- 1. Initial Onboarding – Talking to Sensei Mororrow
- 2. Mining Your First Ore – Resource Harvesting Workflow
- 3. The Crucible Mini-Game – Your First Production Cycle
- 4. Combat Basics – Zombie KPIs
- 5. Crafting Your First Armor – Quality Control Matters
- 6. Enhancing Gear – Rune Integration Workflow
- 7. The Pickaxe Pipeline – Your First Major Investment
- 8. Zombie Farming – Practical Strategy
- 9. Smart Forging – Material Allocation Strategy
- 10. Final Early-Game Loop – Where You Go From Here
Booting into The Forge feels like entering a very opinionated production pipeline: every system hits you at once, and the game expects you to learn by touching hot metal instead of reading manuals.
After running this workflow end-to-end for a few hours, here’s a consolidated guide that reflects what actually happens moment-to-moment, and how to optimise your early operations without face-planting into every zombie in the cave.
1. Initial Onboarding – Talking to Sensei Mororrow
Your first operational checkpoint is Sensei Mororrow. He walks you through your starter toolkit, and the game uses him as a soft gate to make sure you know how crafting, mining, and combat integrate.
The UI design is surprisingly clean. Tabs open fast, inventory management is intuitive, and the equipment screen doesn’t bury you in submenus. From a user-flow standpoint, onboarding is frictionless until you get into the crucible mini-game.
2. Mining Your First Ore – Resource Harvesting Workflow
Once you sprint down into the cave (Shift is your best friend), your first deliverable is 1 ore. It doesn’t matter which kind. These rocks have randomized drops like:
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Stone
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Iron (1/12 chance initially)
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Copper, occasionally
You’ll quickly notice that mob spawns overlap your mining nodes. Positioning becomes part of your workflow. Zombies hit harder than they look, and you can’t just AFK-swing at rocks in the early phase without situational awareness.
3. The Crucible Mini-Game – Your First Production Cycle
This is where the game tests your fine-motor execution:
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Insert one ore.
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You get a heat-management minigame that resembles old Flash cooking titles.
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Keep the heat in the yellow zone.
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When shaping the item, click in rhythm as the outer ring collapses.
You will absolutely botch this the first time. Everyone does. Some shapes feel smooth, others spike speed out of nowhere—daggers and knives especially.
Deliverable: Your first weapon. Usually a low-tier item, but it formally activates your combat workflow.
4. Combat Basics – Zombie KPIs
Once you’re armed, you’re pushed into your first combat loop:
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Light attack (LMB)
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Heavy attack (RMB) with meaningful wind-up
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Block (F), no parry window yet
Zombie AI is basic, but it has one operational advantage over you: their hit stun is painful. Getting locked into back-to-back hits will flatten you, especially in early armor.
Once you clear your first zombie, you officially unlock the rest of the cave ecosystem.
5. Crafting Your First Armor – Quality Control Matters
Armor crafting follows the same crucible workflow, but the outcome is determined by ore quantity + rarity instead of a fixed recipe.
Your early insight will be this:
Low-quality ore = Light armor
Mixed ore batches = Medium
High-quality + quantity = Heavy
Stacking stone, iron, and copper increases your probability distribution toward better tiers.
For example:
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Stone-heavy mix might yield 36% Medium
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Iron-heavy mix might push you toward 50–60% Heavy
Armor results include stats like:
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Defense rating
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Durability
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Attack speed adjustments (depending on style)
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Overall quality score (Perfect, Great, Good, etc.)
High-quality early armor is a real difference-maker. Going from a 4 DEF Light piece to a 9–13 DEF Medium/Heavy piece dramatically stabilizes your survival KPIs.
6. Enhancing Gear – Rune Integration Workflow
After completing Sensei’s tasks, you unlock the Enhancer, who introduces the rune system. This is where Forge becomes a genuine progression engine.
Enhancement Requirements:
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Each piece of gear must be enhanced three times before it becomes rune-compatible.
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Enhancements require Essence, which the game slowly distributes as you clear quests.
Rune Architecture:
Runes drop from mobs and rocks:
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Blast Rune: Explosive retaliation, great for swarm mitigation
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Drain Edge (Lifesteal): 7% sustain, genuinely impactful
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Poison / Flame: DoT-based performance boosts
Modules stack, and certain runes complement race bonuses. If you roll Dragon, burn stacking becomes a high-efficiency damage engine across multiple enemies.
7. The Pickaxe Pipeline – Your First Major Investment
The game’s real vertical progression starts when you buy your first real pickaxe. Your tutorial pickaxe has training-wheels stats. What you want is one of these:
Stonewalker Pickaxe (Tier 2)
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Cost: 3,000 gold
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Mine Power: 33
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Luck Boost: 10%
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Rune Slots: 3
This pickaxe materially shifts your entire workflow:
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Breaks nodes in 2–3 hits
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Unlocks gold, platinum, and better drops
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Synergizes with rune stacking
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Turns mining from “slow extraction” to “high-velocity resource acquisition”
The ROI on this tool is massive. It accelerates both forging output and your encounter KPIs.
8. Zombie Farming – Practical Strategy
With even one rune-enhanced armor piece and a better pickaxe, you enter the mid-cave farming loop.
Key operational benefits:
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Zombies start dropping rune components consistently
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Your combat TTK drops significantly
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XP flow smooths out
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Index completions pay out thousands of gold
The Index is a sleeper system. Crafting a new weapon or armor type and then claiming it often gives you 2,000–3,000 gold, which is enough to jump into higher-tier gear much earlier than expected.
9. Smart Forging – Material Allocation Strategy
One of the biggest efficiency hacks you’ll notice is that quantity beats rarity early on.
Dumping 15–20 stones into a forge job generates:
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Higher success chances
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More consistent Medium/Heavy outcomes
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Lower failure rates
Rare ores should be strategically placed only when:
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You’re crafting endgame gear
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You need high durability
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You’re pushing for Perfect-tier results
Otherwise, treat stone like your baseline investment material.
10. Final Early-Game Loop – Where You Go From Here
Once you’ve:
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Crafted Medium/Heavy armor
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Slotted your first runes
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Purchased a Tier 2 or Tier 3 pickaxe
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Cleaned out the cave’s questlines
you’re essentially ready to move into the broader progression ecosystem.
Your operational stack at this point should look like:
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Heavy armor (8–13 DEF range)
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Tier 2 pickaxe with multiple runes
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A forged weapon with at least 1–2 offensive runes
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A stable income flow from Index claims + ores
From here, you scale upward into new zones, higher-tier materials, more complex forge patterns, and optimized builds.
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