Forged Gear

GUIDEGEAR

When a lair boss falls, it leaves an echo of itself. If you carry a piece of gear that is ready for it, the echo passes into that piece and makes it Forged: it gets a new name and look, 2 more trait slots, better stats, and a power that depends on the boss and the kind of gear.

CONTENTS
  1. How gear becomes Forged
  2. What a Forged piece gains
  3. Troll Forged (Giggos)
  4. Stag Forged (the Hollow Stag)
  5. Lightning Forged (Fulgoria)
  6. Rime Forged (Nivora)
  7. Moss Forged (Silvetus)
  8. Tips

How gear becomes Forged

Each boss gives its own kind of Forged mark:

BossMarkLook
GiggosTroll ForgedMossy, chipped granite
The Hollow StagStag ForgedPale bone veined with green fire
FulgoriaLightning ForgedStorm steel with violet lightning
NivoraRime ForgedGlacier ice
SilvetusMoss ForgedBark and moss

What can take an echo

  • A weapon: sword, greatsword, daggers, war hammer, bow or blade staff. The mattock can't.
  • A coat, but not the plain raincoat you start with.
  • The Spirit Book, if the page that matches the boss is open: Earth for Giggos, Fire for the Hollow Stag, Wind for Fulgoria, Water for Silvetus. Nivora's echo takes the whole book, whatever pages are open.

The piece must also be:

  • Fully spirited: every spirit tier it still has room to wake is awake, so its spirit room can't wake anything more (see Spiriting Table).
  • Not Forged already. A piece holds only one mark.
  • In your pack or worn.

When the echo comes

Every time a lair boss falls, not just the first, you earn its echo if you struck it during the fight, or if you were on your feet within about 50 tiles of where it fell. After the Jewel's moment (if there is one), the boss's spirit rises, flies into your gear held up over your hood, and the gear comes out changed.

If several pieces are ready, the echo picks one at random. If none is ready, the words "the echo of (boss) fades" and "nothing you carry is fully spirited" appear, and the echo is lost.

To choose which piece gets an echo, carry only one piece that is ready. You can also move a mark later with Bind the Echo.

What a Forged piece gains

  • A new name: for example a Troll Forged Iron Sword.
  • 2 more trait slots, which you fill at the Augmentation Table (see Augmentation).
  • Stat bonuses, and a power, by its mark:
MarkWeaponCoat
Troll Forged+20% power, +30% edge, +30% knockback+15% defense, +10% health
Stag Forged+15% attack speed, +8% power (bow: +15% draw speed, +8% power)+20% speed, +20% jump
Lightning Forged+10% power, +40% edge; 1 in 8 blows stuns for 0.6 s; a raging boss's guard is ignored; a boss's flinch lasts 25% longer+10% speed
Rime Forged+12% power, +25% edge; its powers lay frost (4 frost freezes an enemy; a boss is slowed 25% for 2 s instead)+10% defense, +5% health
Moss Forged+12% power, +30% edge; a rooted enemy can't move or be thrown (a boss is slowed 30% for 2 s instead)+15% health

Troll Forged (Giggos)

PiecePower
SwordYour plunge raises three waves of stone spikes all round you, each wider and taller than the last.
GreatswordEach turn of a charged spin drives great shelves of rock up out of the ground at the spin's reach.
DaggersThe whirl and the dash spin sling sharp stones out in every direction.
War hammerThe somersault pound throws 12 sharp stones in every direction, and a ring of rock shelves rises at the edge of every pound.
BowArrow Rain brings 4 boulders down with it, each landing in a shockwave.
Blade staffThe plunge sends a line of sharp rock shelves bursting out of the ground ahead of it, each leaning forward at 45 degrees.
CoatCovered in rock scales. When an enemy strikes you, a rock spike bursts out of the ground toward it.
Spirit BookIts Earth page: Spike Shot fires three heavy spikes at once. Spike Eruption raises great rock shelves, 25% farther. The Spike Ramp is a granite shelf, and your landing throws 12 sharp stones. The boulder is 50% bigger and rolls on 4 tiles, crushing what it meets. Stoneward is 50% stronger, and when it breaks its plates burst out and stun the enemies round you for 1 s. (+20% power, +30% knockback.)

Stag Forged (the Hollow Stag)

PiecePower
SwordThe Stinger goes 30% farther, leaves green flames that burn enemies for 3 s, and sends a green fireball ahead that bursts on impact.
GreatswordThe running leap goes 50% higher and farther, its blows burn with green fire, and its landing bursts in a green explosion that reaches farther and hits harder.
DaggersEach strike of the combo sends small green fireballs that bounce off enemies and walls up to 3 times and can burn. A fourth strike sweeps both blades out from the middle and sends a slow, wide wave of green fire that throws enemies far back.
War hammerA charged pound's earthquake raises geysers of green flame across twice its area, and you can take 3 hits during it without being knocked back.
BowThe running shot looses 3 green fire arrows for the price of 1: one straight ahead and one either side, each piercing up to 3 enemies.
Blade staffSkyfall's spin throws balls of green flame out all round you, which burst and set what they catch burning.
CoatAntlers on the hood and green eyes at night. Every jump landing, and every landing of the daggers' whirl, sends out a ring of green flame that burns.
Spirit BookIts Fire page burns green: the Fire Whip reaches 30% farther and sets what it strikes burning. Flare-up's blasts are 50% wider and leave green fire burning for 3 s. The Fire Wheel rolls 30% faster and twice as long, its fire burning twice as long, and bursts where it ends. Sunburst's fireballs bounce up to 3 times. Kindle also makes the kindled 15% faster, and their blows burn green. (+15% cast speed, +8% power.)

Lightning Forged (Fulgoria)

PiecePower
SwordThe Radiant Arc's blade of light turns to blue-violet lightning, and 12 bolts strike the ground round you as it swings.
GreatswordEvery strike of the combo leaves a crackling after-image that strikes the same enemies again for 40% of the damage and stuns them for 0.35 s.
DaggersThe dodge goes twice as far and is instant: you vanish and reappear in a bolt of lightning that bursts where you land. If it hits an enemy, your blades strike 35% faster for 3 s.
War hammerThe plunge falls 50% faster as a bolt of lightning and lands in an electric blast twice as wide as the plunge's wave.
BowEvery arrow flies as blue-violet lightning. The Dragon Shot becomes a slower, stronger dragon of lightning that calls a bolt down on everything it hits. The jump's three-arrow shot costs 1 arrow and pierces enemies.
Blade staffBoth blows of the running attack call down three bolts of lightning, each one farther out than the last.
CoatStorm-dyed, with an aura of lightning crackling round you. When an enemy strikes you, lightning strikes it and chains on to up to 2 more enemies near it; 1 in 4 of them is stunned for 0.6 s.
Spirit BookIts Wind page: each enemy a Gale Boomerang strikes is stunned for 0.35 s and throws a spark on to the nearest other enemy. The Tornado calls a bolt down on what it carries every second. The Gale Dash is an instant streak of lightning that bursts where you land. Updraft holds you in a thundercloud that strikes the vortex below. Those Tailwind reaches call a small bolt with 1 in 6 of their blows. (+10% power, 1 in 8 spells stuns for 0.6 s, a raging boss's guard doesn't stop them, a boss's flinch lasts 25% longer, Tailwind ready 20% sooner.)

Rime Forged (Nivora)

Rime Forged powers lay frost on enemies. At 4 frost an enemy freezes solid and can't act; a boss isn't frozen, but is slowed by 25% for 2 s instead.

PiecePower
SwordWhirlwind rains hard, fast spikes of ice down all round you as you spin. Each spike lays 2 frost on what it strikes; 4 frost freezes an enemy solid for 2 s.
GreatswordSundering Arc becomes a slice of ice blue energy that fires a beam 190 px ahead. Everything in its path is struck again for 120% of the blow and frozen solid for 1.2 s.
DaggersThe dash spin goes 40% farther and 20% faster and leaves a trail of ice for 3 s that hurts enemies on it every 0.5 s and lays frost. The instant the spin ends it lets go a wave of ice 80 px across.
War hammerEach blow of the combo raises a spike of ice where the head lands, each bigger than the last, striking again for its own damage and laying frost. The Tempering Blow raises a great cluster of crystals that freezes what it strikes.
BowHold a full draw to charge an arrow of ice through three tiers, each bigger and stronger: 130%, 170% and 230% damage. It lays 2, 3 or 4 frost on what it hits and bursts into 4, 6 or 8 flying spikes of ice where it hits or breaks.
Blade staffThe combo spreads killer frost round you that grows with each blow, hurting what is in it every 0.5 s and laying frost. Anything frozen when the combo's last blow ends bursts out of its ice for 160% damage.
CoatSpikes of ice grow on it the longer you go without being hit, in three stages over 12 s. The next blow you take is 15%, 30% or 45% weaker by the stage, and breaks the spikes; they start growing again.
Spirit BookEvery page turns to ice: all its spells are ice, 15% stronger, and 1 in 5 of their blows freezes an enemy solid for 1.5 s. Its jump and dash spells reach 30% further.

Moss Forged (Silvetus)

Some Moss Forged powers root enemies: a rooted enemy can't move or be thrown. A boss isn't rooted, but is slowed by 30% for 2 s instead.

PiecePower
SwordWhirlwind grows a thorny vine off the blade's tip that sweeps both turns 70 px out, striking everything it passes for 60% a turn, then yanks the farthest enemy 44 px in (not a boss). As you land, 10 razor leaves circle you for 2 s, cutting what comes close for 15%, each enemy at most every 0.33 s.
GreatswordThe plunge heaves every enemy within 64 px up on roots for 60% damage and holds them there while you pull the blade free. They drop dazed for 0.8 s just as you can swing, and your next swing does 50% more to them. A boss isn't lifted: it's dazed where it stands.
DaggersEach cut adds a glowing petal to a flower over the enemy. At 5 petals it bursts, and Nightfall bursts every flower. Each petal strikes for 30% of a cut, and its sap flows back to you and heals 1% of your health, up to 10% a combo.
War hammerLeaves fall while a pound charges. When it lands, 3, 5 or 7 boughs of deadwood (by the charge's tier) crash down on enemies in the quake, each striking for 80% of the pound. Each bough's shadow shows 0.5 s before it lands.
BowArrow Rain grows up to 6 red puffcaps where its arrows land. Each bursts into a cloud of spores 32 px across for 4 s: enemies in it deal 25% less damage and take 10% of an arrow every 0.5 s.
Blade staffWheeling Arc lashes a braided root a full circle round you, 76 px out. It strikes everything it passes for 90% and roots it for 1 s.
CoatGrown over with moss and bark, a red toadstool on the brim. When an enemy strikes you (at most once every 6 s), a patch of moss 40 px across grows where you stand for 5 s. You and any other Wanderer on it heal 2% of your health each second.
Spirit BookIts Water page grows: Mending Tide leaves a bed of moss for 5 s that heals everyone on it 2% of their health each second. Riptide roots what it struck for 1.5 s. Each Tidebolt grows a red puffcap where it lands, and Downpour grows 3; each bursts into spores that make enemies deal 25% less damage. (+10% power, +20% healing.)

Tips

  • Before a boss fight, fill the weapon or coat you want Forged with spirits until it can't wake another tier, and carry no other ready piece.
  • Fighting a lair again gives another echo each time, so you can Forge several pieces from the same boss.
  • A Forged mark can be moved to another piece with Bind the Echo, so a mark on an old weapon isn't wasted when you upgrade to a new metal.
In online play, every Wanderer who struck the boss, or was on their feet nearby when it fell, earns their own echo for their own gear. Forged powers are seen by everyone in the room, and a Moss Forged coat's healing moss heals any Wanderer standing on it.

See also