The ten small squares on the anvil board are Frenzy charge. Every strike outside Frenzy adds one, and the strike after the tenth starts Frenzy. For 4 seconds the Break pile is empty, so every strike lands on Damage, Hold, Success or Great.
The charge resets when Frenzy starts and nothing adds to it until Frenzy is over. A Break wipes the charge along with the sword.
Building charge faster
- Ember Locket
- A sword's first strike is worth 3 charge instead of 1.
- Cracked Wristwatch
- +1 charge on every Damage outside Frenzy.
- Chained Hourglass
- 50% chance of +1 charge on a Hold.
- Cold Star Shard
- +3 charge at once. Sold by the ghost merchant.
- Broken Holy Sword, Dawn Scabbard
- A sword that inherits from them starts with 3, 4 or 7 charge.
How many strikes fit
The hammer needs 0.64 seconds between strikes, divided by your speed, and the swing itself locks the anvil for slightly less than that (a little longer on a Great). The strike that starts Frenzy already counts. At top speed that gives:
| Shelf | Length | Speed | Strikes at most |
|---|---|---|---|
| No relics | 4 s | x1.00 | 7 |
| Worn Grip | 4 s | x1.15 | 8 |
| Possessed Bellows | 4 s | x1.30 | 9 |
| Grip and Bellows | 4 s | x1.45 | 10 |
| Red Hourglass | 5 s | x1.00 | 8 |
| Undying Wick | 6 s | x1.00 | 10 |
| Wick, Hourglass, Grip and Bellows | 7 s | x1.45 | 16 |
These are ceilings. A Great makes the swing a little longer, and the hammer's animation advances frame by frame, so at a low frame rate a window can hold one strike fewer. Leather Loop is no help here: its 20% applies outside Frenzy only.
Relics made for Frenzy
- Perfect Mana Core
- +6 Great tickets during Frenzy.
- Glass Hourglass
- Every Frenzy Great gives three levels.
- Bell Collar
- Sword value x1.05 on every Frenzy strike, whatever it rolls.
- Headless Bell
- A level the moment Frenzy ends.
Red Chalk still works in Frenzy, but the dragon scale, the powder and the star shard can't be used in it. The forge simulator runs Frenzy on a real clock, so you can count your own strikes per window.
