Difference between revisions of "Smithing Abilities"

From ImperianWiki
Jump to navigation Jump to search
(Created page with 'Smithing - Smith Smithing Syntax: SMITH FOR <item type> [<#> <ingot type> <#> <ingot type> ...] SMITH ADD <#> <ingot type> TO FORGE CLEAR OFF FORGE …')
 
Line 1: Line 1:
Smithing - Smith
== Smith ==


Smithing
  SMITH FOR <item type> [<#> <ingot type> <#> <ingot type> ...]
  SMITH
  ADD <#> <ingot type> TO FORGE
  CLEAR OFF FORGE
  QUENCH <item>
  SMITHINGORES <item type>


Syntax: SMITH FOR <item type> [<#> <ingot type> <#> <ingot type> ...]
  SMITH FOR SABRE - Would use the first materials found on a forge
        SMITH
  SMITH FOR SABRE 3 STEHL 2 VERITUM - Would make a sabre with 3 ingots of stehl and 2 of veritum (these materials will have to be in the forge)
        ADD <#> <ingot type> TO FORGE
        CLEAR OFF FORGE
        QUENCH <item>
        SMITHINGORES <item type>


Examples: SMITH FOR SABRE
Smithing is the skill of creating a wide assortment of weapons and armour, ranging from the chipped-obsidian throwing dagger to the venerable longsword, to the impressive full plate armour wearable only by the forger himself.
          - Would use the first materials found on a forge
          SMITH FOR SABRE 3 STEHL 2 VERITUM
          - Would make a sabre with 3 ingots of stehl and 2 of veritum
          - These materials will have to be in the forge


Smithing is the skill of creating a wide assortment of weapons and
In order to forge something you know how to make (AB SMITHING will show you what you can make, if you have forging), you must first find a forge. Chances are it will not be burning, in which case you must buy some coal (probably at one of the markets), and put it in the forge. Then, you must FIRE FORGE to get it going. If a forge goes too long without anyone forging in it, then it will go out.
armour, ranging from the chipped-obsidian throwing dagger to the
venerable longsword, to the impressive full plate armour wearable only
by the forger himself.


Type MORE to continue reading. (23% shown)
Once you have got the forge going, you can try to forge something. Each item requires a certain number of ingots. SMITHINGORES <item> will tell you how many ingots you need to have in the forge in order to make that item. Some items will also require additional commodities. For all forging commands, you should use the exact name of the item that you see when you type AB SMITHING.
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarmore
In order to forge something you know how to make (AB SMITHING will show
you what you can make, if you have forging), you must first find a
forge. Chances are it will not be burning, in which case you must buy
some coal (probably at one of the markets), and put it in the forge.
Then, you must FIRE FORGE to get it going. If a forge goes too long
without anyone forging in it, then it will go out.
 
Once you have got the forge going, you can try to forge something. Each
item requires a certain number of ingots. SMITHINGORES <item> will tell
you how many ingots you need to have in the forge in order to make that
item. Some items will also require additional commodities. For all
forging commands, you should use the exact name of the item that you see
when you type AB SMITHING.
   
   
Each type of ingot has specific properties. Some are stronger, but
Each type of ingot has specific properties. Some are stronger, but heavier, than others. There are rumours of special ingots that have unique properties, lending themselves to weapons and armour that have abnormal powers.
heavier, than others. There are rumours of special ingots that have
unique properties, lending themselves to weapons and armour that have
abnormal powers.
   
   
Once you've established that you have the proper ingredients, you may
Once you've established that you have the proper ingredients, you may SMITH FOR <itemtype>. The commodities will be removed from your inventory and put in the forge, at which point you cannot recover them. Afterwards, the SMITH command produces the desired item from these.
Type MORE to continue reading. (61% shown)
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarmore
SMITH FOR <itemtype>. The commodities will be removed from your
inventory and put in the forge, at which point you cannot recover them.
Afterwards, the SMITH command produces the desired item from these.


You will have turned your useless mass of commodities into your desired
You will have turned your useless mass of commodities into your desired item. However, the weapon or piece of armour will be an inferior product at this point.
item. However, the weapon or piece of armour will be an inferior product
at this point.


Once you are finished working on an object, you will have to remove it
Once you are finished working on an object, you will have to remove it from the forge, and then QUENCH <item> in the bucket of water that stands near each forge.
from the forge, and then QUENCH <item> in the bucket of water that
stands near each forge.


You can CLEAR OFF FORGE to collect unused ingots from the forge.
You can CLEAR OFF FORGE to collect unused ingots from the forge.


In order to see the statistics on a particular piece of weaponry or
In order to see the statistics on a particular piece of weaponry or armour, you need the WEAPONPROBE ability in the Weaponry skill (it is quite low in it).
armour, you need the WEAPONPROBE ability in the Weaponry skill (it is
 
quite low in it).
Summary of Smithing:
Summary of Smithing:
  1) Buy needed commodities for that item and make sure you have coal.
* Buy needed commodities for that item and make sure you have coal.
  2) Find a forge, and fire the forge, after putting the coal inside.
* Find a forge, and fire the forge, after putting the coal inside.
Type MORE to continue reading. (94% shown)
* SMITH FOR <itemtype>
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarmore
* SMITH to finish the item.
  3) SMITH FOR <itemtype>
* Remove the item from the forge, QUENCH <item> and brag to your friends about what a great craftsman you are.
  4) SMITH to finish the item.
 
  5) Remove the item from the forge, QUENCH <item> and brag to your
== Smelt ==
      friends about what a great craftsman you are.


Smithing - Smelt
  SMELT FOR <#> RAHNSE/STEHL


Smelt
While at a forge, you may combine some ingots in such a way as to create new ingots with different properties. To create rahnse, you will require one ingot each of sinn and cuhpfehr. To create stehl, you will require one ingot each of rahnse and isan. You may smelt up to 10 ingots at a time.


Syntax: SMELT FOR <#> RAHNSE/STEHL
== Repair ==


While at a forge, you may combine some ingots in such a way as to create
  REPAIR <item>
new ingots with different properties. To create rahnse, you will require
one ingot each of sinn and cuhpfehr. To create stehl, you will require
one ingot each of rahnse and isan. You may smelt up to 10 ingots at a
time.
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab smithing Club
There is no help file on that ability.
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab smithing Repair
Smithing - Repair


Repair
If a weapon or armour has been damaged, you may repair it to prevent it from falling apart completely. Repairing will decrease the long-term lifetime of the item. The amount by which the item will be repaired is dependent on your skill in Smithing.


Syntax: REPAIR <item>
== Reforge ==


If a weapon or armour has been damaged, you may repair it to prevent it from falling apart
  ADD <item> TO FORGE
completely. Repairing will decrease the long-term lifetime of the item. The amount by which the item
will be repaired is dependent on your skill in Smithing.


Smithing - Reforge
Your knowledge of Smithing is such that you are now able to return an item to the forge, hammering out the individual materials that make it up and preserving some of them for further use.


Syntax: ADD <item> TO FORGE
The portion of materials that you will be able to extract is dependent on your skill in Smithing. Dwarves and owners of Hammers of Forging will also have greater success.


Your knowledge of Smithing is such that you are now able to return an item to the forge, hammering
== Crystehl ==
out the individual materials that make it up and preserving some of them for further use.


The portion of materials that you will be able to extract is dependent on your skill in Smithing.
This ability allows you to use the valuable crystehl ingots, which can be purchased in several townes across the land.
Dwarves and owners of Hammers of Forging will also have greater success.
Smithing - Crystehl


This ability allows you to use the valuable crystehl ingots, which can
Using a crystehl ingot when smithing increases the resulting stats of a weapon and, to a lesser degree, also armor. Using more than one crystehl ingot will not increase this effect.
be purchased in several townes across the land.


Using a crystehl ingot when smithing increases the resulting stats of a
Additionally, crystehl can carry any of the special effects, just like orichalcum, veritum, or bone ingots.
weapon and, to a lesser degree, also armor. Using more than one crystehl
ingot will not increase this effect.


Additionally, crystehl can carry any of the special effects, just like
Crystehl can be purchased in the following townes: Kragge, Whistlerock, Sintcega, Tayar, Kaln and Pol'pera.
orichalcum, veritum, or bone ingots.


Crystehl can be purchased in the following townes: Kragge, Whistlerock,
== Fullplate ==
Sintcega, Tayar, Kaln and Pol'pera.
Smithing - Fullplate


Full plate armour is considered a rather special item in Imperian, and is strictly limited to use by  
Full plate armour is considered a rather special item in Imperian, and is strictly limited to use by those with an extremely high aptitude for smithing. It is very expensive, but will serve you very well in battle and will not be tarnished by the passage of time. As well, it may also be customized like an Artifact (HELP CUSTOMIZE for more about this). Fullplate can only be smithed with stehl, crystehl, orichalcum, veritum, or bone.
those with an extremely high aptitude for smithing. It is very expensive, but will serve you very  
well in battle and will not be tarnished by the passage of time. As well, it may also be customized  
like an Artifact (HELP CUSTOMIZE for more about this). Fullplate can only be smithed with stehl,  
crystehl, orichalcum, veritum, or bone.


575 575 | 440 480 <eb db> 0 12.83 0 T: Inia
== Purify ==
Smithing - Purify


Syntax: PURIFY <weapon/armour> WITH <effect>
  PURIFY <weapon/armour> WITH <effect>


Your level of Devotion, coupled with your skill in crafting weapons and armour allows you to purge  
Your level of Devotion, coupled with your skill in crafting weapons and armour allows you to purge the taint of magick and demons from your crafted items. The valid types of purification for weapons are:
the taint of magick and demons from your crafted items. The valid types of purification for weapons  
are:


Banishment - the weapon will be more effective in sending demon-kind back to their own plane of  
Banishment - the weapon will be more effective in sending demon-kind back to their own plane of existence.
existence.


Emblazing - the weapon has a chance to inflict fire damage to their target. This effect will only  
Emblazing - the weapon has a chance to inflict fire damage to their target. This effect will only work for Templars.
work for Templars.


Mirroring - the weapon has a chance to remember one of the target's afflictions, then hit them again  
Mirroring - the weapon has a chance to remember one of the target's afflictions, then hit them again with it 4 seconds later. If a mirrored affliction is already pending, mirroring will not flare again. This effect will only work for Templars.
with it 4 seconds later. If a mirrored affliction is already pending, mirroring will not flare again.
This effect will only work for Templars.


Excess purification (purifying a weapon of all types) will result in a weakening of the structural  
Excess purification (purifying a weapon of all types) will result in a weakening of the structural integrity of the weapon.
integrity of the weapon.


Type MORE to continue reading. (75% shown)
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarmore
The valid types of purification for armour are:
The valid types of purification for armour are:


Line 157: Line 90:


Purifying a suit of armour with both will weaken the armour.
Purifying a suit of armour with both will weaken the armour.
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniar
Smithing - Resmith


Syntax: RESMITH <artifact>
== Resmith ==


Resmithing the powerful weapons and suits of armour known as "Artifacts" will allow you to remove
  RESMITH <artifact>
any special effects that may be placed on them. You will need to resmith a given item many times
before the effect will be completely removed.


Smithing - Etch
Resmithing the powerful weapons and suits of armour known as "Artifacts" will allow you to remove any special effects that may be placed on them. You will need to resmith a given item many times before the effect will be completely removed.


Etch
== Etch ==


Syntax: ETCH <image> ON <weapon/armour> [FOR <person>]
  ETCH <image> ON <weapon/armour> [FOR <person>]


Your knowledge of Runelore and the art of crafting weapons and armour is such that you are able to  
Your knowledge of Runelore and the art of crafting weapons and armour is such that you are able to permanently engrave items with powerful images. The valid images for weapons are:
permanently engrave items with powerful images. The valid images for weapons are:


Flame - imbues a weapon with fire
* Flame - imbues a weapon with fire
Snowflake - imbues a weapon with ice
* Snowflake - imbues a weapon with ice
Bolt - imbues a weapon with lightning
* Bolt - imbues a weapon with lightning
Knife - increases armor penetration of the weapon
* Knife - increases armor penetration of the weapon
Hawk - when etched on a weapon FOR a person, allows that person to BECKON WEAPONS at any time, and  
* Hawk - when etched on a weapon FOR a person, allows that person to BECKON WEAPONS at any time, and their weapons will return to them.
their weapons will return to them.


The nature of the elemental runes (flame, snowflake, and bolt) do not allow for more than one to  
The nature of the elemental runes (flame, snowflake, and bolt) do not allow for more than one to exist on a weapon at a given time. Furthermore, the presence of any three etched runes on a weapon will weaken the structural integrity of the weapon, decreasing its quality.
exist on a weapon at a given time. Furthermore, the presence of any three etched runes on a weapon  
will weaken the structural integrity of the weapon, decreasing its quality.


Type MORE to continue reading. (63% shown)
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarmore
The valid images for armour are:
The valid images for armour are:


Sunburst - the wearer will more effectively strike the vitals of targets
* Sunburst - the wearer will more effectively strike the vitals of targets
Firestorm - imbues a suit of armour with fire resistance
* Firestorm - imbues a suit of armour with fire resistance
Blizzard - imbues a suit of armour with cold resistance
* Blizzard - imbues a suit of armour with cold resistance
Rod - imbues a suit of armour with electrical resistance
* Rod - imbues a suit of armour with electrical resistance


A suit of armour cannot bear more than one elemental rune (firestorm, blizzard, and rod) at any  
A suit of armour cannot bear more than one elemental rune (firestorm, blizzard, and rod) at any given time. The presence of any two etched runes on a suit of armour will weaken the armour.
given time. The presence of any two etched runes on a suit of armour will weaken the armour.
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniar
Mass down.
def- density.
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniar
Autocuring: apply mass
Applied mass.
Mass up.
def+ density.
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniarab smithing Soulbind
Salve balance.
575 575 | 440 480 <eb db> 0 12.83 0 T: Iniar
Smithing - Soulbind


Soulbind
== Soulbind ==


Syntax: SOULBIND <armour> WITH <effect>
  SOULBIND <armour> WITH <effect>


Your knowledge of the magick of death, combined with your skill in smithing, allows you to extract  
Your knowledge of the magick of death, combined with your skill in smithing, allows you to extract the necromantic essence from weapons that are made with some bone, infusing the weapon with powerful effects. The effects are:
the necromantic essence from weapons that are made with some bone, infusing the weapon with powerful  
effects. The effects are:


Spikes - weapons that strike this armour will be greatly damaged
Spikes - weapons that strike this armour will be greatly damaged
Pain - attacks directed at the bearer will occasionally rebound some part of the damage back to the  
Pain - attacks directed at the bearer will occasionally rebound some part of the damage back to the attacker.
attacker.


Binding both effects to a suit of armour will decrease the structural integrity of the armour,  
Binding both effects to a suit of armour will decrease the structural integrity of the armour, weakening it slightly.
weakening it slightly.

Revision as of 12:37, 10 April 2014

Smith

 SMITH FOR <item type> [<#> <ingot type> <#> <ingot type> ...]
 SMITH
 ADD <#> <ingot type> TO FORGE
 CLEAR OFF FORGE
 QUENCH <item>
 SMITHINGORES <item type>
 SMITH FOR SABRE - Would use the first materials found on a forge
 SMITH FOR SABRE 3 STEHL 2 VERITUM - Would make a sabre with 3 ingots of stehl and 2 of veritum (these materials will have to be in the forge)

Smithing is the skill of creating a wide assortment of weapons and armour, ranging from the chipped-obsidian throwing dagger to the venerable longsword, to the impressive full plate armour wearable only by the forger himself.

In order to forge something you know how to make (AB SMITHING will show you what you can make, if you have forging), you must first find a forge. Chances are it will not be burning, in which case you must buy some coal (probably at one of the markets), and put it in the forge. Then, you must FIRE FORGE to get it going. If a forge goes too long without anyone forging in it, then it will go out.

Once you have got the forge going, you can try to forge something. Each item requires a certain number of ingots. SMITHINGORES <item> will tell you how many ingots you need to have in the forge in order to make that item. Some items will also require additional commodities. For all forging commands, you should use the exact name of the item that you see when you type AB SMITHING.

Each type of ingot has specific properties. Some are stronger, but heavier, than others. There are rumours of special ingots that have unique properties, lending themselves to weapons and armour that have abnormal powers.

Once you've established that you have the proper ingredients, you may SMITH FOR <itemtype>. The commodities will be removed from your inventory and put in the forge, at which point you cannot recover them. Afterwards, the SMITH command produces the desired item from these.

You will have turned your useless mass of commodities into your desired item. However, the weapon or piece of armour will be an inferior product at this point.

Once you are finished working on an object, you will have to remove it from the forge, and then QUENCH <item> in the bucket of water that stands near each forge.

You can CLEAR OFF FORGE to collect unused ingots from the forge.

In order to see the statistics on a particular piece of weaponry or armour, you need the WEAPONPROBE ability in the Weaponry skill (it is quite low in it).

Summary of Smithing:

  • Buy needed commodities for that item and make sure you have coal.
  • Find a forge, and fire the forge, after putting the coal inside.
  • SMITH FOR <itemtype>
  • SMITH to finish the item.
  • Remove the item from the forge, QUENCH <item> and brag to your friends about what a great craftsman you are.

Smelt

 SMELT FOR <#> RAHNSE/STEHL

While at a forge, you may combine some ingots in such a way as to create new ingots with different properties. To create rahnse, you will require one ingot each of sinn and cuhpfehr. To create stehl, you will require one ingot each of rahnse and isan. You may smelt up to 10 ingots at a time.

Repair

 REPAIR <item>

If a weapon or armour has been damaged, you may repair it to prevent it from falling apart completely. Repairing will decrease the long-term lifetime of the item. The amount by which the item will be repaired is dependent on your skill in Smithing.

Reforge

 ADD <item> TO FORGE

Your knowledge of Smithing is such that you are now able to return an item to the forge, hammering out the individual materials that make it up and preserving some of them for further use.

The portion of materials that you will be able to extract is dependent on your skill in Smithing. Dwarves and owners of Hammers of Forging will also have greater success.

Crystehl

This ability allows you to use the valuable crystehl ingots, which can be purchased in several townes across the land.

Using a crystehl ingot when smithing increases the resulting stats of a weapon and, to a lesser degree, also armor. Using more than one crystehl ingot will not increase this effect.

Additionally, crystehl can carry any of the special effects, just like orichalcum, veritum, or bone ingots.

Crystehl can be purchased in the following townes: Kragge, Whistlerock, Sintcega, Tayar, Kaln and Pol'pera.

Fullplate

Full plate armour is considered a rather special item in Imperian, and is strictly limited to use by those with an extremely high aptitude for smithing. It is very expensive, but will serve you very well in battle and will not be tarnished by the passage of time. As well, it may also be customized like an Artifact (HELP CUSTOMIZE for more about this). Fullplate can only be smithed with stehl, crystehl, orichalcum, veritum, or bone.

Purify

 PURIFY <weapon/armour> WITH <effect>

Your level of Devotion, coupled with your skill in crafting weapons and armour allows you to purge the taint of magick and demons from your crafted items. The valid types of purification for weapons are:

Banishment - the weapon will be more effective in sending demon-kind back to their own plane of existence.

Emblazing - the weapon has a chance to inflict fire damage to their target. This effect will only work for Templars.

Mirroring - the weapon has a chance to remember one of the target's afflictions, then hit them again with it 4 seconds later. If a mirrored affliction is already pending, mirroring will not flare again. This effect will only work for Templars.

Excess purification (purifying a weapon of all types) will result in a weakening of the structural integrity of the weapon.

The valid types of purification for armour are:

Strength - the armour will be strengthened and will take less damage when struck. Antimagick - the armour will provide defense against magickal and lightning damage.

Purifying a suit of armour with both will weaken the armour.

Resmith

 RESMITH <artifact>

Resmithing the powerful weapons and suits of armour known as "Artifacts" will allow you to remove any special effects that may be placed on them. You will need to resmith a given item many times before the effect will be completely removed.

Etch

 ETCH <image> ON <weapon/armour> [FOR <person>]

Your knowledge of Runelore and the art of crafting weapons and armour is such that you are able to permanently engrave items with powerful images. The valid images for weapons are:

  • Flame - imbues a weapon with fire
  • Snowflake - imbues a weapon with ice
  • Bolt - imbues a weapon with lightning
  • Knife - increases armor penetration of the weapon
  • Hawk - when etched on a weapon FOR a person, allows that person to BECKON WEAPONS at any time, and their weapons will return to them.

The nature of the elemental runes (flame, snowflake, and bolt) do not allow for more than one to exist on a weapon at a given time. Furthermore, the presence of any three etched runes on a weapon will weaken the structural integrity of the weapon, decreasing its quality.

The valid images for armour are:

  • Sunburst - the wearer will more effectively strike the vitals of targets
  • Firestorm - imbues a suit of armour with fire resistance
  • Blizzard - imbues a suit of armour with cold resistance
  • Rod - imbues a suit of armour with electrical resistance

A suit of armour cannot bear more than one elemental rune (firestorm, blizzard, and rod) at any given time. The presence of any two etched runes on a suit of armour will weaken the armour.

Soulbind

 SOULBIND <armour> WITH <effect>

Your knowledge of the magick of death, combined with your skill in smithing, allows you to extract the necromantic essence from weapons that are made with some bone, infusing the weapon with powerful effects. The effects are:

Spikes - weapons that strike this armour will be greatly damaged Pain - attacks directed at the bearer will occasionally rebound some part of the damage back to the attacker.

Binding both effects to a suit of armour will decrease the structural integrity of the armour, weakening it slightly.