Quality: your craftsmanship score
The post-craft panel describes quality as a reflection of how well the weapon was made. Higher quality raises market value, which makes the anvil and grindstone timing more than cosmetic minigames.

Desire stats: what makes the right buyer care
The demo tutorial separates “value” from characteristics that drive customer desire. That distinction matters: a weapon can be well-made yet still be a poor fit for the person walking into the shop.

Popular attributes rotate
The town’s popular attributes change every few days in the current demo. The UI can surface the current set, and examples include neutral damage, slashing, heavy, balanced or indestructible. Do not build a permanent tier list from one in-game day.

Part rolls are not carbon copies
Components purchased from the same category are not always statistically identical. Before assembling a commission or a high-value display weapon, compare the actual modifiers on the parts in front of you.
Rule of thumb: demand first, part roll second, crafting quality third. You need all three to line up for an efficient sale.

