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 +15, 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 +15 |
|---|---|---|---|
| Common | +0.4 | +4 | +4.6 |
| Uncommon | +0.8 | +8 | +9.2 |
| Rare | +1.4 | +14 | +16.1 |
| Epic | +2.4 | +24 | +27.6 |
| Legendary | +5 | +50 | +57.5 |
| Cursed | +8.5 | +85 | +97.75 |
| Mythic | +7.5 | +75 | +86.25 |
| Divine | +9.5 | +95 | +109.25 |
Armour slots
| Equipped rarity | Defense / level | HP / level | Total at +10 (def / HP) | Total at +15 (def / HP) |
|---|---|---|---|---|
| Common | +0.05 | +0.25 | +0.5 / +2.5 | +0.58 / +2.88 |
| Uncommon | +0.1 | +0.5 | +1 / +5 | +1.15 / +5.75 |
| Rare | +0.18 | +0.9 | +1.8 / +9 | +2.07 / +10.35 |
| Epic | +0.32 | +1.6 | +3.2 / +16 | +3.68 / +18.4 |
| Legendary | +0.6 | +3 | +6 / +30 | +6.9 / +34.5 |
| Cursed | +1 | +5 | +10 / +50 | +11.5 / +57.5 |
| Mythic | +0.9 | +4.5 | +9 / +45 | +10.35 / +51.75 |
| Divine | +1.15 | +5.75 | +11.5 / +57.5 | +13.23 / +66.13 |
Accessory slots
Per forge level, on each accessory slot separately.
| Equipped rarity | Attack & Magic | Resistance | Total at +10 (atk / res) | Total at +15 (atk / res) |
|---|---|---|---|---|
| Common | +0.08 | +0.04 | +0.8 / +0.4 | +0.92 / +0.46 |
| Uncommon | +0.16 | +0.08 | +1.6 / +0.8 | +1.84 / +0.92 |
| Rare | +0.3 | +0.15 | +3 / +1.5 | +3.45 / +1.73 |
| Epic | +0.55 | +0.28 | +5.5 / +2.8 | +6.33 / +3.22 |
| Legendary | +1 | +0.5 | +10 / +5 | +11.5 / +5.75 |
| Cursed | +1.7 | +0.85 | +17 / +8.5 | +19.55 / +9.78 |
| Mythic | +1.5 | +0.75 | +15 / +7.5 | +17.25 / +8.63 |
| Divine | +1.9 | +0.95 | +19 / +9.5 | +21.85 / +10.93 |
Radiant Tempering: +11 to +15
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 three ways:
- The bonus is tapered. Each tempered level grants 30% of a standard level's bonus, so a slot at +15 pays out as if it were +11.5. Tempering is real, felt progression, but it is deliberately surplus headroom rather than a new power baseline.
- 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 +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 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 | 2 Refined Arcanite, 6 Coarse Arcanite | 8,250 |
| +6 | 5,400 | 3 Refined Arcanite, 7 Coarse Arcanite | 13,650 |
| +7 | 7,350 | 4 Refined Arcanite, 9 Coarse Arcanite | 21,000 |
| +8 | 9,600 | 1 Radiant Arcanite, 2 Refined Arcanite, 2 Coarse Arcanite | 30,600 |
| +9 | 12,150 | 2 Radiant Arcanite, 2 Refined Arcanite, 3 Coarse Arcanite | 42,750 |
| +10 | 15,000 | 3 Radiant Arcanite, 3 Refined Arcanite, 3 Coarse Arcanite | 57,750 |
| +11 | 150,000 | 4 Radiant Arcanite | 207,750 |
| +12 | 300,000 | 7 Radiant Arcanite | 507,750 |
| +13 | 500,000 | 12 Radiant Arcanite | 1,007,750 |
| +14 | 750,000 | 18 Radiant Arcanite | 1,757,750 |
| +15 | 1,200,000 | 27 Radiant Arcanite | 2,957,750 |
Taking one slot from bare to +10 costs 57,750 gold and 6 Radiant Arcanite, 16 Refined Arcanite, 106 Coarse Arcanite. Pushing that same slot all the way to +15 costs 2,957,750 gold and 74 Radiant Arcanite, 16 Refined Arcanite, 106 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 | 5 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 |
See Items for every apex relic and Bosses for which fights can drop them.