Forgeweave / Könyv
Forgeweave műhelykönyv · szöveges kiadás
A könyvek a rögzített kliensváltozat szövegét mutatják. Az ottani régebbi státuszmondatok nem a teljes csomag mai állapotát jelentik.
A szöveges lapokat a modcsomagból emeltük át. A játékbeli 3D-modellek, élő tárgystatisztikák és a karakteredhez kötött feloldási állapot a játékban érhető el; a webes olvasó nem kapcsolódik a mentésedhez.
Surviving the First Day
This book is the whole workshop, written in the order it is meant to be learned. Read it front to back once and you will have built a tool, lit a smeltery, cast a metal part and mixed your first alloy, without leaving the game.
The chapters run Introduction, Smeltery, Casting, Alloys, Materials, Modifiers, Armor, Leveling, Tools. Each one assumes only what the chapters before it taught, and each one ends by naming the next.
The last chapters are reference rather than lesson. Come back to Materials whenever a new metal turns up, and to Tools to see what a shape does before you spend materials on it.
What next: the page after this one lays out the whole ladder, from a wooden pickaxe to the deepest alloy.
The chapters run Introduction, Smeltery, Casting, Alloys, Materials, Modifiers, Armor, Leveling, Tools. Each one assumes only what the chapters before it taught, and each one ends by naming the next.
The last chapters are reference rather than lesson. Come back to Materials whenever a new metal turns up, and to Tools to see what a shape does before you spend materials on it.
What next: the page after this one lays out the whole ladder, from a wooden pickaxe to the deepest alloy.
The Whole Ladder
Five steps take you from a plank to the deepest metal in the game.
One. Two planks and two sticks make blank patterns. Stamp a pattern at a Stencil Table, carve wood or stone into a part at a Part Builder, and put the parts together at a Tool Station. This needs no heat and no ore, so it all happens on the first day.
Two. Clay, sand and gravel make grout. A furnace bakes grout into seared bricks, and seared bricks build a smeltery. A bucket of lava heats it.
Three. Metal is poured rather than carved. Pour molten gold over a carved part on a Casting Table and you keep a reusable cast of that shape. Every metal part you ever make comes out of one of those casts.
Four. Two melts sharing one smeltery mix into a third metal. Rose gold and steel are both reachable the day the smeltery lights.
Five. Alloys feed alloys. The deepest metals are four mixing stages and six ores down the chain, and the Alloys chapter draws each path.
Fuel. Lava burns at 1300 degrees, which melts every ore and every metal down to the first round of mixing. Past that the chains need heat lava cannot give: blazing blood at 1500 for a second-stage alloy, molten magma at 1700 for a third or a fourth. Molten brimspar at 1900 and molten pyrealloy at 2100 are for what other mods add. The Smeltery chapter has that page.
Mining rungs, lowest first: Wood, Stone, Iron, Diamond, Netherite, Hardcinder, Warspar, Resonite. A tool mines at its head material's rung. The Materials chapter says which materials sit on which.
What next: the workshop that makes all of this. Read on.
One. Two planks and two sticks make blank patterns. Stamp a pattern at a Stencil Table, carve wood or stone into a part at a Part Builder, and put the parts together at a Tool Station. This needs no heat and no ore, so it all happens on the first day.
Two. Clay, sand and gravel make grout. A furnace bakes grout into seared bricks, and seared bricks build a smeltery. A bucket of lava heats it.
Three. Metal is poured rather than carved. Pour molten gold over a carved part on a Casting Table and you keep a reusable cast of that shape. Every metal part you ever make comes out of one of those casts.
Four. Two melts sharing one smeltery mix into a third metal. Rose gold and steel are both reachable the day the smeltery lights.
Five. Alloys feed alloys. The deepest metals are four mixing stages and six ores down the chain, and the Alloys chapter draws each path.
Fuel. Lava burns at 1300 degrees, which melts every ore and every metal down to the first round of mixing. Past that the chains need heat lava cannot give: blazing blood at 1500 for a second-stage alloy, molten magma at 1700 for a third or a fourth. Molten brimspar at 1900 and molten pyrealloy at 2100 are for what other mods add. The Smeltery chapter has that page.
Mining rungs, lowest first: Wood, Stone, Iron, Diamond, Netherite, Hardcinder, Warspar, Resonite. A tool mines at its head material's rung. The Materials chapter says which materials sit on which.
What next: the workshop that makes all of this. Read on.
The Tool Workshop
Shape a non-metal material in the Part Builder with a pattern, then combine the finished parts at the Tool Station. Patterns keep in the Pattern Chest and spare parts in the Part Chest. A crafting table converts into a Crafting Station that holds an unfinished project while you step away.
Together these make the Tool Workshop; they work best side by side. The Tool Forge, the station's sturdier sibling, is needed for the largest tools.
Together these make the Tool Workshop; they work best side by side. The Tool Forge, the station's sturdier sibling, is needed for the largest tools.
Blank Pattern
Two planks and two sticks craft into four blank patterns. A blank pattern is a slate waiting for a shape: the Stencil Table stamps a part's outline into it, and one laid over a log or a crafting table builds the workshop's own stations.
A blank pattern and a book also bind this very guide.
A blank pattern and a book also bind this very guide.
Stencil Table
Built from a blank pattern over planks. Place a blank pattern in the table and pick a shape from the list to stamp it; every part the workshop knows has a stencil here.
A Pattern Chest beside the table shows on its right, so a fresh stencil can go straight into storage.
A Pattern Chest beside the table shows on its right, so a fresh stencil can go straight into storage.
Part Builder
Built from a blank pattern over a log. Lay a stamped pattern and a non-metal material on it and it carves the material into that part, showing the cost and the finished part's stats before you commit.
Costs are quoted in ingots' worth, and one ingot's worth is 144 units. A head costs two ingots' worth, a handle or a binding one, a sign plate or a pan or a tough rod three, and a large head eight.
Non-metals are priced the same way. A plank and a cobblestone are each worth one ingot, a stick half of one, and a log four. So a head, a handle and a binding come to four ingots' worth: one log, or four cobblestone.
Metal is not carved; molten metal is cast into parts at the Smeltery.
Costs are quoted in ingots' worth, and one ingot's worth is 144 units. A head costs two ingots' worth, a handle or a binding one, a sign plate or a pan or a tough rod three, and a large head eight.
Non-metals are priced the same way. A plank and a cobblestone are each worth one ingot, a stick half of one, and a log four. So a head, a handle and a binding come to four ingots' worth: one log, or four cobblestone.
Metal is not carved; molten metal is cast into parts at the Smeltery.
Tool Station
A blank pattern over a crafting table makes the Tool Station, the heart of the workshop. Pick a tool from its sidebar, set the parts, and read the finished stats before you build. Armor is on that same sidebar, under one Armor button: set a plating and a maille, and the plating you chose is what decides whether you get a helmet, a chestplate, leggings or boots.
The station also repairs, renames, and applies modifiers, to armor as much as to tools; the Modifiers chapter covers those.
The station also repairs, renames, and applies modifiers, to armor as much as to tools; the Modifiers chapter covers those.
Your First Pickaxe
End to end, with nothing but wood. Once the Stencil Table, Part Builder and Tool Station stand, it takes two logs.
One. Turn the first log into four planks. Two of them make four sticks, and the other two planks with two of those sticks make four blank patterns.
Two. At the Stencil Table, stamp three of them: a pickaxe head, a tool handle and a tool binding.
Three. At the Part Builder, carve the head from the second log. A head costs two ingots' worth and a log is worth four, so the builder hands back four wood shards as change. Those shards pay for the handle and the binding, one ingot's worth each.
Four. At the Tool Station, pick the pickaxe from the sidebar, drop the three parts into their slots, read the stats, and take the finished tool.
The wooden pickaxe has 75 durability, 2.0 mining speed and 2.0 attack. Carve the head from two cobblestone instead and the pickaxe has 128 durability, 4.0 mining speed and 3.0 attack. Either one mines well enough to reach iron.
One. Turn the first log into four planks. Two of them make four sticks, and the other two planks with two of those sticks make four blank patterns.
Two. At the Stencil Table, stamp three of them: a pickaxe head, a tool handle and a tool binding.
Three. At the Part Builder, carve the head from the second log. A head costs two ingots' worth and a log is worth four, so the builder hands back four wood shards as change. Those shards pay for the handle and the binding, one ingot's worth each.
Four. At the Tool Station, pick the pickaxe from the sidebar, drop the three parts into their slots, read the stats, and take the finished tool.
The wooden pickaxe has 75 durability, 2.0 mining speed and 2.0 attack. Carve the head from two cobblestone instead and the pickaxe has 128 durability, 4.0 mining speed and 3.0 attack. Either one mines well enough to reach iron.
Repairing
As you use your tools they take damage, and once all of their durability is gone they break. Repair it before that happens; there is no reason to wait.
Put the tool into a Tool Station or Tool Forge and add material matching the tool's head. A tool with more than one repairable part accepts any of their materials: a hammer takes its head's material or either plate's, a shortbow either limb's.
Feeding two different materials in the same repair adds a ninth to what the repair restores, a second ninth for a third material, and so on. A Tool Forge stretches every repair item five percent further than the station does.
Put the tool into a Tool Station or Tool Forge and add material matching the tool's head. A tool with more than one repairable part accepts any of their materials: a hammer takes its head's material or either plate's, a shortbow either limb's.
Feeding two different materials in the same repair adds a ninth to what the repair restores, a second ninth for a third material, and so on. A Tool Forge stretches every repair item five percent further than the station does.
Changing a Part
A finished tool is not stuck with the materials you built it from. Put the tool in a Tool Station with a spare part of the same shape in a different material, and the station swaps them.
Stats and traits rebuild from the new set of materials. Everything else rides along: the modifiers, the name you gave it, the experience it has earned, and the damage it was carrying. A swap that would leave the tool more damaged than its new maximum allows is refused rather than breaking the tool.
A part in the material the slot already holds is refused, since there would be nothing to change. Armor works the same way, plating and maille both, and large tools and the heavy set exchange only at the Tool Forge.
Stats and traits rebuild from the new set of materials. Everything else rides along: the modifiers, the name you gave it, the experience it has earned, and the damage it was carrying. A swap that would leave the tool more damaged than its new maximum allows is refused rather than breaking the tool.
A part in the material the slot already holds is refused, since there would be nothing to change. Armor works the same way, plating and maille both, and large tools and the heavy set exchange only at the Tool Forge.
It Is Already Growing
The pickaxe you just built is already earning experience, and it started on its first block. Every level it earns grants one more modifier slot, for good.
Nothing has to be switched on and nothing has to be spent. The Leveling chapter says what each kind of gear earns experience for and what a level costs; until then, just use the tool.
Nothing has to be switched on and nothing has to be spent. The Leveling chapter says what each kind of gear earns experience for and what a level costs; until then, just use the tool.
Crafting Station
A crafting table converts directly into a Crafting Station. It crafts exactly as the table it came from, except an unfinished project stays in the grid when you walk away.
A chest set beside the station shows its contents alongside the grid, so materials never need to leave storage to be used.
A chest set beside the station shows its contents alongside the grid, so materials never need to leave storage to be used.
Pattern Chest
Stores one copy of each pattern, or of casts if you would rather; a chest holds one kind or the other, never both at once.
Set next to a Stencil Table or Part Builder, its contents appear right in that station's screen.
Set next to a Stencil Table or Part Builder, its contents appear right in that station's screen.
Part Chest
Holds spare tool parts, and nothing else. Like the workshop's other chests it shows its contents in a neighbouring station's side panel, so a part carved yesterday is at hand when today's tool wants it.
Tool Forge
The Tool Station's sturdier sibling: three blocks of seared bricks and four metal blocks built around a Tool Station. Iron, gold and copper blocks all count, so the real price is four metal blocks, or thirty-six ingots.
It does everything the station does, and it alone assembles the large tools (the hammer, the cleaver and their kin) and the heavy armor set. It also repairs five percent more cheaply than the station.
What next: metal is not carved. Read the Smeltery chapter.
It does everything the station does, and it alone assembles the large tools (the hammer, the cleaver and their kin) and the heavy armor set. It also repairs five percent more cheaply than the station.
What next: metal is not carved. Read the Smeltery chapter.
The Smeltery
The Part Builder carves, and it cannot carve metal. Every metal part in this workshop starts as a liquid, and the smeltery is where metal becomes liquid.
It buys three things nothing else does. Ore melts into more metal than a furnace returns, and a better core returns more still. Molten metal poured into a cast becomes a tool part in a material no chisel would touch. And two melts sharing one smeltery mix into a metal that exists as no ore anywhere.
It is a multiblock: seared blocks in the shape of a box, a tank of fuel in the wall, and a core to control it. The next page starts with the bricks.
It buys three things nothing else does. Ore melts into more metal than a furnace returns, and a better core returns more still. Molten metal poured into a cast becomes a tool part in a material no chisel would touch. And two melts sharing one smeltery mix into a metal that exists as no ore anywhere.
It is a multiblock: seared blocks in the shape of a box, a tank of fuel in the wall, and a core to control it. The next page starts with the bricks.
Grout and Seared Bricks
Everything the smeltery is made of starts here. A clay ball, a sand and a gravel craft into two grout. A furnace bakes one grout into one seared brick in ten seconds. There is no shortcut, so set a furnace going early and leave it running.
What the bricks build, counted in bricks: four make a block of seared bricks (the walls and floor), eight make a Seared Tank with a glass block, eight make a Standard Core, six make a Seared Drain, three make a Faucet, five make three Seared Channels, and seven make a Casting Table or a Casting Basin.
The smallest smeltery has a one-block interior: one seared block under it, and two courses of four wall positions around it, corners not needed. Make one of those eight the core, one a tank and one a drain and you need six plain wall blocks. That is 46 bricks, plus three for a faucet and seven for a casting table.
Call it 56 seared bricks for a working first smeltery: 28 grout crafts and 56 trips through a furnace. A bigger interior holds more melt and costs proportionally more.
What the bricks build, counted in bricks: four make a block of seared bricks (the walls and floor), eight make a Seared Tank with a glass block, eight make a Standard Core, six make a Seared Drain, three make a Faucet, five make three Seared Channels, and seven make a Casting Table or a Casting Basin.
The smallest smeltery has a one-block interior: one seared block under it, and two courses of four wall positions around it, corners not needed. Make one of those eight the core, one a tank and one a drain and you need six plain wall blocks. That is 46 bricks, plus three for a faucet and seven for a casting table.
Call it 56 seared bricks for a working first smeltery: 28 grout crafts and 56 trips through a furnace. A bigger interior holds more melt and costs proportionally more.
Building the Smeltery
The smeltery's interior can be any size up to 9x9, with walls as short as a single block or as tall as you like. A larger structure holds more molten metal at once. The structure needs a complete seared floor, but no ceiling.
The walls are built from seared bricks, seared glass, tanks and drains, with the core set into a wall; the floor must be solely seared blocks. At least one seared tank is required to hold fuel (lava works nicely), and faucets attach to drains to pour fluids out.
The walls are built from seared bricks, seared glass, tanks and drains, with the core set into a wall; the floor must be solely seared blocks. At least one seared tank is required to hold fuel (lava works nicely), and faucets attach to drains to pour fluids out.
Working the Smeltery
Open the core and put ore or metal in. It melts over time and the liquid pools inside, in layers, one per metal. The core's screen shows what is in there and how far each item has to go.
An ore gives more than it would in a furnace: a Standard Core returns one and a half ingots' worth per ore. Re-melting a finished ingot or block always returns exactly what went in, so there is no way to loop metal into more metal.
Nothing comes out on its own. A Seared Drain in a wall is the outlet, and a Faucet on the drain is what pours. The Casting chapter covers that end.
A drain always pours the bottom layer. A new metal settles on top, so the first one in is the first one out. To pour a different one first, click it in the core's screen and it sinks to the bottom. A Seared Reservoir works the same way.
A melt that sits at no progress is short of heat. The next page is about fuel, which is where heat comes from.
An ore gives more than it would in a furnace: a Standard Core returns one and a half ingots' worth per ore. Re-melting a finished ingot or block always returns exactly what went in, so there is no way to loop metal into more metal.
Nothing comes out on its own. A Seared Drain in a wall is the outlet, and a Faucet on the drain is what pours. The Casting chapter covers that end.
A drain always pours the bottom layer. A new metal settles on top, so the first one in is the first one out. To pour a different one first, click it in the core's screen and it sinks to the bottom. A Seared Reservoir works the same way.
A melt that sits at no progress is short of heat. The next page is about fuel, which is where heat comes from.
Fuel and Heat
A Seared Tank in the wall holds the fuel: four buckets in one tank. Right-click it with a bucket to fill it, or pipe fluid in.
Burning takes 50 at a time, and each 50 keeps the smeltery hot for about twenty seconds of melting. A full tank is therefore something like twenty-five minutes of work, and it only burns while there is something to melt.
Every melt has a temperature it needs, and every fuel has one it gives. The fuel's has to reach the melt's or nothing happens, and the core says which of the two went wrong: not enough heat to melt this item, or no valid fuel in the smeltery. An ore or an ingot asks for less than the metal's own liquid does, which is why lava goes a long way.
The ladder, coldest first. Lava at 1300 degrees, from anywhere. Blazing blood at 1500, melted out of blazes. Molten magma at 1700, from magma blocks. Molten brimspar at 1900, from brimspar crystals in the Nether. Molten pyrealloy at 2100, which is itself an alloy.
Pyrealloy is also the only fuel that burns differently: 100 per step instead of 50, but five times as long, which is two and a half times the work out of every bucket.
Lava clears every ore, and every metal one mixing stage deep. The alloys poured out of other alloys ask for more: a second-stage alloy melts at 1400, so it needs blazing blood, and a third- or fourth-stage one at 1600, so it needs molten magma. That holds for every form of it, ingot, nugget, block and dust alike, so grinding one down is no way round the fuel.
Other mods' materials sit on the same bands: 1200, 1400, 1600, 1800 and 2000 by rung. Each step up the fuel ladder therefore opens a band of theirs and a stage of this workshop's own chains at once.
Mixing itself asks for no heat beyond what the inputs needed to melt, so a chain walked in one sitting never stalls. The gate bites when you pour a deep alloy back in, which is what casting spare ingots and re-melting them in bulk comes down to.
Burning takes 50 at a time, and each 50 keeps the smeltery hot for about twenty seconds of melting. A full tank is therefore something like twenty-five minutes of work, and it only burns while there is something to melt.
Every melt has a temperature it needs, and every fuel has one it gives. The fuel's has to reach the melt's or nothing happens, and the core says which of the two went wrong: not enough heat to melt this item, or no valid fuel in the smeltery. An ore or an ingot asks for less than the metal's own liquid does, which is why lava goes a long way.
The ladder, coldest first. Lava at 1300 degrees, from anywhere. Blazing blood at 1500, melted out of blazes. Molten magma at 1700, from magma blocks. Molten brimspar at 1900, from brimspar crystals in the Nether. Molten pyrealloy at 2100, which is itself an alloy.
Pyrealloy is also the only fuel that burns differently: 100 per step instead of 50, but five times as long, which is two and a half times the work out of every bucket.
Lava clears every ore, and every metal one mixing stage deep. The alloys poured out of other alloys ask for more: a second-stage alloy melts at 1400, so it needs blazing blood, and a third- or fourth-stage one at 1600, so it needs molten magma. That holds for every form of it, ingot, nugget, block and dust alike, so grinding one down is no way round the fuel.
Other mods' materials sit on the same bands: 1200, 1400, 1600, 1800 and 2000 by rung. Each step up the fuel ladder therefore opens a band of theirs and a stage of this workshop's own chains at once.
Mixing itself asks for no heat beyond what the inputs needed to melt, so a chain walked in one sitting never stalls. The gate bites when you pour a deep alloy back in, which is what casting spare ingots and re-melting them in bulk comes down to.
The Four Cores
The core in the wall decides how much metal an ore gives. There are four, and only the first is crafted.
Standard Core, eight seared bricks: one and a half ingots' worth per ore.
Nether Core: two ingots' worth. Made by setting a Faucet over a Standard Core and pouring half a bucket of blazing blood onto it.
End Core: two and a half. A full bucket of molten dragon breath, poured the same way over a Nether Core. Dragon breath melts at 250 per bottle, so a bucket is four bottles.
Deep Core: three, the top. Two buckets of deep blood over an End Core. Deep blood comes out of a warden standing in a smeltery.
Pouring is one way only, and the wrong fluid on a core is simply refused. The smeltery stays formed through an upgrade and keeps its melt and its fuel; its walls just take on the new core's look, spreading out from it.
A Deep Core returns twice what a Standard Core does, so it is worth upgrading before you mine the late ores rather than after.
Standard Core, eight seared bricks: one and a half ingots' worth per ore.
Nether Core: two ingots' worth. Made by setting a Faucet over a Standard Core and pouring half a bucket of blazing blood onto it.
End Core: two and a half. A full bucket of molten dragon breath, poured the same way over a Nether Core. Dragon breath melts at 250 per bottle, so a bucket is four bottles.
Deep Core: three, the top. Two buckets of deep blood over an End Core. Deep blood comes out of a warden standing in a smeltery.
Pouring is one way only, and the wrong fluid on a core is simply refused. The smeltery stays formed through an upgrade and keeps its melt and its fuel; its walls just take on the new core's look, spreading out from it.
A Deep Core returns twice what a Standard Core does, so it is worth upgrading before you mine the late ores rather than after.
Melting What Walks In
A living thing standing inside a formed smeltery is treated as an input. Once a second the smeltery deals it one heart of damage and pours what that heart was worth into the tank.
Most living things are worth 20 of blood per heart, so an ordinary ten-heart mob leaves 200. Some are worth something better: a blaze gives 20 of blazing blood per heart, an iron golem 18 of molten iron, a villager or an illager 6 of molten emerald, a snow golem 100 of water, a warden 20 of deep blood.
Blood is an alloy input, blazing blood is both an alloy input and a fuel, and deep blood and blazing blood are what upgrade a core. A warden has enough hearts to pay for a Deep Core twice over.
The core's tier changes nothing here. A Nether Core does not make a villager worth more emerald.
Most living things are worth 20 of blood per heart, so an ordinary ten-heart mob leaves 200. Some are worth something better: a blaze gives 20 of blazing blood per heart, an iron golem 18 of molten iron, a villager or an illager 6 of molten emerald, a snow golem 100 of water, a warden 20 of deep blood.
Blood is an alloy input, blazing blood is both an alloy input and a fuel, and deep blood and blazing blood are what upgrade a core. A warden has enough hearts to pay for a Deep Core twice over.
The core's tier changes nothing here. A Nether Core does not make a villager worth more emerald.
Heating It With Energy
An Energized Tank set into a wall heats the smeltery without burning anything. Pour in a bucket of any fuel the smeltery accepts and the tank keeps it as a sample: it is never used up, and it simply tells the tank which fuel to imitate. The smeltery then runs at that fuel's temperature.
What the tank does burn is Forge Energy, fed in by any cable. A hotter sample costs proportionally more per melt cycle, an empty buffer means no heat at all rather than slow heat, and among several tanks only the hottest one with energy to spend pays anything.
Right-click the tank to open its panel: the sample in a gauge on the left, the buffer in a bar on the right, and beside them the heat the sample gives and what one melt cycle costs. The button underneath turns overdrive on, which doubles both the melting and the spending.
What the tank does burn is Forge Energy, fed in by any cable. A hotter sample costs proportionally more per melt cycle, an empty buffer means no heat at all rather than slow heat, and among several tanks only the hottest one with energy to spend pays anything.
Right-click the tank to open its panel: the sample in a gauge on the left, the buffer in a bar on the right, and beside them the heat the sample gives and what one melt cycle costs. The button underneath turns overdrive on, which doubles both the melting and the spending.
The Furnace and the Reservoir
Seared blocks build two other multiblocks, and neither of them melts anything.
A Seared Furnace is a sealed box: seared blocks under the interior, plain seared walls, a ceiling, at least one tank, and a Seared Furnace Controller in a wall facing out. It cooks whatever a vanilla furnace cooks and returns ordinary items, burning smeltery fuel from its tanks and going faster the hotter that fuel is. Every slot holds sixteen and all of them cook at once: fifteen slots at the smallest size, three more per block of interior.
A Seared Reservoir is a sealed box that only stores fluid. It needs no tank, because the shell is the tank: every block of it holds four buckets. Put a Seared Drain in a wall to get fluid in and out and finish with a Seared Reservoir Controller. Fluids layer inside and the controller picks which one leaves first, so a reservoir is where spare melt waits between pours.
What next: a melt is worth nothing until you can shape it. Read Casting.
A Seared Furnace is a sealed box: seared blocks under the interior, plain seared walls, a ceiling, at least one tank, and a Seared Furnace Controller in a wall facing out. It cooks whatever a vanilla furnace cooks and returns ordinary items, burning smeltery fuel from its tanks and going faster the hotter that fuel is. Every slot holds sixteen and all of them cook at once: fifteen slots at the smallest size, three more per block of interior.
A Seared Reservoir is a sealed box that only stores fluid. It needs no tank, because the shell is the tank: every block of it holds four buckets. Put a Seared Drain in a wall to get fluid in and out and finish with a Seared Reservoir Controller. Fluids layer inside and the controller picks which one leaves first, so a reservoir is where spare melt waits between pours.
What next: a melt is worth nothing until you can shape it. Read Casting.
Pouring Metal
Melting a metal is half the job. Casting is the other half, and it is three blocks.
A Seared Drain in the smeltery's wall is the outlet. A Faucet placed on the drain is the tap: right-click it and it pours whichever melt the core has selected, one ingot's worth (144) at a time, until whatever is below is full. Right-click it again to stop it once the 144 in flight lands.
Under the faucet goes one of two blocks. A Casting Table holds a cast and makes ingots and tool parts. A Casting Basin holds nothing and makes full blocks, at 1296 each, which is nine ingots.
Once the table or basin is full, let it cool, then right-click to take the result. The cast stays behind for the next pour.
A cast is the one thing on this page you cannot buy or mine. The next page is how one is made.
A Seared Drain in the smeltery's wall is the outlet. A Faucet placed on the drain is the tap: right-click it and it pours whichever melt the core has selected, one ingot's worth (144) at a time, until whatever is below is full. Right-click it again to stop it once the 144 in flight lands.
Under the faucet goes one of two blocks. A Casting Table holds a cast and makes ingots and tool parts. A Casting Basin holds nothing and makes full blocks, at 1296 each, which is nine ingots.
Once the table or basin is full, let it cool, then right-click to take the result. The cast stays behind for the next pour.
A cast is the one thing on this page you cannot buy or mine. The next page is how one is made.
Making a Cast
A cast is made by pouring gold over the thing you want to copy.
Carve the part you want out of a non-metal at the Part Builder: a pickaxe head out of wood or stone will do. Set that part alone on a Casting Table and pour 288 of molten gold over it, which is two gold ingots. The part is used up. What you keep is a cast of that shape, and it is reusable forever.
From then on, pour any metal into that cast and get that part in that metal. A pickaxe head costs 288 whatever the metal is, since the cast holds the shape's cost.
An ingot cast works the same way, except the thing you pour over is any ingot at all, or a seared, clay or nether brick. Two gold, and you can cast ingots of everything you ever melt.
So the metal era costs two gold ingots per part shape you intend to use. Carve the shape first, in the cheapest material you have.
Carve the part you want out of a non-metal at the Part Builder: a pickaxe head out of wood or stone will do. Set that part alone on a Casting Table and pour 288 of molten gold over it, which is two gold ingots. The part is used up. What you keep is a cast of that shape, and it is reusable forever.
From then on, pour any metal into that cast and get that part in that metal. A pickaxe head costs 288 whatever the metal is, since the cast holds the shape's cost.
An ingot cast works the same way, except the thing you pour over is any ingot at all, or a seared, clay or nether brick. Two gold, and you can cast ingots of everything you ever melt.
So the metal era costs two gold ingots per part shape you intend to use. Carve the shape first, in the cheapest material you have.
Clay Casts
If gold is the thing you are short of, clay does the same job once.
Pour 288 of molten clay over a carved part instead of gold and you get a clay cast of that shape. Two clay balls melt to exactly 288, and clay melts cold enough that lava is more than enough heat.
A clay cast breaks after one pour. It is the right choice for a shape you will cast once and the wrong one for a pickaxe head.
Every shape that has a gold cast has a clay one, so nothing is locked behind gold, only made cheaper by it.
Pour 288 of molten clay over a carved part instead of gold and you get a clay cast of that shape. Two clay balls melt to exactly 288, and clay melts cold enough that lava is more than enough heat.
A clay cast breaks after one pour. It is the right choice for a shape you will cast once and the wrong one for a pickaxe head.
Every shape that has a gold cast has a clay one, so nothing is locked behind gold, only made cheaper by it.
Faucets and Channels
One faucet over one table is fine for one part. For a row of them, use Seared Channels: five bricks make three.
A channel carries melt sideways. Place one against another and they chain. Right-click an arm to turn that arm on or off, and right-click the top to open the bottom.
An open bottom pours into whatever waits below, which means one faucet can feed several tables and a basin at once. The melt runs down the chain and fills them all.
Nothing here is automated by itself, but a redstone pulse works a faucet, so a channel run plus a clock is as close to automatic as this workshop gets.
A channel carries melt sideways. Place one against another and they chain. Right-click an arm to turn that arm on or off, and right-click the top to open the bottom.
An open bottom pours into whatever waits below, which means one faucet can feed several tables and a basin at once. The melt runs down the chain and fills them all.
Nothing here is automated by itself, but a redstone pulse works a faucet, so a channel run plus a clock is as close to automatic as this workshop gets.
Your First Iron Pickaxe
End to end, with a lit smeltery and two gold ingots.
One. Carve a pickaxe head, a tool handle and a tool binding out of stone at the Part Builder. Four cobblestone.
Two. Set the stone pickaxe head on a Casting Table. Melt two gold ingots and pour 288 of gold over it. Take the pickaxe head cast.
Three. Put iron ore in the smeltery. A Standard Core gives one and a half ingots' worth per ore, so two ore make 432 of molten iron and that is enough for a head with 144 spare.
Four. Set the cast on the table, select molten iron at the core, and right-click the faucet once. It pours 144 twice and stops when the cast is full. Take the iron pickaxe head.
Five. Assemble at the Tool Station: iron head, stone handle, stone binding. The head is what sets the mining rung, so that is an iron-tier pickaxe even with stone holding it together.
What next: two melts in one smeltery make a third metal. Read Alloys.
One. Carve a pickaxe head, a tool handle and a tool binding out of stone at the Part Builder. Four cobblestone.
Two. Set the stone pickaxe head on a Casting Table. Melt two gold ingots and pour 288 of gold over it. Take the pickaxe head cast.
Three. Put iron ore in the smeltery. A Standard Core gives one and a half ingots' worth per ore, so two ore make 432 of molten iron and that is enough for a head with 144 spare.
Four. Set the cast on the table, select molten iron at the core, and right-click the faucet once. It pours 144 twice and stops when the cast is full. Take the iron pickaxe head.
Five. Assemble at the Tool Station: iron head, stone handle, stone binding. The head is what sets the mining rung, so that is an iron-tier pickaxe even with stone holding it together.
What next: two melts in one smeltery make a third metal. Read Alloys.
Mixing Metals
Melts do not stay separate. When the right combination sits in one smeltery at the same time, it mixes into a metal that no ore in the world produces.
There is nothing to build and no button to press. Melt the inputs into the same smeltery and the alloy appears as a new layer, with the inputs gone.
Two things to know. Alloying works in whole batches, so an input that is short of its share of the ratio simply sits there. And most recipes give back less than went in, sometimes far less, so an alloy is always dearer than its inputs suggest.
Ratios below are quoted in the units the smeltery counts, where 144 is one ingot's worth. The next page is the three you can make on day one.
There is nothing to build and no button to press. Melt the inputs into the same smeltery and the alloy appears as a new layer, with the inputs gone.
Two things to know. Alloying works in whole batches, so an input that is short of its share of the ratio simply sits there. And most recipes give back less than went in, sometimes far less, so an alloy is always dearer than its inputs suggest.
Ratios below are quoted in the units the smeltery counts, where 144 is one ingot's worth. The next page is the three you can make on day one.
The First Three
Rose gold. One copper to one gold, out two. The cheapest alloy in the game, and one of the fastest-mining head materials in it at 10.0 mining speed, though 90 durability means it wears out quickly. That makes it worth a pickaxe far earlier than it sounds.
Steel. Two iron to one carbon, out two. Carbon is what coal and charcoal melt into, at 72 each, so one coal and one iron ingot make one steel ingot.
Obsidian. 125 water to 125 lava, out 36. The ratio is deliberately poor, and it is still the easiest way to keep obsidian coming without a diamond pickaxe.
All three are reachable the day the smeltery lights. Try rose gold first: one copper ingot and one gold ingot is the whole cost.
Steel. Two iron to one carbon, out two. Carbon is what coal and charcoal melt into, at 72 each, so one coal and one iron ingot make one steel ingot.
Obsidian. 125 water to 125 lava, out 36. The ratio is deliberately poor, and it is still the easiest way to keep obsidian coming without a diamond pickaxe.
All three are reachable the day the smeltery lights. Try rose gold first: one copper ingot and one gold ingot is the whole cost.
The Classics
The next tier up. Every one of them needs a smeltery.
Manyullyn. One cobalt to one ardite, out one. Both come out of the Nether, and manyullyn hits harder than anything else you can reach without leaving it. The ores above netherite, and the alloys poured out of them, pass it later.
Hepatizon. 180 copper, 90 cobalt and 100 molten quartz, out 180.
Amethyst bronze. 90 copper and 100 molten amethyst, out 90.
Pig iron. 144 iron, 40 blood and 72 molten clay, out 144. Blood is what an ordinary mob leaves when it melts, so the smeltery makes its own.
Knightslime. 72 iron, 125 purple slime and 144 molten seared stone, out 72.
Queen's slime. 90 cobalt, 90 gold and 250 molten magma cream, out 180.
Netherite. Four molten netherite scrap to four molten gold, out one. The same four-to-one loss vanilla charges, done in bulk.
Manyullyn. One cobalt to one ardite, out one. Both come out of the Nether, and manyullyn hits harder than anything else you can reach without leaving it. The ores above netherite, and the alloys poured out of them, pass it later.
Hepatizon. 180 copper, 90 cobalt and 100 molten quartz, out 180.
Amethyst bronze. 90 copper and 100 molten amethyst, out 90.
Pig iron. 144 iron, 40 blood and 72 molten clay, out 144. Blood is what an ordinary mob leaves when it melts, so the smeltery makes its own.
Knightslime. 72 iron, 125 purple slime and 144 molten seared stone, out 72.
Queen's slime. 90 cobalt, 90 gold and 250 molten magma cream, out 180.
Netherite. Four molten netherite scrap to four molten gold, out one. The same four-to-one loss vanilla charges, done in bulk.
Catalysts
The deep alloys all take a small measure of something that is not a metal at all. These are the catalysts, and every one of them melts out of an item you already pick up.
Glowstone dust melts to 32 of sparkalloy. Blaze powder to 32 of flarealloy. An echo shard to 32 of deepalloy. Redstone to 32 of redcinder, an ender pearl to 32 of pearlcinder, a honeycomb to 32 of ambercinder.
Two more are mined rather than melted from a drop: a brimspar crystal gives 144 of molten brimspar, and a fulmenite crystal 144 of molten fulmenite.
One catalyst is itself an alloy: 32 each of redcinder, pearlcinder and ambercinder mix into 72 of ironbrand, which four of the second-tier alloys take.
A catalyst measure is 32, so one glowstone dust is exactly one dose. That is what keeps the long chains affordable: the deep recipes are mostly ore, with a pinch of one of these.
Glowstone dust melts to 32 of sparkalloy. Blaze powder to 32 of flarealloy. An echo shard to 32 of deepalloy. Redstone to 32 of redcinder, an ender pearl to 32 of pearlcinder, a honeycomb to 32 of ambercinder.
Two more are mined rather than melted from a drop: a brimspar crystal gives 144 of molten brimspar, and a fulmenite crystal 144 of molten fulmenite.
One catalyst is itself an alloy: 32 each of redcinder, pearlcinder and ambercinder mix into 72 of ironbrand, which four of the second-tier alloys take.
A catalyst measure is 32, so one glowstone dust is exactly one dose. That is what keeps the long chains affordable: the deep recipes are mostly ore, with a pinch of one of these.
The Long Chains
An alloy can be the input to another alloy. Four of them sit three and four stages deep, and each one is a path you can walk from ore.
Truesteel, at the end of the longest chain in the game. Riftalloy is 144 murkiron, 144 nightshale and 144 voltcinder, out 216. Glowveil is 216 riftalloy, 32 sparkalloy and 32 brimspar, out 216. Sunsteel is 144 warspar, 144 hollowstone and 144 glowveil, out 216. Truesteel is 144 resonite, 216 sunsteel and 32 sparkalloy, out 216. Four stages, and the raw cost is one ingot's worth of each of six ores, one brimspar crystal and two glowstone dust.
Hollowsteel is the same chain with the last catalyst left out: 144 resonite and 216 sunsteel, out 216. If a tank holds resonite, sunsteel and sparkalloy at once, truesteel is the one that forms; leave the sparkalloy out to get hollowsteel.
Stormalloy. Quakestone is 144 fulmenite and 144 basalt, out 144. Shardline is 144 quakestone, 144 obsidian and 32 deepalloy, out 144. Faultsteel is 144 obsidian, 144 quakestone and 144 voltcinder, out 216. Stormalloy is 144 quakestone, 144 shardline and 216 faultsteel, out 288, so it wants quakestone three separate times.
Glowveil also has a shorter road: dreadalloy is 144 hardcinder, 144 murkiron and 32 deepalloy, and 144 dreadalloy with the same two catalysts gives 144 glowveil. Whichever ores you have found first decides which of the two you use.
Pyrealloy, the top fuel, is its own two-stage chain: 192 molten magma and 32 flarealloy, out 144. Magma blocks and blaze powder, both of which the Nether hands out, and no ore at all.
What next: the ladder all these metals climb, and what each one is good for. Read Materials.
Truesteel, at the end of the longest chain in the game. Riftalloy is 144 murkiron, 144 nightshale and 144 voltcinder, out 216. Glowveil is 216 riftalloy, 32 sparkalloy and 32 brimspar, out 216. Sunsteel is 144 warspar, 144 hollowstone and 144 glowveil, out 216. Truesteel is 144 resonite, 216 sunsteel and 32 sparkalloy, out 216. Four stages, and the raw cost is one ingot's worth of each of six ores, one brimspar crystal and two glowstone dust.
Hollowsteel is the same chain with the last catalyst left out: 144 resonite and 216 sunsteel, out 216. If a tank holds resonite, sunsteel and sparkalloy at once, truesteel is the one that forms; leave the sparkalloy out to get hollowsteel.
Stormalloy. Quakestone is 144 fulmenite and 144 basalt, out 144. Shardline is 144 quakestone, 144 obsidian and 32 deepalloy, out 144. Faultsteel is 144 obsidian, 144 quakestone and 144 voltcinder, out 216. Stormalloy is 144 quakestone, 144 shardline and 216 faultsteel, out 288, so it wants quakestone three separate times.
Glowveil also has a shorter road: dreadalloy is 144 hardcinder, 144 murkiron and 32 deepalloy, and 144 dreadalloy with the same two catalysts gives 144 glowveil. Whichever ores you have found first decides which of the two you use.
Pyrealloy, the top fuel, is its own two-stage chain: 192 molten magma and 32 flarealloy, out 144. Magma blocks and blaze powder, both of which the Nether hands out, and no ore at all.
What next: the ladder all these metals climb, and what each one is good for. Read Materials.
Materials
Every part of a tool contributes the stats of the material it is made from: the head brings durability, mining speed and attack; the handle multiplies durability; a binding adds a flat bonus.
Materials also grant traits: special behaviours listed on the pages that follow.
Materials also grant traits: special behaviours listed on the pages that follow.
The Mining Ladder
A tool's mining level comes from its head. Every material sits on one rung of an eight-rung ladder, and a tool harvests anything at its own rung or below. A block that needs a higher rung still breaks at the tool's normal speed, but it drops nothing. The Tool Tier line on a tool's tooltip names its rung.
Each rung below reads left to right: the first heads that reach it, the pickaxe they make, and the ores that pickaxe opens. Hover any icon for details, and click a head to open its page.
Each rung below reads left to right: the first heads that reach it, the pickaxe they make, and the ores that pickaxe opens. Hover any icon for details, and click a head to open its page.
Raising a Tool's Rung
You can also climb the ladder without a new head. Four things change a tool's rung. Each one is applied at the Tool Station or Tool Forge and costs a modifier slot.
The Diamond modifier raises a tool 1 rung, but never past diamond. The Emerald modifier raises it 1 rung, but never past iron. A stone pickaxe with Diamond mines what an iron one does, and an iron pickaxe with Diamond mines obsidian.
The Netherite modifier takes a netherite upgrade template and a netherite ingot together, and lifts any tool to the netherite rung however cheap its head.
Fortification sets the rung outright. A sharpening kit of any material plus a flint makes the tool mine at that material's rung. It works on harvest tools only, and it works both ways: a kit of a lower material lowers the tool. A tool holds one fortification, and a kit of a new material replaces the old one. That way a favourite pickaxe keeps up with the ladder without being rebuilt.
A tool with more than one head part, such as a hammer, mines at the rung of its best head. One cobalt plate makes the whole hammer a netherite-rung tool.
Above netherite, only a head or a fortification moves a tool, and both need the material first. So each of the top three rungs opens with an alloy of ores that the rung below can mine.
The Diamond modifier raises a tool 1 rung, but never past diamond. The Emerald modifier raises it 1 rung, but never past iron. A stone pickaxe with Diamond mines what an iron one does, and an iron pickaxe with Diamond mines obsidian.
The Netherite modifier takes a netherite upgrade template and a netherite ingot together, and lifts any tool to the netherite rung however cheap its head.
Fortification sets the rung outright. A sharpening kit of any material plus a flint makes the tool mine at that material's rung. It works on harvest tools only, and it works both ways: a kit of a lower material lowers the tool. A tool holds one fortification, and a kit of a new material replaces the old one. That way a favourite pickaxe keeps up with the ladder without being rebuilt.
A tool with more than one head part, such as a hammer, mines at the rung of its best head. One cobalt plate makes the whole hammer a netherite-rung tool.
Above netherite, only a head or a fortification moves a tool, and both need the material first. So each of the top three rungs opens with an alloy of ores that the rung below can mine.
Beyond Resonite
Allthemodium adds three metals above netherite of its own, and this workshop's tools reach the same three rungs. The two ladders line up: Allthemodium, Vibranium and Unobtainium ore mine and are mined by Hardcinder, Warspar and Resonite tools respectively, in either direction, with no rung skipped.
A Resonite pick mining Unobtainium ore is expected, not a bug: the two sit at the same rung. The same tools also find this workshop's ores generating in Allthemodium's own mining dimension.
What next: a finished tool is never finished. Read Modifiers.
A Resonite pick mining Unobtainium ore is expected, not a bug: the two sit at the same rung. The same tools also find this workshop's ores generating in Allthemodium's own mining dimension.
What next: a finished tool is never finished. Read Modifiers.
Modifiers
A finished tool is never truly finished. At the Tool Station or Tool Forge, spend items to imbue a tool with modifiers.
Every tool and every armor piece starts with three free slots. Most modifiers cost one slot per level, and many can be applied again and again for a stronger effect, so three slots is a real budget rather than three modifiers.
Armor draws on the same three, and the same pool covers both: there is no separate defence budget.
The pages that follow explain the slot budget, name three worth putting on a first tool, and then list every modifier this workshop knows.
Every tool and every armor piece starts with three free slots. Most modifiers cost one slot per level, and many can be applied again and again for a stronger effect, so three slots is a real budget rather than three modifiers.
Armor draws on the same three, and the same pool covers both: there is no separate defence budget.
The pages that follow explain the slot budget, name three worth putting on a first tool, and then list every modifier this workshop knows.
Getting More Slots
Three slots run out fast. There are three ways past them.
Use it. Every level a tool or armor piece earns grants one more slot, permanently. This is the cheapest source and the slowest; see the Leveling chapter.
Build it out of the right material. A few materials carry a trait that adds a slot or two on their own, paper being the obvious one. Their pages in Materials say so.
Buy it. The Extra Modifier reagent is a nether star and a block of gold, and each one nets a slot, up to five on one tool. A plain netherite ingot does the same job and shares the same cap of five.
Slots only ever go one way at the Tool Station. Taking a modifier back off is the Modifier Worktable's job, two pages on.
Use it. Every level a tool or armor piece earns grants one more slot, permanently. This is the cheapest source and the slowest; see the Leveling chapter.
Build it out of the right material. A few materials carry a trait that adds a slot or two on their own, paper being the obvious one. Their pages in Materials say so.
Buy it. The Extra Modifier reagent is a nether star and a block of gold, and each one nets a slot, up to five on one tool. A plain netherite ingot does the same job and shares the same cap of five.
Slots only ever go one way at the Tool Station. Taking a modifier back off is the Modifier Worktable's job, two pages on.
Three To Start With
Haste. Redstone, and every fifty pieces is another level, up to 250. It speeds the tool up, and a block of redstone counts as nine. One slot per level.
Sharpness. Quartz, every seventy-two pieces another level, up to 360. More attack damage; a quartz block counts as four. One slot per level.
Reinforced. A reinforced plate, which is eight obsidian around a gold cast. Every level is another twenty percent chance that a hit costs the tool no durability at all, and at five levels the tool stops wearing out.
One more worth knowing early: a single diamond adds 500 durability and raises the tool one mining rung, which is the cheapest way to make a stone pickaxe mine iron.
Sharpness. Quartz, every seventy-two pieces another level, up to 360. More attack damage; a quartz block counts as four. One slot per level.
Reinforced. A reinforced plate, which is eight obsidian around a gold cast. Every level is another twenty percent chance that a hit costs the tool no durability at all, and at five levels the tool stops wearing out.
One more worth knowing early: a single diamond adds 500 durability and raises the tool one mining rung, which is the cheapest way to make a stone pickaxe mine iron.
Modifier Worktable
Seared bricks on four stone legs build the Modifier Worktable. Where the Tool Station adds modifiers, this table works on the ones a tool already carries.
A wet sponge takes one level off a modifier you pick and gives back the slots that level held. What you spent applying it does not come back. The sponge comes back dry, ready to be wetted again.
A compass moves a modifier one place along the tool's list, wrapping at the ends. Put it in the upper slot to move the modifier down the list and in the lower slot to move it up. The compass is never used up. Order matters where two modifiers reach for the same number: the later one gets the last word.
A wet sponge takes one level off a modifier you pick and gives back the slots that level held. What you spent applying it does not come back. The sponge comes back dry, ready to be wetted again.
A compass moves a modifier one place along the tool's list, wrapping at the ends. Put it in the upper slot to move the modifier down the list and in the lower slot to move it up. The compass is never used up. Order matters where two modifiers reach for the same number: the later one gets the last word.
Embossing
Embossing spends a spare tool part to give a finished tool that part material's traits, and changes none of its stats. A bone handle embossed onto a manyullyn tool brings bone's traits to a tool that keeps manyullyn's numbers.
It happens at the Tool Station or the Tool Forge. Lay the tool in, then the donor part, then the reagents: a green, a blue and a magma slime crystal, and a block of gold.
Two rules. An embossment costs no modifier slot at all. And one tool takes exactly one embossment, ever, so choose the donor material with that in mind.
Which traits arrive depends on the part's kind as well as its material: a material grants different traits through a head than through a handle, and embossing brings only the ones that donor part's kind carries.
It happens at the Tool Station or the Tool Forge. Lay the tool in, then the donor part, then the reagents: a green, a blue and a magma slime crystal, and a block of gold.
Two rules. An embossment costs no modifier slot at all. And one tool takes exactly one embossment, ever, so choose the donor material with that in mind.
Which traits arrive depends on the part's kind as well as its material: a material grants different traits through a head than through a handle, and embossing brings only the ones that donor part's kind carries.
Enchanting
A Forgeweave tool cannot be enchanted by default. An enchanting table will not take it, an anvil turns away an enchanted book, and modifiers are how a tool is meant to improve. Turn on the allowVanillaEnchanting option and both accept it: the table draws on the tool's own enchantability, averaged across the materials of all its parts.
An enchantment is not a modifier either. It spends no modifier slot and sits beside whatever modifiers, sockets and level the tool already has. Where an enchantment and a modifier grant the same thing, extra damage or more Fortune, the two add together instead of one replacing the other.
Apotheosis' own enchanting table reads the same option, and its apotheosisEnchanting toggle as well. Both have to be on. With either one off the tool is turned away there exactly as it is at a vanilla table.
An enchantment is not a modifier either. It spends no modifier slot and sits beside whatever modifiers, sockets and level the tool already has. Where an enchantment and a modifier grant the same thing, extra damage or more Fortune, the two add together instead of one replacing the other.
Apotheosis' own enchanting table reads the same option, and its apotheosisEnchanting toggle as well. Both have to be on. With either one off the tool is turned away there exactly as it is at a vanilla table.
Affixes
With Apotheosis installed, a Forgeweave tool or armor piece that comes out of a chest or off a mob can arrive carrying affixes: the prefixes and suffixes Apotheosis rolls onto loot. Gear you build at the Tool Station is never affixed, because affixes arrive with loot rather than with crafting.
An affix is not a modifier. It costs no modifier slot, no station applies it, and it never competes with the modifiers you imbue yourself. One tool can carry affixes, modifiers, gems in its sockets and a level all at once, and each of the four keeps its own rules.
The affixes belong to Apotheosis, not to this workshop. Switch the integration off, or remove the mod outright, and an affixed tool still works: its parts, stats, traits, modifiers and level are all still here and untouched, and the affixes go quiet until the mod comes back.
An affix is not a modifier. It costs no modifier slot, no station applies it, and it never competes with the modifiers you imbue yourself. One tool can carry affixes, modifiers, gems in its sockets and a level all at once, and each of the four keeps its own rules.
The affixes belong to Apotheosis, not to this workshop. Switch the integration off, or remove the mod outright, and an affixed tool still works: its parts, stats, traits, modifiers and level are all still here and untouched, and the affixes go quiet until the mod comes back.
Augments
Mystical Agriculture grows essence metals, and gear with a part made from one of them is accepted by that mod's own Tinkering Table. To fit an augment, carry the tool or armor piece there rather than to a Tool Station.
An augment slot is not a modifier slot. The two are separate pools, so an augment never spends a modifier slot and a modifier never spends an augment slot. Essence gear carries one augment slot, or two from awakened supremium upward.
Where a modifier and an augment raise the same number, the two add together.
An augment slot is not a modifier slot. The two are separate pools, so an augment never spends a modifier slot and a modifier never spends an augment slot. Essence gear carries one augment slot, or two from awakened supremium upward.
Where a modifier and an augment raise the same number, the two add together.
Binding a Spirit
Where Occultism's rituals are practised, a tool is one more thing a spirit will inhabit. Draw a pentacle, set a spirit attuned gem and a measure of otherworld essence on the bowls around it, and lay a finished tool on the Golden Sacrificial Bowl. The tool comes back with the bound spirit's gift already in it, and no reagents ground down to get there.
Four spirits answer, each in its own pentacle. A foliot fetches what the tool breaks. A djinni keeps it whole. An afrit feeds it on what it kills. A marid follows it back out of your own death drop.
The gift still costs modifier slots, the same as it would at the Tool Station, so no tool holds all four. And a spirit will only ever give as much as the Tool Station could: the ritual spares you the reagents, never the limit.
What next: armor is built from parts and spends the same slots. Read Armor. The pages after this one are the full modifier roster, one each.
Four spirits answer, each in its own pentacle. A foliot fetches what the tool breaks. A djinni keeps it whole. An afrit feeds it on what it kills. A marid follows it back out of your own death drop.
The gift still costs modifier slots, the same as it would at the Tool Station, so no tool holds all four. And a spirit will only ever give as much as the Tool Station could: the ritual spares you the reagents, never the limit.
What next: armor is built from parts and spends the same slots. Read Armor. The pages after this one are the full modifier roster, one each.
Armor
Armor is built the way tools are: from parts, at the Tool Station, out of the materials you choose. Every piece has a limited number of modifier slots and carries its materials' traits.
The four light pieces build at the Tool Station or the Tool Forge; the heavy set needs the forge, the way the large tools do. Each set has one button on the sidebar, and the plating you set in it is what says which of the four pieces you are building.
Unlike a tool, armor does nothing in the hand: its stats, traits and modifiers only work while it is worn.
The four light pieces build at the Tool Station or the Tool Forge; the heavy set needs the forge, the way the large tools do. Each set has one button on the sidebar, and the plating you set in it is what says which of the four pieces you are building.
Unlike a tool, armor does nothing in the hand: its stats, traits and modifiers only work while it is worn.
Plating and Maille
Each piece is two parts. The plating is the outer shell and sets every stat: durability, armor, toughness and knockback resistance, with a separate plating shape for the helmet, chestplate, leggings and boots. Only sturdy materials make plating: the metals, obsidian and a few others.
The maille is the chain worn underneath. It has no stats of its own; it brings its material's traits and shows through the plating's gaps. Softer materials such as vine, bone and cactus can be woven into maille.
The maille is the chain worn underneath. It has no stats of its own; it brings its material's traits and shows through the plating's gaps. Softer materials such as vine, bone and cactus can be woven into maille.
Your First Set
You do not need a smeltery to wear this armor. Seared stone carves in the Part Builder, plating and maille both, and a seared stone set is built at the Tool Station like any other.
One seared brick is one ingot's worth, so a helmet plating is three bricks, a chestplate six, leggings five, boots two, and each maille two. A full set with maille under every piece is twenty-four seared bricks, which is twelve grout crafts and twenty-four trips through a furnace. You are baking bricks for the smeltery anyway.
Seared stone plating also carries fire protection, four points on every piece worn, which is the one thing a set this cheap is genuinely good at.
Those same carved parts are what the metal era is built on: set one on a Casting Table, pour gold over it, and the cast you keep will take any metal afterwards. Obsidian, amethyst, emerald and nahuatl carve into plating too, once you have them.
One seared brick is one ingot's worth, so a helmet plating is three bricks, a chestplate six, leggings five, boots two, and each maille two. A full set with maille under every piece is twenty-four seared bricks, which is twelve grout crafts and twenty-four trips through a furnace. You are baking bricks for the smeltery anyway.
Seared stone plating also carries fire protection, four points on every piece worn, which is the one thing a set this cheap is genuinely good at.
Those same carved parts are what the metal era is built on: set one on a Casting Table, pour gold over it, and the cast you keep will take any metal afterwards. Obsidian, amethyst, emerald and nahuatl carve into plating too, once you have them.
Casting Plating
Metal plating and maille are cast at the Smeltery like any other metal part, from a cast of that shape. The Casting chapter says how a cast is made; the only thing special about armor is which part you start from.
There are five shapes to cast for: helmet, chestplate, leggings and boots plating, and maille. Each needs its own cast, so a full metal set is five casts, or ten gold ingots.
Plating costs more metal than a tool part does: three ingots for a helmet, six for a chestplate, five for leggings, two for boots, and two for a maille. A full set of one metal is eighteen ingots of plating plus eight of maille.
There are five shapes to cast for: helmet, chestplate, leggings and boots plating, and maille. Each needs its own cast, so a full metal set is five casts, or ten gold ingots.
Plating costs more metal than a tool part does: three ingots for a helmet, six for a chestplate, five for leggings, two for boots, and two for a maille. A full set of one metal is eighteen ingots of plating plus eight of maille.
Helmet
Plating over maille. The plating sets every stat; the maille brings its material's traits.
Chestplate
Plating over maille. The plating sets every stat; the maille brings its material's traits.
Leggings
Plating over maille. The plating sets every stat; the maille brings its material's traits.
Boots
Plating over maille. The plating sets every stat; the maille brings its material's traits.
Heavy Helmet
Plating over maille, backed by a large plate. Armor is 1.4x the plating's; every piece worn slows you by 5%. Assembled at a Tool Forge.
Heavy Chestplate
Plating over maille, backed by a large plate. Armor is 1.4x the plating's; every piece worn slows you by 5%. Assembled at a Tool Forge.
Heavy Leggings
Plating over maille, backed by a large plate. Armor is 1.4x the plating's; every piece worn slows you by 5%. Assembled at a Tool Forge.
Heavy Boots
Plating over maille, backed by a large plate. Armor is 1.4x the plating's; every piece worn slows you by 5%. Assembled at a Tool Forge.
Armor Traits
Some materials carry a trait that only wakes on armor: iron's plating shrugs off projectiles, obsidian's explosions, cobalt's blows in melee, copper's the crushing dark below sea level. Manyullyn is warded against magic, amethyst bronze strikes back at the crystalline, silver is consecrated against the undead, knightslime shields with overslime.
Maille brings traits too: cactus is thorned, bone pierces guards, chorus sends attackers elsewhere, and blue slime vine slows your fall. Each material's page lists what it grants.
Maille brings traits too: cactus is thorned, bone pierces guards, chorus sends attackers elsewhere, and blue slime vine slows your fall. Each material's page lists what it grants.
Armor Modifiers
Armor takes modifiers at the Tool Station and the Tool Forge the way tools do, from the same slot pool. Some fit armor alone: Fire, Blast, Projectile, Magic and Melee Protection each reduce one kind of damage, stacking across the worn set up to a cap; Knockback Resistance keeps you on your feet; Thorns hurts whatever hits you.
The general modifiers (Reinforced, Mending Moss, Soulbound and the extra modifier slot) fit armor as well. See the Modifiers chapter for each one.
The general modifiers (Reinforced, Mending Moss, Soulbound and the extra modifier slot) fit armor as well. See the Modifiers chapter for each one.
Overslime
Armor built from slime carries overslime: a second pool of durability that sits on top of the real one. Damage eats the overslime first, and only starts on the piece's own durability once the overslime is gone.
Refill it at the Tool Station with slime balls, congealed slime or slime blocks, the way you would repair with a metal. A piece already full is refused rather than eating the slime. Some materials also regrow their own overslime slowly while worn.
Only armor with the overslime trait has a pool to fill. Which materials grant it, and how much each one carries, is on their pages in the Materials chapter.
What next: everything you wear and swing keeps growing. Read Leveling.
Refill it at the Tool Station with slime balls, congealed slime or slime blocks, the way you would repair with a metal. A piece already full is refused rather than eating the slime. Some materials also regrow their own overslime slowly while worn.
Only armor with the overslime trait has a pool to fill. Which materials grant it, and how much each one carries, is on their pages in the Materials chapter.
What next: everything you wear and swing keeps growing. Read Leveling.
Tools and Armor Grow With Use
A tool or a suit of armor gets better the more you actually use it. Every level it earns grants exactly one modifier slot: no stat bonus, no new ability, nothing else. A pickaxe you have mined with for a week ends up with more room to imbue than one you just built, and that is the whole reward.
Leveling runs on every tool and every armor piece by default. Turn it off with the toolLeveling option if you would rather your gear stay exactly as built; anything you already earned keeps counting even then, so no slot you have spent a modifier into is ever taken back.
Leveling runs on every tool and every armor piece by default. Turn it off with the toolLeveling option if you would rather your gear stay exactly as built; anything you already earned keeps counting even then, so no slot you have spent a modifier into is ever taken back.
Earning Experience
Tools and armor earn experience by doing what they are built for.
A pickaxe, hatchet, shovel and their kin earn experience for every block they break effectively. A weapon earns experience for the damage it deals in a fight, but only once its target dies: hit a mob and walk away and the weapon has earned nothing yet. The target remembers the damage instead, and every weapon that hurt it collects its own share the moment it finally dies, however long that takes and whatever finishes it off; swap to a second weapon mid-fight and both are paid.
A bow or crossbow earns experience for a shot that lands, scaled by how long it was drawn; a miss earns nothing. A mattock earns experience for tilling soil, a scythe or kama for harvesting a wide swath of crops in one stroke, a shovel for flattening a path, and any tool held to block an attack for the damage that was coming in, not the amount it stopped.
Armor works differently: each of the four worn pieces earns experience for the damage it personally kept off you, as long as it is not broken. A full set does not share one pool; a chestplate doing the real work levels faster than a helmet that rarely gets hit.
A pickaxe, hatchet, shovel and their kin earn experience for every block they break effectively. A weapon earns experience for the damage it deals in a fight, but only once its target dies: hit a mob and walk away and the weapon has earned nothing yet. The target remembers the damage instead, and every weapon that hurt it collects its own share the moment it finally dies, however long that takes and whatever finishes it off; swap to a second weapon mid-fight and both are paid.
A bow or crossbow earns experience for a shot that lands, scaled by how long it was drawn; a miss earns nothing. A mattock earns experience for tilling soil, a scythe or kama for harvesting a wide swath of crops in one stroke, a shovel for flattening a path, and any tool held to block an attack for the damage that was coming in, not the amount it stopped.
Armor works differently: each of the four worn pieces earns experience for the damage it personally kept off you, as long as it is not broken. A full set does not share one pool; a chestplate doing the real work levels faster than a helmet that rarely gets hit.
The Cost of Leveling
Leveling gets expensive fast. The first level costs 500 experience by default and the second costs 500 again; every level after that costs twice the one before, so the third is 1000, the fourth 2000, the fifth 4000. By default nothing caps how high a level can climb.
A big area-of-effect tool, the hammer, excavator, lumberaxe, scythe and vein hammer, costs nine times as much at every step, because one swing of it breaks nine times the blocks. Its first level is 4500.
Armor levels at the ordinary rate, light and heavy alike, and a piece earns at least one point per blow that lands on it. A chestplate soaking four damage a hit reaches its first level in about 125 hits; boots that mostly ride the floor of one point take the full 500.
A level-up shows itself three ways: a chime, a line in chat naming the tool, and a new line on the tooltip giving the tool's level a name and its own colour, with the current experience total shown beneath it.
What next: the catalogue of every shape this workshop can build. Read Tools.
A big area-of-effect tool, the hammer, excavator, lumberaxe, scythe and vein hammer, costs nine times as much at every step, because one swing of it breaks nine times the blocks. Its first level is 4500.
Armor levels at the ordinary rate, light and heavy alike, and a piece earns at least one point per blow that lands on it. A chestplate soaking four damage a hit reaches its first level in about 125 hits; boots that mostly ride the floor of one point take the full 500.
A level-up shows itself three ways: a chime, a line in chat naming the tool, and a new line on the tooltip giving the tool's level a name and its own colour, with the current experience total shown beneath it.
What next: the catalogue of every shape this workshop can build. Read Tools.
Every Shape This Workshop Knows
The tutorial ends with Leveling. This chapter is the catalogue: one page per tool shape, listing the parts it takes and what it does that the others do not.
Read a shape's page before you spend a late metal on it. The parts are what cost, and a shape that wants a large head wants eight ingots' worth of whatever you feed it.
Every shape here is built the same way: parts at the Part Builder or the Casting Table, assembly at the Tool Station, or at the Tool Forge for the large ones and the bows above the shortbow.
Read a shape's page before you spend a late metal on it. The parts are what cost, and a shape that wants a large head wants eight ingots' worth of whatever you feed it.
Every shape here is built the same way: parts at the Part Builder or the Casting Table, assembly at the Tool Station, or at the Tool Forge for the large ones and the bows above the shortbow.
Bows and Arrows
The three bows take a part no melee tool does: a bowstring. A shortbow is two bow limbs and a bowstring at the Tool Station. A longbow adds a large plate grip and needs the Tool Forge. A crossbow is a tough rod body, one limb, a tough binding and a bowstring, also at the forge.
A limb costs three ingots' worth, a bowstring one. The limbs set draw speed, range and bonus damage; the bowstring is the only part that changes a bow's durability beyond that.
Bowstring materials are the soft ones: string, vine and their kin. They make nothing else, which is why they have pages in Materials with only a bowstring block on them.
All three bows fire vanilla arrows. They also fire this workshop's own Arrow, built at the Tool Station from an arrow shaft, an arrow head and a fletching, two ingots' worth each. The head sets damage, the fletching accuracy, and the shaft sets how much ammo the arrow holds.
An Arrow's durability is its ammo. Ten durability is one shot, so an arrow worth 300 durability is thirty shots; firing it empty breaks it, and repairing it at the Tool Station is the reload. It takes modifiers and earns levels like any other tool.
That is every page. From here the book is a reference, and Materials is the chapter you will open most.
A limb costs three ingots' worth, a bowstring one. The limbs set draw speed, range and bonus damage; the bowstring is the only part that changes a bow's durability beyond that.
Bowstring materials are the soft ones: string, vine and their kin. They make nothing else, which is why they have pages in Materials with only a bowstring block on them.
All three bows fire vanilla arrows. They also fire this workshop's own Arrow, built at the Tool Station from an arrow shaft, an arrow head and a fletching, two ingots' worth each. The head sets damage, the fletching accuracy, and the shaft sets how much ammo the arrow holds.
An Arrow's durability is its ammo. Ten durability is one shot, so an arrow worth 300 durability is thirty shots; firing it empty breaks it, and repairing it at the Tool Station is the reload. It takes modifiers and earns levels like any other tool.
That is every page. From here the book is a reference, and Materials is the chapter you will open most.
Pickaxe
A basic mining tool. Digs stone, ores and anything else a pickaxe is meant for.
Shovel
Moves dirt, sand and gravel faster than your hands ever will.
Hatchet
Fells trees, and doubles as a weapon in a pinch.
Mattock
An axe and a shovel in one head. Tills soil like a hoe, and its heft carries a chance of a strong knockback on hit.
Kama
Shears sheep and harvests+replants mature crops at a right-click. Deals extra damage against targets already at low health.
Scythe
Reaps a 3x3x3 of crops and replants them, and cuts everything around what it strikes.
Hammer
Breaks a 3x3 of stone at once, slowly. Leaves what it hits reeling.
Excavator
Moves a 3x3 of earth at a time, and knocks anything in the way flat.
Lumber Axe
Fells a whole tree in one swing, and hits hardest on the first blow.
Vein Hammer
Follows an ore vein through the stone, and shrugs armor aside.
Broadsword
A balanced sword. A solid, grounded blow carries to everything nearby, and right-click raises a brief parry that turns aside one blow and slows whoever threw it.
Longsword
A long blade with reach. Hold right-click to charge, then release to leap in the direction you are looking.
Rapier
A quick, light blade. Every hit also tears out a fraction of the target's remaining health, straight through armour.
Dagger
A short, fast blade. Strike from behind and it bites far deeper than its size suggests.
Battlesign
A broad slab on a stick. Hold right-click to block; an arrow caught head-on is sent back at whoever fired it.
Frying Pan
Heavy, flat and loud. Its blows send whatever they land on flying.
Battleaxe
Two heavy heads on one haft. A fully charged swing carries through everything in a short arc in front of you, and staggers whatever it lands on.
Scimitar
A light curved blade. Its cuts keep bleeding after the swing, and fresh cuts stack on top of the ones already open.
Katana
A long, single-edged blade. Every blow that lands makes the next one hit harder, until you stop swinging.
Warmace
A heavy flanged mace, forged at the Tool Forge. Strike while falling and the blow lands harder the further you fell, shoves everything nearby away, and leaves you unhurt by the landing.
Cleaver
A massive blade for hewing through foes. Slow to swing, but a killing blow is far more likely to claim the victim's head.
Shortbow
The Shortbow is a quick and nimble weapon. It allows for fast movements while shooting arrows at a rapid rate. Uses material and vanilla arrows.
Longbow
The Longbow is a powerful long range weapon. It provides high damage but is less mobile than its short brother. Uses material and vanilla arrows.
Crossbow
The Crossbow is a slow but very powerful weapon. It has to be loaded beforehand by holding right click, but can be fired at any moment afterwards. Fires vanilla arrows.