Forge equipment is an account system

Open Army and choose Forge. The visible slots are Weapon, Armor, Relic and Artifact. Ordinary weapon/armor/relic rows explicitly say luck; do not read an Iron Sword as a direct ATK bonus for one selected card. Bases is a separate button with combat effects.

PieceSlotRarityObserved levelLuck bonusForge source
Iron SwordWeaponCommon1+3%Drop / owned row
Storm HammerWeaponRare1+5%90 scrap
Ember BladeWeaponEpic1+8%300 scrap
Dragon GlaiveWeaponLegendary1+12%900 scrap
StormbreakerWeaponMythic1+14%Raid drop
Leather VestArmorCommon2+4%Drop / owned row
Knight PlateArmorRare1+5%90 scrap
Bastion MailArmorEpic1+8%300 scrap
Titan AegisArmorLegendary1+12%900 scrap
Colossus PlateArmorMythic1+14%Raid drop
Lucky CoinRelicCommon3+5%Drop / owned row
War DrumRelicRare1+5%90 scrap
Frost AmuletRelicEpic1+8%300 scrap
Phoenix FeatherRelicLegendary1+12%900 scrap
Tempest CoreRelicMythic1+14%Raid drop

The table preserves the visible state: Iron Sword is level 1 (+3%), Leather Vest level 2 (+4%) and Lucky Coin level 3 (+5%). Other rows show their level-1/initial listed bonus. The level-3 Common Coin equals an unupgraded Rare’s displayed bonus. Compare actual level and the next upgrade price before paying for a rarity label.

Three different Forge actions

Action What the UI shows
Forge Creates an eligible listed piece for its displayed scrap price. Rare examples cost 90, Epic 300 and Legendary 900 scrap.
Level Up Improves an owned piece. Price and next bonus appear on that row.
Reforge A separate enchantment action with its own price, pool and guarantee counters.

An Iron Sword level-1 row costs 6 scrap to reach +4%; a Storm Hammer level-1 row costs 15 to reach +6.5%; a Bastion Mail level-1 row costs 40 to reach +10%. Those are observed steps, not a whole upgrade curve.

Getting equipment

The Forge header says drops come from boss raids (Normal: the kill; Hard: 75%+) and guild-war tiers 3 and 5. Duplicate drops level their piece and every drop leaves scrap. See gear farming for the exact condition boundaries.

Use gear comparison for same-slot observed choices, raids for participation, and luck for the difference between item bonuses and final roll odds.