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    Blacksmithing/Crafting Leveling Guide

    Kai Takeo
    Kai Takeo
    Level 1


    Posts : 96
    Join date : 2012-12-28

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    Blacksmithing/Crafting Leveling Guide Empty Blacksmithing/Crafting Leveling Guide

    Post  Kai Takeo Sat Feb 02, 2013 12:55 pm

    Blacksmithing/Crafting Leveling Guide


    Combining Core Metals and Elemental Metals
    Need to have at least 10% Core Metal except for Rock Metal and Air Ore.  MUST have at least 1 Physical Damage remaining (ex. Start with 9 Physical Damage, the max you can change is to 1 Physical and 8 Elemental.  So you use 80% Elemental Ore vs. Core Metal.  

    If you have 50% of an Elemental Metal it causes a Damage-Over-Time effect, type dependent on which Ore, i.e. Burn, Frost Bite, etc.

    For every 10% Elemental Metal you have, you lose 5% of your Weapon/Armor Rating, making it so the more Elemental Metal you have the more brittle it is and easier to break.

    Combining Different Types of Core Metals Together:
    If you mix two metals together through smelting and create something new: for Armor, you roll a 20 sided die.  
    Rolls equal:

    1-6 you failed to mix it properly and your ratios (blunt, pierce, slash, fire, water, etc.) are closer to the lower level metal: take the difference between the 2 Metals' ratios (all of them) and divide it by 4 (rounded to the nearest whole number) and that is your new ratio number: Example, 15:1 Iridium Blunt ratio... 15 divided by 4 = 3.75 rounded up to 4... your new Blunt ratio is 4:1.

    7-13.  You mixed it evenly and diluted both metals equally.  Take your higher level metal and divide it by 2 rounded to the nearest whole number and that is your new ratio. Example, 15:1 Iridium Blunt ratio... 15 divided by 2 = 7.5 rounded up to 8... your new Blunt ratio is 8:1

    14-19.  You mixed them well and your higher level metal is more potent, slightly overpowering your lower level metal.  Take your higher level metal and times it by 0.75 (or divide it by 4 but times that number by 3) and round to the nearest whole number.  Example Iridium Blunt ratio is 15:1 X 0.75 =  11.25 rounded to 11... your new Blunt ratio is 11:1

    20.  You mixed it to its full potency, now you have the highest ratios of both types of metals (whichever has a higher ratio is the one you get, but if something has an Elemental ratio that the other doesn't, you get that too)


    Adding on/Reinforcing with another Metal:
    Take the highest ratios from both/all metals, and that is what you have, Example: Iridium has high Slash and stuff but you add on a plating of Platinum for the Elemental Ratio bonuses.

    Fixing a break:
    Say you have a really good armor made out of Iridium.  It breaks and is no longer usable.  You need to fix it but don't have anymore Iridium.  So you fix it with Iron because it was the only thing you had.  Now you take your original ratio for all of them (lets go with Blunt for now)... it's a 15:1 ratio, and Iron is 1:1, take the difference between the two (14) and cut that in half rounded to the next whole number (7)... now minus the 7 off of the 15:1.  so 8:1 is now your ratio for blunt.  

    Your armor is severely weakened because you used an inferior metal to fix it up... but the opposite happens if you repair it with a superior metal, take the different and cut it in half and add it to your original ratio.


    Rules

    For Armor, we created a system to increase its defense (physical or magical) so no one could or would wonder what to do when they got better materials or whatnot.  

    First, even if you’re starting with a higher level armor material… make a template with a Basic Iron/Cow leather/Cotton value… you can create it as “Physical Defense: 3 Basic Cow Leather +2 for Wolf and +3 for Torso = 8 X half its weight (2lb=X1) = 8”… if you want, that way you wouldn’t have to make 2 different templates, but you need a starting point so that these numbers can correspond correctly (all the metals and leathers and cloths have a +4, +5, etc. that are over Iron/Cow Leather/Cotton, so if you don’t know what that number is, it makes it hard to improve upon it).  

    Anyways, on to the system – All armors are multiplied by half their weight to get a boost once you make something past Iron/Cow Leather/Cotton.  This way those three materials are pretty crappy… and you should want to improve them quickly, you’d be surprised how much a boost they get once you multiply by half the weight.

    – For armor pieces that go onto the Hand, Foot, Head, or Neck, you do not get a ‘Body Part Bonus’, so it is the Base Resistance + anything for a higher material X half its weight

    -For armor pieces that go onto the Forearm, Upper Arm, and Calf, you get a ‘Body Part Bonus’ of +1, so add that and any higher materials bonus points to your base defense and X that by half its weight

    - For armor pieces that go onto the Thigh, you get a ‘Body Part Bonus’ of + 2, so add that and any higher material bonus points to your base defense and X that by half its weight

    - For armor that covers a majority of lower body (pants/shorts) or any part or all of your torso (full shirts, robes, dresses, etc.), you get a ‘Body Part Bonus’ of +3, so add that and any higher material bonus points to your base Defense and X that by half its weight

    Ex. Wolf Leather – in the Common Uncommon Animal Class, Numbers correspond to Physical Resistance
    - hand armor = 1(original template)+2(wolf) =3 X half of 1lb (.5 rounded back up to 1) = 3
    - forearm = 4(original template)+2(wolf)=6 +1(body part bonus) =7 X half of 4lb (making it 2) = 14
    - Thigh = 7(original template)+2(wolf) = 9 + 2(body part bonus) = 11 X half of 7lb (making it 3.5 rounded up to 4)= 44
    - pants = 10(original template)+2(wolf)=12 +3(body part bonus) = 15 X half of 14lb (making it 7)= 105

    For weapons, you add in the bonus points for the better material, but: if it is 1lb or less, that's the only points you add, and for every additional lb your weapon is, you increase 1 point of damage.


    Iron will only give you training points up until level 35, after than all materials will only give you points for working them for 15 points, so make sure you use newer materials when you get them.


    For weapons and armor doing 1-10 Damage or Resistance:  For every 10% of Elemental Metal, you take 1 point of damage or resistance away from physical and move it to an Elemental.  

    For weapons and armor doing 11-20 Damage or Resistance:  For every 10% of Elemental Metal, you take 2 points of damage or resistance away from physical and move it to an Elemental.
    Etc. Etc.


    Core Metal
    These ores do not have a special characteristic in them and have no magical resistances.  With these, a Blacksmith can create weapons and armor.  Additional Elemental Ore can be added to create a special effect.  Elemental Metals need to be alloyed with a Core Metal to become worth using in armors and weapons.  The higher the ratio of Elemental Metal vs. Core Metal, you get high magic damage or resistance but it becomes more brittle.

    Iron – Most basic metal found about everywhere.  It sells for 25 gold a pound.  Gear made from this is common.  Can be alloyed with other things to make stronger weapons and armor for low ranks.

    Material: Iron
    Upgrade Uses: Can be used for increasing mass/durability to weapons and armor
    armor-
    per pound durability: +2
    blunt res: 1
    slash res: 3
    pierce res: 2
    ward (X armor's required level): 0

    weapons-
    per pound durability: +2
    per pound blunt damage: +3
    Sharpening: pierce damage gain/durability lost per pound: +1/-2
    Sharpening: slash damage gain/durability lost per pound: +1/-2

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt  1:1
    Pierce 2:1
    Slash 3:1


    Common Ore – Gold, Silver, and Hematite – Metals stronger then iron.  Normally not in high demand.  They sell for 50 gold per pound.  Gold absorbs more blunt kinetic damage than cutting damage and is used in jewelry.  

    Material: Gold
    Upgrade Uses: Used to increase a weapon's mass; it is very dense and adds to weapons blunt damage.  When used with armors with Ward abilities, Gold increases Ward abilities by 50%.  Softens impact in armors, adds to blunt resistance.
    armor-
    per pound durability: +1
    blunt res: +4
    slash res: +1
    pierce res: +1
    Ward (X armor's required level): 5 per level when made out of pure gold, upgrading another armor with gold = +50% of it's original Ward.  No true Ward to lightning, for lightning Ward you would need to put with a naturally lightning resistant armor

    weapons-
    per pound durability: +1
    per pound blunt damage: +4
    Sharpening: pierce damage gain/durability lost per pound: will dull on first strike, first strike has +1/-4, after that, 0/-4
    Sharpening: slash damage gain/durability lost per pound: will dull on first strike, first strike has +1/-4, after that, 0/-4

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health GOLD
    Blunt 4:1
    Pierce 1:1
    Slash 2:1

    Material: Silver
    Upgrade Uses: One of the only metals that can be made to a weapon to kill 'Undead' creatures.  Armor allows you to touch non-corporeal beings and it increases other armor's ward when added to it.
    armor-
    per pound durability: +3
    blunt res: +3
    slash res: +2
    pierce res: +3
    ward (X armor's required level): 3 when made completely of Silver, +25% to another armor's Ward when added to it

    weapons-
    per pound durability: +2
    per pound blunt damage: +3
    Sharpening: pierce damage gain/durability lost per pound: +2/-2
    Sharpening: slash damage gain/durability lost per pound: +2/-2

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health SILVER
    Blunt 3:1
    Pierce 3:1
    Slash 2:1

    Material: Hematite
    Upgrade Uses: A more durable form of Iron, priced for it's dull yet polished appearance. Can be Magnetic or not, magnetic is slightly more expensive, when non-magnetic hematite is struck by lightning, it becomes magnetic and also doubles it's Lightning Ward permanently. Magnetic is often used as weapon holsters. Rubbing Hematite against Lightning Crystal will also Magnetize it.
    armor-
    per pound durability: +2
    blunt res: +2
    slash res: +4
    pierce res: +3
    ward (X armor's required level): 1, 2 Lightning specific

    weapons-
    per pound durability: +2
    per pound blunt damage: +4
    Sharpening: pierce damage gain/durability lost per pound:  +2/-2
    Sharpening: slash damage gain/durability lost per pound: +2/-2

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health HEMATITE
    Blunt 2:1
    Pierce 4:1
    Slash 5:1


    Types of Steel

    Steel - Created by Smelting Iron with Coal in a ratio of 1lb Iron to 3lb of Coal.  Sells for 100 gold per pound

    Material: Steel
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt 4:1
    Pierce 5:1
    Slash 6:1
    Fire 2:1
    Water 0:1
    Air 0:1
    Earth 0:1
    Light 0:1
    Dark 0:1
    Lightning 0:1
    Other 0:1

    Natural Steel – Formed by Volcanic activity instead of by a person.  Sells for 200 gold per pound.

    Material: Natural Steel
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt 6:1
    Pierce 6:1
    Slash 6:1
    Fire 2:1
    Water 0:1
    Air 0:1
    Earth 3:1
    Light 0:1
    Dark 0:1
    Lightning 0:1
    Other 0:1

    Dwarven Steel – Created by special technique passed on through the ages by the Dwarves, only someone who knows the ways can teach it to you.  Resembling Dwarves themselves, their creations are... of a sturdier and heavier make.  Items made from Dwarven Steel are 10% heavier with 10%more Armor/Weapon Rating, and Weapons have 10% more damage to Blunt attacks.  Sells for 250 gold per pound.

    Material: Dwarven Steel
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt 8:1
    Pierce 6:1
    Slash 6:1
    Fire 2:1
    Water 0:1
    Air 0:1
    Earth 2:1
    Light 0:1
    Dark 0:1
    Lightning 0:1
    Other 0:1

    Elven Steel – Created by special technique passed on through the ages by the Elves, only someone who knows the ways can teach it to you.  
    this technique makes the metal extremely sharp and light but it is more brittle than others, this makes both Weapons and Armors have 10% less Weapon/Armor rating, Weapons' Pierce and Slash damage is increased by 10%, and Armor weight is decreased by 10%.  Sells for 300 gold per pound.

    Material: Elven Steel
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt 4:1
    Pierce 4:1
    Slash 4:1
    Fire 2:1
    Water 2:1
    Air 2:1
    Earth 2:1
    Light 2:1
    Dark 2:1
    Lightning 2:1
    Other 0:1


    Monster Metal – A metal compound found on the bodies of some creatures.  Quite rare to get your hands on as creatures don’t like being struck with a pickaxe.  Sells for 500 gold a pound.  Used for mostly for armors.

    Material: Monster Metal
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Depends on the Monster, see individual Templates in the Beastiary  (some monsters may be Aquatic giving some Water resistance, or Aviary giving Air... or anything that would make them different from each other)
    Blunt ?
    Pierce ?
    Slash ?
    Fire ?
    Water ?
    Air ?
    Earth ?
    Light ?
    Dark ?
    Lightning ?
    Other ?

    Classes of Animals and Monsters that determine when you can get the metal:

    Common Animal:
    Mostly herbivore creatures you would commonly know. Fish and small sea critters, deer, common horse. Most common creatures will not be put in the beatisarty unless they are high level ones to keep the clutter and the list down.

    Uncommon Animal:
    Normal (not magical) carnivors like wolfs and bears, foxes would be under this as well.

    Rare Animal:
    Giant spiders, non-magical creatures you wouldn’t normally see unless you're in an area that could house them.

    Unique Animal:
    Albino animals and Rare creatures with often minor magical abilities.  Often will be localized around specific areas

    Rare Unique Creature:
    Low level monsters and Magical Creatures that are localized by continents. Unicorns and alicorns for example.

    Mini Boss:
    Mini bosses are often tough creatures know to be aggressive. But are likely to chase you down.  Typically monsters between levels 7-45

    Common Boss:
    Just short of being a real boss these creatures are large in population sizes meaning running in to one you might stumble upon a whole pack or village of them.  Most will often follow you.  Typically monsters between levels 10-50

    Boss:
    Boss creatures aren't always the strongest in health or raw strength but some are classified as this for most of them have one hit killing attacks. Boss creatures are also sly and will often run from battles they don't feel they can win making hunting them down a tricky job, as some will run off and heal themselves. Typically monsters between levels 15-60

    Epic Boss:
    These creatures or people are often a plot changing creature or in some cases so powerful they take a very long time to kill. They will often run after a certain amount of damage is dealt to them making people have to track them down again.  Typically monsters between levels 25-100


    Dragon Bone – A very interesting metal.  Looks a lot like bone but it’s not.  It’s a metal that made a blade able to cut dragon scale rather easily.  Any blacksmith would gladly make a fine weapon edges with this stuff if you allow them to keep the left over.  It’s durable and is for higher ranking weapons.  It sells for 2500 a pound. Mostly found in the land of dragons, but anywhere else most of the mines it’s found in require a rite of passage to get in.

    Material: Dragon Bone
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt 10:1
    Pierce 12:1
    Slash 15:1
    Fire 0:1
    Water 5:1
    Air 0:1
    Earth 0:1
    Light 5:1
    Dark 5:1
    Lightning 0:1
    Other 0:1

    Rare Ore – Titanium and Platinum – These are amazing durably and rare to find, but with enough mining and some luck you can find nice amount of it.  Sell for 5000 gold a pound.

    Material: Titanium
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health TITANIUM
    Blunt 18:1
    Pierce 15:1
    Slash 21:1
    Fire 5:1
    Water 5:1
    Air 0:1
    Earth 0:1
    Light 0:1
    Dark 0:1
    Lightning 0:1
    Other 0:1

    Material: Platinum
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health PLATINUM
    Blunt 15:1
    Pierce 15:1
    Slash 15:1
    Fire 5:1
    Water 5:1
    Air 5:1
    Earth 5:1
    Light 5:1
    Dark 5:1
    Lightning 5:1
    Other 5:1

    Iridium – Very hard and dense metal, yellowish hue over silver color.  The most sought after metal found in The 8th Continent due to it's high level.  Sells for 10000 per pound.  Very hard to find this ore, it is scattered around in small amounts and some animals eat it.  Can be found on some Monsters and would count as Iridium instead of Monster Metal.

    Material: Iridium
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt 15:1
    Pierce 20:1
    Slash 25:1
    Fire 10:1
    Water 0:1 (except with Cold Magic/Effects like Ice, where it is 10:1)
    Air 0:1
    Earth 0:1
    Light 0:1
    Dark 0:1
    Lightning 0:1 (except with Cold Magic/Effects like Ice, where it is 10:1)
    Other 0:1

    Rare Space Ore – This is not mined, but found.  Find just a scrap of this metal and you become the talk of the area.  The durability of weapons or armor made these metals is unheard of.  It’s a Blacksmith’s dream to even tinker with a pound.  Sells for a whopping 10,000 gold a pound.  Admins control where this Ore is found.

    Material: Rare Space Ore
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health Elemental Ratios depend on what kind of Space Ore it was
    Blunt 25:1
    Pierce 25:1
    Slash 25:1
    Fire ?
    Water ?
    Air ?
    Earth ?
    Light ?
    Dark ?
    Lightning ?
    Other ?

    Elemental Metals
    There are cases of metals taking on the element of the land.  They are lesser versions of the metals of legend.  The natives of each of the lands where the ore can be found often guard it because most weapons will get a magical damage base.  Any armor made from these metals will get a bit of resistance to a specific magic damage.  These metals need to be alloyed with a core metal to become worth using in armors and weapons.  The higher the ratio of Elemental Metal vs. Core Metal, you get high magic damage or resistance but it is rather brittle.  

    The Blunt, Pierce, and Slash ratios are Blank because the creation will take those ratios from the Core Metal it is created with... except Rock which is the only Elemental Metal that can be made of 100%... that ratio will be shown further down

    Fire Metals – Fire metal is always hot.  Armor made from it needs to be alloyed with other metals to keep from burning the wearer.  Weapons that use this get burning/fire damage. Sells for 1000g per pound.  

    If you have 50% Fire Metal vs. Core Metal, you do a Burn Damage-Over-Time.  Your Percent of Element is how many posts of duration it is (10% core, 90% Elemental = 9 post duration).  The damage is dependent on original weapon damage (1-10 damage = 1 point, 11-20 damage = 2 points, etc., etc.)  

    Your Fire Metal armor will cancel out Frost Bite effect dependent on percentages.  If your armor is 50% Fire metal, and their weapon is 60% Water Ore, their Frost Bite will only last 1 post.  For every 10% more Water Ore they have, it will last 1 post more.

    Material: Fire
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt --
    Pierce --
    Slash --
    Fire 10:1
    Water 3:1
    Air 3:1
    Earth 3:1
    Light 3:1
    Dark 3:1
    Lightning 3:1
    Other 3:1

    Rock Metals – Used mostly for armors because the metal is very heavy yet resistant to damage.  The weapons/armor made from this get a massive Weapon/Armor Rating boost but also cost more stamina.  This metal is often combined with Air Ore in order to make it less heavy.  Sells for 1000g per pound.  

    For every 10% of Rock Metal vs. Core Metal, your weapon/armor's Weapon/Armor Rating increases by 15% (but you lose 5% Weapon/Armor rating for every 10% Elemental vs Core so it equals out to 10%), but it increases weight by 10 pounds and costs an additional 1 Energy to use (weapon).  You can have a weapon/armor 100% Rock Metal, but it will weigh 100 pounds more than original.

    At 50% Rock Metal your weapons get a change of Stunning your target.  At 50% it is a 10% Stun, 60% is a 20% Stun, 70% is a 40% Stun, 80% is a 60% Stun, 90% is a 80% Stun, 100% is a 100% Stun.  Stun lasts 1 post.

    Material: Rock
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt 20:1 (These 3 Ratios are only at 100% Rock, if it has anything less than that, it takes on the Core Metal's Ratio)
    Pierce 20:1
    Slash 20:1
    Fire 3:1
    Water 3:1
    Air 3:1
    Earth 10:1
    Light 3:1
    Dark 3:1
    Lightning 3:1
    Other 3:1

    Air Ore – Oddly named metal because it’s extremely light and sharp but is very easy to dull quickly.  Most heavy armors use this metal to rivet pieces together to make it lighter.  Sells for 1000g per pound.

    Every 10% lightens armor and weapons by 5 pounds, minimum weight of 1 pound.
    At 50% Air Ore vs Core Metal, you get a Bleeding Damage-Over-Time.  Your Percent of Element is how many posts of duration it is (10% core, 90% Elemental = 9 post duration).  The damage is dependent on original weapon damage (1-10 damage = 1 point, 11-20 damage = 2 points, etc., etc.).  If you slash the Throat or thrust into heart, it does Triple Bleeding Damage.  Hitting the armpit, groin, and Back-of-the-Knee areas are Double Bleeding Damage.

    At 50% Air Ore vs. Core Metal, for every 10% (starting at 50%), you get a 2 point increase in Agility.  50% gives you 2 points, 60% gives you 4 points, 70% gives you 6 points, 80% gives you 8 points, 90% gives you 10 points.

    Material: Air
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt --
    Pierce --
    Slash --
    Fire 3:1
    Water 3:1
    Air 10:1
    Earth 3:1
    Light 3:1
    Dark 3:1
    Lightning 3:1
    Other 3:1

    Water Ore – Much like Air Ore it is light but it’s known for its clear watery blue look.  Even though it’s called water, it boosts ice and water resistance for armors and frost bite for weapons.  Sells for 1000g per pound.  

    If you have 50% Water Ore vs. Core Metal, you do a Frostbite Damage-Over-Time.  Your Percent of Element is how many posts of duration it is (10% core, 90% Elemental = 9 post duration).  The damage is dependent on original weapon damage (1-10 damage = 1 point, 11-20 damage = 2 points, etc., etc.)

    Your Water Ore armor will cancel out Burn effect dependent on percentages.  If your armor is 50% Water Ore, and their weapon is 60% Fire Metal, their Burn will only last 1 post.  For every 10% more Fire Metal they have compared to your Water Ore, it will last 1 post more.

    Material: Water
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt --
    Pierce --
    Slash --
    Fire 3:1
    Water 10:1
    Air 3:1
    Earth 3:1
    Light 3:1
    Dark 3:1
    Lightning 3:1
    Other 3:1

    Black Steel – This Ore is black as night and very beautiful.  It is known best as a metal that inflicts silence on people.  But it’s also been known to even boost magic damage of other Element Ores in weapons and boost resistance of armor from magic.  Sells for 1000g per pound.  

    If you have 50% Black Steel vs. Core Metal, you have a 10% chance to cast Silence on your opponent.  For every additional 10% Black Steel above that, you get another 10% chance to Silence.  Silence is a 3 post duration of inability to cast magic.  

    For every 10% Black Steel in addition to another Elemental Ore, it boosts the other Elemental Ore’s power, making it seem 20% higher (Rock is at 20%, but add 10% Black and it makes Rock 40%, Rock is at 50% but add 20% Black and it makes Rock 90% power), both for armor and weapons

    Material: Black
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt --
    Pierce --
    Slash --
    Fire 3:1
    Water 3:1
    Air 3:1
    Earth 3:1
    Light 3:1
    Dark 10:1
    Lightning 3:1
    Other 3:1

    Light Ore – This isn’t a metal but crystal.  It actually heals much like healing magic, but getting your hands on its like meeting a dragon in person on a nice day.  When used in weapons reduces your Stamina usage making it feel like you can fight all day but in armors it will heal a small amount of health over time.  This ore is rarely used in armor as it’s very brittle to even the most skilled blacksmith.  Sells for 1000g per pound.   Need to have at least 30% Core Metal or other Elemental Metals (no more than 70% Light Ore) for armor and weapons.  For every 10% Light Ore, your Weapon Rating is decreased by 5% (10% if you include the already -5% for it being an Elemental Ore)

    In weapons, once you reach 50% Light Ore, you get 2 points of Stamina usage reduction only for that weapon.  For ever additional 10% Light Ore you get an additional 2 points of Stamina reduction.

    In armor, once you reach 50% Light Ore, you gain a Minor Health Regeneration of 5 points per post.  For every 10% more you get another 5 points regeneration per post.

    Material: Light
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt --
    Pierce --
    Slash --
    Fire 3:1
    Water 3:1
    Air 3:1
    Earth 3:1
    Light 10:1
    Dark 3:1
    Lightning 3:1
    Other 3:1

    Lightning Crystal – This is Lightning actually crystalized.   Its uses are so wide ranged it’s not often used in weapons or armor. This is the most common mining mineral to see growing naturally but is extremely hard to mine.  Sells for 1000g per pound.

    When you reach 50% Lightning Crystal vs. Core Metals  your weapons get a change of Stunning your target.  At 50% it is a 10% Stun, 60% is a 20% Stun, 70% is a 40% Stun, 80% is a 60% Stun, 90% is a 80% Stun.  Stun lasts 2 post.
    At 50% Lightning Crystal vs. Core Metal, you get a boost of 5 points to Agility.  For every 10% after that, you get 2 more points of Agility.

    Material: Lightning
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt --
    Pierce --
    Slash --
    Fire 3:1
    Water 3:1
    Air 3:1
    Earth 3:1
    Light 3:1
    Dark 3:1
    Lightning 10:1
    Other 3:1

    Arcane Metal – It’s unknown what this metal does (ask admin).  Sells for 5000g per pound.

    Material: Arcane
    Upgrade Uses:
    armor-
    per pound durability:
    blunt res:
    slash res:
    pierce res:
    ward:

    weapons-
    per pound durability:
    per pound blunt damage:
    Sharpening: pierce damage gain/durability lost per pound:
    Sharpening: slash damage gain/durability lost per pound:

    Resistance ratio.    Damage-to-your-Armor-Rating:Damage-to-your-Health
    Blunt --
    Pierce --
    Slash --
    Fire 10:1
    Water 10:1
    Air 10:1
    Earth 10:1
    Light 10:1
    Dark 10:1
    Lightning 10:1
    Other 10:1


    Gems – Gems are Enchantable with different spells.  An enchanter is needed to do this.  A Miner finds the gems, a Leatherworker can socket them into leather and cloth, and a Blacksmith can socket them into metal and wood (armor, weapons, jewelry, etc.).  Finding Gems is Event rolled.  2 #1 rolls.  First roll for standard event.  Second roll for gem event (which gem and how much).  


    Leveling Guide

    Level 15
    Can smelt and create with Iron, but your skill is basic.  Gives the Basic damage/resistance of original template item.

    You can whittle wood, making the wooden shaft of an Arrow (heads need the Ore or shaped stone)


    Level 20
    Your improved skill with Iron makes your gives your creations 1 extra point of damage or resistance on top of original template item.    

    You can woodwork Wind Instruments, like flutes.


    Level 25
    Can smelt and create with Common Ore: Silver, Gold, Hematite, but your skill is basic.  Weapons made with Common Ore: Silver, Gold, Hematite give 2 points of damage or Resistance on top of original template item.  

    Gold absorbs blunter, kinetic damage than cutting damage, giving an extra 1 point to defense (only in blunt attacks) and is used in jewelry.

    You can woodwork to create a wooden Staff, Wand, or Bow

    You can make creations from Common and Uncommon Animal Classes' Metal


    Level 30
    Your improved skill with Common Ore: Gold, Silver, Hematite gives your creations 3 extra points of damage or resistance on top of original template item.  

    Gold absorbs blunter, kinetic damage than cutting damage, giving an extra 2 point to defense (only in blunt attacks) and is used in jewelry

    You can woodwork a Club or Mace

    Your improved skill with Common and Uncommon Animal Metals gives your creations 1 extra point of damage or resistance on top of original template item

    This is the starting level to be able to harvest Metal from Rare Unique Creatures... some can be used at this level, but it depends on the creature, some can't be until Blacksmithing level 90... so go by the Creature Info and don't assume you can do it all right away.


    Level 35 

    You can reinforce your Bows now, giving them 50% more range, you cannot create a crossbow yet.  


    Level 40
    Can smelt and create with All types of Steel giving your creation 5 extra points of damage or resistance on top of original template item.  

    You can make creations from the Mini Boss Class's Metal


    Level 45
    Your improved skill with All types of Steel gives your creation 6 extra points of damage or resistance on top of original template item.

    Your improved skill with Mini Boss Class's Metal gives your creation 1 extra point of damage or resistance on top of original template item.


    Level 50
    Can smelt and create with Dragon Bone, but your skill is basic.  Weapons made with Dragon Bone give 7 points of damage or Resistance on top of original template item.  

    Can smelt and create with Metal from Rare Animals and Common Boss Class Monsters

    You can now Socket for Gems

    You can woodwork a Crossbow


    Level 55
    You can Smelt and Create with all Elemental Ores


    Level 60
    Your improved skill with Dragon Bone gives your creation 8 extra points of damage or resistance on top of original template item.  

    Your improved skill with Metal from Rare Animals and Common Boss Class Monsters gives your creations 1 extra point of damage or resistance on top of original template item 

    You can woodwork with combined Wood and Metal, reinforcing your creations.


    Level 70
    Can smelt and create with Rare Ore: Titanium, Platinum, but your skill is basic.  Weapons made with Rare Ore: Titanium, Platinum give 9 points of damage or Resistance on top of original template item. 


    Level 80
    Your improved skill with Rare Ore: Titanium, Platinum gives your creation 10 extra points of damage or resistance on top of original template item.


    Level 90
    Can smelt and create with Iridium, but your skill is basic.  Weapons made with Iridium give 11 points of damage or Resistance on top of original template item.  

    Can smelt and create Metal from Boss Class Monsters.

    You can woodwork String instruments, like harps or violins.


    Level 100
    Your improved skill with Iridium gives your creation 12 extra points of damage or resistance on top of original template item.

    Your improved skill with Metal from Boss Class Monsters gives your creations 1 extra point of damage or resistance on top of original template item.

    Can smelt and create with Rare Space Ore.  Weapons made with Rare Space Ore give 13 points of damage or Resistance on top of original template item.  

    You can smelt and create with Metal from Epic Boss Class Monsters.


    Last edited by Kai Takeo on Sun Oct 13, 2013 1:01 pm; edited 7 times in total

      Current date/time is Tue Mar 19, 2024 4:59 am