Crafting · two verbs · 29 patterns
Weaving
Draw the power out of equipment you no longer need, and put it back into equipment you do.
Unweaving yields Essence and Crystals. Applying a pattern imbues a permanent bonus on one item.
Not like the other fifteen
Weaving sits under Crafting and behaves almost nothing like the crafts beside it. It has no recipe list, not a short one but none at all. It has no per-tier actions: there are exactly two verbs at level 1 and the same two at level 99. And no gathering skill feeds it, because its raw material is equipment you were going to sell.
Unweave
Destroys one piece of equipment and returns Essence and Crystals.
Weave
Spends that material, plus a pattern you have learned, to put a permanent bonus on a piece you keep.
Everything else on this page is a parameter of those two.
Three tiers, and they are not the same tier
This is the part that catches people. A single weave can involve three different tier numbers, and nothing else in the game behaves this way.
| Which tier | What it controls |
|---|---|
| The item you unweave | Which tier of Essence and Crystal comes out. A tier four item yields tier four material. |
| The pattern you apply | The Weaving level required, the loom required, the cost, and the experience paid. |
| The item you weave onto | Must be at or above the pattern's tier, and its tier decides which tier of material you have to spend. |
Worked example: you might unweave a tier six blue for Solar material, then spend it applying a tier four pattern to a tier five helm. Three numbers, one weave.
What unweaving pays
The item's tier decides which material you get. Its rarity decides how much, and the two are independent.
| Rarity destroyed | Essence | Crystals |
|---|---|---|
| uncommon | 3 to 6 | none |
| rare | 8 to 12 | 1 to 2 |
| epic | 14 to 20 | 3 to 5 |
| legendary | Cannot be unwoven at all. | |
Greens are the Essence workhorse. Crystals come only from blue and better, which is what makes them a genuinely different material rather than expensive Essence. The game asks for confirmation before unweaving anything rare or better.
Which material comes out
Each tier has its own named Essence and Crystal, and they are not interchangeable. The names give no hint of their order, so this is the table worth keeping open.
| Tier | Essence | Crystal |
|---|---|---|
| T1 | Faint Essence | Clouded Crystal |
| T2 | Stable Essence | Clear Crystal |
| T3 | Potent Essence | Resonant Crystal |
| T4 | Deep Essence | Tectonic Crystal |
| T5 | Lunar Essence | Lunar Crystal |
| T6 | Solar Essence | Solar Crystal |
- A weave is paid for in the material of the item you are weaving onto. Improving a tier five chest costs Lunar Essence specifically, and a bag of Potent Essence will not do it.
- Nothing converts between tiers. Low-tier material stays low-tier, which is why unweaving a stack of old greens does not help you weave your current gear.
What a weave costs
Paid in Essence and Crystals of the target item's tier, and set by the pattern's rarity and tier.
| Pattern tier | common | uncommon | rare |
|---|---|---|---|
| T1 | 2 essence | 4 essence + 1 crystal | 6 essence + 1 crystal |
| T2 | 4 essence | 8 essence + 1 crystal | 12 essence + 2 crystal |
| T3 | 6 essence | 12 essence + 2 crystal | 18 essence + 3 crystal |
| T4 | 8 essence | 16 essence + 2 crystal | 24 essence + 4 crystal |
| T5 | 10 essence | 20 essence + 3 crystal | 30 essence + 5 crystal |
| T6 | 12 essence | 24 essence + 3 crystal | 36 essence + 6 crystal |
Common patterns never cost Crystals. That is the clean line between the free tier of the system and the rest.
The two gates
The pattern, at that tier. You cannot weave what you have not learned, and learning a pattern at tier three teaches you nothing about tier four. Each tier of each pattern is learned separately.
The loom. A tier six weave needs the tier six loom from Grand Weaver Orenna. This is the one place Weaving does behave like the other professions: the same six-rung ladder at levels 1, 15, 30, 45, 60 and 75. Because Weaving has no actions to hang the requirement on, the server enforces it directly and refuses the weave outright.
On top of both, the level needed to apply a pattern is its tier gate plus a penalty for rarity.
| Pattern tier | common | uncommon | rare |
|---|---|---|---|
| T1 | 1 | 4 | 7 |
| T2 | 15 | 18 | 21 |
| T3 | 30 | 33 | 36 |
| T4 | 45 | 48 | 51 |
| T5 | 60 | 63 | 66 |
| T6 | 75 | 78 | 81 |
Level 81 for a tier six rare weave is the deepest gate in the profession.
The patterns
A pattern's tier is spoken as a prefix rather than a numeral, and tier three takes none at all. So Minor Sturdy Weave, Sturdy Weave and Superior Sturdy Weave are the tier one, three and six versions of one pattern.
- T1 Minor
- T2 Lesser
- T3 no prefix
- T4 Greater
- T5 Major
- T6 Superior
There are 29 patterns but 63 things to collect, because the 9 uncommons exist at all six tiers and the 9 rares only at tier six. Commons have no item form.
11 commons granted by level
Each moves one stat, on specific slots. No item form: they arrive as your Weaving level rises.
-
Sturdy Weave Health chest, legs, shield - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
-
Reinforced Weave Armour head, chest, legs, shield - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
-
Keen Weave Accuracy head, hands, weapon - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
-
Forceful Weave Physical damage hands, weapon - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
-
Marksman's Weave Ranged damage hands, ranged-weapon - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
-
Arcane Weave Spell power head, hands, weapon - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
-
Restorative Weave Healing power head, hands, weapon - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
-
Flowing Weave Maximum mana head, chest, weapon - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
-
Nimble Weave Evasion legs, feet - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
-
Resolute Weave Damage reduction chest, shield - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
-
Warded Weave Magic resistance head, chest, shield - T1
- 0.5%
- T2
- 1%
- T3
- 1.5%
- T4
- 2%
- T5
- 2.5%
- T6
- 3%
9 uncommons found as diagrams
Found as diagrams at every tier. These are procs rather than flat stats. A diagram drops from any monster at that monster's own tier, at a deliberately small 0.4% a kill, so farming a pattern at the tier you want it is a real activity.
-
Emberstrike Pattern Attacks have a 20% chance to deal unmitigatable bonus damage weapon - T1
- 2.5%
- T2
- 5%
- T3
- 7.5%
- T4
- 10%
- T5
- 12.5%
- T6
- 15%
-
Sanguine Strike Pattern Attacks have a 20% chance to heal you for a share of the damage dealt weapon - T1
- 2.5%
- T2
- 5%
- T3
- 7.5%
- T4
- 10%
- T5
- 12.5%
- T6
- 15%
-
Crimson Siphon Pattern Spells have a 20% chance to heal you for a share of the spell damage dealt weapon - T1
- 2.5%
- T2
- 5%
- T3
- 7.5%
- T4
- 10%
- T5
- 12.5%
- T6
- 15%
-
Aegis Pattern Taking damage has a 10% chance to shield you, based on maximum health, for 15s shield - T1
- 2%
- T2
- 4%
- T3
- 6%
- T4
- 8%
- T5
- 10%
- T6
- 12%
-
Spellflare Pattern Damaging spells have a 20% chance to deal unmitigatable bonus magic damage magic-weapon - T1
- 2.5%
- T2
- 5%
- T3
- 7.5%
- T4
- 10%
- T5
- 12.5%
- T6
- 15%
-
Merciful Echo Pattern Healing spells have a 20% chance to heal the target again for a share of the heal divine-weapon - T1
- 3%
- T2
- 6%
- T3
- 9%
- T4
- 12%
- T5
- 15%
- T6
- 18%
-
Ironhide Pattern Taking damage has a 10% chance to reduce the next incoming attack chest - T1
- 6%
- T2
- 12%
- T3
- 18%
- T4
- 24%
- T5
- 30%
- T6
- 36%
-
Manaflow Pattern Casting has a 20% chance to refund part of the mana cost weapon - T1
- 5%
- T2
- 10%
- T3
- 15%
- T4
- 20%
- T5
- 25%
- T6
- 30%
-
Quickstrike Pattern Attacks have a 20% chance to shorten the wait before your next attack weapon - T1
- 5%
- T2
- 10%
- T3
- 15%
- T4
- 20%
- T5
- 25%
- T6
- 30%
9 rares from three-star bosses
Tier six only, from three-star dungeon set bosses. These are the build-defining ones.
-
Last Bastion Pattern Below 30% health, gain a shield for 30% of maximum health. Once every 60s chest Tier 6 only, at full strength.
-
Overwhelming Force Pattern Attacks have a 10% chance to make your next attack deal 150% increased damage weapon Tier 6 only, at full strength.
-
Font of Grace Pattern Healing has a 12% chance to make your next healing spell free. The free heal cannot re-trigger it divine-weapon Tier 6 only, at full strength.
-
Hunter's Rhythm Pattern Consecutive ranged attacks on one target grant 1.2% attack speed, up to 6% ranged-weapon Tier 6 only, at full strength.
-
Predator's Pattern Deal 12% increased damage to enemies below 30% health weapon, ranged-weapon Tier 6 only, at full strength.
-
Second Wind Pattern Once per combat, falling below 30% health restores 30% of maximum health over 10s chest, legs Tier 6 only, at full strength.
-
Unbroken Pattern Each consecutive hit from one enemy reduces damage from it by 1.2%, up to 6% chest Tier 6 only, at full strength.
-
Overflowing Grace Pattern Overhealing becomes a shield for 60% of the excess, capped at 10% of maximum health, for 15s divine-weapon, hands Tier 6 only, at full strength.
-
Spellchain Pattern Damaging spells have a 12% chance to make the next one free and 25% stronger. Cannot chain magic-weapon Tier 6 only, at full strength.
How Weaving levels
There are exactly three ways, and no others. Weaving has no trainable action you can leave running: every point comes from one of these three acts, and all of them quadruple every tier.
| Tier | Unweave | Weave | Learn a pattern |
|---|---|---|---|
| T1 | 5 | 25 | 20 |
| T2 | 20 | 100 | 80 |
| T3 | 80 | 400 | 320 |
| T4 | 320 | 1,600 | 1,280 |
| T5 | 1,280 | 6,400 | 5,120 |
| T6 | 5,120 | 25,600 | 20,480 |
Experience is paid at the weave's tier, not the item's: the strength applied is the work done. A tier six weave pays 1,024 times a tier one one, which is what makes low-tier weaving pointless once you have climbed.
Learning a pattern pays less than weaving one, which looks backwards and is not. A weave can be repeated forever, while a find pays once and there are only 63 diagrams in existence. If finds paid the same as weaves, collecting them all would carry a player almost to level 81 on its own.
Rules worth knowing first
- One active weave per item. Applying a second replaces the first and refunds nothing.
- Unweaving destroys the item. There is no recovery.
- Legendaries cannot be unwoven.
- A woven item keeps its own place in the bag, so two identical helms stop stacking once one is woven.
- A weave that fires mid-fight shows on the combat strip while it is up.