> For the complete documentation index, see [llms.txt](https://wiki.bigtime.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.bigtime.gg/big-time-economy/economy-components/personal-metaverse/workshops/forges.md).

# Forges

**Forges** are [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops.md) that focus mostly on crafting and upgrading **Weapon** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles.md) as well as refining [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards.md) into [**Refined** **Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards.md).

<figure><img src="/files/UGT0t4H9BhGs2fagkzwb" alt=""><figcaption><p>Forge Actions Overview.</p></figcaption></figure>

## **Forge Max Issuance, Rarity & Types**&#x20;

<figure><img src="/files/bgv6xxdALLTuKzfZLwt8" alt=""><figcaption><p>Forges Max Issuance by Rarity and Type.</p></figcaption></figure>

### **Max Issuances**

The issuance amounts in the table above are **immutable and** **will never change**.

### **Rarity**

**Forges** have ten rarity tiers: **Common** through **Unique**. A **Forge** can only Craft or Upgrade [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles.md) equal to its rarity tier but with **Bonus Rolls**, they can craft up to two rarity tiers higher.

### **Types**

There are ten types of **Forges**, each type has a **Specialization Bonus** and a **Collective**.

| Forge Type            | Collective           | Specialization                 |
| --------------------- | -------------------- | ------------------------------ |
| Forge of Quickness    | 🔴Light Hammer       | 2-Hand Axe                     |
| Forge of Rapidness    | 🔴Light Hammer       | 2-Hand Sword                   |
| Forge of Swiftness    | 🔴Light Hammer       | Staves + Dual Wield            |
| Forge of Decisiveness | 🔵Steady Anvil       | 2-Hand Hammer                  |
| Forge of Diligence    | 🔵Steady Anvil       | 1-Hand Weapons                 |
| Forge of Acuity       | 🔵Steady Anvil       | 2-Hand Axes & 2-Hand Swords    |
| Forge of Chance       | 🟢Four-leaf Clover   | Staves                         |
| Forge of Luck         | 🟢Four-leaf Clover   | Dual Wield                     |
| Forge of Fortune      | 🟢Four-leaf Clover   | 2-Hand Hammer & 1-Hand Weapons |
| Forge of Triumph      | 🌈Prismatic Radiance | All of the above               |

*Note: Weapons assigned to specialization are subject to change and are not finalized.*

{% hint style="info" %}
**New Weapons**

Every time we introduce new weapon types to the game, we'll assign a specialization bonus to one of the existing Forge Types to incorporate them.
{% endhint %}

### Specialization <a href="#specialization" id="specialization"></a>

Each **Specialization** increases the **Crafting Speed** of a particular weapon piece. The **Specialization's** extra speed depends on the rarity, and generally, single specializations would have faster speed compared to multiple specializations with the exception of the Rainbow colors.

### Collective <a href="#colors" id="colors"></a>

Each **Collective** will have a specific group bonus plus it would be used to unlock the [**Workshop Collective Set Bonus**](/big-time-economy/economy-components/personal-metaverse/workshops/workshop-collective-set-bonus.md) which looks into the [**Workshops**](/big-time-economy/economy-components/personal-metaverse/workshops.md) that are set up within one [**SPACE**](/big-time-economy/economy-components/personal-metaverse/space.md).

Note that the 🌈**Prismatic Radiance** collective would allow players to select between the three basic collectives and only the selected color would be active.

| Collective                            | Group Type Bonus                               |
| ------------------------------------- | ---------------------------------------------- |
| 🔴Light Hammer: **Speed**             | Faster Crafting & Refining.                    |
| 🔵Steady Anvil: **Efficiency**        | less $BIGTIME needed when Crafting & Refining. |
| 🟢Four-leaf Clover: **Luck**          | Extra Bonus Roll Slot.                         |
| 🌈Prismatic Radiance: **Everything!** | All of the above                               |

*Note: Group Type Bonuses are subject to change for balancing reasons.*

## Refining, Crafting, and Upgrading

### **Refining**

**Forges** can refine [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards.md) into [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards.md) which are then used for crafting.

Only **Wild or Forge** type [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards.md) can be refined using a **Forge**, and the output will be [**Refined Forge Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards.md), which are used for crafting with a **Forge**.

<figure><img src="/files/IQ5wlbdIcKbB4HezUxSi" alt=""><figcaption><p>Forge refinement process. (Values are for illustration purpose only)</p></figcaption></figure>

There are multiple **Tiers** of [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards.md). You can check the [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards.md) page for more details.

<table><thead><tr><th width="217.33333333333331">Recipe Output</th><th width="108">$BIGTIME</th><th>Requirement</th><th>Duration (D)</th></tr></thead><tbody><tr><td>Tier 1 Refined Cosmetic Shards <strong>x25</strong></td><td>30</td><td>Cosmetic Shards <strong>x75</strong></td><td>0.3</td></tr><tr><td>Tier 2 Refined Cosmetic Shards <strong>x25</strong></td><td>90</td><td>Tier 1 Refined Cosmetic Shards <strong>x75</strong></td><td>1</td></tr><tr><td>Tier 3 Refined Cosmetic Shards <strong>x25</strong></td><td>270</td><td>Tier 2 Refined Cosmetic Shards <strong>x75</strong></td><td>3</td></tr></tbody></table>

*Note: Values in the table above are subject to change for balancing reasons.*

### **Crafting**

**Forges** can craft [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles.md) by using [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens.md) and [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards.md)**.**

<figure><img src="/files/GB9Ahy0AAIt6jfZ5S6i4" alt=""><figcaption><p>Forge Cosmetic Collectible crafting example. (Values are for illustration purpose only)</p></figcaption></figure>

**Forges** can **upgrade** a [**Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles.md) to its next **Rarity Tier** by using [**$BIGTIME Tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens.md)**,** [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards.md)**,** and **x3** [**Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles.md) of the Collectible line desired to be upgraded.

<figure><img src="/files/E1anEeCw7XAkX9Q34ycs" alt=""><figcaption><p>Forge Cosmetic Collectible upgrading example. (Values are for illustration purpose only)</p></figcaption></figure>

<table data-full-width="true"><thead><tr><th width="154">Rarity</th><th width="118">Prev Rarity</th><th width="121">$BIGTIME</th><th width="141">Tier 1 Shards</th><th width="135">Tier 2 Shards</th><th width="135">Tier 3 Shards</th><th>Duration (D)</th></tr></thead><tbody><tr><td>Common</td><td>0</td><td>50</td><td>25</td><td>0</td><td>0</td><td>1.0</td></tr><tr><td>Uncommon</td><td>3</td><td>100</td><td>50</td><td>0</td><td>0</td><td>1.5</td></tr><tr><td>Rare</td><td>3</td><td>200</td><td>100</td><td>0</td><td>0</td><td>2.0</td></tr><tr><td>Epic</td><td>3</td><td>300</td><td>0</td><td>25</td><td>0</td><td>2.5</td></tr><tr><td>Legendary</td><td>3</td><td>500</td><td>0</td><td>50</td><td>0</td><td>3.0</td></tr><tr><td>Mythic</td><td>3</td><td>1,000</td><td>0</td><td>100</td><td>0</td><td>3.5</td></tr><tr><td>Exalted</td><td>3</td><td>2,000</td><td>0</td><td>0</td><td>25</td><td>4.0</td></tr><tr><td>Exotic</td><td>3</td><td>5,000</td><td>0</td><td>0</td><td>50</td><td>5.0</td></tr><tr><td>Transcendent</td><td>3</td><td>15,000</td><td>0</td><td>0</td><td>100</td><td>6.0</td></tr><tr><td>Unique</td><td>3</td><td>30,000</td><td>0</td><td>0</td><td>200</td><td>7.0</td></tr></tbody></table>

*Note: Values in the table above are subject to change for balancing reasons.*

<figure><img src="/files/ZD5z3mXsDIvIYlXV0pRq" alt=""><figcaption><p>Crafting Screen Example.</p></figcaption></figure>

**Refining, Crafting, and Upgrading** actions will almost always have duration to be completed and players can always **Speed up** the process by spending [**$BIGTIME tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens.md)**.**

## Leveling Up a Forge

A **Forge** can **Level Up** to gain better **Crafting Stats**.

<figure><img src="/files/qrTV9VjLjd4JW8Nuz1no" alt=""><figcaption><p>Steps to Level Up a Utility Collectibles. (Values are for illustration purpose only)</p></figcaption></figure>

### Forge EXP

To level up a **Forge**, a player needs to earn the required amount of **Forge EXP**, which is earned through actions such as **Refining, Crafting, and Upgrading**.

### Spend Time Crystals to Level Up

Once the **Forge** has the required amount of **EXP**, players can spend [**Time Crystals**](/big-time-economy/economy-components/resources/time-crystals.md) to level it up, which happens instantly.

### Crafting Benefits for Leveling Up

1. Increases the **Crafting and Upgrading** efficiency depending on the type of **Forge (Boosts Specialization Bonus)**
2. Unlocks additional **Bonus Roll** slots
3. Unlocks special **Bonus Roll** benefits

### Forge Max Level By Rarity

A **Forge**'s Max Level depends on its **Rarity,** the more **Rare** it is, the higher its **Max Level**.  Here is an example chart of Rarity and the Max Level allowed:

| Rarity       | Max Level |
| ------------ | --------- |
| Common       | 10        |
| Uncommon     | 15        |
| Rare         | 20        |
| Epic         | 25        |
| Legendary    | 30        |
| Mythic       | 35        |
| Exalted      | 40        |
| Exotic       | 45        |
| Transcendent | 50        |
| Unique       | 60        |

## Bonus Rolls

**Bonus Rolls** are optional actions the player can take to increase the output of their **Crafting Action**.

<figure><img src="/files/ZGEq8qNkB2fWfS7pYsdk" alt=""><figcaption><p>Bonus Roll Example. (Values are for illustration purpose only)</p></figcaption></figure>

**Steps When Bonus Rolling:**

* Whenever a player initiates a **Crafting Action** in the **Forge**, they will have the option to **Bonus Roll**.
* Players spend [**Workshop Mod Chips**](/big-time-economy/economy-components/resources/bonus-roll-chips/workshop-mod-chips.md) to **Bonus Roll**.
* Then they can decide on which of the **Crafting Bonuses** they want to **"Lock in"** before they roll again.  The goal, of course, is to fill all the slots with the perfect set of **Crafting Bonuses.**
* Each **Locked slot**, will **increase the cost** of the **subsequent roll**.

<figure><img src="/files/9KXitLlKQyOjwnhSY0yH" alt=""><figcaption><p>Before and After Bonus roll Example.</p></figcaption></figure>

The **Number of Slots** depends on the **Forge Level** and the chances for better **Crafting Bonuses** depend on the **Forge Rarity**.

| Utility Collectible Level | Slots Available |
| ------------------------- | --------------- |
| 1                         | 2               |
| 10                        | 3               |
| 20                        | 4               |
| 30                        | 5               |
| 40                        | 6               |
| 50                        | 7               |
| 60                        | 8               |

*Note: Values in the table above are subject to change for balancing reasons.*

Here are some examples of the **Crafting Bonuses**:

* **Extra output:** Increase the number of output by 1. (Get 2 Cosmetic Collectibles instead of 1)
* **Skip Rarity Tier:** Increase the rarity of the Cosmetic Collectible output by 1 tier. (ex: common > uncommon)
* **25% faster:** Decrease the duration of the crafting action by 25%.
* **Quad Right:** Boosts the effect of the bonus slot to the right by 4 times (successively if the bonus slot to the right is a percentage).

{% hint style="info" %}
**Dark Purple Multipliers**\
The dark purple multipliers do not work additively, but successively instead.\
Here’s an example of how a **4x** multiplier (like “**Quad Right**”) would affect a **25%** bonus (like “**25% Less Time Crystals**”).\
\
If we take a starting cost of **100 Time Crystals**:

1. First Step: **100–25% = 75** Time Crystals
2. Second Step: **75–25% = 56** Time Crystals
3. Third Step: **56–25% = 42** Time Crystals
4. Fourth Step: **42–25% = 32** Time Crystals

**Final cost: 32 Time Crystals (68% discount)**
{% endhint %}

And many more...

{% hint style="info" %}
**Bonus Type Pool**\
Not all bonuses are available for all the crafting recipes, for example, skipping a rarity bonus would not be in the pool of possible bonuses when crafting a transcendent rarity collectible.

The pool of possible bonuses is dependent on the recipe being crafted as well as the rarity of the Utility Collectible (Forge, Armory, Time Warden)
{% endhint %}
