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[[File:Forge Interface.png|thumb|right|300px|The Forge Interface]]
[[File:Forge Interface.png|thumb|right|300px|The Forge Interface]]
The '''Forge''' in the [[Volcano Dungeon|volcano]] caldera on [[Ginger Island]] lets you upgrade weapons, enchant weapons and tools, combine rings, and change weapon appearances.
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 [[Mastery Cave#Masteries|Combat Mastery]], the player can craft a [[Mini-Forge]], which acts exactly the same as this one and can be placed anywhere.


==Weapon forging==
==Weapon forging==
You can forge a melee weapon (dagger, hammer, or sword) up to three times to improve its stats. Each forge costs one gem, and 10/15/20 [[Cinder Shard|cinder shards]] depending on the forge level.
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 diamond as the gem fills all remaining forge levels with random upgrades, but only consumes 10 cinder shards.
Using a {{Name|Diamond|class=inline}} as the gem fills all remaining forge levels with random upgrades, but consumes only 10 [[Cinder Shard]]s.


{| class="wikitable"
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.
 
{|class="wikitable"
|-
|-
! Gem
! Gem
! Effect
! Effect
|-
|-
| Amethyst
| {{Name|Amethyst}}
| More knockback (adds 1 per level).
| More {{Name|Weight|class=inline|link=Weight{{!}}knockback}} (adds 1 per level).
|-
|-
| Aquamarine
| {{Name|Aquamarine}}
| More critical hit chance (adds 4.6% × level).
| More {{Name|Crit. Chance|class=inline|link=Crit. Chance{{!}}critical hit chance}} (adds a flat 4.6% per level).  
|-
|-
| Emerald
| {{Name|Emerald}}
| More weapon speed (adds 5 × level).
| More {{Name|Speed w|class=inline|link=Speed{{!}}weapon speed}} (adds 2 on the first and third level, 3 on the second level).
|-
|-
| Jade
| {{Name|Jade}}
| More critical hit damage (adds 10% × level).
| More {{Name|Crit. Power|class=inline|link=Crit. Power{{!}}critical hit damage}} (adds 10% per level).
|-
|-
| Ruby
| {{Name|Ruby}}
| More damage (adds 10% × 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).
|-
|-
| Topaz
| {{Name|Topaz}}
| More defense (adds 1 × level).
| More {{Name|Defense|class=inline}} (adds 1 per level).
|}
|}


==Enchantments==
==Enchantments==
<section begin="Enchantments" />
<section begin="Enchantments" />
You can add a random enchantment to any weapon or tool (except fishing pole, pan, return sceptre, or scythe). This costs one [[Prismatic Shard|prismatic shard]] and 20 [[Cinder Shard|cinder shards]].
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.


Each weapon or tool can only have one enchantment, and you can't choose which one will be applied, but you can repeat with another [[Prismatic Shard|prismatic shard]] to re-randomize it.
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.


Enchantments are randomized based on the number of times you've enchanted any tool, so reloading the day and enchanting a different tool will change the progression.
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===
===Combat enchantments===
Only applies to melee weapons (can't be applied to a slingshot)
Only applies to melee weapons (can't be applied to a [[Weapons#Slingshot|slingshot]])


{| class="wikitable"
{|class="wikitable"
|-
|-
! Name
! Name
Line 50: Line 56:
|-
|-
| Artful
| Artful
| 50% cooldown on special moves. Can only be applied once to a weapon.
| 50% cooldown on special moves. (Stacks multiplicatively with [[Skills#Combat|Acrobat]] for a total of 75% cooldown reduction.)<noinclude><ref name="meleeweapon" /></noinclude>
|-
|-
| Bug Killer
| Bug Killer
| Double damage to bugs, allows killing 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 undead / shadows, prevents mummies from reviving.
| 50% more damage to [[Mummy|mummies]], [[Ghost|ghosts]], [[skeleton|skeletons]], and void spirits. Allows killing mummies without the use of bombs.
|-
|-
| Vampiric
| Vampiric
| Chance to regain some health on hit.
| 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
| Haymaker
| When cutting weeds, you get more fiber, and also a chance to collect hay. <br />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).
| More fiber is earned when collecting weeds. Also a chance to collect hay. <br />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 [[Weapons#Slingshot|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:
{|class="wikitable"
|-
! Name
! Effect
|-
| +1-2 Defense
| {{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
| {{Name|Weight|−X}} ''Decreases weight by 1 to 5, which reduces enemy knockback by 10% to 50%.''
|-
| Slime Gatherer
| 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.
|}
 
When enchanting weapons at the forge, one enchantment from this set is guaranteed:
{|class="wikitable"
|-
! Name
! Effect
|-
| Slime Slayer
| Increases damage done to [[Slimes]] by 33% + 1. Does not affect [[Slimes#Big Slimes|Big Slimes]].
|-
| +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 [[Combat/Mechanics#Critical hit damage|Critical hit damage]] for exactly how this is applied.''
|-
| +1-3 Crit. Chance
| {{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
| {{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
| {{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.''
|}
|}


===Tool enchantments===
===Tool enchantments===
{| class="wikitable sortable"
{|class="wikitable sortable"
|-
|-
! Name
! Name
Line 74: Line 123:
! Pick
! Pick
! Can
! Can
! Pan
! Effect
! Effect
|-
|-
| Auto-Hook
| Auto-Hook
|  
|
| [[File:Iridium Rod.png|24px|center|link=]]
| [[File:Iridium Rod.png|24px|center|link=]]
|  
|
|  
|
|  
|
| Automatically hooks fish when they bite (which starts the fishing minigame).
|
| Automatically hooks fish/junk when they bite (which starts the fishing minigame if it hooks a fish).
|-
|-
| Archaeologist
| Archaeologist
|  
|
|  
|
| [[File:Iridium Hoe.png|24px|center|link=]]
| [[File:Iridium Hoe.png|24px|center|link=]]
|  
|
|  
|
| Double chance of finding artifacts in artifact spots.
| [[File:Iridium Pan.png|24px|center|link=]]
| 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
|  
|
|  
|
|  
|
|  
|
| [[File:Iridium Watering Can.png|24px|center|link=]]
| [[File:Iridium Watering Can.png|24px|center|link=]]
|
| Infinite water.
| Infinite water.
|-
|-
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| [[File:Iridium Pickaxe.png|24px|center|link=]]
| [[File:Iridium Pickaxe.png|24px|center|link=]]
| [[File:Iridium Watering Can.png|24px|center|link=]]
| [[File:Iridium Watering Can.png|24px|center|link=]]
| No stamina drain.
|
| No energy drain when used.
|-
|-
| Generous
| Generous
|  
|
|  
|
| [[File:Iridium Hoe.png|24px|center|link=]]
| [[File:Iridium Hoe.png|24px|center|link=]]
|
|
| [[File:Iridium Pan.png|24px|center|link=]]
| 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
|
|
|  
|  
|  
|
| 50% chance of double item after digging.
|
| [[File:Iridium Pan.png|24px|center|link=]]
| 10% chance of receiving a location-appropriate [[fish]] as a panning reward.
|-
|-
| Master
| Master
|  
|
| [[File:Iridium Rod.png|24px|center|link=]]
| [[File:Iridium Rod.png|24px|center|link=]]
|  
|
|  
|
|  
|
|
| Adds an extra fishing level to the player while held.
| Adds an extra fishing level to the player while held.
|-
|-
| Powerful
| Powerful
| [[File:Iridium Axe.png|24px|center|link=]]
| [[File:Iridium Axe.png|24px|center|link=]]
|  
|
|  
|
| [[File:Iridium Pickaxe.png|24px|center|link=]]
| [[File:Iridium Pickaxe.png|24px|center|link=]]
|  
|
| Extra power level.
|
| Adds 1 extra power level for pickaxe, 2 for axe.
|-
|-
| Preserving
| Preserving
|  
|
| [[File:Iridium Rod.png|24px|center|link=]]
| [[File:Iridium Rod.png|24px|center|link=]]
|  
|
|  
|
|  
|
|
| 50% chance that bait and tackle aren't consumed on use.
| 50% chance that bait and tackle aren't consumed on use.
|-
|-
| Reaching
| Reaching
|  
|
|  
|
| [[File:Iridium Hoe.png|24px|center|link=]]
| [[File:Iridium Hoe.png|24px|center|link=]]
|  
|
| [[File:Iridium Watering Can.png|center|24px|link=]]
| [[File:Iridium Watering Can.png|center|24px|link=]]
| [[File:Iridium Pan.png|24px|center|link=]]
| Increased charge-up capacity for greater area of effect.<br />Increases the maximum area of effect to 5x5 tiles.
| Increased charge-up capacity for greater area of effect.<br />Increases the maximum area of effect to 5x5 tiles.
|-
|-
| Shaving
| Shaving
| [[File:Iridium Axe.png|24px|center|link=]]
| [[File:Iridium Axe.png|24px|center|link=]]
|  
|
|  
|
|  
|
|  
|
| Chance of extra wood from trees, hardwood from stumps, 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
| [[File:Iridium Axe.png|24px|center|link=]]
| [[File:Iridium Axe.png|24px|center|link=]]
|  
|
| [[File:Iridium Hoe.png|24px|center|link=]]
| [[File:Iridium Hoe.png|24px|center|link=]]
| [[File:Iridium Pickaxe.png|24px|center|link=]]
| [[File:Iridium Pickaxe.png|24px|center|link=]]
|  
|
| Tool use is 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==
You can forge a [[Galaxy Soul]] into a galaxy weapon at the cost of 20 [[Cinder Shard|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. Less or more Galaxy Souls do nothing. This works for the [[Galaxy Sword]] ([[Infinity Blade]]), [[Galaxy Hammer]] ([[Infinity Gavel]]), and [[Galaxy Dagger]] ([[Infinity Dagger]]).
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" />
{|class="wikitable"
!Image
!Name
!Description
!Ingredients
|-
|[[File:Infinity Blade.png|center]]
|[[Infinity Blade]]
|{{Description|Infinity Blade}}
|{{Name|Galaxy Sword|1}}{{Name|Galaxy Soul|3}}{{Name|Cinder Shard|60}}
|-
|[[File:Infinity Dagger.png|center]]
|[[Infinity Dagger]]
|{{Description|Infinity Dagger}}
|{{Name|Galaxy Dagger|1}}{{Name|Galaxy Soul|3}}{{Name|Cinder Shard|60}}
|-
|[[File:Infinity Gavel.png|center]]
|[[Infinity Gavel]]
|{{Description|Infinity Gavel}}
|{{Name|Galaxy Hammer|1}}{{Name|Galaxy Soul|3}}{{Name|Cinder Shard|60}}
|}<section end="infinityweapons" />


==Weapon Appearance==
==Weapon Appearance==
You can merge two weapons through the forge. The resulting weapon will have all the stats and info of the first weapon, but the appearance of the second weapon. You can only merge weapons of the same type (e.g. you can't merge a hammer with a sword), and can't merge slingshots.
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|cinder shards]], and consumes the second weapon.
A Galaxy Weapon that changed its appearance in this way would lose its appearance after being forged into an Infinity Weapon.


==Combined Rings==
==Combined Rings==
You can combine two different rings into one with stacked effects. This costs 20 cinder shards.
Two different [[rings]] can be combined into one with stacked effects. This costs 20 [[Cinder Shard]]s.


This has two restrictions:
This has two restrictions:
* You can't combine two of the same ring into one. (You ''can'' combine two different rings with the same effect though, like [[Glow Ring]] and [[Glowstone Ring]]. Their effects will stack in the same way as wearing both rings separately.)
* 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.)
* You can't combine three or more rings into one (i.e. a combined ring can't be further combined).
* Three or more rings cannot be combined into one. (''i.e.,'' a combined ring can't be further combined).


==Unforge==
==Unforge==
For a weapon, unforging removes all forge upgrades (but not enchantments) and resets its appearance. This is free, but only recovers some of the [[Cinder Shard]]s used to forge it.
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.


For a combined ring, unforge splits it back into the original rings.
Unforging is free, but only returns some of the [[Cinder Shard]]s used to forge the item.


To begin the unforging process, place the item that you want to unforge into the left square slot. Then click the red ⨯ symbol near the bottom right corner. The unforged item(s) will appear in your inventory.
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==
==Fishing==
The Forge is the only level of the [[Volcano Dungeon]] where fishing can occur. It is one of two locations in the game where players can catch [[Lava Eel]]s.
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" />
 
[[Crab pot]]s cannot be placed in the forge.


When fishing there is a chance the player can reel up a ??? labled present that will contain a wall hanging labled "Physics 101"
==Secrets==
*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]].
*An [[Ancient Doll]] can be thrown into the lava to obtain a [[Far Away Stone|secret item]].


==Secret==
==References==
After achieving [[perfection]], you can interact with a red monkey to obtain a secret [[Hats#CAhat|hat]].
<references>
    <ref name="meleeweapon">See <samp>MeleeWeapon::doAnimateSpecialMove</samp> in the game code.</ref>
    <ref name="fishingchance">See <samp>Data/Locations.xnb</samp> in the game files.</ref>
</references>


==History==
==History==
{{history|1.5|Introduced.}}
{{History|1.5|Introduced.}}
{{History|1.5.2|Tools now track the previous two enchantments that were added to them and prevent those enchantments from being selected again.}}
{{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)}}


[[Category:Gameplay]]
[[Category:Gameplay]]
Line 205: Line 307:
<!--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 -->
[[de:Vulkanschmiede]]
[[de:Vulkanschmiede]]
[[es:Fragua]]
[[es:Forja]]
[[fr:Forge]]
[[fr:Forge]]
[[it:Fucina]]
[[it:Forgia]]
[[ja:鍛造]]
[[ja:鍛造]]
[[ko:포지]]
[[ko:재련소]]
[[hu:Kohó]]
[[hu:Kohó]]
[[pt:Forja]]
[[pt:Forja]]
[[ru:Кузница]]
[[ru:Кузница]]
[[tr:Forge]]
[[tr:Demir Ocağı]]
[[zh:锻造]]
[[zh:锻造]]

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)