Guide Β· Forge

The forge: upgrading gear to +20

A blacksmith can push a weapon, armour piece or charm far beyond its catalogue numbers - for gold, and with a risk that grows with every level.

What the forge does

The forge is run by a blacksmith character on the map. Place a weapon, an armour piece or a piece of jewellery on the anvil and strike: a successful blow raises it by one level, up to +20. Potions and other supplies cannot be forged.

Every level adds 8% of the item's own base numbers - damage, armour, health, mana, dodge, block and critical bonus. A +10 item fights with 1.8 times its catalogue values and a +20 item with 2.6 times. A +10 dagger is still a dagger, just a much better one. Upgraded copies stack separately, so the same sword at +0 and at +5 takes two bag slots.

The odds at every level

Each blow ends in one of three ways: success (the item gains a level), no change (it stays as it was) or destroyed (the item is lost). Success starts at 92% and drops by 4.4 points per level. Items below +3 cannot break; from there the risk grows by 2.2 points per level. This table is generated from the live server rules:

BlowSuccessNo changeDestroyedGold per blow (1,000-gold item)
+0 β†’ +192%8%0%120
+1 β†’ +287.6%12.4%0%162
+2 β†’ +383.2%16.8%0%204
+3 β†’ +478.8%19%2.2%246
+4 β†’ +574.4%21.2%4.4%288
+5 β†’ +670%23.4%6.6%330
+6 β†’ +765.6%25.6%8.8%372
+7 β†’ +861.2%27.8%11%414
+8 β†’ +956.8%30%13.2%456
+9 β†’ +1052.4%32.2%15.4%499
+10 β†’ +1148%34.4%17.6%540
+11 β†’ +1243.6%36.6%19.8%582
+12 β†’ +1339.2%38.8%22%624
+13 β†’ +1434.8%41%24.2%666
+14 β†’ +1530.4%43.2%26.4%708
+15 β†’ +1626%45.4%28.6%750
+16 β†’ +1721.6%47.6%30.8%792
+17 β†’ +1817.2%49.8%33%834
+18 β†’ +1912.8%52%35.2%876
+19 β†’ +208.4%54.2%37.4%918

The server decides the result the moment you strike; the few seconds of animation are only for show.

What a blow costs

You pay gold for every blow, whatever the result. The base price is 12% of the item's value, never less than 20 gold, and every level already on the item adds 35% of that base. A 1,000-gold sword costs 120 gold per attempt at +0 and 918 gold per attempt at +19. Cheap gear is the cheapest place to learn the forge.

Luck charms

Next to the anvil are three luck slots. A luck charm lowers the chance of no change, of destruction or both, and every point it removes is added to success. Charms in different slots add up. A charm placed in a slot is used up by the blow whatever happens, so save charms for the risky levels rather than +1 or +2.

When to stop

  1. Forge freely below +3. At worst, nothing happens and you lose the gold.
  2. From +3, only risk what you can lose. Or protect the attempt with luck charms.
  3. Upgrade the slot that holds you back. The combat guide shows how worn gear turns into damage.
  4. Keep gold for potions. The economy guide explains where gold comes from and what to buy first.

The anvil is already hot

Bring an item, a pouch of gold and a little courage.

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