TimeWoven is the shard's item-augmentation layer — the way crafted and looted items become yours in a way that sticks. Items get sockets, sockets hold essence, infusion adds powerful effects, and taints are the mutation-and-tradeoff layer that makes augmentation feel meaningful rather than predictable.
This page covers how TimeWoven works and when to use it.
What TimeWoven Is
TimeWoven is not a replacement for crafting or for runic tools. It's a layer that sits on top of finished items:
- A weapon, armor piece, or eligible gear can receive a single TimeWovenSocket containing the item's augmentation.
- The socket carries a Tier (numeric strength), a Taint (one of seven mutation types), and a PreInfuseSnapshot of the item's pre-augmentation state for restoration purposes.
- Adding a socket is the act of infusing an essence into the item.
- The taint that comes with the socket is the cost-side of the augmentation.
The result is item-personalization: a serious player ends up with a small set of items they've genuinely shaped, distinct from anyone else's version of the same base item.
Sockets
A TimeWoven socket is a single augmentation attached to an item. Mechanics:
- Items don't start socketed. Socketing is a deliberate process performed at specific in-world locations or via specific tools.
- One TimeWovenSocket per item. The socket is the augmentation — there's no "fill multiple slots" mechanic. The augmentation's strength comes from the socket's Tier value, not from a count of sockets.
- The item's display tag reads "Time-Woven (Tier X) — TaintName", identifying both the tier and the taint clearly.
- Sockets can be cleared and re-applied, but with cost (essence isn't always recoverable).
The socketing decision is strategic. You don't socket every item — only items you intend to keep and invest in.
Essence
Essence is the infusion material. There is one source: the Time Token reward catalog. Verified from Scripts/custom/Core/PlaytimeTokenSystem.cs reward entries:
| Tier | Cost | Requirement | Effect |
|---|---|---|---|
| T1 | 10 Time Tokens | None | Weapon: +5% damage / +2 HP. Armor: +3 resists. Jewel/Cloth: +5 HP. |
| T2 | 25 Time Tokens | Order Rank 1+ | Weapon: +10% damage / +5 HP. Armor: +5 resists. Jewel/Cloth: +10 HP. |
| T3 | 50 Time Tokens | Order Rank 3+ | Weapon: +15% damage / +7 HP. Armor: +8 resists. Jewel/Cloth: +15 HP. |
All three tiers carry taint + confiscation risk — applying essence guarantees a taint mutation, and there's a confiscation mechanism that can claw augmented items back under specific conditions (see TimeWovenConfiscation system). The higher the tier, the bigger the upside but the more is at stake.
Essence is not a monster drop, not a champion-spawn reward, and not a crafting byproduct — those would be intuitive but aren't how the system works. It's deliberately tied to the Time Token economy: you spend playtime currency to buy essence, you accept the taint trade, you get the augmentation.
Infusion: Putting Essence into Sockets
Infusion places one essence on one item, creating a TimeWovenSocket carrying the augmentation:
- Use the essence; target the item; the socket is attached.
- Effects depend on item type (weapon / armor / jewel-or-cloth), all defined per-tier in the table above.
- The socket is durable — it stays on the item until the item is destroyed or confiscated.
- A taint mutation is always applied alongside.
Taints: The Mutation Layer
Taints are the most distinctive piece of TimeWoven. The TaintType enum has seven values, paired with the user-facing display names from GetTaintName (verified at TimeWovenTaints.cs:104-117) and the verified effects from Apply (cs:47-101):
| Enum value | Display name | Effect |
|---|---|---|
Brittle |
Brittle | neg.Brittle = 1 — item degrades faster |
Antique |
Antique | neg.Antique = 1 — accelerated decay |
StatPenalty |
Diminished | Weapon: -5 WeaponDamage. Armor: -3 each resist. Jewel/Cloth: -3 BonusHits. |
WeightIncrease |
Burdened | item.Weight * 1.5 |
MaladyExposure |
Malady Exposure | neg.Antique = 1 + armor PoisonBonus -5 |
Prized |
Prized | neg.Prized = 1 — doubles insurance cost, cannot be blessed |
StealthPenalty |
Expendable | neg.NoRepair = 1 + item.Weight * 1.5 |
All seven taints are negative. The page previously framed Prized as a "rare positive-only outcome" — that's wrong. neg.Prized = 1 is a NegativeAttribute (assignment goes through RunicReforging.GetNegativeAttributes); the effect doubles insurance cost and prevents the item from being blessed. Prized is the least bad taint, not a positive one.
Order-specific taint biasing (TimeWovenTaints.cs:27-44): if the infuser is a member of one of the three Orders, they have a 50% chance of rolling their Order's themed taint, otherwise they fall back to the generic 4-taint pool:
| Infuser membership | 50% biased toward |
|---|---|
| College of Chirurgeons | MaladyExposure |
| High Ledger | Prized |
| Velvet Hand | StealthPenalty |
| No Order | always rolls Utility.Random(4) — only Brittle / Antique / Diminished / Burdened |
Non-Order infusers cannot roll Malady Exposure, Prized, or Expendable. So the three "themed" taints are exclusive to Order members, and which taint you risk depends on which Order you joined.
Each socketed item carries exactly one taint, paired with the item's Tier value. The item's display string shows the taint name (e.g. "Time-Woven (Tier 2) — Burdened"), so you always know which mutation your socket carries.
The Pre-Infuse Snapshot System
Sockets preserve a pre-infuse snapshot of the item's state before the most recent infusion. Mechanics:
- When you infuse, the system records the item's state immediately before the infusion lands.
- If you decide the infusion's outcome (especially the taints) isn't worth keeping, you can revert the socket to the pre-infuse state.
- Reverting consumes the essence (it's not recoverable) but restores the item.
- The snapshot only covers the most recent infusion; you can't unwind multiple steps.
This is a safety net for high-stakes infusions. A player infusing a master-crafted runic weapon doesn't have to fear catastrophic taints — they can revert if the outcome is unworkable. The cost (essence consumed, infusion attempt wasted) is real but recoverable.
How TimeWoven Interacts with Crafting
TimeWoven and crafting are complementary, not competing:
- Crafted items have higher socket caps than randomly-rolled drops at the same tier — a master-crafted runic weapon can hold more essence than the same-stat dropped weapon.
- Some essence types are crafter-derived (alchemy, smithing byproducts) — the crafting economy feeds the augmentation economy.
- Top-end items are usually crafted and TimeWoven — the synergy is the design intent.
A pure crafter without a TimeWoven engagement makes good items. A crafter who pairs with infusers (or who infuses themselves) makes great items.
When to Use TimeWoven
A practical heuristic:
- Don't TimeWoven your starter gear. Save the investment for items you intend to keep through multiple skill levels.
- TimeWoven items at 90+ skill level. By then you know your build and what you want to optimize.
- Be ready to accept taints. If you can't tolerate any negative side-effect, the system isn't for you. Plan for trades.
- Use the pre-infuse snapshot. High-stakes infusions deserve the revert safety net — don't infuse blind on something irreplaceable.
- Track essence prices. Essence is its own market; some essence types are vastly more valuable than others.
TimeWoven is a long-arc system. Casual engagement gets you incremental gear improvements; serious engagement produces signature items.
Why TimeWoven Exists
The shard's design instinct: end-game character progression should produce items that feel personal, not just numerically better. A 100-skill character with a runic-crafted weapon and a fistful of essence has the same base options as anyone else; the finished item, after sockets / essence / taints, is uniquely theirs.
TimeWoven also gives serious crafters and dedicated players something to do beyond skill-grind. It's a layer where engagement compounds — the items you've shaped over months are visibly your work, in a way the stock UO item system doesn't quite reach.
Where to Read Next
- For the crafting layer TimeWoven sits on top of, Immortal Realm Crafting.
- For long-arc character progression context, Immortal Realm Progression.
- For the broader shard system map, Immortal Realm Custom Systems.
- The download page is the on-ramp when you're ready.


