The forge is a skill-based crafting system. You play a minigame, and how well you play —
combined with your skills, titles and synergies — decides the quality of what comes out, how
durable it is, and how many engravings it carries.
It is separate from Tensura’s own smithing bench, which is untouched.
Right-click a Forge Station to begin. Forging is enabled by default.
Four tiers, each unlocking better recipes:
| Tier | Station |
|---|---|
| 1 | Basic Forge Station |
| 2 | Magisteel Forge Station |
| 3 | Mythril Forge Station |
| 4 | Dragonforge Station |
A station only offers recipes at or below its tier.
Each recipe defines which minigames it uses, so a simple item is one quick minigame and a
tier-4 item is a gauntlet.
| Minigame | From tier | What you do |
|---|---|---|
| Hammer timing | 1 | A bar sweeps back and forth. Click or press Space inside the sweet spot, for a set number of strikes |
| Magicule flow | 2 | Hold to raise a needle, release to let it fall. Keep it inside a drifting band |
| Rune alignment | 2 | A grid of runes. Click to rotate each 90°, match them all to their targets within a move and time budget |
| Temperature + hammer | 4 | Press E to work the bellows and keep the metal in the hot band, striking only while it is hot |
Difficulty scales with the recipe’s tier.
Two things worth knowing:
Magicule flow spends real magicule. The cost is charged when the stage starts. If you cannot
pay it in full, the craft is not blocked — that stage’s score is scaled down by how much you
could afford. Forging on an empty magicule pool produces worse results, it does not fail.
Missed strikes score zero but do not void the craft. Running out of time on a hammer stage
costs you the points for the strikes you missed, nothing more.
| Rank | Stats | Durability | Engraving slots |
|---|---|---|---|
| Poor | ×0.85 | ×0.90 | 0 |
| Common | ×1.00 | ×1.00 | 0 |
| Fine | ×1.10 | ×1.15 | 0 |
| Superior | ×1.25 | ×1.35 | 1 |
| Masterwork | ×1.45 | ×1.60 | 2 |
| Legendary | ×1.70 | ×2.00 | 3 |
| Mythical | ×2.00 | ×2.50 | 4 |
Masterwork and above get an enchantment glint and a coloured name.
This is the single most important rule of the forge:
A recipe’s base quality table only goes up to Masterwork. Legendary and Mythical are
reachable only through critical upgrade rolls.
No amount of luck on the base table will hand you a Mythical. You get there by stacking crit
chance — from skills, titles, synergies and your minigame score (a perfect run adds up to
+15%) — so that a good craft bumps up the ladder. There is a cap on how many crit bumps one
craft may chain, and a craft that chains two of them may pick up a cursed engraving
as a side effect.
A high minigame score also tilts the base table upward and sets a floor: 90+ guarantees at
least Fine, 98+ at least Superior. So score and crit chance work together: score gets you
reliably to Masterwork, crit takes you past it. (Reforging with Hephaestus is exempt from the
score floors.)
Every craft rolls engravings onto the item, based on your quality rank’s slot count plus any
extra slots you have earned. Engraving level is biased by your minigame score.
There is no separate enhancement system — engravings are the forge’s entire bonus roll. See
Engravings for what each one does.
Tensura’s production skills feed the forge directly, with different values for owning,
toggling, and having mastered them:
| Skill | Helps with |
|---|---|
| Godly Craftsman | The biggest flat quality bonus, plus crit |
| Researcher | Quality |
| Analyst | Quality and hidden potential |
| Creator | Extra engraving slots |
| Degenerate | Reduces failure — raises your quality floor |
| Merciless | Crit on weapons |
| Chef / Cook | Quality on food |
| Great Sage / Raphael | Quality while toggled |
This addon’s own forge skill, and the only one built specifically for it. You cannot learn it
with EP — it is granted automatically after 25 successful forges.
| Effect | Value |
|---|---|
| Hammer sweet spot | 25% wider |
| Temperature decay | 25% slower |
| When mastered | 25% chance of +1 engraving slot per craft |
It gains one mastery point per successful forge, so it improves simply by using it.
Crafting-tagged titles and synergies carry forge
bonuses — flat quality, quality multipliers, extra engraving slots, crit chance, failure
reduction, XP and hidden potential. This is why the crafting tag matters when building a title
collection.
Every craft awards forge XP toward a mastery level, up to level 50. Your per-quality craft
counts are tracked too, and they feed records and crafting titles.
Recipes can be hidden until discovered, with a hint shown until you find them.
A forged item remembers who made it. The crafter’s name, the quality rank, the minigame score
and its hidden potential value are all stored on the item and shown in its tooltip.
Forged gear also survives Tensura’s EP-driven item evolution — its forge data and engravings
carry across.
A forged weapon also remembers what it has killed.
Every hostile creature or player you kill with a forged weapon in your main hand adds one to
that weapon’s own tally. Passive animals never count, and your server can switch player kills off.
The history belongs to the item, not to you — hand the weapon on and its kills go with it.
Armour and food are not part of this; everything else you can forge and swing is.
| Tier | Kills | What changes |
|---|---|---|
| Blooded | 100 | The weapon’s story appears in its tooltip, with a live kill count |
| Renowned | 1,000 | A ✯ joins its name |
| Legendary | 10,000 | The name turns gold with ✯✯, and the tooltip shows the boss tally too |
Those are the defaults — your server can change them.
Crossing a tier pings you on the actionbar the moment it happens. These tiers are the weapon’s
kill history and nothing to do with the quality ranks above — a Common blade that has killed ten
thousand things is Legendary in this sense only.
Boss kills are counted separately as well as normally — one boss adds to both tallies. That
covers the world’s counted bosses (Orc Disaster, Ifrit, Charybdis and their kind) and this
server’s own horrors: the Lich, the
Gravebound Colossus, the nation-raid Leviathan and anything the
Calamity sends.
At 25 boss kills (default — your server can change it) the weapon earns one extra
engraving, drawn at random from whatever it can still hold. This happens
once per weapon, ever. Curses are never picked, and a weapon already carrying everything it
can is simply told its legend is complete.
Forge recipes are datapack-driven. See Custom forge recipes.
Server admins have inspection and testing tools under /etadmin forge.