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==Weapon forging==
==Weapon forging==
A melee weapon (dagger, hammer, or sword) can be forged up to three times to improve its stats. Each forge costs one gem and 10/15/20 {{name|Cinder Shard|class=inline}}s depending on how many times it was previously forged.
A melee weapon (dagger, hammer, or sword) can be forged up to three times to improve its stats. Each forge costs one gem and 10/15/20 {{Name|Cinder Shard|class=inline}}s depending on how many times it was previously forged.


Using a {{name|Diamond|class=inline}} as the gem fills all remaining forge levels with random upgrades, but consumes only 10 [[Cinder Shard]]s.
Using a {{Name|Diamond|class=inline}} as the gem fills all remaining forge levels with random upgrades, but consumes only 10 [[Cinder Shard]]s.


Note that "level" refers to the number of times a weapon was forged with the specific gem. So for instance, if a weapon was forged with a [[Ruby]], then an [[Emerald]], and then an [[Amethyst]], the weapon stats will have +10% attack power, +2 speed, and +1 weight.
Note that "level" refers to the number of times a weapon was forged with the specific gem. So for instance, if a weapon was forged with a [[Ruby]], then an [[Emerald]], and then an [[Amethyst]], the weapon stats will have +10% attack power, +2 speed, and +1 weight.
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! Effect
! Effect
|-
|-
| {{name|Amethyst}}
| {{Name|Amethyst}}
| More {{name|Weight|class=inline|link=Weight{{!}}knockback}} (adds 1 per level).
| More {{Name|Weight|class=inline|link=Weight{{!}}knockback}} (adds 1 per level).
|-
|-
| {{name|Aquamarine}}
| {{Name|Aquamarine}}
| More {{name|Crit. Chance|class=inline|link=Crit. Chance{{!}}critical hit chance}} (adds a flat 4.6% per level).  
| More {{Name|Crit. Chance|class=inline|link=Crit. Chance{{!}}critical hit chance}} (adds a flat 4.6% per level).  
|-
|-
| {{name|Emerald}}
| {{Name|Emerald}}
| More {{name|Speed w|class=inline|link=Speed{{!}}weapon speed}} (adds 2 on the first and third level, 3 on the second level).
| More {{Name|Speed w|class=inline|link=Speed{{!}}weapon speed}} (adds 2 on the first and third level, 3 on the second level).
|-
|-
| {{name|Jade}}
| {{Name|Jade}}
| More {{name|Crit. Power|class=inline|link=Crit. Power{{!}}critical hit damage}} (adds 10% per level).
| More {{Name|Crit. Power|class=inline|link=Crit. Power{{!}}critical hit damage}} (adds 10% per level).
|-
|-
| {{name|Ruby}}
| {{Name|Ruby}}
| More {{name|Attack|class=inline|link=Attack{{!}}damage}} (adds 10% per level to both min and max damage).
| More {{Name|Attack|class=inline|link=Attack{{!}}damage}} (adds 10% per level to both min and max damage).
|-
|-
| {{name|Topaz}}
| {{Name|Topaz}}
| More {{name|Defense|class=inline}} (adds 1 per level).
| More {{Name|Defense|class=inline}} (adds 1 per level).
|}
|}


==Enchantments==
==Enchantments==
<section begin="Enchantments" />
<section begin="Enchantments" />
{{Spoiler}}
A random enchantment can be added to any melee weapon or tool, with the exceptions of the [[Scythe]], [[Golden Scythe]], [[Iridium Scythe]], and [[Trash Cans|Trash Can]]. This costs one {{Name|Prismatic Shard|class=inline}} and 20 {{Name|Cinder Shard|class=inline}}s.
A random enchantment can be added to any melee weapon or tool, with the exceptions of the [[Scythe]], [[Golden Scythe]], [[Iridium Scythe]], and [[Trash Cans|Trash Can]]. This costs one {{name|Prismatic Shard|class=inline}} and 20 {{name|Cinder Shard|class=inline}}s.


A random innate enchantment can be added to any melee weapon, with the exceptions of [[Galaxy Sword|Galaxy weapons]] and [[Forge#Infinity Weapons|Infinity weapons]]. This costs one {{name|Dragon Tooth|class=inline}} and 10 {{name|Cinder Shard|class=inline}}s.
A random innate enchantment can be added to any melee weapon, with the exceptions of [[Galaxy Sword|Galaxy weapons]] and [[Forge#Infinity Weapons|Infinity weapons]]. This costs one {{Name|Dragon Tooth|class=inline}} and 10 {{Name|Cinder Shard|class=inline}}s.


Each weapon or tool can have only one enchantment and one set of innate enchantments at a time, and the applied enchantments are random. However, another enchantment can be applied (at the same price) to replace an existing one. Tools track the previous two enchantments applied to them so they're not reselected when applying a new enchantment.
Each weapon or tool can have only one enchantment and one set of innate enchantments at a time, and the applied enchantments are random. However, another enchantment can be applied (at the same price) to replace an existing one. Tools track the previous two enchantments applied to them so they're not reselected when applying a new enchantment.
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Upgrading a tool keeps its enchantment.
Upgrading a tool keeps its enchantment.


Enchantments are randomized based on the number of times any tool has been enchanted, so reloading the day and enchanting a different tool will change the progression.
Enchantments are determined based on the total number of times the player has enchanted any tool. Therefore, reloading the day and changing the order the tools are enchanted will result in getting different enchantments.


===Combat enchantments===
===Combat enchantments===
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|-
|-
| Bug Killer
| Bug Killer
| Double damage to grubs, flies, bugs, [[spider]]s, & [[Rock Crab|rock crabs]]. Allows killing [[Armored Bug|armored bugs]].
| Double damage to [[Grub|grubs]], [[Cave Fly|flies]], [[Bug|bugs]], [[spider]]s, & [[Rock Crab|rock crabs]]. Allows killing [[Armored Bug|armored bugs]].
|-
|-
| Crusader
| Crusader
| 50% more damage to mummies, ghosts, skeletons, and void spirits. Allows killing mummies without the use of bombs.
| 50% more damage to [[Mummy|mummies]], [[Ghost|ghosts]], [[skeleton|skeletons]], and void spirits. Allows killing mummies without the use of bombs.
|-
|-
| Vampiric
| Vampiric
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|-
|-
| +1-2 Defense
| +1-2 Defense
| {{Name|Defense|+X}} ''Adds +1 to +2 to the player's Defense stat. Enchant can only be applied if a weapon is level 10 or lower.''
| {{Name|Defense|+X}} ''Adds +1 or +2 to the player's Defense stat. Enchant can only be applied if a weapon is level 10 or lower.''
|-
|-
| -1-5 Weight
| −1-5 Weight
| {{Name|Weight|-X}} ''Decreases weight by 1 to 5, which reduces enemy knockback by 10% to 50%.''
| {{Name|Weight|−X}} ''Decreases weight by 1 to 5, which reduces enemy knockback by 10% to 50%.''
|-
|-
| Slime Gatherer
| Slime Gatherer
| Increases Slime Dropped from Slime by <samp>1 + random(0, sqrt(slime's max health / 3))</samp>. Also triggers when killing Big Slimes. The amount of slime dropped is not affected by any loot-modifying buffs.
| Increases [[Slime]] Dropped from [[Slimes]] by <samp>1 + random(0, sqrt(slime's max health / 3))</samp>. Also triggers when killing Big Slimes. The amount of slime dropped is not affected by any loot-modifying buffs.
|}
|}


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|-
|-
| Slime Slayer
| Slime Slayer
| Increases damage done to Slime by 33% + 1. Does not affect Big Slimes.
| Increases damage done to [[Slimes]] by 33% + 1. Does not affect [[Slimes#Big Slimes|Big Slimes]].
|-
|-
| +25-75 Crit. Power
| +25-75 Crit. Power
| {{name|Crit. Power|+X}} ''Increases critical attack power by 25, 50 or 75. +75 will multiply the damage of a critical strike by 2.5x. See the [[Crit. Power]] page for exactly how this is applied.''
| {{Name|Crit. Power|+X}} ''Increases critical attack power by 25, 50 or 75. +75 will multiply the damage of a critical strike by 2.5x. See [[Combat/Mechanics#Critical hit damage|Critical hit damage]] for exactly how this is applied.''
|-
|-
| +1-3 Crit. Chance
| +1-3 Crit. Chance
| {{name|Crit. Chance|+X}} ''Increases critical attack chance by 2%, 4% or 6%. See [[Combat#Critical hit chance]] for how this is applied.''
| {{Name|Crit. Chance|+X}} ''Multiplies critical hit chance by 1.02, 1.04, or 1.06, depending on the level. See [[Combat/Mechanics#Critical hit chance|Critical hit chance]] for exactly how this is applied.''
|-
|-
| +1-5 Attack
| +1-5 Attack
| {{name|Attack|+X}} ''Adds 1 to 5 to the player's Attack stat. This increases any damage dealt by +3 to +15.''
| {{Name|Attack|+X}} ''Adds 1 to 5 to the player's Attack stat. This increases any damage dealt by +3 to +15.''
|-
|-
| +1-X Speed
| +1-X Speed
| {{Name|Speed w|+X}} Decreases weapon swing time by 10% per level. The maximum level depends on the weapon's own speed stat, with (weapon's natural speed + speed enchantment) being capped to at most 4. However, level 1 is always possible, even for fast weapons.
| {{Name|Speed w|+X}} ''Decreases weapon swing time by 10% per level. The maximum level depends on the weapon's own speed stat, with (weapon's natural speed + speed enchantment) being capped to at most 4 for daggers and swords. However, clubs may gain up to 11 speed.''
|}
|}


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|
|
| [[File:Iridium Pan.png|24px|center|link=]]
| [[File:Iridium Pan.png|24px|center|link=]]
| Double chance of finding artifacts in artifact spots.
| For hoe: Double chance of finding artifacts in artifact spots.<br/>For pan: 4x chance to find [[Artifact Trove]]s, 2x chance to find [[Bone Fragment]]s, 3.5x chance to find artifacts.
|-
|-
| Bottomless
| Bottomless
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| [[File:Iridium Watering Can.png|24px|center|link=]]
| [[File:Iridium Watering Can.png|24px|center|link=]]
|
|
| No energy drain.
| No energy drain when used.
|-
|-
| Generous
| Generous
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|
|
| [[File:Iridium Pan.png|24px|center|link=]]
| [[File:Iridium Pan.png|24px|center|link=]]
| 50% chance of double item after digging/panning.
| For hoe: 50% chance of double item after digging.<br/>For pan: Increases maximum amount of found non-ore items, see [[Pans]] for more details.
|-
|-
| Fisher
| Fisher
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|
|
| [[File:Iridium Pan.png|24px|center|link=]]
| [[File:Iridium Pan.png|24px|center|link=]]
| Chance of receiving fish as a panning reward.
| 10% chance of receiving a location-appropriate [[fish]] as a panning reward.
|-
|-
| Master
| Master
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|
|
|
|
| Extra 3 regular wood from Oak, Maple, Pine, and Palm trees.<br />Hardwood from Mahogany trees.<br />Red Mushroom from Mushroom trees. <br /> Fiddlehead Fern from Fern trees. <br />Chance of extra hardwood from stumps.<br />Chance of extra produce from giant crops.
| Extra 3 regular wood from Oak, Maple, Pine, and Palm trees.<br />Hardwood from Mahogany trees.<br />Red Mushroom from Mushroom trees. <br /> Fiddlehead Fern from Green Rain Tree Type 3. <br />Chance of extra hardwood from stumps.<br />Chance of extra produce from giant crops.
|-
|-
| Swift
| Swift
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| [[File:Iridium Pickaxe.png|24px|center|link=]]
| [[File:Iridium Pickaxe.png|24px|center|link=]]
|
|
|  
|
| Tool use is 33% faster.
| For hoe: charge speed is 33% faster. <br /> For all: default swing speed is 33% faster.
|}<section end="Enchantments" />
|}<section end="Enchantments" />


==Infinity Weapons==
==Infinity Weapons==
A [[Galaxy Soul]] can be forged into a galaxy weapon at the cost of 20 [[Cinder Shard]]s. Doing this 3 times (at a total cost of 3 Galaxy Souls and 60 cinder shards) will turn the weapon into a more powerful "Infinity" weapon. Adding just 1 or 2 does not affect the weapon. The weapons keep their enchantments and gem forgings when they are made into Infinity weapons. They are given the new Infinity weapon appearance even if they were previously forged into a new appearance.
A [[Galaxy Soul]] can be forged into a galaxy weapon at the cost of 20 [[Cinder Shard]]s. Doing this 3 times (at a total cost of 3 Galaxy Souls and 60 cinder shards) will turn the weapon into a more powerful "Infinity" weapon. Adding just 1 or 2 shows that Galaxy Souls have been applied but does not otherwise affect the weapon. The weapons keep their enchantments and gem forgings when they are made into Infinity weapons. They are given the new Infinity weapon appearance even if they were previously forged into a new appearance.
<section begin="infinityweapons" />
<section begin="infinityweapons" />
{|class="wikitable"
{|class="wikitable"
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|[[Infinity Blade]]
|[[Infinity Blade]]
|{{Description|Infinity Blade}}
|{{Description|Infinity Blade}}
|{{name|Galaxy Sword|1}}{{name|Galaxy Soul|3}}{{name|Cinder Shard|60}}
|{{Name|Galaxy Sword|1}}{{Name|Galaxy Soul|3}}{{Name|Cinder Shard|60}}
|-
|-
|[[File:Infinity Dagger.png|center]]
|[[File:Infinity Dagger.png|center]]
|[[Infinity Dagger]]
|[[Infinity Dagger]]
|{{Description|Infinity Dagger}}
|{{Description|Infinity Dagger}}
|{{name|Galaxy Dagger|1}}{{name|Galaxy Soul|3}}{{name|Cinder Shard|60}}
|{{Name|Galaxy Dagger|1}}{{Name|Galaxy Soul|3}}{{Name|Cinder Shard|60}}
|-
|-
|[[File:Infinity Gavel.png|center]]
|[[File:Infinity Gavel.png|center]]
|[[Infinity Gavel]]
|[[Infinity Gavel]]
|{{Description|Infinity Gavel}}
|{{Description|Infinity Gavel}}
|{{name|Galaxy Hammer|1}}{{name|Galaxy Soul|3}}{{name|Cinder Shard|60}}
|{{Name|Galaxy Hammer|1}}{{Name|Galaxy Soul|3}}{{Name|Cinder Shard|60}}
|}<section end="infinityweapons" />
|}<section end="infinityweapons" />


==Weapon Appearance==
==Weapon Appearance==
Two weapons can be merged through the forge. The resulting weapon will have all the stats and info of the first weapon, but the appearance of the second weapon. Only weapons of the same type can be merged. Slingshots cannot be merged. The second weapon will be consumed.
Two weapons can be merged through the forge. The resulting weapon will have all the stats and info of the first weapon (left slot), but the appearance of the second weapon (right slot). Only weapons of the same type can be merged. Slingshots cannot be merged. The second weapon will be consumed.


This costs 10 [[Cinder Shard]]s.
This costs 10 [[Cinder Shard]]s.
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==Fishing==
==Fishing==
The Forge is the only floor of the [[Volcano Dungeon]] where fishing can occur. It is one of two locations in the game where players can catch [[Lava Eel]]s. [[Crab Pot|Crab pots]] cannot be placed in the forge.
The Forge is the only floor of the [[Volcano Dungeon]] where fishing can occur. It is one of two locations in the game where players can catch [[Lava Eel]]s. [[Crab Pot|Crab pots]] cannot be placed in the forge. There is a 5% chance the player can catch a present that contains the painting [['Physics 101']]. This painting can only be caught once per player per save file.<ref name="fishingchance" />
 
There is a 5% chance the player can catch a present that contains the painting [['Physics 101']]. This painting can only be caught once per player per game.<ref name="fishingchance" /> If this painting was not caught, the percent chance of hooking a Lava Eel is equivalent to 10 times the [[Fishing#Fishing Zone|fishing zone]] of the spot fished. Otherwise, [[Trash]] will be caught. So for instance, there is a 50% chance to hook a Lava Eel and a 50% chance to hook Trash if the bobber lands in a spot with a fishing zone of 5.<ref name="fishingchance" />


==Secrets==
==Secrets==
*After achieving [[Perfection]], a red monkey can be interacted with to obtain a [[??? (hat)|secret hat]].
*After achieving [[Perfection]], a red monkey can be interacted with to obtain a [[??? (hat)|secret hat]].
*The plaque above the Forge contains an [[Secrets#Volcano Plaque|enciphered message]].
*The plaque above the Forge contains an [[Secrets#Volcano Plaque|enciphered message]].
 
*An [[Ancient Doll]] can be thrown into the lava to obtain a [[Far Away Stone|secret item]].
==Bugs==
*A bug in the 1.5.6 mobile interface prevents two weapons from being placed on the forge simultaneously, so weapon appearance cannot be changed in mobile.


==References==
==References==
<references>
<references>
     <ref name="meleeweapon">See <samp>Tools.MeleeWeapon::doAnimateSpecialMove</samp> in the game code.</ref>
     <ref name="meleeweapon">See <samp>MeleeWeapon::doAnimateSpecialMove</samp> in the game code.</ref>
     <ref name="fishingchance">See <samp>StardewValley.Locations.Caldera::getFish</samp> in the game code.</ref>
     <ref name="fishingchance">See <samp>Data/Locations.xnb</samp> in the game files.</ref>
</references>
</references>


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{{History|1.6|Mini-forge added as a placeable version of the Forge, some tools gained new options for enchantments. Added Innate enchantments.}}
{{History|1.6|Mini-forge added as a placeable version of the Forge, some tools gained new options for enchantments. Added Innate enchantments.}}
{{History|1.6.4|Shaving enchantment now causes tree-specific drops: (fern → fiddlehead fern, mushroom → red mushroom, mahogany → hardwood)}}
{{History|1.6.4|Shaving enchantment now causes tree-specific drops: (fern → fiddlehead fern, mushroom → red mushroom, mahogany → hardwood)}}
[[Category:Gameplay]]
[[Category:Gameplay]]
[[Category:Bugs tested in 1.5]]


<!--Note to translators: There is no official translation for "Forge".  Please make corrections to the translations below as necessary -->
<!--Note to translators: There is no official translation for "Forge".  Please make corrections to the translations below as necessary -->

Latest revision as of 15:08, 27 July 2026

The Forge Interface

The Forge is located on Floor 10 in the Volcano Dungeon. It is used to upgrade weapons, enchant weapons and tools, combine rings, and change weapon appearances.

After obtaining Combat Mastery, the player can craft a Mini-Forge, which acts exactly the same as this one and can be placed anywhere.

Weapon forging

A melee weapon (dagger, hammer, or sword) can be forged up to three times to improve its stats. Each forge costs one gem and 10/15/20 Cinder Shards depending on how many times it was previously forged.

Using a Diamond as the gem fills all remaining forge levels with random upgrades, but consumes only 10 Cinder Shards.

Note that "level" refers to the number of times a weapon was forged with the specific gem. So for instance, if a weapon was forged with a Ruby, then an Emerald, and then an Amethyst, the weapon stats will have +10% attack power, +2 speed, and +1 weight.

Gem Effect
Amethyst More knockback (adds 1 per level).
Aquamarine More critical hit chance (adds a flat 4.6% per level).
Emerald More weapon speed (adds 2 on the first and third level, 3 on the second level).
Jade More critical hit damage (adds 10% per level).
Ruby More damage (adds 10% per level to both min and max damage).
Topaz More Defense (adds 1 per level).

Enchantments

A random enchantment can be added to any melee weapon or tool, with the exceptions of the Scythe, Golden Scythe, Iridium Scythe, and Trash Can. This costs one Prismatic Shard and 20 Cinder Shards.

A random innate enchantment can be added to any melee weapon, with the exceptions of Galaxy weapons and Infinity weapons. This costs one Dragon Tooth and 10 Cinder Shards.

Each weapon or tool can have only one enchantment and one set of innate enchantments at a time, and the applied enchantments are random. However, another enchantment can be applied (at the same price) to replace an existing one. Tools track the previous two enchantments applied to them so they're not reselected when applying a new enchantment.

Upgrading a tool keeps its enchantment.

Enchantments are determined based on the total number of times the player has enchanted any tool. Therefore, reloading the day and changing the order the tools are enchanted will result in getting different enchantments.

Combat enchantments

Only applies to melee weapons (can't be applied to a slingshot)

Name Effect
Artful 50% cooldown on special moves. (Stacks multiplicatively with Acrobat for a total of 75% cooldown reduction.)[1]
Bug Killer Double damage to grubs, flies, bugs, spiders, & rock crabs. Allows killing armored bugs.
Crusader 50% more damage to mummies, ghosts, skeletons, and void spirits. Allows killing mummies without the use of bombs.
Vampiric 9% Chance to regain some health on kill. Amount healed is 9% to ≈10.67% of monster's maximum health and does not scale with weapon damage.
Haymaker More fiber is earned when collecting weeds. Also a chance to collect hay.
Cutting weeds has a 50% chance of also dropping a fiber, and 33% chance of extra hay (directly into silo on farm, else into inventory).

Innate enchantments

Only applies to low-level melee weapons (can't be applied to Galaxy/Infinity weapons, any weapons with a level of at least 15, or a slingshot). There are 2 sets of innate enchantments. A weapon can have at most one enchantment from each set.

The way the stat-affecting enchantments combine with each other can be nontrivial. See the individual stats' pages for more details.

When enchanting weapons at the forge, one enchantment from this set may be given, but it is not guaranteed:

Name Effect
+1-2 Defense Defense (+X) Adds +1 or +2 to the player's Defense stat. Enchant can only be applied if a weapon is level 10 or lower.
−1-5 Weight Weight (−X) Decreases weight by 1 to 5, which reduces enemy knockback by 10% to 50%.
Slime Gatherer Increases Slime Dropped from Slimes by 1 + random(0, sqrt(slime's max health / 3)). Also triggers when killing Big Slimes. The amount of slime dropped is not affected by any loot-modifying buffs.

When enchanting weapons at the forge, one enchantment from this set is guaranteed:

Name Effect
Slime Slayer Increases damage done to Slimes by 33% + 1. Does not affect Big Slimes.
+25-75 Crit. Power Crit. Power (+X) Increases critical attack power by 25, 50 or 75. +75 will multiply the damage of a critical strike by 2.5x. See Critical hit damage for exactly how this is applied.
+1-3 Crit. Chance Crit. Chance (+X) Multiplies critical hit chance by 1.02, 1.04, or 1.06, depending on the level. See Critical hit chance for exactly how this is applied.
+1-5 Attack Attack (+X) Adds 1 to 5 to the player's Attack stat. This increases any damage dealt by +3 to +15.
+1-X Speed Speed (+X) Decreases weapon swing time by 10% per level. The maximum level depends on the weapon's own speed stat, with (weapon's natural speed + speed enchantment) being capped to at most 4 for daggers and swords. However, clubs may gain up to 11 speed.

Tool enchantments

Name Axe Rod Hoe Pick Can Pan Effect
Auto-Hook
Automatically hooks fish/junk when they bite (which starts the fishing minigame if it hooks a fish).
Archaeologist
For hoe: Double chance of finding artifacts in artifact spots.
For pan: 4x chance to find Artifact Troves, 2x chance to find Bone Fragments, 3.5x chance to find artifacts.
Bottomless
Infinite water.
Efficient
No energy drain when used.
Generous
For hoe: 50% chance of double item after digging.
For pan: Increases maximum amount of found non-ore items, see Pans for more details.
Fisher
10% chance of receiving a location-appropriate fish as a panning reward.
Master
Adds an extra fishing level to the player while held.
Powerful
Adds 1 extra power level for pickaxe, 2 for axe.
Preserving
50% chance that bait and tackle aren't consumed on use.
Reaching
Increased charge-up capacity for greater area of effect.
Increases the maximum area of effect to 5x5 tiles.
Shaving
Extra 3 regular wood from Oak, Maple, Pine, and Palm trees.
Hardwood from Mahogany trees.
Red Mushroom from Mushroom trees.
Fiddlehead Fern from Green Rain Tree Type 3.
Chance of extra hardwood from stumps.
Chance of extra produce from giant crops.
Swift
For hoe: charge speed is 33% faster.
For all: default swing speed is 33% faster.

Infinity Weapons

A Galaxy Soul can be forged into a galaxy weapon at the cost of 20 Cinder Shards. Doing this 3 times (at a total cost of 3 Galaxy Souls and 60 cinder shards) will turn the weapon into a more powerful "Infinity" weapon. Adding just 1 or 2 shows that Galaxy Souls have been applied but does not otherwise affect the weapon. The weapons keep their enchantments and gem forgings when they are made into Infinity weapons. They are given the new Infinity weapon appearance even if they were previously forged into a new appearance.

Image Name Description Ingredients
Infinity Blade The true form of the Galaxy Sword. Galaxy Sword (1) Galaxy Soul (3) Cinder Shard (60)
Infinity Dagger The true form of the Galaxy Dagger. Galaxy Dagger (1) Galaxy Soul (3) Cinder Shard (60)
Infinity Gavel The true form of the Galaxy Hammer. Galaxy Hammer (1) Galaxy Soul (3) Cinder Shard (60)

Weapon Appearance

Two weapons can be merged through the forge. The resulting weapon will have all the stats and info of the first weapon (left slot), but the appearance of the second weapon (right slot). Only weapons of the same type can be merged. Slingshots cannot be merged. The second weapon will be consumed.

This costs 10 Cinder Shards.

A Galaxy Weapon that changed its appearance in this way would lose its appearance after being forged into an Infinity Weapon.

Combined Rings

Two different rings can be combined into one with stacked effects. This costs 20 Cinder Shards.

This has two restrictions:

  • Two of the same ring cannot be combined into one. (However, two different rings with the same effect can be combined, like the Glow Ring and Glowstone Ring. Their effects will stack in the same way as wearing both rings separately.)
  • Three or more rings cannot be combined into one. (i.e., a combined ring can't be further combined).

Unforge

Weapons and combined rings can be unforged to reset its properties.

  • For a weapon, unforging removes all forge upgrades (but not enchantments) and resets its appearance.
  • For a combined ring, unforge splits it back into the original rings.

Unforging is free, but only returns some of the Cinder Shards used to forge the item.

To begin the unforging process, place the item for unforging into the left square slot. Then click the red ⨯ symbol near the bottom right corner. The unforged item(s) will appear in inventory, along with any returned Cinder Shards.

Fishing

The Forge is the only floor of the Volcano Dungeon where fishing can occur. It is one of two locations in the game where players can catch Lava Eels. Crab pots cannot be placed in the forge. There is a 5% chance the player can catch a present that contains the painting 'Physics 101'. This painting can only be caught once per player per save file.[2]

Secrets

References

  1. ↑ See MeleeWeapon::doAnimateSpecialMove in the game code.
  2. ↑ See Data/Locations.xnb in the game files.

History

  • 1.5: Introduced.
  • 1.5.2: Tools now track the previous two enchantments that were added to them and prevent those enchantments from being selected again.
  • 1.6: Mini-forge added as a placeable version of the Forge, some tools gained new options for enchantments. Added Innate enchantments.
  • 1.6.4: Shaving enchantment now causes tree-specific drops: (fern → fiddlehead fern, mushroom → red mushroom, mahogany → hardwood)