Dwarven Foundry

The **Dwarven Foundry**, also referred to as simply the **Foundry** or the **Forge**, is a massive manufactory inside of a volcano, run by the Dwarves **Brok** and **Sindri**. It is where Equipment and Charms can be transmuted into higher rarity versions by combining items of one rarity to a single higher rarity item. It is located in Magma Peak, Highgard.

## General Transmutation

A base item, such as a weapon, charm or helmet, is required to start. Depending on the rarity and rank of the base item, a certain amount of items of the same type and rarity will be needed to transmute.

* Weapons and Armor
	+ **3** Common items -> **1** Rare item
	+ **4** Rare items -> **1** Epic item
	+ **5** Epic items -> **1** Legendary item
	+ **6** Legendary items -> **1** Unique item
* Charms
	+ **4** Common items -> **1** Rare item
	+ **5** Rare items -> **1** Epic item
	+ **6** Epic items -> **1** Legendary item
	+ **7** Legendary items -> **1** Unique item

The result of the transmutation is based on the classification types of the items used. More than one classification type may be used; the more items of one type used, the higher chance an item of that type will be the result. For example, Transmuting more Strong vs Undead weapons increases the chance that the result is also Strong vs Undead.

## Equipment-specific Transmutation

A final transmuted piece of equipment will always be at the base level of its rank:

**Base levels per rank:**

* Rank 1 - 1
* Rank 2 - 11
* Rank 3 - 21
* Rank 4 - 31
* Rank 5 - 41

Once a base item is picked, the remaining ingredients must be the same rank or one rank lower than the base. For instance, if the base item is rank 3, only other rank 3 or rank 2 items can be used for fodder.

### Charm Loss

During Transmutation, any Charms slotted into the ingredient pieces will be lost. Therefore it is recommended to remove any desired charms with a **Spanner** before Transmutation.

## Weapon Transmutation Progression

The Weapon Class (Sword/Hammer/Axe) that results from a transmutation follows a specific progression based on the Rarity it is being transmuted to (i.e. Common to Rare) and the Type (or Strong vs, i.e. Beast). In other words, **Weapons retain their Strong Vs Type in transmutation, not their weapon Class**.

The three weapon Classes (Sword/Hammer/Axe) are grouped based on Monster type. Using any combination of weapons from a specific family group will result in the same weapon Class being transmuted. The only exceptions are when transmuting Legendary axes (where a Goblin result will be a sword rather than a hammer) and when transmuting common weapons, which have many variations and completely random types.

* Beast/Cult/Demon/Troll
* Goblin/Golem/Militia
* Outlaw/Undead

Weapon Transmutation Progression by Class

## Costs

Transmutation also requires Gold.

All rarities and ranks depicted are bases for transmutation.

**Charms Transmutation Cost by Gold**

## Exceptions

Not all items can be used for transmutation. The following is a list of restricted items for transmutation:

* Armor without a type specification (Light, Heavy, Ranged, Magic), such as the Astellan Helm
* Items the player has Locked from the Backpack
* The last weapon the player owns in a "Strong vs" Monster type category.
	+ This does not take into consideration Mythic weapons, so the player must have at least one non-Mythic weapon that is Strong vs each Monster type in their inventory at all times.

## Trivia

* The Dwarves, Brok and Sindri, are based on Brokkr and Sindri of Norse mythology, two of a group of Dwarves known for creating some of the legendary weapons wielded by the gods.

## Gallery

Map ModelBrokkr PortraitSindri Portrait2019 Promo image for the Foundry updateChristmas-themed promo image from Twitter