Economy & Smithing

Gold, dust, merchant shop, salvage values, and all five smithing operations

Contents

1. Two Currencies

The game has two currencies, both capped based on your level:

gold_cap = player_level × 100 dust_cap = player_level × 100
LevelGold CapDust Cap
101,0001,000
505,0005,000
10010,00010,000
50050,00050,000
1000100,000100,000

When salvaging items, you choose Gold OR Dust as your salvage mode — you cannot get both from one item. However, if your primary currency hits its cap mid-batch salvage, the remaining items automatically convert to the other currency.

Overflow: If you salvage 10 items for gold and your gold caps after item #6, items #7–#10 will automatically award dust instead. The UI shows a second popup for the overflow amount.

2. Salvage Gold

gold = max(1, ceil(item_level × multiplier))
Rarity Multiplier Level 50 Level 100 Level 500
Normal 0.34 17 34 170
Common 0.67 34 67 335
Rare 1.67 84 167 835
Exquisite 4.0 200 400 2,000
Epic 10.0 500 1,000 5,000
Ancient 15.0 750 1,500 7,500

3. Salvage Dust

dust = max(1, ceil(item_level × multiplier))
Rarity Multiplier Level 50 Level 100 Level 500
Normal 0.25 13 25 125
Common 0.5 25 50 250
Rare 1.5 75 150 750
Exquisite 4.0 200 400 2,000
Epic 10.0 500 1,000 5,000
Ancient 15.0 750 1,500 7,500
Note: Dust yields are slightly lower than gold for Normal and Common items, equal for Exquisite and above. This makes gold the better choice for low-rarity salvage, while high-rarity items yield equally in either currency.

4. Merchant Shop

Rarity Weights

RarityWeightChance
Common5050%
Rare3030%
Exquisite1515%
Epic55%

Item Level Distribution

Merchant item levels follow a gaussian (bell curve) distribution that is shifted above your level:

peak = player_level × 1.2 sigma = player_level × 0.7 floor = player_level // items are never below your level

Vendor items tend to be higher level than the player, making the shop worth checking regularly. At level 100, the peak is at 120 with most items falling between 100 and 190.

5. Buy Prices

price = max(1, item_level × multiplier)
Rarity Price Mult Level 50 Level 100 Level 500
Common 3 150 300 1,500
Rare 10 500 1,000 5,000
Exquisite 27 1,350 2,700 13,500
Epic 67 3,350 6,700 33,500
Ancient 100 5,000 10,000 50,000
Buy/Sell ratio: Items cost roughly 5–7× more to buy than you get from salvaging. An Epic item at level 100 sells for 1,000 gold but costs 6,700 to buy. Choose merchant purchases carefully.

Note that buy prices are capped at your gold cap (player_level × 100). At low levels, expensive items may cost your entire gold reserve.

6. Smithing Overview

The smithing system provides 5 operations to improve your equipment. Each operation has a hard per-item cap — this is an intentional anti-Best-in-Slot mechanism that prevents any single item from being perfected.

All smithing operations cost both Gold and Dust. Cost scales with item level and rarity.

OperationEffectMax per Item
ReforgeRe-roll one attribute type (pick from 3 choices)2
TemperRe-roll all attribute numeric values3
UpgradeIncrease rarity by 1 tier1
AttuneChange one attribute's element1
EnhanceBoost one attribute's value by +25%1

7. Reforge

Re-roll one attribute's type. You choose which attribute to reforge, then pick from 3 randomly generated replacement options. This is a two-step process:

  1. Select the attribute to reforge — gold and dust are deducted immediately
  2. Pick one of 3 new attribute options — you must choose one (no cancel after paying)

Reforge Cost

gold_cost = gold_mult × item_level dust_cost = dust_mult × item_level
Rarity Gold Mult Dust Mult Gold @ lvl 100 Dust @ lvl 100
Common 2 2 200 200
Rare 5 4 500 400
Exquisite 13 10 1,300 1,000
Epic 33 25 3,300 2,500
Ancient 50 38 5,000 3,800

8. Temper

Re-roll all attribute numeric values on an item. The attribute types and elements stay the same — only the values change. This is useful when you have the right attributes but poor rolls.

Temper Cost

Rarity Gold Mult Dust Mult Gold @ lvl 100 Dust @ lvl 100
Common 1 1 100 100
Rare 4 3 400 300
Exquisite 10 8 1,000 800
Epic 27 20 2,700 2,000
Ancient 40 30 4,000 3,000

9. Upgrade

Increase an item's rarity by one tier: CommonRareExquisiteEpic.

Example: Upgrading a Rare helmet to Exquisite requires sacrificing an Exquisite helmet of sufficient level. This makes upgrades expensive — you need to find (or buy) a good item just to feed to the upgrade.

Upgrade Cost

Rarity Gold Mult Dust Mult Gold @ lvl 100 Dust @ lvl 100
Common 3 2 300 200
Rare 7 5 700 500
Exquisite 17 13 1,700 1,300
Epic 50 38 5,000 3,800
Ancient 75 55 7,500 5,500

10. Attune

Change the element of one elemental attribute. This lets you convert resist or damage bonuses from one element to another.

Attune Cost

Rarity Gold Mult Dust Mult Gold @ lvl 100 Dust @ lvl 100
Common 1 1 100 100
Rare 3 3 300 300
Exquisite 8 6 800 600
Epic 20 15 2,000 1,500
Ancient 30 23 3,000 2,300

11. Enhance

Boost one attribute's numeric value by +25%. A straightforward power increase for your best attribute.

Enhance Cost

Rarity Gold Mult Dust Mult Gold @ lvl 100 Dust @ lvl 100
Common 3 2 300 200
Rare 8 6 800 600
Exquisite 20 15 2,000 1,500
Epic 50 38 5,000 3,800
Ancient 75 55 7,500 5,500

12. Smithing Summary

Fully smithed item: A single item can have at most 2 reforges + 3 tempers + 1 upgrade + 1 attune + 1 enhance. These hard caps are intentional — there is always a trade-off. You cannot create a perfect item, only a very good one. Choose your smithing operations wisely based on what the item needs most.

Total Smithing Cost (all operations, level 100 item)

If you were to fully smith an item (2 reforges + 3 tempers + 1 upgrade + 1 attune + 1 enhance), the total cost would be:

Rarity Total Gold Total Dust
Common 1,400 1,200
Rare 4,000 3,100
Exquisite 10,100 7,800
Epic 26,700 20,100
Ancient 40,000 29,900
Tip: At level 100, your gold and dust caps are both 10,000. Fully smithing an Epic item costs 26,700 gold and 20,100 dust — well over twice your cap. You will need to farm, spend, farm again. Prioritize the operations that matter most for each item.

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