Godforge
Materials and effects for each Godforge star (1★–5★), plus Gear Essence gained from disassembly.
Materials per Star
5★ Descent Effects
For every 4 Combo stacks gained, chance to grant 1 [Prophecy] stack. At 10 [Prophecy] stacks, enter [Divine Descent] for 10s. Automatically gain 1 stack if [Prophecy] is not gained for 1.2 seconds.
When [Divine Descent], every 2 combo stacks gained has a chance to drop a [Red Heart].
[Divine Descent]'s duration is increased by 5s. When entering [Divine Descent] state, gain 10 combo stacks.
When [Divine Descent] is active, when Main Weapon critically hits, that CRIT DMG is increased by 60%. When in other Descent states, effect is halved.
When entering [Divine Descent] state, chance to gain invincibility Shield for 2s. When in other Descent states, effect is halved.
While [Divine Descent] is active, Control RES +30%. When in other Descent states, effect is halved.
When dealing Main Weapon damage to enemies within 7m, chance to gain 1 [Battleborn] stack. When [Battleborn] reaches 10 stacks, enter [Griffin's Descent] state for 10s. Automatically gain 1 stack if [Battleborn] is not gained for 1.2 seconds.
While [Griffin's Descent], every 10 Main Weapon hits dealt triggers 1 [Talon Tear].
[Griffin's Descent]'s duration is increased by 5s. [Talon Tear] has a chance to reduce enemy invincibility Shield duration.
When [Griffin's Descent] is active, dealing a critical hit to enemies within 7m has a chance to increase that CRIT DMG by 50%. When in other Descent states, effect is halved.
When [Griffin's Descent] is active, enemy ATK within 7m radius -20%. When in other Descent states, effect is halved.
When [Griffin's Descent] is active, every 10 Main Weapon hits dealt increases Healing effect, stacking up to 5 times. When in other Descent states, effect is halved.
Each time explosion damage is dealt, chance to gain 1 [Oathbound] stack. At 10 [Oathbound] stacks, enter [Dragonsoul Descent] state for 10s. Automatically gain 1 stack if [Oathbound] is not gained for 1.2 seconds.
When entering or exiting [Dragonsoul Descent], detonate 20 random enemies on the field.
[Dragonsoul Descent]'s duration is increased by 5s. When entering or exiting [Dragonsoul Descent], randomly spawn 10 mines beneath enemies.
When [Dragonsoul Descent] is active, Main Weapon attacks have a chance to summon 2 meteor strikes at the target. When in other Descent states, effect is halved.
When [Dragonsoul Descent] is active, DMG REDUCE +20%, for every 20 instances of explosion damage dealt, gain 1 stack of [Flame Shield]. When in other Descent states, effect is halved.
When [Dragonsoul Descent] is active, if an enemy picks up a Red Heart, chance to summon 2 meteor strikes at them. When in other Descent states, effect is halved.
Materials from Disassembly
Godforge Guide
Godforge is a separate upgrade track for gear that has already reached Mythic+3 or higher. It opens up additional stat boosts and a Descent effect across five levels (Lv.1 to Lv.5), and it represents the endgame step for completing top-tier gear builds.
Three core materials drive the cost: Equipment Essence, Oracle Crystal, and Godforge Core. This page lists the per-level requirement for a single piece (Lv.0 → Lv.5) and the total to bring all six slots — weapon, necklace, ring, helmet, armor, boots — to Lv.5, so you can convert long-term planning into a concrete essence target right away.
Read more
The disassembly table shows how much Equipment Essence each rarity returns when broken down. Common, Great, Rare, Epic, and S-grade gear all yield different amounts, so use this when deciding which rarities to feed into your essence pool.
Reaching Lv.5 activates that gear set's Descent effect. Descent is the core mechanic that drives the main weapon's combat cycle, with all six slot effects tied to the same set. Mixing different Descents halves several of the per-slot effects, so most builds commit to a single Descent set.
Godforge cannot start until a piece reaches Mythic+3, so reaching that grade through normal upgrade and fusion is a prerequisite. Once you arrive at Mythic+3, review what each level unlocks and plan your resource allocation accordingly.
Frequently Asked Questions
QWhich gear can be Godforged?
Only gear that has reached Mythic+3 or higher unlocks the Godforge menu. Below that grade the menu is locked, so reaching Mythic+3 through standard upgrade and fusion is the prerequisite.
QWhat does each Godforge level do?
Each level adds a stat boost (such as +10% ATK or +10% Max HP), and reaching Lv.5 activates the gear set's Descent effect. Descent shapes the main weapon's combat cycle, which is why most players prioritize Lv.5.
QHow much material does Lv.5 on all six slots cost?
The "All 6 slots total (×6)" table on this page lists the exact total Equipment Essence, Oracle Crystal, and Godforge Core needed to bring every slot to Lv.5. It accumulates the per-level costs precisely — not a simple ×6 — so you can use it directly as a long-term resource plan.
QHow do I farm Equipment Essence?
Mainly by disassembling gear you no longer use. The "Disassembly Rewards" table on this page shows the per-rarity essence yield. Higher-rarity gear typically returns more essence, but think carefully before disassembling rather than feeding the piece into upgrade or fusion.
QWhich Descent set should I push first?
It depends on your main character, runes, and overall build synergy. Most players prioritize the sets popular in current PvP and PvE meta (Oracle, Griffin, etc.). Compare the Descent effects on this page and start by raising the set that most strongly amplifies your build's damage cycle to Lv.5.