Gear & the Forge

The Forge

Raise your gear with stars, learn what shatter means, and keep a piece safe.

The Forge sets stars into your gear. Every star makes the piece stronger, and a fully forged weapon glows on your hero. Press ENHANCE on any worn piece or on a piece in your bag to open the Forge on it. You do not need to visit anyone.

How a try works

  1. Pick a piece. What you wear comes first, then your bag.
  2. The window shows the next star, what it adds, your chance, and what the try costs in lumens and stones.
  3. Press FORGE. A spark sweeps the bar. Tap the gold as it crosses for a PERFECT strike, which adds 5% to your chance. Letting it run costs nothing extra.
  4. The piece gains a star, or it does not.

A miss never takes a star away. Below 12 stars nothing can break, so the climb to 12 is always safe.

What a star adds

A star is a share of the piece itself.

  • A weapon (or a secondary that carries attack) gains +2.5% attack per star.
  • Every other piece gains +5% to each of its own stats per star: defence, HP, MP, main stats and so on.
  • Percent stats such as Critical Rate, Boss Damage and Speed do not change. Rolled bonus lines and potential do not scale either.

The window says it in one line under the piece name: "Each star: +2.5% attack" or "Each star: +5% to its stats".

Odds and stones

Every try costs lumens and starstones. The success chance and stone count depend on the star you are climbing to.

StepSuccessStones per tryShatter risk
0 to 195%1none
1 to 290%1none
2 to 385%1none
3 to 480%1none
4 to 575%1none
5 to 665%2none
6 to 760%2none
7 to 855%2none
8 to 950%2none
9 to 1045%2none
10 to 1140%3none
11 to 1235%3none
12 to 1330%31%
13 to 1425%32%
14 to 1520%33%

The stone count is multiplied for higher gear: one extra for every 20 item levels. A level 80 piece needs four times the table. The window always shows the exact number and how many you hold.

Lumen prices rise with the piece's level too. On gear of level 100 and above, the tries to 13, 14 and 15 stars cost much more, and the higher the level, the bigger the jump. On level 120 and above, the tries to 10, 11 and 12 stars cost a little more. Chances, shatter risk and stone counts stay the same. The window shows the exact price before you press.

The three stones

  • Blade Starstone: for weapons and secondaries that carry attack.
  • Ward Starstone: for armour and accessories.
  • Old Starstone: works on any gear, but is only spent after the right new stone runs out. It no longer drops or sells.

Both new stones are sold in general stores for lumens. Blade stones also come from dungeons and raids, and Ward stones from party quests and bosses. See Enchanting for the full list.

Heat, PERFECT and the Charm

  • Heat. Every miss adds +10% to the next try on that piece. It stacks until the try cannot fail, and resets when a star lands. The window shows a HEAT chip, and "Success guaranteed" once the chance reaches 100%.
  • PERFECT. Tap the gold zone for +5%.
  • Starluck Charm. +15% on one try. The window tells you when a charm can still matter. It comes from bosses, party quests and the Echo Tower.

How many stars a piece can hold

Item levelMost stars
Below 155
15 to 298
30 to 4910
50 to 6912
70 and up15

Pieces below level 70 stop at 12 stars, so they never meet the shatter risk.

Your weapon glows

A forged weapon lights up on your hero.

StarsGlow
1 to 3Glint
4 to 6Azure
7 to 9Arcane
10 to 12Crimson
13 to 14Radiant
15Celestial

A 15 star forge is announced to the whole realm.

Shatter

From 12 stars, a missed try can shatter the piece. The risk is printed in red on the button before you tap. As heat lifts your success chance the real risk shrinks, and a sure try can never shatter.

A shattered piece is not destroyed. It keeps its tier, its lines and its star count, shown greyed, but it adds nothing: no stats, no set count, no weapon glow, and it cannot be forged or rolled. You can still wear it, store it, trade it or sell it as a plain zero star piece.

Two ways to guard a try

Both are shown plainly before you tap, and the band turns blue and reads PROTECTED when one is on.

  • Starguard Seal. Makes one try unable to shatter. Seals come from Hard lairs and raids, and the Cash Shop sells them for Starshards with weekly limits. They are never sold for lumens.
  • SAFEGUARD. Makes one try unable to shatter for double lumens. It is always available.

If a guard stops a would-be shatter, you see SAVED! and it counts as a normal miss. A Seal is only spent on a try that carries a shatter risk, and it is used before SAFEGUARD when both are on.

Restore

A shattered piece shows RESTORE instead of FORGE. Restore uses up one other piece of the same slot and at least the same level from your bag, plus lumens. The window names the piece it will take and the price. The plainest piece in your bag goes first: fewest stars, lowest tier. Worn and locked pieces are never taken. Your shattered piece comes back whole at 12 stars with its tier and lines.

Good to know

  • A Kind Stars event makes forging luckier and 30% cheaper for a few hours.
  • Gear with hidden potential is rolled separately. See Enchanting.

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