Endless Forged turns Hytale's biggest pile of community and vanilla-revival weapons into one shared rarity game, a 342-weapon catalog spanning 17 creator credits, plus 146 revived vanilla pieces and 11 original models, all running through the same six-tier ladder, the same Essence and Cores currencies, and the same command set. Nothing is copied: the mod that made a weapon still owns it, Forged just adds the tier.
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What Endless Forged adds
Forged is three things bundled into one jar: a revival pack for vanilla gear Hytale ships but never lets you obtain, a handful of original first-party weapon models, and (the part this guide is about) a standardized tier and progression system laid on top of hundreds of community weapon mods without touching their original assets.
342 weapons, 17 creators, one system
Every adopted weapon is registered by reference: the source mod keeps owning its model, animation and effects. Forged only stores a tier and a per-item progression record, and every weapon carries a permanent “Original Creator” credit on its tooltip.
Browse it with /weapons
A full catalog browser, filterable by creator, source mod, weapon type or tier. It's also how you check the exact live numbers on a weapon before committing Essence or Cores to it.
The six rarity tiers
C is the baseline: it's always a weapon's own original, untouched numbers. Every other tier is a multiplier off that anchor, applied to Main Stat, Substat and damage independently, alongside its own level cap.
How far each tier can climb
Level cap by tier. Every weapon shares one continuous 1-100 level scale; the tier only decides where it stops.
Lv 50
Lv 60
Lv 70
Lv 80
Lv 90
Lv 100
E
D
C
B
A
S
Tier
Max level
Main Stat
Substat
Damage
E
50
×0.50
×1.00
×0.70
D
60
×0.90
×1.20
×0.85
C
70
×1.30
×1.45
×1.00 (baseline)
B
80
×1.70
×1.70
×1.12
A
90
×2.10
×2.00
×1.24
S
100
×2.50
×2.50
×1.35
S is never a guaranteed tier. Nothing in the catalog is written down as S. Even Aegos, the last weapon that used to start there, now sits at A like everything else. Every S-tier weapon in the world got there by rolling above its floor, either on the tier roll below or out of a Lootbox.
What those columns multiply
Main Stat scales the flat stat points the weapon grants, a figure that grows on its own from 10 at level 1 to 100 at the cap, with the tier multiplier applied on top. Substat scales its percentage, 1% at level 1 rising to 12% at cap. Damage scales the weapon's own authored damage against C = 1.00, and level multiplies it again from ×1.0 to ×1.5.
Stats grow every level
Growth is continuous, not a jump at each checkpoint. Put together, a maxed S weapon lands near 2× its authored damage (1.35 × 1.5), 250 Main Stat and a 30% substat; a maxed E sits at about 1.05× damage, 50 Main Stat and 12%. Servers can retune those level curves per weapon, so treat them as the shipped defaults.
Every weapon rolls its tier once
The tier on a weapon's catalog entry is a floor, not a fixed grade. The first time a copy reaches your hands, Forged rolls its tier once, at or above that floor, and stamps the result onto that exact item permanently.
What a pickup actually rolls, by its floor
Each bar is one floor's full 100% of outcomes. Every floor from E to B keeps the same 60% chance of staying put: what changes is how far the other 40% can reach.
E
D
C
B
A
S
E floor0.5% S
E
D
C
D floor1% S
D
C
B
C floor2% S
C
B
A
B floor3% S
B
A
A floor5% S
A
S floor100% S
S
Read a bar left to right: the leftmost segment is the weapon staying at its own floor, and each segment after it is one tier higher. Exact percentages are in the table below.
Weapon's floor
E
D
C
B
A
S
E
60%
26%
9%
3%
1.5%
0.5%
D
-
60%
27%
9%
3%
1%
C
-
-
60%
28%
10%
2%
B
-
-
-
60%
37%
3%
A
-
-
-
-
95%
5%
S
-
-
-
-
-
100%
It only ever rolls once
Moving the weapon between slots, dropping it, banking it in a chest or trading it away never re-rolls it: the tier it landed on is part of that item now. A weapon someone hands you already rolled in their hands.
Better weapons are better tickets
The chance of S climbs with the floor: 0.5%, 1%, 2%, 3%, 5% from an E-floor weapon up to an A-floor one, or roughly 1 in 200 up to 1 in 20. Since nothing starts at S and Lootboxes ship switched off, this is the main route to an S-tier weapon.
40% of low-floor pickups climb
Every floor from E to B holds the same 60% chance of staying put, so two copies of the same weapon are often different tiers. A-floor weapons are the exception at 95/5: S is the only rung left above them, and it is kept deliberately rare.
What those odds mean in practice
Chance of seeing at least one S in 100 pickups
Rolls are independent and there is no pity counter, so this is cumulative probability, not a promise.
E floor0.5% per pickup39%
D floor1% per pickup63%
C floor2% per pickup87%
B floor3% per pickup95%
A floor5% per pickup99%
The median column below is where you are as likely as not to have seen one: 139 pickups from an E-floor weapon, 14 from an A-floor one. Every floor from E to B shares the identical 40% chance of beating its printed grade; what changes is how far up it reaches.
Floor
Chance of S
About
Median pickups to an S
An S in 50 pickups
E
0.5%
1 in 200
139
22%
D
1%
1 in 100
69
39%
C
2%
1 in 50
35
64%
B
3%
1 in 33
23
78%
A
5%
1 in 20
14
92%
How to tell what your weapon's floor is
MIN A in the browser
The /weapons browser previews the catalog entry, not your copy, so it shows the floor, the worst any copy of that weapon can be. That's why it always says MIN.
Tier A on the item
An item that exists shows its own rolled tier and never says MIN: Tier A Lv 37 / 90. That is the number your stats are actually computed from.
You can't read the floor off a weapon's quality label. Quality and tier floor are separate ladders: catalog weapons marked Common sit anywhere from E to A, and so do ones marked Rare. Check /weapons rather than guessing from the name.
Floor spread across the 342-weapon catalog
B-floor weapons are the most common thing to find, and nothing at all ships at S.
E13%46
D15%52
C23%79
B26%90
A22%75
Snone
Which of these are installed is up to your server: this is the full adopted catalog, not a guarantee that every weapon in it exists on the world you play on.
Leveling up with Endless Essence
Essence is strictly tier-matched: a weapon can only consume Essence of its own tier, spent with /weapons levelup [amount]. Every tier runs the same essence curve; the difficulty comes from how rare that tier's Essence actually is to find, not a bigger number at higher tiers.
Essence to fully max a weapon, by tier
Doubling at every rung. These totals are cumulative from level 1, not the price of a tier's own stretch.
E50
D100
C200
B400
A800
S1,600
An A-tier weapon spends 800 because it walks every band up to level 90, not because A-tier Essence is individually pricier: one Essence item is worth exactly 1 XP at every tier. The sting is that Essence stays tier-matched the whole way up: an S weapon pays all 1,600 in S-tier Essence, including the cheap early levels an E weapon clears with 50 of the commonest kind.
What one level costs as you climb
Essence per level, by band. The scale is linear on purpose: the wall at the top is the whole point.
1
5
10
20
40
80
1-5050 total
50-6050 total
60-70100 total
70-80200 total
80-90400 total
90-100800 total
Weapon level
Essence per level
Crossing this band
Running total
1 → 50
1 (last step costs 2)
50
50
50 → 60
5
50
100
60 → 70
10
100
200
70 → 80
20
200
400
80 → 90
40
400
800
90 → 100
80
800
1,600
A stockpile never goes to waste: /weapons combine <tier> merges four Essence of a tier into one of the next tier up, and /weapons split <tier> reverses it one-for-four.
Raising the cap with Forged Cores
A weapon's leveling stalls every 20 levels below its tier cap. /weapons upgrade spends Forged Cores of the weapon's own tier to lift that gate. It doesn't grant a level by itself, it just opens room to earn one with Essence.
Cores to clear each checkpoint
The cost doubles at every gate. A gate only exists strictly below a tier's cap, which is why the last one is never generated for any weapon in the game.
20
40
80
160
320
Lv 20every tier
Lv 40every tier
Lv 60C and above
Lv 80A and S only
Lv 100never reached
E and D weapons (cap 50/60) clear the first two gates only, so 60 Cores maxes one. C and B (cap 70/80) need 140. A and S (cap 90/100) need 300, which is the real ceiling in the game: the 620 running total the fifth gate would produce is unreachable.
Cores convert the same way Essence does, but at a 3-for-1 ratio rather than 4-for-1, via /weapons cores combine|split <tier>, so one A-tier Core splits down into 3 B, 9 C, 27 D or 81 E. Some servers may add a small money cost on top of the Cores; it's $0 by default.
Where Endless Essence comes from
Elite Mobs are the engine. Every elite kill pays Essence guaranteed(no drop chance to fish for), matched to that mob's own rank rather than to the weapon you are holding. It isn't bought and it isn't a wallet balance: it's an ordinary item, so it stays on the profile that earned it.
Every source at a glance
Both currencies come from the same eight places, and every one of them ships enabled. The rest of this page breaks each row down; the numbers here are item counts, not tiers.
Source
Forged Cores
Endless Essence
Notes
Elite Mob kill
None
4-12, by rank
Guaranteed, tier-matched to the mob
Elite boss kill
2-6, by rank
8-24, by rank
The only kill that pays Cores
Endless Events
1-3
4-12
By placement; taking part stacks on top
FFA Arena
1-3
4-12
Points board only: the other five pay nothing
Raid leaderboard
2-6
8-24
Per category, and there are four
Daily boss
4-10
16-40
Each, once per daily reset
Infinite Arena bands
8-16 per band
64 per band
Cumulative to wave 30
Infinite Arena past wave 30
2+ per wave
8+ per wave
Climbs every 5 waves, no ceiling
Essence per ordinary elite kill
By the mob's own rank.
E4
D5
C6
B8
A10
S12
Essence per elite boss kill
Exactly double the ordinary rate, on the same scale.
E8
D10
C12
B16
A20
S24
Matched to the mob, not your weapon
An elite's rank letter and a weapon's tier letter are two separate systems that happen to share six letters. A B-rank elite drops B-tier Essence whatever you're holding.
It lands on the ground
Elite drops have no kill credit and no party split: first player to walk over them takes them. Event, raid, arena and daily-boss payouts are different: those go straight into your inventory, with overflow held for you to claim.
Rank follows the world, not you
An open-world elite's rank comes from the area's own level, so a high-level character can't turn a starter zone into an S-Essence farm by walking into it. Gate and rift dungeons set their rank directly instead.
Which elites drop which tier
Elite rank
Area level
Essence per kill
Cores per kill
E
1-9
4 (8 from a boss)
0 (2 from a boss)
D
10-24
5 (10 from a boss)
0 (2 from a boss)
C
25-49
6 (12 from a boss)
0 (3 from a boss)
B
50-99
8 (16 from a boss)
0 (4 from a boss)
A
100-199
10 (20 from a boss)
0 (5 from a boss)
S
200+
12 (24 from a boss)
0 (6 from a boss)
Where Forged Cores come from
Cores are deliberately not a trash-mob drop. An ordinary Elite Mob kill pays Essence and no Core at all. That was briefly not true, and it was pulled back. Cores come from two places: elite bosses, and content that pays a fixed reward for finishing it.
Cores per elite boss kill
Matched to the boss's own rank. Ordinary elites of every rank pay zero.
E2
D2
C3
B4
A5
S6
Because ordinary elites keep paying Essence the whole time and bosses are the only kill that pays Cores, grinding trash can bank a weapon's Essence but can never finish it.
Endless Events and the FFA Arena
Placement decides the tier, not the quantity: first place is worth more because it pays in S and A, not because it pays more items. Taking part stacks on top of any placement, so a third-place finisher collects both rows.
Forged Cores from an Endless Events placement
Bar length is how many Core items you collect; the segments are what tier they arrive at.
E
D
C
B
A
S
1st$25,0001 × S + 2 × A
S
A
2nd$15,0001 × A + 2 × B
A
B
3rd$10,0001 × B + 2 × C
B
C
4th-10th$5,0001 × C
C
Taking part$5001 × B + 2 × C
B
C
The same ladder pays out on the FFA Arena, with far more money attached, but only off the points board. Its damage, kills, tanking, healing and buffing boards are switched off in the shipped config and hard-blocked in code besides, so topping one of those pays nothing.
Endless Essence from the same placement
Four times the Core count, tier for tier.
E
D
C
B
A
S
1st4 × S + 8 × A
S
A
2nd4 × A + 8 × B
A
B
3rd4 × B + 8 × C
B
C
4th-10th4 × D
D
Taking part4 × B + 8 × C
B
C
Raid leaderboards
Raids pay exactly double the Events row, and they pay per category. Damage, tanking, healing and buffing are ranked separately and paid independently, so a player who tops two boards is paid the ladder twice. Participation lands once, not four times.
Forged Cores from one raid leaderboard rank
Per category, and there are 4 of them (damage, tanking, healing, buffing).
E
D
C
B
A
S
1st2 × S + 4 × A
S
A
2nd2 × A + 4 × B
A
B
3rd2 × B + 4 × C
B
C
4th-10th2 × C
C
Taking part2 × B + 4 × C
B
C
A specialist who tops a single board out-earns a generalist who places 4th on all four, which is the intent. In the theoretical limit a raid's ceiling is four times the printed row.
The nine daily bosses
Each pays once per daily reset, on the XP-bank claim, and together they are the most reliable high-tier income in the game for anyone not running deep Infinite Arena. Every world listed here is also dry: its mobs drop no Forged currency, because the boss already pays for the run.
Forged Cores per daily boss
One clear each, per daily reset. The Outlander Warchief is roughly twice any other boss on the list.
E
D
C
B
A
S
Outlander WarchiefOutlander Warchief2 × S + 8 × A
S
A
BishopCurse-Plagued City7 × A
A
ArcangelUltimate Boss Fights6 × A
A
Void Realm bossEndgame Void Realm6 × A
A
Abyss WatcherCatacombs of Carthus6 × B
B
NightlordTree of the Nightlord5 × B
B
Storm SerpentSerpent Storm World5 × B
B
Frenzied BramblekinAbandoned Kweebec Village5 × C
C
Goblin KingGoblin King's Lair4 × C
C
Essence from the same bosses is exactly four times these counts at the same tiers: the Warchief pays 8 S and 32 A, and the Goblin King 16 C.
The Infinite Arena is the richest source
Nothing is paid while you are inside it: arena mobs drop no Cores and no Essence. The entire payout lands once, when your run ends, worked out from the deepest wave you completed. The bands below are cumulative, so clearing wave 30 collects all four.
Forged Cores from the wave bands
Cumulative up to wave 30, settled in one lump at the end of the run.
E
D
C
B
A
S
Taking part1 × B + 2 × C
C
Through wave 98 × D + 8 × E
D
E
Through wave 198 × C
C
Through wave 298 × B
B
Through wave 308 × A
A
Past wave 30 the arena switches to a per-wave S-tier payout that climbs every five waves, forever. Every wave you clear pays its own row and they add up, which is why the total accelerates rather than growing steadily.
S-tier Cores banked by the end of a run
Cumulative from the per-wave ladder alone, waves 31 to 90.
300 S Cores, a maxed S weaponwave 77
3145607790
Wave reached
This is the only repeatable S-tier income in the game. A weapon needs 300 S Cores and 1,600 S Essence to finish: the Cores land at wave 77 and the Essence at wave 86, so one deep run can finish an S-tier weapon outright.
Per wave, past 30
Waves
S Cores
S Essence
31-34
2
8
35-39
3
12
40-44
4
16
45-49
5
20
50-54
6
24
every 5 after
+1
+4
What a run banks in total
Ends on wave
S Cores
S Essence
34
8
32
39
23
92
44
43
172
49
68
272
54
98
392
59
133
532
69
218
872
77
301
1,204
86
409
1,636
How long a weapon actually takes
Which currency is holding you up flips at B. Below it you are waiting on Cores; at B and above the Essence is what keeps you. Both columns below are kills, so they are directly comparable, but bear in mind elite bosses are much rarer than ordinary elites, so an equal number is not an equal amount of play.
Kills to finish one weapon, by tier
Ordinary elite kills to cover the Essence, against elite boss kills to cover the Cores.
Elite kills (Essence)
Boss kills (Cores)
Elite kills for the Essence
E50 needed13
D100 needed20
C200 needed34
B400 needed50
A800 needed80
S1,600 needed134
Boss kills for the Cores
E60 needed30
D60 needed30
C140 needed47
B140 needed35
A300 needed60
S300 needed50
Ordinary elites pay no Cores at all, so the right-hand figure can only be paid by bosses or by fixed-reward content. In practice most players cover the Cores from daily bosses and Events rather than by hunting elite bosses one at a time.
Weapon tier
Essence
Cores
Elite kills
Boss kills
What holds you up
E
50
60
13
30
Cores
D
100
60
20
30
Cores
C
200
140
34
47
Cores
B
400
140
50
35
Essence
A
800
300
80
60
Essence
S
1,600
300
134
50
Essence
A finished S-tier weapon costs 300 S-tier Cores and 1,600 S-tier Essence, which is about 50 S-rank boss kills, roughly 180 Endless Events wins, or a single Infinite Arena run to wave 86. Earning all of it sits alongside your own character's XP rather than replacing it: see the leveling & prestige guide for how a character itself advances.
Where nothing drops
One rule covers all of it: if a place pays a fixed reward for finishing it, its mobs mint nothing. Otherwise the run would be paid twice.
Kills pay nothing here
Tower of Eternity
Fate Zones
Infinite Arena
Both raid instances
Every daily-boss dungeon
Both Outlander dungeons: no loot at all, not just currency
Kills pay normally here
The open world
Gate and rift dungeons
Rift outbreak waves
Ordinary dungeons with no daily boss
If elites are dropping nothing anywhere, it's the version gate instead: drops need Endless Elite Mobs installed alongside Endless Forged 0.8.0 or newer. Older builds ship only the E-tier item, so the gate refuses rather than spawning five tiers that don't exist. Servers can also retune every rate on this page or switch drops off entirely.
Lootboxes: a random weapon in one box
A Forged Lootbox hands you a complete weapon rather than a currency. /weapons open consumes the box in your hand and rolls at or above its printed floor tier: it can never roll below that floor.
What a Lootbox rolls, by its floor
Weighted 70 / 20 / 7 / 2.5 / 0.5 across the rungs above the floor, renormalised per box because fewer rungs remain the closer the floor sits to S.
E
D
C
B
A
S
E boxno S
E
D
D box0.5% S
D
C
C box2.51% S
C
B
B box7.22% S
B
A
A box22.22% S
A
S
S box100% S
S
An E-tier box can climb as high as A but never S: the box curve only has five rungs above its floor, where the acquisition roll further up runs all six. The two are tuned against completely different frequencies on purpose: a box is a rare, deliberate reward, while a tier roll fires on every weapon you ever pick up.
Box opened
E
D
C
B
A
S
E
70%
20%
7%
2.5%
0.5%
-
D
-
70%
20%
7%
2.5%
0.5%
C
-
-
70.35%
20.1%
7.04%
2.51%
B
-
-
-
72.16%
20.62%
7.22%
A
-
-
-
-
77.78%
22.22%
S
-
-
-
-
-
100%
Soulbind, trading & reading a tooltip
Only B, A and S weapons bind
E, D and C weapons never soulbind at all: hand them around freely. A B, A or S weapon records the first player to carry it as its owner, and the tooltip shows “Soulbound to <name>.” A non-owner cannot damage, swing, use or offhand it, gets none of its stat bonuses, and can no longer even keep it: it is ejected to the ground at their feet and only the owner can pick it back up. Chests are always fine, and you can buy your own weapon free at the forge bench.
What's on the tooltip
Tier-colored name, a Tier X · Lv N/Maxline, per-move damage, a flat Main Stat bonus, a percentage Substat bonus, the Soulbound line if applicable, and a permanent creator credit. The client's own “Damage Data” panel is hidden on Forged weapons: it showed raw, un-tiered numbers that contradicted the Forged damage lines above it.
Unbinding and trading
You can buy your own weapon free at /weapons forge: 250,000 at B, 1,000,000 at A, 5,000,000 at S. To hand one to another player, /weapons trade opens a two-sided window: one weapon and some money per side, both of you within 10 blocks, the request good for 60 seconds. Swapping two weapons charges only the difference between their unbind prices.
Guild soulbind: shared gear
A weapon can bind to a guild instead of a person, so every member can carry and use it at full stats, and it goes inert for anyone who leaves. You need a Guild Soulbind Seal, bought in the Tower of Eternity shop for 10 Eternal Tokens and spent at the forge bench. Unbinding a guild-bound weapon costs double and needs Officer rank or above.
Tier
Tooltip color
E
#9aa3af
D
#7fdc7f
C
#5cd7e0
B
#6aa6ff
A
#c277ff
S
#ffd66b
Tips & tricks
Convert before you spend
Don't sit on a stack of E-tier Essence while playing a B-tier weapon: combine it up 4-for-1 until it matches your weapon's tier.
An upgrade only opens the door
/weapons upgrade raises the cap but doesn't add a single level itself, so always follow it with /weapons levelup or the new room just sits there unearned.
Bosses, not trash, finish a weapon
Ordinary elites pay Essence and no Cores at all, so a farm made only of trash mobs stalls at the first checkpoint. Fold a couple of daily bosses into the routine and the Cores look after themselves.
Check both stat lines
Main Stat is a flat number, Substat is a percentage: separate axes. A weapon weaker on one can still be the better pick on the other.
Soulbind blocks carrying too
Only B, A and S weapons bind. One of those in a non-owner's inventory is ejected to the ground and can't be picked back up by anyone but the owner, but chests still work fine. Use /weapons trade to pass one on, or unbind it at the forge bench.
Don't farm where the boss pays
Clearing trash inside a daily-boss dungeon, a raid, the Tower or the arena earns no currency at all: the fixed completion reward is the payout. Farm elites in the open world, Gates and rifts instead.
Frequently asked questions
How do Hytale weapon tiers work in Endless Forged?
+
Every adopted weapon carries one of six tiers (E, D, C, B, A, S), and each tier applies its own multiplier to Main Stat, Substat and damage, plus its own level cap from 50 at E up to 100 at S. C is the baseline tier: it always equals the weapon's original, untouched numbers, and the other five tiers scale symmetrically up or down from that C-tier anchor.
What's the difference between leveling up and upgrading a weapon?
+
They spend two different currencies on two different things. Levelling up (/weapons levelup) spends tier-matched Endless Essence and adds actual levels, but stalls at a checkpoint every 20 levels. Upgrading (/weapons upgrade) spends Forged Cores of the weapon's own tier to lift that checkpoint so more levels become earnable, but it does not add a level by itself. You need both: Cores to open the room, Essence to fill it.
How rare is Endless Essence and where do I get it?
+
Endless Essence drops from Elite Mob kills, Endless Events, the FFA Arena, raids, the Infinite Arena and the nine daily bosses. Every elite kill pays it guaranteed, with no drop chance to fish for, and it is matched to that mob's own rank rather than to the weapon you are holding: 4 Essence from an E-rank elite rising to 12 from an S-rank one, and exactly double that from an elite boss. Each tier needs a flat total to max out: 50 for E, 100 for D, 200 for C, 400 for B, 800 for A and 1,600 for S. Farming same-rank elites, that is 13 kills for an E-tier weapon and 134 for an S. You can combine four of one tier into one of the next with /weapons combine, but it compounds hard, since one S-tier Essence is worth 1,024 E-tier. Drops require Endless Elite Mobs installed alongside Endless Forged 0.8.0 or newer.
How do I get an S-tier weapon in Hytale?
+
Every weapon rolls its tier once, the first time it reaches your hands, at or above the floor tier its catalog entry lists, so any pickup can come out above its printed grade. The chance of S climbs with that floor: 0.5% from an E-floor weapon, then 1% at D, 2% at C, 3% at B and 5% from an A-floor one, or roughly 1 in 200 up to 1 in 20. Nothing in the catalog is guaranteed S, and the roll only fires once per item. A weapon someone trades you already rolled in their hands. Rolling S is only half the job: finishing that weapon still costs 1,600 S-tier Essence and 300 S-tier Forged Cores. Ordinary elite kills pay no Cores at all, so that works out at roughly 50 S-rank elite boss kills, about 180 Endless Events wins, or a single Infinite Arena run that reaches wave 86.
Where do Forged Cores come from?
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Forged Cores are not a trash-mob drop: an ordinary Elite Mob kill pays Endless Essence and no Core at all. Cores come from elite bosses, which drop 2 to 6 matched to the boss's own rank, and from fixed-reward content: Endless Events, the FFA Arena points board, raid leaderboards, the Infinite Arena and the nine daily bosses, which pay between 4 and 10 Cores each per daily reset. One rule covers where they do not drop: if a place pays you a fixed reward for finishing it, its mobs pay nothing. That means every daily-boss dungeon, both raid instances, the Tower of Eternity, the Fate Zones, the Infinite Arena and the two Outlander dungeons, where mobs drop nothing at all including ordinary loot. Ordinary dungeons, Gate and rift content and the open world all pay normally. Cores convert 3-for-1 rather than Essence's 4-for-1, so a single A-tier Core splits down into 3 B, 9 C, 27 D or 81 E.
How long does it take to max a Forged weapon?
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It depends on the tier, and which currency is holding you up flips halfway along the ladder. An E or D weapon needs 60 Cores and 50 to 100 Essence, so the Cores are the wait: about 30 same-rank boss kills against 13 to 20 ordinary elite kills. From B upward the Essence becomes the constraint instead: an S weapon needs 1,600 S-tier Essence, which is 134 S-rank elite kills, against 300 S-tier Cores at 50 boss kills. The fastest single route to either is the Infinite Arena, where one run that reaches wave 77 banks a full 300 S Cores and wave 86 covers the 1,600 Essence as well.
Why did my elite kill drop no Forged currency?
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Almost certainly because you were somewhere that already pays a fixed reward for finishing it, which makes its mobs mint nothing, since otherwise the run would be paid twice. That covers the Tower of Eternity, the Fate Zones, the Infinite Arena, both raid instances, every daily-boss dungeon and the two Outlander dungeons, the last of which drop no loot whatsoever. The open world, Gate and rift dungeons, rift outbreak waves and ordinary dungeons with no daily boss all pay normally. The other possibility is the version gate: drops need Endless Elite Mobs alongside Endless Forged 0.8.0 or newer, and older Forged builds ship only the E-tier item, so the gate refuses rather than spawning five tiers that do not exist.
Does a weapon's tier change if I trade or drop it?
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No. The tier roll fires exactly once, the first time a copy of the weapon reaches a player's hands, and the result is stamped onto that specific item permanently. Moving it between slots, dropping it, banking it in a chest or trading it away never re-rolls it. A weapon someone hands you already rolled in their hands. Bear in mind that B, A and S weapons soulbind to the first player who carries them, so trading one means using /weapons trade or paying to unbind it at the forge bench first.