Idlescape – Basic Smithing Guide (with Tips)

Smithing Guide for New Players


Smithing is the art of taking ores earned from mining and processing them into bar form, which then can be used for crafting and augmenting purposes. Of course to use any of the forges, you’ll need heat which can be obtained from logs, coal, and any other burnable item found. There are a total of three forges; The City Forge, The Dwarven Forge, and the Volcanic Forge. Each one has their own special modifiers on what they’ll do when smithing products.

  • Bronze Tongs: Adds 10 to your effective smithing level.
  • Iron Tongs: Adds 20 to your smithing level.
  • Mithril Tongs: Adds 30 to your smithing level.
  • Adamantite Tongs: Adds 40 to your smithing level.
  • Runite Tongs: Adds 50 to your smithing level.
  • Stygian Tongs: Adds 60 to your smithing level.


Intensity is how hot you want to run the forge and can be increased or decreased by the slider. The higher the intensity is, the more heat and ores will be required in order to process an action. Certain bars can only be processed at certain intensities as well.

Forge Differences

The City Forge, when at higher intensity, will be quicker at the cost of more heat and ore. The Beginner Forge.

The Dwarven Forge, when at higher intensity, will give more experience and a chance to increase yield per action at the cost of more time per action. The Forge to use if you want more experience per action.

The Volcanic Forge, when at higher intensity, will give drastically more yield per action, at the cost of far more heat, ore, and time. The Forge to use if you want more yield from your ores.

Starting out, you’ll be using the City Forge exclusively till you are high enough level to access the Dwarven and Volcanic forges. From there, you can freely switch which forge you want by clicking on it.


Refining is a special Enchantment that can be used with Smithing to give you a chance per action to acquire additional items depending on the forge currently being used. All of the forges have a chance to give gems, while the City and Dwarven have a chance of giving ores back. However, rarely while smelting at the Volcanic Forge, one can obtain Core Fragments. These can be further smelted down into Core Ingots and then crafted into Dwarven Research Keys, a Gathering Dungeon that scales off your Mining and Smithing levels.

Must-Haves for Smithing

Generally speaking, there are a few must-haves for smithing:

  • A piece of jewelry with Haste.
  • A piece of jewelry with Pyromancy.
  • Pure metals on your Crest of Chaos.
  • Enchants on your chest and legs.
  • Metallurgy on your tongs.
  • Refining on your boots/gloves (try to get to 7 slots; it’s worth it). Refining is basically your bread and butter. A lot of the time, refining will be more of your revenue than the bars (especially in Forge 2).
  • Inferno on your boots/gloves (try to get to 7 slots; it’s worth it).
  • A Void Cloak.

Now, there are two skill-defining items outside of that: the Dwarven Pendant and the Elven Pendant. Each of them is extremely valuable—Dwarven for making you super fast and Elven for making you super efficient. Your goal in smithing is to reach breakpoints and calculate your costs.

Generally, there are only two useful forges (sorry, first forge, you are kind of useless):

Forge Number 2, aka the Dwarven Forge: This is a very low-economy (low-cost) forge because it requires no resources per hour, making it a prime location to use the Dwarven Pendant. In the Dwarven Forge, refining, which is the most important aspect of smithing (more than the bars a lot of the time), will dominate your revenue. Your goal here is to crank the heat as much as possible, unless you are using an ore/core frag that needs a different heat—work that out yourself. Use the Dwarven Pendant because the cost per hour will basically never come close to your profits from refining.

Forge Number 3, aka the Volcanic Forge: This is an interesting one. It is by far the fastest forge, allowing you to smith a lot of ores into bars in a very short time, but it is also high-economy (costs a lot). The heat cost and material cost mean you basically must use the Elven Pendant because the heat alone can save you tens of thousands of heat per hour. It is generally very efficient with your ores, so you can make a lot of bars.


Now we come to talents. When it comes to talents, if you are not going to go all in on smithing, you can narrow down your options to these few:

  • Pyromania: Even a 5% reduction in heat use will save you millions in the long run.
  • Smithing Master: It’s cheap, only costing 3 points, and provides a significant benefit.
  • Overheating: This talent is generally amazing. More heat is beneficial in both Forge 2, where it costs very little and has a meaningful impact, and Forge 3, where it could provide another option when market conditions make running at higher heat viable.
  • Slag Refinement: This is quite good because slag is essentially worthless, and you get a lot of refining procs over time.
  • Molten Metal: This is a weird one because it almost always isn’t the best option due to economic reasons, except for scenarios like working with core fragments.(probly not worth it for most people)
  • Dwarven Refinement: This will likely be a must-have due to the power of refining, but it is not yet implemented.

Smithing Tips

Now let’s get down to actual smithing advice.

Forge 2:

Recommended Ores: Gold and Runite ores are generally recommended because they are readily available and usually come at a low price. This makes them prime targets for using the Dwarven Pendant and max heat in Forge 2.

Alternative Options: Iron bars can be efficient if you can hit a good breakpoint with the Elven Pendant. I found that at heat 11, iron ore is the most efficient (outside of Forge 3) per ore. However, if you can’t reach heat 11, it’s generally most efficient at heat 7. With the new talent, using pure metals on your tongs might increase efficiency even further (though I haven’t tested this yet, it could be promising).

Forge 3:

Basic Strategy: Equip an Elven Pendant and calculate the math to determine what will give you the most bars per price.

Advanced Tips: With the new talents, the ability to reach heat 12 without heat enchants opens up potential niche use cases for pure metals or other enchants. While I haven’t fully tested this, it could offer interesting opportunities.

I hope you found this useful!

Volodymyr Azimoff
About Volodymyr Azimoff 13596 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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