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Compendium

Part of The Deep, the endgame: start here

Emberforged & the Forge

Emberforged gear is the chase past Starmetal. The Forge works it line by line, spending a budget you can see, then climbs it rank by rank with Masterwork, and nothing is ever destroyed.

Emberforged gear

An Emberforged drop wears an ember border (Emberforged), carries one extra line (not on uniques), and rolls every line in the top quarter of its range. It also carries Forging Potential: 20–40, rolled when it drops.

  • Chart bosses at Tier 6 and up drop one Emberforged piece (epic or better, for your class).
  • Breach Wardens drop one, legendary or better.
  • Survey Shards at the Merchant roll one in the slot you choose.
  • An Emberforged unique gets no extra line, but its fixed stats run 8% hotter and its powers roll in the top quarter.
  • The uniques that drop Emberforged are the Deep uniques (Breach Wardens, chart bosses of tier 8 and up, Survey Shards). A campaign unique found in the world is never Emberforged; only a Survey Shard roll or the Curio Cart can hand you one.
  • Deep legendaries and sets (20 legendaries, 3 sets) and the 12 Deep uniques always drop Emberforged, and only from the Deep: chart bosses, Breach Wardens and Survey Shards.

The three actions

The Forge is the Smithy's sixth level (Town → Smithy: The Forge: Emberforged gear carries Forging Potential. Reforge a line, Temper a second ✦, Hone a ceiling — nothing is ever destroyed. Break every further seal.). Each action spends a random 3–8 Forging Potential: the range is shown before you pay, the roll after. Under 3 left, the item is spent and nothing more can be done to it. Nothing breaks.

ActionWhat it does
ReforgeRe-roll one line's value in the top quarter of its range and keep the higher: never worse.
TemperPay, then pick one of three new affixes for a line (or keep it). One tempered line per item, and never the ✦ enchanted one.
HoneOpen one line's ceiling 15% higher (and one tier up where its stat has a higher one). Once per item.
  • Reforge keeps the higher of the old and new value, so it can never make a line worse.
  • Temper shows three new affixes from different families, and at least one fits your class. Keeping the current line is free and your options wait for you. One tempered line (a second ✦) per item, never the line enchanted at the Smithy nor one whose seal was broken there.
  • A tempered line already counts as open: the Smithy's seals (gold, souls, starshards — plus 2 / 4 / 8 Emberglass on Emberforged gear) open further lines for the enchant.
  • Hone works once per item: the honed line's ceiling opens 15% higher, one tier up where its stat has a higher tier, and the line rolls again keeping the higher.

Costs

Gold and materials scale with item level; the Forging Potential spent is the roll shown on the button.

What a Forge action costs, by item level
ActionItem level 10Item level 20Item level 30Item level 40
Reforge310 gold + 3 arcane essence530 gold + 4 arcane essence750 gold + 5 arcane essence970 gold + 7 arcane essence
Temper670 gold + 4 arcane essence + 1 void crystal1,120 gold + 5 arcane essence + 2 void crystal1,570 gold + 6 arcane essence + 2 void crystal2,020 gold + 8 arcane essence + 3 void crystal
Hone920 gold + 2 void crystal + 1 forgotten soul1,520 gold + 3 void crystal + 1 forgotten soul2,120 gold + 3 void crystal + 1 forgotten soul2,720 gold + 4 void crystal + 2 forgotten soul

Survey Shards

A Survey Shard drops from a Pristine chart clear at Tier 8 or deeper (25% base chance, raised by the Survey) and from Breach Wardens (10%). Spend 1 at the Merchant for one Emberforged item in the slot you pick, optionally from one set (a chosen set always rolls a legendary set piece). It rolls like a Mystery Cache from epic up, with legendary odds ×3; the exact odds are printed before you spend.

The Curio Cart. Once the Deep has touched your account, the Merchant's Curios tab stocks 6 finished pieces a week at item level 5–10 above your Pyre Tier's top: two set pieces, a campaign unique, a Deep unique, a mythic and the marquee — every one Emberforged. Prices run 2–6 shards, with Emberglass (and a Starshard on the marquee) on the deep end. Sold means sold until the week rolls; the unsold stock rerolls for 3 Emberglass.

Survey Shard rarity odds
Pyre TierEpic or better
1–2epic 93.6% · legendary 6.4%
3 and upepic 92.0% · legendary 6.2% · mythic 1.7%

Masterwork

Each rank adds 4% to every magic line's rolled value. Ranks 4, 8, 12 are a Great Work: you pick one of three lines for ×1.25 on top. Paid in Emberglass; it does not touch Forging Potential. It works on Emberforged items only, from Smithy level 6: 12 ranks, +4% to every magic line a rank (+48% at rank 12), paid in gold and Emberglass, with a Starshard for the last four ranks. Masterwork and Forging Potential are independent: neither runs the other dry.

Masterwork ranks: every magic line gains 4% of its rolled value a rank; ranks 4, 8 and 12 are a Great Work (pick one of three lines for ×1.25 more)
RankEvery magic linePriceGreat Work
1+4%500 gold + 2 emberglass-
2+8%2,000 gold + 2 emberglass-
3+12%4,500 gold + 2 emberglass-
4+16%8,000 gold + 2 emberglassYes: pick 1 of 3
5+20%12,500 gold + 4 emberglass-
6+24%18,000 gold + 4 emberglass-
7+28%24,500 gold + 4 emberglass-
8+32%32,000 gold + 4 emberglassYes: pick 1 of 3
9+36%40,500 gold + 8 emberglass + 1 starshard-
10+40%50,000 gold + 8 emberglass + 1 starshard-
11+44%60,500 gold + 8 emberglass + 1 starshard-
12+48%72,000 gold + 8 emberglass + 1 starshardYes: pick 1 of 3
  • Great Work. Ranks 4, 8, 12 offer 3 of the item's lines to choose from. The one you pick gains ×1.25 on top of the rank bonus and a ✧ mark. It is always your choice, never a roll, and your options wait until you decide.
  • A unique's fixed ◆ lines are magic lines too: every rank and Great Work reaches them. Only Reforge and Temper stay ◇-only.
  • Unmake resets the item's Masterwork and Great Work lines and hands back 50% of the Emberglass you spent (rounded down). Gold and Starshards are not returned. Nothing is ever destroyed.

Emberglass

Cooled breach-glass: the Forge's masterwork currency. Dropped by deep chart bosses and Breach Wardens; no exchange. It is a material of its own and has no exchange: it cannot be traded up or broken down at the Smithy.

Where Emberglass comes from (it is not on the Smithy exchange)
SourceEmberglassNote
A chart boss, tier 6 and up2–4Alongside its guaranteed Emberforged piece.
A Breach Warden6Every Warden kill.
Spending a Survey Shard1On top of the Emberforged roll.
Tearing up a chart, tier 6 and uptier − 5Tier minus five: tier 6 pays 1, tier 16 pays 11.

Seals: enchant more than one line

Any item, Emberforged or not. Once an item has its enchanted ✦ line, every other line is sealed. Smithy level 5 breaks an item's first seal and level 6 every one after; the opened line (☆) can then be enchanted like the ✦ line, at the normal enchant price on top. Each seal on the same item costs more, there is no luck involved and nothing is destroyed. A Forge-tempered line already counts as open. Full rules: Town → Smithy → Seals.

Seal price on one item (gold = the item's first enchant gold × the multiplier)
SealGold ×MaterialsEmberforged addsGold at item level 10Gold at item level 20Gold at item level 30Gold at item level 40
1st seal×52 forgotten souls+2 Emberglass1,050 gold1,800 gold2,550 gold3,300 gold
2nd seal×154 forgotten souls + 1 starshard+4 Emberglass3,150 gold5,400 gold7,650 gold9,900 gold
3rd seal×403 starshards+8 Emberglass8,400 gold14,400 gold20,400 gold26,400 gold
4th seal and on×1006 starshards+8 Emberglass21,000 gold36,000 gold51,000 gold66,000 gold

Line ceilings

Every percentage line has a ceiling: the most one line can ever show, whatever its item level, Pyre Tier, Reforge, Hone, Masterwork or Smithy upgrade. A line at its ceiling carries a ⌃; Reforge won't spend potential on it, Hone only works while the next tier up has room, and a Great Work never offers it. Resistances roll 65% less often than other lines and a drop carries at most 1. Gear you already own is trimmed to the same ceilings.

Line ceilings: the most one magic line can ever show
StatCeiling
Max HP25%
Damage Reduction12%
Dodge8%
Dash Haste20%
Damage75%
Crit Chance10%
Crit Damage40%
Attack Speed15%
Skill Damage100%
Area Damage50%
Damage vs Elites75%
Move Speed12% (of the Wind) · 15% (Fleetfoot) · 25% (Galestep) · 8% (Striding) · 6% (of the Hare)
Cooldown Reduction15%
Max Resource %15%
Resource Regen40%
Resource on Hit0.9
Resource on Crit4.5
Resource per Kill4
Resource per 10% Health Lost4
Lifesteal6%
All Resistances20%
Fire Resistance35%
Cold Resistance35%
Lightning Resistance35%
Poison Resistance35%
Necrotic Resistance35%
Burn Resistance35%
Poisoning Resistance35%
Bleed Resistance35%
Chill & Freeze Resistance35%
Stun, Fear & Root Resistance30%
Duration of Harmful Effects20%
Status Effect Chance30%
Damage over Time50%
Gold Find40%
Magic Find40%
Experience15%
Potion Healing50%

Every affix with its ranges and ceiling: Items → Affixes.