The Forge
The forge is where gear you already own gets stronger. Each of your hero's 7 equipment slots carries its own forge level, from +1 up to +20, bought with gold and Arcanite. The level rides the slot, not the item in it, so swapping in a better piece keeps every level you have already paid for. A slot must have something equipped to be forged — there is nothing to strengthen in an empty one.
What a Forge Level Grants
Forging adds a flat bonus to a small, fixed set of stats. It never multiplies an item's own rolled stats, which means percentage stats — crit chance, crit damage, lifesteal, dodge, accuracy, attack speed — never move when you forge. Only the flat family does: attack, magic, defense, HP, and resistance. How much you get depends on two things: the slot's category, and the rarity of the item currently sitting in it.
- Weapon — flat power, folded into Attack for a physical weapon or Magic for a magical one.
- Armor (Helmet, Armor, Gloves, Boots) — flat Defense and HP.
- Accessory (Ring, Necklace) — a small flat Attack, Magic, and Resistance trio, so every class gains something.
Because the bonus is flat rather than proportional, low-rarity gear gains very little and the forge only becomes a serious lever once you are wearing rare, epic, or better. See Items for the rarity ladder and Stats for what each stat does.
Weapon slot
| Equipped rarity | Power / level | Total at +20 | Total at +20 |
|---|---|---|---|
| Common | +0.8 | +16 | +16 |
| Uncommon | +1.6 | +32 | +32 |
| Rare | +2.8 | +56 | +56 |
| Epic | +4.8 | +96 | +96 |
| Legendary | +10 | +200 | +200 |
| Cursed | +12.5 | +250 | +250 |
| Mythic | +15 | +300 | +300 |
| Divine | +19 | +380 | +380 |
Armour slots
| Equipped rarity | Defense / level | HP / level | Total at +20 (def / HP) | Total at +20 (def / HP) |
|---|---|---|---|---|
| Common | +0.1 | +0.5 | +2 / +10 | +2 / +10 |
| Uncommon | +0.2 | +1 | +4 / +20 | +4 / +20 |
| Rare | +0.36 | +1.8 | +7.2 / +36 | +7.2 / +36 |
| Epic | +0.64 | +3.2 | +12.8 / +64 | +12.8 / +64 |
| Legendary | +1.2 | +6 | +24 / +120 | +24 / +120 |
| Cursed | +1.5 | +7.5 | +30 / +150 | +30 / +150 |
| Mythic | +1.8 | +9 | +36 / +180 | +36 / +180 |
| Divine | +2.3 | +11.5 | +46 / +230 | +46 / +230 |
Accessory slots
Per forge level, on each accessory slot separately.
| Equipped rarity | Attack & Magic | Resistance | Total at +20 (atk / res) | Total at +20 (atk / res) |
|---|---|---|---|---|
| Common | +0.16 | +0.08 | +3.2 / +1.6 | +3.2 / +1.6 |
| Uncommon | +0.32 | +0.16 | +6.4 / +3.2 | +6.4 / +3.2 |
| Rare | +0.6 | +0.3 | +12 / +6 | +12 / +6 |
| Epic | +1.1 | +0.56 | +22 / +11.2 | +22 / +11.2 |
| Legendary | +2 | +1 | +40 / +20 | +40 / +20 |
| Cursed | +2.5 | +1.25 | +50 / +25 | +50 / +25 |
| Mythic | +3 | +1.5 | +60 / +30 | +60 / +30 |
| Divine | +3.8 | +1.9 | +76 / +38 | +76 / +38 |
Radiant Tempering: +21 to +20
Levels +1 to +20 are the standard forge, and each one grants the full per-level bonus in the tables above. Past that the forge enters Radiant Tempering, and the rules change in three ways:
- The bonus is NOT reduced. Each tempered level grants the exact same per-level bonus as levels +1 to +20 — a slot at +20 pays out the full 20 levels' worth, nothing tapered off. Tempering is still deliberately surplus headroom rather than a new power baseline; the Arcanite and gold cost below is what makes it late-game, not a smaller payout.
- The fee is Radiant Arcanite only. No coarse or refined Arcanite is accepted in this range — the scarcest material is the whole point of the tier.
- The gold breaks the curve. Levels +1 to +20 cost 26,457,750 gold in total; a single tempered level costs more than all ten of them put together.
Tempering is late-game by design: a gold and Arcanite sink for players who have already banked more of both than the standard forge can absorb.
The Cost Ladder
Each level is bought once, for one slot. The tempered levels are shaded.
| Level | Gold | Arcanite | Gold spent, cumulative |
|---|---|---|---|
| +1 | 150 | 8 Coarse Arcanite | 150 |
| +2 | 600 | 14 Coarse Arcanite | 750 |
| +3 | 1,350 | 22 Coarse Arcanite | 2,100 |
| +4 | 2,400 | 32 Coarse Arcanite | 4,500 |
| +5 | 3,750 | 3 Refined Arcanite, 36 Coarse Arcanite | 8,250 |
| +6 | 5,400 | 4 Refined Arcanite, 40 Coarse Arcanite | 13,650 |
| +7 | 7,350 | 6 Refined Arcanite, 44 Coarse Arcanite | 21,000 |
| +8 | 9,600 | 2 Radiant Arcanite, 3 Refined Arcanite, 48 Coarse Arcanite | 30,600 |
| +9 | 12,150 | 3 Radiant Arcanite, 3 Refined Arcanite, 53 Coarse Arcanite | 42,750 |
| +10 | 15,000 | 4 Radiant Arcanite, 4 Refined Arcanite, 58 Coarse Arcanite | 57,750 |
| +11 | 150,000 | 6 Radiant Arcanite, 2 Refined Arcanite, 64 Coarse Arcanite | 207,750 |
| +12 | 300,000 | 10 Radiant Arcanite, 2 Refined Arcanite, 70 Coarse Arcanite | 507,750 |
| +13 | 500,000 | 16 Radiant Arcanite, 3 Refined Arcanite, 77 Coarse Arcanite | 1,007,750 |
| +14 | 750,000 | 24 Radiant Arcanite, 3 Refined Arcanite, 85 Coarse Arcanite | 1,757,750 |
| +15 | 1,200,000 | 36 Radiant Arcanite, 4 Refined Arcanite, 94 Coarse Arcanite | 2,957,750 |
| +16 | 1,800,000 | 52 Radiant Arcanite, 6 Refined Arcanite, 103 Coarse Arcanite | 4,757,750 |
| +17 | 2,700,000 | 78 Radiant Arcanite, 7 Refined Arcanite, 113 Coarse Arcanite | 7,457,750 |
| +18 | 4,000,000 | 117 Radiant Arcanite, 10 Refined Arcanite, 124 Coarse Arcanite | 11,457,750 |
| +19 | 6,000,000 | 176 Radiant Arcanite, 12 Refined Arcanite, 136 Coarse Arcanite | 17,457,750 |
| +20 | 9,000,000 | 260 Radiant Arcanite, 15 Refined Arcanite, 150 Coarse Arcanite | 26,457,750 |
Taking one slot from bare to +20 costs 26,457,750 gold and 784 Radiant Arcanite, 87 Refined Arcanite, 1371 Coarse Arcanite. Pushing that same slot all the way to +20 costs 26,457,750 gold and 784 Radiant Arcanite, 87 Refined Arcanite, 1371 Coarse Arcanite. Multiply by 7 for a fully forged hero.
Arcanite
Arcanite is the forge's currency, in three tiers. It comes from salvaging gear you have outgrown and, in small amounts, from elite and boss loot.
Coarse Arcanite
Raw, unrefined motes salvaged from lesser gear. Rough, but the forge can still work with it.
Refined Arcanite
Purified crystal drawn from stronger relics. Denser, warmer to the touch, worth more to the forge.
Radiant Arcanite
A shard that still hums with a fallen boss's power. The rarest fuel any forge in the realm can accept.
Salvage
Any item in your bag can be salvaged into Arcanite, and you can bulk-salvage a whole rarity at once. Better gear melts into better material — legendary and above are the only reliable source of Radiant Arcanite, which makes the deep-floor loot table the real gate on tempering.
| Item rarity | Arcanite returned |
|---|---|
| Common | 1 Coarse Arcanite |
| Uncommon | 2 Coarse Arcanite |
| Rare | 4 Coarse Arcanite |
| Epic | 2 Refined Arcanite |
| Legendary | 1 Radiant Arcanite, 4 Refined Arcanite |
| Cursed | 2 Radiant Arcanite |
| Mythic | 3 Radiant Arcanite |
| Divine | 6 Radiant Arcanite |
Re-Targeting an Apex Relic
Apex relics — cursed, mythic, and divine — only drop; they can never be bought or fused into. When the game hands you an apex piece for a slot or class you do not play, the forge can re-target it: sacrifice 3 relics of the same tier, pay a Radiant Arcanite and gold fee, and choose the slot you actually need. The fee scales with the tier you are producing.
| Tier | Relics consumed | Arcanite fee | Gold fee |
|---|---|---|---|
| Cursed | 3 | 10 Radiant Arcanite | 40,000 |
| Mythic | 3 | 20 Radiant Arcanite | 75,000 |
| Divine | 3 | 45 Radiant Arcanite | 250,000 |
Ascension: Forging a Mythic
Re-targeting reshapes an apex relic you already own. Ascension is the one way to create one. It is the single exception to "apex is drop-only", and it is deliberately brutal.
Feed the Cube 10 legendary items — any slots, any mix, they need not match each other or the relic you are chasing — along with 50,000, and choose the slot you want. The attempt then rolls 1%.
- On a hit, a mythic relic in the chosen slot is yours.
- On a miss, the entire stake is destroyed. No consolation item, no partial refund. This is not the ordinary fuse, which always hands something back.
Nothing is wasted in the long run, though. Every failed attempt is counted, and once 100 have failed in a row the next attempt is guaranteed. A hit resets the count. So the chase always ends, even if it ends the hard way.
Cursed and divine have no forged path at all. Ascension mints mythic and nothing else.
The Deep Shop
There is one other way to hold a mythic without felling a boss for it. From floor 80 onward, a shop restock paid for in diamonds carries a 1% chance of putting a single mythic on the shelf, at a price to match. Free restock charges never roll it. Buy it and the offer is gone; it is one relic, not a stall.
See Items for every apex relic and Bosses for which fights can drop them.