The Smithy
Hargas the Smith, rescued on floor 6, turns gear you don’t use into gear you will. Tap Hargas in the village to open the Blacksmith menu and choose one of four crafts: Transmute, Mass Transmute, Reforge and Carve. Every craft spends material gear plus gold and essence, and no result can be undone. This page explains each craft’s rules and steps, and how to avoid losing good gear by accident.
Shared rules
Section titled “Shared rules”- Every item you use at the smithy must be in your bag. Unequip worn gear first.
- Material items are consumed, along with their options, sockets and levels.
- Placing an item with runes opens the Recover Runes window. Recover & Register returns the runes to your Rune Inventory and places the item. The runes are not destroyed.
- Items placed in crafting slots are locked while you work and are never pushed out of a full bag.
- Costs are gold and essence, and rise with the target item’s grade. Costs and chances are shown on the crafting screen.
Transmute
Section titled “Transmute”Combine gear of the same grade and slot into one item one grade higher. The result inherits the anchor’s base type.
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Choose Transmute from the Blacksmith menu.
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Pick the ① Anchor. The result inherits this item’s base type and options, so choose the piece you value most.
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Add ② Offerings: items of the same grade and slot as the anchor, as many as required. The number needed grows at higher grades and is shown as slots on screen.
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Tap ③ Craft. The result lands in your bag marked NEW.
- The result goes back to level 1. Part of the leveling currency spent on the anchor and offerings is refunded.
- The anchor’s options are kept. Their values are rerolled in the new grade’s range, but never end up worse than before.
- If the new grade reaches a band with more option lines, a new option line is added.
- Sockets never decrease, and with luck they increase.
- Weapons and off-hands keep their element. The result inherits the anchor’s hero skill.
- SSS has no higher grade and cannot be transmuted.
Mass Transmute
Section titled “Mass Transmute”Automatically bundles same-grade gear in your bag by slot and transmutes it all at once.
- Choose a grade (C to SS) to preview how many items are eligible, how many transmutes you get, the result grade, what is left over and the cost. You can also set how many transmutes to run.
- Each bundle only uses one slot. Within a slot, weaker items are used first, so the stronger ones tend to be left over.
- Each result uses the weakest item in its bundle as the anchor. For gear whose good options you want to carry forward, use regular Transmute and pick the anchor yourself.
- Before confirming you can review the consumption list showing which items each bundle will use.
Reforge
Section titled “Reforge”Pick one option line on an item and reroll it. Sockets, runes and the other options stay as they are.
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Choose Reforge from the Blacksmith menu.
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Pick an item with options as the ① Target. Runes in the target can stay where they are.
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Under ② Line, tap the line to reroll.
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Pick one item from your bag as the ③ Sacrifice. Any grade and any slot will do.
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Tap ④ Craft.
- The chosen line becomes a new random option. Not just the value — the kind of option can change too.
- The result always applies. Even if it is worse, you cannot undo it. You are told whether the option’s quality (C to SSS) rose, held or fell.
- The higher the sacrifice’s grade compared with the target, the better the rolls and the more likely an Exotic option; a lower grade works against you.
- Heat: each time a reforge fails to raise quality, heat builds on that item and helps your next reforge. When quality rises or an Exotic option appears, the heat cools back to zero. Heat has a limit.
- The number of hammer strikes and the finishing flourish hint at the result.
Add one empty socket to an item. Gear can hold up to three sockets.
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Choose Carve from the Blacksmith menu.
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Pick the item to add a socket to as the ① Target. Runes already in it stay in place. However, gear with a completed runeword must have its runes recovered first.
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Add as many items from your bag as required as ② Offerings. Any slot and any grade will do.
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Turn on Risky Enhance if you want.
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Tap ③ Craft.
- Offerings are consumed whether you succeed or fail.
- The more sockets an item already has, the more offerings it needs and the lower the chance. Adding more offerings than required raises the chance.
- Offerings of a higher grade than the target raise the chance through Resonance; lower grades lower it.
- Pity: every failure builds that item’s Pity, and when it is full the next attempt is guaranteed to succeed. Success resets Pity.
- Jackpot: a success occasionally carves two sockets at once. It never exceeds the socket limit.
- Risky Enhance: costs more and makes Jackpots likelier, but a failure resets your accumulated Pity.
- Use your best item as the Transmute anchor. Options, sockets and base type all come from the anchor.
- Compare options before reforging. Leave good lines alone and reroll only the weakest one.
- Higher-grade sacrifices make better reforges. Spare high-grade gear is worth more as reforge material than broken down.
- Turn off Risky Enhance when Pity is almost full. A failure throws away the Pity you built.
- Save junk gear for Carve. Offerings can be any slot and any grade.
Common mistakes
Section titled “Common mistakes”- Letting good gear into Mass Transmute. Without runes, even gear with Exotic options becomes material.
- Looking for equipped gear at the smithy. The smithy only works with gear in your bag.
- Thinking a Reforge can be undone. The result always applies.
- Trying to Carve runeword gear. Recover the runeword’s runes first.
- Trying to transmute gear that still holds runes. Socketed gear can’t be the anchor, so use Recover Runes first.
