Gold, dust, merchant shop, salvage values, and all five smithing operations
The game has two currencies, both capped based on your level:
| Level | Gold Cap | Dust Cap |
|---|---|---|
| 10 | 1,000 | 1,000 |
| 50 | 5,000 | 5,000 |
| 100 | 10,000 | 10,000 |
| 500 | 50,000 | 50,000 |
| 1000 | 100,000 | 100,000 |
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.
| 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 |
| 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 |
| Rarity | Weight | Chance |
|---|---|---|
| Common | 50 | 50% |
| Rare | 30 | 30% |
| Exquisite | 15 | 15% |
| Epic | 5 | 5% |
Merchant item levels follow a gaussian (bell curve) distribution that is shifted above 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.
| 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 |
Note that buy prices are capped at your gold cap (player_level × 100). At low levels, expensive items may cost your entire gold reserve.
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.
| Operation | Effect | Max per Item |
|---|---|---|
| Reforge | Re-roll one attribute type (pick from 3 choices) | 2 |
| Temper | Re-roll all attribute numeric values | 3 |
| Upgrade | Increase rarity by 1 tier | 1 |
| Attune | Change one attribute's element | 1 |
| Enhance | Boost one attribute's value by +25% | 1 |
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:
| 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 |
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.
| 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 |
Increase an item's rarity by one tier: Common → Rare → Exquisite → Epic.
(item_level + player_level) / 2| 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 |
Change the element of one elemental attribute. This lets you convert resist or damage bonuses from one element to another.
| 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 |
Boost one attribute's numeric value by +25%. A straightforward power increase for your best attribute.
| 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 |
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 |