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    World & Systems

    Blacksmith Crafting

    Use Emeralds, Rubies, and Diamonds to shape item affixes at the Blacksmith.

    The Blacksmith modifies explicit affixes on equipment. Crafting uses wallet materials, not inventory items: Emeralds fund every craft, while Rubies and Diamonds gate the stronger affix classes.

    Crafting currencies

    MaterialPurposeSource
    EmeraldBase material consumed by every craftAll map tiers
    RubyAdded requirement for Signature affixesTier 5 and deeper
    DiamondAdded requirement for Mythic affixesTier 10 and deeper

    Bosses provide more currency roll opportunities. Higher tiers also improve the broader reward economy.

    Affix slots

    Equipment has three prefix slots and three suffix slots. Rarity does not change this capacity. Instead, rarity is the label produced by the current number of explicit affixes.

    The Blacksmith can add, remove, or reroll eligible affixes according to the selected operation. Item level and item class determine which affixes and tiers may appear.

    Affix classes

    • Core affixes form the regular pool and are available from the early game.
    • Signature affixes unlock with the Ruby gate and introduce more specialized effects.
    • Mythic affixes unlock with the Diamond gate and contain the rarest transformative rules.

    An item can hold only a limited number of Signature and Mythic affixes. Deep crafting is about selecting a coherent combination, not filling every slot with the same premium class.

    Cost escalation

    Successful crafting leaves provenance on the item and raises the cost of further work. This makes a heavily shaped item more expensive to perfect. Compare the next craft with the chance of finding a stronger base at a deeper tier.

    Practical strategy

    Craft to solve a clear problem:

    • missing resistance;
    • weak life, armor, evasion, mana, or energy shield;
    • poor compatibility with the main skill;
    • a needed attribute requirement;
    • a build-enabling Signature or Mythic effect.

    Early gear is temporary. Use cheap crafts to stabilize progression and reserve expensive work for bases worth carrying forward.