The Blacksmith

Temper, Upgrade Base, Salvage and Repair — costs, the base-upgrade sacrifice, salvage odds, and rarity-based craft timers.

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The Blacksmith panel

Henry works the item itself, not its affixes — those belong to the Witch. Pick a target item (equipped items count; you never have to take your gear off) and choose:

  • Temper — adds +2% to the item’s base stats per step, up to 10 steps (+20%). Costs Echo Shards. Amulets and rings carry no base stats, so tempering is not offered on them.
  • Upgrade Base — reforges the item onto the same family’s next-tier base. Costs Echo Cores plus one sacrificed base item.
  • Salvage — instantly destroys a Magic, Rare or Unique item for crafting materials. A gamble, and the game’s main material source. No fee, no timer.
  • Repair — restores durability. Gold-only and instant, on one item or on everything equipped.

Temper and Upgrade Base are commissioned in place: the item stays where it is — including on your hero, fully usable — while the smith works, and the result applies to it when the timer elapses. The lock scales with rarity (Magic = 2 h, Rare = 4 h, Unique = 8 h), keeps counting down while you’re offline, and the exploration skill Forge Mastery shortens it by up to 50%. One commission at a time — Salvage and Repair need no smith time and stay available while he works; the piece on his anvil itself is the one thing he refuses to salvage until it’s done.

Batches. Temper can be ordered several steps at once: pick ×1 / ×3 / ×5 / Max above the button (Max = the steps left to the cap, as many as you can pay for). Everything is paid up front and one +2% step lands per lock, so a ×5 on a Rare takes 5 × 4 h and you see each step arrive. Each extra step in a batch costs 5% more than the one before it (gold and shards alike): ×3 costs 3.15 single steps, ×5 costs 5.5. The smith stays busy until the whole batch is done.

Cancel. Cancel work under the timer stops the running commission. You get back half of what the unfinished part cost: for a batch, the steps already landed stay on the item and their cost is gone; the running and queued steps are refunded at 50%. A cancelled Upgrade Base also returns the sacrificed base item.

Result preview

Under the socket sits a preview card: the item as it will look after the craft, in the same style as the hover tooltip. Changed values read old → new (old grey, new blue). Chips above the card pick Temper +N (the batch size you picked), Temper max (10/10) or Upgrade Base (the base name reads old → new too); on desktop hovering a service button switches it as well, and chips that don’t apply to the item are greyed out. These results are fixed, so the card shows the exact outcome. While Henry works, it shows the result that was paid for.

Upgrade Base

The reforge needs a sacrifice: one normal-rarity, unmodified copy of the target base, in your bag or stash. (Jewelry — amulets and rings — has no normal-rarity base, so any non-unique copy of the target base qualifies instead — the cheapest one is consumed.) It is eaten the moment you commission the work. A locked copy is only taken when no unlocked one exists anywhere, and only after you confirm Unlock and Start.

What carries over to the new base: all affixes, every temper and enchant step, and the rarity. The item comes off the anvil at full durability, and its level requirement follows the new base — if that outgrows your hero, the item is unequipped for you. Tier-5 bases can’t be upgraded further.

Because an affix can never out-tier its host item, upgrading the base is also what raises the ceiling for the Witch’s Upgrade Affix Tier.

Salvage

Salvage destroys the item on the spot — no gold cost, no lock — and rolls a success chance by rarity. On a success you get materials; on a miss the item crumbles to Echo Dust worth 7.5% of its value (sellable, no crafting use).

RaritySuccess chanceOn success (by item tier 1→5)
Magic25%1 / 1 / 2 / 3 / 5 Echo Shards
Rare30%1 / 2 / 3 / 5 / 8 Echo Shards, plus a 10% chance of 1 bonus Echo Core
Unique50%1 / 1 / 2 / 3 / 4 Echo Cores

Normal items are not salvageable — they are base-upgrade fodder (and vendor gold). Salvage only reaches items in your bag: locked items, game-master items and anything an artisan is working on are refused, and equipped or stashed gear has to be moved to the bag first.

Two bulk buttons — Salvage all Magic (n) and Salvage all Rare (n) — sweep every eligible item in the bag; each rolls its own gamble, and locked / in-work items are skipped.

Costs

ServiceMaterialGold formula
TemperEcho Shards(1000 + ilvl × 180) × rarityMult
Upgrade BaseEcho Cores (at the target tier)(4000 + ilvl × 300) × rarityMult
Salvage—free
Repair— (gold only)missingDurability × ilvl × 3

Material amounts scale with the item’s tier: 1 / 2 / 4 / 8 / 16 Shards or Cores for Tier 1 through Tier 5; uniques pay 2×. Rarity gold multipliers are Magic ×1.15, Rare ×1.35, Unique ×1.75. On tier-5 items — and on any upgrade into tier 5 — the gold fee is replaced by Echoing Crystals (ceil(gold ÷ 10), minimum 1); Repair is not a craft fee and always stays gold. Bedroom Cost Reduction and the Master Craftsman exploration skill both cut the gold cost. A unique’s Temper and Upgrade Base fees use its base’s level requirement as ilvl, not the level it dropped at.

See Currencies & Crafting Costs for the full material table, cost reductions, and a worked example.