Difference between revisions of "Forging"

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(Partial conversion to AB template. Will finish later.)
(Finished converting to AB template. Added extensive notes.)
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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.
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.
|notes = Includes designs for daggers, shortswords and one-handed, woodcutting axes.
}}
}}


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CRAFT ARMOUR
CRAFT ARMOUR
|description = For specific designs, see FORGING LEATHER and FORGING LEATHER <design #>.
|description = For specific designs, see FORGING LEATHER and FORGING LEATHER <design #>.
|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
{{AB
|skillname = Bludgeons
|skillname = Bludgeons
|syntax = FORGE FOR <design><br>
|syntax = FORGE FOR <design #><br>
FORGE
FORGE
|description = For specific designs, see FORGING BLUDGEONS and FORGING BLUDGEONS <design #>.
|description = For specific designs, see FORGING BLUDGEONS and FORGING BLUDGEONS <design #>.
|notes = Designs include flails, maces, morningstars, and hammers.
}}
}}


{{AB
{{AB
|skillname = Shields
|skillname = Shields
|syntax = FORGE FOR <design><br>
|syntax = FORGE FOR <design #><br>
FORGE
FORGE
|description = For specific designs, see FORGING SHIELDS and FORGING SHIELDS <design #>.
|description = For specific designs, see FORGING SHIELDS and FORGING SHIELDS <design #>.
|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
{{AB
|skillname = Axes
|skillname = Axes
|syntax = FORGE FOR <design><br>
|syntax = FORGE FOR <design #><br>
FORGE
FORGE
|description = For specific designs, see FORGING AXES and FORGING AXES <design #>.
|description = For specific designs, see FORGING AXES and FORGING AXES <design #>.
|notes = Designs include battleaxe, greataxe, waraxe and klangaxe. These are the two-handed axes that [[Axelord]]s specialize in.
}}
}}


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


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|syntax = ENHANCEMENT ADD <armour> <enhancement> [<type>]<br>
|syntax = ENHANCEMENT ADD <armour> <enhancement> [<type>]<br>
ENHANCEMENT REMOVE <armour> <enhancement> [<type>]
ENHANCEMENT REMOVE <armour> <enhancement> [<type>]
|cost = 10% Power reserves
|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>
|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>
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>
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>
Quickening: Requires 5 wood and 5 silk. Increased celerity/movement speed.<br>
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Prestige: Requires 3 gold, 3 silver, 3 platinum, 1 silk. Increased prestige.<br>
Prestige: Requires 3 gold, 3 silver, 3 platinum, 1 silk. Increased prestige.<br>
Weatherproofing: Requires 10 cloth. Increased resistance to weather effects.
Weatherproofing: Requires 10 cloth. Increased resistance to weather effects.
|notes = Quickening provides +1 to Celerity
}}
}}


{{AB
{{AB
|skillname = Swords
|skillname = Swords
|syntax = FORGE FOR <design><br>
|syntax = FORGE FOR <design #><br>
FORGE
FORGE
|description = For specific designs, see FORGING SWORDS and FORGING SWORDS <design #>.
|description = For specific designs, see FORGING SWORDS and FORGING SWORDS <design #>.
|notes = Designs include longsword, broadsword, scimitar, rapier, katana, claymore, bastard sword, greatsword.
}}
}}


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|syntax = CRAFT SCABBARD <design #>
|syntax = CRAFT SCABBARD <design #>
|description = For specific designs, see FORGING SCABBARDS and FORGING SCABBARDS <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.
|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.
}}
}}


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{{AB
{{AB
|skillname = Chain
|skillname = Chain
|syntax = FORGE FOR <design><br>
|syntax = FORGE FOR <design #><br>
FORGE
FORGE
|description = For specific designs, see FORGING CHAIN and FORGING CHAIN <design #>.
|description = For specific designs, see FORGING CHAIN and FORGING CHAIN <design #>.
|notes = Designs for chain shirt, coif, and leggings. Seem to have posh prestige.
}}
}}


{{AB
{{AB
|skillname = Kata
|skillname = Kata
|syntax = FORGE FOR <design><br>
|syntax = FORGE FOR <design #><br>
FORGE
FORGE
|description = For specific designs, see FORGING KATA and FORGING KATA <design #>.
|description = For specific designs, see FORGING KATA and FORGING KATA <design #>.
|notes = Designs include tahto, shofa, nekai, jakari, tessen and nunchaku.
}}
}}


{{AB
{{AB
|skillname = Polearms
|skillname = Polearms
|syntax = FORGE FOR <design><br>
|syntax = FORGE FOR <design #><br>
FORGE
FORGE
|description = For specific designs, see FORGING POLEARMS and FORGING POLEARMS <design #>.
|description = For specific designs, see FORGING POLEARMS and FORGING POLEARMS <design #>.
|notes = Designs include halberds, lances, and bardiches.
}}
}}


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Changes 33% of the weapon's damage to the selected type.
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.
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
{{AB
|skillname = Plate
|skillname = Plate
|syntax = FORGE FOR <design><br>
|syntax = FORGE FOR <design #><br>
FORGE
FORGE
|description = For specific designs, see FORGING PLATE and FORGING PLATE <design #>.
|description = For specific designs, see FORGING PLATE and FORGING PLATE <design #>.
|notes = Designs for fullplate and field plate.
}}
}}


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|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>
|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
{{AB
|skillname = Greathelms
|skillname = Greathelms
|syntax = FORGE FOR <design><br>
|syntax = FORGE FOR <design #><br>
FORGE
FORGE
|description = For specific designs, see FORGING GREATHELMS and FORGING GREATHELMS <design #>.
|description = For specific designs, see FORGING GREATHELMS and FORGING GREATHELMS <design #>.
|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
{{AB
|skillname = Standards
|skillname = Standards
|syntax = CRAFT STANDARD <design>
|syntax = CRAFT STANDARD <design #>
|For specific designs, see FORGING STANDARDS and FORGING STANDARDS <design #>.
|For specific designs, see FORGING STANDARDS and FORGING STANDARDS <design #>.
|notes = For use with [[Knighthood#StandardBearer|KNIGHTOOD STANDARDBEARER]]
|notes = For use with [[Knighthood#StandardBearer|KNIGHTOOD STANDARDBEARER]] to tank denizen attacks while in a [[Combat#Squads|squad]].
}}
}}


==Greatshields==
{{AB
|skillname = Greatshields
|syntax = FORGE FOR <design #><br>
FORGE
|description = For specific designs, see FORGING GREATSHIELDS and FORGING GREATSHIELDS <design #>.
|notes = Greatshields are now functionally the same as regular shields.
}}


{|
{{AB
|-
|skillname = Constructs
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORGE GIRDLE
|-
|cost = Comms: steel 50
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
|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.
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING GREATSHIELDS</tt> and <tt>FORGING GREATSHIELDS <design #></tt>.


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


{|
{{AB
|-
|skillname = Masterarmour
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MASTERARMOUR <armour>
|-
|cost = Power: 50% of reserves
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
|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.
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING MASTERKATA</tt> and <tt>FORGING MASTERKATA <design #></tt>.


==Masterweapons==
You may continue to wear your masterarmour after you have forgotten the forging skill, but not after you forget the [[knighthood]] skill.
 
}}
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORGE FOR <design #></tt><br/>
<tt>FORGE</tt>
|-
|}
For specific designs, see <tt>FORGING MASTERWEAPONS</tt> and <tt>FORGING MASTERWEAPONS <design #></tt>.
 
==Masterarmour==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MASTERARMOUR <plate></tt>
|-
|style="background:pink"|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.


[[Category: Trade Skills]]
[[Category: Trade Skills]]

Revision as of 06:16, 30 December 2021

Syntax:
FORGE FOR <design #> (iron and steel)

CRAFT WEAPON/ARMOUR <design #> (wood and leather)

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.
Seren Warrior (by Reodan)


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.


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.


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.


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.


Miniatures

Syntax
FORGE MINIATURE KNUCKLES

FORGE MINIATURE HELMET
DRESS <figurine> WITH <knuckles|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 #>.


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.

You may continue to wear your masterarmour after you have forgotten the forging skill, but not after you forget the knighthood skill.