Forge

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The forge in the volcano caldera on the Fern Islands lets you upgrade weapons, enchant weapons and tools, combine rings, and change weapon appearances.

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 shards depending on the forge level.

Using a diamond as the gem fills all remaining forge levels with random upgrades, but only consumes 10 cinder shards.

gem effect
Amethyst More knockback (adds 1 per level).
Aquamarine More critical hit chance (adds 4.6% × level).
Emerald More weapon speed (adds 5 × level).
Jade More critical hit damage (adds 10% × level).
Ruby More damage (adds 10% × level to both min and max damage).
Topaz More defense (adds 1 × level).

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 and 20 cinder shards.

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 to re-randomize it.

Combat enchantments on melee weapons only (can't be applied to a slingshot):

name effect
Artful 50% cooldown on special moves. Can only be applied once to a weapon.
Bug Killer Double damage to bugs, allows killing armored bugs.
Crusader 50% more damage to undead / shadows, prevents mummies from reviving.
Vampiric Chance to regain some health on hit.

Tool enchantments:

name effect
Auto-Hook For fishing rod.
Automatically hooks fish when they bite (which starts the fishing minigame).
Archaeologist For hoe.
Double chance of finding artifacts in artifact spots.
Bottomless For watering can.
Infinite water.
Efficient For axe, fishing rod, hoe, pickaxe, or watering can.
No stamina drain.
Generous For hoe.
50% chance of double item after digging.
Haymaker For any melee weapon (including hammer).
Cutting weed has 50% chance of also dropping a fiber, and 33% chance of extra hay (directly into silo on farm, else into inventory).
Master For fishing rod.
Adds an extra fishing level to the player while held.
Powerful For axe or pickaxe.
Extra power level.
Preserving For fishing rod.
50% chance that bait and tackle aren't consumed on use.
Reaching For iridium hoe or watering can.
Increased charge-up capacity for greater area of effect.
Shaving For axe.
Chance of extra wood from trees, hardwood from stumps, produce from giant crops.
Swift For axe, pickaxe, or hoe.
Tool use is faster.

Infinity weapons

You can forge three Galaxy Souls and 60 cinder shards into a galaxy weapon to turn it into a more powerful "Infinity" weapon. This works for the Galaxy Sword (Infinity Blade), Galaxy Hammer (Infinity Gavel), and Galaxy Dagger (Infinity Dagger).

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.

This costs 10 cinder shards, and consumes the second weapon.

Combined rings

You can combine two different rings into one with stacked effects. This costs 20 cinder shards.

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.)
  • You can't combine three or more rings into one (i.e. a combined ring can't be further combined).

Unforge

For a weapon, unforging removes all forge upgrades (but not enchantments) and resets its appearance. This is free, but doesn't recover any of the forge ingredients besides the initial weapon itself.

For a combined ring, unforge splits it back into the original rings.