GearForge

Steel remembers the fire. A knight axe is still a knight axe after the rune, after the powder, after the fifth temper. The old name stays. What you add sits in the grain of the metal, and it only wakes when the piece is worn where it belongs.

The words

Sorcerer, druid, paladin and their promotions. No teacher. Stand still, keep a blank rune blank rune, speak. Knights cannot make these. A blank laid on armour does nothing.

rune of imbuement

Rune of imbuement

adito gemora

Magic level 22. 2600 mana. 170 soul. One blank.

Opens one slot. Medium roll: thirty in a hundred hit the top of the range.

superior imbuement rune

Superior imbuement rune

arcana crysta

Magic level 45. 4000 mana. 200 soul. One blank.

Opens one slot. Strong roll: eighty in a hundred hit the top.

rune of extraction

Rune of extraction

remova crysta

Magic level 9. 1000 mana. 140 soul. One blank.

Removes only the last slot. The tier and the marked attack stay. Use it again to peel the next slot.

Opening a slot

Use the imbuement rune on the equipment, not on a beast. One use, one roll from that piece's list. Maximum three. The same bonus never twice.

Look writes the slots on one line: 3% maximum health, 4% physical protection. A helmet in the hand is dead weight. Wear it on the head.

Worn caps, so three lucky rolls cannot break the climate: critical chance 60%, double damage 40%, physical damage 40%, physical protection 40%, fire/energy/poison protection 15% each, fire/energy burst 20%, life/mana leech 8%, magic damage 20%, loot find 15%, marked attack 20%, attack speed down to 1.0 sec.

How the hidden slots work

These names do not explain themselves. Read once.

Critical hit

Rolled on each of your melee or distance swings (and wand hits that count as a hit). Chance is the sum of crit chance on worn pieces, cap 60%. Damage is multiplied by 100% + crit damage (default +50% if you have chance but no damage slot). You see a red magic flash and a hit-area burst on the target. No text.

Double hit

Only if the swing was not already a crit. A second physical blow lands ~0.3 sec later for the same amount, with a hit-area flash. Cap 40%.

Fire burst / energy burst

Only on sword, axe, club and bows (not shields, not jewelry). After a melee or distance hit, the game rolls the burst chance (5–8% per slot, worn cap 20%). Success deals extra fire or energy damage: about (chance × 4) to 1.5 times that (minimum 8). Example: 8% fire burst hits for 32–48 fire. Fire shows hit-by-fire plus a fire area. Energy shows an energy hit. No text. A marked rune and a burst will not fire on the same heartbeat (about 0.9 sec apart).

Marked attack

An attack rune laid on a weapon. While you hit, that spell may fire without taking a rune from the pack. Blue magic flash on the target. Chance is written on the look (3–10% depending on the rune). Fields, walls, bombs and utility runes cannot mark.

HP on kill / mana on kill / explosion on kill

Only on weapons: melee, distance, wand and rod. Not on helmets or armor. When a monster you damaged dies, you gain the listed health and/or mana (flat). Explosion on kill is melee only: a small blast on the corpse tile (percent of the dead creature's max health) that can hurt nearby monsters. Green flash for HP, blue for mana, explosion effect for the blast.

Life leech / mana leech

Life leech: melee only, a percent of the damage you just dealt returns as health. Mana leech: wand and rod, percent of spell damage returns as mana. Cap 8% worn.

Loot find

Jewelry only. Raises the extra GearForge pass on corpses (more chance of slots and powder). It does not add gold to the ordinary table. Cap 15%.

Capacity (bag / backpack)

Any colour of bag or backpack, one slot, +25 to +175 cap. Wear it in the backpack slot on your back, not inside another bag. Chests and baskets cannot take it. No !forge. You should see the extra oz on your capacity as soon as it sits on your back.

Where the power sits

Not every blessing belongs on every piece. Speed is a boot. A shield turns fire. A wand drinks mana. That is the old way.

boots of haste

Boots

  • +2 to +6 speed (only here)
  • 1-3% health / mana, +1-3 magic level
  • 1-6% physical protection
  • critical chance / damage, gold find
tower shield

Shield

  • +1 to +4 shielding
  • 1-6% physical protection
  • 2-5% fire protection
  • 2-5% energy protection
  • 2-5% poison protection
  • +1 to +3 magic level
wand of vortex

Wand and rod

  • 2-5% magic damage (fire, energy, poison spells)
  • 1-3% mana leech on hit
  • +1 to +3 magic level, HP and mana on kill
  • critical, double, attack speed (-0.2 to -0.4 sec, rare)
fire sword

Sword, axe, club

  • 1-3% life leech on hit
  • 2-5% physical damage, melee / weapon skill
  • double, crit, HP/mana on kill, explosion on kill
  • fire / energy burst, experience, attack speed (rare)
bow

Bow and distance

  • +1 to +3 distance fighting, 2-5% physical damage
  • crit, double, HP/mana on kill, experience
  • fire / energy burst, attack speed (rare)
amulet of loss

Amulet and ring

  • +1 to +2 regeneration
  • 2-6% loot find (more slotted corpses and powder)
  • health / mana %, magic level, physical protection, gold find
dragon scale mail

Helmet, armor, legs

  • 1-3% health / mana, +1-3 magic level
  • 1-6% physical protection
  • crit, gold find
bag

Bag and backpack

  • Every colour of bag and backpack. One capacity slot only: +25 to +175.
  • Wear it on your back. No fighting slots. No temper. Chests, baskets and parcels stay plain.

Attack speed is the rarest weapon roll (5% medium, 8% superior). Look prints it as -0.3sec attack speed. The swing will not fall below 1.0 second.

Every roll, every range, every place it may land. This is the ledger.

Bonus Type Min Max Can appear on Worn cap
maximum health%13helmet, armor, legs, boots, jewelry
maximum mana%13helmet, armor, legs, boots, jewelry
magic level+13wand, helmet, armor, legs, boots, jewelry, shield
melee skills+12melee weapons
sword / axe / club fighting+13melee weapons
distance fighting+13bows and distance weapons
shielding+14shields
physical damage%25melee and distance weapons40%
physical protection%16helmet, armor, legs, boots, jewelry, shield40%
critical chance%618weapons, helmet, armor, legs, boots60%
critical damage%515weapons, helmet, armor, legs, boots
double damage%820weapons40%
HP on killflat835melee, distance, wand and rod only
mana on killflat825melee, distance, wand and rod only
explosion on killflat25melee weapons only
fire burst%58melee and distance weapons20%
energy burst%58melee and distance weapons20%
gold find%28helmet, armor, legs, boots, jewelry
experience%12melee and distance weapons
attack speedsec-0.2-0.4sword, axe, club, distance, wand, rod (rare)floor 1.0 sec
capacityflat25175bag and backpack (any colour), one slotone slot
durationhours+4+4time-bound rings only (one slot)one slot
chargesflat / %+10+10% if base 101+charged items only (stone skin amulet)one slot
speed+26boots only
regeneration+12jewelry (not duration rings)8 with tier
fire protection%25shields only15%
energy protection%25shields only15%
poison protection%25shields only15%
life leech%13melee weapons8%
mana leech%13wand and rod8%
magic damage%25wand and rod20%
loot find%26jewelry15%

Marked attack

Lay an attack rune on a weapon. The steel is marked. While you hit, that spell may fire without taking a rune from the pack. The same rune thrown at a monster still works as it always did. Loot never comes marked. You put that on yourself.

light magic missile runefireball runesudden death rune

Allowed: light magic missile, heavy magic missile, fireball, great fireball, explosion, sudden death, soulfire, envenom.
Not allowed: fields, walls, bombs, paralyze, chameleon, convince creature, animate dead, destroy field, desintegrate.

Helmets and armor cannot take a mark. One mark per weapon; another attack rune replaces the old one. Extraction does not remove the mark, only the last slot.

The forge

Wear the piece and say !forge. A window lists what you have on. Pick it. !forge info is the short reminder in the game.

Five attempts in twenty-four hours. Powder is always spent. A small chance returns one powder (8% on success, 12% on fail). If red was used, the refund is red.

From To You need May fail
tier Itier IIyellow powder 10 yellow powder25%
tier IItier III25 yellow powder40%
tier IIItier IV20 yellow and red powder 15 red powder60%
tier IVtier V40 yellow and 30 red powder80%

Each step above tier I stacks (tier V is four steps):

  • +5 main attribute per step (attack on a knight axe / fire sword / bow, defense on a tower shield, armor on a devil helmet / crown armor / knight legs / boots of haste)
  • +40 health, +45 mana, +5 speed per step
  • +1 to base health and mana regeneration per step

Slots sit on top of the tier. Look: you see a knight axe (Atk:33 Def:21). It weighs 59.00 oz. tier I. !forge: 10 yellow powder.

What the dead leave

The ordinary table runs first. Gold. A dragon scale mail. A steel helmet. After that the corpse is rolled again. Equipment already inside may come out upgraded. Powder may appear. Nothing is thrown into your backpack. You pick it from the body.

Powder is never sold, never in a quest, never from an NPC. Yellow and red are separate rolls.

Each piece in the corpse is its own roll. Gold, bolts, gems, keys, bags and food never take slots or a tier. Duration rings may only gain hours.

A kill counts as a boss if it is a named threat (Ferumbras, Orshabaal, Morgaroth, Bazir, Apocalypse, Infernatil, Demodras, Necropharus, Dharalion, The Old Widow, Grorlam, The Horned Fox) or a creature with a very large amount of health. A dragon, a demon or a giant is not a boss. Boss slots use the superior roll.

1 slot 2 slots 3 slots Plain
ordinary monster6%1.6%0.4%92%
boss8%3.2%0.8%88%

Loot never comes as tier IV or V. Those you forge. Ordinary: 0.25% already tier II. Boss: 0.72% tier II, 0.08% tier III.

Material Ordinary Boss Used for
yellow powder1%3%tier II and III (and part of IV / V)
red powder0.3%1%tier IV and V, with yellow

Stamina 14 hours or less: this extra pass does not run. Ordinary loot is still in the corpse.

The Loot channel opens on login. Read-only. Killer and party see the same line. Yellow ordinary. Orange: slots, yellow powder, or already tier II. Red: red powder or already tier III. A green sparkle hangs over the body every two seconds while that loot remains.

loot of a dragon: a kingslayer knight axe [tier II] [2 slots: +3 axe fighting, 8% critical chance], 48 gold coins, yellow powder [forge II-III]

Names

Slots, a marked rune or a tier above I add a lowercase prefix. The original name stays.

  • a kingslayer knight axe
  • a graveforged devil helmet
  • a bloodbound crown armor
  • a dreadwake tower shield
  • an ashen bow

Rings that run out

life ring Energy ring, life ring, time ring, sword ring and the like cannot be tempered and do not take fighting slots. An imbuement rune on them adds one duration slot (+4 hours). When the time is gone the ring disappears.

stone skin amulet Charged items (stone skin amulet, elven amulet, garlic necklace) still absorb and spend charges when worn, slot or no slot. An imbuement rune adds one charges slot: +10 if the base is under 101, or +10% if 101 or more. Extra charges are spent first, then the amulet's own. They never take a duration slot and cannot be tempered.

Copper, silver and golden keys still open doors. They do not enchant anything.

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