The Forge Weapon Tier List – Best Weapons Ranked (November 2026)

Before you waste your hard-earned Ore on a weapon you’ll regret five minutes later, here’s The Forge Weapon Tier List for the Winter Update.

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.
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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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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

RELATED: The Forge Best Armor Recipe – Ores, Runes & Traits

The Forge Weapons FAQ

What is the best weapon in The Forge?

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.

What weapon has the best DPS in The 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.

What determines what color the weapons will be?

The ore mix affects a forged weapon’s appearance. The primary ore can change its color.

What is the best early-game weapon in The Forge?

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.

What determines the type of weapon you get from forging?

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.

Can you buy weapons in The Forge?

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.

How do you improve weapons in The Forge?

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.

How do you unlock the Abyss weapons in The Forge?

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.

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About the Author

Nikola Savic

Senior Staff Writer

Nikola is a Senior Staff Writer at Pro Game Guides with over 14 years of experience in gaming and esports journalism. A former editor-in-chief of the Serbian gaming publication Play!Zine and the RUR Esports portal, he has covered games professionally since 2012 across both Serbian and international media (senior editor at GINX Esports and GosuNoob). At PGG, he focuses on Roblox guides and tier lists, with particular depth in anime-inspired action RPGs and horror experiences like Paradox. Having been gaming since the early ’90s, he is a longtime PC gamer, and he brings an RPG and strategy game mindset to evaluating builds, meta picks, and game mechanics.

Topics covered: Roblox, RPG, Horror, Strategy, Arc Raiders

Find Nikola Savic on: Twitter

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