Forging guide: Difference between revisions
(save point) |
mNo edit summary |
||
Line 315: | Line 315: | ||
===Tempering=== |
===Tempering=== |
||
In addition, each discipline has tempering techniques that are needed to harden the items made so they are more durable. Without the tempering techniques you can't make a sword or armor or tool more durable. They still work, but they will become damaged sooner than those that have been hardened by the tempering |
In addition, each discipline has tempering techniques that are needed to harden the items made so they are more durable. Without the tempering techniques you can't make a sword or armor or tool more durable. They still work, but they will become damaged sooner than those that have been hardened by the tempering. |
||
In blacksmithing, there is one technique for tempering and it will allow you to temper any metal. But in weaponsmithing and armorsmithing you need separate techniques for common and rare metals. |
In blacksmithing, there is one technique for tempering and it will allow you to temper any metal. But in weaponsmithing and armorsmithing you need separate techniques, one for common and one for rare metals. |
||
===Weapon Enhancements=== |
===Weapon Enhancements=== |
||
Line 338: | Line 338: | ||
===Technique Combinations=== |
===Technique Combinations=== |
||
What do techniques really do? Most of them allow you to make items sooner than you normally would based on skill. At the higher ends of skill I'm not certain yet what benefit they are if they help at all on the high end of skill. This means you can do everything in most crafts without any techniques at all, but certain things require the techniques. |
|||
This makes you have to plan out your future goals for a craft. There are 5 crafts. Magic-primary characters (Cleric, Warrior Mage, and Moon Mage) may want to do work in the enchanting area, and since all magic-primary folks are also lore-secondary, they all get one career and two hobbies. That means most of them will probably save the career to use in enchanting and even maybe one or more of the hobbies. This could leave none to use in the other crafts. So how do you approach a situation like this? |
|||
You can work every craft even without careers and hobbies, but you will only gain techniques from your skill, and right now that means a max of 13 techniques by the time you hit 1200 ranks. Most of the techniques you will pick up in the first 300 ranks (8 techniques), that means you need to concentrate on limited areas in the other crafts for the limited techniques you can gain. |
You can work every craft even without careers and hobbies, but you will only gain techniques from your skill, and right now that means a max of 13 techniques by the time you hit 1200 ranks. Most of the techniques you will pick up in the first 300 ranks (8 techniques), that means you need to concentrate on limited areas in the other crafts for the limited techniques you can gain. |
||
Line 361: | Line 357: | ||
===Mixing Metals to Adjust Density/Weight=== |
===Mixing Metals to Adjust Density/Weight=== |
||
There are two types of metal mixing. If you have at least 67% of one metal you end up with that metal with all its properties only modified by density. The second type is called alloys. You get alloys when no metal makes up 67% of the metal or more. |
There are two types of metal mixing. If you have at least 67% of one metal you end up with that metal with all its properties only modified by density. The second type is called alloys. You get alloys when no metal makes up 67% of the metal or more. |
||
<br /> |
|||
Basic rule of thumb. If your metal used to make an item is not 3.0 density at a minimum, you won't be able to make the item. If it's under 3.0 density, and you hit it with a hammer it will shatter the ingot. You can get the pieces and smelt them back into an ingot but you won't be able to make the item. Now where is that important: |
Basic rule of thumb. If your metal used to make an item is not 3.0 density at a minimum, you won't be able to make the item. If it's under 3.0 density, and you hit it with a hammer it will shatter the ingot. You can get the pieces and smelt them back into an ingot but you won't be able to make the item. Now where is that important: |
||
<br /> |
|||
Let's say you want to make a tool for forging like tongs. These require heat resistance and to be as light as possible. You will find that covellite is the most heat resistant normal metal, but its density is 2.0. That means you have to add metal to it to raise the density so it hits at least 3.0 or you can't make the tongs. |
Let's say you want to make a tool for forging like tongs. These require heat resistance and to be as light as possible. You will find that covellite is the most heat resistant normal metal, but its density is 2.0. That means you have to add metal to it to raise the density so it hits at least 3.0 or you can't make the tongs. |
||
<br /> |
|||
So how would you make an ingot that could be used to make tongs? First check the blacksmithing book under forging tools chapter 2. You will find the first tongs you can make are straight metal-type tongs using 10 volume of metal, and they are simple difficulty (200 skill to make with no techniques or maybe 150 skill with certain techniques). |
So how would you make an ingot that could be used to make tongs? First check the blacksmithing book under forging tools chapter 2. You will find the first tongs you can make are straight metal-type tongs using 10 volume of metal, and they are simple difficulty (200 skill to make with no techniques or maybe 150 skill with certain techniques). |
||
<br /> |
|||
In addition, the books says high resistance to fire and light are key to the best tongs. So covellite is the most heat-resistant metal, but it's only 2.0 density. So we must make it heavier but leave enough covellite so that we are only changing the weight, not the underlying properties of the metal. Any metal ingot that is at least 67% of one metal remains that metal with all its properties. So in this case we need 10 volume. Let's use 8 volume of covellite (80%) and 2 volume of lead (20%), the covellite density is 2.0 x 8 volume = 16. The lead is 8.0 density x 2 volume = 16. Thats 16 + 16 = 32 density of the resulting 10 volume of ingot (8 volume + 2 volume = 10 volume in the final ingot). Taking 32 and divide by the total volume of 10 gives you a final density of the ingot of 3.2. So this mix will work to give you straight covellite tongs at 10 volume with a final weight of 32 stones (3.2 x 10 = 32). |
In addition, the books says high resistance to fire and light are key to the best tongs. So covellite is the most heat-resistant metal, but it's only 2.0 density. So we must make it heavier but leave enough covellite so that we are only changing the weight, not the underlying properties of the metal. Any metal ingot that is at least 67% of one metal remains that metal with all its properties. So in this case we need 10 volume. Let's use 8 volume of covellite (80%) and 2 volume of lead (20%), the covellite density is 2.0 x 8 volume = 16. The lead is 8.0 density x 2 volume = 16. Thats 16 + 16 = 32 density of the resulting 10 volume of ingot (8 volume + 2 volume = 10 volume in the final ingot). Taking 32 and divide by the total volume of 10 gives you a final density of the ingot of 3.2. So this mix will work to give you straight covellite tongs at 10 volume with a final weight of 32 stones (3.2 x 10 = 32). |
||
<br /> |
|||
Many items such as weapons can benefit from being heavier or lighter. Right now my primary means of making a metal lighter is to make it with 70% of the main metal (bronze, steel, etc.), and 30% of oravir which has 1.0 density. If I want the weapon heavier like blunts for instance I would use 70% of the main metal and 30% of lead to add weight to the item. The key is getting the right mix with the right results. |
Many items such as weapons can benefit from being heavier or lighter. Right now my primary means of making a metal lighter is to make it with 70% of the main metal (bronze, steel, etc.), and 30% of oravir which has 1.0 density. If I want the weapon heavier like blunts for instance I would use 70% of the main metal and 30% of lead to add weight to the item. The key is getting the right mix with the right results. |
||
<br /> |
|||
I actually know of someone who made some covellite plate armor with a mix of covellite and lead to bring it to exactly 3.0 density. That means the full plate armor for the body came in at 100 volume of metal and a weight of 300 stones. There are a lot of leather, bone and cloth armors out there that come in at 400+ stones. I suspect that armor would be perfect for brand new Paladins coming into the lands to reduce weight on them for hunting. |
I actually know of someone who made some covellite plate armor with a mix of covellite and lead to bring it to exactly 3.0 density. That means the full plate armor for the body came in at 100 volume of metal and a weight of 300 stones. There are a lot of leather, bone and cloth armors out there that come in at 400+ stones. I suspect that armor would be perfect for brand new Paladins coming into the lands to reduce weight on them for hunting. |
||
===Mixing Metals to Create Alloys=== |
===Mixing Metals to Create Alloys=== |
||
Alloys are the hardest to work with right now. It's really math-intensive and can be a ton of fun trying things out. Alloys are the only way you can change a metals properties. This means you can change all seven properties of the metal. Stats will be in the form of (<material 1 stat> x <material 1 volume>) + (<material 2 stat> x <material 2 volume> ) / <total volume>, i.e. an average weighted by volume. |
Alloys are the hardest to work with right now. It's really math-intensive and can be a ton of fun trying things out. Alloys are the only way you can change a metals properties. This means you can change all seven properties of the metal. Stats will be in the form of (<material 1 stat> x <material 1 volume>) + (<material 2 stat> x <material 2 volume> ) / <total volume>, i.e. an average weighted by volume. |
||
<br /> |
|||
What can you do with an alloy. Glad you asked! Lets say you have glaes rare metal (workability 10), and you have darkstone rare metal (workability 75). You do not have the skill yet to actually make anything from glaes because of its low workability number. So you use 50% glaes 25 volume and 50% darkstone 25 volume and what do you end up with? You end up with a glaes alloy or darkstone alloy that has 50 volume and a workability of 42.5 (75 x 25 = 1875, 10 x 25 = 250, 1875+250 = 2125 and 2125 divided by 50 = 42.5). So you have turned a metal into something you might actually be able to work into something even though you did change all the metal's properties. |
What can you do with an alloy. Glad you asked! Lets say you have glaes rare metal (workability 10), and you have darkstone rare metal (workability 75). You do not have the skill yet to actually make anything from glaes because of its low workability number. So you use 50% glaes 25 volume and 50% darkstone 25 volume and what do you end up with? You end up with a glaes alloy or darkstone alloy that has 50 volume and a workability of 42.5 (75 x 25 = 1875, 10 x 25 = 250, 1875+250 = 2125 and 2125 divided by 50 = 42.5). So you have turned a metal into something you might actually be able to work into something even though you did change all the metal's properties. |
||
There are so many possibilities with alloys I have had no time yet to figure them all out. I call alloys the low skilled method of making really good tools, weapons and armor. |
|||
<br /> |
|||
Remember if you can make an item masterful in bronze (workability 70), if you use medium carbon steel (workability 50) you might not be able to make the same item masterful. And it goes down from there, the lower the workability number the higher your skill needs to be to make the item and the harder the item is to make. Yes that will teach you better with the harder material. |
Remember if you can make an item masterful in bronze (workability 70), if you use medium carbon steel (workability 50) you might not be able to make the same item masterful. And it goes down from there, the lower the workability number the higher your skill needs to be to make the item and the harder the item is to make. Yes that will teach you better with the harder material. |
||
==Work Orders== |
==Work Orders== |
||
If you decide to do work orders to get paid for the things you do, then the room with BOOKS in the description is where you purchase a {{ilink|i|forging work order logbook}}. |
If you decide to do work orders to get paid for the things you do, then the room with BOOKS in the description is where you purchase a {{ilink|i|forging work order logbook}}. |
||
<br /> |
|||
You will ask the society leader for either easy, challenging or hard blacksmithing/weaponsmithing/armorsmithing work. He will give you a task. The goal is to get paid the best and complete the item with as good of a quality as possible. |
You will ask the society leader for either easy, challenging or hard blacksmithing/weaponsmithing/armorsmithing work. He will give you a task. The goal is to get paid the best and complete the item with as good of a quality as possible. |
||
<br /> |
|||
To do this use the highest workability metal you can use and in addition to actually training the skill, you will get paid to so. It's not always the best item that way, but the quality will be better, and you will get paid more for the work order than you would if you had used other metals. |
To do this use the highest workability metal you can use and in addition to actually training the skill, you will get paid to so. It's not always the best item that way, but the quality will be better, and you will get paid more for the work order than you would if you had used other metals. |
||
<br /> |
|||
Unless you have a good source of metal you will also probably have to buy the metal in the shop and bronze usually works good for that. |
|||
===Prestige=== |
===Prestige=== |
||
Now work orders generate prestige, and that prestige is used to eventually qualify for a maker's mark. So if you make something and turn it in, you must do so again before 5 days go by or you start to lose prestige again. You also should probably pick a craft (forging, alchemy, enchanting, outfitting, or engineering) where you will do your main work orders in for getting a maker's mark (this is a certain level of prestige build-up; see [[Crafting]]). |
Now work orders generate prestige, and that prestige is used to eventually qualify for a maker's mark. So if you make something and turn it in, you must do so again before 5 days go by or you start to lose prestige again. You also should probably pick a craft (forging, alchemy, enchanting, outfitting, or engineering) where you will do your main work orders in for getting a maker's mark (this is a certain level of prestige build-up; see [[Crafting]]). |
||
<br /> |
|||
Everyone does this differently. I know some that do work orders in every craft currently present. They love making the coins. I know some that pick only one craft to do work orders in and the rest they just train in when they can. How you do it is eventually up to you. If your goal is a maker's mark then I would concentrate on one craft. Once you get enough to get the maker's mark then you can have someone make it and you can then branch out and do work orders whenever you want to in as many crafts as you want to. |
Everyone does this differently. I know some that do work orders in every craft currently present. They love making the coins. I know some that pick only one craft to do work orders in and the rest they just train in when they can. How you do it is eventually up to you. If your goal is a maker's mark then I would concentrate on one craft. Once you get enough to get the maker's mark then you can have someone make it and you can then branch out and do work orders whenever you want to in as many crafts as you want to. |
||
<br /> |
|||
Doing work orders trains well and pays pretty well. Remember you can study any crafting master in the Forging Society buildings to get syntax on how to ask them things. If you have no techniques and no career or hobby, start with easy work orders. If you have techniques but no career or hobby start with challenging work orders. Hard work orders can be done as you approach the next level of difficulty with top of the line tools around 30-50 ranks before you get there or if you have a career or hobby plus techniques. With good tools my work so far tells me you can do challenging work orders with high workability materials most of the time. |
Doing work orders trains well and pays pretty well. Remember you can study any crafting master in the Forging Society buildings to get syntax on how to ask them things. If you have no techniques and no career or hobby, start with easy work orders. If you have techniques but no career or hobby start with challenging work orders. Hard work orders can be done as you approach the next level of difficulty with top of the line tools around 30-50 ranks before you get there or if you have a career or hobby plus techniques. With good tools my work so far tells me you can do challenging work orders with high workability materials most of the time. |
||
Revision as of 18:01, 3 March 2015
- This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
- Needs advanced armor section filled out
- Please see Category:Incomplete articles for more articles that are incomplete.
For those that don't know the difference between nuggets, bars, fragments, lumps, ingots or rocks of any size.
DIR FORGING SOCIETY will get you to the Forging Society building in the Crossing or in Riverhaven. In the room descriptions in the building you will see bookstore, tools, supplies (all in different rooms); use ORDER when you see these rooms.
Ok you want to do forging. The forging craft consists of 3 parts. Blacksmithing, Weaponsmithing, and Armorsmithing. To start with you need these tools:
Required Tools, Instructions, and Materials
The bookstore room is where you must be to get a book of instructions. The apprentice book is cheapest but gets you to 200 skill, where you need the more expensive 15 plat or so book called the journeyman book, which should be good at least through 400 skill. Note those skill levels are based on having no techniques in the three craft areas. The more techniques you get, the quicker you have to move up to a more expensive book. So buy the apprentice blacksmithing book to start with so we can show you how things work. If you want to later you can get the apprentice weaponsmithing book and the apprentice armorsmithing book. To start with I will show you how to smelt and refine and then how to make things in blacksmithing.
All forging crafts require the following tools:
- shovel
- stirring rod
- bellows
- forging hammer
- tongs
- forging oil
Additional tools may be necessary for some tasks and will be noted:
- pliers: Used for armorsmithing.
- wire brush: Used for metal tool, weapon, and armor repair, as well as some tasks in advanced weaponsmithing.
- flux: Used in metal refining.
- aerated salts: Used to repair crucibles.
All of these tools are available at the Forging Society, such as in the eastern section of the Crossing Society. Use ORDER to see a list and to place an order. Player made versions of many of these can be found at the shops in the Plaza, and are of higher quality. In addition, rarely there are some sold at festival shops.
Last note about tools: brushes, flux, and oil have limited usage. They do run out, and you have to buy more. The salts get used up the moment you use them. COUNT MY BRUSH will show you how many uses are left, same for oil or flux.
Lastly, nuggets and ingots of material can also be purchased from the Society using ORDER in the right area. Other sources of material include creature drops and mining.
Smelting and Refining Walkthrough
Please do not choose any techniques yet and do NOT choose a hobby or a career yet. While techniques can be unlearned (at considerate expense), career and hobby choices are permanent.
So your first goal is to get the tools you don't yet have. Remember that these can be purchased from the society in the equipment room, such as the east side of the Crossing society, using {{tt|order} and ORDER <#>. Purchase a mixing rod, a shovel, and a set of bellows.
Your second goal is to do something basic to train some forging. In the supplies room, if you type ORDER, you will see items you can purchase. First buy a huge bronze ingot for 562 Kronars. A huge ingot is 5 volume of bronze. Next, we will learn how to smelt said ingot and then refine the ingot. You can get to around 75 skill just refining ingots.
Explore the rooms in the building and TAP CRUCIBLE, TAP ANVIL, TAP FORGE and you will gradually see how things are arranged. In the Crossing Society, the crucibles are on the west side of the building and there are three of them. As only one person can use a crucible at a time, find a room that is empty or wait for one to become empty.
Here are the manual steps to smelting and then refining any metal into an ingot usable for forging any items.
Smelting Metal
Smelting is simply the process of melting down the metal and forming it into an ingot. It is the starting point not only for blacksmithing items, but also weaponsmithing and armorsmithing. For now, this process teaches Forging up to about 75 ranks with standard metals.
Begin by placing all the desired components into the crucible, which can hold up to 22 ingots/nuggets/etc. or up to 210 volume, whichever comes first. In addition, it cannot hold more than eight different metals. In this case, you'll be putting in the bronze ingot that was purchased earlier.
Then, holding a stirring rod STIR/MIX CRUCIBLE WITH ROD, until a problem occurs. You can get a number of messages such as stirring works perfectly, but eventually you will receive one of the following messages:
- If the metal starts forming lumps or cooling in places, TURN the crucible.
- If the fire is unable to consume it's fuel, hold a set of bellows and PUSH them.
- If the fire runs out of fuel, hold a shovel and PUSH FUEL WITH SHOVEL.
Once you have fixed the problem, return to MIXing until either another problem occurs or the ingot is poured out.
The basic theme is to keep stirring until you complete the product and have a cooled ingot in hand. This process is made easier by the Basic Metal Smelting Technique, though it is not needed to do it.
Refining Metal
The only differences between refining and smelting is you add POUR FLUX INTO CRUCIBLE rather than mixing to start the process and that refining only works on a single ingot/nugget/etc.. From that point forward refining metal is exactly like you were smelting it to begin with.
The purpose of refining is to raise the quality (also called purity) of the metal, but has the side effect of reducing the volume by 50%. If you possess the Proficient Refining Technique (which you shouldn't), the reduction is instead roughly 20% (see Advanced Refining for a more thorough discussion).
Now, if you wonder why you should care about the quality of an ingot, it's because the higher quality ingot has, the more of a bonus you get to the actual forging of the item.
Crafting Deeds
At this point you may wish to stop, and would not want to carry around a huge chunk of metal all day. This is where deeds and deed registers come in.
First, you will need a deed packet. This packet is found in the room where you purchased your metal from. Use ORDER and you will see they are numbers 13, 14, 15. The small packet has 10 forms, the packet has 50, and the large packet has 100. For now get the small deed packet that is number 13.
Secondly, look for a clerk in the building. In the Crossing Forging Society building he is in the eastern section by the crate. ASK CLERK FOR REGISTER. He will give you a register that you can put deeds in (up to 50). Note you can only have one deed register, asking for a second just gives you a copy of the first.
Do not do the following, unless you are ready to stop, as it takes ten minutes for deeds to become redeemable.
The deed packet works so that if you have your ingot in one hand and the packet in the other and use PUSH MY INGOT WITH MY PACKET, then you have deeded the ingot. Then put the packet away and get the register out.
To then store the deed, TURN REGISTER TO PAGE <#> to set the register to the page you wish to store it on, and PUT DEED IN MY REGISTER. You can also TURN REGISTER TO CONTENTS then READ MY REGISTER to see what you have. To get the deed out of the register, you TURN REGISTER TO the right page number, then TAP/PULL MY REGISTER. This will put the deed in your hand. Put the register away. Then TAP MY DEED, and you should have an ingot in your hand ready to use.
At this point you can read about advanced smelting and refining or continue on to the Forging Walkthrough.
Advanced Smelting and Refining
Smelting
Smelting doesn't just involve collecting the same ingot types into a larger ingot, it also allows combining of different metals. When smelting multiple items, there are a couple important things to know. These are as follows:
COUNT CRUCIBLE can be used to see the materials inside the crucible in a more coherent manner.
There are metals which can only be formed from the combination of metals. We've already encountered bronze, which is a 1:4 mixture of tin to copper, but there are several others, including steel. W+hen a mixture of several metals is mixed, before any other actions occur, these combination metals will attempt to form. Brass (zinc and copper) will take precedence over bronze, and bronze will take precedence over pewter (tin and lead), if multiple alloys are possible. Steel will not form if anything other than iron and charcoal is in the crucible. Once a combination material is made, it cannot be directly altered. For example, mixing low carbon steel (1 coal to 1 iron) with coal will never change it to high carbon steel (3 coal to 1 iron) or even medium carbon steel (2 coal to 1 iron).
Once that has finished, the stats of the resulting metal will be affected depending on which of two ways the metals combine.
If there is one component that composes 67% of the volume or more, then the base stats will be of that material, and the remaining material will only affect the density. Otherwise, stats will be in the form of [(<material 1 stat> * <material 1 volume>)+(<material 2 stat> * <material 2 volume> )+......+(<material 8 stat> * <material 8 volume>)] / <total volume>, i.e. an average weighted by volume.
Refining
Previously we said that refining will cost either half or 20% of the volume of the material. In truth, it's better to say that you will lose either 1 out of 2 or fraction of 2, or 1 out of 5 or fraction of 5. For example, if you have 5 volumes and the technique, you'll lose 1 volume, but if you have 6 volumes and the technique you'll lose 2 volumes, since that sixth volume is part of another five.
Also the quality of the metal is very important. If you have a high quality metal you tend to lose a lot less of the metal in the refining process. The table below shows the results.
Starting Quality | Amount Lost Without Technique |
Amount Lost With Technique |
---|---|---|
<71 | ? | 20% |
71-80 | ? | 12% |
81-90 | ? | 8% |
91+ | ? | 5% |
Now what does this mean? It means that closer you start to having 99 quality metal, the less metal you lose.
Reclaiming Metal
Reclaiming is simply the act of melting down a finished product that either you or someone else has forged. Note that only fully finished items can be reclaimed, and the resulting volume will be reduced in the same way as refining, either 1 out of 2 or 1 out of 5. The process is made easier by knowledge of the Expert Metal Reclamation Technique.
Forging Walkthrough
The basic processes of forging works the same in blacksmithing as it does in weaponsmithing or armorsmithing. The only difference is most items in armorsmithing take a great deal of volume to make, and you might have to add a part to the item, like a short pole, long pole, handle, hilt, etc.
Forging Items
Now let's continue on with the process of making something from the metal you refined.
Make sure you've purchased a blacksmithing book from the book store (remember to use ORDER). In addition, beyond the tools needed for smelting, you will need a set of tongs, a forging hammer (usually a something-peen hammer), and some crafting oil.
When you open the blacksmithing book, {{tt|TURN BLACKSMITHING BOOK TO INDEX)) and you will find at least six chapters. Each chapter is dedicated to specific tools and items. Chapter 1 is Smelting and Other Knowledge which will repeat much of what was learned in the smelting walkthrough, chapter 2 is Forging Tools, chapter 3 is Engineering Tools, chapter 4 is Outfitting Tools, chapter 5 is Alchemy Tools, and chapter 6 is Forged Item Design.
At 0 skill up through around 25 ranks, about all you can do are items that are extremely easy difficulty. Right now the only extremely easy items to make are in chapter 6. They are the shallow cup and the slender rod. So TURN BLACKSMITHING BOOK TO CHAPTER 6 and READ MY BOOK, which will show you the chapter index. Then TURN BLACKSMITHING BOOK TO PAGE <whatever the cup is on>.
Note: When ever something changes in forging items or there is a game crash, the page numbers change, so you always have to check the chapter and find what page the item you want to make is on. Do not try to just guess or you may end up making the wrong item.
When you read the book, it tells you a variety of useful information, such as how much metal is required, which techniques covers the item, and any additional pieces besides metal that are needed.
For your first item to make you're going to forge your bronze ingot into a shallow bronze cup. The cup takes 1 volume of the metal ingot to make so your 2 or even 4 volume ingot is big enough to make at least 2 to 4 cups.
Keep in mind bronze is a heavy metal. The weight is about 6 stones per volume, which is known as it's density. That means the 1 volume cup will weigh in right at 6 stones. Check the crafting materials document, and you will see the density of bronze is 6.2. That means if you used 5 volume to make an item, it would weight in at 5 times 6.2 or 31 stones, which is pretty heavy. But bronze also happens to be really easy to work (workability of 70, in a system where higher numbers are easier to work). So for this cup we are trading weight for workability. You want to actually make a decent cup here so we use a heavy bronze.
In the Forging Society buildings, the anvil and forge are usually in a different room from where the crucible is located. In the Crossing, the crucibles are on the west side of the building, and the anvils are beyond arches in the south end of the building. What I did is went through each room and did TAP ANVIL until I got used to where they were in the different Forging Society buildings. Find an anvil where no one is in the room, and you can begin the shaping process.
- PUT MY INGOT ON ANVIL.
- Get the blacksmithing book out. It should already be turned to the right page; if not TURN it to the right page. Then STUDY MY BOOK. That will study the book in order to make the shallow cup. Then put the blacksmithing book back in your container.
- Then get your forging hammer out (usually a diagonal-peen hammer or ball-peen hammer) and your tongs.
- POUND INGOT WITH HAMMER. This step will start the process off and if your ingot is too big the remaining part of it will be put in your main STOW container.
- Step four can produce a problem message and each step after can produce a problem message the messages are as follows along with what you need to do if that message happens:
- The fire is unable to consume its fuel - if this happens get out your bellows and PUSH MY BELLOWS. Then put the bellows up, get your tongs, and POUND CUP WITH HAMMER.
- The fire runs out of fuel - Get shovel and PUSH FUEL WITH SHOVEL, then put the shovel up and POUND CUP WITH HAMMER.
- The item needs straightening or detailing - TURN CUP WITH TONGS then continue to POUND CUP WITH HAMMER.
- When the item is finished being shaped PUSH TUB which will cool it.
- At this point, some items require additional pieces, such as a handle for a shovel, or a hilt for a sword, and it will tell you. All of these items can be purchased from the crate in the room where you purchased your tools. To combine a piece with its component, use ASSEMBLE <item> WITH <component>.
- The final step is to POUR OIL ON CUP to finish it off. Thus you will have completed your shallow bronze cup.
Each item in the book is created the same way. The difference is you can only do the ones you have the skill for or in some cases the one just above that level. Please don't try to start out with steel on your first item; you won't have the skill to create an item masterfully with steel yet.
Forging Differences for Weapons and Armor
Weapons have an additional step once the hilt or other pieces are combined, and that is grinding. To do this, find a grindstone inside the society, in the Crossing society they are north and south of the clerk, and in the Riverhaven society they are in the same room as your anvil.
To use a grind stone, first TURN GRINDSTONE until it is going fast, then PUSH GRINDSTONE WITH <weapon>. After that, pour the oil on as with the blacksmithing items, and you're done.
For armor, you will need to purchase a set of pliers. Rather than using a grindstone, the various pieces of armor must be woven together by using PULL <armor> WITH MY PLIERS. This may take multiple steps of pulling, each with a variety of messaging, but continue to pull. In addition, during these pulls, you may need to ASSEMBLE additional pieces, but this is normal.
At this point you've completed all the basic steps you will need to do workorders. The following sections are more advanced subjects and specialist processes.
Advanced Forging
This section is for those who have mastered basic forging and smelting and want more information on advanced topics.
Tempering
Tempering is the act of reheating a metal item in such a way as that it becomes more durable. This is unlike standard forging in several ways, both conceptual and practical. First, it requires that a specific technique is known or else it cannot be done at any amount of skill. While blacksmithing only has one tempering technique, both armorsmithing and weaponsmithing have two tempering techniques, one which covers normal every-day metals, and one that covers the high end rare metals.
Tempering is immensely useful, especially when making things from fragile materials, but it is absolutely NOT necessary when doing work orders.
We'll use blacksmithing as an example of how to temper, but the steps are mostly the same for all three disciplines. Please note to get Tool Tempering you need to already know the following techniques in blacksmithing: Basic Metal Smelting, Basic Tool Repair, and Advanced Tool Repair.
- Find an empty room with an anvil, since forges are always found in the same rooms as anvils.
- First get tongs, make sure you have the item to temper.
- PUT <item> ON FORGE twice to start the process.
- TURN <item> ON FORGE WITH MY TONGS.
- Each time you turn the item with the tongs, you may get one of a number of problem messages that require action to resolve. If you don't get one of these messages you continue to TURN CUP WITH MY TONGS. These messages are as follows and how to respond to them.
- As you finish the fire flickers and is unable to consume its fuel: Get the bellows out and PUSH MY BELLOWS. Then put it up and get the tongs and TURN <item> ON ANVIL WITH MY TONGS.
- As you finish working the fire dims and produces less heat from ..: Get the bellows out and PUSH MY BELLOWS. Then put it up and get the tongs and TURN <item> ON ANVIL WITH MY TONGS.
- fire dies down and needs more fuel: Get the shovel out and PUSH FUEL WITH MY SHOVEL. Then put it up and get the tongs and TURN <item> ON ANVIL WITH MY TONGS.
- fire dies down and appears to need some more fuel: Get the shovel out and PUSH FUEL WITH MY SHOVEL. Then put it up and get the tongs and TURN <item> ON ANVIL WITH MY TONGS.
- needs to be cleaned of the clay by pouring oil on it: See below.
- metal looks to be in need of some oil to preserve: This is the final step, so pick up the item, get the oil, and POUR OIL ON MY <item>.
Advanced Weaponsmithing
Honing Weapons
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 five stones. This means if your weapon is already at 3 stones per volume there is not much reason to hone it. For each stone of weight removed, one point of impact is lost (point, not category).
- Begin by STUDYing the appropriate page in your weaponsmithing book (chapter 10 and the metal weapon honing page).
- Next TURN GRINDSTONE until it is up to speed (note you usually have to turn it up to 3 times to get it up to speed).
- Next PUSH GRINDSTONE WITH <weapon>.
- Periodically, you may be required to remove the metal shavings by RUBbing the weapon with a wire brush. You will see the message when it needs to happen.
- When finished, another layer of oil
Balancing Weapons
Balancing will increase a weapon's balance at the expense of suitability/power.
The process for balancing is identical to that of honing, only starting with the balancing page.
Advanced Armorsmithing
Unfortunately, all I know about lightening armor and reinforcing armor is what follows, I'm still in the process of filling this in.
Lightening Armor
- Lightening armor: reduces weight (but not protection or hindrance) of the item by approximately 10%
Reinforcing Armor
- Reinforcing armor: increases protection, hindrance, and weight
Miscellaneous Processess
Repairing
Note just like armor and weapons, tools degrade with use. Unless you wish to repair them yourself, you will need to take the tools to the Engineering Society building (DIR ENGINEERING SOCIETY) and when you go building, go west. The NPC you find there will repair tools.
All metal tools, armor, weapons, and shields, as well as a few stone tools, can be repaired in the field.
While the process is simple, lack of sufficient Forging skill can result in additional damage, rather than repair. You will need a wire brush and crafting oil, both purchasable from the Forging Focieties.
First RUB or SCRAPE the item with a wire brush, and then POUR oil on it.
The process is simple, but without the appropriate repair techs, it can be a very time consuming process.
Appearances and Cleaning Cloths
RUBing a weapon, armor, shield, or tool with a cleaning cloth will allow you to bring out different aspects. This also works on armor.
Using weapons as an example:
- 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," and the blade/head/design/finish depends on weapon type and mod.
Techniques
Rank | Technique Slots | |||
---|---|---|---|---|
General | Career | Hobby | Guild Bonus | |
25 | 1 | 1 | 1 | 1 |
50 | 2 | 2 | 2 | 2 (if applicable) |
75 | 3 | 3 | 3 | 3 (if applicable) |
100 | 4 | 4 | 4 | |
150 | 5 | 5 | 5 | |
200 | 6 | 6 | 6 | |
250 | 7 | 7 | ||
300 | 8 | 8 | ||
400 | 9 | 9 | ||
500 | 10 | 10 | ||
700 | 11 | 11 | ||
900 | 12 | 12 | ||
1200 | 13 |
This part explains some information about techniques and metal properties and how to use them.
What do techniques really do? Most of them allow you to make items sooner than you normally would based on skill. Even at the highest levels of skill, some items are just too difficult to make in difficult metals without them. This means you can do most things in most crafts without any techniques at all, but certain things will effectively require the techniques.
Technique slots are gained based on skill, with additional ones gained due to Career, Hobby, or Guild choices. Consult the chart to the right to see at which ranks in skill a slot is received.
As shown, at the time a normal slot is received, if the person has a career, hobby, or is of the right guild, an addition slot in that area may be awarded.
Careers and Hobbies
Careers and hobbies are much like picking a guild, in that once you choose them, there is no going back. However, unlike guilds, there is no necessity to pick them right away. It is perfectly possible to experience the lower levels of a craft without having a hobby or career in it.
It is HIGHLY advised that no career or hobby be chosen until there is certainty. There is no going back.
In addition to granting you bonus technique slots, they give a skill bonus to the making of items within that discipline.
It should be noted that careers and hobbies are picked from the discipline level, rather than the skill level, which means that you cannot take a hobby in forging, it must be in
Repairing Techniques
Each of the three disciplines of forging have their own repair techniques. The various techniques will reduce the RT of the repair, increase how much damage is repaired with each action, and finally make your piece of equipment immune to damage for a short period of time.
Tempering
In addition, each discipline has tempering techniques that are needed to harden the items made so they are more durable. Without the tempering techniques you can't make a sword or armor or tool more durable. They still work, but they will become damaged sooner than those that have been hardened by the tempering.
In blacksmithing, there is one technique for tempering and it will allow you to temper any metal. But in weaponsmithing and armorsmithing you need separate techniques, one for common and one for rare metals.
Weapon Enhancements
Weaponsmithing has two techniques that help you modify weapons called honing (Reduces weight without reducing the puncture and slice of an item), and Balancing (used to improve a weapon for high agility rather than strength). You can't change how the weapons you make perform unless you have those techniques.
Armor Enhancements
In armorsmithing there are two techniques, one for lightening and one for reinforcing. You can't modify armor from the basic set without those two techniques. Any other techniques in those three areas will only help you do something a little bit before you have the skill to actually do them. So these techniques are vital for those areas.
Blacksmithing Techniques
Now in blacksmithing techniques, there is one that is especially nice to have.
The Master Metallurgy technique allows you to see the metal composition of ingots and forged items such as tools, weapons and armor given enough skill. This means you can look at the items and figure out what metal was used in making it. Or if you made something and you forgot what you did, you can at least see the metal make up of the ingot used to create the item. To do so, simply hold the ingot/item and analyze it, and you'll get a description back like:
The metal appears to be composed of: 2.25% brass, 75.24% bronze, 3.98% high carbon steel, 0.04% oravir, 0.10% gold, 0.00% lead, 6.12% medium carbon steel, and 12.23% silver.
Also the Maker Mark Design technique allows you to make marks that you can use to stamp the item as yours. Without that technique (and it takes 2 other techniques to get it), you cannot make marks at all, though you can have someone else make a mark for you to use, if they have the techniques.
Technique Combinations
You can work every craft even without careers and hobbies, but you will only gain techniques from your skill, and right now that means a max of 13 techniques by the time you hit 1200 ranks. Most of the techniques you will pick up in the first 300 ranks (8 techniques), that means you need to concentrate on limited areas in the other crafts for the limited techniques you can gain.
I have seen folks work skill in forging simply to get all the repair techniques in each part of forging (4 techniques in blacksmithing, 3 in weaponsmithing, 3 in armorsmithing), that means to repair all the items that can be made in forging took 10 techniques. Those folks then tend to spread the other 5 techniques as they can grow where they want to concentrate for instance putting the last 5 techniques in weaponsmithing or armorsmithing or blacksmithing.
I have seen others get the tool repair techniques in blacksmithing (4), the tempering and special needed techniques in both weaponsmithing and armorsmithing (4 each) for 12 techniques and get the tempering technique in blacksmithing.
I have also seen folks go for just one area but get the tool repair techniques in blacksmithing and then put everything else in either armorsmithing or weaponsmithing.
The good thing about this is if you change your mind you can unlearn techniques but you can't change a career or hobby. So if you decide you want to modify things and go for one part of the forging area, put all 13 techniques into weaponsmithing. Or get 4 in blacksmithing to repair tools and 9 in armorsmithing then you can do that. Just don't choose careers and hobbies until you are absolutely sure what you want to do.
Metallurgy
Workability
Now the last part of this is making items. Making items you need to know certain things about metals. The higher the workability of the metal the easier it is to make the item you're trying to make masterfully. So in the crafting materials document, you see the metals are all shown with normal and rare metals. You will note almost all rare metals have a really low workability. Thus you need more skill to use them. There are a couple exceptions, however, such as darkstone metal which has the highest workability of any of the rare metals. For that reason you will see many folks using tools made from darkstone metal or you will see it in some weapons as well. Darkstone, muracite and kapeda are the only rare metals that have a high workability, and of those three, it turns out muracite is also a really good catalyst for alchemy remedies. I have never seen kapeda myself; it is obtained from the Beyond the Barrier quest.
Mixing Metals to Adjust Density/Weight
There are two types of metal mixing. If you have at least 67% of one metal you end up with that metal with all its properties only modified by density. The second type is called alloys. You get alloys when no metal makes up 67% of the metal or more.
Basic rule of thumb. If your metal used to make an item is not 3.0 density at a minimum, you won't be able to make the item. If it's under 3.0 density, and you hit it with a hammer it will shatter the ingot. You can get the pieces and smelt them back into an ingot but you won't be able to make the item. Now where is that important:
Let's say you want to make a tool for forging like tongs. These require heat resistance and to be as light as possible. You will find that covellite is the most heat resistant normal metal, but its density is 2.0. That means you have to add metal to it to raise the density so it hits at least 3.0 or you can't make the tongs.
So how would you make an ingot that could be used to make tongs? First check the blacksmithing book under forging tools chapter 2. You will find the first tongs you can make are straight metal-type tongs using 10 volume of metal, and they are simple difficulty (200 skill to make with no techniques or maybe 150 skill with certain techniques).
In addition, the books says high resistance to fire and light are key to the best tongs. So covellite is the most heat-resistant metal, but it's only 2.0 density. So we must make it heavier but leave enough covellite so that we are only changing the weight, not the underlying properties of the metal. Any metal ingot that is at least 67% of one metal remains that metal with all its properties. So in this case we need 10 volume. Let's use 8 volume of covellite (80%) and 2 volume of lead (20%), the covellite density is 2.0 x 8 volume = 16. The lead is 8.0 density x 2 volume = 16. Thats 16 + 16 = 32 density of the resulting 10 volume of ingot (8 volume + 2 volume = 10 volume in the final ingot). Taking 32 and divide by the total volume of 10 gives you a final density of the ingot of 3.2. So this mix will work to give you straight covellite tongs at 10 volume with a final weight of 32 stones (3.2 x 10 = 32).
Many items such as weapons can benefit from being heavier or lighter. Right now my primary means of making a metal lighter is to make it with 70% of the main metal (bronze, steel, etc.), and 30% of oravir which has 1.0 density. If I want the weapon heavier like blunts for instance I would use 70% of the main metal and 30% of lead to add weight to the item. The key is getting the right mix with the right results.
I actually know of someone who made some covellite plate armor with a mix of covellite and lead to bring it to exactly 3.0 density. That means the full plate armor for the body came in at 100 volume of metal and a weight of 300 stones. There are a lot of leather, bone and cloth armors out there that come in at 400+ stones. I suspect that armor would be perfect for brand new Paladins coming into the lands to reduce weight on them for hunting.
Mixing Metals to Create Alloys
Alloys are the hardest to work with right now. It's really math-intensive and can be a ton of fun trying things out. Alloys are the only way you can change a metals properties. This means you can change all seven properties of the metal. Stats will be in the form of (<material 1 stat> x <material 1 volume>) + (<material 2 stat> x <material 2 volume> ) / <total volume>, i.e. an average weighted by volume.
What can you do with an alloy. Glad you asked! Lets say you have glaes rare metal (workability 10), and you have darkstone rare metal (workability 75). You do not have the skill yet to actually make anything from glaes because of its low workability number. So you use 50% glaes 25 volume and 50% darkstone 25 volume and what do you end up with? You end up with a glaes alloy or darkstone alloy that has 50 volume and a workability of 42.5 (75 x 25 = 1875, 10 x 25 = 250, 1875+250 = 2125 and 2125 divided by 50 = 42.5). So you have turned a metal into something you might actually be able to work into something even though you did change all the metal's properties.
There are so many possibilities with alloys I have had no time yet to figure them all out. I call alloys the low skilled method of making really good tools, weapons and armor.
Remember if you can make an item masterful in bronze (workability 70), if you use medium carbon steel (workability 50) you might not be able to make the same item masterful. And it goes down from there, the lower the workability number the higher your skill needs to be to make the item and the harder the item is to make. Yes that will teach you better with the harder material.
Work Orders
If you decide to do work orders to get paid for the things you do, then the room with BOOKS in the description is where you purchase a forging work order logbook.
You will ask the society leader for either easy, challenging or hard blacksmithing/weaponsmithing/armorsmithing work. He will give you a task. The goal is to get paid the best and complete the item with as good of a quality as possible.
To do this use the highest workability metal you can use and in addition to actually training the skill, you will get paid to so. It's not always the best item that way, but the quality will be better, and you will get paid more for the work order than you would if you had used other metals.
Unless you have a good source of metal you will also probably have to buy the metal in the shop and bronze usually works good for that.
Prestige
Now work orders generate prestige, and that prestige is used to eventually qualify for a maker's mark. So if you make something and turn it in, you must do so again before 5 days go by or you start to lose prestige again. You also should probably pick a craft (forging, alchemy, enchanting, outfitting, or engineering) where you will do your main work orders in for getting a maker's mark (this is a certain level of prestige build-up; see Crafting).
Everyone does this differently. I know some that do work orders in every craft currently present. They love making the coins. I know some that pick only one craft to do work orders in and the rest they just train in when they can. How you do it is eventually up to you. If your goal is a maker's mark then I would concentrate on one craft. Once you get enough to get the maker's mark then you can have someone make it and you can then branch out and do work orders whenever you want to in as many crafts as you want to.
Doing work orders trains well and pays pretty well. Remember you can study any crafting master in the Forging Society buildings to get syntax on how to ask them things. If you have no techniques and no career or hobby, start with easy work orders. If you have techniques but no career or hobby start with challenging work orders. Hard work orders can be done as you approach the next level of difficulty with top of the line tools around 30-50 ranks before you get there or if you have a career or hobby plus techniques. With good tools my work so far tells me you can do challenging work orders with high workability materials most of the time.
FAQ
- Can I wait to temper/seal/reinforce/etc. an item?
- Yes, the modifications can always be added on later, but they cannot be removed.