Difference between revisions of "Forging"
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Revision as of 23:22, 1 September 2009
Only those with knighthood may learn the forging trade skill. If you are a resident of a city or commune, you will automatically be a member of the forging cartel in that location and able to use the unique patterns of that cartel. Forging is the skill of creating a wide assortment of weapons and armour. In order to forge something, you must first find a forge. Chances are it will not be burning, in which case you must buy some coal (probably at one of the markets), and put it in the forge. Then, you must FIRE FORGE to get it going. If a forge goes too long without anyone forging in it, then it will go out. Once you have got the forge going, you can try to forge something. Each item has certain commodity requirements which are viewable on the forging pattern you use. For all forging commands, you should use the exact pattern number of the item. Once you've established that you have the proper ingredients, you may FORGE FOR <pattern number>. The commodities will be removed from your inventory and put in the forge, at which point you cannot recover them. You then simply continue to type FORGE everytime you regain balance. The exception is leather items, in which case you CRAFT <WEAPON or ARMOUR> in place of FORGE. After a certain number of "forgings" (which differs for every item), you will have turned your useless mass of commodities into your desired item. However, the weapon or piece of armour will be an inferior product at this point. Continuing to FORGE will randomly and slowly raise the stats of your weapon or armour. In the case of weapons, the ones that can be raised are speed, damage, and precision. In the case of armour, the stats are protection vs. physical blunt damage and protection vs. physical cutting damage. There is a maximum number of times you can "forge" each item, and when this number is reached, you will be told, and any further forgings will be useless. Note that you can remove the item from the forge at anytime after it first becomes formed, but once removed, it cannot be forged again. It should be noted that refining some weapons with repeated "forgings" after the initial item is formed has great benefit (such as the better weapons and armour) while the benefit gained from refining, say, a club or dagger might not be worth it considering the time it takes. We will leave it to you to experiment and discover what works best. In order to see the statistics on a particular piece of weaponry or armour, you need the WEAPONPROBE ability in the Combat skill (it is quite low in it). Finally, forgers learn dwarven runes which may be inscribed with coal upon armour and weapons to improve their effectivness. |
Temper | Inept | Temper the quality of weapons to prepare for Great Runes. |
Clubs | Inept | The most elementary of bludgeoning weapons. |
Blades | Inept +50% | Basic bladed weapons, generally small. |
Leather | Novice | Not only stylish, but offers some protection. |
Repair | Novice +33% | Bring back the polish to weapons or armour. |
Genyur | Novice +66% | A dwarven rune that increases the durability of armour. |
Bludgeons | Apprentice | Bludgeoning weapons that include flails and hammers. |
Shields | Apprentice +50% | A necessity for those who engage in combat. |
Axes | Capable | From chopping wood to hacking limbs, a useful instrument. |
Girnyur | Capable +50% | A dwarven rune that reinforces blunt damage on armour. |
Scale | Adept | Scale armour is common among apprentice warriors. |
Swords | Adept +33% | A hallmark of the weaponsmith is crafting true swords. |
Smelt | Adept +66% | Smelt your weapons down into their component parts. |
Scabbards | Master | Fashion scabbards and frogges to hold weapons. |
Eftyur | Master +50% | A dwarven rune that reinforces cutting damage on armour. |
Chain | Gifted | Chainmail provides both protection and style. |
Kata | Gifted +33% | Specializations of Kata require certain weapons. |
Polearms | Gifted +66% | These enormous weapons are standard fare in battles. |
Rimyur | Expert | A dwarven rune that increases the precision of weapons. |
Plate | Expert +50% | Knights of renown would not be without their platemail. |
Gukyur | Virtuoso | A dwarven rune that increases the damage of weapons. |
Miniatures | Virtuoso +50% | Fashion brass knuckles and helmets for your miniatures. |
Greathelms | Fabled | Many a knight is known by an opulent great helm. |
Greatshields | Fabled +33% | Such shields can only be successfully wielded by warriors. |
Duryur | Fabled +66% | A dwarven rune that increases the speed of weapons. |
Masterweapons | Mythical +50% | Only master weaponsmiths can create such awesome weapons. |
Masterarmour | Transcendent | A suit of heroic armour exclusively for legendary knights. |
Temper
Syntax: |
TEMPER <weapon> PRECISION|SPEED|DAMAGE UP|DOWN TEMPER <armour> <damage type> UP|DOWN |
This will raise or reduce the specified statistic of the weapon or armor by one point. You can do this to warrior weapons, plate armour, or greathelm armour only. Increasing a stat costs 1 steel commodity. (Except for speed on a two-handed weapon, which costs double.) Decreasing a stat may sometimes reduce the useful lifespan of the item. Every stat has a minimum below which it cannot be reduced. There are also maximums, explained below.
- Plate armour: 100 for each stat. 180 for the combined stats.
- Warrior one-handed weapons: 180 for damage, 235 for precision, and 280 for speed. Max weapon score is 480 for master weapons, 384 for standard weapons.
- Warrior two-handed weapons: 360 for damage, 517 for precision, and 280 for speed. Max weapon score is 480 for master weapons, 384 for standard weapons.
Note: A weapon's score is the sum of all stats for one-handed weapons. For two-handed weapons, divide the damage in half and the precision by 2.2, then add those values to the speed.
Clubs
Syntax: |
CRAFT WEAPON <design #> CRAFT WEAPON |
For specific designs, see FORGING CLUBS and FORGING CLUBS <design #>.
Blades
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING BLADES and FORGING BLADES <design #>.
Leather
Syntax: |
CRAFT ARMOUR <design #> CRAFT ARMOUR |
For specific designs, see FORGING LEATHER and FORGING LEATHER <design #>.
Repair
Syntax: |
REPAIR WEAPON <weapon> REPAIR ARMOUR <armour> |
You can knock out dents in steel armour, or stitch up torn leather.
Genyur
Syntax: |
ETCH GENYUR ON <armour> |
Using a piece of coal, you may etch the dwarven rune of genyur on a piece of armour, which will increase that armour's durability.
Shields
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING SHIELDS and FORGING SHIELDS <design #>.
Axes
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING AXES and FORGING AXES <design #>.
Girnyur
Syntax: |
ETCH GIRNYUR ON <armour> |
Using a piece of coal, you may etch the dwarven rune of girnyur on a piece of armour, which will increase that armour's resistance to blunt damage.
Scale
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING SCALE and FORGING SCALE <design #>.
Swords
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING SWORDS and FORGING SWORDS <design #>.
Smelt
Syntax: |
SMELT <weapon/armour> |
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
Syntax: |
CRAFT SCABBARD <design #> |
For specific designs, see FORGING SCABBARDS and FORGING SCABBARDS <design #>.
Eftyur
Syntax: |
ETCH EFTYUR ON <armour> |
Using a piece of coal, you may etch the dwarven rune of eftyur on a piece of armour, which will increase that armour's resistance to cutting damage.
Chain
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING CHAIN and FORGING CHAIN <design #>.
Kata
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING KATA and FORGING KATA <design #>.
Polearms
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING POLEARMS and FORGING POLEARMS <design #>.
Rimyur
Syntax: |
ETCH RIMYUR ON <weapon> |
Using a piece of coal, you may etch the dwarven rune of rimyur on a weapon, which will increase that weapon's precision.
Plate
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING PLATE and FORGING PLATE <design #>.
Gukyur
Syntax: |
ETCH GUKYUR ON <weapon> |
Using a piece of coal, you may etch the dwarven rune of gukyur on a weapon, which will increase that weapon's damage.
Miniatures
Syntax: |
FORGE MINIATURE KNUCKLES FORGE MINIATURE HELMET |
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.
NOTE: Figurines wearing knuckles/helmet cannot also be coated in quicksilver or poison, and each takes 2 steel to make.
Greathelms
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING GREATHELMS and FORGING GREATHELMS <design #>.
Greatshields
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING GREATSHIELDS and FORGING GREATSHIELDS <design #>.
Duryur
Syntax: |
ETCH DURYUR ON <weapon> |
Using a piece of coal, you may etch the dwarven rune of duryur on a weapon, which will increase that weapon's speed.
Masterweapons
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING MASTERWEAPONS and FORGING MASTERWEAPONS <design #>.
Masterarmour
Syntax: |
MASTERARMOUR <plate> |
Power Reserves: 50% |
This skill will allow you to transform platemail into your personal master armour. Note that this will drain your personal power reserves which need to be at least at 50%. Because only one such master armour can exist, if you mark another platemail, the old one will be destroyed. Marking will give your armour +10/+10 cutting/blunt protection and that armour will not decay.
You may continue to wear your masterarmour after you have forgotten the forging skill, but not after you forget the knighthood skill.