
The Sunken Forge
Dungeon
- Level 50+
- 1–5 players
- Ironhearth Basin
The guild's lower forge under Ironhearth, buried by the lava of Crown Night, a drowned cistern under its floor. Slagmaw gorges in the furnace of the fallen casting hall; below, Toran's first guardian, The Anvil Golem, still stands at his anvil.
Getting in
Down the sealed stair in the old guild hall's yard, south of Ironhearth.
Loot and the daily lock
Everyone in the party who took part in the fight (a blow in it, or a heal) gets their own chest, however far above the boss your level is. Gear 5 times a day: kill it a sixth time the same day and only gold and materials come out. The tries renew every day at 04:00.
Alone or in a group
| Players | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Health | ×1 | ×1.5 | ×2 | ×2.5 | ×3 |
| Blows | ×1 | ×1.25 | ×1.5 | ×1.75 | ×2 |
The creatures inside grow with the party: health and blows by the number of players. A boss calls more helpers and marks more circles for a bigger party (the counts in its fight read alone / 2–3 / 4–5). Fought alone, a boss's chest holds less gold and is less likely to hold gear.
Floors and who lives there
The Sunken Forge
Kindled SmithLv 46–50 · ×6
Ash GoblinLv 46–47 · ×2
Ash Goblin BomberLv 47 · ×2
Slag GolemLv 49–50 · ×2
The Slag Runs
Magma OozeLv 47 · ×1
Magma BlobLv 47 · ×2
Slag GolemLv 48 · ×1
The Casting Hall
SlagmawLv 48
The Lower Forge
The Anvil GolemLv 50
Bosses

The fight (tap to show)
- Mechanic damage
This boss's marks deal a fixed amount set for its level (48), in place of the blow multiples below: a move you could dodge 599 damage, a hazard 524 damage, its signature failed 823 damage, burning ground 180 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.
- Slag Spew
A 90° cone at the one holding it, 6 tiles long, 1.6 s ahead (alone 2 s). The party's tank takes 3 × a normal blow; anyone else in it 599 damage. It leaves 2 pools of burning slag (8 s).
When5 s into the fight, then every 9 s.
EnragedEvery 7.5 s.
TipThe tank turns the spew away from the others and lays its slag at the hall's edge, never by the bellows.
- Slag Lob
Circles 1.8 tiles round under 1/2/3 of the others (alone: you), 1.8 s ahead: 599 damage, and a pool of slag burning 6 s.
When7 s into the fight, then every 12 s.
EnragedEvery 10 s.
TipStep out of the circle, and out of the pool it leaves.
- Molten Roll
It coils and rolls down a lane 2.3 tiles wide and up to 11.3 tiles long at the one farthest from it, 1.6 s ahead: 599 damage; 3 pools of slag along it.
WhenFrom 50%, every 16 s.
EnragedEvery 13 s.
TipFar from it, watch for the lane: sidestep it.
- The Bellows
It crawls into the casting furnace and gorges for 10 s, healing 1.5% of its health a second. The two bellows' pedals breathe in turn, one every 1 s (9 breaths): someone on the lit pedal as it breathes is a stroke (4/6/7 strokes). Enough and the furnace scalds it out: stunned 5 s, +35% from every blow for 10 s. Too few and it bursts out gorged: the Slag Torrent sweeps the whole hall. Alone: 1 pedal, a breath every 1.5 s in 12 s (8 breaths).
WhenAt 75%, 50%, 25% of its health.
TipTwo run to the pedals, west and east; the tank takes the Slag Spawn off them; the healer tops everyone up before the gorge can end.
- Rage
It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.
WhenAt 20% of its health; it lasts to the end of the fight.
TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

The fight (tap to show)
- Mechanic damage
This boss's marks deal a fixed amount set for its level (50), in place of the blow multiples below: a move you could dodge 655 damage, a hazard 573 damage, its signature failed 901 damage, burning ground 197 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.
- Hammer Fall
A circle 2.3 tiles round under the one it fights, 1.5 s ahead (alone 1.9 s): 655 damage. Where it lands the old floor cracks (2.3 tiles).
When7 s into the fight, then every 9 s.
EnragedEvery 7.5 s.
TipThe tank steps out, but chooses where it lands: that is where the next crack will be.
- Rivet Shot
Lanes 1.3 tiles wide and 13.1 tiles long at 1/2/3 of the others (alone: you), 1.5 s ahead: 655 damage.
When11 s into the fight, then every 13 s.
EnragedEvery 10.5 s.
TipSidestep the lane; don't stand in a line behind a friend.
- The Weight
It rears and brings its whole weight down, 3 s ahead (alone 4 s): every crack caves in and becomes a hole of black water. On a caving crack you fall in: 901 damage, 2.5 s in the water. Standing on a crack itself, it sinks to its waist: stunned 6 s, +40% from every blow for 10 s. On sound stone its weight goes into everyone. Wading a hole slows you to 45%; at most 6 holes (the oldest fills with rubble).
WhenFirst at 20 s, then every 28 s / 24 s / 20 s (by phase).
TipTank: crack the floor with its hammer, bring it onto the crack, step off before the weight lands. Everyone else: off the cracks.
- Steam Burst
From 60% its fist has broken the cistern wall: every 6 s a hole boils over, 0.8 tiles past its rim, 1.8 s ahead.
WhenFrom 60% of its health.
TipKeep away from a hole whose rim starts to glow.
- The Heat It Never Held
From 30% it glows white: every 1.5 s the floor cracks under its feet (1.3 tiles), and its hammer's cracks are wider (2.8 tiles).
WhenFrom 30% of its health.
TipIts trail is all cracks: easy to sink it, easy to fall. Know where the sound stone is.
- Rage
It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.
WhenAt 20% of its health; it lasts to the end of the fight.
TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.