What the forge does
The forge raises an item’s tier (up to 10). Weapons, helmets, armors, legs and boots with a classification can be forged; the classification sets the maximum tier. The tier stays on that copy of the item, and forged items can be listed on the market. Items with an active imbuement can’t be forged, and fusion and transfer are not allowed during a hunt.
Dust, slivers and cores
Dust is a per-character counter earned from influenced creatures. Your dust limit starts at 100 and can be raised to 325; dust above the limit is lost. 60 dust become 3 slivers, and 50 slivers become 1 Exalted Core.
Fusion and transfer
- Fusion: two copies of the same item at the same tier, 100 dust plus gold. Base success 50%; one Exalted Core raises it to 65%, and another core gives 50% chance to avoid the loss on failure. On failure the second item loses one tier (or is destroyed at tier 0).
- Convergence fusion (classification 4): two different items of the same slot, 130 dust, always succeeds.
- Transfer: moves a tier (minus one) from a donor to a tier-0 item of the same classification and slot, 100 dust plus gold and cores; the donor is destroyed. Convergence transfer (classification 4) keeps the full tier and costs 160 dust.
| Classification | Resulting tier | Gold | Cores (transfer) |
|---|---|---|---|
| 1 | 1 | 25,000 | 1 |
| 2 | 1 | 750,000 | 1 |
| 2 | 2 | 5,000,000 | 1 |
| 3 | 1 | 4,000,000 | 1 |
| 3 | 2 | 10,000,000 | 2 |
| 3 | 3 | 20,000,000 | 3 |
| 4 | 1 | 8,000,000 | 1 |
| 4 | 2 | 20,000,000 | 2 |
| 4 | 3 | 40,000,000 | 5 |
| 4 | 4 | 65,000,000 | 10 |
| 4 | 5 | 100,000,000 | 15 |
| 4 | 6 | 250,000,000 | 25 |
| 4 | 7 | 750,000,000 | 35 |
| 4 | 8 | 2,500,000,000 | 50 |
| 4 | 9 | 8,000,000,000 | 60 |
| 4 | 10 | 15,000,000,000 | 85 |
Tier effects
Each tier gives a chance-based effect depending on the slot: Onslaught (weapon, +60% damage), Ruse (armor, dodges the hit), Momentum (helmet, spell cooldowns −2 s), Transcendence (legs, avatar form for 7 s) and Amplification (boots, multiplies the other four).
| Effect | T1 | T2 | T3 | T4 | T5 | T6 | T7 | T8 | T9 | T10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Onslaught | 0.5% | 1.05% | 1.7% | 2.45% | 3.3% | 4.25% | 5.3% | 6.45% | 7.7% | 9.05% |
| Ruse | 0.5% | 1.03% | 1.62% | 2.28% | 3% | 3.78% | 4.62% | 5.52% | 6.48% | 7.51% |
| Momentum | 2% | 4.05% | 6.2% | 8.45% | 10.8% | 13.25% | 15.8% | 18.45% | 21.2% | 24.05% |
| Transcendence | 0.13% | 0.27% | 0.44% | 0.64% | 0.86% | 1.11% | 1.38% | 1.68% | 2% | 2.35% |
| Amplification | 2.5% | 5.4% | 9.1% | 13.6% | 18.9% | 25% | 31.9% | 39.6% | 48.1% | 57.4% |
Influenced creatures
In normal hunts, a creature can spawn influenced (1 to 5 stars): stronger, worth more experience, and it drops dust. In a party, every member rolls the dust.
| Stars | Spawn chance | HP | Damage | XP |
|---|---|---|---|---|
| ★ | 0.1% | +50% | +35% | +10% |
| ★★ | 0.08% | +65% | +45% | +20% |
| ★★★ | 0.05% | +80% | +55% | +30% |
| ★★★★ | 0.02% | +95% | +65% | +40% |
| ★★★★★ | 0.01% | +110% | +75% | +50% |
Find a Fiend multiplies these chances by 2 for 200 gold × level per hunting hour. In a party the leader’s choice counts, and every member pays for their own level.