Weaponsmithing discipline: Difference between revisions

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{{incomplete|Needs construction stats added}}
{{RTOC}}
{{RTOC}}
Weaponsmithing will be a discipline of the [[Forging skill]] after the mech split. There are places to practice it at the [[Riverhaven Forging Society]] and [[Crossing Forging Society]], as well as a new forge in Shard.
'''Weaponsmithing''' is a [[crafting]] discipline of the [[Forging]] skill. There are places to practice it at the [[Riverhaven Forging Society]], [[Crossing Forging Society]], [[Shard Forging Society]], [[Rathan Forging Society]], [[Mer'Kresh Forging Society]], the [[Hibarnhvidar Forging Society]], [[Lava Forge]] and [[Iltesh Neg Degti Forge]].


==Basics==
==Basics==
The [[Blacksmithing discipline#Smelting|smelting]] and [[Blacksmithing discipline#Shaping|shaping]] processes are identical to those used when making [[Blacksmithing discipline|tools]], but with an additional step of polishing on a grinding wheel.
Using metal ingots produced by [[Blacksmithing discipline#Smelting|smelting]], a weaponsmith shapes metal on an anvil with [[Crafting_Tools|hammer and tongs]], then polishes on a grinding wheel.

===Shaping===
The process for shaping weapons is the same as [[Blacksmithing discipline#Shaping|Blacksmithing]].


===Polishing===
===Polishing===
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==Techniques==
==Techniques==
See [[Weaponsmithing Techniques]].
:''See [[Weaponsmithing Techniques]].


==Products==
==Products==
See [[Weaponsmithing Products]].
:''See [[Weaponsmithing Products]].


==Weapon Enhancements==
==Weapon Enhancements==
Enhacements are applied to the weapon after the final oiling.
Enhancements are applied to the weapon after the final oiling.


The difficulty of performing these enhancements is one to three categories harder than the difficulty of crafting the base weapon. Failure in the process will damage the weapon sufficiently to require repair in a repair shop, though it will not cause any lasting damage.
The difficulty of performing these enhancements is one to three categories harder than the difficulty of crafting the base weapon. Failure in the process will damage the weapon sufficiently to require repair in a repair shop, though it will not cause any lasting damage.
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===Honing===
===Honing===
Honing requires a grindstone, a [[wire brush]], and some [[oil]].
Honing requires a grindstone, a [[wire brush]], and some [[oil]].<br />
Honing a finished weapon will reduce it's weight, at the expense of impact damage.
Honing a finished weapon will reduce its weight by 8% (round up), but will not drop the weapon down below its 3 density equivalent, or by more than 5 stones. For each stone of weight removed, one point of impact is lost (point, not category).
*Note: a weapon can be honed or balanced, but not both!
*Note: a weapon can be honed or balanced, but not both!


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===Tempering===
===Tempering===
Tempering requires a forge and [[tongs]].
Tempering requires a forge and [[tongs]]. Tempering will improve the durability of a weapon and increase its resistance to damage, if successful.


Begin by placing the weapon on the forge itself. The base activity requires {{com|turn}}ing the weapon with a set of tongs. Periodically, the crafter may be required to perform bellows and shovel actions as indicated in [[Blacksmithing discipline#Smelting|basic smelting or pounding]].
Begin by placing the weapon on the forge itself. The base activity requires {{com|turn}}ing the weapon with a set of tongs. Periodically, the crafter may be required to perform bellows and shovel actions as indicated in [[Blacksmithing discipline#Smelting|basic smelting or pounding]].
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*Note: a weapon can be honed or balanced, but not both!
*Note: a weapon can be honed or balanced, but not both!


Follow the same proceedure as [[#Honing|honing]], just begin with the appropriate weaponsmithing book page.
Follow the same procedure as [[#Honing|honing]], just begin with the appropriate weaponsmithing book page.

==Weapon Repair==
Weapon repair uses the same process as the [[Blacksmithing_discipline#Tool Repair|Blacksmithing discipline]].

==Cleaning==
{{tt|rub}}ing a weapon with a {{ilink|i|cleaning cloth}} will allow you to bring out different aspects.

# a ''<metal>'' ''<weapon>''
# a ''<metal>'' ''<weapon>'' with a tempered blade/head
# a ''<metal>'' ''<weapon>'' with a ''<mod>'' blade/head/design/finish
# a tempered ''<weapon>''
# a tempered ''<weapon>'' with a ''<mod>'' blade/head/design/finish
# a ''<mod>'' ''<weapon>''
# a ''<mod>'' ''<weapon>'' with a tempered blade/head
# a ''<weapon>'' with a tempered blade/head
# a ''<weapon>'' with a ''<mod>'' blade/head/design/finish
# a ''<weapon>''

In this case ''<mod>'' means either "honed" or "balanced."<br />
The blade/head/design/finish depends on weapon type and mod.

==Construction==
Nearly all weapons have the same construction, so far with the exception of {{ilink|w|sterak axe (crafted)}}, {{ilink|w|serrated recade (crafted)}}, and {{ilink|w|serrated kudalata (crafted)}}.

{| border="1"
! Durability !! Standard !! Tempered<br />Standard
|-
| 90 || 14 - v.strong || 18 - p. invulnerable
|-
| 80 || 12 - q.guarded || 17 - n.impervious
|-
| 70 || 11 - r.reinforced || 16 - u.resilient
|-
| 65 || 10 - a bit || 15 - e.resistant
|-
| 60 || 09 - average || 14 - v.strong
|-
| 50 || 08 - marginally || 12 - q. guarded
|-
| 40 || 07 - appreciably || 11 - r. reinforced
|-
| ?? || 05 - p. weak || 08 - marginally
|-
| 25 || 04 - r.flimsy || 06 - s.unsound
|-
| 20 || 03 - q.fragile || 05 - p.weak
|-
| ?? || 02 - v.delicate || 04 - r.flimsy
|}

==Behind the Scenes==
Damage is affected by two stats, the hardness of the metal used, and the weight of the weapon.
* Base damage is set by the template, modified by metal hardness.
* For each stone of weight, one additional point of damage is added to a category, in a pattern determined by template.


Balance and suitability are also affected by hardness but also by the density (stones per volume).
{{RefAl|r=-|a=-}}
* Balance and suitability share a pool of points, set by template and metal hardness.
* The inital ratio is set by the template.
* As the density of the metal increases past 5, the proportion of points is skewed towards suitability. As it decreases, it skews towards balance.


The construction of a weapon is solely dependent on the material's durability. So far, the only templates that have different durabilities are the rare, limited-use instructions.
{{cat|Creation Systems}}
{{RefAl}}
{{cat|Creation systems}}

Latest revision as of 08:07, 31 May 2020

Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
  • Needs construction stats added
  • Please see Category:Incomplete articles for more articles that are incomplete.


Weaponsmithing is a crafting discipline of the Forging skill. There are places to practice it at the Riverhaven Forging Society, Crossing Forging Society, Shard Forging Society, Rathan Forging Society, Mer'Kresh Forging Society, the Hibarnhvidar Forging Society, Lava Forge and Iltesh Neg Degti Forge.

Basics

Using metal ingots produced by smelting, a weaponsmith shapes metal on an anvil with hammer and tongs, then polishes on a grinding wheel.

Shaping

The process for shaping weapons is the same as Blacksmithing.

Polishing

When it comes time to polish, first TURN GRINDSTONE until it is up to speed, then PUSH GRINDSTONE WITH <weapon>.

Techniques

See Weaponsmithing Techniques.

Products

See Weaponsmithing Products.

Weapon Enhancements

Enhancements are applied to the weapon after the final oiling.

The difficulty of performing these enhancements is one to three categories harder than the difficulty of crafting the base weapon. Failure in the process will damage the weapon sufficiently to require repair in a repair shop, though it will not cause any lasting damage.

Enhancing a weapon *requires* the appropriate weaponsmithing technique, though it can be done by a crafter other than one that created the weapon.

Honing

Honing requires a grindstone, a wire brush, and some oil.
Honing a finished weapon will reduce its weight by 8% (round up), but will not drop the weapon down below its 3 density equivalent, or by more than 5 stones. For each stone of weight removed, one point of impact is lost (point, not category).

  • Note: a weapon can be honed or balanced, but not both!

Begin by STUDYing the appropriate page in your weaponsmithing book. Next TURN GRINDSTONE until it is up to speed, then PUSH GRINDSTONE WITH <weapon>. Periodically, you may be required to remove the metal shavings by RUBbing the weapon with a wire brush.

Tempering

Tempering requires a forge and tongs. Tempering will improve the durability of a weapon and increase its resistance to damage, if successful.

Begin by placing the weapon on the forge itself. The base activity requires TURNing the weapon with a set of tongs. Periodically, the crafter may be required to perform bellows and shovel actions as indicated in basic smelting or pounding.

Balancing

Balancing is an identical process to honing, but it will increase a weapon's balance, at the expense of suitability.

  • Note: a weapon can be honed or balanced, but not both!

Follow the same procedure as honing, just begin with the appropriate weaponsmithing book page.

Weapon Repair

Weapon repair uses the same process as the Blacksmithing discipline.

Cleaning

RUBing a weapon with a cleaning cloth will allow you to bring out different aspects.

  1. a <metal> <weapon>
  2. a <metal> <weapon> with a tempered blade/head
  3. a <metal> <weapon> with a <mod> blade/head/design/finish
  4. a tempered <weapon>
  5. a tempered <weapon> with a <mod> blade/head/design/finish
  6. a <mod> <weapon>
  7. a <mod> <weapon> with a tempered blade/head
  8. a <weapon> with a tempered blade/head
  9. a <weapon> with a <mod> blade/head/design/finish
  10. a <weapon>

In this case <mod> means either "honed" or "balanced."
The blade/head/design/finish depends on weapon type and mod.

Construction

Nearly all weapons have the same construction, so far with the exception of sterak axe (crafted), serrated recade (crafted), and serrated kudalata (crafted).

Durability Standard Tempered
Standard
90 14 - v.strong 18 - p. invulnerable
80 12 - q.guarded 17 - n.impervious
70 11 - r.reinforced 16 - u.resilient
65 10 - a bit 15 - e.resistant
60 09 - average 14 - v.strong
50 08 - marginally 12 - q. guarded
40 07 - appreciably 11 - r. reinforced
?? 05 - p. weak 08 - marginally
25 04 - r.flimsy 06 - s.unsound
20 03 - q.fragile 05 - p.weak
?? 02 - v.delicate 04 - r.flimsy

Behind the Scenes

Damage is affected by two stats, the hardness of the metal used, and the weight of the weapon.

  • Base damage is set by the template, modified by metal hardness.
  • For each stone of weight, one additional point of damage is added to a category, in a pattern determined by template.

Balance and suitability are also affected by hardness but also by the density (stones per volume).

  • Balance and suitability share a pool of points, set by template and metal hardness.
  • The inital ratio is set by the template.
  • As the density of the metal increases past 5, the proportion of points is skewed towards suitability. As it decreases, it skews towards balance.

The construction of a weapon is solely dependent on the material's durability. So far, the only templates that have different durabilities are the rare, limited-use instructions.

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