Wiki / Forging
Contents
- What the system is
- Important first rule
- Planned future update
- Which items can use the system
- How players recognize a rolled item
- Tiers at a glance
- Where rarity comes from
- How good the rolled attribute levels are
- What the Forge Hammer does
- Forge actions
- Hidden forge rules that matter
- Forge costs
- Mythril
- How players get mythril
- Scrappers
- How players obtain scrappers
- Exact attribute pools and roll limits
- Practical upgrade advice for players
- Quick FAQ
- Bottom line
What the system is
The forge system is the new gear progression loop for Midhem.
Instead of equipment only being "good" because of its base values, eligible gear can now roll a rarity and one or more extra attribute attributes. Those rolled items can then be improved further in the forge by spending gold and mythril.
In short, the loop is:
- Loot, earn, or cleanse rusty gear that rolls a rarity.
- Keep the pieces with strong attribute combinations and good base values.
- Use the Forge Hammer to improve rarity, upgrade individual attribute attributes or reroll attribute attributes.
- Scrap bad rolled items into mythril and reinvest that mythril into better gear.
Important first rule
The forge does not create rarity or rolled attributes on normal "base" gear.
Only items that has the rarity: Rare, Epic, Legendary, or Mythic can be used in the forge.
Normal gear can still exist in the new system, but it has no rolled attribute attributes and nothing useful to upgrade in the forge.
Planned future update
This is not active yet, but the plan is that in a future update you will be able to combine two normal items for a chance to receive one item with attributes.
So today:
- Normal items do not enter the forge system by themselves.
In the future:
- Two normal items will be able to act as a gamble/crafting step for a chance at one item with attributes.
This solves the player getting bad luck from bossloot - meaning if player does loot 2 normal bossloot item, it can be combined to get one with rarity and attributes.
Which items can use the system
The current rolled-attribute pool is built for equipment in these categories:
- Helmets
- Armors
- Legs
- Boots
- Shields
- Spellbooks
- One-handed melee weapons
- Two-handed melee weapons
- Monk fist weapons
- Distance weapons
- Wands
- Quivers
Rings, amulets, backpacks, and normal consumables are not part of the current forge attribute pool.
How players recognize a rolled item
Rolled items are shown with a tier prefix in the tooltip and item name, and a frame when in backpack:
- Rare: blue
- Epic: purple
- Legendary: gold
- Mythic: orange-red
Tiers at a glance
| Tier | Attribute attributes | Max Attribute level |
|---|---|---|
| Normal base items | 0 | 0 |
| Rare | 1 | 3 |
| Epic | 2 | 6 |
| Legendary | 3 | 9 |
| Mythic | 4 | 12 |
What this means in practice:
- Higher rarity gives more attribute attributes.
- Higher rarity also raises the upgrade cap for every attribute on the item.
- Upgrading rarity keeps your existing attribute and unlocks a new extra attribute for the new tier.
Example:
- A Rare item has 1 attribute and can only push that attribute to level 3.
- If you upgrade that item to Epic, it keeps the first attribute, gains a second attribute, and both attribute can now be upgraded up to level 6.
Where rarity comes from
1. Normal monster loot
Eligible equipment dropped from regular monsters rolls with these weights:
| Result | Chance |
|---|---|
| Normal | 93.5% |
| Rare | 4.0% |
| Epic | 2.0% |
| Legendary | 0.4% |
| Mythic | 0.1% |
This means most regular loot is still normal, but rare upgrades can appear anywhere the item is eligible.
2. Boss loot
Boss gear that goes into the reward chest has much better rarity odds:
| Result | Chance |
|---|---|
| Normal | 30% |
| Rare | 30% |
| Epic | 22% |
| Legendary | 11% |
| Mythic | 7% |
This is one of the best ways to get forgeable gear.
3. Quest rewards and task rewards
Quest and task reward gear will ALWAYS roll at least Rare:
| Result | Chance |
|---|---|
| Normal | 0% |
| Rare | 87% |
| Epic | 9% |
| Legendary | 3% |
| Mythic | 1% |
4. Rusty items after cleansing
Rusty equipment does not roll forge attributes while it is still rusty.
You must first clean it with the soul orb as before. After that, the resulting item can roll rarity from a rusty-specific table.
Rusty outcomes are intentionally risky:
- Rare rusty source: 50% break chance, then low chance to roll Rare or better
- Epic rusty source: 50% break chance, better odds than Rare rusty
- Legendary rusty source: 50% break chance, best rusty odds
Rusty has been buffed with greater chance to roll rarity than before. And almost every item that has a NPC sellable price can be rolled + dwarven set and elemental set. Elemental set is still only obtainable from rusty gear. So more different items than before update.
Exact rusty roll tables:
| Rusty source | Break | Normal | Rare | Epic | Legendary | Mythic |
|---|---|---|---|---|---|---|
| Rare rusty | 50% | 27.5% | 17% | 5% | 0.5% | 0% |
| Epic rusty | 50% | 22% | 12.8% | 13% | 2% | 0.2% |
| Legendary rusty | 50% | 20% | 10% | 12.4% | 7% | 0.6% |
How good the rolled attribute levels are
When a attribute is first created, it also rolls a level.
In simple terms if the items rarity is:
- Rare: attribute are usually low and top out at level 3.
- Epic: attribute spread across levels 1-6 and usually land around the middle.
- Legendary: attribute tend to roll stronger on average and can reach 9.
- Mythic: attribute are the only ones that can reach level 12.
So two items of the same rarity can still be very different in quality depending on the levels of their attributes.
What the Forge Hammer does
The Forge Hammer opens the forge UI.
Flow for the player:
- Use the Forge Hammer.
- Place a rarity item into the forge slot.
- The forge shows the item's rarity, current attributes, success chances, and current costs.
- Choose one of the available actions.
- Pay gold and mythril.
- On success, the item updates immediately. On failure, the materials are still consumed when the action is a chance-based upgrade.
The hammer is sold as a normal game item from the tools NPC (where you buy shovel and rope etc).
Forge actions
1. Upgrade one attribute line
This raises a single existing attribute by 1 level.
- Success chance: 75%
- On failure: materials are consumed
- Max level depends on the item's current rarity:
- Rare cap 3
- Epic cap 6
- Legendary cap 9
- Mythic cap 12
This is the action you use when you already like the attribute and want to make that attribute stronger.
2. Upgrade rarity
This moves the item up one rarity tier:
- Rare -> Epic
- Epic -> Legendary
- Legendary -> Mythic
Rules:
- Success chance: 75%
- On failure: materials are consumed
- Existing attributes stay on the item
- Missing new attributes for the higher tier are rolled automatically
- Mythic is the final rarity and cannot be upgraded further
This is the action you use when you want more total attribute and a higher future level cap.
3. Reroll one attribute line
This changes the attribute of one existing line.
Rules:
- Success chance: 100% after payment
- The attribute line keeps its current level
- Only the attribute changes
Example:
- If a attribute line is level 6 and you reroll it, it stays level 6.
- The forge only swaps the attribute itself.
This makes rerolling very strong for fixing a bad line on an otherwise good item.
Hidden forge rules that matter
- The same exact attribute cannot appear twice on the same item.
- Some attribute categories are limited, so the system avoids stacking too many attribute from the same special family on one item. See below for more info.
- Old legacy rarity items are auto-converted into the new attribute-line system the first time they are placed in the forge.
That last point is important for older items:
- Old
Rare Life,Epic Crit,Legendary Mana, and similar legacy items are converted into the new tier-based attribute system. - After conversion, they behave like normal forge items.
Forge costs
Forge costs are not fixed prices.
Every forge action scales from code formulas based mainly on:
- The item's value
- The item's current rarity
- The current level of the attribute you are upgrading
- Which action you are using
In practice:
- Expensive gear costs more to forge
- Higher-level attribute attributes cost more to push further
- Higher-rarity items cost more to reroll or upgrade
Every forge action costs:
- Gold
- Mythril
The forge UI shows the exact cost before you commit.
Mythril
Mythril is the forge currency.
It exists in four denominations:
1 Mythril dust is equal to around 10 gold coins.
| Item | Value in mythril dust |
|---|---|
| Mythril Dust | 1 |
| Mythril Nugget | 100 |
| Mythril Ingot | 10,000 |
| Mythril Bar | 1,000,000 |
Important quality-of-life rules:
- The forge reads your total mythril balance across all four denominations in your backpack/inventory.
- When you spend mythril, the system can automatically break a higher denomination into lower ones.
- You can manually convert mythril upward by clicking on a 100 stack:
- 100 dust -> 1 nugget
- 100 nuggets -> 1 ingot
- 100 ingots -> 1 bar
How players get mythril
Mythril now exists all over Midhem.
The monsters that drop the most mythril is the same as the old spawns that dropped the most loot: High Quara, Elds, Falcon, Drakens for example are good sources of mythril.
Exp focused hunting spawns also drops mythril but not as much as more loot focused spawns.
- Weak monsters often drop mythril dust
- Mid-game monsters often drop mythril nuggets
- Stronger monsters and bosses often drop mythril ingots
- Some top-end bosses can drop mythril bars
The new minibosses drops significant more loot and mythril than the normal monsters: They have increased normal loot, guaranteed 1 rusty gear, and alot of mythril:
- Elite minibosses get extra mythril value
- Primal minibosses get much more
- Apex minibosses get the most
Scrappers
Scrappers destroy rarity items and gives the player in return mythril. (Might be changed in the future)
Current scrappers:
| Scrapper | Works on | Charges |
|---|---|---|
| Rare Scrapper | Rare only | 15 |
| Epic Scrapper | Epic only | 15 |
| Legendary Scrapper | Legendary only | 15 |
| Universal Scrapper | Rare to Mythic | 50 |
Important scrapper rules:
- The target item must have rolled attributes
- Normal items cannot be scrapped for value
- Locked items cannot be scrapped
- NOTE! If your inventory cannot hold the returned mythril mix, the overflow is dropped on the ground as mythril dust!
Scrapper value is based on the forge mythril formulas, not a flat refund. Meaning higher rarity tier and higher item value the more mythril is refund.
How players obtain scrappers
Current sources:
- Rare Scrapper: crafted, 15 charges
- Epic Scrapper: crafted, 15 charges
- Legendary Scrapper: crafted, 15 charges
- Universal Scrapper: buyed in the ingame shop consumable, 50 charges
Exact attribute pools and roll limits
Not every equipment slot can roll every attribute, and the forge also has category caps.
Two universal rules always apply:
- The same exact attribute cannot appear twice on the same item.
- Some attribute families have a hard cap per item.
The current family caps are:
- Attack family: max 1 total per item
- Special proc family: max 1 total per item
- Extra-damage proc family: max 1 total per item
- HP family: max 1 total per item
- Capacity family: max 1 total per item
- Resistance family: max 2 total per item
For players, that means examples like:
- You cannot roll both
Attackand anElemental Damage atackon the same weapon, because both belong to the attack family. - You cannot stack two special procs like
StunandSilenceon the same item. - You cannot stack two extra-damage proc attributes like
Lightning BoltandDouble Attackon the same item.
The race families used by the system are:
The monster wiki has been updated now with all monsters belonging in one of the following races:
- Aquatic
- Demon
- Dragon
- Giant
- Human
- Humanoid
- Magical
- Mammal
- Reptile
- Undead
- Vermin
Below is the exact attribute pool by gear type.
Helmets
- Armor
- Life Leech
- Mana Leech
- Health Regen
- Mana Regen
- Potion Efficiency
- Rune Damage
- Magic Resistance
- Death Resistance, Earth Resistance, Energy Resistance, Fire Resistance, Holy Resistance, Ice Resistance, Physical Resistance (resistance family, max 2 total)
- Race Resistance vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
Armors
- Armor
- Max HP or Max HP% (HP family, max 1 total)
- Max Mana
- Max Mana%
- PvP Resistance
- Magic Resistance
- Death Resistance, Earth Resistance, Energy Resistance, Fire Resistance, Holy Resistance, Ice Resistance, Physical Resistance (resistance family, max 2 total)
- Race Resistance vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
Legs
- Armor
- Capacity or Capacity% (capacity family, max 1 total)
- Max HP or Max HP% (HP family, max 1 total)
- Max Mana
- Max Mana%
- Magic Resistance
- Death Resistance, Earth Resistance, Energy Resistance, Fire Resistance, Holy Resistance, Ice Resistance, Physical Resistance (resistance family, max 2 total)
- Race Resistance vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
Boots
- Attack Speed
- Crit
- Speed
- Health Regen
- Mana Regen
- Spell Damage
- Rune Damage
- Death Resistance, Earth Resistance, Energy Resistance, Fire Resistance, Holy Resistance, Ice Resistance (resistance family, max 2 total)
- Race Damage vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
Shields
- Defense
- Shielding
- Healing%
- Potion Efficiency
- Max HP or Max HP% (HP family, max 1 total)
- Max Mana
- Max Mana%
- Magic Resistance
- Death Resistance, Earth Resistance, Energy Resistance, Fire Resistance, Holy Resistance, Ice Resistance, Physical Resistance (resistance family, max 2 total)
- Race Damage vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
Spellbooks
- Magic Level
- Spell Damage
- Rune Damage
- Healing%
- Potion Efficiency
- Max Mana
- Max Mana%
- Death Resistance, Earth Resistance, Energy Resistance, Fire Resistance, Holy Resistance, Ice Resistance (resistance family, max 2 total)
- Race Damage vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
One-handed and two-handed melee weapons
- Attack or one Elemental Damage attack: Death, Earth, Energy, Fire, Holy, or Ice (attack family, max 1 total)
- Attack Speed
- Crit
- Cleave
- Melee Skill
- Life Leech
- Mana Leech
- Break Armor%, Disarm%, Mark Target%, Root%, Silence, Slow%, Stun% (special proc family, max 1 total)
- Dot Death%, Dot Earth%, Dot Energy%, Dot Fire%, Dot Ice%, Dot Physical%, Double Attack%, Lightning Bolt% (extra-damage proc family, max 1 total)
- Race Damage vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
Monk weapons
- Attack or one Elemental Damage attack: Death, Earth, Energy, Fire, Holy, or Ice (attack family, max 1 total)
- Attack Speed
- Crit
- Cleave
- Fist Skill
- Magic Level
- Reflect
- Rune Damage
- Life Leech
- Mana Leech
- Break Armor%, Disarm%, Mark Target%, Root%, Silence, Slow%, Stun% (special proc family, max 1 total)
- Dot Death%, Dot Earth%, Dot Energy%, Dot Fire%, Dot Ice%, Dot Physical%, Double Attack%, Lightning Bolt% (extra-damage proc family, max 1 total)
- Race Damage vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
Distance weapons
- Attack
- Attack Speed
- Crit
- Distance Skill
- Life Leech
- Mana Leech
- Break Armor%, Disarm%, Mark Target%, Root%, Silence, Slow%, Stun% (special proc family, max 1 total)
- Dot Death%, Dot Earth%, Dot Energy%, Dot Fire%, Dot Ice%, Dot Physical%, Double Attack%, Lightning Bolt% (extra-damage proc family, max 1 total)
- Race Damage vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
Wands
- Attack Speed
- Crit
- Magic Level
- Life Leech
- Mana Leech
- Disarm%, Mark Target%, Root%, Silence, Slow%, Stun% (special proc family, max 1 total)
- Dot Death%, Dot Earth%, Dot Energy%, Dot Fire%, Dot Ice%, Dot Physical%, Double Attack%, Lightning Bolt% (extra-damage proc family, max 1 total)
- Race Damage vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
Quivers
- Attack Speed
- Crit
- Distance Skill
- Hit Chance
- Life Leech
- Mana Leech
- Magic Level
- Rune Damage
- Speed
- Race Damage vs Aquatic, Demon, Dragon, Giant, Human, Humanoid, Magical, Mammal, Reptile, Undead, Vermin
Practical upgrade advice for players
- If an item already has perfect attribute types, upgrading the attribute level is usually better than rerolling.
- If the item has one bad attribute but good level, rerolling is very efficient because the level stays.
- Bosses, tasks, quests, and rusty cleansing are the best soruce for rarity gear.
- Scrap weak rolled items instead of hoarding them.
Quick FAQ
Can I forge a common/normal base item item into Rare?
Not currently, in future we will add system to merge/combine two normal items into one with rarity and stats.
Do failed upgrades destroy the item?
No, but the materials are consumed on failed rarity upgrades and failed attribute-level upgrades.
Does rerolling lower my attribute level?
No. The attribute keeps its level and only changes attribute.
Can the same attribute appear twice on one item?
No. Duplicate attributes are blocked.
Can old rarity items still be used?
Yes. Legacy rarity items are converted into the new system the first time they are placed in the forge.
Can I use rusty items directly in the forge?
No. Rusty items must be cleansed first.
Bottom line
- Hunt for good bases
- Keep high-value rolled items
- Upgrade great attributes
- Reroll bad attributes
- Upgrade rarity when the base is worth investing in
- Scrap the rest into mythril