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Reforging & Living Weapons

Two placeable stations turn your gear from what you found into what you made. Both are sold in the Market under /shop → Weapon Crafting:

Station Price What it does
Reforge Bench $75,000 Reroll stats, fill empty slots, drill gem sockets, work Success Flux into gems
Smithy Forge $125,000 Deconstruct gear, forge and grow Living Weapons, graft Motes, ascend

Place one down and right-click it to open the station. They're yours — put them in your base, or set up shop and charge for the service.

Two professions run these benches

Stat work levels Blacksmithing; gem work levels Gemforging. Every attempt pays profession experience — success or not — and higher levels mean better odds, extra reroll attempts, and gentler failure. A high-level smith's work is measurably better, which is the whole reason to buy from one.


The Reforge Bench

Every piece of gear rolls its stats when it's created — the bench is where you go when the roll wasn't good enough.

What you can do to an item:

  • Reroll a value — keep the stat, roll a new number inside its rarity's own range. Costs coin and Weapon Powder, and each attempt on the same stat costs more than the last. Attempts per stat are limited by rarity; Blacksmithing grants extras.
  • Reroll the stat itself — swap which stat sits in a slot. The real gamble, on a much smaller budget.
  • Fill an empty slot — the greyed entries on an item are stats its rarity could have rolled and didn't. Pay to try to fill one.
  • Widen the item — drill in a whole extra stat slot beyond what its rarity grants: up to +2 on weapons, +3 on armour. The new slot still rolls at the item's own rarity, so the item gets wider, never stronger per stat.
  • Polish — +2% to every rolled stat per application, up to +20%. No roll, no risk. The one thing on the bench that always works.
  • Focus — spend a Weapon Essence of the item's rarity or better to put a floor under a reroll. The further above the item the essence sits, the higher the guaranteed floor. Aiming, not praying.
  • Revert — undo the last roll on a stat, once per stat, for coin.
  • Transfer — sacrifice one item to move a single stat line onto another. The value is clamped to the receiver's rarity, so a god-roll line survives even when the item around it didn't deserve it.

Choose your risk. Every roll is made at one of three settings: Careful (pricier, can't fracture, but can never hit the top of the range), Standard, or Volatile (cheaper, rolls only the upper part of the range — but failures bite harder).

Cold streaks end

Roll badly on the same stat several times in a row and the bench takes pity — the next roll is drawn from the top of the range.

Fracture and Spark. A roll can fracture (an extra attempt is consumed) or spark (the attempt is refunded). Blacksmithing shifts the odds steadily toward sparks — and your first attempt on a slot can never fracture.

Gem sockets

The bench also drills gem sockets, up to your item's rarity cap:

  • Blind drill — cheaper; the socket's colour is random.
  • Targeted drill — name the exact tier and colour, at worse odds and a higher price.
  • Remove a socket for a small fee.

Socket tiers follow the item's rarity — a Rare item drills Polished or Radiant sockets, a Legendary drills Perfect or Mythic. All of it levels Gemforging.

Success Flux. Deconstruct gemstones at the Smithy and you get Flux — work it into another gem at the bench to raise that gem's success rate. Each point already worked in makes the next worth less, so flux goes furthest spread across several gems rather than poured into one.


The Smithy Forge

Deconstruction

Feed the Smithy the gear you'd otherwise vendor — up to 21 items at a time — and it breaks them down:

Product What it's for
Weapon Powder The bulk material — value rerolls and polish at the bench
Weapon Essence Rarity-tiered and scarcer — stat rerolls, slot fills, drilling, Focus
Motes Rare. Carries one stat off the destroyed item, ready to graft onto a Living Weapon
EXP Crystals Feed experience straight into a Living Weapon
Respec Tokens Living Weapon respec material

Deconstruction can fail — a failed break pays only powder. Success chance, and the yield, scale with Blacksmithing, with how many stat slots the item filled, and with how well those stats rolled. A well-rolled item is worth more dead, too.

Not everything comes apart

Trash and Common gear has nothing worth recovering, bound items refuse the grindstone, and Living Weapons can never be deconstructed.

Living Weapons

Every class has one signature weapon that grows with you. It's forged at the Smithy from ingots and coin, starts unproven, and earns experience from a share of everything you do — combat above all.

The loop:

  1. Forge it. The roll on its opening stats is biased by the smith's Blacksmithing — and Living Weapons are tradeable, so a great smith's weapon is worth real money.
  2. Level it. It gains experience as you play and its attack damage climbs with every level. Its bound class ability scales with the weapon itself.
  3. It stalls. At the top of each rarity rung the weapon stops and demands a Great Task — a feat out in the world. The weapon's lore tells you what it wants.
  4. Ascend. Back at the Smithy, the weapon rises off the bench and offers you a draft: three stats orbit it, you take one. Your pick, permanently. Then the climb starts again, one rarity higher.

Side tasks are optional errands you can pin to the weapon — complete them and your next draft rolls in a higher window. Rarely, a draft roll breaks its ceiling entirely; those stats are marked on the weapon in red.

Ascension points. The weapon earns points as it levels — the points belong to the weapon, not to you, and they never reset. Spend them at the Smithy on stat enhancements, attack-speed steps, an extra socket, Resonance (a bigger share of its power flowing through its bound ability), or its raw edge. A weapon bought from a smith arrives carrying whatever its maker didn't spend.

Motes and temper slots. Motes grafted from deconstructed gear give the weapon permanent stat additions. How many it can hold depends on temper slots, unlocked by Blacksmithing level.

Rekindle. A weapon that has climbed every rung can be sent back to the bottom — keeping its points, stamps and stat lines — for a permanent power multiplier, up to five times. The weapon that's been around the ladder three times out-hits an identical one that stopped at the top.

Lineage. Every Living Weapon carries a Forged by stamp from its maker, a Mastered by stamp from whoever first topped its ladder, and a Forge Score — one number summing up how good this particular weapon really is. Check it before you buy.

Changing class doesn't reset the climb

A subclass weapon isn't forged from raw materials — it's forged from the weapon that came before it, at the Smithy. Everything the old weapon earned carries across into its new form.