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Stardew Valley Enchanting: A Full Guide to Every Forge Perk

Other Games·June 11, 2023·12 min read

Stardew Valley Enchanting: A Full Guide to Every Forge Perk

Reaching the late game in Stardew Valley opens up tougher monster hunts and smoother resource runs, and a well chosen enchantment can push that progress even further. Enchanting lets you tweak tools and melee weapons with permanent buffs that touch nearly every part of farm life, from combat to fishing to mining.

This guide walks through how the system works, what it costs, and every enchantment currently available.

Unlocking the Forge

Enchanting takes place inside the Volcano Dungeon on Ginger Island, an area added in version 1.5. The entrance sits at the north end of the island, which sounds straightforward until you actually try to clear the place.

Inside the dungeon you will run into Tiger Slimes, Magma Sparkers, and Dwarvish Sentries, all of which hit harder than your usual mine encounters. Pack health and energy items, and do not leave home without your Watering Can. You need it to cool lava into solid ground, which is the only way to bridge several gaps along the way.

Your destination is the tenth floor. That final level skips the usual monsters and treasure rooms in favor of a single feature: the Forge, where enchanting happens.

Costs and Restrictions

Every enchantment attempt requires:

  • 1x Prismatic Shard
  • 20x Cinder Shards

The outcome is random. If the perk you receive is not the one you wanted, you can re-roll, but each attempt drains those same materials. Prismatic Shards are notoriously slow to farm. The good news is that Stardew Valley does not impose a deadline, so patience usually wins.

Most tools and melee weapons are eligible, but a few are not. The Scythe, Golden Scythe, Copper Pan, and Trash Can cannot be forged. Slingshots are also excluded from combat enchantments, since those apply only to melee weapons.

Combat Enchantments

These appear on melee weapons such as swords, daggers, and clubs.

  • Artful: Cuts the cooldown on special moves by 50% and stacks with similar effects.
  • Bug Killer: Doubles damage against bugs, flies, grubs, spiders, and rock crabs, and lets you break armored bug shells.
  • Crusader: +50% damage to ghosts, mummies, skeletons, and void spirits, and stops mummies from reviving.
  • Haymaker: Yields extra fiber from weeds, with a chance for bonus hay.
  • Vampiric: 9% chance to regain some health on kill.

Tool Enchantments

These cover fishing rods, axes, hoes, pickaxes, and watering cans.

  • Auto-Hook: Automatically hooks fish or non-fish items the moment they bite.
  • Archaeologist: Doubles the chance to uncover artifacts at artifact spots when using the Hoe.
  • Bottomless: Gives the Watering Can unlimited water.
  • Efficient: Eliminates energy drain on any forgeable tool.
  • Generous: 50% chance to dig up a second copy of whatever comes out of the ground.
  • Master: Adds +1 fishing level while the enchanted rod is equipped.
  • Powerful: +1 power level on pickaxes, +2 on axes.
  • Preserving: 50% chance to keep bait and tackle from being consumed.
  • Reaching: Expands the charged area up to a maximum of 5x5 tiles.
  • Shaving: +3 regular wood from Oak, Maple, Mahogany, Pine, and Palm trees, 3 wood from Mushroom trees, plus extra materials from stumps and giant crops when using the Axe.
  • Swift: Speeds up the Axe, Hoe, and Pickaxe by 33%.

Once you stack a few of these on the tools you actually use, the rest of the Valley starts to feel a little less demanding.

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