
Smithing Guideby Phillip Alex Haddox Last updated: September 2001 OverviewSmithing, or Blacksmithing, is the skill used to create metal armors, weapons and other metal-based utility items. This skill is in high demand throughout the lands as the smith has a wide range of products to offer. Everyone from the sword-toting warrior to the local potter to the wandering tailor require items crafter by smiths.The smithing process has multiple stages, but always requires two (2) key components: a forge (stationary utility item found in all major cities) and a flask of water (not foraged). The stages constitute a refining process until the resulting finished product. Usually raw ore is combined with water in a forge to produce a raw metal piece of some kind. That raw metal is then recombined with more water, perhaps an additional component of some kind and a mold of some sort in the forge. There can be as few as one stage to as many as 3 stages to produce the desired item. Until a means to create magical weapons is discovered, as a fledgling smith your goal is to build enough skill to create armor. Armor is always in demand as new folk constantly enter the lands and need to protect themselves against aggression. Therefore, this guide focuses on the steps necessary to raise a skill to the armor proficiency as quickly as possible. Instruction for creation of all items is provided for reference. Raising SkillSmithing is not an inexpensive trade to practice, but it does reward generously when the Master level is achieved. With an average intelligence and high wisdom training costs were approximately 800 platinum to achieve a skill in the 130s where most armor is mundane.As in all skills you pursue seriously and diligently, you should spend training skill points until you can no longer advance in that way. This usually gets you to a skill level of 21. Your first item to work on is scalers. You will always get some sort of product when you make this item. It will return a file, a large container mold or both a file and large container mold depending upon your level of success. You should keep at least one (1) of the files around as it is a non-consumable component of some other items. When you are proficient in scaler creation, you just about break even on costs for your practicing. Scalers become trivial at a 41 skill rating. When scalers are trivial, your next practice item is the lantern. With lanterns you can start turning a small profit by selling back to vendors. When they become trivial at 68, you can begin making banded armor. Start with the smaller armor types which require less sheet metal and cheaper molds and slowly move up to the larger pieces as they become trivial. The smithing skill is under constant refinement so the level of triviality may change. Places to Practice
Places to Purchase
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1 Pile of Granite Pebbles: Quest item. Return 2 broken shackles from Escaped Froglocks (Swamp of No Hope) to the Taskmaster in East Cabilis.
Other ItemsArmors
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