Forge
Upgrade equipment tiers and rarity, manage affixes, and convert Forge resources.
From the hunt to the anvil
Gather Dust from Influenced and Fiendish creatures, then refine it into the materials used by advanced Forge actions.
Dust
Hunt reward
3 Slivers
First refinement
1 Exalted Core
Advanced material
Five slots. Five powers.
Each tiered equipment slot awakens a different Forge effect.
-
Weapon
Onslaught
-
Armor
Ruse
-
Helmet
Momentum
-
Legs
Transcendence
-
Boots
Amplification
How To Open The Forge
Use the Forge button in the game client's main panel. Its tooltip reads Open Exaltation Forge; select it to open the Forge window.
The window shows eligible equipment from your inventory and containers. Gold may be paid from carried coins and your bank balance. Its active tabs are Tier Up, Rarity Up, Affix, Convert, and History.
Forge Resources
Influenced creatures
Influenced creatures appear with 1–5 influence stacks. More stacks make the creature harder and more rewarding:
| Stacks | Health | Attack | Experience | Dust roll |
|---|---|---|---|---|
| 1 | 1.50x | 1.35x | 1.10x | 1–3 |
| 2 | 1.65x | 1.45x | 1.20x | 2–6 |
| 3 | 1.80x | 1.50x | 1.30x | 3–9 |
| 4 | 1.95x | 1.50x | 1.40x | 4–12 |
| 5 | 2.10x | 1.50x | 1.50x | 5–15 |
Each eligible killer receives a personal random Dust roll from the stack value up to three times that value. Shared-experience party members receive their own roll. Dust is added only up to each character's current Dust limit.
Fiendish creatures
Fiendish creatures have 15 stacks, 3.60x health, 1.50x attack, and 2.50x experience. A kill grants a personal 15–45 Dust roll and drops 3–7 Slivers into the corpse.
The world can hold up to 500 Influenced creatures and 10 Fiendish creatures at once. A Fiendish creature remains empowered for up to one hour before the mark moves on.
Tier Up
Tier Up raises one eligible item at a time. The maximum item tier is T10. Equipment belongs to Forge Class 1–4; the class and the target tier determine the gold price.
Every attempt costs 100 Dust plus the listed gold. A successful attempt normally adds 1 tier, with a separate 1% chance to gain 2 tiers instead. The result never exceeds T10. The item keeps its rarity, affixes, and custom attributes.
Success, Improve And Protect
| Option | Additional cost | Active effect |
|---|---|---|
| Base attempt | None | 50% base success chance. |
| Improve | 1 Exalted Core | Guarantees the Tier Up attempt in the current server implementation. |
| Protect | 1 Exalted Core | Prevents tier loss if the attempt fails. |
| Improve + Protect | 2 Exalted Cores | Applies both effects. |
The client currently displays 65% with Improve selected, but the current server code treats the consumed Improve Core as an automatic success. Event bonuses can also raise the displayed base chance when a Forge bonus weekend is active.
Gold, Dust, and any selected Cores are consumed when the attempt is made. On failure, the item either stays at its current tier or loses one tier according to the table below. Protect changes every listed loss chance to 0%.
| Current tier | Tier-loss chance on failure |
|---|---|
| T0 | 0% |
| T1 | 50% |
| T2 | 60% |
| T3 | 70% |
| T4 | 80% |
| T5 | 90% |
| T6 | 100% |
| T7 | 100% |
| T8 | 100% |
| T9 | 100% |
| T10 | 100% |
Tier Gold Costs
All prices below are for the target tier and are charged together with 100 Dust.
| Target tier | Class 1 | Class 2 | Class 3 | Class 4 |
|---|---|---|---|---|
| T1 | 25k | 60k | 100k | 160k |
| T2 | 100k | 180k | 280k | 400k |
| T3 | 250k | 450k | 650k | 800k |
| T4 | 650k | 900k | 1.1m | 1.3m |
| T5 | 1m | 1.35m | 1.65m | 2m |
| T6 | 2.5m | 3.4m | 4.2m | 5m |
| T7 | 7.5m | 10m | 12.5m | 15m |
| T8 | 25m | 34m | 42m | 50m |
| T9 | 80m | 110m | 135m | 160m |
| T10 | 150m | 200m | 250m | 300m |
Forge Effects
An item's tier activates a Forge effect based on its equipment slot:
| Effect | Equipment | What it does |
|---|---|---|
| Onslaught | Weapons | Chance to deal an additional hit worth 60% of the triggering damage. |
| Ruse | Armor | Chance to avoid an incoming attack from another creature. |
| Momentum | Helmets | Chance during combat to reduce active spell cooldowns by 2 seconds. |
| Transcendence | Legs | Chance after an aggressive action to become your vocation Avatar for 7 seconds. |
| Amplification | Boots | Raises the trigger chance of your other Forge effects. |
These are the effective chances produced by the active server coefficients:
| Tier | Onslaught | Ruse | Momentum | Transcendence | Amplification |
|---|---|---|---|---|---|
| T1 | 0.50% | 0.50% | 2.00% | 0.13% | 2.50% |
| T2 | 1.05% | 1.03% | 4.05% | 0.27% | 5.40% |
| T3 | 1.70% | 1.62% | 6.20% | 0.44% | 9.10% |
| T4 | 2.45% | 2.28% | 8.45% | 0.64% | 13.60% |
| T5 | 3.30% | 3.00% | 10.80% | 0.86% | 18.90% |
| T6 | 4.25% | 3.78% | 13.25% | 1.11% | 25.00% |
| T7 | 5.30% | 4.62% | 15.80% | 1.38% | 31.90% |
| T8 | 6.45% | 5.52% | 18.45% | 1.68% | 39.60% |
| T9 | 7.70% | 6.48% | 21.20% | 2.00% | 48.10% |
| T10 | 9.05% | 7.51% | 24.05% | 2.35% | 57.40% |
Rarity Up
Rarity Up advances an eligible item one step at a time. Improve adds 15 percentage points and costs 1 additional Exalted Core. A Forge bonus weekend can add another server-wide success bonus.
| Upgrade | Base chance | With Improve | Base cost | Improve cost |
|---|---|---|---|---|
| None → Rare | 75% | 90% | 250k gold | +1 Exalted Core |
| Rare → Epic | 45% | 60% | 1m gold + 150 Dust + 20 Slivers | +1 Exalted Core |
| Epic → Legendary | 20% | 35% | 1.5m gold + 150 Dust + 1 Exalted Core | +1 Exalted Core |
Every selected resource is consumed when you attempt the upgrade. A failure leaves the item unchanged. A success fills any missing affix slots with random valid affixes.
The Forge rarity path ends at Legendary. Higher rarities may exist through other loot systems, but this tab cannot create them.
Affix
The Affix tab works directly on eligible equipment and offers three actions:
| Action | Chance | Cost | Result |
|---|---|---|---|
| Fill missing slots | 100% | 100 Dust per empty slot | Adds random valid affixes until all rarity slots are filled. |
| Reroll level I | 100% | 25 Dust | Replaces the chosen affix and keeps level I. |
| Reroll level II | 100% | 50 Dust | Replaces the chosen affix and keeps level II. |
| Reroll level III | 100% | 100 Dust | Replaces the chosen affix and keeps level III. |
| Empower I → II | 60% | 100 Dust | Raises the selected affix to level II on success. |
| Empower II → III | 35% | 250 Dust | Raises the selected affix to level III on success. |
A reroll chooses a different affix valid for that item, avoids duplicates, and respects the weapon damage-over-time limit. A failed empowerment consumes the Dust but leaves the affix at its current level. Level III is the maximum.
See Item Affixes for the full affix pool, equipment restrictions, and exact level I–III values.
Convert
| Conversion | Result | Requirement |
|---|---|---|
| 60 Dust | 3 Slivers | Enough Dust. |
| 50 Slivers | 1 Exalted Core | Enough Slivers. |
| 100 Dust | 1 Forge Dust Crystal | Enough Dust and inventory space. |
| 1 Forge Dust Crystal | 100 Dust | At least 100 free points below your Dust limit. |
A Forge Dust Crystal stores exactly 100 Dust, letting you trade or save it as an item before redeeming it later.
Increasing The Dust Limit
Each upgrade adds 20 to your Dust limit, up to a maximum of 10,000. Its price is your current limit minus 75, never less than zero. The Forge shows the exact Dust cost before confirmation. Characters already at 10,000 cannot increase it further.
History
History lists recorded Tier Up attempts and resource conversion entries, including their results and costs. Rarity Up and Affix outcomes are confirmed immediately by server messages rather than added to this list.
Use History to review recent Forge activity after closing and reopening the window. For every possible affix and its combat values, continue to the Item Affixes catalogue.
