Crafting

## Crafting at a Forge

Finding a Forge will allow you to access the crafting system.

### Forging with Sigils

Sigils can be found in game and eventually can be purchased at the start of a run. Sigils can be combined with daggers, bows, staves, other weapons (swords, axes, etc., but categorically yield the same result), armor, helmets (sometimes yields the same results as armor), cloaks, and shields.

In previous versions of the game, a blank ring or amulet could be obtained by removing the curse from a cursed item. This no longer seems to be the case, and blank rings and blank amulets are much more rare. Sigils can still be forged to rings and amulets and acquire similar properties to the other items listed below.

Staff of Triple Missile and Staff of Magic Missile function the same in crafting.

#### Air Sigil (Stealth)

* + Armor = of Silence (Ups speed and stealth)
* + Armor of Silence = Armor of Steadiness (Ups speed and stealth, protects against wind)
* + Bow = Nothing
* + Cloak = of Invisibility (Become invisible for a short time, activated when standing still)
* + Cloak of Invisibility = Nothing
* + Dagger = of Displace (Teleports enemy away, but does not do damage)
* + Dagger of Displace = Nothing
* + Helmet = Nothing
* + Melee Weapon = of Reaching (Increased range of damage)
* + Melee Weapon of Reaching = of Striking (Increased range and magic damage)
* + Shield = of Returning (Returns arrows to sender)
* + Shield of Returning = Shield of Blinking (In close combat, teleports you behind enemy when hit)
* + Staff of Magic Missile = Nothing happens

#### Death Sigil (Poison/Drain)

* + Armor= of Retribution (Summons spikes, causing damage to enemies who struck you)
* + Armor of Retribution = Nothing
* + Bow = of Grim
* + Bow of Grim = Bow of Despair (Instills fear and does double damage)
* + Cloak = of Retribution
* + Cloak of Retribution = Nothing
* + Dagger = of Grim
* + Dagger of Grim= of Despair (instills fear and 33% chance of double damage)
* + Helmet = of Poison Ward
* + Helmet of Poison Ward = Death Ward Helmet (Immunity to poison, draining, and effects of slaying weapons)
* + Melee Weapon = of Grim
* + Melee Weapon of Grim = of Despair (25% chance of a critical hit, instills fear)
* + Shield = of Grim (Deals damage when struck by melee damage)
* + Shield of Grim = Shield of Despair (Instills fear and does extra damage)
* + Staff of Magic Missile = Staff of Steal Life

#### Earth Sigil (Stunning)

* + Armor = Nothing
* + Bow= of Stunning
* + Bow of Stunning = Bow of Shrapnel (Shatters into fragments on impact)
* + Cloak = of Camouflage (Invisible near plants or cavern walls)
* + Cloak of Camouflage = Nothing
* + Dagger = of Stunning (50% of stun)
* + Dagger of Stunning = of Force (100% of stun)
* + Helmet= of Resilience (wards against stunning)
* + Helmet of Resilience = Helmet of Hardiness (Wards against stuns and cuts crushing damage in half)
* + Melee Weapon = of Stunning
* + Melee Weapon of Stunning = of Force (Knocks back and stuns)
* + Shield = of Stunning
* + Shield of Stunning = Shield of Thundering (Stuns all nearby enemies when struck with melee weapons)
* + Staff of Magic Missile = Staff of Stunning
* + Staff of Stunning = Nothing

#### Fire Sigil (Light)

* + Armor = of Minor Fire Ward (Gives you a short resistance to fire. Will regenerate over time.)
* + Armor of Minor Fire Ward = Armor of Major Fire Ward (Protects against flames and fire damage)
* + Bow = of Bright (causes fire damage)
* + Bow of Bright = of Fire (Causes additional fire damage and burst into flames on impact)
* + Cloak = of Minor Fire Ward (Gives you a short resistance to fire. Will regenerate over time.)
* + Cloak of Minor Fire Ward = Cloak of Major Ward (Protects against flames and fire damage)
* + Dagger = of Glowing (Radiates light around you. Great for dark levels. Weapon with glowing may cause fire damage.)
* + Dagger of Glowing= of Fire (Small explosion on impact)
* + Helmet = of Minor Fire Ward (Gives you a short resistance to fire. Will regenerate over time.)
* + Helmet of Minor Fire Ward = Nothing
* + Melee weapon = of Glowing (Radiates light around you. Great for dark levels. Weapon with glowing may cause fire damage.)
* + Melee weapon of Glowing = Flaming melee weapon (Flaming emits lights, causes fire damage, and can bursts into flames)
* + Shield = of Glowing (Radiates light around you. Great for dark levels. Weapon with glowing may cause fire damage.)
* + Shield of Glowing = Shield of Fire Protection (When shielding, guards against flames)
* + Staff of Magic Missile= Staff of Fire Ball
* + Staff of Gas = Staff of Flames
* + Staff of Fire Ball = ~~~The Staff of Fiery Doom!~~~

#### Ice Sigil (Cold)

* + Armor = Cold Ward
* + Armor of Cold Ward = Nothing
* + Bow = of Frost (Causes frost damage)
* + Bow of Frost = of Cold (Summons a freezing vapor around you)
* + Cloak = Cold Ward
* + Cloak of Cold Ward = Nothing
* + Dagger = of Frost (Causes frost damage)
* + Dagger of Frost = of Icicles (Causes frost damage and shoots out icicles)
* + Helmet = of Cold Ward
* + Helmet of Cold Ward = Nothing
* + Melee Weapons = of Frost (Causes frost damage)
* + Melee Weapon of Frost = of Cold (Summons a freezing vapor around you)
* + Shield = of Icicles (Summons icicles)
* + Shield of Icicles = Shield of Cold (Summons freezing vapor)
* + Staff of Magic Missile = of Icicles
* + Staff of Icicles = Nothing

#### Life Sigil (Defense)

* + Armor = of Clotting (Guards against bleeding)
* + Armor of Clotting = of Dulling (Guards against bleeding and reduces slashing damage by half)
* + Bow = of Seeking (Seeks enemy and ignores armor)
* + Bow of Seeking = of Thorns (Summons a vine to attack enemy on loose soil)
* + Cloak = of Clotting (Prevents bleeding)
* + Cloak of Clotting = Cloak of Mending (Slowly heals you over time)
* + Dagger = of Cunning (50% of critical hit, extra damage)
* + Dagger of Cunning = of Disarm (Disarms enemy)
* + Helmet = of Clotting (Prevents bleeding)
* + Helmet of Clotting = Helmet of Dulling (Wards against bleeding and cuts slashing damage in half)
* + Melee Weapon = of Cunning (50% of critical hit, +1 damage)
* + Melee Weapon of Cunning = Melee weapon of Mastery ( 50% chance of critical hit, +1 damage, 50% to disarm opponent)
* + Shield = of Protection (Blocks one blow from any direction)
* + Shield of Protection = Shield of Absorption: blocks one blow from any direction and restores 1 hit point
* + Staff of Magic Missiles = Staff of Blinking
* + Staff of Blinking = Nothing

#### Magic Sigil (Electric)

* + Armor = Nothing
* + Bow = of Sparks (Multiple magic missiles)
* + Bow of Sparks = of Lightning (Arrow transforms into lightning bolt)
* + Cloak = of Wizardry
* + Cloak of Wizardry = Nothing
* + Dagger = of Shocking
* + Dagger of Shocking = of Sparks (Summons magic missiles)
* + Helmet = of Magic Ward (Blocks magic damage for a short time)
* + Helmet of Magic Ward = Nothing
* + Melee Weapon = of Shocking
* + Melee Weapon of Shocking = of Sparks (Summons magic missiles)
* + Shield = of Shocking
* + Shield of Shocking = Orb Shield (Summons a protective orb)
* + Magic Missile = of Lightning
* + Staff of Lightning = Nothing
* + Staff of Fireball = Staff of Switching

#### Metal Sigil (Hardness)

* + Armor = Hardened (+3, cannot be corroded)
* + Hardened Armor = Armor of Rage (Chance of triggering outburst of rage when hit)
* + Bow = of Splitting
* + Bow of Splitting: Bow of Spiking (Splits into multiple arrows, conjures a magic, piercing strike)
* + Cloak = Nothing
* + Dagger = Hardened (+3, cannot be corroded)
* + Hardened Dagger = Dagger of Cutting (Causes +3 damage and always causes bleeding damage)
* + Helmet = Hardened (+3, cannot be corroded)
* + Hardened Helmet = Helmet of Rage (Triggers an outburst of rage every time you are hit)
* + Melee Weapon = Hardened (+3, cannot be corroded)
* + Hardened Melee Weapon = of Cutting (Always causes bleeding damage)
* + Shield = Hardened (+3, cannot be corroded)
* + Hardened Shield= Shield of Cutting (Causes bleeding damage when struck)
* + Staff of Magic Missile = Staff of Disarm

#### Purity Sigil

(Editors note: I have never seen a Purity Sigil. I thought maybe it was originally synonymous with air, but am seeing different crafting recipes listed here than the ones I have for air. I made Air its own category, but left Purity here for posterity.)

* Purity Sigil + Dagger = of Return
* Purity Sigil + Weapon = of Light
* Purity Sigil + Bow = of Light
* Purity Sigil + Armor = The Deep
* Purity Sigil + Ring = of Purity
* Purity Sigil + Shield = of Light
* Purity Sigil + Magic Missile =
* Purity Sigil + Cloak=
* Purity Sigil + Helmet=

#### Water Sigil

* + Armor = of Warding (guards against stuns and bleeding)
* + Armor of Warding = of Toughness (Wards against stuns, bleeding, and cuts piercing in half, charges when submerged)
* + Bow = of Ebbing (2 extra magic damage, recharges under water)
* + Bow of Ebbing = of Tidal (Deals 3 extra magic damage, recharges when submerged)
* + Cloak = of Warding (guards against stuns and bleeding)
* + Cloak of Warding = Cloak of Toughness (Wards against stuns, bleeding, and cuts piercing in half, charges when submerged)
* + Dagger = Return (Returns to hand once thrown)
* + Dagger of Return = Nothing
* + Helmet = The Deep (Allows you to breath underwater and swim faster)
* + The Deep Helmet = Nothing
* + Melee Weapon = of Ebbing (Deals 2 extra magic damage, recharges when submerged)
* + Melee Weapon of Ebbing = of Tidal (Deals 3 extra magic damage, recharges when submerged)
* + Shield = of Ebbing (Blocks blows from any direction, recharges when submerged)
* + Shield of Ebbing = Marine Shield (Shoots 1 magic missile when blocking a hit. Only recharges under water)
* + Staff of Magic Missile = Marine Missile
* + Staff of Triple Missile = Marine Missile
* + Staff of Marine Missile = Nothing

### Forging with Rings

Rings that have a positive or negative attributes can be combined with some objects at the forge, like weapons.

* Ring of Swordmanship + Sword = Enchanted Sword
* Ring of Archery + Bow = Enchanted Bow
* Ring of Melee + Axe, Hammer, Mace, or Morning Star = Enchanted Weapon
* Ring of Strength + Weapon or Armor
* Ring of Parrying + Shield = Enchanted Shield

### Forging with Boss "Trophies"

Trophies are body parts you can collect after defeating a boss. Sometimes they are worth gold if you return to the surface with them, but they also have very specific crafting uses.

* White Wyrm Spine + Dagger
* Wasp Queen Stinger + Dagger
* Spider Queen Fang + Scimitar = Fang (unique sword)
* Fire Ant Carapace + Leather Armor= Fire Immunity
* Golden Sphere + Rope = Amulet of Detect Gold

### Combining Staves

You can combine two magic staves. In most cases this will make the first stave more powerful by the order of the second stave (for example, a Fireball+1 crafted with a Magic Missile+2 will result in a Fireball+3).

* Any Staff that does elemental damage + Magic Missle = Adds additional level to first staff
* Staff of Fireball + Staff of Lightning = Staff of Switching

## Crafting with Alchemy

Alchemy is the combining of two items in your inventory to make something new. This does not require a crafting station like a forge or a writing desk. Simply drag one item onto the second item. If the two items are combine-able, the game will ask you if you are trying to combine the two items, or if you are just rearranging your inventory.

* Tip: If one of the items is unidentified, you can trying doing alchemy with it to figure out what it is. For example, try combing sulphur with your unknowns. If it is anything other than a Potion of Gas, nothing will happen and you don't lose your resources. If it works however, you know that that potion was a Potion of Gas and that you have now made a Potion of Incineration.

### Potion Recipes

#### Potion of Life

Healing Potion + Dragon Scale

* Dragon scales are obtained by killing a dragon. Can be picked up off the floor.

#### Potion of Strength

Troll Blood + Ogre Heart

* Troll Blood is obtained by swiping a flask over the blood marks on the floor after killing a Troll.
* Ogre hearts are their own item that can be picked up off the floor after defeating an Ogre.

#### Potion of Explosion

Potion of Incineration + Bloat Gland

* Bloat glands can be left behind by any type of bloat after it is killed.

#### Potion of Antidote

Poison Blood + Rations

* Poison blood appears as green blood on the floor after a poisonous enemy such as poison spiders are killed. It can be collected with a flask.

#### Potion of Resist Fire

Fire Ant Gland + Water

* The small fire ants do not drop fire any glands, but the medium sized one do.

#### Potion of Invisibility

Sulpher+ Holy Water

or

Salpeter + Acid Blood

### Other Recipes

#### Tea

Tea Leaves + Hot Water

* Tea will instantly give you back 5 HP, rather than regeneration HP like rations.
* Note: To make hot water, you need to hold a flask of water over a campfire or lava. It will remain hot for a few minutes.

## Duplicating Scrolls

Finding a Magic Desk will let you copy scrolls, provided you have a blank scroll in your inventory. Blank scrolls are typically found on the shelves in the same room as a Magic Desk.

## Coating Weapons

Besides potions, there are plenty of other fluids in the dungeon. These come from pools, lakes, cauldrons, and the bodies of your slain enemies. These liquids can be applied to you weapons, giving them a temporary advantage, and can be applied by combining them in your inventory.

* Holy Water: Deals bonus damage to the undead.
* Acid Blood: Deals corrosive damage, but also corrodes your weapon.
* Dark Water: Causes drain (enemies become lethargic)
* Water:
* Wyrd Water: Adds magic damage.
* Troll Blood:
* Poison Blood: Adds poison damage to your weapon.
* Healing Water:
* Ectoplasm: Cannot be used to coat weapons. (I've never found a use for ectoplasm, please share if you have!)