Weaponsmithing
Both the tradeskills of Weaponsmithing and Armoursmithing are forms of Forging and work substantially the same, except, of course, that weapons are made in one and armour in the other.The Forging tradeskills (Weaponsmithing and Armoursmithing) allow you to create weapons or armour out of commodities such as steel, iron, obsidian, leather, and so on. In the skills of Weaponsmithing and Armoursmithing you'll gain the ability to forge different kinds of weapons and armour.
In order to let you customize the appearance of these, you can select up to two adjectives called 'descriptors' from a list you can access via FORGING LIST. Descriptors are words like sharp, radiant, magenta, gigantic, and so on. Descriptors are assigned to a Smithing Rank, from Apprentice Blacksmith up to Master Blacksmith, with more advanced descriptors costing substantially more to use. These correspond to Smithing Ranks, and you must be of at least that Smithing Rank in order to use descriptors of that rank.
Descriptors also may have category-based restrictions on them, such as only usable on edged weapons or soft armour. As you forge items with descriptors, you gain a chance of producing an item with that descriptor more cheaply than otherwise, and eventually with enough mastery over that descriptor, you gain a chance to add an additional 1-3 stat points to that item.
The skill of Weaponsmithing is a trade skill and available to all adventurers.
How to Forge
- Find a forge. You can find these in many places around Achaea. Cities have them, Houses often have them, Temples often have them, and so on.
- Make sure you have the required commodities for what you'll forge.
- You'll discover this by doing FORGINGCOMMS [descriptor1] [descriptor2] <thing-to-forge, like longsword>
- Note that while the cost for a weapon or piece of armour with low-level descriptors is relatively small, the cost for high-level descriptors is very high. The fancier you want your armour or weapons to be, the costlier it will be.
- FORGING LIST will tell you what descriptors you have access to.
- FORGING SHOW <descriptor> will show you the base cost for that descriptor and other info where relevant. Note that the cost to use that descriptor on an item is multiplied by the size of the item.
- Item size for a type of item may be seen with FORGINGCOMMS <thing>.
- You'll now FORGE FOR [descriptor1] [descriptor2] <weapon/armour>. The descriptors are both optional.
- You will then go about forging the item. If you do most other actions or are interrupted too much, your forging will also be interrupted and you'll have to start over, though your comms will not have been used up.
- Your item is now done!
Mastering Descriptors
Every time you forge an item with a particular descriptor, you increase the chance that the next time you forge an item with that descriptor, it'll be cheaper and eventually, you start getting chances for your item to have extra stat points added onto it. For weapons this ranges from 1-3 and for armour this ranges from 1-2.
All the various types of items you can forge have a size, with that size helping to determine how many comms an item will cost to forge (along with the descriptors used). Whenever you forge an item with a descriptor, let's say "radiant". The first time you forge it, you have 0 points in "radiant". After forging one item of size 6 with the radiant descriptor, you'd have 6 points in "radiant".
Each time you forge an item with 'radiant' going forward you'll have a chance equal to (points/6), with a max of 50%, of having the item cost you in comms as if it was one size less. In this case, that's only a 1% chance, but as you forge further items with radiant that chance will increase, until you get to 300 points and hit the effective max.
Once you get to 300 points in a descriptor you're considered 'Expert' in it, and may begin working towards 'Master' in that descriptor, which requires an additional 300 points for a max of 600 points.
After you have some Master points in a descriptor you start having a chance to get an extra stat point on that item. If you have two descriptors that you're already Expert in and working towards Master on, you have a chance for up to three extra stat points, which are randomly assigned except for the fact that all three will never end up on the same stat. It works as such:
- Each descriptor gives you a chance of ((points-300)/6) to get an extra stat point.
- If both descriptors give your item an extra stat point AND you are a Grandmaster Blacksmith, there's a 50% chance for a third point. If you're a Legendary instead of Grandmaster Blacksmith the chance goes up to 75%.
Grandmaster and Legendary Ranks
These advanced ranks are not achieved in the same way as the other ranks, however. You must be a Master Blacksmith in order to attain these two ranks PLUS:
- For Grandmaster, you acquire 60 Grandmaster points. These are gotten through mastering descriptors (see below). For every descriptor mastered, you'll get the following Grandmaster points:
- Rank 1 Descriptor = 0 points
- Rank 2 Descriptor = 1 points
- Rank 3 Descriptor = 2 points
- Rank 4 Descriptor = 6 points
- Rank 5 Descriptor = 20 points
- Rank 6 Descriptor = 30 points
- For Legendary Blacksmith, you must achieve 200 Grandmaster points.
- As a Grandmaster Blacksmith, your chances of getting stat bonuses due to Mastered descriptors are 65% per descriptor instead of 50% AND when you get two additional stat points you have a 50% chance of a third.
- As a Legendary Blacksmith, your chances of getting an additional stat point when both your descriptors produce one is up to 75%. Plus, ALL descriptors are treated as Mastered for the purpose of the extra stat point calculation (but not regarding the chance of producing an item that costs as if it was one size smaller).
Abilities in Weaponsmithing
Fire | How to set forges to burning. | |
Syntax: | FIRE FORGE | |
Required: | 1 coal | |
Details: | The first step in any smith's learning is how to light forges for use. |
Dirk | A weapon made for stabbing. | |
Syntax: | FORGE FOR DIRK FORGE (to continue after interruption) | |
Required: | 2 steel and 1 iron | |
Cooldown: | 5.00 seconds of balance | |
Details: | A weapon made for stabbing. |
Spear | The standard weapon of the footman. | |
Syntax: | FORGE FOR SPEAR FORGE (to continue after interruption) | |
Required: | 3 Steel and 4 Wood | |
Cooldown: | 5.00 seconds of balance | |
Details: | The standard weapon of the footman. |
Shortsword | A smaller version of the longsword. | |
Syntax: | FORGE FOR SHORTSWORD FORGE (to continue after interruption) | |
Required: | 1 Leather and 2 Steel | |
Cooldown: | 5.00 seconds of balance | |
Details: | A smaller version of the longsword. |
Axe | The handaxe; made for throwing. | |
Syntax: | FORGE FOR AXE FORGE (to continue after interruption) | |
Required: | 3 Iron and 3 Wood | |
Cooldown: | 5.00 seconds of balance | |
Details: | The handaxe; made for throwing. |
Dagger | Obsidian throwing daggers. | |
Syntax: | FORGE FOR DAGGER FORGE (to continue after interruption) | |
Required: | 2 obsidian, 1 iron and 1 steel | |
Cooldown: | 5.00 seconds of balance | |
Details: | Obsidian throwing daggers. |
Whip | The feared weapon of those who practice serpentry. | |
Syntax: | FORGE FOR WHIP FORGE (to continue after interruption) | |
Required: | 1 Iron, 5 Leather and 2 Wood | |
Cooldown: | 5.00 seconds of balance | |
Details: | The feared weapon of those who practice serpentry. |
Lash | A lighter style of whip. | |
Syntax: | FORGE FOR LASH FORGE (to continue after interruption) | |
Required: | 5 leather, 1 wood and 1 iron | |
Cooldown: | 5.00 seconds of balance | |
Details: | This style of whip is lighter than the standard time, and is constructed for speed. However, the damage it is able to do suffers for it. |
Talons | Steel talons to equip falcons with. | |
Syntax: | FORGE FOR TALONS FORGE (to continue after interruption) | |
Required: | 2 Leather and 2 Steel | |
Cooldown: | 5.00 seconds of balance | |
Details: | Steel talons to equip falcons with. |
Morningstar | An iron ball connected to a handle by a chain. | |
Syntax: | FORGE FOR MORNINGSTAR FORGE (to continue after interruption) | |
Required: | 3 Iron, 3 Steel and 1 Wood | |
Cooldown: | 5.00 seconds of balance | |
Details: | An iron ball connected to a handle by a chain. |
Warhammer | A large bludgeoning weapon. | |
Syntax: | FORGE FOR WARHAMMER FORGE (to continue after interruption) | |
Required: | 5 Steel and 3 Wood | |
Cooldown: | 5.00 seconds of balance | |
Details: | A large bludgeoning weapon. |
Rapier | The weapon of the cultured urbanite. | |
Syntax: | FORGE FOR RAPIER FORGE (to continue after interruption) | |
Required: | 5 Steel | |
Cooldown: | 5.00 seconds of balance | |
Details: | The weapon of the cultured urbanite. |
Javelin | Nothing hurts quite as much as being hit by a javelin. | |
Syntax: | FORGE FOR JAVELIN FORGE (to continue after interruption) | |
Required: | 1 Obsidian and 3 Wood | |
Cooldown: | 5.00 seconds of balance | |
Details: | Nothing hurts quite as much as being hit by a javelin. |
Flail | A wicked-looking variation on a morningstar. | |
Syntax: | FORGE FOR FLAIL FORGE (to continue after interruption) | |
Required: | 3 Iron, 3 Steel and 1 Wood | |
Cooldown: | 5.00 seconds of balance | |
Details: | A wicked-looking variation on a morningstar. |
Trident | Oftentimes the favourite weapon of gladiators. | |
Syntax: | FORGE FOR TRIDENT FORGE (to continue after interruption) | |
Required: | 3 Steel and 4 Wood | |
Cooldown: | 5.00 seconds of balance | |
Details: | Oftentimes the favourite weapon of gladiators. |
Battleaxe | Favoured weapon of the mountain dwarves. | |
Syntax: | FORGE FOR BATTLEAXE FORGE (to continue after interruption) | |
Required: | 1 Leather, 7 Steel and 1 Wood | |
Cooldown: | 5.00 seconds of balance | |
Details: | Favoured weapon of the mountain dwarves. |
Bastard | The famous Delosian bastard swords. | |
Syntax: | FORGE FOR BASTARD FORGE (to continue after interruption) | |
Required: | 2 Leather and 8 Steel | |
Cooldown: | 5.00 seconds of balance | |
Details: | The famous Delosian bastard swords. |
Lance | Weapon of the mounted knight. | |
Syntax: | FORGE FOR LANCE FORGE (to continue after interruption) | |
Required: | 2 Steel and 5 Wood | |
Cooldown: | 5.00 seconds of balance | |
Details: | Weapon of the mounted knight. |
Scimitar | A very effective curved sword favoured in the south. | |
Syntax: | FORGE FOR SCIMITAR FORGE (to continue after interruption) | |
Required: | 1 Leather and 8 Steel | |
Cooldown: | 5.00 seconds of balance | |
Details: | A very effective curved sword favoured in the south. |
Broadsword | A popular variation on the longsword. | |
Syntax: | FORGE FOR BROADSWORD FORGE (to continue after interruption) | |
Required: | 1 Leather and 8 Steel | |
Cooldown: | 5.00 seconds of balance | |
Details: | A popular variation on the longsword. |
Longsword | The standard against which all is based. | |
Syntax: | FORGE FOR LONGSWORD FORGE (to continue after interruption) | |
Required: | 1 Leather and 8 Steel | |
Cooldown: | 5.00 seconds of balance | |
Details: | The standard against which all is based. |
Smelting | Smelt a weapon back to some useful commodities. | |
Syntax: | SMELT <weapon/armour> | |
Cooldown: | 3.00 seconds of balance | |
Details: | This will smelt an armour or weapon down into around 10% of the component materials, providing it is large enough for some material to be salvaged. |
Pry | Create a tool suitable for removing paragons from armour. | |
Syntax: | FORGE FOR PRY | |
Required: | 5 steel | |
Cooldown: | 5.00 seconds of balance | |
Details: | A steel pry for removing paragons from embrasured armour. A pry is consumed after a single use. |