How the Gold Forge turns SHARDS into KEEP each UTC day: requirements, daily caps, the payout formula, claiming, raid risk and the item drop table.
The GOLD FORGE is the one place where SHARDS become KEEP: once a day you smelt SHARDS into a shared pot, and at UTC midnight the day's KEEP is split among everyone who contributed. Every contributing base also gets a roll on the Forge's item table — the only source of hero gear and the rarest troop writs.
This is a devnet playtest: KEEP and SOL here are test-net tokens with no real value.

Quick facts
- Build: 2,500 SHARDS, 60 seconds, needs Keep 3 and a Land Deed.
- One cycle per UTC day. Contributions close at the next UTC midnight; the game shows the exact time left.
- Daily contribution cap by Forge level: 2,000 SHARDS at L1 up to 200,000 at L20.
- Daily pool: 273,972 KEEP shared in proportion across all contributing bases.
- Soft cap: 350,000 SHARDS server-wide. Below it the rate is about 0.78 KEEP per SHARD; above it, everyone's rate thins out.
- Smelted SHARDS are burned. KEEP lands as CLAIMABLE and returns to the pool after 30 days if unclaimed.
- Open-Forge SHARDS can still be raided until the day settles.
- Item drops: one independent roll per item per base per day.
What the Forge does
SHARDS are your base's building money; KEEP belongs to your wallet. SHARDS cannot be withdrawn or traded, and the Gold Forge is the only route from SHARDS to KEEP. The other way — KEEP to SHARDS — is a plain 1:1 converter; see Economy: SHARDS and KEEP.
Requirements and cost
- You must own land. Without a Land Deed the Forge cannot be built or used — it is a building on your land, not a menu anyone can open.
- Your Keep must be level 3 or higher.
- It costs 2,500 SHARDS and takes 60 seconds.
- Until it is built the screen shows NOT BUILT or LOCKED, and contributions are refused.
Upgrades
Upgrading raises your daily cap. Each upgrade costs SHARDS, time and — from L2 — devnet SOL, paid to the game's liquidity wallet.
| Target level | SHARDS | Devnet SOL | Time |
|---|---|---|---|
| L2 | 182 | 0.1 | 12m |
| L3 | 290 | 0.15 | 24m |
| L4 | 464 | 0.2 | 54m |
| L5 | 741 | 0.25 | 1h 12m |
| L6 | 1,180 | 0.3 | 1h 48m |
| L7 | 1,890 | 0.35 | 2h 24m |
| L8 | 3,010 | 0.4 | 3h 36m |
| L9 | 4,810 | 0.45 | 4h 48m |
| L10 | 7,690 | 0.5 | 9h 36m |
| L11 | 12,300 | 0.55 | 12h |
| L12 | 19,600 | 0.6 | 14h 24m |
| L13 | 31,200 | 0.65 | 19h 12m |
| L14 | 49,900 | 0.7 | 1d |
| L15 | 79,700 | 0.75 | 1d 4h |
| L16 | 128,000 | 0.8 | 1d 9h |
| L17 | 203,000 | 0.85 | 1d 14h |
| L18 | 324,000 | 0.9 | 2d 9h |
| L19 | 517,000 | 0.95 | 3d |
| L20 | 826,000 | 1 | 3d 14h |
The SHARDS curve and the timer are the Keep's own — the slowest in the game.
The daily cycle
Each Forge day runs on UTC and closes at the next UTC midnight; the server reports the end time, so a wrong clock on your device cannot mislead you. Once you have put SHARDS in, the Forge reads SMELTING (before that, READY). THIS CYCLE shows the day's pot; MY LEDGER shows past days and what is claimable.
You can contribute as often as you like within the day, up to your Forge's cap. The cap is per base and resets at midnight.
Contribution caps by Forge level
| Forge level | Cap (SHARDS/day) | Forge level | Cap (SHARDS/day) |
|---|---|---|---|
| L1 | 2,000 | L11 | 22,700 |
| L2 | 2,550 | L12 | 28,900 |
| L3 | 3,250 | L13 | 36,800 |
| L4 | 4,150 | L14 | 46,900 |
| L5 | 5,300 | L15 | 59,800 |
| L6 | 6,750 | L16 | 76,200 |
| L7 | 8,600 | L17 | 97,100 |
| L8 | 11,000 | L18 | 124,000 |
| L9 | 14,000 | L19 | 158,000 |
| L10 | 17,800 | L20 | 200,000 |
Try to go over and the Forge tells you how much is left today. These caps may be retuned during the playtest.
How the payout is calculated
At midnight the whole day settles in one step. Each base's net position — SHARDS contributed minus any SHARDS raiders took from its open Forge that day — is compared with the global total:
payout = floor( yourNet × dailyPool ÷ max(globalTotal, softCap) )- If the whole server put in 350,000 SHARDS or less, the soft cap is the divisor, so the rate is about 0.78 KEEP per SHARD. KEEP not handed out stays in the pool for later.
- If the server put in more, the full 273,972 KEEP is paid out and everyone's rate thins proportionally.
- The rate is always below 1 KEEP per SHARD by design.
Worked example: you smelt 2,000 SHARDS (a full L1 cap) on a quiet day. Your payout is 1,565 KEEP. On a busier day with 1,000,000 SHARDS in total, the same contribution pays 547 KEEP.
At settlement your SHARDS are burned — they leave the game for good — and the KEEP moves into escrow under your base's name.
Settlement waits while any contributing base is in the middle of a live raid, so a day can settle a little after midnight.
Claiming and expiry
Settled KEEP is not credited automatically. It appears under CLAIMABLE and in MY LEDGER; tap to claim it into your wallet's KEEP balance.
- Unclaimed allocations return to the reward pool after 30 days (never to the game's treasury).
- One tap claims up to 30 days; if more remain, the screen offers another tap.
- A claim goes to whoever currently owns the base. If you sell a Land Deed, its unclaimed Forge KEEP goes with it.
- THIS CYCLE lists the last 14 settled days with shortened wallet addresses.
Raids and the open Forge
SHARDS you put into today's Forge are not safe until the day settles. A raider's pool is your liquid SHARDS plus your open Forge, and a successful raid lowers your Forge position for that day. Only the net position counts toward the payout and the drops.
KEEP, by contrast, is never lootable.
Daily item drops

Every base that ends the day with a positive net position gets one independent roll for each item below. The roll is fixed by the day, the base and the item; the size of your contribution does not change the odds as long as it is above zero. You receive at most one of each item per base per day, straight into the base's inventory — even if your backpack is full.
Consumables
| Item | Odds per base per day |
|---|---|
| KEG OF HASTE | 8% |
| FINISHER'S SEAL | 4% |
| POWDER CHARGE | 2% |
| WARZONE AEGIS | 0.25% |
WARZONE AEGIS is Forge-only: it can never be bought or sold. The other three are also in the Shop.
Elite training writs (Forge-only)
| Item | Odds per base per day |
|---|---|
| DRAGON TRAINING WRIT | 1.2% |
| GLOAMFANG TRAINING WRIT | 0.8% |
| HEXBARROW TRAINING WRIT | 0.5% |
| DIREWYVERN TRAINING WRIT | 0.3% |
Using a writ unlocks that troop for your whole account. If you already have it, the writ is kept — sell it on the market instead.
Warden hero gear (Forge-only)
| Item | Slot | Odds per base per day |
|---|---|---|
| MARCHER'S GREAVES | boots | 2.5% |
| SIEGE GAUNTLETS | gloves | 1.8% |
| WARDEN'S HELM | helm | 1% |
| KEEPWARD SIGNET | ring | 1% |
| SHARDPLATE CUIRASS | chest | 0.6% |
| VOIDWEAVE CLOAK | cloak | 0.6% |
| BULWARK OF THE DEEP KEEP | offhand | 0.6% |
| AMULET OF THE FIRST SHARD | amulet | 0.4% |
| BREAKER OF GATES | weapon | 0.4% |
| BANNER OF THE NINE | banner | 0.15% |
The Forge is the only source of hero gear. You can own up to 2 of each piece (1 Banner of the Nine); spare, unequipped copies can be sold on the item market for devnet SOL. Stats and the set bonus are on Troops and heroes. Drop odds may be retuned during the playtest.
See also
- KEEP mining — the Forge's role with onchain gameplay
- Economy: SHARDS and KEEP
- Mining and the Daily Cache
- Base building
- Raids and loot
- Items, gear and inventory
- Land Deeds and realm tiles
