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The Riftforge

The Riftforge is a smithy off the Rift Spire camp (the north-east branch of the lobby), run by Brann Ashforge, the Riftsmith. Talk to Brann, or right-click a smithing table in the smithy, with the armour piece in your main hand. /forge shows your materials anywhere.

  • What: a diamond or netherite helmet, chestplate, leggings or boots, exotics included.
  • Cost: 50 Cinders + 10 Rift Shards per piece.
  • The piece keeps its enchantments, name and durability, and gains three mod slots: one Stat slot and two Perk slots.
  • It starts at Masterwork 3, which means Energy 3.
  • Dungeon set armour from Normal and Hard drops already Riftforged.

The item shows its state, for example:

Riftforged · Masterwork 6 · Energy 5/6
◆ Plating II
◆ Sure Footing
◇ empty perk slot

Every mod costs Energy. The total cost of a piece’s mods can’t go over its Masterwork level (3 to 10). Raise it by masterworking with Rift Shards, boss cores and Ascendant Alloy:

Masterwork Rift Shards Boss cores Ascendant Alloy
3 → 4 20 - -
4 → 5 30 - -
5 → 6 45 1 (any floor 1-5) -
6 → 7 60 2 (any floor 1-10) -
7 → 8 80 2 (floors 6-10) -
8 → 9 100 3 (floors 6-10) 1
9 → 10 150 4 (floors 6-10) 2
Total per piece 485 12 3

A Masterwork 10 piece also gets +0.5 armour toughness and a gold line on the item.

Materials are kept on your account, not as items, so they can’t be lost, dropped or traded. See Cinders and Rift Shards for where they come from.

Mods are items. Slotting a mod uses it up, and replacing or removing a slotted mod destroys it (the menu warns you first). Mods can be traded with /trade, sold in chest shops and kept in backpacks, and they stack to 16.

Tiers show by name colour: I white, II aqua, III gold.

Mod Energy Effect Drops from
Vitality I 3 +1 heart max health Floor 1, Hollow Knight
Vitality II 5 +1.5 hearts Floor 6, Frost Lich
Vitality III 7 +2 hearts Floor 10, The Riftborn
Plating I 2 +1 armour Floor 1, Hollow Knight
Plating II 4 +2 armour Floor 5, Iron Sentinel
Plating III 6 +3 armour Floor 10, The Riftborn
Tempered I 3 +1 armour toughness Floor 5, Iron Sentinel
Tempered II 5 +2 armour toughness Floor 8, Ravager Warlord
Might I 3 +1 attack damage Floor 7, Blaze Lord
Might II 5 +1.5 attack damage Floor 8, Ravager Warlord
Might III 7 +2 attack damage Floor 10, The Riftborn
Swift I 3 +3% movement speed Floor 9, Void Stalker
Swift II 5 +5% movement speed Floor 9, Void Stalker
Swift III 7 +7% movement speed Floor 10, The Riftborn
Mod Energy Effect Drops from
Night Eye 2 Night vision in dark places Floor 3, Broodmother
Gills 1 +2 oxygen (longer underwater) Floor 4, Bog Witch
Long Reach 2 +0.5 block reach Floor 9, Void Stalker
Foresight 3 Spire boss attack warnings last 0.5 s longer, for your whole group Floor 6, Frost Lich
Mod Energy Effect Drops from
Bulwark 3 −10% damage from Spire bosses and the Colossus Floor 8, Ravager Warlord
Second Wind 4 Below 30% health: Regeneration II for 4 s, every 60 s Floor 10, The Riftborn
Fire Ward 2 Burning lasts half as long Floor 7, Blaze Lord
Blast Ward 2 +50% resistance to explosion knockback Floor 5, Iron Sentinel
Mod Energy Effect Drops from
Sure Footing 2 +20% knockback resistance Floor 2, The Bone Archer
Stride 2 Walk up full blocks without jumping Floor 3, Broodmother
Swimmer 2 +33% swim speed Floor 4, Bog Witch
Low Profile 1 +30% sneaking speed Floor 2, The Bone Archer
Mod Energy Effect Drops from
Featherfall 2 Fall damage starts 3 blocks later Floor 6, Frost Lich
Spring 3 +10% jump strength Floor 9, Void Stalker
Mod Energy Effect Drops from
Riftbane 3 +8% damage to Spire bosses and the Colossus Floor 10, The Riftborn
Siphon 3 Heal half a heart when you kill a hostile mob The Cinder Colossus
Prospector’s Haste 3 +10% block-breaking speed Floor 7, Blaze Lord
Lucky 2 +1 luck (better fishing loot) Floor 2, The Bone Archer
Scavenger 2 +1 Rift Shard per Spire floor cleared The Cinder Colossus
  • First clear of a Spire floor: one mod from that boss’s list, guaranteed.
  • After that: a 20% chance at a mod from that boss’s list, rolled at most once per boss per day (in a climb or a rewarded rematch).
  • Cinder Colossus win: Siphon or Scavenger, guaranteed.
  • Hard dungeons and Rift Trials can drop a mod from the vault.
  • Brann sells the tier I stat mods (Vitality I, Plating I, Tempered I, Might I, Swift I) for 40 Cinders each.

Across all four armour pieces, mods can add at most:

Stat Cap
Max health +4 hearts
Armour +6
Armour toughness +4
Attack damage +3
Movement speed +12%

Riftbane, Bulwark, Second Wind, Siphon, Scavenger and Foresight count once, even if slotted twice. Vanilla’s own limits still apply.

Brann breaks spare mods down into Rift Shards: tier I 5, tier II 10, tier III 20 each.

  • Mods count in duels.
  • Mods only work on Main, never on Anarchy.
  • Upgrading a Riftforged diamond piece to netherite at a smithing table keeps its mods and Masterwork.