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Forging

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[Click to view original Forging Guide (introductory material)][Click to view full article] Template:Forging Guide

There are four possible outcomes in turning the grinder:

Result Notes Messaging
Major failure The entire material is destroyed.
You are left with a toothpick.
Minor failure Try again. The weight of the material is reduced slightly, which means you may need more material.
Things seem to be going okay, but this is more difficult than you expected.  After grinding for what seems like an eternity you realize that the scribed pattern has been chewed away, but the remaining <material> doesn't look like anything yet.
Success A functional, crafted handle has been created
You finish your work and stand up, turning the <hilt> in your hands.  You nod, satisfied with the piece you've created.
Major success The hilt can be used to attempt to create a perfect weapon
You finish your work and stand up, turning the <hilt> in your hands. You smile as you realize that this piece is the very best that you can create.

The Polisher

Upon completion of the grinding portion of the forging process, one must polish the finished piece by LEANing on the polisher.

Template:Forging Guide

There are five possible outcomes in getting the tongs:

Result Notes Messaging
Continue working It takes longer to create larger pieces.
You finish this round of work on your {material} slab and set the tongs on the anvil, realizing that there's more work to be done before the >material< slab will resemble its intended form.
Major failure You are left with nothing.

Minor failure Try again

Success A regular head or blade is created
You finish your work and straighten up. Turning the {material} {item}-blade you nod, satisfied with your work.
Major success The head or blade can be used to attempt to create a perfect weapon
You pause and lift the still glowing {material} {item}-blade from the anvil. A moment of close inspection is all you need to tell that you have done your best work this time. You smile as you plunge the hot {item}-blade into the tempering trough.
As with crafting, one must polish the finished piece by LEANing on the polisher.

Template:Forging Guide

There are four outcomes to turning the vise:

Result Notes Messaging
Major failure The pieces are combined, but at a severely reduced quality.

Minor failure Try again

Success The pieces are combined. The weapon will not be perfect, but if the two pieces going into the vise are "best" pieces, the resulting weapon will be a superior weapon.
You finish your work and step back, turning the {material} {item} in your hands. You nod, satisfied with the piece you've created.
Major Success The pieces are combined at increased quality. If the two pieces were "best" pieces, the resulting weapon will be a perfect weapon, provided that you are a master of crafting. If the two pieces are not "best" pieces, then the resulting weapon will be a superior weapon.
You finish your work and step back, turning the {weapon} in your hands. You smile as you realize that this piece is probably the best that you can create.

After this step, the head or blade is complete. The weapon will be a <quality> <material>-handled <material> <weapon>.

The description can be shortened LEAN POLISHER WITH CLEAN, which will make it "a <material> <weapon>". The quality adjective may be changed via LEAN POLISHER WITH <adjective> to another adjective of the same or lesser tier as per this quality by tier ranking (the default adjective is often based on the race of the crafter). LEAN POLISHER WITH <adjective> may also be used to add the quality of the weapon back into the description if it was removed with the CLEAN modifier. There is no way to add the hilt/handle/etc back into the description once it has been removed and altering either the quality adjective or cleaning the weapon will remove the hilt/handle/etc.

Quality By Tier
Perfect
Superior / Hefty / Nifty / Well-crafted / Exquisite
Elegant / Well-made
Fine
Nice
Plain
Simple
Crude
Lop-sided / Flimsy

While it is possible to dye the pieces at this step, it can cause serious bugs. It is best to leave them as-is.

The Slab Cutter

The slab cutter in the crafting room is used to divide the material into several pieces. Since a successful forging attempt uses the entirety of a piece of material, this cuts down on waste. To do so, PULL slab-cutter, after PUSHing to adjust the cut size, or POKEing to reset it to cut the material in half. To find out how much material to use, MEASURE the glyph.

The Forging Hammer

A forging hammer must be used during the forging process (GET TONGS). Pieces made with a perfect forging hammer have an 8% chance to combine to make a perfect weapon.

When using a forging hammer created by the original forger, it is pre-attuned to the forger. Forging hammers made by someone else must be attuned to the character in order make a perfect piece. When using a forging hammer crafted by another forger, the following message will indicate when the hammer is attuned to the forger.

You feel as if you've become accustomed to the balance and heft of this forging-hammer.

Modifiers to Forging

Statistic Modifiers

As described above, the following statistics affect the three stages of forging:

Crafting STR, DEX, DIS
Forging STR, CON, DIS
Vise DEX, DIS

Racial Modifiers

A character's race and profession modify their roll when making an item. Characters that come from a race with a tradition of forging or crafting might have a bonus to those skills, possibly innate, or possibly from growing up in a culture where they would have grown up learning about forging.

Race Crafting Forging
Aelotoi +0 +0
Burghal Gnome +40 +5
Dark Elf +30 +2
Dwarf +50 +7
Elf +30 +2
Erithian +0 +0
Forest Gnome +0 +0
Giantman +0 +0
Half-Elf +0 +0
Half-Krolvin +0 +0
Halfling +0 +0
Human +0 +0
Sylvankind -20 -3

Profession Modifiers

Since training as an adventurer does not generally involve practice at the forge, most professions suffer a penalty to working on the grinder and receive no bonus to forging. Those with exceptionally nimble hands avoid the grinder penalty, while those with thickly-calloused hands and a tradition of hard labor suffer less of a grinder penalty and a slight bonus to forging.

Profession Crafting (Grinder) Forging Handicap Assembling (Vise)†
Bard +20 +20 +3
Cleric +20 +30 +5
Empath +20 +30 +4
Monk +0 +25 +1
Paladin +10 -5 +0
Ranger +0 +20 +2
Rogue +0 +10 +1
Sorcerer +40 +50 +6
Warrior +5 -5 +0
Wizard +40 +50 +6
† Profession matters much less when assembling parts
A negative handicap is a bonus

Maximum Professional Handicaps

  • Crafting: -40
  • Forging: -50
  • Assembling: -6

Success Determination Calculation

The chance to successfully forge an item is determined by:

1-500 [appropriate forging skill (OHE, BR, etc.)]
- [wound/HP-loss penalty]
+ [Forging stat bonuses averaged] (Effective Con bonus, Effective Dis bonus, Effective Str bonus)
{Comparatively, Grinder stat bonuses are (Effective Dex bonus, Effective Dis bonus, Effective Str bonus)}
- [material's magical-plus penalty (higher plus = higher penalty)]
- [material's size penalty (each "pound" of material being worked is a -1 penalty)]
(working larger masses of material at the forge is inherently more difficult)
+ [forging hammer's quality modifier]
- [profession handicap]
+ [Racial bonus]
--------------------------
{Chance of success}
1-500 RNG
If RNG < {Chance of success} then SUCCESS.

Weapon Quality Determination

Once a forging attempt has been determined to be a success, an additional 1-100 RNG determines if it was actually an Extraordinary Success (ES) (a "best work" item, necessary in order to achieve a perfect weapon).

The forge's script/code suggests that a 5% chance of an ES was intended, with the hammer's ownership/quality providing a bonus, but the code evaluates to the two If statements below:

If the forging-hammer does not belong to the weaponsmith, the % chance of an ES is 0.
If the forging-hammer DOES belong to the weaponsmith, the % chance of an ES = the hammer's quality modifier.

Once a grinding attempt has been determined to be a success, an additional 1-100 RNG determines if it was actually an ES. The grinder's chance of an ES is a flat 5% chance. No modifiers of any sort.

At the vise, the chance of an ES and a quality increase is determined by a 1-100 RNG vs. (the applicable Forging skill/50), and so the max possible is a 10% chance. A weaponsmith with an OHE forging skill of 400 would have an 8% chance of an ES when assembling an OHE weapon.

Gift of Eonak

Gift of Eonak will provide a second roll for the Grinder and Forging steps for determining whether the piece is successfully made, and the better of the two at each step will be kept. It does not provide this benefit to the chance of an Extraordinary Success on these steps.

When combining pieces on the Vise, the second roll is made for whether or not it was an Extraordinary Success, with the higher of the two rolls being kept.

Summary

To completely create a weapon, the following success/failure rolls are involved:

1. Grinding the hilt or handle:

Item-creation success roll (Gift of Eonak provides a second success roll, the best of the two is kept.)
if successful, an Extraordinary Success roll is made.
max ES chance is 5%

2. Forging the head or blade:

Item-creation success roll (Gift of Eonak provides a second success roll, the best of the two is kept.)
if successful, an Extraordinary Success roll is made.
max ES chance is 5%, but Perfect forging hammer can raise the chance to 8%.

3. Vise assembly of hilt and blade:

Item-creation success roll (Gift of Eonak provides a second success roll, the best of the two is kept.)
if successful, an Extraordinary Success roll is made.
max ES chance is 10% (Gift of Eonak provides a second success roll, the best of the two is kept.)

Advancing Skills

Learning to forge involves actually doing it. For each of the six skills, there are 500 ranks. The number of ranks one has can be seen using the ARTISAN verb.

Increasing Skill

For each sub-category of forging the chance of gaining a skill rank upon completion is approximately equal to the following:

Probability = [500 - RANKS + (Logic Bonus / 3)]/500

"LOG Bonus" in this context was changed for all systems to (LOGIC BONUS / 3) by GM Naijin in December of 2020.

Given these probabilities with a 0 logic bonus, the average number of forging attempts required to gain 500 ranks is 3,397, wherein the halfway point in expected attempts is found at rank 483 out of 500. This is typically the figure quoted when players ask about forging time requirements. Alternatively, having a logic bonus of 30 reduces the expected number of attempts by 43% to 1941. The halfway point with a logic bonus of 30 is found at 437 ranks, and the original 483-rank threshold represents being approximately 76% of the way to mastery (on average).

Materials Available

There are various types of wood available in different locations. For the most part, the metals are universally available.

Woods

Wood Town
Haon Ta'Illistim
Hickory Solhaven
Ko'nag Troubled Waters prize
Maoral Wehnimer's Landing
Maple Icemule Trace
Modwir Kharam Dzu
Monir Ta'Vaalor
Oak Zul Logoth
Walnut River's Rest

Non-magical metals

Metal Type Towns Sold Percent chance
in EG 2015
Slab Generator
Seconds per
Forging Cycle
Bronze all n/a 60
Iron none, forge in
Kobold Mines
37.5%1, 3 604
Steel all 37.5%1, 3 60
Invar Zul Logoth 7.8%1 804

Common magical metals

These metals are sold in every forging shop, and are rather common in slab generators.

Metal Type Percent chance
in EG 2015
Slab Generator
Seconds per
Forging Cycle
Mithril 10.3%1 80
Ora 2.6%1 100
Imflass 12.1%1 120
Vultite 2.1%1 180

Uncommon metals

These were sold off the shelf at certain events, and show up somewhat regularly in the slab generator.

Metal Type Percent chance
in EG 2015
Slab Generator
Seconds per
Forging Cycle
Drakar 3.7%1 80
Gornar 2.8%1 80
Mithglin off the shelf only 1404
Rhimar 3.5%1 80
Zorchar 3.7%1 80

Rare metals

These have only been available through auctions or raffles.

Metal Type Percent chance
in EG 2015
Slab Generator
Seconds per
Forging Cycle
Eahnor 0.063%2 120
Eonake 0.209%2 200
Faenor 4.0%1 80
Golvern 0.063%2 140/2005
Kelyn 1.610%2 1404
Razern 2.5%1 100
Rolaren 0.230%2 180
Vaalorn 1.9%1 1604
Veil iron auction/raffle only 200
White ora 1.212%2 100
Black ora auction/raffle only 100
Notes:
Percentages come from two different sources, using the bigger sample when possible. Thus, percentages will not add to 100%.
1Uncommon metals taken from Frorin's sample of about 680 slabs.
2Rare metals taken from Liia's release of slab generator data, totaling 4784 slabs between Prime and Platinum.
3Frorin did not break out iron and steel results; they combined to around 37.5%
4Has not yet been confirmed with in-world testing
5Some kind of RT bug with forging itself or slabs created using a crucible; sometimes the RT with Golvern is 140 seconds and sometimes it is 200 seconds.

Tempering Oils

In order to complete a head or blade, you must have the proper oil in the trough. You empty the trough by pulling the cork and then POURing the oil into the trough. Below is a table which, while not comprehensive, hopefully offers pertinent examples and tricks, sufficient for most needs.

Oil Enchantment Pertains to (examples) Price
water less than 0x bronze, iron free
tempering oil 0x steel, invar† ~ 10 silver
enchanted tempering oil 1x to 2x (up to +10) mithril, kelyn, faenor, (white) ora ~ 2,000 silvers
twice-enchanted oil 3x to 4x (+11 to +19) razern‡, imflass, mithglin, vaalorn, eahnor ~ 10,000 silvers
ensorcelled oil 4x and above vultite, eonake, rolaren, golvern, veil iron ~ 20,000 silvers
Notes:
†Invar is naturally +2 but is neither enchanted nor nor magical.
‡Razern in principle seems to fall into the previous category, but requires twice-enchanted oil, likely owing to its natural critical weighting.

Weapon Glyphs Available

The following is a list of weapon glyphs available at the various forging workshop locations.

Edged Weapons
Weapon Type Towns Sold Forging Cycles
Dagger all 2
Short sword all 3
Main gauche all 4
Backsword Wehnimer's Landing 4
Cutlass River's Rest 4
Handaxe Ta'Illistim 4
Falchion Kharam Dzu 5
Longsword Ta'Illistim 5
Broadsword Icemule Trace 5
Estoc Ta'Illistim 5
Rapier Mist Harbor 1
Blunt Weapons
Weapon Type Towns Sold Forging Cycles
Cudgel all 2
Mace all 3
Crowbill all 4
War hammer Kharam Dzu 6
Morning star River's Rest 4
Ridgemace Zul Logoth 3
Spikestar Zul Logoth 3
Ball and chain Ta'Vaalor 5
Two-handed Weapons
Weapon Type Towns Sold Forging Cycles
Quarterstaff all 2
Mattock all 3
Flail all 4
Greatsword Wehnimer's Landing 7
War-pick Kharam Dzu 2
Flamberge Icemule Trace 7
Greataxe Zul Logoth 3
Maul Mist Harbor 1
Polearm Weapons
Weapon Type Towns Sold Forging Cycles
Spear all 2
Pilum all 3
Halberd all 4
Hammer of Kai Wehnimer's Landing 5
Trident Solhaven 5
Jeddart-axe River's Rest 4
Awl-pike Ta'Vaalor 5
Lance Mist Harbor 1
Brawling Weapons
Weapon Type Towns Sold Forging Cycles
Knuckle-duster all 2
Hook-knife all 1
Knuckle-blade all 2
Troll-claw all 3
Yierka-spur Solhaven 2
Fist-scythe Ta'Vaalor 4
Tiger-claw Mist Harbor 1
Sai none, merchant only 1
Hybrid weapons
Weapon Type Towns Sold Forging Cycles Skills Required
Katar Solhaven 3 Brawling
Edged Weapons
Warsword Icemule Trace 6 Edged Weapons
Two-Handed Weapons


Usefulness of Forging

Forged weapon AvDs are increased over those of normal weapons at a flat rate; therefore, it is similar to increasing the enchant slightly. Below is a listing of the quality ranks, their bonuses, and which race will provide the given adjective by default (where applicable). Forged weapons may be blessed, enchanted, ensorcelled, and otherwise improved through various profession, merchant, and Premium Point services.

Quality STR/DU Breakage
Bonus
Damage Factor
Bonus
AvD
Bonus
Assembly Race
Perfect +2/+2 6% +3 Any
Superior +1/+1 4% +2 Not Giantman, Halfling,
Dark-Elf, or Dwarf
Hefty +1/+1 4% +2 Giantman
Nifty +1/+1 4% +2 Halfling
Exquisite +1/+1 4% +2 Dark-Elf
Well-crafted +1/+1 4% +2 Dwarf
Elegant +0/+0 2% +1 Not Giantman
Well-made +0/+0 2% +1 Giantman
Fine +0/+0 +0 +0 Any
Nice +0/+0 +0 +0 Any
Plain +0/+0 +0 +0 Any
Simple +0/+0 -2% -1 Any
Crude -5/-5 -4% -2 Any
Flimsy -10/-10 -6% -3 Not Halfling
Lop-sided -10/-10 -6% -3 Halfling

How to Make a Hammer

Crafting a forging hammer is critical when moving from crafting to forging. A forging hammer can be made by anyone, however many forgers prefer to make one of their own. A magic metal forging hammer is needed to forge weapons from magic metals. There are two parts of a forging hammer that must be crafted individually before they are combined into the finished forging hammer.

1. You need to create a hammer-head using the head-glyph in the workshop.
2. You need to create a hammer-handle using the handle-glyph in the workshop

Steps

Prepare your metal slab for crafting the forging hammer head:

1. Buy a slab, you will need a magical material to forge magical material weapons. (Mithril +)
2. Enter Workshop
3. >measure head-glyph - This provides you with the size of the material you will need in pounds.
4. >poke slab-cutter - Poke will show you the current weights of the two halves your slab will be cut into.
5. >push slab-cutter - This will allow you to change the weight of the slab pieces you're about to cut, the cut slab weight to match the measured weight in the step above.
6. >pull slab-cutter - This cuts the slab.
7. Repeat these steps until you're left with a scrap piece that is less weight than your measured glyph, which will most likely be trashed.

Craft your forging hammer head:

1. Enter Workshop
2. Get your cut slab that matches your measurement.
3. >stare head-glyph
4. >turn grinder - This will complete this portion of making a HEAD piece.
Messaging for a Superior/Perfect quality weapon: You smile as you realize that this piece is the very best that you can create.

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