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.
Riftforging a piece
Section titled “Riftforging a piece”- 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 slotEnergy and masterworking
Section titled “Energy and masterworking”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.
Stat mods (the Stat slot, any piece)
Section titled “Stat mods (the Stat slot, any piece)”| 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 |
Perk mods: helmet
Section titled “Perk mods: helmet”| 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 |
Perk mods: chestplate
Section titled “Perk mods: chestplate”| 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 |
Perk mods: leggings
Section titled “Perk mods: leggings”| 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 |
Perk mods: boots
Section titled “Perk mods: boots”| 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 |
General perks (any perk slot)
Section titled “General perks (any perk slot)”| 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 |
How mods drop
Section titled “How mods drop”- 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.
Salvage
Section titled “Salvage”Brann breaks spare mods down into Rift Shards: tier I 5, tier II 10, tier III 20 each.
Good to know
Section titled “Good to know”- 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.
