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 +10 Total at +20
Common +0.8 +8 +16
Uncommon +1.6 +16 +32
Rare +2.8 +28 +56
Epic +4.8 +48 +96
Legendary +10 +100 +200
Cursed +12.5 +125 +250
Mythic +15 +150 +300
Divine +19 +190 +380

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Armour slots

Equipped rarity Defense / levelHP / level Total at +10 (def / HP) Total at +20 (def / HP)
Common +0.13 +0.5 +1.25 / +5 +2.5 / +10
Uncommon +0.25 +1 +2.5 / +10 +5 / +20
Rare +0.45 +1.8 +4.5 / +18 +9 / +36
Epic +0.8 +3.2 +8 / +32 +16 / +64
Legendary +1.5 +6 +15 / +60 +30 / +120
Cursed +1.88 +7.5 +18.75 / +75 +37.5 / +150
Mythic +2.25 +9 +22.5 / +90 +45 / +180
Divine +2.88 +11.5 +28.75 / +115 +57.5 / +230

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Accessory slots

Per forge level, on each accessory slot separately.

Equipped rarity Attack & MagicResistance Total at +10 (atk / res) Total at +20 (atk / res)
Common +0.16 +0.08 +1.6 / +0.8 +3.2 / +1.6
Uncommon +0.32 +0.16 +3.2 / +1.6 +6.4 / +3.2
Rare +0.6 +0.3 +6 / +3 +12 / +6
Epic +1.1 +0.56 +11 / +5.6 +22 / +11.2
Legendary +2 +1 +20 / +10 +40 / +20
Cursed +2.5 +1.25 +25 / +12.5 +50 / +25
Mythic +3 +1.5 +30 / +15 +60 / +30
Divine +3.8 +1.9 +38 / +19 +76 / +38

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Radiant Tempering: +11 to +20

Levels +1 to +10 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 four ways:

  • The bonus is NOT reduced. Each tempered level grants the exact same per-level bonus as levels +1 to +10 — 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 leans on Radiant Arcanite. Every tempered level still asks for coarse and refined Arcanite too, but its Radiant Arcanite price climbs far faster than the rest, and it is the scarcest of the three.
  • A try can miss. Each tempered level is a gamble, with the odds shown in the cost ladder below. A miss spends its gold and Arcanite but never takes a level away.
  • The gold breaks the curve. Levels +1 to +10 cost 57,750 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 for one slot. Up to +10 every try succeeds. From +11 onward a try can miss: the gold and Arcanite it cost are spent either way, but a miss never takes a level away, so you simply try again. The odds fall step by step, down to 22% for the last push to +20. The tempered levels are shaded, and the cumulative column counts the misses you should expect along the way.

LevelSuccessGold per tryArcanite per tryExpected gold, cumulative
+1 100% 150 8 Coarse Arcanite 150
+2 100% 600 14 Coarse Arcanite 750
+3 100% 1,350 22 Coarse Arcanite 2,100
+4 100% 2,400 32 Coarse Arcanite 4,500
+5 100% 3,750 3 Refined Arcanite
36 Coarse Arcanite
8,250
+6 100% 5,400 4 Refined Arcanite
40 Coarse Arcanite
13,650
+7 100% 7,350 6 Refined Arcanite
44 Coarse Arcanite
21,000
+8 100% 9,600 2 Radiant Arcanite
3 Refined Arcanite
48 Coarse Arcanite
30,600
+9 100% 12,150 3 Radiant Arcanite
3 Refined Arcanite
53 Coarse Arcanite
42,750
+10 100% 15,000 4 Radiant Arcanite
4 Refined Arcanite
58 Coarse Arcanite
57,750
+11 88% 150,000 6 Radiant Arcanite
2 Refined Arcanite
64 Coarse Arcanite
228,205
+12 80% 300,000 10 Radiant Arcanite
2 Refined Arcanite
70 Coarse Arcanite
603,205
+13 72% 500,000 16 Radiant Arcanite
3 Refined Arcanite
77 Coarse Arcanite
1,297,649
+14 64% 750,000 24 Radiant Arcanite
3 Refined Arcanite
85 Coarse Arcanite
2,469,524
+15 56% 1,200,000 36 Radiant Arcanite
4 Refined Arcanite
94 Coarse Arcanite
4,612,381
+16 48% 1,800,000 52 Radiant Arcanite
6 Refined Arcanite
103 Coarse Arcanite
8,362,381
+17 40% 2,700,000 78 Radiant Arcanite
7 Refined Arcanite
113 Coarse Arcanite
15,112,381
+18 33% 4,000,000 117 Radiant Arcanite
10 Refined Arcanite
124 Coarse Arcanite
27,233,593
+19 27% 6,000,000 176 Radiant Arcanite
12 Refined Arcanite
136 Coarse Arcanite
49,455,815
+20 22% 9,000,000 260 Radiant Arcanite
15 Refined Arcanite
150 Coarse Arcanite
90,364,906

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Taking one slot from bare to +10 costs 57,750 gold and 9 Radiant Arcanite, 23 Refined Arcanite, 355 Coarse Arcanite. Pushing that same slot all the way to +20 costs about 90,364,906 gold and 2644 Radiant Arcanite, 217 Refined Arcanite, 2981 Coarse Arcanite on average, counting expected misses; your own luck will land above or below that. 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

Coarse Arcanite

Raw, unrefined motes salvaged from lesser gear. Rough, but the forge can still work with it.

Refined Arcanite

Refined Arcanite

Purified crystal drawn from stronger relics. Denser, warmer to the touch, worth more to the forge.

Radiant Arcanite

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 richest salvage source of Radiant Arcanite (the Vault Exchange also trades rune shards for it), which makes the deep-floor loot table the real gate on tempering.

Item rarityArcanite returned
Common1 Coarse Arcanite
Uncommon2 Coarse Arcanite
Rare4 Coarse Arcanite
Epic2 Refined Arcanite
Legendary1 Radiant Arcanite, 4 Refined Arcanite
Cursed2 Radiant Arcanite
Mythic3 Radiant Arcanite
Divine6 Radiant Arcanite

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Re-Targeting an Apex Relic

Apex relics — cursed, mythic, and divine — mostly drop. Mythic and divine also have a forged path (below), all three can be summoned in the Summoning hall, and a deep shop restock can rarely stock a mythic, but no apex tier can ever be 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.

TierRelics consumedArcanite feeGold fee
Cursed 3 10 Radiant Arcanite 40,000
Mythic 3 20 Radiant Arcanite 75,000
Divine 3 45 Radiant Arcanite 250,000

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Ascension: Forging a Mythic

Re-targeting reshapes an apex relic you already own. Ascension is the Cube's way to create one, 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.

Divine Ascension: Forging a Divine

Once Infernal is unlocked, the same Cube offers a second, harder rung. Stake 3 mythic items of any class (any slots, any mix) along with 250,000, choose the slot you want, and the attempt rolls 2%.

  • On a hit, a divine relic in the chosen slot is yours.
  • On a miss, the entire stake is destroyed, with no refund.
  • Once 100 attempts in a row have missed, the next one is guaranteed. A hit resets the count.

Expect it to be slow. On average a divine costs about 43.5 attempts, roughly 131 mythics. Boss drops are the main road to a divine; Ascension is the slow, certain backup. Cursed relics have no forged path at all.

The Deep Shop

There is one other way to hold a mythic without felling a boss for it. While your hero is on floor 80 or deeper and has Nightmare unlocked, 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.