Crafting Follower System Update (Coming in 3.1.5)

Followers to Forge: Crafting System Updates


As our veterans would remember, we introduced the Follower Crafting system way back in October 2022 in Update 1.4. The game has obviously gone through some pretty major changes since then, and with the introduction of the Gear rework, the Follower Crafting system was no longer fit for purpose as it was.

The changes needed for our Crafters was, in fact, so large, that they needed more time than we had available in the 3.1 update, and then a little bit more time again.

These changes will be released with 3.1.5 (target release of early June).

What about the 3.1 Patch Notes?

Don’t worry! You’ll be getting those very soon. We just wanted to get these out to you ASAP since it’s a big change.

Just be aware that the screens are still WIP. They may change prior to release.

Now, the following is some additional context on the design of the system.

If you’d like to skip ahead to the changes, you can jump to “Introducing: The Forge System"

Forward and Back Again

In designing this new system, in addition to having it work nicely with the Gear system, we needed to make sure it was future-proofed against other planned changes in upcoming updates, even if they aren’t around the corner. As such, the changes we’ve made to the crafters have the infrastructure built-in to support new systems and updates planned in the road ahead.

This is why we’ll be referring to the Gear Crafting System as the “Forge System”.

What is Crafting?

To be able to effectively adapt to the new Gear system, we basically needed to pull all of our crafting mechanics apart and start rebuilding it from the ground up. However, even with a complete rebuild, it was important to us that we made sure anything that could be done in the current system could still be done in the Forge System.

So, we pulled it apart and there were three very clear areas of functionality:

  • Making stuff
  • Rerolling stuff
  • Making deliberate, non-random improvements to stuff

The emphasis on (and within) these areas also shifts as players move from early, to mid-game, to late-game.

The UI and UX of the current system were a little clunky. We had to put in new options for each type of Craft that needed to be done, and we had to tie those to a Level, and we couldn’t change their position in that list.

The unlocking of various components of the system was also uneven and had gotten “uneven-er” as we added functionality. Here is how the Follower ability unlocks currently look:

There were also some odd points of friction such as having limited control over the Rarity of a crafted item that we wanted to smooth out.

Building The Forge

How does it fit?

The philosophy we approached the system design with was that naturally over the course of play, the expected amount of control increases, so the ‘why’ of collecting Gear changes over time. Early in the game, you’re collecting and tossing Gear relatively often because it’s more straightforward: “This thing I have now is or isn’t better than what I have.” However, late in the game, the calculations become less straightforward and more based on a strategy.

Our design goal with the new Forge System was to provide more ways for new and early players to earn gear earlier on, while also introducing a much-needed piece of the puzzle for later players allowing for targeted gear decisions as part of long-term build strategies. In short, we wanted to provide an avenue to build what you needed in the later stages of the game!

What did we do?

Sticking with those three main functions we outlined before, we broke the system into Craft, Reforge, and Refine:

  • Craft does what it says on the box. It crafts Gear
    • Available from Follower Level 1
  • Reforge is your re-roll of aspects of your Gear.
    • Available from Follower Level 10
  • Refine is making Gear better.
    • Available from Follower Level 50

We broke these up along the Follower’s Levels for a couple of reasons:

  • The two that are the most directly useful earlier on are available when they need to be
  • There’s a bit of space between Craft and Reforge to avoid overwhelming players early on with Toragon
  • Refine becomes more relevant later, and doesn’t break apart across the Levels neatly

We opted for this system not to lock any particular option (Rarity, Element, Slot etc) behind a Level, but rather limit the number of possible options available.

  • Crafting has 6 possible options (other than Rarity and the core stat for the item) and a maximum of 4 possible choices that can be made
    • Up to 3 Attributes
    • Element
    • Slot
    • Set (requires a slot to also be chosen)
    • The number of choices available to you increases with the Follower Level
    • Any Rarity can be chosen at any time, there are just different costs associated with each Rarity
  • Reforge has 4 possible “aspects” that can be re-rolled, and a maximum of 3 locks that can be used to prevent an aspect from being re-rolled:
    • Up to 3 Attributes
    • Element
    • The number of locks available increases with the Follower Level
  • In the case of both Craft and Reforge, the costs depend on what is chosen and the Rarity of the item (full details in the Appendix)


Unlike Craft and Reforge, Refine unlocks in its entirety at Level 50 and is used for targeted improvement of aspects of an item.

  • Rarity (items Rare and above)
  • Element (items Epic and above)
  • Attributes (items Legendary and above)
  • Quality (Mythic items only)

For all aspects except Element, another Gear piece (meeting various requirements) is required to be “sacrificed” in order to transfer properties or augment the target item.

Why sacrifice?

Partly because it was thematic (to us anyway) to take one item and have someone at the Forge combine it with parts of another, and partly because we wanted to provide more outlets for Gear you might be less interested in keeping around.

Why are there different rarity restrictions on different Refinements?

In some cases we felt it was unlikely anyone would particularly want to use certain Refinements on things below a certain point. In others, it was because we wanted to pull out the potential for decision paralysis or maybe making a decision too hastily on something that possibly wasn’t worth it.

A Moment for Ascension

A focus in the Gear system rework was having less emphasis on upgrading specific pieces of Gear, so a completely valid question is “Okay, so why is it back now in the Forge system?”

Well, part of the way the Gear system is intended to work is that Gear should be dropping more or less in-line with what is needed to progress through the game as opposed to needing to rely on upgrades and having to make calculations about what should or shouldn’t be upgraded.

Rarity Refinement in the Forge System isn’t intended to be a 1:1 replacement for Gear upgrades, but rather a supplement to the Gear system intended to help players who are at a stage of fine-tuning specific Gear or builds.

This is why the focus is on Crafting and Reforging before a Follower reaches Level 50 with the ability to Craft Gear at a Rarity of your choice. As players progress, there should be more and more control available through the Followers.

Introducing: The Forge System

The “Forge System” takes the functionality of our Gear Crafters and splits them out into 3 separate skills:

  • Craft
    • This is for creating new Gear pieces
    • As the Follower Level increases, you will be able to select more specifics about the item up to a maximum of 4
  • Reforge
    • “Reforge’’ is essentially our “Reroll” functionality. Certain aspects of an item can be randomly Reforged into something else (Attributes and Element)
    • As the Follower Level increases, you are able to Lock in more aspects of a Gear piece to prevent them being Reforged, up to a maximum of 3
  • Refine
    • Refine allows you to improve aspects of an item by sacrificing another

These various skills are unlocked as follows:



  • Gear has a number of changeable “aspects”. These aspects are random by default (with the exception of Rarity), but up to 4 can be chosen specifically (depending on the Follower Level and the Rarity of the Item)
    • Slot
    • Set
    • Element
    • Up to 3 of 4 possible Attributes (the first Attribute on an item is the ‘core’ Attribute associated with it’s type)
    • The default Rarity will be set either to Common OR the last Rarity you crafted with (e.g. If the last thing you Crafted was an Epic, we are assuming you’d probably like to Craft at least an Epic the next time you open the Crafting menu)
  • Aspect choices are not locked to the Follower Level, only the total number of available choices
    • e.g. At Level 1, Gemka could Craft a random Accessory for any Rarity up to Mythic; At Level 15, Gemka could Craft a random Accessory for any Rarity up to Mythic of a Chosen Element, or Slot, or with a specific chosen Attribute
  • The cost of Crafting is determined by the Rarity of the item and the aspects selected
    • All aspects except Attributes change their costs with Rarity; Attribute selection is based only on the number of Attributes selected

Example of crafting a random Legendary piece of Gear

Example of crafting with selection - Legendary, Shoulders, Fire.

For a full breakdown of the Crafting costs, please see the Appendix below


  • Gear pieces have up to 4 aspects that can be Reforged (re-rolled). These are:
    • Up to 3 Attributes
    • The Element
    • Up to 3 of these aspects can be locked so they will not be re-rolled
  • Similar to Crafting, Follower Level does not restrict which aspects can be locked, only the number of locks available
    • e.g. At Level 20, I can lock either one of the Attributes of an item, or it’s Element
  • Reforged Attributes will not have their Quality changed. The same (or equivalent) Quality will apply to the new Attribute
  • As with the current system, you will have the option to keep the original item after an item has been Reforged
  • The costs of locking various aspects are based on the number of locks used, the number of Attributes locked, and the Rarity of the item with a locked Element

Example of Regorging an Amulet of the First, Gemka level 25 - 29 (1 lock available)

For a full breakdown of the Reforging costs, please see the Appendix below


  • From Follower Level 50, certain aspects of an item can be Refined (improved or changed):
    • Rarity (items Rare and above)
    • Element (items Epic and above)
    • Attributes (items Legendary and above)
    • Quality (Mythic items only)
    • In addition to other costs, Rarity, Attribute, and Quality require an item to be sacrificed to transfer the desired properties to the target item
      • A sacrificed item can only be used once, and only for one purpose

Refine Rarity

  • Refining the Rarity of an item takes it from its current Rarity to the next
    • An item of the next Rarity up from a matching slot is required
    • Item Quality is taken to the minimum for the new Rarity, if it is higher. Any new aspects will be rolled within the range of Quality for the new Rarity

Example of Refining the Rarity of a Rare Warlord’s Battleaxe from Rare to Epic.

Refine Element

  • Refining the Element of an item replaces it’s current Element with a new one

Refine Attribute

  • Refining an Attribute of an item replaces one target Attribute of an item with a chosen one from another

Example of Refine Attribute, before an item has been selected.

Refine Quality

  • Refine increases the Base Quality of an item, increasing the bonuses provided by the Attributes, Mastery, and Damage/Armor/Resistance/Block, up to the maximum Base Quality value (100%, or the upper value of the range of the stat when looking at the Quality details of an item).
    • The increase to Base Quality is universal across all aspects of an item, and based on how well the sacrificed item matches the original.
      • Matching Legendary Item with the same Element: +1% towards max (i.e 59% → 60%)
      • Mythic Item from the same Set: +2% towards max (i.e 60% → 62%)
      • Matching Mythic Item with the same Element: +5% towards max (i.e 62% → 67%)
        • Example:

The Elemental Damage Attribute will fall in a range between 0.5% and 11% (depending on the Gear Rarity)

My Mythic item has Elemental Damage at 5.23% (i.e. 45% of the way through the possible range)

I Refine the Quality of my Mythic, sacrificing a matching Mythic with the same Element to increase all my Mythic’s stats by +5% towards the maximum.

For my Elemental Damage specifically, this means:

Before Refine:
Elemental Damage: 5.23% (45%)

After Refine:

Elemental Damage: 5.75% (50%)

  • As this is increasing the Base Quality of an item, items that reach the relevant Quality threshold will gain the title Divine, Sacred, even Exalted and Immortal.
    • Honed Quality is applied on top of this, and can exceed the maximum value. Refining an item will not remove any Honing levels from it.

Examples of Refining the Quality to a Divine Mythic Warlord’s Battleaxe.





Crafting Costs:


  • “Follower Crystal” refers to the Crystal that matches the Follower you are utilizing at the time (Toragon’s Crystal if you’re Crafting with Toragon etc)
  • “Glyph” means the Glyph associated with the Gear a Follower can Craft (a Weapon Glyph for Gear crafted with Soulchaser)


Reforge Costs:


  • “Follower Crystal” refers to the Crystal that matches the Follower you are utilizing at the time (Toragon’s Crystal if you’re Reforging with Toragon etc)


A note from Jeto:

Huge shout out to @Mother_Morgz for putting this together and creating all these tables! There is a lot of information here and I imagine everyone will have a lot of questions and initial feedback. I will do my best to respond to everything I can - this is not in a version I have access to play around in just yet, which is why we have bright pink placeholder screenshots.

It makes a lot more sense when you are in the new Forge system, I did find it took me a while to understand specifically Refine just by reading a LOT of documentation - but once I saw it “live” it was easier to wrap my head around. So please keep in mind some things will make more sense once you can get in there in 3.1.5


Thanks for putting this together @Jeto and @Mother_Morgz

This will definitely take several read-throughs to try to understand. I am glad to see that improving rarity is coming back, at least in some form.


The crafting costs look to be on the high side, especially in gem costs, but not totally unreasonable. … It’s a little hard to judge just from the abstract description.


Right off the bat, though, if I’m reading this right, I can see something that I know you’re going to get a lot of pushback on, and rightly so – i.e. the spending of glyphs to refine rarity or select attributes.


This breaks the system that’s been set up in the previous updates, where glyphs were shifted to updating scrolls instead of specific items.

Now you’re turning around and adding glyphs back to updating items too?!!

Scrolls are already a HUGE glyph cost.

My heroes’ scrolls are all at level 45. To get to level 50 in battle scrolls, I need 120 glyphs per hero.

I’ve given up on all but one of my heroes because of this cost. Which already makes the game less fun and interesting.

And now you’re telling me that if I want to upgrade my remaining hero’s gear, so I can make some decent loadouts, I also have to use up MORE glyphs to get them?

Is this REALLY what you’re doing to us?

No. Just, no.


On top off this, I also also have to already have a mythic of that set that I have to sacrifice to upgrade rarity?

That if I have a legendary item I like, the only way to get it up to mythic is to get another mythic in that set and then destroy it?!! Really?!!

Which means, I’m STILL enslaved to the random drop mechanism to get mythics if I want to upgrade gear.

So, for example - if I’m reading this post right – if I have an epic item I want to upgrade to mythic, to do that I have to burn:

  • A legendary in that set
  • A mythic in that set
  • TWO glyphs
  • A bunch of gold/ore/shards/relics

Gold/ore/shards/relics, sure, that makes sense. We build those up from disassembling all the useless stuff we get 99% of the time.

But the rest of that cost? Glyphs and a mythic.

Never mind if I then want to refine an item’s attributes! Now we’re talking burning MULTIPLE mythics to get one good item? Mythics I’m going to have to get through mindless and discouraging slot-machine grinding?

That’s just adding injury to insult, guys.

That is WAY too expensive in both glyphs and sacrificed items to improve an item’s rarity.


This is all so discouraging and disappointing.

We’ve all been waiting to hear how rarity-improving is going to be implemented, hoping it’ll be something of reasonable cost.

What you’ve given us, instead, is something that makes it FAR harder and MORE EXPENSIVE than it ever used to be to improve items’ rarity and attributes.

You took away the “heart” of the game by turning it into a slot machine, lost a huge number of players, but urged us to hang on because you were going to fix the issues with the crafting update … and THIS is the fix?!!!

Am I really reading those costs right?

Is this really what you’re offering as the fix?!!


I seriously urge you to reconsider these costs for refining. They are grossly unfair.

These costs set the ability to upgrade/improve gear out of reach of nearly all the players.

Only the end-gamers (especially those already grandfathered in with level 50 battle scrolls), and those who can grind out hundreds of high-level chests a week, are going to be able to make use of this horribly expensive mechanic.

All the rest of us are left out in the cold … all the rest of us are stuck with what remains nothing but a slotmachine / gacha game.


I strongly suggest:

  • eliminate the glyph costs entirely for any gear crafting/altering – you’re already demanding a huge number in the battle scrolls that will take months for players to get. Years if they do multiple heroes.

  • DO NOT require burning items of the matching set to refine rarity up to epic/legendary/mythic. … Instead add aether to the resources required to refine.

  • Keep the burning of mythic gear ONLY to refine “mythic base quality”. … This is the only place where gear should be burned. Only your end-gamers have the mythics to spare – and this is a good way to keep them interested in gathering and using mythics, to improve their “end game” sets. … but ONLY those end-gamers, and ONLY for pushing up the base quality of mythics.


I appreciate what you’re trying to do here … but you’ve badly miscalibrated the costs, imho.

You’ve set the costs too high – especially for refining rarity – so high that all but end-gamers will be shut out of these mechanisms.

And it’s the mid-gamers you need to entice … by opening up new possible routes for improvement and creating new interest and motivation. Otherwise you’ll never replace the end-gamers (and big spenders) who gradually get bored and leave the game (or stop spending).

With the costs you’ve set for selecting attributes and – especially – refining rarity, you’ve shut those mid-gamers out of the new mechanisms.

You’re not going to retain those customers this way.


For the sake of us who’d like to return to or re-engage with the game, rather than entirely giving up on PQ3 in frustration and resentment, PLEASE reconsider and recalibrate these crafting/refining costs to something more reasonable – and something accessible to a larger portion of your player base.

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Just a head’s up for y’all that we are coming to the end of our day here, so you folks won’t hear much from us for the moment, but as Jeto said in the post, we’ll of course be reading your feedback and answering your questions when we’re all on-deck. :heart:


Just wanted to say this is a fantastic blog post that explains things clearly, is well laid out and has great examples.


I just tried reading this with a hangover. Not a good idea.


Not really, I believe you have overlooked the ability to craft a custom mythic item without spending glyphs and sacrificing a gear piece. If I have correctly understood the crafting system, you can craft a mythic item of the desired element, slot and set at follower level 35 for:

  • 5000 gold
  • 3550 ore
  • 3000 shards
  • 500 aether
  • 3 Tier I 2 Tier II and 1 Tier I Relics
  • 1 Mythic rune

So you can use this option that costs Aether and gems or you can use the refine option that uses glyphs and a sacrificed piece. Having 2 different ways with different costs to reach your goal seems great.


This is huge! A wonderful post, really well detailed and explained, good work!

We will need time and experimenting with the system to fully understand how it works and its costs, but just by reading this post my feeling is that you have really done it now… It looks great!

Our main concern after the Gear rework was that gear progressing had become too dependent on RNG, having to farm waiting for a lucky drop that in the case of legendaries and mythics may take too much time. Now we have back the ability of working slowly towards specific pieces of high rarity by gathering 500 aether. And we will still keep our new ability to get mythics in chests!

I believe that with this rework the new Gear system will clearly become an improved version of the previous system. Newer players will benefit from getting high rarity drops from chests and will be able to experiment and play with the gear they get. And once they reach mid-game and start wanting more custom builds, now they have the ability to get the desired pieces by crafting.

Regarding the costs, generally I find them completely reasonable. You are allowing as to do nearly everything, so I find it fair that the costs for the new high end options are pretty high.

So, for the moment and until I can try the new system I have to admit I am truly impressed. You have surpassed my expectations and now I am really looking forwards to 3.1.5. Thank you very much for all your hard work!


The post is so well detailed and explained, that I have only a minor question I want to confirm.

When crafting a gear piece, the quality will be random (as if it were a chest drop) or fixed (as it happened with the transition)? My guess is that it will be random, but I hope you can confirm it :slightly_smiling_face:


I agree, with everything but refining rare to epic. Should not cost a glyph to upgrade at that low rarity, everything else looks good though.


I agree on that, it doesn’t make much sense when you can craft a new epic item from scratch for as low as 20 aether 100 gems and gold, ore and shards. Also, epic items drop quite frecuently. However, as long as we have another way of getting a custom epic I am not too bothered about this option, it will just never be used.

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Absolutely agree, I didn’t understand a word of that. They should hire a writer for things a this scale.

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Two uses for glyphs now? That’s insane. I know you’re trying to force people to buy them in the bundles part of the shop, but you’re taking the piss now.

And the follower crystal to Attribute ratio is beyond a joke: 1:1 then 4:2 then 13:4?

Is the top table in the appendix for crafting a new item, or evolving an existing one?

13 follower crystals and 3 glyphs actually and in my opinion its very reasonable. Follower crystals are very easy to farm for high level players and turning a epic into legendary only costs 1 glyph, down from 2. Turning a legendary into a mythic only costs 1 glyph down from 4. Not to mention, leveling up a mythic from level 45 to level 50 before would cost you 10 glyphs, now you no longer need them for that. Its a good endgame use for glyphs, which the devs told us before was coming.

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They’re easy to get IF you don’t have a job etc. and can spend all day playing.

And having glyphs for scrolls AND gear is a real “f*** you” to anyone not with level 50 scrolls. By this logic, we should be able to evolve our spells’ rarities with glyphs as well as use them to boost our spellbooks.


Crafting a new item.

And yes the 13 follower crystals and 3 glyphs is very expensive but if you have the ability to select all 3 attributes of a gear item instead of relying on RNG it’s not going to be cheap! There are other options for attributes too so you can use what is most appropriate for you.

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It should be a fixed cost per slot. If your car needs 1 new tyre for £100, they’re not going to charge you £1,300 for 4 tyres.

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As I replied to Switch. you can also craft items without spending glyphs. So glyphs are an optional cost, both their uses (getting specific items of a given rarity and getting specific attributes) can be done through other means and costs.

Let’s hope that’s the case. The whole thing reads really badly,

Glyphs are for picking attributes on crafting new items apparently. The normal cost is gold, ore, gems, and shards.

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