Updated November 15, 2026. We’ve refreshed the weapon rankings, added Crimson Sakura, Guild Island, and Abyss weapons, and recalculated base DPS using animation-adjusted attack speeds.
- Best overall weapon: Devil’s Deed. Its 30.8 base damage and 15-stud reach make it the strongest late-game pick once you clear Abyss Floor 90.
- Best spear: Moon Crescent Spear for reach. Angelic Spear is a strong alternative before the Abyss.
- Best katana: Washi-maru, a fast Crimson Sakura option with 10.35 studs of reach.
- Best close-range weapon: Dark Knight’s Gauntlets. They hit quickly if you can stay within six studs.
- Best early picks: Ironhand for quick melee, Chaos for a straight sword, and Uchigatana for more reach.
Our The Forge Weapon Tier List ranks the best weapons in the Roblox game, from your first Ironhand to endgame options such as Devil’s Deed and Moon Crescent Spear. If you’re still leveling, a strong forge with good ore can carry you until you unlock the weapon you actually want.
The Forge Weapon Tier List
Rankings favor damage output, reach, and how practical a weapon is to forge and use. Base DPS divides damage per hit by the animation-adjusted swing interval. Your actual damage also depends on forging quality, ore multipliers, traits, runes, and enhancements. High reach and a practical unlock can make a weapon worth using even if a different one leads on paper.
S-Tier (Best weapons)
These are the weapons worth building around. Pick the one that fits your unlocks and the distance you like to fight at.
| Weapon | Base Stats | Evaluation |
|---|---|---|
| Devil's Deed Colossal Sword | Damage 30.8 Swing interval 1.40s Reach 15 studs Base DPS 22.00 | The best overall endgame target. It combines the hardest base hit with 15 studs of reach. Unlock it at Abyss Floor 90 and budget 45 ores for the recommended forge attempt. |
Excalibur Colossal Sword | Damage 30 Swing interval 1.40s Reach Unconfirmed Base DPS 21.43 | A 30-damage colossal sword you can pursue from level 125. Its 1-in-1,000 variant roll is steep, and the guarantee costs 150 Weapon Molds. |
| Moon Crescent Spear Spear | Damage 14.7 Swing interval 0.73s Reach 13.2 studs Base DPS 20.14 | Best spear for spacing. It hits about as hard per second as the Angelic and Demonic spears and gives you 13.2 studs of reach. Unlock it at Abyss Floor 60. |
| Royal Guardian's Glaive Halberd | Damage 21.4 Swing interval 1.07s Reach 11.5 studs Base DPS 20.00 | The best halberd for damage and reach. Its 11.5-stud range gives you room to fight, and you can unlock it at Abyss Floor 40. |
Angelic Spear Spear | Damage 13.11 Swing interval 0.66s Reach 11 studs Base DPS 19.86 | The spear I’d aim for before the Abyss. It swings faster than the Demonic Spear and unlocks at level 100 in Frostspire Expanse. |
Demonic Spear Spear | Damage 14.42 Swing interval 0.73s Reach 11 studs Base DPS 19.75 | A strong Guild Island alternative to Angelic Spear. The Fallen Guardian unlock gates it, and its per-hit damage is higher than Angelic Spear’s. |
Dark Knight's Gauntlets Gauntlets | Damage 10 Swing interval 0.51s Reach 6 studs Base DPS 19.61 | The best close-range pick if you can stick to the target. Its 0.51-second swing interval keeps the pressure up, but six studs of reach leaves little room to disengage. |
| Sharktooth Odachi Colossal Sword | Damage 27.00 Swing interval 1.40s Reach 13 studs Base DPS 19.29 | A hard-hitting colossal sword with 13 studs of reach. It requires level 200 and Asura’s Incarnate in Crimson Sakura Isles. |
| Washi-maru Katana | Damage 10.20 Swing interval 0.58s Reach 10.35 studs Base DPS 17.59 | The best katana for general play. It has the fastest swing and longest reach in its class. You can forge it in Crimson Sakura Isles after level 120. |
Knight Spear Spear | Damage 10.125 Swing interval 0.60s Reach 11 studs Base DPS 16.88 | An excellent upgrade on the basic spear. Its 0.60-second swing interval and 11-stud reach make it an easy weapon to bring into later fights. |
A-Tier (Strong alternatives)
These are strong upgrades while you work toward the S-tier unlocks, including some of the best options in their weapon types.
| Weapon | Base Stats | Evaluation |
|---|---|---|
Colossal TerrorBlade Colossal Sword | Damage 22 Swing interval 1.28s Reach 10 studs Base DPS 17.19 | The fastest-swinging colossal sword in the table. Its 10-stud reach is the trade-off for getting your hits out sooner. |
| Fangtian Halberd | Damage 18 Swing interval 1.07s Reach 10 studs Base DPS 16.82 | A good halberd to use on the way to the Royal Guardian’s Glaive. It deals more damage per swing than the basic and Spiked Halberds. |
| Kinmon Kamagatana Colossal Sword | Damage 23.40 Swing interval 1.40s Reach 10 studs Base DPS 16.71 | An ore-heavy forge with high damage per hit. Save your best materials for a stronger colossal variant if you can. |
Colossal Gemblade Colossal Sword | Damage 23 Swing interval 1.40s Reach 12 studs Base DPS 16.43 | A solid colossal sword when you want extra spacing before the Abyss. Its 12-stud reach is the reason to pick it over Colossal TerrorBlade. |
| Coffin's Lid Colossal Sword | Damage 23.00 Swing interval 1.40s Reach 10 studs Base DPS 16.43 | An ore-heavy forge with high damage per hit. Save your best materials for a stronger colossal variant if you can. |
| Otsuchi Colossal Sword | Damage 25.00 Swing interval 1.56s Reach 10 studs Base DPS 16.03 | An ore-heavy forge with high damage per hit. Save your best materials for a stronger colossal variant if you can. |
| Bo Staff Spear | Damage 10.50 Swing interval 0.66s Reach 11 studs Base DPS 15.91 | A quick 11-stud spear with slightly more damage per hit than the Sodegarami. |
Hell Slayer Straight Sword | Damage 11.125 Swing interval 0.70s Reach 9.2 studs Base DPS 15.89 | The hardest-hitting straight sword in the table. Its 9.2-stud reach gives you more room than Chaos, and its fast peers have smaller hits. |
| Spiked Halberd Halberd | Damage 17 Swing interval 1.07s Reach 10 studs Base DPS 15.89 | A useful mid-range step before the Royal Guardian’s Glaive. Fangtian is the higher-damage roll among the standard halberds. |
Hook Blade Straight Sword | Damage 8.25 Swing interval 0.52s Reach 8.8 studs Base DPS 15.87 | One of the best straight swords for quick hits. It matches Hell Slayer’s approximate base DPS and swings in 0.52 seconds. |
| Rosethorn Sword & Shield | Damage 11.1 Swing interval 0.70s Reach 8 studs Base DPS 15.86 | An Abyss Forge sword and shield with respectable straight-sword-like base damage. Consider it if you want the sword-and-shield moveset. |
Dragon Slayer Colossal Sword | Damage 22 Swing interval 1.40s Reach 11 studs Base DPS 15.71 | A strong early colossal sword with 11 studs of reach. It’s still worth forging if your ore stock can support it. |
| Halberd Halberd | Damage 16.8 Swing interval 1.07s Reach 10 studs Base DPS 15.70 | A useful mid-range step before the Royal Guardian’s Glaive. Fangtian is the higher-damage roll among the standard halberds. |
Savage Claws Gauntlets | Damage 8 Swing interval 0.51s Reach 6 studs Base DPS 15.69 | A close-range option for short openings. Dark Knight’s Gauntlets offer more base damage per second when available. |
| Thornspire Straight Sword | Damage 10.875 Swing interval 0.70s Reach 8 studs Base DPS 15.54 | A high-damage straight sword with the same swing interval as Hell Slayer. Its eight-stud reach keeps it a little closer to enemies. |
| Sodegarami Spear | Damage 10.13 Swing interval 0.66s Reach 11 studs Base DPS 15.35 | A good spear roll if you want a quicker swing than the standard Spear or Trident. |
| Dragon Blade Straight Sword | Damage 10.50 Swing interval 0.70s Reach 9.2 studs Base DPS 15.00 | A solid straight sword if you want 9.2 studs of reach. Its swing interval matches Hell Slayer’s, with slightly lower damage. |
| Naginata Spear | Damage 10.88 Swing interval 0.73s Reach 12.65 studs Base DPS 14.90 | Its 12.65-stud reach is the main reason to forge it. The Knight Spear attacks faster, so choose the Naginata when the extra space matters. |
| Kurokiba-gatana Katana | Damage 9.35 Swing interval 0.63s Reach 9 studs Base DPS 14.84 | A mid-range katana for progression. Washi-maru is the upgrade for both reach and swing speed. |
| Sun Great Axe Great Axe | Damage 19.50 Swing interval 1.35s Reach 9 studs Base DPS 14.44 | The best great axe when you want stronger hits without waiting as long between swings. It unlocks at level 145 in Crimson Sakura Isles. |
Candy Cane Straight Sword | Damage 7.5 Swing interval 0.52s Reach 8.8 studs Base DPS 14.42 | A quick straight sword with 8.8 studs of reach. Hook Blade swings at the same speed and hits a little harder. |
Great Sword Colossal Sword | Damage 20 Swing interval 1.40s Reach 10 studs Base DPS 14.29 | An ore-heavy forge with high damage per hit. Save your best materials for a stronger colossal variant if you can. |
Hammer Colossal Sword | Damage 22 Swing interval 1.56s Reach 10 studs Base DPS 14.10 | An ore-heavy forge with high damage per hit. Save your best materials for a stronger colossal variant if you can. |
B-Tier (Solid progression weapons)
These will get you through progression when you roll a good forge or need a particular moveset.
| Weapon | Base Stats | Evaluation |
|---|---|---|
Ironhand Gauntlets | Damage 7.6 Swing interval 0.55s Reach 6 studs Base DPS 13.82 | A quick, practical early forge. It delivers steady damage if you can stay within six studs of your target. |
Compass Spear Spear | Damage 10.5 Swing interval 0.76s Reach 11 studs Base DPS 13.82 | Its 11-stud range is useful even with modest damage. Aim for a Knight Spear or Angelic Spear when available. |
| Jack's Crest Greatsword | Damage 14.90 Swing interval 1.08s Reach 9 studs Base DPS 13.80 | A heavier swing for landing one hit at a time. Anchored Greatsword and Jack’s Crest offer quicker recovery between hits. |
Skull Crusher Colossal Sword | Damage 24 Swing interval 1.75s Reach 10 studs Base DPS 13.71 | An ore-heavy forge with high damage per hit. Save your best materials for a stronger colossal variant if you can. |
Straight Edge Katana Katana | Damage 9.35 Swing interval 0.69s Reach 9.45 studs Base DPS 13.55 | A mid-range katana for progression. Washi-maru is the upgrade for both reach and swing speed. |
Crystallized Broadsword Straight Sword | Damage 9.975 Swing interval 0.74s Reach 8 studs Base DPS 13.48 | A general-purpose option with a shorter swing than most heavy weapons. Hell Slayer and Hook Blade are stronger straight-sword targets. |
Chaos Straight Sword | Damage 9.375 Swing interval 0.70s Reach 8 studs Base DPS 13.39 | An early straight-sword target with a good mix of damage and speed. A well-forged one can carry you while you stockpile ore. |
Relevator Gauntlets | Damage 9.6 Swing interval 0.74s Reach 6 studs Base DPS 12.97 | A close-range option for short openings. Dark Knight’s Gauntlets offer more base damage per second when available. |
Rapier Straight Sword | Damage 7.5 Swing interval 0.58s Reach 8 studs Base DPS 12.93 | Quicker than most early straight swords. Pick it for shorter openings if you roll one before Chaos. |
| Comically Large Spoon Colossal Sword | Damage 18 Swing interval 1.40s Reach 10 studs Base DPS 12.86 | An ore-heavy forge with high damage per hit. Save your best materials for a stronger colossal variant if you can. |
| The Craver Greatsword | Damage 13.80 Swing interval 1.08s Reach 9 studs Base DPS 12.78 | A heavier swing for landing one hit at a time. Anchored Greatsword and Jack’s Crest offer quicker recovery between hits. |
Wyvern Axe Great Axe | Damage 18.75 Swing interval 1.47s Reach 9 studs Base DPS 12.76 | A reasonable great axe if you want a shorter wait between hits. Sun Great Axe is the stronger upgrade when available. |
| Boxing Gloves Gauntlets | Damage 8 Swing interval 0.63s Reach 6 studs Base DPS 12.70 | A close-range option for short openings. Dark Knight’s Gauntlets offer more base damage per second when available. |
| Tanto Dagger | Damage 4.95 Swing interval 0.39s Reach 6 studs Base DPS 12.69 | The strongest dagger by base DPS. It’s an inexpensive class to experiment with, provided you’re comfortable fighting within six studs. |
Anchored Greatsword Greatsword | Damage 13.8 Swing interval 1.09s Reach 9.9 studs Base DPS 12.66 | A faster greatsword option than the Long Sword or Dark Knight’s Greatsword. It keeps their 9.9-stud reach. |
| Juto Katana Katana | Damage 8.50 Swing interval 0.69s Reach 9.45 studs Base DPS 12.32 | A mid-range katana for progression. Washi-maru is the upgrade for both reach and swing speed. |
Uchigatana Katana | Damage 8.5 Swing interval 0.69s Reach 9 studs Base DPS 12.32 | A dependable early katana with nine studs of reach. It’s a good choice if you want more room than an early straight sword gives you. |
| Tachi Katana | Damage 8.925 Swing interval 0.73s Reach 9.45 studs Base DPS 12.23 | A mid-range katana for progression. Washi-maru is the upgrade for both reach and swing speed. |
Curved Dagger Dagger | Damage 4.95 Swing interval 0.41s Reach 6 studs Base DPS 12.07 | A close-range roll for builds that favor quick hits. Tanto is the upgrade if you want more base damage per second. |
Cutlass Straight Sword | Damage 9.375 Swing interval 0.78s Reach 8 studs Base DPS 12.02 | A solid early straight sword for heavier individual hits. Chaos delivers the same base damage per hit with a faster swing. |
| Hachiwari Straight Sword | Damage 8.25 Swing interval 0.70s Reach 8 studs Base DPS 11.79 | A general-purpose option with a shorter swing than most heavy weapons. Hell Slayer and Hook Blade are stronger straight-sword targets. |
| Chokuto Straight Sword | Damage 7.50 Swing interval 0.64s Reach 8 studs Base DPS 11.72 | A general-purpose option with a shorter swing than most heavy weapons. Hell Slayer and Hook Blade are stronger straight-sword targets. |
Executioner's Greataxe Great Axe | Damage 19.5 Swing interval 1.70s Reach 9 studs Base DPS 11.47 | The heavy hit comes with a longer gap between swings. Sun Great Axe is the stronger target for this weapon type. |
| Zweihander Greatsword | Damage 14.40 Swing interval 1.26s Reach 10.35 studs Base DPS 11.43 | A heavier swing for landing one hit at a time. Anchored Greatsword and Jack’s Crest offer quicker recovery between hits. |
| Shakujo Spear | Damage 8.25 Swing interval 0.73s Reach 11 studs Base DPS 11.30 | Its 11-stud range is useful even with modest damage. Aim for a Knight Spear or Angelic Spear when available. |
Trident Spear | Damage 8.25 Swing interval 0.73s Reach 11 studs Base DPS 11.30 | Its 11-stud range is useful even with modest damage. Aim for a Knight Spear or Angelic Spear when available. |
Dark Knight's Greatsword Greatsword | Damage 15 Swing interval 1.33s Reach 9.9 studs Base DPS 11.28 | A heavier swing for landing one hit at a time. Anchored Greatsword and Jack’s Crest offer quicker recovery between hits. |
| Batwing Reaver Great Axe | Damage 19.05 Swing interval 1.70s Reach 9 studs Base DPS 11.21 | The heavy hit comes with a longer gap between swings. Sun Great Axe is the stronger target for this weapon type. |
| Cultist Dagger Dagger | Damage 5.25 Swing interval 0.47s Reach 6 studs Base DPS 11.17 | A close-range roll for builds that favor quick hits. Tanto is the upgrade if you want more base damage per second. |
Anchored Straight Blade Great Axe | Damage 18 Swing interval 1.62s Reach 9 studs Base DPS 11.11 | The heavy hit comes with a longer gap between swings. Sun Great Axe is the stronger target for this weapon type. |
| Reaper Scythe Great Axe | Damage 17 Swing interval 1.54s Reach 9 studs Base DPS 11.04 | The damage buff made this a better scythe roll, though the 1.54-second swing leaves a long opening between hits. |
Gladius Sword Straight Sword | Damage 8 Swing interval 0.74s Reach 8 studs Base DPS 10.81 | A general-purpose option with a shorter swing than most heavy weapons. Hell Slayer and Hook Blade are stronger straight-sword targets. |
Shark's Fangs Dagger | Damage 3.87 Swing interval 0.36s Reach 6 studs Base DPS 10.75 | The fastest base swing in the table at 0.36 seconds. Each hit is light, so pick it for quick attacks at close range. |
Falchion Sword Straight Sword | Damage 7.5 Swing interval 0.70s Reach 8 studs Base DPS 10.71 | A general-purpose option with a shorter swing than most heavy weapons. Hell Slayer and Hook Blade are stronger straight-sword targets. |
| Greater Battle Axe Great Axe | Damage 17.25 Swing interval 1.62s Reach 9 studs Base DPS 10.65 | The heavy hit comes with a longer gap between swings. Sun Great Axe is the stronger target for this weapon type. |
Spear Spear | Damage 7.5 Swing interval 0.73s Reach 11 studs Base DPS 10.27 | Its 11-stud range is useful even with modest damage. Aim for a Knight Spear or Angelic Spear when available. |
| Jitte Dagger | Damage 4.95 Swing interval 0.49s Reach 6 studs Base DPS 10.10 | A close-range roll for builds that favor quick hits. Tanto is the upgrade if you want more base damage per second. |
| Damascus Dagger Dagger | Damage 4.73 Swing interval 0.47s Reach 6 studs Base DPS 10.06 | A close-range roll for builds that favor quick hits. Tanto is the upgrade if you want more base damage per second. |
Crusader Sword Greatsword | Damage 12 Swing interval 1.20s Reach 9 studs Base DPS 10.00 | A heavier swing for landing one hit at a time. Anchored Greatsword and Jack’s Crest offer quicker recovery between hits. |
C-Tier (Lower-priority forges)
These are usable while leveling. Save your best ores for an upgrade if you already have a weapon that does the job.
| Weapon | Base Stats | Evaluation |
|---|---|---|
| Kunai Dagger | Damage 3.87 Swing interval 0.39s Reach 6 studs Base DPS 9.92 | A close-range roll for builds that favor quick hits. Tanto is the upgrade if you want more base damage per second. |
| Gladius Daggers Dagger | Damage 4.6 Swing interval 0.47s Reach 6 studs Base DPS 9.79 | A close-range roll for builds that favor quick hits. Tanto is the upgrade if you want more base damage per second. |
| Duskwing's Cleaver Axe | Damage 8.4 Swing interval 0.88s Reach 8 studs Base DPS 9.55 | An early option with eight studs of reach. Faster straight swords are a better long-term use of good ore. |
Ornate Short Axe Axe | Damage 8.4 Swing interval 0.88s Reach 8 studs Base DPS 9.55 | An early option with eight studs of reach. Faster straight swords are a better long-term use of good ore. |
| Falchion Knife Dagger | Damage 4.45 Swing interval 0.47s Reach 6 studs Base DPS 9.47 | A close-range roll for builds that favor quick hits. Tanto is the upgrade if you want more base damage per second. |
Double Battle Axe Great Axe | Damage 15.75 Swing interval 1.70s Reach 9 studs Base DPS 9.26 | The heavy hit comes with a longer gap between swings. Sun Great Axe is the stronger target for this weapon type. |
Scythe Great Axe | Damage 14.25 Swing interval 1.54s Reach 9 studs Base DPS 9.25 | The heavy hit comes with a longer gap between swings. Sun Great Axe is the stronger target for this weapon type. |
| Dagger Dagger | Damage 4.3 Swing interval 0.47s Reach 6 studs Base DPS 9.15 | A close-range roll for builds that favor quick hits. Tanto is the upgrade if you want more base damage per second. |
Spade Armed Axe Axe | Damage 8.05 Swing interval 0.88s Reach 8 studs Base DPS 9.15 | An early option with eight studs of reach. Faster straight swords are a better long-term use of good ore. |
Hook Dagger | Damage 4.73 Swing interval 0.52s Reach 6 studs Base DPS 9.10 | A close-range roll for builds that favor quick hits. Tanto is the upgrade if you want more base damage per second. |
Long Sword Greatsword | Damage 12 Swing interval 1.33s Reach 9.9 studs Base DPS 9.02 | A heavier swing for landing one hit at a time. Anchored Greatsword and Jack’s Crest offer quicker recovery between hits. |
Curved Handle Axe Axe | Damage 7.7 Swing interval 0.88s Reach 8 studs Base DPS 8.75 | An early option with eight studs of reach. Faster straight swords are a better long-term use of good ore. |
Battleaxe Axe | Damage 7.35 Swing interval 0.88s Reach 8 studs Base DPS 8.35 | An early option with eight studs of reach. Faster straight swords are a better long-term use of good ore. |
Axe Axe | Damage 7 Swing interval 0.88s Reach 8 studs Base DPS 7.95 | An early option with eight studs of reach. Faster straight swords are a better long-term use of good ore. |
Grave Maker Mace | Damage 8.8 Swing interval 1.17s Reach 8 studs Base DPS 7.52 | The hardest-hitting mace. It still swings in 1.17 seconds, so the class’s damage buff leaves faster alternatives ahead. |
| Tetsubo Mace | Damage 7.72 Swing interval 1.11s Reach 7.6 studs Base DPS 6.95 | The slow swing makes it hard to justify against a straight sword with comparable reach. Use it if you already forged a stronger copy. |
Hammerhead Mace Mace | Damage 7.9 Swing interval 1.17s Reach 8 studs Base DPS 6.75 | The slow swing makes it hard to justify against a straight sword with comparable reach. Use it if you already forged a stronger copy. |
Winged Mace Mace | Damage 7.6 Swing interval 1.17s Reach 8 studs Base DPS 6.50 | The slow swing makes it hard to justify against a straight sword with comparable reach. Use it if you already forged a stronger copy. |
| Kanabo Mace | Damage 8.20 Swing interval 1.30s Reach 8.8 studs Base DPS 6.31 | The slow swing makes it hard to justify against a straight sword with comparable reach. Use it if you already forged a stronger copy. |
Spiked Mace Mace | Damage 7.3 Swing interval 1.17s Reach 8 studs Base DPS 6.24 | The slow swing makes it hard to justify against a straight sword with comparable reach. Use it if you already forged a stronger copy. |
Mace Mace | Damage 7 Swing interval 1.17s Reach 8 studs Base DPS 5.98 | The slow swing makes it hard to justify against a straight sword with comparable reach. Use it if you already forged a stronger copy. |
Weapon stats · Weapon balance and molds · Guilds and patch notes · Abyss unlocks
Best Early-Game Weapons for Islands 1 and 2
- Ironhand: Fast and accessible for your first gauntlet build. Keep it if you forged it well and can fight within six studs.
- Chaos: A strong straight sword to aim for, with 9.375 base damage and a 0.70-second swing interval. Cutlass and Rapier are useful if they come up first.
- Uchigatana: Pick it if you want a little more reach. Its nine studs give you space without the long swing of a colossal sword.
- Dragon Slayer: A worthwhile colossal sword if you have ore to spare. It hits hard and reaches 11 studs, but the slower swing makes it a different playstyle.
RELATED: Best Katana Recipe in The Forge
How to Forge the Weapon You Want
Ore count affects the weapon type you can roll. Forge Lock can guarantee the type at the right ore count, while Weapon Molds can guarantee eligible variants. For example, the recommended amounts are 16 ores for Angelic Spear and 45 for Devil’s Deed. Check your unlocks before committing a stack of good ore. The Forge crafting guide · The Forge Rune Tier List
The Forge Weapons FAQ
Devil’s Deed is our best overall endgame pick. It has 30.8 base damage, a 1.40-second swing interval, and 15 studs of reach. Clear Floor 90 to unlock it at the Abyss Forge.
Devil’s Deed leads this comparison at 22 base DPS, with Excalibur next at about 21.43. Those figures use the animation-adjusted swing interval and exclude ore traits, runes, and enhancements.
The ore mix affects a forged weapon’s appearance. The primary ore can change its color.
Ironhand is a good first target if you prefer fast, close-range attacks. Chaos and Uchigatana are useful early upgrades if you want more reach.
The total ore count affects which weapon types you can roll. Forge Lock can guarantee the type at the right ore count, and Weapon Molds can guarantee eligible variants.
Forging is the main way to make a weapon. Some weapons also require a recipe, level milestone, or boss unlock before you can forge them.
Enhance them with gold and essence, and socket runes to add effects. Your ore mix and the quality of the original forge also affect the result.
Clear Abyss Floor 40 for Royal Guardian’s Glaive, Floor 60 for Moon Crescent Spear, and Floor 90 for Devil’s Deed. You can forge the weapons at the Abyss Forge once unlocked.