Smithy
Salvage, upgrade (up to +10), enchant and forge your gear and your sellswords' — and exchange materials up or down the salvage ladder.
| Level | Cost | Unlocks |
|---|---|---|
| 1 | 100 gold + 5 Iron Scrap | Salvage gear into materials; upgrade gear up to +3. |
| 2 | 400 gold + 10 Iron Scrap + 2 Arcane Essence | Upgrade gear up to +5 — Awakening at +5 grants +1 magic bonus. |
| 3 | 1,200 gold + 6 Arcane Essence + 2 Void Crystal | Upgrade up to +7; Enchant: pay, then pick one of three new affixes for a line (or keep it). |
| 4 | 3,000 gold + 5 Void Crystal + 1 Forgotten Soul | Upgrade gear up to +9. |
| 5 | 7,000 gold + 3 Forgotten Soul + 1 Starshard | Upgrade up to +10 — second Awakening; salvage yields a bonus material; break an item's first seal to enchant a second line. |
| 6 | 20,000 gold + 6 Forgotten Soul + 3 Starshard | The Forge: Emberforged gear carries Forging Potential. Reforge a line, Temper a second ✦, Hone a ceiling — nothing is ever destroyed. Break every further seal. |
Enchant
- From Smithy level 3: pick an item (yours, or a sellsword's under Whose gear), then tap the affix to replace. Looking is free: tapping a line only shows its price; nothing is paid until you press Enchant this line.
- You then choose from four cards: the affix you have, or one of three new ones, each with its value, the range it can roll at that item level, and the change in Power. Tapping a card only selects it; Confirm applies your choice. Keeping the current affix is free — you already paid.
- The three new affixes always come from three different families (below; every resistance is one family, so you never see three resistances), never repeat a stat or an affix already on the item, and only roll what that item can have at its level. Armour, shields and helms have only Defense, Resistance and Resource lines, and they still offer at most one resistance. At least one option fits your class: your main ability, one of your damage types, your role, or one of the two resource triggers your class fires most.
- At least one option fits the wearer: their class's main ability or one of its damage types (else a stat the class leans on), whenever the item can roll one.
- Values roll exactly as on a drop at that item level and Pyre Tier.
- Once you take a new affix, that line (marked ✦) is the item's enchanted line and its other lines are sealed (🔒) — until you break a seal. Keeping the current affix doesn't lock anything: your next enchant may pick any line. Each enchant of the same item (kept or taken) costs more; the count stays with the item (stash, trades).
- Your three options wait on the item until you choose: close the window or come back later and they're still there (no paying again for a new set).
- Uniques: only the ◇ random affix can be enchanted.
| Family | Stats |
|---|---|
| Offense | to Hit, Damage, Damage per Hit, Crit Chance, Crit Damage, Attack Speed, Skill Damage, Area Damage, Damage vs Elites, Spell Save DC, Fire Damage, Cold Damage, Lightning Damage, Poison Damage, Radiant Damage, Necrotic Damage, Status Effect Chance, Damage over Time |
| Defense | Armor Class, Hit Points, Max HP, Damage Reduction, Dodge, Dash Haste, Thorns, HP Regen / s |
| Resistance | All Resistances, Fire Resistance, Cold Resistance, Lightning Resistance, Poison Resistance, Necrotic Resistance, Burn Resistance, Poisoning Resistance, Bleed Resistance, Chill & Freeze Resistance, Stun, Fear & Root Resistance, Duration of Harmful Effects, Immune to Chill & Freeze |
| Utility | Move Speed, Cooldown Reduction, Life on Hit, Lifesteal, Gold Find, Magic Find, Experience, Potion Healing |
| Attribute | Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, All Abilities |
| Resource | Max Resource, Max Resource %, Resource Regen, Resource on Hit, Resource on Crit, Resource per Kill, Resource per 10% Health Lost |
| Enchant of one item | Item level 5 | Item level 10 | Item level 20 | Item level 30 |
|---|---|---|---|---|
| 1st enchant | 135 gold + 1 essence | 210 gold + 2 essence | 360 gold + 3 essence | 510 gold + 4 essence |
| 2nd enchant | 203 gold + 1 essence | 315 gold + 2 essence | 540 gold + 3 essence | 765 gold + 4 essence |
| 3rd enchant | 270 gold + 1 essence | 420 gold + 2 essence | 720 gold + 3 essence | 1,020 gold + 4 essence |
| 4th enchant | 338 gold + 1 essence | 525 gold + 2 essence | 900 gold + 3 essence | 1,275 gold + 4 essence |
| 6th enchant | 473 gold + 1 essence | 735 gold + 2 essence | 1,260 gold + 3 essence | 1,785 gold + 4 essence |
Seals
- Once an item has its ✦ line, every other line is sealed. At the Smithy, tap a sealed line to see what breaking its seal costs; Break the seal asks once more before anything is paid.
- A broken seal (marked ☆) lets that line be enchanted just like the ✦ line — the normal enchant price applies on top, and it keeps climbing with every enchant of the item.
- Smithy level 5 breaks an item's first seal; level 6 every seal after. Each seal on the same item costs more (below). No luck involved and nothing is ever destroyed.
- A Forge-tempered line already counts as open. Uniques: only their ◇ random lines can be opened.
| 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 |
Exchange
| Material | Trade up | Break down |
|---|---|---|
| Iron Scrap | 8 → 1 Arcane Essence | — |
| Arcane Essence | 8 → 1 Void Crystal | 1 → 4 Iron Scrap |
| Void Crystal | 6 → 1 Forgotten Soul | 1 → 4 Arcane Essence |
| Forgotten Soul | 4 → 1 Starshard | 1 → 3 Void Crystal |
| Starshard | — | 1 → 2 Forgotten Soul |
Trade once or in batches of 10 or 100 (a batch goes through whole or not at all). Both directions take a cut — exchanging is for convenience, never a value loop.
Emberglass is not on this ladder and has no exchange: it is the Forge's Masterwork currency, found only in the deep (where it drops).
Level 6 opens the Forge for Emberforged gear: Reforge, Temper and Hone.