Updated 7 Sep 2026

Economy

What the bench charges to work on your gear, what salvage gives back, and what a sale is worth · 4 services · 12 materials · quality +5% a step

How the price is worked out

in one paragraph

Every service costs a flat amount plus a little more for each item level, then the whole thing is multiplied by the item's rarity — so the better the piece, the dearer the work. Materials scale by that same rarity multiplier, rounded up. Salvaging a rare gives you back 4 Tempering Dust, one more for every 10 item levels on it, plus 1 Binding Shard. Selling instead pays 4 gold plus 1.5 for every item level, times the same rarity multiplier.

Reforge

reforge
Reroll the numbers on every affix.
Every affix keeps its kind and tier; only its value is rolled again within that tier's range — the ranges are on the bench.
Gold15 + 6 for every item level
Materials2 Tempering Dust
Rarity multiplierCommon ×1 · Magic ×1.6 · Rare ×2.75 · Unique ×4
What it costs on rare gear
Item levelRarityGoldTempering Dust
20rare3716
50rare8666
80rare1,3616
100rare1,6916
120rare2,0216

Replace

replace
Swap one affix for a random compatible one.
Pick the affix to lose. A random affix from the slot's pool takes its place, rolled like a fresh drop at your item level's top tiers.
Gold40 + 14 for every item level
Materials2 Binding Shard
Rarity multiplierCommon ×1 · Magic ×1.5 · Rare ×2.25 · Unique ×3
What it costs on rare gear
Item levelRarityGoldBinding Shard
20rare7205
50rare1,6655
80rare2,6105
100rare3,2405
120rare3,8705

Enhance

upgrade
Hone the item's inherent output.
Adds one visible Quality step: +5% to the item's own base stats each, to +15%. Affixes and item level never change.
Gold40 + 12 for every item level
Materials5 Tempering Dust
Rarity multiplierCommon ×1 · Magic ×1.5 · Rare ×2.5 · Unique ×4
Steps3, each worth +5% quality and costing ×1.75 the one before
What every step costs on a rare at item level 100
StepQualityGoldTempering Dust
1+5%3,10013
2+10%5,42522
3+15%9,49439
What it costs on rare gear
Item levelRarityGoldTempering Dust
20rare70013
50rare1,60013
80rare2,50013
100rare3,10013
120rare3,70013

Upgrade

promote
Raise the item's rarity one step.
Common becomes Magic (1–2 affixes), Magic becomes Rare (3–4). Kept affixes stay; the new ones roll fresh. Unique cannot be made.
Common → Magic · 1–2 affixes · 40 + 10/iLvl gold · 5 Tempering Dust
Item levelRarityGoldTempering Dust
20common2405
50common5405
80common8405
100common1,0405
120common1,2405
Magic → Rare · 3–4 affixes · 120 + 24/iLvl gold · 14 Tempering Dust
Item levelRarityGoldTempering Dust
20magic60014
50magic1,32014
80magic2,04014
100magic2,52014
120magic3,00014

Salvage

Destroys the item. Rarer and higher-level items return more materials.
You get backCommon 1 · Magic 2 · Rare 4 · Unique 8
And one morefor every 10 item levels
MaterialTempering Dust
ShardsCommon 0 · Magic 0 · Rare 1 · Unique 3
Shard materialBinding Shard

Selling, and where things go

the vendor and your stash
Sells for4 gold, plus 1.5 an item level
Rarity multiplierCommon ×1 · Magic ×2.2 · Rare ×5 · Unique ×12
Buy something back within12 slots
Stash holds100 items

Materials

12 materials
Notes from the game's design doc

GDD v0.5 §11.3 ordinary crafting: Reforge rerolls every eligible numeric affix value (ranges shown before confirmation); Replace swaps one affix; Enhance (rpc craft_upgrade) adds one visible Quality step (+5% inherent output each, max 3, NEVER touching item level); Promote (rpc craft_promote, player-facing UPGRADE) raises rarity one step — common→magic rolls to 1–2 affixes, magic→rare to 3–4, Unique is never craftable. Reforge/Enhance/Promote consume Tempering Dust, Replace consumes Binding Shards (GDD v0.5 §13.3). Gold = (goldBase + goldPerItemLevel x item level) x rarityMultiplier; materials scale by the same rarity multiplier (rounded up).

Cost rebalance 2026-08-30 (Jimmy: realistic scaling, better gear = pricier craft). Anchors: gold/run ≈ 2-3k at T10 (IL50), ≈ 8-10k in the Nightmare band (IL100). Reforge a rare IL100 ≈ 1.9k gold — a real decision, not spam. Enhance escalates per step (stepMultiplier^currentQuality): perfecting an endgame rare to Quality 3 is the long-term gold sink (~3k/6k/11k). Promote rare goldPerItemLevel 18→24 applies the 2026-08-28 watch-knob (promote-farm of forge fodder).