The Forgemaster
Boss · Native to the Forge Sweat
This article is about the creature. For the region, see the Forge Sweat.
The Forgemaster is a boss creature found in the Forge Sweat. It has 7,200 hitpoints and hits for up to 110, placing it in the top fifty by hitpoints (#40 of 511).
It drops Obsidian Forgehammer and 5 other items, and yields 3,200 experience and 3,800 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 7,200
- DAMAGE
- 110
- DPS
- ~157
- SPEED
- 9 / 19.8
- EXPERIENCE
- 3,200
- COINS
- 3,800
At 0.7 seconds a swing for 110, sustained contact costs roughly 157 health per second. The charge multiplier takes it from 9 to 19.8 while closing.
Behaviour
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Heavy
- Slow to turn and slow to reposition, but absorbs far more punishment than its tier suggests. Kiting works; trading blows does not.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Obsidian Forgehammer | 1 | Always | Weapon |
| Forgemaster's Visor | 1 | Always | Armour |
| Forgemaster's Apron | 1 | Always | Armour |
| Forgemaster's Greaves | 1 | Always | Armour |
| Molten Core | 12 | Always | Material |
| Gold Bar | 10 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Forgemaster spawns inside the Forge Sweat, a region of radius 21 centred on -600, 200. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.6% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Cinder Imp 200 HP
- Forge Golem 380 HP
- Forge Wretch 270 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Kite it. Trading blows with 7,200 hitpoints on the other side is a losing race.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 110 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.