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
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| Item level | Rarity | Gold | Tempering Dust |
|---|---|---|---|
| 20 | rare | 371 | 6 |
| 50 | rare | 866 | 6 |
| 80 | rare | 1,361 | 6 |
| 100 | rare | 1,691 | 6 |
| 120 | rare | 2,021 | 6 |
Replace
replace| Item level | Rarity | Gold | Binding Shard |
|---|---|---|---|
| 20 | rare | 720 | 5 |
| 50 | rare | 1,665 | 5 |
| 80 | rare | 2,610 | 5 |
| 100 | rare | 3,240 | 5 |
| 120 | rare | 3,870 | 5 |
Enhance
upgrade| Step | Quality | Gold | Tempering Dust |
|---|---|---|---|
| 1 | +5% | 3,100 | 13 |
| 2 | +10% | 5,425 | 22 |
| 3 | +15% | 9,494 | 39 |
| Item level | Rarity | Gold | Tempering Dust |
|---|---|---|---|
| 20 | rare | 700 | 13 |
| 50 | rare | 1,600 | 13 |
| 80 | rare | 2,500 | 13 |
| 100 | rare | 3,100 | 13 |
| 120 | rare | 3,700 | 13 |
Upgrade
promote| Item level | Rarity | Gold | Tempering Dust |
|---|---|---|---|
| 20 | common | 240 | 5 |
| 50 | common | 540 | 5 |
| 80 | common | 840 | 5 |
| 100 | common | 1,040 | 5 |
| 120 | common | 1,240 | 5 |
| Item level | Rarity | Gold | Tempering Dust |
|---|---|---|---|
| 20 | magic | 600 | 14 |
| 50 | magic | 1,320 | 14 |
| 80 | magic | 2,040 | 14 |
| 100 | magic | 2,520 | 14 |
| 120 | magic | 3,000 | 14 |
Salvage
Selling, and where things go
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).