Difference between revisions of "Forging"

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[[Image:Forging.jpg|thumb|Seren Warrior (by Reodan)]]
[[Image:Forging.jpg|thumb|Seren Warrior (by Reodan)]]


==Clubs==
{{AB
|skillname = Clubs
|syntax = CRAFT WEAPON <design #><br>
CRAFT WEAPON
|description = For specific designs, see FORGING CLUBS and FORGING CLUBS <design #>.
}}


{|
{{AB
|-
|skillname = Blades
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORGE FOR <design #><br>
|-
FORGE
| style="background:lightblue"|<tt>CRAFT WEAPON <design #></tt><br/>
|description = For specific designs, see FORGING BLADES and FORGING BLADES <design #>.
<tt>CRAFT WEAPON</tt>
|-
|}
For specific designs, see <tt>FORGING CLUBS</tt> and <tt>FORGING CLUBS <design #></tt>.
 
==Blades==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING BLADES</tt> and <tt>FORGING BLADES <design #></tt>.
 
==Leather==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CRAFT ARMOUR <design #></tt><br/>
<tt>CRAFT ARMOUR</tt>
|-
|}
For specific designs, see <tt>FORGING LEATHER</tt> and <tt>FORGING LEATHER <design #></tt>.
 
==Bludgeons==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING BLUDGEONS</tt> and <tt>FORGING BLUDGEONS <design #></tt>.


==Shields==
Once you've started an item, you must FORGE a few more times to finish it - taking the item out of the forge before that point will ruin it, wasting your commodities and effort.
 
}}
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING SHIELDS</tt> and <tt>FORGING SHIELDS <design #></tt>.
 
==Axes==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING AXES</tt> and <tt>FORGING AXES <design #></tt>.
 
==Scale==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING SCALE </tt>and <tt>FORGING SCALE <design #></tt>.
 
==ArmourEnhance==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt> ENHANCEMENT ADD <armour> <enhancement> <type></tt>
|-
| style="background:lightblue"|<tt> ENHANCEMENT REMOVE <armour> <enhancement> <type></tt>
|-
|style="background:pink"|Power Reserves: 10%
|-
|}
Enchanters are able to enhance armour with a variety of additional capabilities, ranging from weather resistance to increased influence ability. Each enhancement has its own materials requirement, as listed below. Additionally, some enhancements have specific types that must be selected; these enhancements can be used multiple times, so long as they are of different types. Armour must be worn for the enhancements to take effect.
 
Charm: Typed according to damage type. Requires one tailoring knot of the appropriate type. Provides 1/6 resistance of the selected damage type.
 
Influence: Types according to influence type. Requires one tailoring knot of the appropriate type. Provides 1/6 buff to selected influence type.
 
Quickening: Requires 5 wood and 5 silk. Increased celerity/movement speed.
 
Mass: Requires 10 steel. Increased rooting/summoning resistances.
 
Prestige: Requires 3 gold, 3 silver, 3 platinum, 1 silk. Increased prestige.
 
Weatherproofing: Requires 10 cloth. Increased resistance to weather effects.
 
==Swords==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING SWORDS</tt> and <tt>FORGING SWORDS <design #></tt>.


==Smelt==
{{AB
|skillname = Leather
|syntax = CRAFT ARMOUR <design #><br>
CRAFT ARMOUR
|description = For specific designs, see FORGING LEATHER and FORGING LEATHER <design #>.
}}


{|
{{AB
|-
|skillname = Bludgeons
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORGE FOR <design><br>
|-
FORGE
| style="background:lightblue"|<tt>SMELT <weapon/armour></tt>
|description = For specific designs, see FORGING BLUDGEONS and FORGING BLUDGEONS <design #>.
|-
}}
|}
You can smelt metal weapons or armour down to their basic components. Note that non-metal commodities will be consumed by the forge, including leather and gems.


==Scabbards==
{{AB
|skillname = Shields
|syntax = FORGE FOR <design><br>
FORGE
|description = For specific designs, see FORGING SHIELDS and FORGING SHIELDS <design #>.
}}


{|
{{AB
|-
|skillname = Axes
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORGE FOR <design><br>
|-
FORGE
| style="background:lightblue"|<tt>CRAFT SCABBARD <design #></tt>
|description = For specific designs, see FORGING AXES and FORGING AXES <design #>.
|-
}}
|}
For specific designs, see <tt>FORGING SCABBARDS</tt> and <tt>FORGING SCABBARDS <design #></tt>.


==Padding==
{{AB
|skillname = Bludgeons
|syntax = FORGE FOR <design><br>
FORGE
|description = For specific designs, see FORGING SCALE and FORGING SCALE <design #>.
}}


{|
{{AB
|-
|skillname = ArmourEnhance
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = ENHANCEMENT ADD <armour> <enhancement> [<type>]<br>
|-
ENHANCEMENT REMOVE <armour> <enhancement> [<type>]
| style="background:lightblue"|<tt>Syntax: PAD <item></tt> Outlay: 5+ cloth
|cost = 10% Power reserves
|-
|description = Enchanters are able to enhance armour with a variety of additional capabilities, ranging from weather resistance to increased influence ability. Each enhancement has its own materials requirement, as listed below. Additionally, some enhancements have specific types that must be selected; these enhancements can be used multiple times, so long as they are of different types. Armour must be worn for the enhancements to take effect.<br><br>
|}
Charm: Typed according to damage type. Requires one tailoring knot of the appropriate type. Provides 1/6 resistance of the selected damage type.<br>
You can now pad out armour with cloth, increasing its ability to retain heat. The amount of cloth required will vary depending on how many body parts the armour covers.  
Influence: Types according to influence type. Requires one tailoring knot of the appropriate type. Provides 1/6 buff to selected influence type.<br>
Quickening: Requires 5 wood and 5 silk. Increased celerity/movement speed.<br>
Mass: Requires 10 steel. Increased rooting/summoning resistances.<br>
Prestige: Requires 3 gold, 3 silver, 3 platinum, 1 silk. Increased prestige.<br>
Weatherproofing: Requires 10 cloth. Increased resistance to weather effects.
}}


==Chain==
{{AB
|skillname = Swords
|syntax = FORGE FOR <design><br>
FORGE
|description = For specific designs, see FORGING SWORDS and FORGING SWORDS <design #>.
}}


{|
{{AB
|-
|skillname = Smelt
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = SMELT <weapon/armour>
|-
|description = You can smelt metal weapons or armour down to their basic components. Note that non-metal commodities will be consumed by the forge, including leather and gems.
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
}}
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING CHAIN</tt> and <tt>FORGING CHAIN <design #></tt>.


==Kata==
{{AB
|skillname = Scabbards
|syntax = CRAFT SCABBARD <design #>
|description = For specific designs, see FORGING SCABBARDS and FORGING SCABBARDS <design #>.
|notes = Not every weapon will fit in every scabbard/frogge. The design info should tell you what it can hold.
}}


{|
{{AB
|-
|skillname = Padding
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = PAD <item><br>
|-
DEPAD <item>
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
|cost = Outlay: 5+ cloth
<tt>FORGE</tt>
|description = You can now pad out armour with cloth, increasing its ability to retain heat. The amount of cloth required will vary depending on how many body parts the armour covers.<br><br>
|-
You can also remove padding from armour, but you may not be able to recover all the cloth!
|}
}}
For specific designs, see <tt>FORGING KATA</tt> and <tt>FORGING KATA <design #></tt>.


==Polearms==
{{AB
|skillname = Chain
|syntax = FORGE FOR <design><br>
FORGE
|description = For specific designs, see FORGING CHAIN and FORGING CHAIN <design #>.
}}


{|
{{AB
|-
|skillname = Kata
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORGE FOR <design><br>
|-
FORGE
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
|description = For specific designs, see FORGING KATA and FORGING KATA <design #>.
<tt>FORGE</tt>
}}
|-
|}
For specific designs, see <tt>FORGING POLEARMS</tt> and <tt>FORGING POLEARMS <design #></tt>.


==ArmourEnhance==
{{AB
|skillname = Polearms
|syntax = FORGE FOR <design><br>
FORGE
|description = For specific designs, see FORGING POLEARMS and FORGING POLEARMS <design #>.
}}


{|
{{AB
|-
|skillname = WeaponEnhance
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = ENHANCEMENT ADD <weapon> <enhancement> [<type>]<br>
|-
ENHANCEMENT REMOVE <weapon> <enhancement> [<type>]
| style="background:lightblue"|<tt> ENHANCEMENT ADD <weapon> <enhancement> <type></tt>
|cost = Power: 10% reserves
|-
|description = Forgers are able to enhance weapons with a variety of additional capabilities, ranging from increased speed to damage type changes. Each enhancement has its own materials requirement, as listed below. Additionally, some enhancements have specific types that must be selected. All enhancements require 50 sips of [[Lorecraft#MineralOil|mineral oil]], unless otherwise noted.
| style="background:lightblue"|<tt> ENHANCEMENT REMOVE <weapon> <enhancement> <type></tt>
|-
|style="background:pink"|Power Reserves: 10%
|-
|}
Forgers are able to enhance weapons with a variety of additional capabilities, ranging from increased speed to damage type changes. Each enhancement has its own materials requirement, as listed below. Additionally, some enhancements have specific types that must be selected. All enhancements require 50 sips of mineral oil, unless otherwise noted.


Damage: Increases weapon damage by 7%.
Damage: Increases weapon damage by 7%.
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Weighted: Increases length of stun/blackout from knighthood modifiers by .25 seconds.
Weighted: Increases length of stun/blackout from knighthood modifiers by .25 seconds.


Enchanted: Converts 1/3 of weapon damage to a specified damage type. Requires a Hammer of Clangorum's Mastery, does not consume mineral oil. Changes 33% of the weapon's damage to the selected type.
Enchanted: Converts 1/3 of weapon damage to a specified damage type.
 
Requires a [[Hammer of Clangorum's Mastery]], does not consume mineral oil.
Virulent: The weapon will act as though it is always envenomed with a specified poison, which it will attempt to deal if there are no other poisons applied. Requires a Hammer of Clangorum's Mastery, consumes 50 sips of the selected poison in place of mineral oil. The weapon will act as though it is always envenomed with the selected poison, unless another poison is applied over the top.
Changes 33% of the weapon's damage to the selected type.
 
==Plate==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING PLATE</tt> and <tt>FORGING PLATE <design #></tt>.


Virulent: The weapon will act as though it is always envenomed with a specified [[Poisons|poison]], which it will attempt to deal if there are no other poisons applied. Requires a ''Hammer of Clangorum's Mastery'', consumes 50 sips of the selected poison in place of mineral oil. The weapon will act as though it is always envenomed with the selected poison, unless another poison is applied over the top.
}}


==Miniatures==
{{AB
 
|skillname = Plate
{|
|syntax = FORGE FOR <design><br>
|-
FORGE
| style="background:darkblue; color:white"|'''Syntax:'''
|description = For specific designs, see FORGING PLATE and FORGING PLATE <design #>.
|-
}}
| style="background:lightblue"|<tt>FORGE MINIATURE KNUCKLES</tt><br/>
<tt>FORGE MINIATURE HELMET</tt><br/>
<tt>DRESS <figurine> WITH <knuckles|helmet></tt>
|-
|}
You can forge small knuckles and helmet made especially for figurines. This will allow the figurine to do increased damage as well as afford a small amount of protection.


{{AB
|skillname = Miniatures
|syntax = FORGE MINIATURE KNUCKLES<br>
FORGE MINIATURE HELMET<br>
DRESS <figurine> WITH <knuckles{{!}}helmet>
|cost = 2 steel
|description = You can forge small knuckles and helmet made especially for figurines. This will allow the figurine to do increased damage as well as afford a small amount of protection.<br>
NOTE: Figurines wearing knuckles/helmet cannot also be coated in quicksilver or poison, and each takes 2 steel to make.
NOTE: Figurines wearing knuckles/helmet cannot also be coated in quicksilver or poison, and each takes 2 steel to make.
}}


==Greathelms==
{{AB
|skillname = Greathelms
|syntax = FORGE FOR <design><br>
FORGE
|description = For specific designs, see FORGING GREATHELMS and FORGING GREATHELMS <design #>.
}}


{|
{{AB
|-
|skillname = Standards
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = CRAFT STANDARD <design>
|-
|For specific designs, see FORGING STANDARDS and FORGING STANDARDS <design #>.
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
|notes = For use with [[Knighthood#StandardBearer|KNIGHTOOD STANDARDBEARER]]
<tt>FORGE</tt>
}}
|-
|}
For specific designs, see <tt>FORGING GREATHELMS</tt> and <tt>FORGING GREATHELMS <design #></tt>.
 
==Standards==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CRAFT STANDARD <design></tt>
|-
|}
For specific designs, see <tt>FORGING STANDARDS</tt> and <tt>FORGING STANDARDS <design #></tt>.


==Greatshields==
==Greatshields==
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You may continue to wear your masterarmour after you have forgotten the forging skill, but not after you forget the knighthood skill.
You may continue to wear your masterarmour after you have forgotten the forging skill, but not after you forget the knighthood skill.
[[Category:Trade Skills]]
 
[[Category: Trade Skills]]
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