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Advanced Smithing covers anything that can be created by using the Advanced Smithing ability. Here you will find the design blueprints for everything that can be created using the Advanced Smithing ability. Your character must have the right ability to create any of the designs found on this page.

1. How To Use A Design

The design blueprints tell you the basics of the item you are trying to create. In the design table you will see numbers for each column. Those numbers are multiplied by numbers from the matching column in the materials table. Materials can be found on the materials page.

For example, if you wanted to make a dagger, the first thing you would need to decide upon is the material used. You would then take the dagger's Attack, Block, and DP values and add them to the material's Attack, Block, and DP Values. Here's an example using Dagger and Steel.
 

ItemAttackBlockDP
Dagger 4 1 no added bonus
Steel 4 4 50
STEEL DAGGER 8 5 50

The idea is the same with armor. Here is an example of creating a mythril plate bracer. The only difference is with determining PR and MR. With PR and MR you will take the design's PR & MR Mulitiplier and multiply it against the material's PR and MR value.
 

ItemBlockPRMR
Plate Bracer 20 0.5 0.5
Steel 4 4.5 0
STEEL PLATE BRACER 24 3* 0

* always round up PR and MR values


Notice how even though Plate Bracer has a MR value of 0.5, the completed armor has a MR value of 0? That is because the material, steel,  has a MR value of 0, and if you take 0 x 0.5 (or any number), you get 0. Therefore, if a design has a 0 for a value, it does not provide that value, and if armor has a 0 for a value, it does not provide that value, and the completed item will not have that value. For block value, if the design has an N/A value that means that there will be no block value for the completed armor.

Cost is determined by multiplying the material's cost by the weight of the material used and adding the desgin's cost to that total. Stores then multiply that answer by x 1.25 to get the cost that they sell the completed item for. Range is always provided by the design and never by the material, so if you are making a weapon the weapon's range will be based on the design only. Weight of Material needed simply shows you the wiehgt of the material that you need based on a default material, usually steel. You would then take that and multiply it by the material's weight multiplier to determine the weight of the item and how much of the material was used. Space Taken for the completed item is determined by the design.

2. Material Restrictions For Advanced Crafting


Once your character has the Advanced Smithing or Advanced Construction abilities, your character can use any material.

3. Advanced Smithing Weapon Designs

Here you can find the weapons that can be made using the ability Advanced Smithing. Here are some instructions to help you do so.

Special Note on Projectile Weapons:
Projectile weapons, such as bows, crossbows, and guns, do not have their attack value affected by the material. The material only affects DP, Weight, and Cost for these weapons.

  • Attack Value: In order to determine the completed weapon's attack value, take the design's attack value and add it to the material's attack value.
  • Block Value: In order to determine the completed weapon's block value, take the design's block value and add it to the material's block value.
  • DP Value: In order to determine the completed weapon's DP value, take the design's DP value and add it to the material's DP value.
  • Range: Range is determined only by the design, therefore the completed weapon's range will be the same as the range value listed in the design.
  • Weight: In order to determine the completed weapon's weight, take the design's material weight and multiply it by the material's weight.
  • Space Taken: The space taken by the completed weapon is determined by the design.
  • Worth: If you want to determine the worth of the completed weapon, take the material's cost and multiply it by the completed weapon's weight. Add the cost for the design for the worth of the weapon. Please note that shops increase the worth by x 1.25 on all items they sell.


Also be sure to click on the "more" button on the design and material used to see if there are any other bonuses or other important information regarding your completed weapon.

DesignAttackBlockDPRangeWeight of MaterialSpace TakenOther InformationDesign Cost
Short Katana 6 N/A 20 1 8 steel 2 For Silver: + 1d8 damage against undead;
For Gold: + 1d8 damage against death element; +1d6 damage if wielded by life element
16.00
Long Katana 6 5 20 2 10 steel 3 For Silver: + 1d8 damage against undead;
For Gold: + 1d8 damage against death element; +1d6 damage if wielded by life element
18.00
War Scythe 8 + 1d12 N/A 20 2 12 steel 8 For Silver: + 1d10 damage against undead;
For Gold: + 1d10 damage against death element; +1d8 damage if wielded by life element
18.00
Great Axe 7 + 2d6 N/A 20 2 10 steel 8 For Silver: + 1d12 damage against undead;
For Gold: + 1d12 damage against death element; +1d8 damage if wielded by life element
20.00
Martleldefer 10 + 2d12 15 20 3 24 steel 10 For Silver: + 1d10 damage against undead;
For Gold: + 1d10 damage against death element; +1d10 damage if wielded by life element
 19.00
Rune Staff 1d12 + 1d8 25 25 3 8 oak +
3 crystal
4

The Rune Staff is a staff made of wood with the purest crystal that can be found embedded in it. This crystal is attuned to the user so that it takes on the user's runic element. The Rune Staff can activate a different ability depending upon the user's element. Each ability is activated when a critical hit is successfully preformed (for attack effect) or a critical success is preformed using the block skill (for block effect).

  • Earth: Solidity Ability = increases staff attack value and block value by +10
  • Air: Knock Back Ability each hit uses air to knock the target back 1 hex and increases attack value by + 10
  • Water: Frozen Flame Ability = each hit does an extra 2d6 ice damage and has a 20% chance to freeze the target for 1 round
  • Fire: Aura of Flame Ability = each hit does an extra 2d6 fire damage plus 1d10 burn damage per round
  • Life: Electric Aura Ability each hit does an extra 2d6 shock damage and has a 20% chance to stun the target for 1 round
  • Death: Vampire's Poison Ability = each hit return 1⁄2 of the damage to the user and poisons the target for 1d10 per round
  • Time: Slow Bash Ability each hit reduces the target by half movement rate and there is a 20% chance that the target will be stunned for one round
  • Space: Psionic Command Ability each hit has a 20% chance of causing target to fall under your command for 1 round
Rune Staffs also decrease the user's spell action costs by 1.
40.00
Flail 12 + 1d12 N/A 40 5 5 steel 5 For Silver: + 1d10 damage against undead;
For Gold: + 1d10 damage against death element; +1d8 damage if wielded by life element;
must use metal materials only
25.00
Heavy Crossbow  5 + 4d6 N/A 30 10 8 oak 8 material does not affect attack value 70.00
Hunting Crossbow 4 + 3d6 N/A 40 14 4 oak 8 material does not affect attack value 65.00
Hand Cannon 4 + 1d12 N/A 100 14 8 steel 2 material does not affect attack value 75.00
Short Musket 5 + 2d12 N/A 100 18 15 steel 8 material does not affect attack value 100.00
War Musket 5 + 3d12 N/A 100 20 20 steel 10 material does not affect attack value 150.00
Blunderbuss 5 + 1d20 N/A 100 20 12 steel 10 material does not affect attack value
105.00
Rune Cannon 1d6 + 1d20 N/A  100 10 19.5 steel + 0.5 crystal 20 A rune cannon is a special type of gun that does not shoot a projectile. Instead it shoots a concentrated blast of magic that is of the same element as the user. It does this by drawing off magic power from the user. The rune cannon has a base shot value, and that shot value is increased by the amount of magic power the user supplies the rune cannon. Supplying the magic power is called charging the rune cannon, and for every 2 SA spent into the cannon, the rune cannon's attack value increases by 1 pointYou also add the user's magic power to the attack and the user can make critical magic hit checks.Every charge of 10 SA costs 1 support actionCharges can be built over multiple rounds but must be discharged by the end of the battle. You can bash someone with your rune cannon, dealing the rune cannon's base attack value as bashing damage.  300.00
Bullet  2d12 N/A no dp value 0 0.1 steel  0.01 For Silver: + 1d10 damage against undead;
For Gold: + 1d10 damage against death element; +1d8 damage if wielded by life element
0.25
Shell 3 + 1d20 N/A no dp value 0 0.1 steel 0.01 For Silver: + 1d10 damage against undead;
For Gold: + 1d10 damage against death element; +1d8 damage if wielded by life element
0.50

4. Advanced Shield Designs

Here you can find the shields that you can make using the Advanced Smithing ability. The method for making shields is the same as the method for making weapons. 

DesignAttackBlockDPRangeWeight of MaterialSpace TakenOther InformationDesign Cost
Tower Shield  N/A 80 50 0 9.24 hide;
20 oak;
12 steel
30 PR of 10 if equipped  4.00
Giant Shield  N/A 90 50 0 11.5 hide;
25 oak;
15 steel
 30 PR of 12 if equipped 4.50

5. Advanced Armor Designs

Here you can find the armor types that you can make using the Advanced Smithing ability. The method for making armor is the same as the method for making weapons, with the following exceptions…

  • PR & MR replaces DP: There is no DP for armor. Instead you have PR and MR. You get the completed armor's PR by taking the design's PR & MR Multiplier and multiplying it to the material's PR. You get the completed MR by taking the design's PR & MR Multiplier and multiplying it to the material's MR.
  • There is no Range: Armor doesn't have range.
  • Scale Armor has a different cost/worth formula: To get the complete worth of scale armor, you need to follow this formula: ((completed armor weight x 1.5) x material cost) + design cost
DesignBlockPR & MR MultiplierWeight of MaterialSpace TakenOther InformationDesign Cost
Scale Bracer 25 0.7 1.25 steel 6 - 1 to Initiative 2.00
Armet N/A 1.25  1.75 steel 6 N/A  5.00
Scale Cuirass N/A 5 22 steel 20 - 2 to Initiative  15.00
Scale Greaves & Cuisse N/A 5 20 steel 18 - 2 to Initiative  15.00
Scale Gorget - Enhancement N/A 0.75 1.5 steel 0 enhancement for cuirass  1.50
Scale Faulds - Enhancement N/A 0.75 1 steel 0 enhancement for greaves  1.50

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