Forging

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Forging is the Artisan skill related to the creation of weapons. The skill includes crafting, forging edged weapons, forging blunt weapons, forging polearms, forging two-handed weapons, and forging brawling weapons.

For introductory information, read the Official Forging Guide.

Forging Process

The forging process consists of, essentially, three parts. Crafting the handle, forging the blade, then combining the two.

Crafting the Handle

Any wood or metal can be used when crafting the handle. Generally, using a block of wood would be ideal because wood is very cheap compared to metal. Basically, to craft the handle, while holding the medium in your left hand, STARE at the appropriate handle-glyph, available in your local forging shop. Once the medium is "scribed" with the appropriate glyph, TURN the grinder. There are four possible outcomes:

  • Major failure - The entire medium is destroyed. You are left with a toothpick.
  • Minor failure: "Things seem to be going okay, but this is more difficult than you expected. After grinding for what seems like an eternity you realize that the scribed pattern has been chewed away, but the remaining <material> doesn't look like anything yet."
    • Try again. The weight of the medium is reduced slightly, which means you may need more medium.
  • Success: "You finish your work and stand up, turning the <hilt> in your hands. You nod, satisfied with the piece you've created."
    • You've a crafted handle. Not great, but functional.
  • Major success: "You finish your work and stand up, turning the <hilt> in your hands. You smile as you realize that this piece is the very best that you can create."
    • This can become a part of a perfect weapon, with the right amount of luck.

Upon completion of the grinding portion of the forging process, you must polish the finished piece by LEANing on the polisher.

Forging the Blade

Only metal can be used to forge a blade. To do so, place water or oil in the trough, then scribe the medium similar to the grinding process using a blade-glyph. Once the medium is scribed with the appropriate glyph, put the medium in your left hand and a forging-hammer in your right hand, then GET the tongs. There are five possible outcomes:

  • Continue working - You've more work to do on this part. It means nothing, it just takes longer to create larger pieces.
  • Major failure - The entire medium is destroyed. You are left with nothing.
  • Minor failure - Try again. The weight of the medium is reduced slightly, which means you may need more medium.
  • Success - You've a forged blade. Not great, but functional.
  • Major success - This can become a part of a perfect weapon, with the right amount of luck.

As with crafting, you must polish the finished piece by LEANing on the polisher.

Combining the Pieces

After the blade and handle have been polished, hold both pieces, the blade in your left hand, and TURN the vise. There are four outcomes:

  • Major failure - The pieces are combined, albeit at a severely reduced quality.
  • Minor failure - Merely try again.
  • Success - The pieces are combined. You will not get a perfect weapon from this result, but if the two pieces going into the vise are "best" pieces, the resulting weapon will be a superior weapon.
  • Major Success - The pieces are combined at increased quality. If the two pieces were "best" pieces, the resulting weapon will be a perfect weapon, provided that you are a master of crafting. If the two pieces are not "best" pieces, then the resulting weapon will be a superior weapon.

After this step, the blade is complete. The weapon will be a <quality> <material>-handled <material> <weapon>. The handle portion of the short can be removed using the polisher (LEAN POLISHER WITH CLEAN).

NOTE: While it is possible to dye the pieces at this step, it can cause serious bugs. It is best to leave them as-is.

Other Tools

  • Slab cutter (Crafting Room) - Used to divide the medium into several pieces. Since a successful forging attempt uses the entire portion of medium, this cuts down on waste. To do so, PULL slab-cutter, after PUSHing to adjust the cut size, or POKEing to reset it to cut the medium in half. To find out how much medium to use, MEASURE the glyph.

Learning to Forge

Learning to forge involves actually doing it. There are six skills that make up the forging Artisan Guild Skill: One-handed edged, two-handed weapons, brawling, polearms, blunt weapons, and crafting. For each skill, there are 500 ranks, and for each attempt at using each individual skill, there is a chance approximately equal to the following:

Probability = [500 - RANKS + "LOG Bonus"]/500

Given this, about 483 ranks is the half-way mark as far as average number of attempts it takes to mastery. Note that it has been said that Logic plays a part in determining if a character learns from an attempt at forging or not. The average number of attempts required to master an artisan skill is 3400 attempts. If it takes 3 minutes per forging attempt, this translates to about 170 hours of doing nothing but forging in order to master the skill. Any use of the skills is counted as an attempt at forging, and it is possible to master by forging the simplest weapons from bronze and wood.

"LOG Bonus" in this context is not your stat bonus, but a possible small adder (assumed +1 limit) for those with the correct amount of logic bonus, assumed to be +20.

Messaging

The number of ranks one has can be seen using the ARTISAN verb. Knowing when a part is perfect is important in making perfect weapons.

Gaining a rank when forging/crafting
Aha, you learned something that time.
Creating a perfect part when crafting a hammer
You smile as you realize that this piece is the very best that you can create.
Perfect weapon
You finish your work and step back, turning the {weapon} in your hands.  You smile as you realize that this piece is probably the best that you can create.
Attuning to a forging-hammer someone else made
You feel as if you've become accustomed to the balance and heft of this forging-hammer.

Modifiers to Forging

Statistic Modifiers

Per Cirakin (aka JoshT), the mean of the following stat bonuses (after enhancives) affects your chances for creating an item. Note that the roll to make a "best piece" is separate from the roll to create the item. These stats do not directly affect your chance to make a "best piece". (They do affect it indirectly, as you cannot make a best piece if you fail to make a piece altogether.)

Crafting STR, DEX, DIS
Forging STR, CON, DIS
Vise DEX, DIS

Racial Modifiers

A character's race and profession modify their roll when making an item. Characters that come from a race with a tradition of forging or crafting might have a bonus to those skills, possibly innate, or possibly from growing up in a culture where they would have grown up learning about forging.

Race Crafting Forging
Burghal Gnome ? ?
Dark Elf bonus small bonus
Dwarf bonus small bonus
Elf bonus small bonus
Erithian ? ?
Forest Gnome ? ?
Giantman +0 +0
Half-Elf +0 +0
Half-Krolvin ? ?
Human +0 +0
Halfling +0 +0
Sylvankind handicap small handicap

Profession Modifiers

Since training as an adventurer does not generally involve practice at the forge, most professions suffer a penalty to working on the grinder and receive no bonus to forging. Those with exceptionally nimble hands avoid the grinder penalty, while those with thickly-calloused hands and a tradition of hard labor suffer less of a grinder penalty and a slight bonus to forging.

Profession Crafting (Grinder) Forging Handicap Assembling (Vise)
Bard significant handicap ? ?
Cleric significant handicap ? ?
Empath significant handicap ? ?
Monk +0 ? ?
Paladin small handicap -5 +0
Ranger +0 ? ?
Rogue +0 ? ?
Sorcerer significant handicap +50 ?
Warrior -5 +0
Wizard significant handicap +50 ?
Profession matters much less when assembling parts
A negative handicap is a bonus

Maximum Professional Handicaps

  • Crafting: -40
  • Forging: -50
  • Assembling: -6

Success Determination Calculation

The following information was provided by GM Mikos 14 April 2017

The chance to successfully forge an item is determined by:

1-500 [appropriate forging skill (OHE, BR, etc.)]
- [wound/HP-loss penalty]
+ [Forging stat bonuses averaged] (Effective Con bonus, Effective Dis bonus, Effective Str bonus)
{Comparatively, Grinder stat bonuses are (Effective Dex bonus, Effective Dis bonus, Effective Str bonus)}
- [material's magical-plus penalty (higher plus = higher penalty)]
- [material's size penalty (each "pound" of material being worked is a -1 penalty)]
(working larger masses of material at the forge is inherently more difficult)
+ [forging hammer's quality modifier]
- [profession handicap]
+ [Racial bonus]
--------------------------
{Chance of success}
1-500 RNG
If RNG < {Chance of success} then SUCCESS.

Weapon Quality Determination

Once a forging attempt has been determined to be a success, an additional 1-100 RNG determines if it was actually an Extraordinary Success (ES) (a "best work" item, necessary in order to achieve a perfect weapon).

The forge's script/code suggests that a 5% chance of an ES was intended, with the hammer's ownership/quality providing a bonus, but the code evaluates to the two If statements below:

If the forging-hammer does not belong to the weaponsmith, the % chance of an ES is 0.
If the forging-hammer DOES belong to the weaponsmith, the % chance of an ES = the hammer's quality modifier.

Once a grinding attempt has been determined to be a success, an additional 1-100 RNG determines if it was actually an ES. The grinder's chance of an ES is a flat 5% chance. No modifiers of any sort.

The chance of an ES and a quality increase is determined by a 1-100 RNG vs. (the applicable Forging skill/50), and so the max possible is a 10% chance. A weaponsmith with an OHE forging skill of 400 would have an 8% chance of an ES when assembling an OHE weapon.

Gift of Eonak

Gift of Eonak will provide a second roll for the Grinder, Forging, and Vise steps of the forging process, and the better of the two at each step will be kept.

It does not provide a second roll when a success at grinding is followed by a roll to see whether an Extraordinary Success was achieved or not. Similarly, it does not provide a second roll when a success at forging is followed by a roll to see whether an Extraordinary Success was achieved or not. And, it does not provide a second roll when a success at the vise is followed by a roll to see whether an Extraordinary Success was achieved or not.

Materials Available

There are various types of wood available in different locations. For the most part, the metals are universally available.

Woods

Wood Town
Haon Ta'Illistim
Hickory Solhaven
Ko'nag Troubled Waters prize
Maoral Wehnimer's Landing
Maple Icemule Trace
Modwir Kharam Dzu
Monir Ta'Vaalor
Oak Zul Logoth
Walnut River's Rest

Non-magical metals

Metal Type Towns Sold Percent chance
in EG 2015
Slab Generator
Minutes per
Forging Cycle
Bronze all n/a 3
Iron none, forge in
Kobold Mines
37.5%1, 3 3
Steel all 37.5%1, 3 3
Invar Zul Logoth 7.8%1 4

Common magical metals

These metals are sold in every forging shop, and are rather common in slab generators.

Metal Type Percent chance
in EG 2015
Slab Generator
Minutes per
Forging Cycle
Mithril 10.3%1 4
Ora 2.6%1 5
Imflass 12.1%1 6
Vultite 2.1%1 9

Uncommon metals

These were sold off the shelf at certain events, and show up somewhat regularly in the slab generator.

Metal Type Percent chance
in EG 2015
Slab Generator
Minutes per
Forging Cycle
Drakar 3.7%1 4
Gornar 2.8%1 4
Mithglin off the shelf only 7
Rhimar 3.5%1 4
Zorchar 3.7%1 4

Rare metals

These have only been available through auctions or raffles.

Metal Type Percent chance
in EG 2015
Slab Generator
Minutes per
Forging Cycle
Eahnor 0.063%2 ?
Eonake 0.209%2 rumored 10
Faenor 4.0%1 4
Golvern 0.063%2 7
Kelyn 1.610%2 7
Razern 2.5%1 5
Rolaren 0.230%2 9
Vaalorn 1.9%1 8
Veil iron auction/raffle only rumored 18
White ora 1.212%2 5
Notes:
Percentages come from two different sources, using the bigger sample when possible. Thus, percentages will not add to 100%.
1Uncommon metals taken from Frorin's sample of about 680 slabs.
2Rare metals taken from Liia's release of slab generator data, totaling 4784 slabs between Prime and Platinum.
3Frorin did not break out iron and steel results; they combined to around 37.5%

Tempering Oils

In order to complete a blade, you must have the proper oil in the trough. You empty the trough by pulling the cork and then POURing the oil into the trough. Below is a table which, while not comprehensive, hopefully offers pertinent examples and tricks, sufficient for most needs.

Oil Enchantment Pertains to (examples) Price
water less than 0x bronze, iron free
tempering oil 0x steel, invar ~ 10 silver
enchanted tempering oil 1x to 2x (up to +10) mithril, faenor, (white) ora ~ 2,000 silvers
twice-enchanted oil 3x to 4x (+11 to +19) razern, imflass, mithglin, vaalorn ~ 10,000 silvers
ensorcelled oil 4x and above vultite, eonake, rolaren, golvern ~ 20,000 silvers
Notes:
Invar is naturally +2 but is neither enchanted nor nor magical.
Razern in principle seems to fall into the previous category, but requires twice-enchanted oil, likely owing to its natural critical weighting.

Weapon Glyphs Available

The following is a list of weapon glyphs available at the various forging workshop locations.

Edged Weapons
Weapon Type Towns Sold Forging Cycles
Dagger all 2
Short sword all 3
Main gauche all 4
Backsword Wehnimer's Landing 4
Cutlass River's Rest 4
Handaxe Ta'Illistim 4
Falchion Kharam Dzu 5
Longsword Ta'Illistim 5
Broadsword Icemule Trace 5
Estoc Ta'Illistim 5
Rapier none, merchant only ?
Blunt Weapons
Weapon Type Towns Sold Forging Cycles
Cudgel all 2
Mace all 3
Crowbill all 4
War hammer Kharam Dzu ?
Morning star River's Rest 4
Ridgemace Zul Logoth 3
Spikestar Zul Logoth 3
Ball and chain Ta'Vaalor 5
Two-handed Weapons
Weapon Type Towns Sold Forging Cycles
Quarterstaff all 2
Mattock all 3
Flail all 4
Greatsword Wehnimer's Landing 7
War-pick Kharam Dzu ?
Flamberge Icemule Trace 7
Greataxe Zul Logoth 3
Maul none, merchant only 1
Polearm Weapons
Weapon Type Towns Sold Forging Cycles
Spear all 2
Pilum all 3
Halberd all 4
Hammer of Kai Wehnimer's Landing 5
Trident Solhaven 5
Jeddart-axe River's Rest ?
Awl-pike Ta'Vaalor 5
Lance none, merchant only 1
Brawling Weapons
Weapon Type Towns Sold Forging Cycles
Knuckle-duster all 2
Hook-knife all 1
Knuckle-blade all 2
Troll-claw all 3
Yierka-spur Solhaven 2
Fist-scythe Ta'Vaalor 4
Tiger-claw none, merchant only ?
Sai none, merchant only 3
Hybrid weapons
Weapon Type Towns Sold Forging Cycles Skills Required
Katar Solhaven 3 Brawling
Edged Weapons
Warsword Icemule Trace 6 Edged Weapons
Two-Handed Weapons

Usefulness of Forging

Forged weapon AvDs are increased over those of normal weapons at a flat rate; therefore, it is similar to increasing the enchant slightly. Below is a listing of the quality ranks, and their bonuses. Forged weapons may be blessed, enchanted, ensorcelled, and otherwise improved through various profession, merchant, and Premium Point services.

Quality DF/Breakage
Bonus
AvD Bonus
Perfect 6% +3
Superior 4% +2
Hefty 4% +2
Nifty 4% +2
Exquisite 4% +2
Well-crafted 4% +2
Elegant 2% +1
Well-made 2% +1
Fine none? none?
Nice none none
Plain none none
Simple none? -1
Crude none? -2
Lop-sided none? -2?
Flimsy none? -3

See the discussion page for more information on this.

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