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WAR OF DUSK
All guides · The Forge: Refine and +10

Items

The Forge: Refine and +10

At the Forge you refine, compose and take items to +10. The real odds show before every attempt, the guarantee arrives after a few failures and items never break.

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Refine materials

Refining uses stones: Orichalcum from +0 to +6 and Lactorium from +6 to +9. They drop from monsters and also form from dust: 10 dust become 1 stone (on their own, with Auto-combine dust on).

Materials
MaterialDescription
Orichalcum DustGolden dust scraped from discarded and duplicate items. 10 Dust combine into 1 Orichalcum.
OrichalcumA golden refine stone pressed from Orichalcum Dust. Refines from +0 to +6.
Lactorium DustBlue-silver dust carried by the strongest monsters. 10 Dust combine into 1 Lactorium.
LactoriumA blue-silver refine stone pressed from Lactorium Dust. Refines from +6 to +9.
Sage's StoneCatalyst for +10. Each attempt consumes one, on success or failure.
SapphireA blue gem, cold to the touch.
EmeraldA green gem that pulses slowly.
CoralA pink gem taken from the depths of old vaults.
GarnetA dark red gem, warm like an ember.
  • Orichalcum Dust also comes from discarded items (1 dust) and duplicate drops (1 dust).
  • Lactorium Dust only drops from stronger monsters, from the Shallow Crypt on; the Lactorium stone, from Ashbitter Fort on.
  • Drop regions multiply material odds; XP regions lower them.

Refining +0 → +9

Drag the stone onto the item (at the Forge or right in the bag) or place the item in the Forge slot. Each attempt costs 1 stone and gold. On success the item goes up one level; on failure it stays where it is and its failure count goes up. Once the guarantee is reached, that item's next attempt is a sure success.

Forge window showing cost, odds and guarantee
The Forge shows the odds, the cost and how many failures until the guarantee.
Refine odds
StepChanceGuaranteeCostAverage attempts
+0 → +1100%—1 Ori + 10 gold1
+1 → +295%—1 Ori + 70 gold1.05
+2 → +390%—1 Ori + 130 gold1.11
+3 → +480%after 2 failures1 Ori + 250 gold1.24
+4 → +570%after 3 failures1 Ori + 480 gold1.42
+5 → +655%after 4 failures1 Ori + 500 gold1.78
+6 → +745%after 5 failures1 Lac + 850 gold2.16
+7 → +835%after 6 failures1 Lac + 1,500 gold2.72
+8 → +925%after 8 failures1 Lac + 2,700 gold3.7

The odds are fixed: the XP and drop multipliers in Options don't change refining. The failure count belongs to each item and resets on success.

Party of heroes with refined gear glowing red
Refine glow: weapons glow from +7, armor from +9 (by the lowest-refined piece). At +10, in the gem's color.

Composition 4 → 1

Combine any 4 items from your bag — any tier, slot and refine — and get 1 item at +0 with new affixes. Success is guaranteed; chance decides the tier and the piece. The Forge shows the exact odds of every outcome before you confirm.

Result tier

Each item is worth 1 ticket for the tier above its own (I → II, …, VI → VII; VII stays VII) and the result draws one of the 4 tickets:

  • 4 tier I items = always a tier II item.
  • 3 tier I + 1 tier II = 75% II, 25% III.
  • 4 tier VII items = a tier VII item with new affixes — the way to reroll top-tier affixes.

Result type

  • 3 or 4 weapons: a weapon for your class.
  • 0 or 1 weapon: armor, a shield or an amulet.
  • 2 weapons and 2 other pieces: you choose at the Forge.
  • Directed composition: with 1 gem of any kind, you pick the result's slot (Chest, Helm, My class's weapon…); the tier is still drawn.

The 4 items are consumed. Equipped and starter items can't be used. Auto-Compose combines bag items 4 by 4 for the classes you tick — never equipped, locked or favorite ones.

+10 with gems

+10 merges two identical +9 items into one, which gains +10 stats, merged affixes and the gem's effect. Gems drop from monsters from Ashbitter Fort on; Sage's Stones, from any region boss and from monsters in Oathwaste and beyond.

Forge: a successful +10 with coral
A successful +10 with Coral.
Items
2 identical (the same item) at +9
Gems
4 of the same kind
Catalyst
1 Sage's Stone + 30 Lactorium
Chance
40%
Guarantee
after 3 failures (account-wide count)
Average attempts
2.18
  1. The 1st item becomes +10 — it can be equipped. The 2nd, from the bag, is consumed on success.
  2. On failure: the gold, the Sage's Stone, the Lactorium and the 4 gems are lost; both +9 items stay intact.
  3. The affixes of both items merge by grade: 90% the same grade, 6% one lower, 4% one higher.
  4. Amulets can't go to +10.

Gold cost per tier

Gold per +10 attempt
IIIIIIIVVVIVII
8,00022,00035,00060,00090,000130,000180,000

Each gem's effect

The gem you pick defines the effect the +10 item gains, and it grows with the item's tier. The item glows in the gem's color.

Gem effects by tier
GemIIIIIIIVVVIVII
Sapphire
Drop rate
+8%+9.6%+11.2%+12.8%+14.4%+16%+17.6%
Emerald
Penetration
+40+48+56+64+72+80+88
Coral
XP rate
+2%+2.4%+2.8%+3.2%+3.6%+4%+4.4%
Garnet
Absorption
+40+48+56+64+72+80+88
  • Sapphire: more drops — for farming items and materials.
  • Emerald: Penetration — strips target defense before every hit.
  • Coral: more XP — to level faster.
  • Garnet: Absorption — cuts a flat amount off every hit taken.

Game data from October 3, 2026.