Discover a recurring character
Player Town opens after any recurring expedition character is discovered.
Unlock conditions, specialists, establishment costs, Barracks facilities, equipment services, and card resets.
Player Town opens after any recurring expedition character is discovered.
Each service requires its specialist, establishment payment, and any listed level requirement. Discovering one specialist does not unlock another specialist's service.
The Enchanter's Hut and Prep Room require this level in addition to their specialist and establishment costs.

Meet Allan Grail in Greenveil Frontier. Establishment costs 500 aurels and 10 Greenveil Iron Ingot and 10 Rainwood Timber.
Each rank gives every future Barracks candidate one random recruit-eligible proficiency level.
Each rank gives every future Barracks candidate one randomly allocated attribute point.
Each unlocked position gives a future candidate one random non-racial Ability Book ability. Further projects raise that position's starting ability level.
Permanently licenses the current roster, reserves, and future recruits to equip and fire Pistols and Blaster Rifles. It grants no combat statistics.
Barracks bonuses are generated separately for each persisted candidate. Hiring applies the exact attributes, proficiencies, abilities, and starting ability levels shown on that candidate's card.

Meet June Dultche in Cradle Drift. Establishment costs 500 aurels and 10 Maintenance Alloy Ingot and 10 Cradlewire.
A Trait reset returns each selected, resettable Trait rank as a new ordinary nine-card choice. Racial signatures, granted signatures such as Gun License, and existing unchosen choices remain unchanged. Protected signatures do not add to the reset cost.
100 aurels per selected rank.
A Mastery reset applies to one character and one Mastery-enabled proficiency. Every invested rank in that proficiency is returned as a Mastery choice.
500 aurels per invested rank.

Meet Kylier Evernuun in Glassmoon Memorial Reach and reach main character level 30. Establishment costs 500 aurels and 10 Memorial Alloy Ingot and 10 Bellglass Fragment.
Raises one existing affix to a supported tier while retaining its relative roll quality and saved craftsmanship.
Cost: 250 aurels per gained tier. Material cost equals the pattern's base cost multiplied by gained tiers and the item's total affix count.
Rerolls only the selected affix value within its legal range. The result can be lower, unchanged, or higher.
Cost: 100 aurels multiplied by the current affix tier. Material cost equals the pattern's base cost multiplied by that tier and the item's total affix count.
The selected item remains in Shared Inventory or Town Stash. Affix identity, affix count, rarity, and unrelated properties do not change. The item level and main character level limit the available tier. Drop-only affixes and equipment that increases experience cannot receive these upgrades or rerolls.

Meet Nim-Three in Cradle Drift and reach main character level 30. Establishment costs 500 aurels and 10 Maintenance Alloy Ingot and 10 Cradlewire.
Raises the base tier and supporting item level up to the main character's available tier. It preserves the base, set, Unique identity, and relative affix roll quality; affected numerical values scale with the new item level.
Cost: 250 aurels and the base construction recipe materials per gained tier. An item-level improvement within the same tier costs one tier's payment and materials.
Improves one rolled inherent property. A temper result is strictly higher and cannot exceed the legal maximum.
Cost: 100 aurels multiplied by the current base tier plus 25% of the tier-scaled construction materials, rounded up separately for each material with a minimum of one.
Base upgrades preserve the item's identity, affix identities and roll quality, sockets, and equipment-specific state. Affix values can scale with the new item level. The service does not downgrade higher-tier gear.