Items
The Forge: Refine and +10
At the Forge you refine, compose and take items to +10. The real odds show before every attempt, the guarantee arrives after a few failures and items never break.
Refine materials
Refining uses stones: Orichalcum from +0 to +6 and Lactorium from +6 to +9. They drop from monsters and also form from dust: 10 dust become 1 stone (on their own, with Auto-combine dust on).
| Material | Description |
|---|---|
| Golden dust scraped from discarded and duplicate items. 10 Dust combine into 1 Orichalcum. | |
| A golden refine stone pressed from Orichalcum Dust. Refines from +0 to +6. | |
| Blue-silver dust carried by the strongest monsters. 10 Dust combine into 1 Lactorium. | |
| A blue-silver refine stone pressed from Lactorium Dust. Refines from +6 to +9. | |
| Catalyst for +10. Each attempt consumes one, on success or failure. | |
| A blue gem, cold to the touch. | |
| A green gem that pulses slowly. | |
| A pink gem taken from the depths of old vaults. | |
| A dark red gem, warm like an ember. |
- Orichalcum Dust also comes from discarded items (1 dust) and duplicate drops (1 dust).
- Lactorium Dust only drops from stronger monsters, from the Shallow Crypt on; the Lactorium stone, from Ashbitter Fort on.
- Drop regions multiply material odds; XP regions lower them.
Refining +0 → +9
Drag the stone onto the item (at the Forge or right in the bag) or place the item in the Forge slot. Each attempt costs 1 stone and gold. On success the item goes up one level; on failure it stays where it is and its failure count goes up. Once the guarantee is reached, that item's next attempt is a sure success.

| Step | Chance | Guarantee | Cost | Average attempts |
|---|---|---|---|---|
| +0 → +1 | 100% | — | 1 | |
| +1 → +2 | 95% | — | 1.05 | |
| +2 → +3 | 90% | — | 1.11 | |
| +3 → +4 | 80% | after 2 failures | 1.24 | |
| +4 → +5 | 70% | after 3 failures | 1.42 | |
| +5 → +6 | 55% | after 4 failures | 1.78 | |
| +6 → +7 | 45% | after 5 failures | 2.16 | |
| +7 → +8 | 35% | after 6 failures | 2.72 | |
| +8 → +9 | 25% | after 8 failures | 3.7 |
The odds are fixed: the XP and drop multipliers in Options don't change refining. The failure count belongs to each item and resets on success.

Composition 4 → 1
Combine any 4 items from your bag — any tier, slot and refine — and get 1 item at +0 with new affixes. Success is guaranteed; chance decides the tier and the piece. The Forge shows the exact odds of every outcome before you confirm.
Result tier
Each item is worth 1 ticket for the tier above its own (I → II, …, VI → VII; VII stays VII) and the result draws one of the 4 tickets:
- 4 tier I items = always a tier II item.
- 3 tier I + 1 tier II = 75% II, 25% III.
- 4 tier VII items = a tier VII item with new affixes — the way to reroll top-tier affixes.
Result type
- 3 or 4 weapons: a weapon for your class.
- 0 or 1 weapon: armor, a shield or an amulet.
- 2 weapons and 2 other pieces: you choose at the Forge.
- Directed composition: with 1 gem of any kind, you pick the result's slot (Chest, Helm, My class's weapon…); the tier is still drawn.
The 4 items are consumed. Equipped and starter items can't be used. Auto-Compose combines bag items 4 by 4 for the classes you tick — never equipped, locked or favorite ones.
+10 with gems
+10 merges two identical +9 items into one, which gains +10 stats, merged affixes and the gem's effect. Gems drop from monsters from Ashbitter Fort on; Sage's Stones, from any region boss and from monsters in Oathwaste and beyond.

- Items
- 2 identical (the same item) at +9
- Gems
- 4 of the same kind
- Catalyst
- 1 Sage's Stone + 30 Lactorium
- Chance
- 40%
- Guarantee
- after 3 failures (account-wide count)
- Average attempts
- 2.18
- The 1st item becomes +10 — it can be equipped. The 2nd, from the bag, is consumed on success.
- On failure: the gold, the Sage's Stone, the Lactorium and the 4 gems are lost; both +9 items stay intact.
- The affixes of both items merge by grade: 90% the same grade, 6% one lower, 4% one higher.
- Amulets can't go to +10.
Gold cost per tier
| I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|
| 8,000 | 22,000 | 35,000 | 60,000 | 90,000 | 130,000 | 180,000 |
Each gem's effect
The gem you pick defines the effect the +10 item gains, and it grows with the item's tier. The item glows in the gem's color.
| Gem | I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|---|
Drop rate | +8% | +9.6% | +11.2% | +12.8% | +14.4% | +16% | +17.6% |
Penetration | +40 | +48 | +56 | +64 | +72 | +80 | +88 |
XP rate | +2% | +2.4% | +2.8% | +3.2% | +3.6% | +4% | +4.4% |
Absorption | +40 | +48 | +56 | +64 | +72 | +80 | +88 |
- Sapphire: more drops — for farming items and materials.
- Emerald: Penetration — strips target defense before every hit.
- Coral: more XP — to level faster.
- Garnet: Absorption — cuts a flat amount off every hit taken.
Game data from October 3, 2026.