Game Info
Welding
Move a single stat from one piece of equipment to another at a Welding Shrine. Used carelessly it scrambles thy gear; used with orbs, it builds a perfect item.
What is welding?
Welding is a stat-transfer ritual at a Welding Shrine. The shrine takes two of thy equipped items and moves a single stat from one of them to the other. The donor item loses that bonus; the recipient item gains it.
Welding is permanent. There is no reverse. Plan thy welds.
The one rule that drives every weld
A stat will never travel to an item that already has that stat. This is the single mechanic the rest of the page hangs off — remember it as the "no duplicates" rule. With it, a weld becomes predictable. Without it, the shrine could roll any of thy stats and the weld is a coin-toss.
How a weld is performed
- Hold a clan jewel that matches the RD level. Each Welding Shrine requires the jewel of its own Random Dungeon. RD 27 takes a level 27 clan jewel, RD 46 takes a level 46 jewel, and so on. No matching jewel, no weld.
- Equip exactly the two items thou wish to weld. Strip everything else. The shrine pulls from equipped gear; whatever else is still on thy character can also be picked up by the shrine. Items in thy bag are safe.
- Walk to the Welding Shrine and use the jewel on it. The shrine consumes the jewel and performs the weld.
- One stat moves. The shrine picks one stat that can travel (i.e. exists on one item but not the other) and moves it to the recipient. If the source item only had the one stat, it is now blank; if it had several, the others remain.
Welding shrines
Each Welding Shrine sits inside a specific Random Dungeon (see RD's) and accepts only the matching clan jewel. The shrine also has a minimum character level — thou must be at or above it to use the shrine at all.
| Random Dungeon | Jewel required | Minimum character level |
|---|---|---|
| RD 18 | RD 18 clan jewel | 13+ |
| RD 27 | RD 27 clan jewel | 20+ |
| RD 32 | RD 32 clan jewel | 24+ |
| RD 46 | RD 46 clan jewel | 35+ |
| RD 52 | RD 52 clan jewel | 40+ |
| RD 72 | RD 72 clan jewel | 56+ |
| RD 81 | RD 81 clan jewel | 53+ |
| RD 98 | RD 98 clan jewel | 77+ |
Force welding
Because a stat will not travel to an item that already has it, thou canst force a specific transfer by saturating the destination side with the stats thou do not want to move. Every saturated stat becomes "illegal" for the weld; if only one transfer remains legal, the shrine has no choice but to perform it.
Worked example
Thy two pieces, before:
- Ring: Attack +8, Parry +8
- Belt: Immunity +8
Thou wantest the Immunity bonus to move from the belt to the ring.
Without preparation, the shrine could move Attack to the belt instead, or Parry, or Immunity to the ring — any direction is legal because each item is missing a stat the other has. So thou shape the situation:
- Apply an orb of Attack to the belt — the belt now has Attack. Attack can no longer travel from ring to belt.
- Apply an orb of Parry to the belt — the belt now has Parry. Parry can no longer travel from ring to belt either.
The belt now carries Attack, Parry and Immunity. The ring still has only Attack and Parry. The only legal stat that can travel is Immunity, and it can only go from belt to ring (because the ring lacks it). The shrine performs that weld and nothing else.
After the weld:
- Ring: Attack +8, Parry +8, Immunity +8
- Belt: Attack, Parry (the Immunity is gone)
This pattern is the bread-and-butter of optimal-gear building — orbs are not just stat boosts, they are steering wheels for welds. A small stockpile of the right orbs turns a random shrine into a deterministic factory.
The +8 rule of thumb
Veteran welders refuse to feed the shrine anything weaker than +8 on the donor stat. The reasoning is simple: the stat moves at its current value, so a weak donor produces a weak transfer. Save welding for solid material — +8 or better, ideally enhanced with SU and GU first.
Practical advice
- Strip down twice. Open the inventory before activating the shrine and confirm that exactly the two items thou intend to weld are equipped. Mistakes here cost real items.
- Plan the orb purchases first. Force-welding eats orbs — sometimes several — on the donor side. Stock them before going to the shrine, not after. Orbs not used in the weld stay on the items afterwards, which is usually fine.
- Enhance, then weld. SU and GU are easier to plan than welds. Bring inputs to their cap first — the stat travels at its enhanced value.
- Keep clan jewels of multiple RD levels. The shrine is wasted without one. Run thy jewel-collection sweeps in advance.
- Mind the slot. The recipient occupies one slot; the donor likely becomes worthless after the weld. Have a plan for the donor — a fresh-roll slot, or salvage.