Bahast Wiki

Crafting

Find Reagents and Sigils, then apply them from Inventory or Stash.

### Salvage carried equipment in Bahast

- Open Inventory while in Bahast and select Salvage to enter multi-select mode. Select one or more carried equipment items; the panel shows every exact recovery chance before anything is destroyed. Equipped items, the current Crafting Target, and Protected items cannot be selected. - Salvaging is irreversible and never creates a Buy Back entry. Normal, magic, rare, and Unique equipment have a 5%, 10%, 20%, and 35% chance respectively to recover exactly one Forge Scrap. - Magic equipment has a 15% chance to recover one Sigil, then chooses Enchanting 40%, Change 40%, or Augmentation 20%. Rare equipment has a 30% chance, then chooses among level-eligible Waking 70, Volatility 25, Elevation 4, and Transfiguration 1 weights after removing ineligible choices and renormalizing. Unique equipment has a 60% chance, then chooses Obliteration 50%, Refinement 30%, Elevation 10%, Transfiguration 7%, or Cleansing 3%. - God-Touched generated equipment independently has a 15% Vestige chance in addition to its ordinary rarity rolls. Every roll is independent, so all rolls may fail and the equipment is still destroyed. Unique or God-Touched selections require a second explicit confirmation. - Recovered currency enters carry inventory first and overflows to Crafting Reagents or the Sigil wallet. If every possible result cannot fit safely, the whole batch is refused and nothing is destroyed.

### Protect gear and use Salvaging currencies

- In Salvage mode, right-click carried equipment to toggle persistent Protected status. Protected equipment cannot be sold, auto-sold, trashed, salvaged, recast, or changed by crafting that can remove, replace, reroll, or worsen its state. - Forge Scrap Temper costs 1 and adds 1% quality up to 20%. Recast costs 5 and rerolls only scalable local base-property values; it keeps the same equipment base, identity, rarity, item level, quality, requirements, and affixes. Accessories can produce Forge Scrap but cannot use it. - Vestige of the Eight applies only to a found, normal-rarity, non-Unique, non-God-Touched base at Item Level 75 or higher. It adds a random association with one of the eight Haldir, excluding Aetherion, and does not add an affix.

### Where to find crafting resources

- Reagents and Sigils drop as carried items and may also be sold by Zarlyr at the Kurdam Shipyard Crafting Reagent Vendor. - Carried currency is in Inventory. Stored currency is at 5 Points Inn > Stash > Crafting Reagents. - Hover a currency before using it. Its description states the item type, rarity, affix space, and Item Level it requires.

### Use one from your inventory

- Open Inventory with the top Inventory button or I. - Find the Reagent or Sigil stack you want to use and read its description to see what it can change. - Right-click the stack to arm it. Its icon replaces the normal cursor while it is active. - Left-click a compatible, unequipped gear item in your carry inventory. - A successful craft spends one Reagent or Sigil and immediately updates the item.

Reagents and Sigils use the same controls. The difference is the effect and eligibility rules written on each currency.

### Use stored currency at the Stash

- Open the Stash in Bahast and select the Crafting Reagents tab. - Click or drag a carried gear item into the centered Crafting Target slot. It leaves your carry inventory and remains stored in that slot. - Left-click a stored Reagent or Sigil wallet cell to apply it directly to the crafting target. - When you are done, right-click the target to return it to the first open inventory slot, or drag it to the inventory or an eligible equipment slot.

### Cancel or apply repeatedly

- Right-click while a crafting currency is active to cancel it without spending anything. - Left-clicking equipped gear, an ineligible item, or the background also clears the active currency without spending it. - Hold Shift while left-clicking a valid carried item to keep the currency armed after a successful craft, as long as another one remains.

### A simple upgrade path

- Keep a normal-rarity base that matches the weapon or armor lane you want. - Enchanting turns a valid normal item into a magic item. Waking turns a valid normal item into a rare item with a full rare modifier set. - Exaltation turns a promising magic item into a rare item with exactly three modifiers while preserving every existing modifier and rolled value. This is the supported way to keep a valuable modifier such as Magic Find during the Magic-to-Rare upgrade; there is no general-purpose affix-lock tool. - Compare the result with your equipped item, then use more specialized Sigils only when their descriptions match the item's current state.

### Why a craft may not work

- The target must be unequipped when crafting from carry inventory. - Each currency has its own item type, rarity, open-affix, and item-level requirements. - Ordinary affix-changing Reagents and Sigils cannot modify authored Unique equipment. The Sigil of Transfiguration is the exception: it rerolls eligible authored numeric values within their original ranges without changing the Unique's identity, modifier package, or special mechanic. - You must still own at least one copy of the active currency. - Failed or cancelled attempts do not spend the currency. The game shows a message explaining why the action did not apply.

### Crafting authored Uniques

- Transfiguration is the only current crafting currency that can affect an authored Unique. It rerolls every variable value within that identity's approved ranges while preserving the base, identity, tier, item level, quality, and saved runtime state. - Every other Sigil and every Reagent rejects an authored Unique without being spent. Authored Uniques cannot gain ordinary prefixes or suffixes and cannot be stripped back to normal rarity.

### Learn more

The public wiki's Crafting section lists the exact effect, conditions, and reference data for every currency in the current build.