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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 Shard.png Cinder Shards depending on how many times it was previously forged.

Using a Diamond.png 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.png Amethyst More Weight.png knockback (adds 1 per level).
Aquamarine.png Aquamarine More Crit. Chance.png critical hit chance (adds a flat 4.6% per level).
Emerald.png Emerald More Speed w.png weapon speed (adds 2 on the first and third level, 3 on the second level).
Jade.png Jade More Crit. Power.png critical hit damage (adds 10% per level).
Ruby.png Ruby More Attack.png damage (adds 10% per level to both min and max damage).
Topaz.png Topaz More Defense.png Defense (adds 1 per level).


Rotten Plant.png  Warning: Spoilers  Rotten Plant 2.png

This page or section contains unmarked spoilers from update 1.6 of Stardew Valley. Players may want to avoid or be cautious toward reading this article/section.

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.png Prismatic Shard and 20 Cinder Shard.png 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.png Dragon Tooth and 10 Cinder Shard.png 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 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.

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.png 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.png Weight (−X) Decreases weight by 1 to 5, which reduces enemy knockback by 10% to 50%.
Slime Gatherer Increases Slime Dropped from Slime 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 Slime by 33% + 1. Does not affect Big Slimes.
+25-75 Crit. Power Crit. Power.png 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.
+1-3 Crit. Chance Crit. Chance.png Crit. Chance (+X) Multiplies critical hit chance by 1.02, 1.04, or 1.06, depending on the level. See Combat#Critical hit chance for exactly how this is applied.
+1-5 Attack Attack.png 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 w.png 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. However, level 1 is always possible, even for fast weapons.

Tool enchantments

Name Axe Rod Hoe Pick Can Pan Effect
Iridium Rod.png
Automatically hooks fish/junk when they bite (which starts the fishing minigame if it hooks a fish).
Iridium Hoe.png
Iridium Pan.png
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.
Iridium Watering Can.png
Infinite water.
Iridium Axe.png
Iridium Rod.png
Iridium Hoe.png
Iridium Pickaxe.png
Iridium Watering Can.png
No energy drain.
Iridium Hoe.png
Iridium Pan.png
For hoe: 50% chance of double item after digging.
For pan: Increases maximum amount of found non-ore items, see Pans for more details.
Iridium Pan.png
10% chance of receiving a location-appropriate fish as a panning reward.
Iridium Rod.png
Adds an extra fishing level to the player while held.
Iridium Axe.png
Iridium Pickaxe.png
Adds 1 extra power level for pickaxe, 2 for axe.
Iridium Rod.png
50% chance that bait and tackle aren't consumed on use.
Iridium Hoe.png
Iridium Watering Can.png
Iridium Pan.png
Increased charge-up capacity for greater area of effect.
Increases the maximum area of effect to 5x5 tiles.
Iridium Axe.png
Extra 3 regular wood from Oak, Maple, Pine, and Palm trees.
Hardwood from Mahogany trees.
Red Mushroom from Mushroom trees.
Fiddlehead Fern from Fern trees.
Chance of extra hardwood from stumps.
Chance of extra produce from giant crops.
Iridium Axe.png
Iridium Hoe.png
Iridium Pickaxe.png
Tool use 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 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.

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

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).


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.


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 game.[2]



  • 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.


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


  • 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)