Reforging changes the modifier attached to a weapon, spell, or piece of gear, swapping one set of stat bonuses and penalties for another. It is the fastest way to squeeze extra damage out of the tools and spells you already own in Souls Crossover X, and every equipment type has its own list of possible modifications.
Quick answer: Take the item to the matching reforger NPC and apply a new modification. For raw damage, pick Heavy (+20% damage) or Sharp (+15% damage) on melee weapons, and Radiant (+30% damage) on spells.

How reforging works
Reforges are handled by NPCs placed around the map. Each type of item is reforged at its own respective reforger, and each type draws from a different pool of modifications built for it. Weapons, spells, summons, helmets, armor, accessories, and pickaxes all have separate lists.
Some items arrive “clean” with no modifier at all, while others come pre-rolled with a modification you can change. Most modifiers mix a positive bonus with a negative penalty, so the goal is to choose the trade-off that fits how you play. A few reforges give only upside with no drawback.
Note: A reforge is applied per item and stays until you replace it, so pick the weapon or spell you actually use before committing.

Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Best melee weapon reforges for damage
For melee tools, the two damage-first picks are Heavy and Sharp. Heavy adds the most raw damage but slows your swing, while Sharp keeps a faster tempo at the cost of knockback. Lucky is the option to chase if you build around critical hits, since it gives a flat +10% crit chance with no penalty.
| Reforge | Buffs | Debuffs |
|---|---|---|
| Heavy | +50% Knockback, +20% Damage | -20% Swing Speed |
| Sharp | +15% Damage | -20% Knockback |
| Lucky | +10% Crit Chance | None |
| Agile | +10% Swing Speed | None |
| Large | +20% Range | -10% Swing Speed |
| Small | -10% Endlag, +10% Swing Speed | -20% Range |
| Light | +20% Swing Speed | -20% Knockback, -10% Damage |
| Relentless | -10% Endlag, -10% Heavy Cooldown, +10% Swing Speed | -10% Damage |
Spell (magic weapon) reforges
Spells reforge as magic weapons. Radiant is the clear damage leader at +30%, but it raises mana cost by 40%, so it suits players who can keep up with the extra drain. Patient adds +20% damage plus longer active time if you prefer sustained pressure over burst.
| Reforge | Buffs | Debuffs |
|---|---|---|
| Radiant | +30% Damage | +40% Mana Cost |
| Patient | -10% Mana Cost, +20% Damage, +30% Time | +20% Startup, +20% Cooldown |
| Cosmic | +40% Size | +10% Mana Cost, +20% Cooldown, -20% Speed |
| Nippy | +50% Speed, -30% Cooldown | -30% Time, -30% Size |
| Quiet | -20% Mana Cost | -20% Size |
| Abrupt | -20% Startup, -20% Cooldown | -50% Time |
| Woeful | -30% Mana Cost, -30% Cooldown, +20% Speed, -30% Startup | -20% Damage, -20% Size |
| Myriad | +50% Count | -50% Time, -50% Size, -35% Damage |
| Nimble | -10% Cooldown, -10% Startup | None |

Ranged weapon reforges
Ranged tools trade fire rate, range, and accuracy for damage. Bursting is the most well-rounded damage option because it adds +10% damage alongside faster startup, more velocity, and extra range, with only a longer cooldown as the cost. Powerful and Shortsighted push higher flat damage but sacrifice reload speed or range.
| Reforge | Buffs | Debuffs |
|---|---|---|
| Bursting | -20% Startup, +20% Velocity, +10% Damage, +20% Max Range | +50% Cooldown |
| Powerful | +15% Damage | +20% Cooldown |
| Shortsighted | +15% Damage | -10% Max Range, -20% Velocity, -50% Min Range |
| Accurate | +20% Max Range, -50% Spread, +50% Velocity, +10% Crit Chance | +20% Startup, +20% Cooldown |
| Rapid | -20% Startup, -20% Cooldown | -10% Velocity |
| Frenzying | -20% Cooldown, -20% Startup | -10% Velocity, -20% Damage |
| Unstable | -10% Startup, -10% Cooldown | +20% Spread, -25% Max Range |
Summon weapon reforges
Summon reforges tune the minion, not the caster. Merciless gives the biggest damage jump but strips most of the summon’s health, while Hulking is the durable option that still adds a little damage. Summon reforges do not change the item’s rarity.
| Reforge | Buffs | Debuffs |
|---|---|---|
| Merciless | +20% Damage | -70% Health |
| Hulking | +30% Health, +10% Damage | -30% Speed |
| Mischievous | +30% Speed | -10% Damage |
| Average | None | None |

How to know the reforge applied
Once a modification is applied, the item name updates to show the new reforge prefix, and its stat panel reflects the bonuses and penalties from the table above. If the numbers change and the prefix appears in the name, the reforge went through.
Two constraints are worth planning around. Certain reforges cannot be removed once applied, so treat weapon and armor rolls as commitments. Weapon and spell reforges are flat percentage changes, but on helmets, armor, and accessories the size of the bonus scales with the item’s rarity, meaning the same modification is stronger on a higher-rarity piece.
If you are stacking damage, the priority order is simple. Roll Heavy or Sharp on your main melee weapon, Radiant or Patient on your primary spell, Bursting on ranged gear, and Merciless or Hulking on summons, then adjust toward crit or speed only if a penalty is dragging your build down.





