Forge

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The Forge is where equipment is remade. Four actions rework a piece: add a prefix, upgrade a tier, reshape it onto a new base, or set an augment into it. Every action spends the item's tempers and calls for a roll, and the forge lays out the whole bargain before you commit. Making fresh items from raw stock is its own trade; see Crafting.

Actions

Action What it does Tempers
Add prefix Rolls a new prefix into an open slot. A triggered effect is a prefix, so this is the work that lands one. On Common gear the landing also raises the piece to Uncommon. 1
Upgrade tier Moves one existing prefix up a tier, a triggered effect included. The only forge work with an exact preview: the landing shown is the landing you get. 1
Reshape Moves the item onto a different base. What it carries travels where it can; a row that cannot roll on the new shape is lost, and the new base brings its own implicit. 2
Augment Writes a conditional, limited-use power into the piece's single suffix slot. A new augment replaces the old one whole. 1

Some work refuses outright, and the forge names the reason: no tempers left, no open slot, an item level or rarity floor unmet, or a climb past where crafting can reach. Signature and authored rows cannot be touched, a signature row locks the item's shape, and Legendary and Mythic pieces never reshape.

A triggered effect is bound by the same limits as any other prefix: it fills a prefix slot, it climbs by tier, and forge work reaches only the middle of its ladder. The deepest tiers are found, not made.

Augments come in three strengths. The stronger the work, the finer the carrier and reagent it demands, and the fewer uses it grants: the lightest touch gives three uses that return after any rest, the strongest a single use that returns after a long rest.

The roll

Forge work is open information. Each action rolls a d20 in the governing craft skill against a fixed difficulty, and the forge shows everything before you commit: the difficulty, every modifier on your side (skill mastery, attribute, proficiency, and any active effects), and the ladder of outcomes. Working at a proper station rolls with advantage; see Workspaces.

Difficulty DC
Easy 10
Medium 14
Hard 18
Severe 24
Extreme 30

What sets the difficulty follows the work: rarer pieces are harder to add to, scarcer families are harder to aim, deeper tiers are harder to climb, a piece carrying more value is harder to reshape, and a stronger augment is harder to bind.

Result What happens
Critical success The work lands a rung finer and the temper is not spent
Success The work lands as quoted
Failure An added prefix still lands, faint, at its lowest rung, and the temper is spent. An upgrade or reshape takes no effect and keeps its temper. An augment with more than one use binds diminished; a single-use augment takes no effect.
Critical failure Nothing applies and a temper is scarred

Reagents

Reagents aim the roll toward the affix family you want. A reagent up to Rare favors its family: the roll leans your way but can stray. An Epic or finer reagent guarantees the family outright, and is returned if the work fails to land. Tier and value always roll; no reagent buys an exact number. Two matching common reagents lean harder than one.

A reagent can only seed work as deep as its own quality reaches: a shallow reagent aims shallow rungs, and climbing into the top craftable tiers takes a Rare or finer reagent of the family. Finer reagents also ask more of your hands: a Rare reagent needs skill 6 in the governing craft, an Epic needs 10.

Feeding the forge

Feeding spare materials into the forge before a roll eases the difficulty, up to five points. The forge suggests a fill from what you carry; any mundane material works, and both weight and worth count toward the easing. Reagents and materials bound to a named craft never feed. The difficulty ladder assumes a fed forge, so skipping the feed is the handicap, not feeding the bonus.

Batching work

Adds and upgrades can be staged together and confirmed as one. Each staged entry shows its own roll, cost, and landing; a climb staged on top of another quotes off the previous landing. The batch cannot outrun the piece: no more entries than tempers, no more adds than open slots, and no two adds aiming the same family. Every entry rolls on its own. If a climb fails, later climbs staged on that same row are skipped and their inputs returned.

Items & Equipment
Items · Equipment · Affixes · Item effects · Forge · Crafting · Merchants