Difference between revisions of "Forging"
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Only those with knighthood may learn the | 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 <tt>FIRE FORGE</tt> 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. | 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 <tt>FIRE FORGE</tt> 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. | ||
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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]] |
Revision as of 19:47, 2 July 2018
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. The exception is leather items, in which case you CRAFT <item> <number> in place of FORGE, e.g. CRAFT SCABBARD <design #>. Full details can be found in the AB for each relevant ability, e.g AB FORGING SCABBARDS. Some items created with forging can be enhanced - see HELP ENHANCEMENTS. |
Skill | Learned At | Description |
---|---|---|
Clubs | Inept+0% | The most elementary of bludgeoning weapons. |
Blades | Inept+50% | Basic bladed weapons, generally small. |
Leather | Novice+0% | Not only stylish, but offers some protection. |
Bludgeons | Apprentice+0% | Bludgeoning weapons that include flails and hammers. |
Shields | Apprentice+50% | A necessity for those who engage in combat. |
Axes | Capable+0% | From chopping wood to hacking limbs, a useful instrument. |
Scale | Capable+50% | Scale armour is common among apprentice warriors. |
ArmourEnhance | Adept+0% | Enhance armour to increase its utility. |
Swords | Adept+50% | A hallmark of the weaponsmith is crafting true swords. |
Smelt | Master+0% | Smelt your weapons down into their component parts. |
Scabbards | Master+50% | Fashion scabbards and frogges to hold weapons. |
Padding | Gifted+0% | Pad your armour to retain warmth. |
Chain | Gifted+33% | Chainmail provides both protection and style. |
Kata | Gifted+66% | Specializations of Kata require certain weapons. |
Polearms | Expert+0% | These enormous weapons are standard fare in battles. |
WeaponEnhance | Expert+50% | Enhance weapons to increase their effectiveness. |
Plate | Virtuoso+0% | Knights of renown would not be without their platemail. |
Miniatures | Virtuoso+50% | Fashion brass knuckles and helmets for your miniatures. |
Greathelms | Fabled+0% | Many a knight is known by an opulent great helm. |
Standards | Fabled+33% | Craft great standards to unite people under a cause. |
Greatshields | Fabled+66% | Such shields can only be successfully wielded by warriors. |
Constructs | Mythical+0% | A steel girdle to strengthen the attacks of constructs. |
Masterkata | Mythical+50% | Master the most exquisite of the kata weapons. |
Masterweapons | Mythical+50% | Only master weaponsmiths can create such awesome weapons. |
Masterarmour | Transcendent+0% | A suit of heroic armour exclusively for legendary knights. |
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 #>.
Bludgeons
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING BLUDGEONS and FORGING BLUDGEONS <design #>.
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 #>.
Scale
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING SCALE and FORGING SCALE <design #>.
ArmourEnhance
Syntax: |
ENHANCEMENT ADD <armour> <enhancement> <type> |
ENHANCEMENT REMOVE <armour> <enhancement> <type> |
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
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 #>.
Padding
Syntax: |
Syntax: PAD <item> Outlay: 5+ cloth |
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.
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 #>.
ArmourEnhance
Syntax: |
ENHANCEMENT ADD <weapon> <enhancement> <type> |
ENHANCEMENT REMOVE <weapon> <enhancement> <type> |
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%.
Speed: Increases weapon speed by .1 seconds.
Razor: Increases weapon bleeding by 2% of weapon damage for cutting weapons.
Impact: Increases weapon bruising by 2% of weapon damage for blunt weapons.
Honed: Increases the chance for the weapon to proc a poison.
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.
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.
Plate
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING PLATE and FORGING PLATE <design #>.
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 #>.
Standards
Syntax: |
CRAFT STANDARD <design> |
For specific designs, see FORGING STANDARDS and FORGING STANDARDS <design #>.
Greatshields
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING GREATSHIELDS and FORGING GREATSHIELDS <design #>.
Constructs
Syntax: |
FORGE GIRDLE |
Comms: steel 50 |
This enormous girdle can be fitted around constructs and collossi, which is attached to various cables to increase the tension of its joints, giving more power to their attacks.
Masterkata
Syntax: |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING MASTERKATA and FORGING MASTERKATA <design #>.
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.