Gear & the Forge
Enchanting
Reveal and reroll a piece's hidden potential, and find every material the Forge and Kaleidoscopes use.
Enchanting is how you perfect a piece after you find it. There are two halves. Stars from the Forge make a piece stronger across the board. Potential gives it bonus lines, like extra Damage or Boss Damage, that you can reveal and reroll. This page covers potential and the materials for both. Stars have their own page:
The Forge.
Potential in short
Every piece has a tier, shown with its step: Common 1/5, Rare 2/5, Epic 3/5, Unique 4/5, Legendary 5/5. A tier above Common hides bonus lines.
- Rare and Epic pieces hold two lines. Unique and Legendary pieces hold three.
- A Common piece has no hidden potential. Its only move up is to Rare.
- Lines and stars are separate. Stars scale a piece's own stats, and lines add on top.
- A worn piece's new lines count the moment you get them.
The tier is set when the piece drops or is made. The card of a hidden piece reads "HIDDEN" with its tier.
Step one: reveal
Open the piece's card and press REVEAL. A
Prism of Revelation shows the hidden lines. It costs only the Prism, no lumens. A revealed piece cannot be revealed again, and the Prism will tell you to roll with a Kaleidoscope instead.
Step two: roll
On a revealed piece, press ROLL on its card. In your bag it sits right beside SELL. Pick which item to use, then press ROLL to roll. The button stays in the same place, so you can roll again and again with one thumb.
Kaleidoscope. Rerolls every line at the piece's tier. Each roll also has a chance to raise the tier. It costs lumens as well as the item, and the price scales with the piece's level. The card shows the price.
Mirror Kaleidoscope. The same, with a better chance to raise the tier. If the roll does not raise the tier, you see the old lines and the new lines side by side and choose KEEP or TAKE. The better-looking side is never chosen for you, and the two buttons only wake once the new lines have appeared, so a quick double tap on ROLL never picks for you. If the tier rises, the new lines are kept at once.
Anchor Pin. Switch on PIN, then tap the line to keep. It shows a gold anchor and survives the roll in its place. It costs one pin per roll. A Unique or Legendary piece has three lines, so it can keep two: tap a second line and the roll costs 6 pins and four times the lumens of a normal roll. Tapping a third line lets the first one go. Rare and Epic pieces keep one line. The ROLL button shows the cost, such as "ROLL · 6 PINS", or "NEED 6 PINS" when you hold too few. Your pinned lines stay pinned from roll to roll while the card is open, so you only choose them once. Pins never change the chance to rise a tier. If the piece rises a tier, the kept lines keep their values and only the free line rolls at the new tier.
The game never shows the exact tier-up chance. It uses words: "Chance to tier up" for a Kaleidoscope and "Better chance" for a Mirror.
Which lines can roll
Press the i at the top of the card while rolling. It lists every line that piece can roll and the most each line reaches at every tier, with your tier lit and your current lines marked. The first line of a roll is always at the piece's tier. The others land at that tier or one tier lower. HOW IT WORKS in the same list explains the Prism, the Kaleidoscopes and the ring.
The resonance ring
A ring fills around the item slot with each roll at a tier. When it is full, the card reads "Next roll: tier up to ..." and that roll is certain to raise the tier. The ring resets when the tier rises, and it stays with the piece, even if you trade it. Higher tiers need many more rolls to fill.
Prismatic
If a three-line roll lands the same stat on every line, you get a PRISMATIC banner and every fresh line is boosted.
Legendary
Legendary is the top. Rolling a Legendary piece only rerolls its lines. A piece that reaches Legendary is announced to the whole realm.
Materials and where to find them
The item card of each material lists its sources.
| Material | Used for | Sources |
|---|---|---|
| Stars on weapons | Dungeons, raids, stores | |
| Stars on armour and accessories | Party quests, bosses, stores | |
| Stops one shatter | Hard lairs, raids | |
| +15% on one star try | Bosses, party quests, Echo Tower | |
| Reveal potential | Bosses, stores, Echo Tower | |
| Roll potential | Daily quests, party quests, dungeons | |
| Roll with a better chance and a choice | Raids, Hard lairs | |
| Keep one or two lines | Raids, Hard lairs, Echo Tower |
Each mode has its own job:
- Party quests pay armour stones, Prisms and Kaleidoscopes, and a Hard run rolls each one extra time. See
Party Quests and
Hard Party Quests. - Dungeons pay weapon stones and Kaleidoscopes. See
Dungeons. - Raids pay Mirrors, Seals and Blade stones. See
Raids. - Hard lairs pay Seals each week, plus Mirrors and Pins. See
Boss Lairs. - Echo Tower is the solo route: spend tower points on Ward stones, Prisms, Kaleidoscopes, Charms and Pins.
- Bosses and Crowned creatures drop stones, Prisms and Kaleidoscopes in the field. See
Creatures and Bosses.
Some of these also drop rarely from ordinary creatures in the field. General stores sell Blade Starstones at 3,000 lumens, Ward Starstones at 1,200 and the Prism of Revelation at 1,800 for heroes under level 90. From level 90 the price rises with your hero's level (at level 160: 8,550, 3,420 and 5,130). The shop shows your price. Token shops stay the same. Guild shops sell stones too, and the Cash Shop sells Starstone pouches, Starguard Seals and Anchor Pins for Starshards with weekly limits. Kaleidoscopes and Mirrors are earned in play only. See
The Cash Shop.