- Home
- Compendium
- Forge
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.
| Action | What it does |
|---|---|
| Reforge | Re-roll one line's value in the top quarter of its range and keep the higher: never worse. |
| Temper | Pay, then pick one of three new affixes for a line (or keep it). One tempered line per item, and never the ✦ enchanted one. |
| Hone | Open 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.
| Action | Item level 10 | Item level 20 | Item level 30 | Item level 40 |
|---|---|---|---|---|
| Reforge | 310 gold + 3 arcane essence | 530 gold + 4 arcane essence | 750 gold + 5 arcane essence | 970 gold + 7 arcane essence |
| Temper | 670 gold + 4 arcane essence + 1 void crystal | 1,120 gold + 5 arcane essence + 2 void crystal | 1,570 gold + 6 arcane essence + 2 void crystal | 2,020 gold + 8 arcane essence + 3 void crystal |
| Hone | 920 gold + 2 void crystal + 1 forgotten soul | 1,520 gold + 3 void crystal + 1 forgotten soul | 2,120 gold + 3 void crystal + 1 forgotten soul | 2,720 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.
| Pyre Tier | Epic or better |
|---|---|
| 1–2 | epic 93.6% · legendary 6.4% |
| 3 and up | epic 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.
| Rank | Every magic line | Price | Great 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 emberglass | Yes: 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 emberglass | Yes: 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 starshard | Yes: 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.
| Source | Emberglass | Note |
|---|---|---|
| A chart boss, tier 6 and up | 2–4 | Alongside its guaranteed Emberforged piece. |
| A Breach Warden | 6 | Every Warden kill. |
| Spending a Survey Shard | 1 | On top of the Emberforged roll. |
| Tearing up a chart, tier 6 and up | tier − 5 | Tier 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 | Gold × | Materials | Emberforged adds | Gold at item level 10 | Gold at item level 20 | Gold at item level 30 | Gold at item level 40 |
|---|---|---|---|---|---|---|---|
| 1st seal | ×5 | 2 forgotten souls | +2 Emberglass | 1,050 gold | 1,800 gold | 2,550 gold | 3,300 gold |
| 2nd seal | ×15 | 4 forgotten souls + 1 starshard | +4 Emberglass | 3,150 gold | 5,400 gold | 7,650 gold | 9,900 gold |
| 3rd seal | ×40 | 3 starshards | +8 Emberglass | 8,400 gold | 14,400 gold | 20,400 gold | 26,400 gold |
| 4th seal and on | ×100 | 6 starshards | +8 Emberglass | 21,000 gold | 36,000 gold | 51,000 gold | 66,000 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.
| Stat | Ceiling |
|---|---|
| Max HP | 25% |
| Damage Reduction | 12% |
| Dodge | 8% |
| Dash Haste | 20% |
| Damage | 75% |
| Crit Chance | 10% |
| Crit Damage | 40% |
| Attack Speed | 15% |
| Skill Damage | 100% |
| Area Damage | 50% |
| Damage vs Elites | 75% |
| Move Speed | 12% (of the Wind) · 15% (Fleetfoot) · 25% (Galestep) · 8% (Striding) · 6% (of the Hare) |
| Cooldown Reduction | 15% |
| Max Resource % | 15% |
| Resource Regen | 40% |
| Resource on Hit | 0.9 |
| Resource on Crit | 4.5 |
| Resource per Kill | 4 |
| Resource per 10% Health Lost | 4 |
| Lifesteal | 6% |
| All Resistances | 20% |
| Fire Resistance | 35% |
| Cold Resistance | 35% |
| Lightning Resistance | 35% |
| Poison Resistance | 35% |
| Necrotic Resistance | 35% |
| Burn Resistance | 35% |
| Poisoning Resistance | 35% |
| Bleed Resistance | 35% |
| Chill & Freeze Resistance | 35% |
| Stun, Fear & Root Resistance | 30% |
| Duration of Harmful Effects | 20% |
| Status Effect Chance | 30% |
| Damage over Time | 50% |
| Gold Find | 40% |
| Magic Find | 40% |
| Experience | 15% |
| Potion Healing | 50% |
Every affix with its ranges and ceiling: Items → Affixes.