Unlock high-tier equipment using this Prospecting crafting guide, featuring complete recipe breakdowns, material locations, and anvil prerequisites across all game stages.
| Stage | Location | What to Do | Stars |
|---|---|---|---|
| Stage 1 | Starter rivers | Unlock anvil, no crafts | 0 stars |
| Stage 2 | Mid rivers | Stockpile heavy minerals | 0 stars |
| Stage 3 | Frostbite River | First crafted ring (1 slot) | 2-3 stars |
| Stage 4 | Fortune River | Push 5-ring set | 3-4 stars |
| Stage 5 | Endgame digsites | 5-star set + 6th slot shard farm | 5 stars |
| Stage 6 | Mythic ore zones | Perfect Reforge pass | 5 stars + rerolled max |
| Stage 7 | Hardcore grind | Resell high-stat craftables | 5 stars, max roll |
Mid Game: 5-Ring Set and Shard Farming
By the time you reach Stage 4, the playbook is straightforward: build out a 5-ring set with each ring sitting at 3-4 stars, then begin farming shards to unlock the 6th ring slot. The Prospecting wiki's Equipment Planner calls this the "early late game" boundary and notes that HOTO and Moon Ring should be 5-star with high-value rolls before you start chasing mythic ore. Players who skip this step typically end up crafting mythic ore onto mid-stat rings, which wastes the best material in the game.
Mid-game is also where you should pick up the Prospector Kit for pan and shovel customization, since the kit shares an upgrade economy with crafting. If you're still sorting out pan selection, the Pans Guide breaks down which pans match each mining tier so your pan choice lines up with your jewelry plan rather than fighting it.
Late Game: Mythic Ore and Stat Caps
Stage 6 is where most players trip up. You've unlocked the 6th ring slot, your 5-ring set is at 5 stars, and the next obvious move is to feed mythic ore into a fresh craft. The problem is that a 4-star mythic-base piece will underperform a 5-star base piece by a wide margin, which is why community routes insist on finishing the star ceiling first. The Blacksmith wiki entry sums it up: "It is recommended to not waste a Perfect Reforge on any equipment that isn't 5-star quality, as that will reduce every maximum stat value."
Prospecting Reforge Guide: Mechanics and Pricing
Reforge is the reroll button that sits next to every craftable, and understanding its pricing curve is the difference between a steady progression and a bankrupt one. The wiki's Game Mechanics page spells out the key rule: "Reforging rerolls the quality of craftables, without affecting the stars of the item. With every reforge, the subsequent reforge will increase in price." Stars stay locked; the stat spread on top of those stars is what changes.
How Reforge Pricing Works
Every reforge bumps the cost of the next one, so the optimal strategy is to reforge in short bursts rather than chasing one perfect roll. A common community pattern is to reforge three to five times during a session, then stop and sell, because the cost curve flattens only if you catch a high-value roll early. Reforging a piece with strong base stars but mediocre rolls, then selling, is often more profitable than grinding for a perfect spread.
| Reforge # | Relative Cost | Expected Stat Improvement | Recommended? |
|---|---|---|---|
| 1 | Base | Modest | Yes |
| 2 | ~1.5x base | Moderate | Yes |
| 3 | ~2.5x base | Strong | Yes, if funds allow |
| 4 | ~4x base | Diminishing | Often no |
| 5+ | 6x+ base | Stat noise | Stop and sell |
The pricing curve isn't a flat multiplier, but community reports show it climbs steeply after the third roll, which is why most players cap their reforge budget at three or four attempts per item. The wiki confirms that the per-reforge cost increases every time, which means a player who chains reforges into the 5+ range is paying premium prices for increasingly small stat gains.
Perfect Reforge: When to Use It
The Perfect Reforge is the game's premium reroll and should be treated as a finish-line tool, not a mid-game crutch. According to the Blacksmith wiki entry, Perfect Reforge reduces every maximum stat value when applied to anything below 5-star quality, so the only sensible time to use it is on a piece that's already sitting at the star ceiling. Most players reserve their Perfect Reforge charges for end-game rings and charms, then push the resulting piece into mythic ore crafting.
Three rules of thumb for Perfect Reforge (these come from the Blacksmith tier-list and the prospecting wiki's reforge-cost table): only trigger the Perfect Reforge on a piece that has already hit the 5-star ceiling, confirm the current rolls land in the top half of the stat budget so you're refining instead of salvaging, and prioritize rings and charms whose concentrated stat pools respond to a Perfect Reforge far better than necklace slots.
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Star requirement: the target item must already be 5 stars.
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Roll quality: the existing stat spread should be in the upper half of the roll range; a Perfect Reforge won't fix a fundamentally weak base.
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Slot priority: rings and charms respond better to Perfect Reforge than necklaces, because their stat budgets are more concentrated.
Prospecting How to Reforge: Practical Workflow
Knowing the rules is half the battle; executing the workflow cleanly is the other half. A good reforge session starts with a stockpile check, moves through three to four rerolls on the strongest piece in the inventory, and ends with a sell-or-equip decision before the price curve gets punishing. Players who treat reforging as a "pull the lever until something good happens" loop almost always end up broke.
Step-by-Step Reforge Loop
A clean reforge loop, based on community-tested patterns, looks like this: most prospecting crafters settle on a six-step rotation that balances ore dust income against the steeply increasing ruby and sapphire cost of each additional reroll — the core idea is to cap your reforges at three per item, then move on, which keeps the per-session budget predictable and prevents the diminshing-returns spiral that traps newer crafters into chasing a perfect stat on a 3-star pickaxe when a clean 4-star helmet roll would have been more profitable to bank.
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Pick the target piece: the highest-star craftable in your bag, ideally a ring or charm.
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Check the price ceiling: confirm you can afford three reforges without going below your operating budget.
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Reroll three times: stop after three regardless of outcome; the cost curve spikes at four.
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Evaluate the roll: if the highest stat improved meaningfully, equip or sell at a premium.
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Rotate to the next piece: never reforge the same item twice in a row.
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Bank the proceeds: sell 5-star pieces with strong rolls rather than hoarding them, because the sale price compounds your reforge budget for the next session.
Wasteful Reforging Errors and Bad Substat Choices
Three patterns show up over and over in community reports. First, players reforge at the anvil right after crafting, before the price curve has reset, and end up paying double for the same reroll. Second, they apply Perfect Reforge to 3- or 4-star pieces, which the wiki explicitly warns against because the max-stat reduction is permanent. Third, they keep the same item in the reforge window through 6+ rolls, draining their budget on diminishing returns.
| Mistake | What Happens | Better Choice |
|---|---|---|
| Reforging a 1-2 star piece | Wastes minerals on low stat ceiling | Stockpile and craft at 3+ stars first |
| Chaining 6+ reforges | Cost curve spikes, minimal gain | Cap at 3-4 rerolls, then sell |
| Perfect Reforge on sub-5-star | Reduces max stat permanently | Reserve for 5-star pieces only |
| Ignoring HOTO / Moon Ring | Wastes best reforge budget | Prioritize those two rings first |
The compounding effect of these mistakes is what creates the gap between players who finish a 5-star set in a reasonable timeframe and players who feel stuck. The craftable economy rewards discipline, not volume, which is why a slow three-roll loop outperforms a chaotic twenty-roll marathon on almost every metric that matters.
Prospecting Equipment Crafting: Slot-by-Slot Priority
Once the anvil is unlocked, every player faces the same question: which slot gets the minerals first. The community consensus, drawn from the Equipment Planner notes and player progression logs, is that rings carry the highest return per star, charms are the best mid-tier investment, and necklaces are the slowest to pay off.
Ring Priority: HOTO and Moon Ring First
Rings are the smallest stat budget per piece, which means each star upgrade compounds faster than on a necklace. The Hand-of-the-Old ring and Moon Ring are singled out in the Equipment Planner as the two pieces that should be 5-star with high-value rolls before any other crafting work, because they set the floor for the 6th-slot shard farm. If you have to choose between crafting a new ring or upgrading an existing one, upgrade first; the reroll economy on a half-finished set is brutal.
Charm Crafting: Mid-Tier Stat Padding
Charms slot into a middle band where they don't dominate the stat screen, but their rolls compound across multiple slots. A common community pattern is to maintain three to four charm pieces at 3-4 stars, reforge them in batches, and treat them as a sellable inventory rather than permanent equips. This keeps the reforge budget liquid and prevents charm hoarding, which is one of the most common late-game bottlenecks.
Necklace Crafting: Slow but High Ceiling
Necklaces have the largest stat budget per piece, which means a single 5-star necklace can outperform several mid-tier rings. The catch is that they take longer to break even on the mineral cost, which is why most players leave necklaces for the Stage 6 mythic ore phase. By that point, your ring set is fully built and your charm inventory is liquid, so the necklace pulls from a stable base rather than a stretched budget.
| Slot | Priority | Star Target | Best Use Phase |
|---|---|---|---|
| Ring (HOTO / Moon) | Highest | 5 stars | Mid game (Stage 4-5) |
| Ring (other) | High | 4-5 stars | Mid to late game |
| Charm | Medium | 3-4 stars | Mid game, reforge in batches |
| Necklace | Late | 5 stars | Late game (Stage 6+) |
The slot-priority table above is a planning tool, not a hard rule. Players who luck into a 5-star necklace drop during Stage 2 should absolutely use it, but they should also recognize that the necklace's high ceiling is wasted without a matching ring set. The two resources compound, and a 5-star necklace on a 2-star ring set is one of the most common ways mid-game players feel like their crafting "isn't working."
Advanced Reforge Strategy and Money Management
Beyond the basic loop, the players who extract the most value from the Blacksmith treat it like a market rather than a crafting station. The resale value of reforged pieces is high enough that a disciplined reforge-to-sell rotation outperforms a reforge-to-equip rotation in raw currency, which is why the most efficient progression routes are built around selling most of the craftables you make and equipping only the best of each batch.
The Reforge-to-Sell Rotation
The basic flow: craft a batch of craftables, reforge each three times, sort by the highest stat roll, sell the bottom 80 percent, and equip or hold the top 20 percent. This rotation keeps your inventory clean, your budget liquid, and your reforge sessions short. Players who try to equip every craftable end up with a bag full of mid-stat pieces and no budget for the next crafting session, which is the trap the rotation is designed to avoid.
The pricing math behind this rotation is simple. A 5-star craftable with strong rolls sells for multiples of its base value, and the gold from a single high-roll sale can fund several more reforge sessions. The wiki's Tips page backs this up: "You can reforge your equipment at the blacksmith to reroll their stats," which implies the system is built around repeated cycling, not a single heroic crafting push.
Stacking Reforge With Pan and Shovel Upgrades
The Prospector Kit and the Blacksmith share an upgrade economy, which means the players who extract the most value are the ones who time their pan and shovel upgrades to match their reforge sessions. A clean pattern is to finish a reforge rotation, sell the high-stat pieces, use the gold to upgrade the pan and shovel, then start the next crafting batch with the new pan. The compounding effect of a stronger pan feeding higher-weight minerals into higher-star craftables is one of the most reliable mid-game accelerators in the game.
If you're still working on the pan side, the Pans Guide is a good companion read because it covers which pan tiers match which mining zones, so the pan and the crafted gear are pulling in the same direction rather than fighting for the same budget. The two systems share an economy, and treating them as a single progression path is the cleanest way to break through the mid-game plateau.
For more strategies and details, explore our Beginner Guide.
Frequently Asked Questions
When should I start crafting in Prospecting?
Start crafting once you have a stockpile of high-weight minerals from mid-tier rivers, because the star ceiling scales with material weight. According to community testing, crafting with low-weight scrap produces mostly 1- and 2-star pieces that waste the reforge budget. Most players treat the first Frostbite River clear as the green light to begin anvil work.
How many reforges should I do per item?
Cap your reforges at three or four per item, because the cost curve spikes sharply after the third roll. The wiki confirms that "with every reforge, the subsequent reforge will increase in price," so chaining 6+ rerolls on a single piece drains the budget on diminishing stat gains. A clean three-roll loop is more efficient than a chaotic twenty-roll marathon.
What is a Perfect Reforge and when should I use it?
A Perfect Reforge is a premium reroll that should only be used on 5-star craftables, because applying it to lower-star pieces permanently reduces every maximum stat value. According to the Blacksmith wiki entry, the safe play is to reserve Perfect Reforge charges for end-game rings and charms, then pair the result with mythic ore crafting in Stage 6.
Which ring should I upgrade first?
The Hand-of-the-Old (HOTO) ring and Moon Ring are the two priority pieces, and the Equipment Planner wiki page calls for both to be 5-star with high-value rolls before any 6th-slot work begins. They carry the highest per-star value in the game, so finishing them first sets the floor for every later crafting decision.
Can I make money by reforging and selling?
Yes, and most efficient progression routes are built around a reforge-to-sell rotation. Craft a batch, reroll each piece three times, sell the bottom 80 percent at premium prices, and equip only the top 20 percent. The resale value of a 5-star craftable with strong rolls funds several more reforge sessions, which is why disciplined selling outperforms hoarding in raw currency over a full mid-game arc.