The Blacksmith

The Blacksmith is where you will acquire most of your weapons. Except for the very specialized weapons, such as guns, bows, and gloves, you will find no ready-made weapons. Instead you must go to the blacksmith and tell the blacksmith what you want made. This can seem daunting at first, but understanding how to do this will allow you to make any kind of weapon you want. 

How To Use The Blacksmith

Before you can start to use the blacksmith, you will want to understand how to do so. The more you understand, the easier the process will be and the better of a weapon you will be able to have made.

Reading This Page

The first thing to learn is how to read the information on this page. This page is divided into Blades and Handles.

  • Blades: Blades are the business end of your weapon, the main part of your weapon, if you will. Despite being called a blade component, it doesn't need to be sharp or made of metal. It just needs to only be used to do damage. All blade components must be attached to a handle component. Blades also have Blade Enhancements and Blade Materials. Blade Enhancements are enhancements to your blade, and blade materials are the materials used to make your blade. 
  • Handles: Handles are components used to hold your weapon. Blades are attached to handles, but handles do not require a blade. A staff, for example, is simply a long handle component, typically without a blade. But don't let that little fact stop you from adding a unique small blade to it. Handles also have handle enhancements and handle materials. 

Each component is listed on a table with the following fields: Item, Attack, Parry, Range, Hit Chance, Power Cost, Weight, Space Taken, Other Information, Build Time, and Cost. Most of these should already be understood, but below are a few that might be new to you. 

Power Cost: this is the cost of the Power Stat that the component will require. 

Build Time: this is the time it takes to make that component. It is listed in hours. 

The Basics of Making A Weapon

To make a weapon you will be adding together all of the items of your blade, all of the items of your handle, and then adding those two completed components together. Simple, right? No? Then let me explain further.

First Step: Making a Blade Component

The first step to making a weapon is likely going to be making a blade component - unless you want a staff or rod. Anyways, you simply need to add the values of the material to the blade, and any enhancements. For the most part, it is simple addition, but some components have multipliers instead of flat values. No worries, it isn't that difficult. Lets go over it one "item" at a time.

First you need to decide which items you want to make use. Until you get a handle on how to do things, you should start simple. Lets start with making a simple Steel Long Broad Sword. For the blade we will need the following: Attack Type, Blade Length, Blade Placement - End, and Sword Shape Blade. We will also be using the Broad Blade Enhancement and the Steel Material. 

Attack Type: This is important, as you need to assign an attack type to your weapon. Every weapon you make must have an attack type. Even staffs. Since we are making a sword, we will get the slashing attack type. The only information we need is the slashing information in Other Information, and the cost of 1.00. 

Blade Length: This is the length of your blade. It is sold in components of 3 inches. A typical long sword is 33 inches, so we will need 3 of these. Lets record the information together. We will only record what we need to know.

Item Parry Range Power Cost Weight Space Taken Build Time Cost
Blade Length 3 Inches +1 every 12 inches 0.25 0.25  base weight 0.5 increased by x 1.2 per application 0.25 0.5 hours per 6 inches 0.50
33 inches (10 components) (33 /12) = 3 (2.75 round up) (0.25 x 10) = 2.5  (0.25 x 10) = 2.5 (0.5 x 12) = 6

(0.25 x 10) = 2.5

(33/6 = 5.5) x 0.5 = 2.75 hours (.50 x 10) = 5.00

Hopefully you understand what is shown above. Since we wanted 33 inches, we had to buy the blade length 10 times. The first row shows what the initial values were, the second row shows the total values of all 10 put together. 

Blade Placement: Next we get to place where the blade will go on our handle. A blade must always be on a handle unless it is something like a throwing star. Anyway, we want a sword so we will get the Blade Placement - End that increases the range by + 0.25 and costs 1.50.

Sword Shape Blade: This one is probably self explanatory, but we need to tell the blacksmith we want the blade shaped like a sword blade. This gives us the following

Item Attack Parry Range Hit Chance Power Cost Weight Space Taken Build Time Cost
Sword Shape Blade + 10 +3 N/A + 1 0.5 N/A 0 1 hour 5.00

Broad Blade Enhancement: This will increase the width of our blade which will give us a heavier sword. 

Item Attack Parry Range Hit Chance Power Cost Weight Space Taken Build Time Cost
Broad Blade Enhancement x 1.25 +2 N/A -1 +1 x1.5 0 1 hour 8.00

Steel Material: This is the material we will make our blade from.

Item Attack Parry Range Hit Chance Power Cost Weight Space Taken Build Time Cost
Steel 6 5 N/A 0 1 metal x 1 0 1 hour 6.00 per pound

Ok, lets put it all together to get our sword blade…

Item Attack Parry Range Hit Chance Power Cost Weight Space Taken Build Time Cost
Blade Length 33 Inches 0 3 2.5 0 2.5 6 2.5 2.75 hours 5.00
Attack Type - Slashing 0 0 0 0 0 0 0 0 1.00
Blade Placement - End 0 0 0.25 0 0 0 0 0 1.50
Sword Shape Blade 10 3 0 -1 0.5 0 0 1 hour 5.00
Broad Blade Enhancement x1.25 2 0 -1 1 x1.5 0 1 hour 8.00
Steel Material 6 5 0 0 1 metal x 1 0 1 hour 6.00 per pound
Completed Blade (10+6)x1.25 = 20 (3+3+2+5) = 13 (2.5+0.25) = 2.75 (-1+-1) = -2 (2.5+.5+1+1) = 5 (6 * 1.5) x 1 = 9 2.5 (2.75+1+1+1) = 5.75 hours (5+1+1.5+5+8+(6*9)) = 74.50

I've included how to add together the values in the Completed Blade so you can hopefully see how we have come up with our completed blade values. Multiplying happens after addition. Hopefully this makes sense.

Second Step: Make The Handle

Now lets make the handle that this blade will attach to. We will need the following: Handle 6 inches, Handle Straight, Twisted Handle Enhancement, Elgin Material, and Black Maple Material. We will not need attack type since we are using a blade with this handle. 

Handle Length 6 Inches: We only need a 6 inch handle since this is a sword, so this will be simple. 

Handle Shape Straight: We want a straight handle for the sword.

Twisted Handle Enhancement: This enhancement lets us basically make two handles and twist them into one. This lets us use two materials, which can give us added effects. The attack and parry values are the average of the two, but the extra effects of the materials will make it worth it.

We will finally add in the values of both wood materials since we are using a twisted handle. Ready? Lets do this!

Item Attack Parry Range Hit Chance Power Cost Weight Space Taken Other Info Build Time Cost
Length 6 inches 0 2 0.5 0 0.5 (0.5 x 1.25) = 0.63 1 N/A 0.5 hours 1.00
Handle Shape Straight 0 0 0 0 0 0 0 N/A 0.5 hours 5.00
Twisted Handle Enhancement x 1.25 x 1.25 0 0 0.5 x 1.35 0 N/A 2 hours 15.00
*Elgin Sapia Material 2 + 1d8 4 N/A 0 0.25

metal x 0.5

((0.63x0.5)x1.35) = 0.43

0

1d10 bonus to Runic Energy (roll each time for bonus)

returns Vitality damage to user to restore Soul;

0.5 hours

22.85 per pound

(22.85x0.43) = 9.83

*Black Maple Material 2 + 1d8 4 0 0 0.25

metal x 0.5

((0.63x0.5)x1.35) = 0.43

0 Vitality damage returned to user to restore Power 0.5 hours

6.25 per pound

(6.25x0.43) = 2.69

Combined Material 2 + 2d4 4 0 0 0.25 (0.43+0.43) = 0.86 0 combined bonuses 0.5 hours (9.83+2.69) = 12.52
Completed Handle (2 x 1.25) = 3 + 2d4 (4 x 1.25) = 5 0.5 0 (0.5+0.5+0.25) = 1.25 (0.86*1.35) = 1.16 1

1d10 bonus to Runic Energy (roll each time for bonus)

returns Vitality damage to user to restore Soul and Power

(0.5+0.5+2+0.5) = 3.5 hours (1+5+15+12.52) = 33.52

Third and Final Step: Combine Blade with Handle

Now we can combine the completed blade with the completed handle to get the completed weapon

Item Attack Parry Range Hit Chance Power Cost Weight Space Taken Other Info Build Time Cost
Completed Blade 20 13 2.75 -2 5 9 2.5 N/A 5.75 hours 74.50
Completed Handle 3 + 2d4 5 0.5 0 1.25 1.16 1

1d10 bonus to Runic Energy (roll each time for bonus)

returns Vitality damage to user to restore Soul and Power

3.5 hours 33.52
Completed Broad Steel Long Sword 23 + 2d4 18 4 (round up) -2 7 (round up) 10.16 3.5

1d10 bonus to Runic Energy (roll each time for bonus)

returns Vitality damage to user to restore Soul and Power

9.25 hours (74.50 + 33.52) x 1.25 fee = 135.03

It may look confusing at first but once you do it a couple times, it is really not so difficult. Simply remember the following:

  • Always add before you multiply: If something you are adding to your component has a multiplier, you will multiply that against everything you added to that component. For example, with the sword blade component above we added together the blade shape and steel material attack values and took that total to multiply against the broad blade enhancement attack value. That is because the enhancement would enhance the total attack value of that blade. 
  • Round Up Attack, Parry, Range, Hit Chance, and Power Cost. These values cannot have decimals. We want to round up even if it is only a 0.1 because we do not want to lose anything. 
  • You need a handle with a blade (in most cases), but you do not need a blade with a handle.
  • You must increase the total cost by 25% (x1.25) to pay the blacksmith for labor and taxes. Certain settings may add an additional fee.

Hopefully you understand somewhat how this all works. If you have any trouble, please ask for help.

Blades

Item Sort by Item, Ascending Sort by Item, Descending Required Crafting Ability Sort by Required Crafting Ability, Ascending Sort by Required Crafting Ability, Descending Rarity Sort by Rarity, Ascending Sort by Rarity, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Power Cost Sort by Power Cost, Ascending Sort by Power Cost, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Info Sort by Other Info, Ascending Sort by Other Info, Descending Build Time Sort by Build Time, Ascending Sort by Build Time, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Attack Type Level 1 Very Common N/A N/A N/A N/A 0 N/A N/A

Defines the weapon's primary attack type.

  • Slashing:  Slashing attacks are more effective against cloth armor, with 10% of the damage dealt going through cloth armor. Can cause Bleeding Out status effect if the target is not armored if you make a critical hit, reducing the target's hp by 1d10 round for 4 rounds or until bandaged.
  • Bashing:  You can cause Fatigue status effect if the target is armored if you make a critical hit, lasting for 4 rounds. If the target is not armored, Minor Broken Bones and Fatigue apply if you crit. You can make a strength check to daze the target for 1d3 rounds.
  • Chopping:  if one crits, 10% of the damage goes to the target's Vitality regardless of the armor worn. You can cause Bleeding Out status effect if the target is not armored if you make a critical hit, reducing the target's hp by 1d10 round for 4 rounds or until bandaged. 
  • Piercing:  If you are attacking a target not wearing armor or wearing cloth armor, you have a chance of inflicting Serious Wounds to the target. Attacks deal 10% of the damage directly to the target's Vitality.
N/A 1.00
Blade Length 3 inches Level 1 Very Common 0 +1 every 12 inches 0.25 0 0.25 per application base weight of 0.5 pounds metal, increased by x 1.2 per application 0.25 Length of blade. 0.5 hours per 6 inches 0.50
Blade Placement - End Level 1 Very Common 0 N/A + 0.25 0 0 N/A adds blade length to handle length space taken Places blade on end of handle, like with swords, spears, axes, etc... N/A 1.50
Blade Placement - Side Level 2 Less Common 0 N/A 0 0 0 N/A N/A Places blade on side of handle. This could be anywhere on the side, you must describe and decide where at on the handle, as long as it does not increase the length of the handle. An example would be to attach a quarter moon shaped blade that is the length of the handle to the side of the handle.  N/A 1.50
Chain Whip Blade Level 3 Rare +12 N/A +1 per length component, up to 8 applications +1 +1.5 base weight of 0.25 pound metal (instead of 0.5 pounds), increased by x 1.25 per length component application 2 Use to make chain whip. 5 hours 5.00
Cloth Whip Blade Level 1 Very Common +8 N/A +1 per length component, up to 8 applications +1 +1 base weight of 0.3 pounds cloth (instead of length weight), increased by x 1.25 per application of length component 2 Use to make a cloth whip. 3 hours 5.00
Fork Shape Level 2 Less Common +4 N/A 0 0 +1 x1.3 N/A Fork shape, 2 prongs. Must add component for each additional prong up to 5 prongs, attack only increases by 1 per each additional prong. 1.5 hours 5.00
Large Headed Shape Level 2 Less Common x1.4 N/A 0 -2 +2 x1.75 N/A Makes the blade component a large heavy head. This could be a mallet, or if added with a claw enhancement, a hammer. This blade can be made of handle materials and blade materials, with no penalties.  1.5 hours 5.00
Star Shaped Blade Level 3 Rare 0 N/A 0 0 0.5 0 0 Traditionally a 3 inches by 3 inches throwing star with 4 points. Can be made 6 points with applying component again. Could be made larger with the length component, increasing the size by 3 inches by 3 inches with each use of length component, though the throw range should decrease by 25% with each size increase. Could be attached to a handle to make a unique weapon.  2 hours 5.00
Sword Shape Blade Level 1 Very Common +10 +3 N/A +1 0.5 N/A 0 Basic sword blade 1 hour 5.00
Thin Shape Level 3 Less Common -5% -5% N/A +2 -1 -10% 0 Makes the blade thin, like a rapier. 0.5 hours 5.00
Wedge (Axe) Shape Level 2 Very Common x1.35 0 0 -2 1 x1.5 N/A Changes the traditional blade shape into a wedge shape, like seen on axes. 1 hour 5.00

Blade Enhancements

Item Sort by Item, Ascending Sort by Item, Descending Required Crafting Ability Sort by Required Crafting Ability, Ascending Sort by Required Crafting Ability, Descending Rarity Sort by Rarity, Ascending Sort by Rarity, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Power Cost Sort by Power Cost, Ascending Sort by Power Cost, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Info Sort by Other Info, Ascending Sort by Other Info, Descending Build Time Sort by Build Time, Ascending Sort by Build Time, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Bearded Blade Enhancement Level 3 Rare +5 N/A N/A -1 +0.75 x1.15 N/A

Adds a chin or beard if you will to the blade end of wedge shaped blades or half moon shaped blades. 

1 hour 6.00
Broad Blade Enhancement Level 2 Less Common x1.25 (25%) +2 N/A -1 +1 x1.5 N/A Increases the width and thickness of the blade, making it a more durable blade that could come down harder with more power behind its hit, however it is slower to swing. This cannot be used with Razor Thin Edge. 1 hour 8.00
Razor Thin Blade Enhancement Level 3 Unique +5 -10 0 +1 -0.25 x0.75 N/A Thins out blade giving it a razor sharp edge. This causes it to cut more easily dealing more damage, however the blade becomes less durable. 1 hour 5.00
Serrated Blade Enhancement Level 2 Less Common -2 N/A N/A 0 -0.2 N/A N/A Adds a serrated edge to the blade that doesn't cut as cleanly, however it does cut more easily through armor, giving the blade a 5% damage bypassing cloth and chain armor.  0.5 hours 5.00
Tempered Metal Level 3 Rare x1.25 x1.2 0 0 0 N/A 0 For metal materials only. x1.25 x1.5

Blade Materials

Item Sort by Item, Ascending Sort by Item, Descending Required Crafting Ability Sort by Required Crafting Ability, Ascending Sort by Required Crafting Ability, Descending Rarity Sort by Rarity, Ascending Sort by Rarity, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Power Cost Sort by Power Cost, Ascending Sort by Power Cost, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Info Sort by Other Info, Ascending Sort by Other Info, Descending Build Time Sort by Build Time, Ascending Sort by Build Time, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Animal Furs Level 1 Very Common 3 + 1d4 N/A N/A 0 0 cloth x 1.1 N/A for cloth weapons 1 hour 3.83 per pound
Argentum Level 3 Rare 5 4 N/A 0 1 metal x 1 N/A 1/2 attack power if used for handle.

increased weapon attack value against undead by x 1.25

 
1 hour 7.25 per pound
Aurum Level 3 Rare 5 3 N/A 0 1 metal x 1 N/A 1/2 attack power if used for handle.

This increases the weapon's attack value by x 1.5, the weapon's parry value by x 1.25 if wielder is life

 
1 hour 8.00 per pound
Leather Level 1 Very Common 4 N/A N/A 0 0 cloth x 1 N/A for cloth weapons 1 hour 4.50 per pound
Steel Level 1 Very Common 6 5 N/A 0 1 metal x 1 N/A 1/2 attack power if used for handle. 1 hour 6.00 per pound

Handles

Item Sort by Item, Ascending Sort by Item, Descending Required Crafting Ability Sort by Required Crafting Ability, Ascending Sort by Required Crafting Ability, Descending Rarity Sort by Rarity, Ascending Sort by Rarity, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Power Cost Sort by Power Cost, Ascending Sort by Power Cost, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Info Sort by Other Info, Ascending Sort by Other Info, Descending Build Time Sort by Build Time, Ascending Sort by Build Time, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Attack Type Level 1 Very Common N/A N/A N/A N/A 0 N/A N/A

Defines the weapon's primary attack type.

  • Slashing:  Slashing attacks are more effective against cloth armor, with 10% of the damage dealt going through cloth armor. Can cause Bleeding Out status effect if the target is not armored if you make a critical hit, reducing the target's hp by 1d10 round for 4 rounds or until bandaged.
  • Bashing:  You can cause Fatigue status effect if the target is armored if you make a critical hit, lasting for 4 rounds. If the target is not armored, Minor Broken Bones and Fatigue apply if you crit. You can make a strength check to daze the target for 1d3 rounds.
  • Chopping:  if one crits, 10% of the damage goes to the target's Vitality regardless of the armor worn. You can cause Bleeding Out status effect if the target is not armored if you make a critical hit, reducing the target's hp by 1d10 round for 4 rounds or until bandaged. 
  • Piercing:  If you are attacking a target not wearing armor or wearing cloth armor, you have a chance of inflicting Serious Wounds to the target. Attacks deal 10% of the damage directly to the target's Vitality.
N/A 1.00
Handle Shape Curve Level 3 Less Common 0 N/A -0.5 per 20 degrees of curve 0 0 N/A N/A Allows you to curve the handle, from 20 degrees to 280 degrees.  0.5 hours 5.00
Handle Shape Straight Level 1 Very Common 0 N/A N/A 0 0 N/A N/A This is a basic straight handle. 0.5 hours 5.00
Length - 6 inches Level 1 0 +2 for every 12 inches 0.5 0 0.5 per 6 inches base weight of 0.5 pounds metal, increased by x 1.25 per application 1 per length component Handle component of weapon, without a blade component this would make a staff or rod. 0.5 hours per application 1.00 base cost

Handle Enhancements

Item Sort by Item, Ascending Sort by Item, Descending Required Crafting Ability Sort by Required Crafting Ability, Ascending Sort by Required Crafting Ability, Descending Rarity Sort by Rarity, Ascending Sort by Rarity, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Power Cost Sort by Power Cost, Ascending Sort by Power Cost, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Info Sort by Other Info, Ascending Sort by Other Info, Descending Build Time Sort by Build Time, Ascending Sort by Build Time, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Elongated Guard Level 1 Less Common 0 x1.2 0 0 0 0.2 0 N/A 0.25 hours 2.50
Holy Symbol Level 3 Rare x 2 damage against spirits x 1.5 Parry against spirits 0 +5 against spirits -2 against spirits 0 0 This etches a holy symbol upon the handle of your weapon that is significantly blessed. This causes your weapon to do double the damage it normally would do against a spirit, and increases its ability to parry a spirit's attack if the weapon can parry. Further more, spirits have a harder time evading it. Spirits still get their normal decrease in physical damage, but because the weapon can do more damage, more of it will affect the spirit.  0.5 hours 10.00

Handle Materials

Item Sort by Item, Ascending Sort by Item, Descending Required Crafting Ability Sort by Required Crafting Ability, Ascending Sort by Required Crafting Ability, Descending Rarity Sort by Rarity, Ascending Sort by Rarity, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Power Cost Sort by Power Cost, Ascending Sort by Power Cost, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Info Sort by Other Info, Ascending Sort by Other Info, Descending Build Time Sort by Build Time, Ascending Sort by Build Time, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Argentum Level 3 Rare 5 4 N/A 0 1 metal x 1 N/A 1/2 attack power if used for handle.

increased weapon attack value against undead by x 1.25

 
1 hour 7.25 per pound
Aurum Level 3 Rare 5 3 N/A 0 1 metal x 1 N/A 1/2 attack power if used for handle.

This increases the weapon's attack value by x 1.5, the weapon's parry value by x 1.25 if wielder is life

 
1 hour 8.00 per pound
Bone Level 1 Less Common 5 + 1d12 4 0 0 0 metal x 0.85 0 always crit (hit and magic) if wielded by a death element 1 hour 4.75 per pound
Oak Level 1 Very Common 2 + 1d8 5 N/A 0 0.25 metal x 0.5 N/A N/A 0.5 hours 4.00 per pound
Steel Level 1 Very Common 6 5 N/A 0 1 metal x 1 N/A 1/2 attack power if used for handle. 1 hour 6.00 per pound

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