The Forged Catalogue
Every item the forge can make: 34 types across weapons, tools and armour, the metal each one is built on, and the 32 abilities they carry.
What the catalogue holds
The forge builds 34 different items. They are declared once, in one list, and every surface reads from that list: the tab completion on /forge start, the catalogue screen, the lore printed on the finished piece. Four further entries exist as internal fallbacks and are never offered to you, which is why the number quoted everywhere is 34 rather than 38.
| Group | Types | Breakdown |
|---|---|---|
| Weapons | 21 | 11 melee, 3 bows, 4 crossbows, 3 trident variants |
| Tools | 9 | 4 picks, 5 utility tools |
| Armour | 4 | helmet, chestplate, leggings, boots |
| Internal fallbacks | 4 | not craftable, not listed, not selectable |
Two things are worth fixing in your head before the tables. First, the ability belongs to the type and never to the metal: a longsword sweeps whether it is copper or netherite. Second, the metal decides which vanilla item the piece is built on and scales every number on it, but it cannot change what the weapon is.
Thirty-two of the 34 craftable types carry exactly one ability, and no ability is shared by two types. The shortsword and the spear carry none. That is deliberate rather than an omission: their identity is their raw numbers, and the catalogue says so in place of leaving a blank line.
The eleven melee weapons
Cost is the number of ingots you must be holding to start the session. Base durability is the iron-tier reference figure; the metal multiplies it, so a diamond piece carries roughly 1.65 times the listed number and a netherite piece twice it. The modifier column lists only the values the catalogue actually prints. A modifier of zero is absent rather than shown as zero.
| Type | Base item (iron tier) | Ingots | Base durability | Ability | Modifiers |
|---|---|---|---|---|---|
| Dagger | Iron Sword | 1 | 200 | Backstab | Damage -2.0, speed +0.90, entity reach -0.5 |
| Rapier | Iron Sword | 2 | 200 | Thrust | Damage -1.5, speed +1.00, knockback -0.3, reach +0.3 |
| Shortsword | Iron Sword | 2 | 280 | none | Damage -0.5, speed +0.30 |
| Saber | Iron Sword | 2 | 280 | Momentum | Damage +0.5, speed +0.40, reach +0.2, movement +1.0% |
| Chain Blade | Iron Sword | 3 | 320 | Chain Pull | Damage +1.0, speed +0.20, knockback -0.5, reach +1.0 |
| Longsword | Iron Sword | 3 | 360 | Sweep Strike | Damage +2.0, speed -0.40, reach +0.7, sweep 60% |
| Spear | Iron Spear | 3 | 320 | none | Damage +2.5, speed -0.50, knockback +0.3, reach +2.0 |
| Mace | Mace | 3 | 300 | Smash | Damage +3.5, speed -0.18, knockback +2.0 |
| Halberd | Iron Axe | 4 | 340 | Wide Arc | Damage +3.0, speed -0.02, knockback +0.5, reach +1.5, sweep 50% |
| Battleaxe | Iron Axe | 4 | 360 | Cleave | Damage +3.0, speed +0.05, knockback +0.5, sweep 75% |
| Warhammer | Iron Axe | 4 | 380 | Armor Shatter | Damage +4.5, speed -0.25, knockback +1.5 |
The speed column is a small delta folded into a per-type base swing speed, not the whole attack speed. The dagger and the rapier start from a base of 2.4, the warhammer, battleaxe, halberd and mace from 0.9, everything else from 1.6. The combined figure is floored at 0.6, so a fully charged swing can never take longer than about 1.67 seconds to come back.
The mace is the one melee type with an extra entry requirement: you must be holding a Gravity Core to start the session, and it is consumed at the quench. It is also never re-tiered. A netherite mace is still a vanilla Mace item, because there is no netherite mace to build it on.
Bows, crossbows and tridents
Ten of the 21 weapons shoot or are thrown. None of them is re-tiered: a bow is a Bow, a crossbow is a Crossbow and a trident variant is a Trident at every metal, because vanilla has no iron or diamond family for those three. The metal still scales every stat. The damage column below is the weapon's melee damage in hand, deliberately small on the bows and crossbows; the arrow damage stays vanilla's, and the ability is the whole difference.
| Type | Base item | Ingots | Base durability | Ability | Melee modifiers |
|---|---|---|---|---|---|
| Ember Bow | Bow | 3 | 400 | Ember Shot | Damage +0.5 |
| Tempest Bow | Bow | 4 | 420 | Storm Shot | Damage +0.5 |
| Riftpierce Bow | Bow | 4 | 440 | Riftpierce | Damage +0.5 |
| Grapnel Crossbow | Crossbow | 4 | 400 | Grapnel | Damage +0.5, speed -0.10 |
| Rime Crossbow | Crossbow | 4 | 420 | Rime | Damage +0.5, speed -0.10 |
| Mortar Crossbow | Crossbow | 5 | 440 | Salvo | Damage +1.0, speed -0.20 |
| Siege Crossbow | Crossbow | 5 | 460 | Artillery | Damage +1.0, speed -0.20 |
| Tideglass Harpoon | Trident | 4 | 460 | Tide Surge | Damage +2.0, speed -0.40, knockback +0.2, reach +2.0 |
| Voidfang Trident | Trident | 5 | 500 | Void Anchor | Damage +2.4, speed -0.45, knockback +0.3, reach +2.0 |
| Abyssal Lance | Trident | 5 | 480 | Deep Toll | Damage +2.8, speed -0.50, knockback +0.4, reach +2.0 |
The trident gate, which runs twice
The three trident variants are the only types with entry conditions beyond metal and ingots. Both are checked before anything at all is consumed, so a refusal costs you nothing.
- Alloy only. The material must be an alloy. Plain iron, copper, gold, diamond and netherite are refused, and so is tungsten, which is a registry entry that is simply not flagged as an alloy. The refusal message lists the alloys that would work, read from the live registry at the moment it prints, so what you are told is always what the gate is enforcing.
- A vanilla trident as catalyst. You supply one ordinary Trident, and it is consumed with the metal. It rides the same refund path the metal does, so cancelling, timing out, disconnecting or a restart returns both.
What the shots actually do
No ranged or thrown ability breaks a block. Every blast is fired with block breaking and fire spread both switched off and with you named as the source, which means the damage arrives as ordinary combat damage that faction claims, WorldGuard regions and the claim-protection buff each get to refuse. The ember bow is the single exception to the fire rule, and it places fire only where a real ignition is allowed.
| Ability | Weapon | Shipped behaviour |
|---|---|---|
| Ember Shot | Ember Bow | Arrows burn in flight, set what they hit alight for 100 ticks (5 seconds) and lay a footprint of fire around the impact, each cell gated on a real ignition event |
| Storm Shot | Tempest Bow | A lightning flash and a shockwave on impact that harms creatures and leaves the terrain alone |
| Riftpierce | Riftpierce Bow | Damages what it hits and carries on through, target after target, spending a budget of 3 ordinary blocks or one obsidian, crying obsidian, bedrock or reinforced deepslate |
| Artillery | Siege Crossbow | An arcing shell that bursts at power 6.0 with a shockwave radius of 6.0. The ceiling is 8.0, above vanilla TNT, and it is safe only because the blast still cannot break a block. The visible ring and the knockback reach exactly what the blast was allowed to damage |
| Salvo | Mortar Crossbow | One pull sends 3 shells on a fixed spread arc, each of which airbursts 3.0 blocks above the first solid ground beneath it. The cluster power is divided rather than multiplied, so a full volley sums to a single artillery shell |
| Grapnel | Grapnel Crossbow | A bolt that hits a creature drags it toward you. The pull grows with distance up to 24 blocks, tops out at a speed of 4.0 and adds a small lift so the target arcs. It rides the damage event, so a hit that was refused pulls nothing |
| Rime | Rime Crossbow | 4.0 freezing damage plus 140 freeze ticks and heavy slowness. Fire ticks are cleared on the target in the same moment |
| Tide Surge | Tideglass Harpoon | An entity hit drags the target to you; a block hit drags you to the impact, capped at 28 blocks of travel. Harder in water or rain |
| Deep Toll | Abyssal Lance | A pressure burst on impact that harms creatures and never breaks a block |
| Void Anchor | Voidfang Trident | A hit leaves an anchor on the target for 8 seconds. Sneak and right-click inside that window to swap places with it. The recall then rests for 60 ticks |
A forged bow, crossbow or trident renders as the vanilla model on both Java and Bedrock. Its identity is its name and its lore, which is stated here rather than left as a surprise: the custom model files for those three bases were withheld on purpose rather than shipped as a guess that would have broken the draw and throwing animations for every vanilla bow and trident on the server.
Tools and armour
Nine tools and four armour pieces. The four picks came first; the five utility tools were added later and have their own section below. Armour is the only group whose abilities are passive, and the only one whose modifiers include armour points, toughness, knockback resistance, safe fall distance and oxygen.
| Type | Base item (iron tier) | Ingots | Base durability | Ability | Modifiers |
|---|---|---|---|---|---|
| Precision Pick | Iron Pickaxe | 3 | 260 | Fine Edge | Speed +0.50 |
| Excavation Pick | Iron Pickaxe | 3 | 320 | Vein Mine | Damage +1.0, speed -0.50, block reach +0.5 |
| Tunneling Pick | Iron Pickaxe | 4 | 340 | Tunnel | Damage +0.5, block reach +0.5 |
| Heavy Hammer | Iron Pickaxe | 4 | 380 | Crush | Damage +3.0, speed -0.10, block reach +1.0 |
| Sifting Shovel | Iron Shovel | 3 | 260 | Sifter | Speed +0.30 |
| Excavation Shovel | Iron Shovel | 3 | 300 | Excavator | Damage +1.0, speed -0.30, block reach +0.5 |
| Cultivator Hoe | Iron Hoe | 3 | 260 | Cultivator | Speed +0.20 |
| Harvest Scythe | Iron Hoe | 3 | 280 | Harvest | Damage +0.5, speed +0.20 |
| Lumber Axe | Iron Axe | 4 | 360 | Lumberjack | Damage +2.0, speed -0.20, knockback +0.3, block reach +0.5 |
| Helmet | Iron Helmet | 5 | 200 | Clarity | Armour +5, oxygen +0.5 |
| Chestplate | Iron Chestplate | 8 | 360 | Fortitude | Armour +8, toughness +1.0, knockback resistance +0.10 |
| Leggings | Iron Leggings | 7 | 310 | Agility | Armour +7, movement speed +0.3% |
| Boots | Iron Boots | 4 | 250 | Sure-footed | Armour +4, safe fall distance +3.0 blocks |
A full forged set costs 24 ingots, which is by some distance the most expensive thing in the catalogue. The chestplate alone costs 8.
The three pick abilities differ in shape rather than in size. Vein Mine only fires on ore and takes up to 3 face-adjacent blocks of the same ore. Tunnel ignores what it hit and clears the block above, the block ahead and the block above that, which is a walkable 1 by 2 corridor. Crush takes a volume around the struck block, bounded at 27 blocks a swing, and skips anything the base tool could not have broken anyway, so it does not turn into a universal excavator. The ability text printed on a heavy hammer still describes the older straight-line version.
Fine Edge is the odd one out because it never breaks anything. It grants one level of effective Fortune per two quality tiers, so a Crude or Common piece grants none to one, a Superior or Masterwork piece grants two, and a Legendary or Ancient Resonant piece grants three. On ore, that bonus is folded into the single stamped drop the ore system produces rather than dropping a second set. On everything else, the drop is re-rolled with the higher of your own Fortune enchantment and the tool's bonus, so the ability can only add.
The five utility tools up close
Two shovels, two hoes and an axe. They forge through exactly the same pipeline as the picks, with the same alloys, ore regions, quality, quench, sockets and runes, and they take enchantments the same way. What sets them apart is that four of the five affect an area, and an area effect needs bounds.
| Tool | Trigger | Reach | What it takes |
|---|---|---|---|
| Excavation Shovel | Breaking a block | 3x3 plane | Soft blocks only: dirt, grass, sand, gravel, clay, soul sand and soul soil, mud, snow, concrete powder, moss, podzol, mycelium, rooted and coarse dirt, path, farmland. The plane lies perpendicular to the face you are looking at, so digging down widens flat and digging into a wall widens vertically |
| Sifting Shovel | Breaking a block | Single block | No area at all. It re-rolls non-ore drops with bonus Fortune, which is more flint out of gravel and the same for every other drop table Fortune touches |
| Harvest Scythe | Right-click | 5x5 area | Every mature crop in the square, harvested and replanted, using the same harvest-and-replant path a bare right-click uses, harvest bonuses included |
| Cultivator Hoe | Right-click | 5x5 area | Tillable soil turned to farmland: dirt, grass, path, coarse and rooted dirt. It also keeps the ordinary single-block harvest and replant that any hoe gets |
| Lumber Axe | Breaking a log | Whole tree | The connected tree, up to 3,840 logs, natural growth only. Adjacent natural leaves are cleared as well, on a budget that scales with the tree and stops at 30,720 |
The four rules they share
- Sneak switches the area off. Hold sneak and the tool behaves like the vanilla item it is built on, one block at a time. The older picks have no such handling.
- Every extra block fires a real break event. Nothing is deleted quietly. Each additional block goes back through the same event a normal break raises, which is why a faction claim, a WorldGuard region, a dungeon world and the claim-protection buff can each refuse it block by block, and why an ore reached at the edge of a swing still drops its stamped, region-correct item. The harvest and till abilities do not break anything, so they are gated separately by a check that mirrors the same four rules and refuses outright when it cannot reach the faction data.
- Durability costs one point per extra block. It respects Unbreaking exactly as vanilla does, and the operation stops before the tool would break, reserving the point the primary break needs for itself. A forged tool cannot destroy itself with its own ability. The four picks do not charge for their extra blocks at all, which is an inconsistency rather than a design.
- Every sweep is bounded and finishes in one tick. The plane and the area are bounded by radius, the tree by a 3,840 log cap and a leaf budget that stops at 30,720. There is no background task and no per-tick work.
The Lumber Axe does not require the Lumberjack profession and does not care whether you have one. Because it fells each log through a real break event, Lumberjack bonuses stack on top of it rather than being bypassed.
Verification status: the five utility tools, the ranged arsenal and the trident variants are all marked code-written, not server-verified in the plugin's own documentation. The numbers here are the shipped ones, read from the source. Treat anything you can measure in game as the authority over anything you read here.
All 32 abilities
An ability binds to a type in exactly one place, and the description below is the same string the item in your hand carries. The names print in English in game, so they are left in English here.
Weapon abilities
| Name | Type | Effect |
|---|---|---|
| Backstab | Dagger | Deals 150% damage when hitting a target that faces away from you |
| Thrust | Rapier | Every 4th consecutive hit on the same target deals 200% damage |
| Momentum | Saber | Each consecutive hit on the same target within 3 seconds adds 5% damage, to a maximum of 3 stacks |
| Chain Pull | Chain Blade | Pulls the target 1 block toward you on every hit |
| Sweep Strike | Longsword | Sweeping strikes always deal 60% damage to all enemies within reach |
| Wide Arc | Halberd | Every strike hits all enemies within reach in a 90 degree arc to each side |
| Cleave | Battleaxe | Sweep attacks trigger regardless of weapon cooldown |
| Armor Shatter | Warhammer | Reduces the target's armour by 4 points for 3 seconds on hit |
| Smash | Mace | Bonus damage scaled by fall height. Needs a Gravity Core to forge |
Ranged and thrown abilities
| Name | Type | Effect |
|---|---|---|
| Ember Shot | Ember Bow | Arrows burn in flight and set the ground alight around what they hit, and never where fire is not allowed |
| Storm Shot | Tempest Bow | A thunderclap on impact: a lightning flash and a shockwave that harms creatures, not blocks |
| Riftpierce | Riftpierce Bow | Arrows carry on through target after target, and through up to three blocks or one obsidian |
| Artillery | Siege Crossbow | Bolts arc like a mortar and burst on impact. The blast hurts creatures and never breaks a block |
| Salvo | Mortar Crossbow | Each bolt airbursts into a cluster of smaller blasts. No block is ever broken |
| Grapnel | Grapnel Crossbow | A bolt that hits a creature drags it toward you |
| Rime | Rime Crossbow | Bolts chill what they hit: freezing damage and heavy slowness |
| Tide Surge | Tideglass Harpoon | A thrown hit drags the target toward the point of impact, harder in water or rain |
| Deep Toll | Abyssal Lance | A pressure burst on impact that harms creatures and never breaks a block |
| Void Anchor | Voidfang Trident | A hit leaves an anchor on the target. Sneak and right-click within the window to swap places with it |
Tool and armour abilities
| Name | Type | Effect |
|---|---|---|
| Vein Mine | Excavation Pick | Breaking an ore also breaks up to 3 adjacent blocks of the same ore type |
| Fine Edge | Precision Pick | Grants +1 effective Fortune per 2 quality tiers above base when mining |
| Crush | Heavy Hammer | Breaks a volume around the struck block, bounded at 27 blocks a swing |
| Tunnel | Tunneling Pick | Mines a 1 by 2 vertical tunnel forward in the direction you are facing |
| Excavator | Excavation Shovel | Digs a 3x3 area of soft blocks around the block you break |
| Sifter | Sifting Shovel | Re-rolls non-ore drops with bonus Fortune, more flint from gravel and so on |
| Harvest | Harvest Scythe | Right-click to harvest and auto-replant every mature crop in a 5x5 area |
| Cultivator | Cultivator Hoe | Right-click to till tillable soil into farmland across a 5x5 area |
| Lumberjack | Lumber Axe | Breaking a log fells the whole connected tree and its leaves |
| Clarity | Helmet | Halves the duration of Blindness and Darkness effects |
| Fortitude | Chestplate | Reduces explosion damage received by 30% |
| Agility | Leggings | Passively increases movement speed and removes the armour mobility penalty |
| Sure-footed | Boots | Reduces fall damage by 50% and grants extra safe fall distance |
Metal, and the item underneath
The metal you forge with does two separate things. It scales every stat on the finished piece through its own hardness, weight and durability figures, and it decides which vanilla item the piece is built on. The second is easier to see: a diamond longsword is a real Diamond Sword, not an iron one wearing a name.
| Material | Base item family |
|---|---|
| Copper | Copper |
| Gold | Golden |
| Iron, steel, bronze, bone alloy, obsidian composite, sulfur steel | Iron |
| Diamond, echo alloy, tungsten, nethersteel, voidglass | Diamond |
| Netherite, ancient composite, ender titanium | Netherite |
| Anything unrecognised | Iron |
Five types are never re-tiered, because vanilla has no family for them: the mace, the three bow and crossbow bases, and the trident. They stay a Mace, a Bow, a Crossbow and a Trident at every metal, and the metal still changes every number on them.
Base durability works the same way. The figure listed in the tables above is a fixed iron-tier reference deliberately not taken from the vanilla item, so that moving from iron to diamond to netherite scales the number cleanly instead of inheriting vanilla's uneven jumps. Diamond multiplies it by roughly 1.65 and netherite by 2.0.
One visible limitation: the custom textures ship as cases on the iron-tier base files only. An iron-tier forged piece renders with its own model; copper, gold, diamond and netherite pieces fall back to the plain vanilla model. Everything mechanical is identical either way, and the name and lore are the same.
Reading the catalogue in game
The catalogue is a command before it is a screen, so it works the same whether you play on Java or Bedrock.
| Command | What it does |
|---|---|
/forge types | Prints the whole catalogue in chat, grouped by category |
/forge types <name> | Prints one type in full: its ability, its ability text and every stat line |
/forge types gui | Opens the catalogue as a screen. On Bedrock this is a real form with working page buttons |
Three details are worth knowing about what you are reading.
- The rows are derived, not typed. Every row is built from the same list the forge itself uses, and the ability text is the same string printed on the item. The catalogue and the thing in your hand cannot disagree.
- A stat of zero is left out. If a line is missing, that stat is not modified. A modifier is always printed with its sign, so a penalty reads as a penalty and no card reads as upside only.
- 34 types do not fit on one screen. The screen holds 28, so the catalogue is paged, and the page buttons are real buttons rather than a line of text telling you which page you are on.
A name the completer did not offer is answered as a typo rather than with the whole list, so a mistyped type does not look like it worked. The command also stays available when forging is switched off, on the grounds that refusing to explain a system while telling you it is unavailable helps nobody.
The forge's own walkthrough is separate: /forge tutorial covers 10 paths across 19 steps and teaches the process rather than the catalogue. Neither is a prerequisite for the other.
There is no randomness anywhere in the forging system. The same inputs and the same play produce the same item, and /forge reforge does not reroll stats. What the catalogue lists is what you can build toward, deliberately.