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. | ||
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 <tt>FORGE FOR <pattern number></tt>. The commodities will be removed from your inventory and put in the forge, at which point you cannot recover them | 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 <tt>FORGE FOR <pattern number></tt>. 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 <tt>CRAFT <item> <number></tt> in place of <tt>FORGE</tt>, e.g. <tt>CRAFT SCABBARD <design #></tt>. Full details can be found in the AB for each relevant ability, e.g <tt>AB FORGING SCABBARDS</tt>. | |||
Some items created with forging can be enhanced - see <tt>HELP ENHANCEMENTS</tt>. | |||
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{ | {{SkillTableHeader}} | ||
{{SkillTableRow|Clubs|Inept|0|The most elementary of bludgeoning weapons.}} | |||
{{SkillTableRow|Blades|Inept|50|Basic bladed weapons, generally small.}} | |||
{{SkillTableRow|Leather|Novice|0|Not only stylish, but offers some protection.}} | |||
| | {{SkillTableRow|Bludgeons|Apprentice|0|Bludgeoning weapons that include flails and hammers.}} | ||
| | {{SkillTableRow|Shields|Apprentice|50|A necessity for those who engage in combat.}} | ||
{{SkillTableRow|Axes|Capable|0|From chopping wood to hacking limbs, a useful instrument.}} | |||
{{SkillTableRow|Scale|Capable|50|Scale armour is common among apprentice warriors.}} | |||
{{SkillTableRow|ArmourEnhance|Adept|0|Enhance armour to increase its utility.}} | |||
{{SkillTableRow|Swords|Adept|50|A hallmark of the weaponsmith is crafting true swords.}} | |||
{{SkillTableRow|Smelt|Master|0|Smelt your weapons down into their component parts.}} | |||
{{SkillTableRow|Scabbards|Master|50|Fashion scabbards and frogges to hold weapons.}} | |||
{{SkillTableRow|Padding|Gifted|0|Pad your armour to retain warmth.}} | |||
{{SkillTableRow|Chain|Gifted|33|Chainmail provides both protection and style.}} | |||
|Bludgeons | {{SkillTableRow|Kata|Gifted|66|Specializations of Kata require certain weapons.}} | ||
| | {{SkillTableRow|Polearms|Expert|0|These enormous weapons are standard fare in battles.}} | ||
{{SkillTableRow|WeaponEnhance|Expert|50|Enhance weapons to increase their effectiveness.}} | |||
{{SkillTableRow|Plate|Virtuoso|0|Knights of renown would not be without their platemail.}} | |||
{{SkillTableRow|Miniatures|Virtuoso|50|Fashion brass knuckles and helmets for your miniatures.}} | |||
| | {{SkillTableRow|Greathelms|Fabled|0|Many a knight is known by an opulent great helm.}} | ||
| | {{SkillTableRow|Standards|Fabled|33|Craft great standards to unite people under a cause.}} | ||
| | {{SkillTableRow|Greatshields|Fabled|66|Such shields can only be successfully wielded by warriors.}} | ||
{{SkillTableRow|Constructs|Mythical|0|A steel girdle to strengthen the attacks of constructs.}} | |||
{{SkillTableRow|Masterkata|Mythical|50|Master the most exquisite of the kata weapons.}} | |||
{{SkillTableRow|Masterweapons|Mythical|50|Only master weaponsmiths can create such awesome weapons.}} | |||
| | {{SkillTableRow|Masterarmour|Transcendent|0|A suit of heroic armour exclusively for legendary knights.}} | ||
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[[Image:Forging.jpg|thumb|Seren Warrior (by Reodan)]] | [[Image:Forging.jpg|thumb|Seren Warrior (by Reodan)]] | ||
{{AB | |||
|skillname = Clubs | |||
{ | |syntax = CRAFT WEAPON <design #><br> | ||
CRAFT WEAPON | |||
| | |description = For specific designs, see <tt>FORGING CLUBS</tt> and <tt>FORGING CLUBS <design #></tt>. | ||
| | }} | ||
<tt> | |||
{ | {{AB | ||
|skillname = Blades | |||
| | |syntax = FORGE FOR <design #><br> | ||
| | FORGE | ||
|description = For specific designs, see <tt>FORGING BLADES</tt> and <tt>FORGING BLADES <design #></tt>. | |||
| | |||
For specific designs, see <tt>FORGING | |||
Once you've started an item, you must <tt>FORGE</tt> 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. | |||
|notes = Includes designs for daggers, shortswords and one-handed, woodcutting axes. | |||
}} | |||
== | {{AB | ||
|skillname = Leather | |||
|syntax = CRAFT ARMOUR <design #><br> | |||
CRAFT ARMOUR | |||
|description = For specific designs, see <tt>FORGING LEATHER</tt> and <tt>FORGING LEATHER <design #></tt>. | |||
|notes = Leather armour, which includes leggings, vests, skullcaps and bracers, offer no damage reduction and can be worn by anyone. Leather armour can be padded for warmth and have bargain prestige. Vests can carry enhancements.<br><br> | |||
This skill also makes slings which are used with the [[Runes]] skillset. | |||
}} | |||
{ | {{AB | ||
| | |skillname = Bludgeons | ||
|syntax = FORGE FOR <design #><br> | |||
FORGE | |||
| | |description = For specific designs, see <tt>FORGING BLUDGEONS</tt> and <tt>FORGING BLUDGEONS <design #></tt>. | ||
|notes = Designs include flails, maces, morningstars, and hammers. These are the blunt weapons that [[Bonecrusher]]s specialize in. | |||
| | }} | ||
For specific designs, see <tt>FORGING | |||
== | {{AB | ||
|skillname = Shields | |||
|syntax = FORGE FOR <design #><br> | |||
FORGE | |||
|description = For specific designs, see <tt>FORGING SHIELDS</tt> and <tt>FORGING SHIELDS <design #></tt>. | |||
|notes = Wielding a shield provides +3% resistance to physical damage (stacks with armour) and permits use of [[Combat]] skills like [[Combat#ShieldParry|ShieldParry]], [[Combat#ShieldStun|ShieldStun]] and [[Combat#ShieldReposte|ShieldReposte]]. | |||
}} | |||
{ | {{AB | ||
|skillname = Axes | |||
| | |syntax = FORGE FOR <design #><br> | ||
| | FORGE | ||
|description = For specific designs, see <tt>FORGING AXES</tt> and <tt>FORGING AXES <design #></tt>. | |||
|notes = Designs include battleaxe, greataxe, waraxe and klangaxe. These are the two-handed axes that [[Axelord]]s specialize in. | |||
| | }} | ||
For specific designs, see <tt>FORGING | |||
== | {{AB | ||
|skillname = Scale | |||
|syntax = FORGE FOR <design #><br> | |||
FORGE | |||
|description = For specific designs, see <tt>FORGING SCALE</tt> and <tt>FORGING SCALE <design #></tt>. | |||
|notes = Scale armour is forged armour and thus provides 20% reduction of physical damage taken. Can be worn by any non-Acrobatics user. Designs include helmets, jackets, and leggings. | |||
}} | |||
{ | {{AB | ||
|skillname = ArmourEnhance | |||
| | |syntax = ENHANCEMENT ADD <armour> <enhancement> [<type>]<br> | ||
ENHANCEMENT REMOVE <armour> <enhancement> [<type>] | |||
| | |cost = 10% Power reserves (to add) | ||
| | |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> | ||
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. | |||
|notes = Quickening provides +1 to [[Celerity]] | |||
}} | |||
== | {{AB | ||
|skillname = Swords | |||
|syntax = FORGE FOR <design #><br> | |||
FORGE | |||
|description = For specific designs, see <tt>FORGING SWORDS</tt> and <tt>FORGING SWORDS <design #></tt>. | |||
|notes = Designs include longsword, broadsword, scimitar, rapier, katana, claymore, bastard sword, greatsword. These are the one-handed swords used by [[Blademaster]]s and the two-handed swords used by [[Pureblade]]s. | |||
}} | |||
{ | {{AB | ||
| | |skillname = Smelt | ||
|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. | ||
}} | |||
|- | |||
== | {{AB | ||
|skillname = Scabbards | |||
|syntax = CRAFT SCABBARD <design #> | |||
|description = For specific designs, see <tt>FORGING SCABBARDS</tt> and <tt>FORGING SCABBARDS <design #></tt>. | |||
|notes = Designs are frogges and scabbards. Not every weapon will fit in every scabbard/frogge; the design info should tell you what it can hold. They typically have poor prestige and occupy the <tt>Waist - Accessory</tt> clothing slot. | |||
To see all designs that will hold a specific kind of weapon use the syntax FORGING SCABBARDS WEAPONTYPE <weapontype> | |||
Weapon types include: | |||
:SSWORD - one-handed swords | |||
:LSWORD - two-handed swords | |||
:SAXE - one-handed axes | |||
:LAXE - two-handed axes | |||
:SBLUDGEON - one-handed bludgeons | |||
:LBLUDGEON - two-handed bludgeons | |||
:DAGGER - daggers | |||
:LPOLEARM - two-handed polearm | |||
:SHOFA - shofas | |||
:TAHTO - tahtos | |||
:JAKARI - jakaris | |||
:NEKAI - nekai | |||
}} | |||
== | {{AB | ||
|skillname = Padding | |||
|syntax = PAD <item><br> | |||
DEPAD <item> | |||
|cost = Outlay: 5+ cloth | |||
|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! | |||
}} | |||
{ | {{AB | ||
| | |skillname = Chain | ||
|syntax = FORGE FOR <design #><br> | |||
FORGE | |||
| | |description = For specific designs, see <tt>FORGING CHAIN</tt> and <tt>FORGING CHAIN <design #></tt>. | ||
|notes = Designs for chain shirt, coif, and leggings. Seem to have posh prestige. | |||
| | }} | ||
For specific designs, see <tt>FORGING CHAIN</tt> and <tt>FORGING CHAIN <design #></tt>. | |||
== | {{AB | ||
|skillname = Kata | |||
|syntax = FORGE FOR <design #><br> | |||
FORGE | |||
|description = For specific designs, see <tt>FORGING KATA</tt> and <tt>FORGING KATA <design #></tt>. | |||
|notes = Designs include tahto, shofa, nekai, jakari, tessen and nunchaku. | |||
}} | |||
{ | {{AB | ||
| | |skillname = Polearms | ||
|syntax = FORGE FOR <design #><br> | |||
FORGE | |||
| | |description = For specific designs, see <tt>FORGING POLEARMS</tt> and <tt>FORGING POLEARMS <design #></tt>. | ||
|notes = Designs include halberds, lances, and bardiches. | |||
| | }} | ||
For specific designs, see <tt>FORGING | |||
== | {{AB | ||
|skillname = WeaponEnhance | |||
|syntax = ENHANCEMENT ADD <weapon> <enhancement> [<type>]<br> | |||
ENHANCEMENT REMOVE <weapon> <enhancement> [<type>] | |||
|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. | |||
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 [[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. | |||
}} | |||
{ | {{AB | ||
|skillname = Plate | |||
| | |syntax = FORGE FOR <design #><br> | ||
FORGE | |||
| | |description = For specific designs, see <tt>FORGING PLATE</tt> and <tt>FORGING PLATE <design #></tt>. | ||
<tt> | |notes = Designs for fullplate and field plate. May have opulent prestige. Occupies clothing slots for: Chest - Armour, Gut - Armour, Arms - Armour, Legs - Armour, Back - Armour, and Waist - Armour. May hold 1 enhancement. | ||
<tt> | }} | ||
|- | |||
{{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. | ||
|notes = HELP MINIATURE BATTLES for more information on how these are used. | |||
}} | |||
== | {{AB | ||
|skillname = Greathelms | |||
|syntax = FORGE FOR <design #><br> | |||
FORGE | |||
|description = For specific designs, see <tt>FORGING GREATHELMS</tt> and <tt>FORGING GREATHELMS <design #></tt>. | |||
|notes = Greathelms no longer add to armor; however, they can be padded and add to prestige. They typically occupy the <tt>Head - Armour</tt> clothing slot. | |||
}} | |||
{ | {{AB | ||
|skillname = Standards | |||
| | |syntax = CRAFT STANDARD <design #> | ||
| | |For specific designs, see <tt>FORGING STANDARDS</tt> and <tt>FORGING STANDARDS <design #></tt>. | ||
|notes = For use with [[Knighthood#StandardBearer|KNIGHTOOD STANDARDBEARER]] to tank denizen attacks while in a [[Combat#Squads|squad]]. | |||
}} | |||
| | |||
For specific designs, see <tt>FORGING | |||
== | {{AB | ||
|skillname = Greatshields | |||
|syntax = FORGE FOR <design #><br> | |||
FORGE | |||
|description = For specific designs, see <tt>FORGING GREATSHIELDS</tt> and <tt>FORGING GREATSHIELDS <design #></tt>. | |||
|notes = Greatshields are now functionally the same as regular shields. | |||
}} | |||
{ | {{AB | ||
| | |skillname = Constructs | ||
| | |syntax = FORGE GIRDLE | ||
| | |cost = Comms: steel 50 | ||
|description = This enormous girdle can be fitted around constructs and colossi, which is attached to various cables to increase the tension of its joints, giving more power to their attacks. | |||
| | |||
= | NOTE: Once the girdle is created, you do not need to keep forging. | ||
|notes = See [[Aether Flares]] and HELP 10.12 CONSTRUCTS AND COLOSSI for more information. | |||
}} | |||
{ | {{AB | ||
| | |skillname = Masterkata | ||
| | |syntax = FORGE FOR <design #><br> | ||
FORGE | |||
| | |description = For specific designs, see <tt>FORGING MASTERKATA</tt> and <tt>FORGING MASTERKATA <design #></tt>. | ||
}} | |||
{{AB | |||
|skillname = Masterweapons | |||
{ | |syntax = FORGE FOR <design #><br> | ||
| | FORGE | ||
| | |description = For specific designs, see <tt>FORGING MASTERWEAPONS</tt> and <tt>FORGING MASTERWEAPONS <design #></tt>. | ||
|notes = Master weapons can hold 2 enhancements instead of 1. | |||
| | }} | ||
| | |||
== | {{AB | ||
|skillname = Masterarmour | |||
|syntax = MASTERARMOUR <armour> | |||
|cost = Power: 50% of reserves | |||
|description = This skill will allow you to transform [[#Plate|platemail]], [[#Chain|chainmail]], or [[#Scale|scalemail]] 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 set of armour, the old one will be destroyed. Marking will increase the armour's protection from 20% to 25% and that armour will not decay. This armour must be a set you have personally crafted. | |||
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]] |
Latest revision as of 01:16, 27 November 2022
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 #>.
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.
Additional Notes: |
Includes designs for daggers, shortswords and one-handed, woodcutting axes. |
Leather
Syntax |
CRAFT ARMOUR <design #> CRAFT ARMOUR |
For specific designs, see FORGING LEATHER and FORGING LEATHER <design #>.
Additional Notes: |
Leather armour, which includes leggings, vests, skullcaps and bracers, offer no damage reduction and can be worn by anyone. Leather armour can be padded for warmth and have bargain prestige. Vests can carry enhancements. This skill also makes slings which are used with the Runes skillset. |
Bludgeons
Syntax |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING BLUDGEONS and FORGING BLUDGEONS <design #>.
Additional Notes: |
Designs include flails, maces, morningstars, and hammers. These are the blunt weapons that Bonecrushers specialize in. |
Shields
Syntax |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING SHIELDS and FORGING SHIELDS <design #>.
Additional Notes: |
Wielding a shield provides +3% resistance to physical damage (stacks with armour) and permits use of Combat skills like ShieldParry, ShieldStun and ShieldReposte. |
Axes
Syntax |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING AXES and FORGING AXES <design #>.
Additional Notes: |
Designs include battleaxe, greataxe, waraxe and klangaxe. These are the two-handed axes that Axelords specialize in. |
Scale
Syntax |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING SCALE and FORGING SCALE <design #>.
Additional Notes: |
Scale armour is forged armour and thus provides 20% reduction of physical damage taken. Can be worn by any non-Acrobatics user. Designs include helmets, jackets, and leggings. |
ArmourEnhance
Syntax |
ENHANCEMENT ADD <armour> <enhancement> [<type>] ENHANCEMENT REMOVE <armour> <enhancement> [<type>] |
10% Power reserves (to add) |
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.
Additional Notes: |
Quickening provides +1 to Celerity |
Swords
Syntax |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING SWORDS and FORGING SWORDS <design #>.
Additional Notes: |
Designs include longsword, broadsword, scimitar, rapier, katana, claymore, bastard sword, greatsword. These are the one-handed swords used by Blademasters and the two-handed swords used by Pureblades. |
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 #>.
Additional Notes: |
Designs are frogges and scabbards. Not every weapon will fit in every scabbard/frogge; the design info should tell you what it can hold. They typically have poor prestige and occupy the Waist - Accessory clothing slot.
To see all designs that will hold a specific kind of weapon use the syntax FORGING SCABBARDS WEAPONTYPE <weapontype> Weapon types include:
|
Padding
Syntax |
PAD <item> DEPAD <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.
You can also remove padding from armour, but you may not be able to recover all the cloth!
Chain
Syntax |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING CHAIN and FORGING CHAIN <design #>.
Additional Notes: |
Designs for chain shirt, coif, and leggings. Seem to have posh prestige. |
Kata
Syntax |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING KATA and FORGING KATA <design #>.
Additional Notes: |
Designs include tahto, shofa, nekai, jakari, tessen and nunchaku. |
Polearms
Syntax |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING POLEARMS and FORGING POLEARMS <design #>.
Additional Notes: |
Designs include halberds, lances, and bardiches. |
WeaponEnhance
Syntax |
ENHANCEMENT ADD <weapon> <enhancement> [<type>] ENHANCEMENT REMOVE <weapon> <enhancement> [<type>] |
Power: 10% reserves |
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 #>.
Additional Notes: |
Designs for fullplate and field plate. May have opulent prestige. Occupies clothing slots for: Chest - Armour, Gut - Armour, Arms - Armour, Legs - Armour, Back - Armour, and Waist - Armour. May hold 1 enhancement. |
Miniatures
Syntax |
FORGE MINIATURE KNUCKLES FORGE MINIATURE HELMET |
2 steel |
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.
Additional Notes: |
HELP MINIATURE BATTLES for more information on how these are used. |
Greathelms
Syntax |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING GREATHELMS and FORGING GREATHELMS <design #>.
Additional Notes: |
Greathelms no longer add to armor; however, they can be padded and add to prestige. They typically occupy the Head - Armour clothing slot. |
Standards
Syntax |
CRAFT STANDARD <design #> |
Needs "description"!
Additional Notes: |
For use with KNIGHTOOD STANDARDBEARER to tank denizen attacks while in a squad. |
Greatshields
Syntax |
FORGE FOR <design #> FORGE |
For specific designs, see FORGING GREATSHIELDS and FORGING GREATSHIELDS <design #>.
Additional Notes: |
Greatshields are now functionally the same as regular shields. |
Constructs
Syntax |
FORGE GIRDLE |
Comms: steel 50 |
This enormous girdle can be fitted around constructs and colossi, which is attached to various cables to increase the tension of its joints, giving more power to their attacks.
NOTE: Once the girdle is created, you do not need to keep forging.
Additional Notes: |
See Aether Flares and HELP 10.12 CONSTRUCTS AND COLOSSI for more information. |
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 #>.
Additional Notes: |
Master weapons can hold 2 enhancements instead of 1. |
Masterarmour
Syntax |
MASTERARMOUR <armour> |
Power: 50% of reserves |
This skill will allow you to transform platemail, chainmail, or scalemail 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 set of armour, the old one will be destroyed. Marking will increase the armour's protection from 20% to 25% and that armour will not decay. This armour must be a set you have personally crafted.
You may continue to wear your masterarmour after you have forgotten the forging skill, but not after you forget the knighthood skill.