospine. |
| Legendary / Unique / Apex | No Stamp / Coda | Package is designer-locked. Reprints do not roll affixes. |
| Never here | Phonons / Gems / Jewels / Artifacts | Socketables. Returned on salvage. (Gems are spent only when a Channel affix is guided or rolled onto Augmented / Rare.) |
| Never here | Kha-Shards | Repair / unsocket only. |
| Augmented / Rare weapons | Owned part variants (or empty) | Forge: pick or roll cheaper. Empty sockets legal. Not bag tiles. |
| Refit | Socket family tax + Dual Stack Cells | Finish-only C1–C5 costs Cells only. Frame / affixes / cadence unchanged. |
| Never here | Ammo bricks | Visor reserve. Not a craft reagent. |
| Never here | Weapon parts as bag tiles | Unlock catalog, like Frames. |
Worked example — Rare Adaptive Auto (counts not locked): unlocked Auto Adaptive Rare Frame + Dual Stack Cells + Rare Ferrospine + Rare Weldalloy + Rare Optic Lens + Rare Sealant Mesh. Salvaging that Auto refunds a cut of those four Rare piles and (first time) unlocks the Frame. Common Ferrospine cannot pay this recipe.
Prefix and suffix reagents
Section titled “Prefix and suffix reagents”Augmented and Rare items are prefix + suffix rolls. Crafting those qualities needs reagents for the stamps, not a unique pile per bible name. Terminal vs Razor is the same Kinetic Output group — you pay more Forge Stamps for the higher band, not a new SKU.
Random vs guided. Random: Stamp / Coda only, loot-table roll, cheaper. Guided: add a group sigil so you pick the family (Kinetic Output, of Torque’s Attribute cluster, …). Sigils are not rarity-stamped. Same affix group cannot double.

Figure C3. Affix reagents. Forge Stamp per prefix. Telemetry Coda per suffix. Guided crafts add a sigil. Channel groups also spend the matching Gem. Legendary / Unique / Apex spend none.
Prefix sigils (guided Forge Stamps)
| Sigil | Affix groups | Notes |
|---|---|---|
| Combat | Targeting Lock, Kinetic Output, Combat Grade | Guns / melee. Not Staves or Scepters. |
| Channel | Thermal / Cryo / Arc / Toxin / Isotopic / Fission / Plasma / Void damage prefixes | Spend this sigil + the matching Gem (Ruby, Sapphire, Topaz, Emerald, Gammitite, Nucleite, Helion, Nullite). |
| Bane | Damage vs Aberrants, Damage vs Revenants | Tag hunters. |
| Plating | Enhanced Defense % (Plating) | Armor / helm / shield / belt / boot / glove. |
| Envelope | Underlayer, Sealant, Servo Bundle | Former armor modules. |
| Cell | Power Cell, Energy Pool | Energy pool and regen stamps. |
| Sensor | Sensor Pack, Illumination | Helms, amulets, optics bloom. |
| Trauma | Trauma Weave | Life / sustain stamps. |
| Resist | Eight channel resists + Spectrum All Resist | Channel resist + matching Gem. Spectrum costs more Stamps, no extra Gem. |
| Order | Fist / Magus / Hidden skill stamps and tree-tab stamps | One sigil; recipe picks the Order. |
| Utility | Utility Prefixes | Catch-all leftover prefixes. |
Suffix sigils (guided Telemetry Codas)
| Sigil | Affix groups | Notes |
|---|---|---|
| Attribute | Strength, Dexterity, Energy Attunement | of Torque, of Aim, of Charge, … |
| Vital | Life / Vitality Pool | of Pulse, of Fortress, … |
| Hurt | Minimum Damage, Maximum Damage | Flat damage suffixes. |
| Channel | Eight channel damage suffixes | Same Gem rule as prefix Channel. |
| Siphon | Life Steal, Energy Steal, Life Regeneration | of Extract and cousins. |
| Tempo | IAS, FCR, FRW, FHR | Speed windows. |
| Guard | Block, flat DR, Channel Damage Reduced | Shields and sustain. |
| Yield | Credits / Gold Find, Yield suffix | Economy suffixes. |
| Envelope | Plating / Underlayer / Sealant / Power Cell / Sensor / Servo / Trauma Weave suffixes | Armor-module coda side. |
| Special | Special Combat Suffixes | Indestructible, replenish, antiheal, … |
Worked example — Rare Pulse, guided ED + leech (counts not locked): unlocked Pulse Adaptive Rare Frame + Dual Stack Cells + Rare body mats (Ferrospine, Weldalloy, Optic Lens, Sealant Mesh) + 3 Rare Forge Stamps + 3 Rare Telemetry Codas. Guided slots: Combat sigil (Kinetic Output) + Siphon sigil (Life Steal). Other four slots random. You cannot add a second Kinetic Output group.
Weapon parts — Forge and Refit
Section titled “Weapon parts — Forge and Refit”Materials pay. Parts are the installed modules. They are not the same bag. Two catalogs meet on one station: the Crafting Page. Character I Inspect shows the kit. It does not swap parts.

Figure C4. Forge crafts a new item. Refit swaps sockets on an existing Augmented / Rare weapon. Parts unlock like Frames. C1–C5 is paint. Parts are not bag tiles.
Parts unlock like Frames, not like Phonons. First salvage of an Augmented or Rare weapon unlocks each installed part variant for this character: Family × Socket × Variant. Later Forge and Refit spend materials only. You cannot install a variant you have never salvaged. Trade or mail of finished gear does not grant the part. Invoke break is not salvage: no part unlock.
| Field | Example | Notes |
|---|---|---|
| Family | Auto, Fusion, Combat Blades | Must match the Frame’s family. Auto Barrel does not fit Pulse. |
| Socket | Barrel, Cell, Head | Locked maps: Gun Receiver Parts / Melee Family Parts. |
| Variant | Named catalog row (TBD) | Owns the numeric band. Not a new SKU per corp. |
| Host rarity gate | Augmented vs Rare | Rare variants do not install on Augmented. Common / Uncommon have no part sockets. |
| Corp finish | C1–C5 | Paint. Same variant, five looks. Mixed-corp kits allowed. |
Forge (Augmented / Rare weapons): unlocked Frame + Dual Stack Cells + rarity-stamped body mats + Stamps / Codas as usual. Then fill that family’s sockets from owned variants, or roll them cheaper (random). Empty sockets stay legal — family baseline still fires. Augmented typically 1–2 meaningful parts. Rare fills more. Guided Forge lets you pick the sockets you own. Armor Forge has no part pickers. Legendary / Unique / Apex Forge reprints the designer package — no part pickers, no Refit.
Refit: park an Augmented or Rare gun or melee. Each socket shows the installed variant vs the owned catalog. Swapping a variant spends a materials tax for that socket’s family mix at the item’s rarity, plus Dual Stack Cells. The old variant is not returned as a bag tile — it stays unlocked. Frame, cadence, affixes, and Phonons / Gems / Jewels do not change. Finish-only swap (same variant, new C1–C5) costs Dual Stack Cells only.
Refit tax by socket (counts TBD). Dual Stack Cells on every Refit. Parts never write RPM, charge ms, draw ms, or burst count — cadence stays on the Frame.
| Socket | Fits | Refit tax family |
|---|---|---|
| Barrel | Most kinetics, Shotgun, Sniper, GL, MG, Heavy Gun | Ferrospine |
| Magazine / Cylinder / Tube / Drum / Box | Most guns (alias per family) | Weldalloy |
| Optic / Sight | Most guns + Bow Sight | Optic Lens |
| Stock / Shoulder Brace | Long guns. Brace only on Hand Cannon + Sidearm | Sealant Mesh |
| Grip / Bipod-Grip | Most guns. Linear uses Grip, not Brace | Sealant Mesh |
| Accelerator Coil / Rail | Fusion / Linear | Capacitor Coil + Helion Prism |
| Emitter Lens | Trace | Helion Prism + Optic Lens |
| Cell | Fusion / Linear / Trace | Capacitor Coil |
| Tube | Rocket | Ferrospine |
| Warhead Rack | Rocket | Warhead Compound |
| Limbs | Bow | Limb Filament |
| String | Bow | Limb Filament |
| Quiver | Bow | Sealant Mesh |
| Bipod | MG / Heavy / Sniper | Weldalloy |
| Head / Blade / Bit / Tip / Talons / Cap | All melee. Maul heads lean Weldalloy | Ferrospine (Mauls: Weldalloy) |
| Guard / Collar / Knuckle Plate | All melee | Weldalloy |
| Haft / Grip / Shaft | All melee | Sealant Mesh |
| Weight / Pommel / Brace | All melee. Glaive Brace is melee-only Weight | Ferrospine + Weldalloy |
| Core / Cell / Servo | All melee. Staves / scepters lean energy | Capacitor Coil + Helion Prism on staves; Metals on edge |

Figure C5. Refit tax by socket. Dual Stack Cells on every Refit. Finish-only C1–C5 costs Cells only. Auto Barrel does not fit Pulse. Parts never write cadence.
Worked example — Rare Auto Refit (counts not locked): park a Rare Adaptive Auto. Swap Barrel to another owned Auto Barrel variant. Pay Rare Ferrospine + Dual Stack Cells. RPM stays 600. Prefixes stay. You cannot drop in a Pulse barrel.
What the Crafting Page Can Do
- Forge weapons (needs that Weapon Frame unlocked + heavy mats; on Augmented / Rare, owned part variants or random rolls + optional Phonon Shards/jewels/gems).
- Refit Augmented / Rare weapons (swap part variants or C1–C5 finish; socket tax + Dual Stack Cells; Inspect, not a park well).
- Craft armor (needs that Armor Blueprint unlocked + heavy mats).
- Assemble Phonon Chords into socketed bases (Shards in exact order + Chord recipe cost).
- Upgrade gem tiers / Phonon Shard tiers (3:1 plus material tax).
- Socketing services (random or guided) with material sinks.
- Socket / unsocket Artifacts (Unique / Apex paper-doll items only; one Artifact slot each). Legendary never.
- Repair / recharge / unsocket (Kha-Shard costs).
- Blood/Caster-style crafts — still need that Frame/Blueprint unlocked where applicable.
Apex crafting
Socket Sources (Updated)
- Natural drop sockets on gear.
- Quest specialist (Larzuk-analogue) may still max-socket with a fee.
- Crafting Page socket recipes — expensive, gated by an unlocked Blueprint/Frame + mats.
- Max sockets gated by base type + item level.
Economy Intent
- Lots of materials required → world exploration stays valuable.
- Breakdown gate → loot remains relevant; crafting cannot ignore drops. First salvage unlocks the key; mats stay the sink.
- Frames/Blueprints and part variants create chase layers on top of finished gear — chase the first breakdown of each identity.
- Anti-FOMO cosmetics stay separate and are priced in LUMENAR; power crafting is grind-honest, not shop-gated. Play-earned Credits buy the same looks.
Leave out of this catalog until called: grenade Ordnance crafts, tentacle grafts, Phonon Chord assembly (already Shards + tax), gem 3:1 upgrades, named part variant lists (sockets are locked; names/bands are data sheets), and corp-specific finishes as extra mats (C1–C5 are visual).

Crafting Page
Section titled “Crafting Page”Core Loop
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- Gather crafting materials from the world (nodes, enemies, chests, mission rewards).
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- Break down (salvage) a weapon or armor piece.
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- Breakdown yields: Weapon Frame OR Armor Blueprint (from that item) + additional crafting materials.
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- Open Crafting Page → select recipe → spend Frame/Blueprint + large material costs.
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- Output: crafted weapon/armor, upgrades, sockets, Phonon Chords, gem upgrades, etc.
Frames & Blueprints (Required Keys)
- Weapon Frame — required to craft or reforge weapons of that family/tier.
- Armor Blueprint — required to craft or reforge armor of that slot/tier.
- Frames/Blueprints are NOT world drops as finished keys — they come from breaking down gear.
- Higher-quality / elite / exotic breakdowns yield better Frames/Blueprints and more mats.
- Breaking down is a meaningful choice: you destroy the item to unlock crafting identity.
World Materials
- Scattered across planets, dungeons, raids, and open zones.
- Recipes demand large quantities — crafting is a sink, not a shortcut past loot.
- Material tiers track difficulty (Operative / Veteran / Apex Threat).
- Some rare reagents only appear in procedural story dungeons or raid tiers.
What the Crafting Page Can Do
- Craft weapons (needs Weapon Frame + heavy mats + optional Phonon Shards/jewels/gems).
- Craft armor (needs Armor Blueprint + heavy mats).
- Assemble Phonon Chords into socketed bases (Shards in exact order + Chord recipe cost).
- Upgrade gem tiers / Phonon Shard tiers (3:1 plus material tax).
- Socketing services (random or guided) with material sinks.
- Socket / unsocket Artifacts (Unique / Apex paper-doll items only; one Artifact slot each). Legendary never.
- Repair / recharge / unsocket (Kha-Shard costs).
- Blood/Caster-style crafts — still need Frame/Blueprint where applicable.
Socket Sources (Updated)
- Natural drop sockets on gear.
- Quest specialist (Larzuk-analogue) may still max-socket with a fee.
- Crafting Page socket recipes — expensive, gated by Blueprint/Frame + mats.
- Max sockets gated by base type + item level.
Economy Intent
- Lots of materials required → world exploration stays valuable.
- Breakdown gate → loot remains relevant; crafting cannot ignore drops.
- Frames/Blueprints create a second chase layer on top of finished gear.
- Anti-FOMO cosmetics stay separate; power crafting is grind-honest, not shop-gated.