Every making table and station can be upgraded twice, to tier II and tier III. Each tier has its own name and look, and makes the piece better: tables take fewer materials or make finer things, the campfire cooks better dishes, the Augmentation Table rolls finer traits, the Grinder gives more back, and stations work faster on bigger batches. Upgrades need only their materials and spirits: no Jewels are needed.
How to upgrade
E at the piece to open its window and press UPGRADE in the window's header. A small window shows the next tier's name, what it costs and how each of its perks changes. Press UPGRADE there to pay and upgrade; it happens at once. An upgraded table also shows small gold marks at its foot (one for tier II, two for tier III, with a glow at tier III).
Materials come from your pack and your nearby stores, as at the bench. The tier belongs to that one piece: a second Crafting Table you build starts at tier I.
What each perk does
| Perk | Tier I | Tier II | Tier III |
|---|---|---|---|
| What it takes: the share of a recipe's materials and spirits you pay | 100% | 85% | 70% |
| Finer stats: what is made gets better stats | As made | +5 to 10% | +10 to 15% |
| A grade finer: chance a dish comes out one grade better | Never | 15% | 30% |
| One more dish: chance of one extra dish | Never | 10% | 20% |
| Finer traits: added to the trait-tier roll | As they come | +10% | +20% |
| Metal it takes: the share of the metal an augment costs | 100% | 75% | 50% |
| What comes back: the Grinder's share | 50% | 70% | 90% |
- What it takes is worked out for each material and each spirit, rounded up, and never below 1.
- Finer stats are rolled when the thing is made, each stat on its own. A weapon's power, swing and edge; a coat's defense, speed and health; companion gear's power, speed and health; a bow's power, draw and wear; a fishing pole's line, reel and wear. A charm gets one roll that raises all its effects. The item's page shows its rolls.
- A grade finer can't go past the top grade. One more dish adds one dish to a cook, however many you make at once.
- Finer traits moves the roll toward tier II and tier III traits. See Traits.
The tables
Crafting Table
Perks: what it takes, finer stats.
| Tier | Name | Cost |
|---|---|---|
| I | Crafting Table | 4 Wood, 2 Stone; 1 Water, 2 Earth spirits |
| II | Joiner's Bench | 10 Wood, 8 Stone, 3 Bronze Ingots, 4 Beechwood Planks; 1 Fire, 3 Water, 10 Earth spirits |
| III | Master Workshop | 6 Ironwood Planks, 5 Iron Ingots, 4 Glue; 2 Fire, 3 Water, 7 Earth spirits |
Charm Table
Perks: what it takes, finer stats.
| Tier | Name | Cost |
|---|---|---|
| I | Charm Table | 5 Wood, 2 Stone, 3 Any Grass; 2 Water, 1 Earth spirits |
| II | Jeweller's Table | 8 Wood, 2 Bronze Ingots, 1 Pearl, 2 Woolen Cloth; 1 Fire, 5 Water, 3 Earth spirits |
| III | Enchanter's Table | 4 Ironwood Planks, 2 Pearls, 2 Glass, 2 Wisp Essence; 1 Fire, 6 Water, 1 Earth, 1 Wind spirits |
Companion Workshop
Perks: what it takes, finer stats.
| Tier | Name | Cost |
|---|---|---|
| I | Companion Workshop | 6 Wood, 2 Hide, 4 Any Grass; 3 Water, 1 Earth spirits |
| II | Tailor's Workshop | 8 Wood, 4 Leather, 4 Woolen Cloth, 2 Bronze Ingots; 6 Water, 3 Earth, 2 Wind spirits |
| III | Master Kennel | 6 Linen, 6 Leather, 2 Oilskin; 7 Water, 5 Wind spirits |
Campfire
Perks: a grade finer, one more dish. See Cooking.
| Tier | Name | Cost |
|---|---|---|
| I | Campfire | 3 Wood, 2 Stone; 1 Fire, 1 Earth spirit |
| II | Stone Hearth | 14 Stone, 6 Wood, 4 Charcoal; 4 Fire, 1 Water, 8 Earth spirits |
| III | Cook Stove | 20 Stone, 4 Iron Ingots, 10 Peat, 2 Glass; 7 Fire, 16 Earth, 1 Wind spirits |
Augmentation Table
Perks: finer traits, metal it takes. See Augmentation.
| Tier | Name | Cost |
|---|---|---|
| I | Augmentation Table | 6 Wood, 12 Stone; 1 Fire, 1 Water, 3 Earth, 1 Wind spirits |
| II | Runed Altar | 16 Stone, 3 Iron Ingots, 2 Dubious Fiber, 1 Spirit Gem I; 1 Fire, 9 Earth, 2 Wind spirits |
| III | Altar of the Old Forces | 24 Stone, 4 Steel Ingots, 4 Wisp Essence, 2 Decent Fiber; 1 Fire, 1 Water, 18 Earth, 3 Wind spirits |
Grinder
Perk: what comes back. See The Grinder.
| Tier | Name | Cost |
|---|---|---|
| I | Grindstone | 6 Wood, 8 Stone; 1 Water, 3 Earth spirits |
| II | Treadle Grinder | 14 Stone, 6 Wood, 3 Bronze Ingots; 1 Fire, 1 Water, 11 Earth spirits |
| III | Spirit Mill | 20 Stone, 4 Iron Ingots, 2 Glass; 2 Fire, 16 Earth, 1 Wind spirits |
The stations
A station's tier sets its batch size, its speed, the share of materials, fuel and spirits it takes, and its chance of a lucky extra. See Stations.
| Tier | Batch | Time for each | Takes | Chance of one extra |
|---|---|---|---|---|
| I | 6 | 100% | 100% | None |
| II | 12 | 60% | 80% | 6% each |
| III | 24 | 36% | 65% | 12% each |
Furnace
| Tier | Name | Cost |
|---|---|---|
| I | Clay Furnace | 12 Stone, 4 Wood, 2 Any Grass; 2 Fire, 1 Water, 3 Earth spirits |
| II | Stone Bloomery | 20 Stone, 6 Wood, 4 Bronze Ingots, 4 Beechwood Planks; 3 Fire, 2 Water, 12 Earth spirits |
| III | Blast Furnace | 30 Stone, 8 Iron Ingots, 4 Glass, 10 Peat; 8 Fire, 23 Earth, 1 Wind spirits |
The Stone Bloomery is also the first furnace that can make Glass.
Sawmill
| Tier | Name | Cost |
|---|---|---|
| I | Sawhorse | 10 Wood, 2 Stone; 1 Water, 2 Earth, 2 Wind spirits |
| II | Saw Pit | 14 Wood, 6 Stone, 3 Bronze Ingots; 1 Fire, 3 Water, 7 Earth, 2 Wind spirits |
| III | Wind Sawmill | 8 Beechwood Planks, 6 Iron Ingots, 6 Linen, 4 Glue; 2 Fire, 6 Water, 6 Earth, 4 Wind spirits |
Loom
| Tier | Name | Cost |
|---|---|---|
| I | Hand Loom | 8 Wood, 4 Any Grass; 3 Water, 2 Earth spirits |
| II | Floor Loom | 6 Beechwood Planks, 2 Bronze Ingots, 3 Leather; 1 Fire, 4 Water, 2 Earth, 1 Wind spirits |
| III | Spirit Loom | 6 Ghostwood Planks, 4 Wisp Essence, 2 Oilskin; 7 Water, 2 Earth, 2 Wind spirits |
The Spirit Loom is the only loom that makes Spirit Silk and Epic Fiber.
Taking an upgraded piece down
When you take a table or station down yourself, you get back everything it cost: its own building cost plus the full cost of every upgrade it had, spirits included. Nothing is lost by taking it down, so you can move your workshop freely. You can also move it with MOVE, which keeps its tier (and a station's work) without taking it apart.