Difference between revisions of "Blacksmithing"
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<small>--[[User:Uzetaab|Uzetaab]] 10:37, 24 June 2006 (CDT)</small> | <small>--[[User:Uzetaab|Uzetaab]] 10:37, 24 June 2006 (CDT)</small> | ||
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+ | :*Also note, the damage on older lumps can be turned into quality loss (to avoid losing the lumps) by combining with other lumps. The qualities will be averaged as usual but the lump with decay will lose a percentage of its quality based on the damage level. | ||
[[Category:Skills]][[Category:Babel/B]] | [[Category:Skills]][[Category:Babel/B]] |
Revision as of 21:54, 16 September 2008
Main / Skills / Smithing / Blacksmithing
Contents
Blacksmithing
Blacksmithing is the process by which tools and other various items are made by processing metal.
Tools used
- Metal lumps, usually iron lump (Creation material)
- Hammer
- Small anvil (Creation tool)
- Large anvil (Creation tool)
- Water
- Whetstone
- Pelt
Items
See also Category:Blacksmithing items
Tools
Tool heads
Miscellaneous
Titles
- Blacksmith at 50 skill
- Renowned blacksmith at 70 skill
Uzetaab's tips and notes
- *Note* that these tips work for all smithing sub categories, and some of these principles work for imping of any kind.
- Always use a forge, other fire types just don't cut it, because they heat things faster. However, they do use more fuel.
- Get the quality of the forge as high as possible, for 2 reasons.
- 1) it heats things up quicker
- 2) it burns longer.
- anymore than 20kg of fuel is wasted.
- Have as many different lump quality ranges as you can get. 0-10ql is Best for making things with. When imping, try to use a lump that is 15-20ql higher than the item you are improving.
- If you fail at something and get a scrap, wait until it is searing or less before you put it back in the forge. If it is still glowing, it won't turn into lump.
- Try to build the forge near the water table, then dig a hole until water is revealed, you will use a lot of water.
- When improving several things at once, apply lump to them all together until they all require a different item, then put the lump back and imp them all back to needing lump again. this is because lump needs to be hot, so you want to get through it's use quickly.
- It's also useful to have 2 lumps for imping, so that you can switch if one cools.
- As a good general guideline, you can improve items to your skill +10. For example, a hammer uses blacksmithing, if you have 25 skill, you can improve the item to 35ql.
- Blacksmithing is the most important smithing skill, followed by weapon smithing. This will cover all your tools and allows you to work faster and better. Blacksmithing is more important because your hammer and anvils use this and these tools need to be good to make the other smithing skills easier.
- The better the quality of your tools, the more chance you have to succeed at imping. If your tool is significantly lower quality than the tool you are imping (say 30 points lower), your chance to improve the item is very slim. You will most likely end up lowering the quality of the item though fails & repairs.
- If you want to train a particular smithing skill, the best way is to make 20 of a small item that uses this skill, then imp them all to 5, then 10, then 15, etc. Reasons:
- 1)Having a large number of tools to imp allows you to gain skill faster with relation to the following reasons
- 2)Making the item a small one means that you will use less lump on them.
- 3)There is a 'magic' point at which you gain skill fastest, so by hitting this point with many items at once makes your skill jump fastest. By the time you have gone through this 'magic' point in all the items, the magic point has moved ahead of you again and you get to hit it all over again.
- An alternative method that I'm finding works well is to imp things in pairs. for example, imp a hammer & file at the same time. this way you can have the next tool active & ready to imp as soon as your stamina is full again.
--Uzetaab 10:37, 24 June 2006 (CDT)
- Also note, the damage on older lumps can be turned into quality loss (to avoid losing the lumps) by combining with other lumps. The qualities will be averaged as usual but the lump with decay will lose a percentage of its quality based on the damage level.