Forging: Difference between revisions

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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).
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).


<b>NOTE:</b> It is possible to dye both the handle and the blade piece before combining them, but you '''must''' finish the piece (polish it) '''before''' dying it. If you dye a rough (un-polished) piece, it becomes '''impossible''' to combine them. Also it should be noted that the dyes from the dyers tent will be reduced to just the root word, and will also replace the handle's description. For example, if I were to dye a finished oak handle Periwinkle Blue, and finished steel cudgel head Emerald Green, the result would be a perfect blue-handled green steel cudgel. On forging hammers heads, the dye will replace the metal description as well, so if the previous example were a forging hammer, it would be a perfect blue-handled green forging-hammer. Due to this reductive nature, the color options for [[forged weapon dyeing]] is drastically reduced.
<b>NOTE:</b> It is possible to dye both the handle and the blade piece before combining them, but you '''must''' finish the piece (polish it) '''before''' dyeing it. If you dye a rough (un-polished) piece, it becomes '''impossible''' to combine them. Also it should be noted that the dyes from the dyers tent will be reduced to just the root word, and will also replace the handle's description. For example, if I were to dye a finished oak handle Periwinkle Blue, and finished steel cudgel head Emerald Green, the result would be a perfect blue-handled green steel cudgel. On forging hammers heads, the dye will replace the metal description as well, so if the previous example were a forging hammer, it would be a perfect blue-handled green forging-hammer. Due to this reductive nature, the color options for [[forged weapon dyeing]] is drastically reduced.


===Other Tools===
===Other Tools===

Revision as of 23:12, 20 September 2016

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.

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 - Try again. The weight of the medium is reduced slightly, which means you may need more medium.
  • Success - You've a crafted handle. Not great, but functional.
  • Major success - 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: It is possible to dye both the handle and the blade piece before combining them, but you must finish the piece (polish it) before dyeing it. If you dye a rough (un-polished) piece, it becomes impossible to combine them. Also it should be noted that the dyes from the dyers tent will be reduced to just the root word, and will also replace the handle's description. For example, if I were to dye a finished oak handle Periwinkle Blue, and finished steel cudgel head Emerald Green, the result would be a perfect blue-handled green steel cudgel. On forging hammers heads, the dye will replace the metal description as well, so if the previous example were a forging hammer, it would be a perfect blue-handled green forging-hammer. Due to this reductive nature, the color options for forged weapon dyeing is drastically reduced.

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 a guild 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

Knowing the messages when forging is a very good way to try and keep track of how many ranks you have gained so far so that you know how close you are to mastering. It is very helpful for the long times spent to gain the last 16 ranks. Another good thing about knowing the messages is when you want to save the perfect parts created to attempt to make a perfect weapon.

  • The messaging for having gained a rank when forging/crafting is: Aha, you learned something that time.
  • The messaging for having created a perfect part when crafting a hammer is: You smile as you realize that this piece is the very best that you can create.
  • Perfect steel awl-pike messaging: You finish your work and step back, turning the steel awl-pike 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.

Race Crafting Forging
Bard significant handicap +0
Cleric significant handicap +0
Empath significant handicap +0
Monk ? ?
Paladin small handicap small bonus
Ranger +0 +0
Rogue +0 +0
Sorcerer significant handicap +0
Warrior -5 (small handicap) small bonus
Wizard significant handicap +0

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 ?
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

Twohanded 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

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 ?

Hybrid

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

The real benefit to a perfectly forged weapon is the ability to enchant or bless the weapon, which is not available to any weapon with weighting. Given the premium benefits as well as the limited merchants with the service, flares can also be added to a perfectly forged weapon, making the weapon the best choice for an upgrade in the land of Elanthia.

Also, as AvD's are increased at a flat rate as well, it is therefore similar to increasing the enchant, slightly. Below is a listing of the quality ranks, and their bonuses.

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.

See Also

Resources