Difference between revisions of "Forging"

1,616 bytes added ,  06:16, 30 December 2021
Finished converting to AB template. Added extensive notes.
(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]]
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