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Found 3 results

  1. So you want to craft?

    I am pretty new to the game. As such, crafting is still a major hurdle. I am going to share what I've learned about it, but I won't go into alchemy here. Look up the alchemy crafting guide for that. If anything here is wrong, I'll edit this. First, you will have to grind a lot to get your skills higher. Start early! Grinding is mindlessly harvesting ingredients like gems, state capsules, ore, wood, herbs, plants, runes, etc. Considering the max level to get the highest ingredients is around 400 or more for each skill, you will be grinding a lot. You can get items with modifications (or mods), but they generally won't go above 140 for each item. So unless you have 4 items with 100+ mods on them for gathering your ingredient, you'll need to grind. Anything you gather can be sold at most merchant stalls that have a coin icon, regardless of level. If the merchant level is way higher than you, click on the "View All" button in the lower left corner to bring up the merchants to trade with. A few merchants will only have quests available. You'll learn pretty quickly who can be traded with. Chatting to other players while grinding is a great way to meet other players and ask questions! I encourage everyone to chat it up. It makes the game more interesting, and you can probably make friends. To craft anything, you will need blueprints for everything except cooking, as well as ingredients and property containers or charged state capsules for most. Ingredients are unique for each craft. Cooking requires meat or plants, herbs and cooking oil. Tailoring requires textiles. Leatherworking requires pelts. Blacksmithing requires ingots. Carpentry requires treated wood. The level of the blueprint determines what you will need to craft. General rule is ingredients and property containers must be the level of the blueprint or lower. Conjuration is your best friend if you plan to craft any items like armor, shields, bows, wands, or jewelry. It is not required for cooking. Conjuration will get you state capsules, property containers and runes. If you pull up the world map, click on "Crafting Resources" at the bottom. You will see icons for Public Farm, Public Garden, Woodcutting Camp, Enchanting Circle, Mine Entrance and a few with weird names that all have the same icon (these are lakes where you can conjure). You can get runes at the Enchanted Circles, and state capsules and property containers at any of the lakes. Property containers are level specific to whatever you are crafting. State capsules are not! Once you are able to get the next higher level of state capsule, stock up on them and sell any lower level empty capsules. This will save you room in your backpack. Property containers should be whatever level range you are trying to craft, within the 5 level range (1-4, 5-9, 10-14, etc.). So if you are trying to craft a level 13 item, you will need a level 10 property container. You are a failure! Yep, you will fail your first attempt at anything. This makes you learn the skill. From there on out, you are the captain of your destiny. You can level up pretty quickly if you have a lot of junk items to craft with. Sure, you will be crafting junk items, but the experience is the key. Plus, you can sell everything you craft. Some people want to learn every crafting skill. This sounds great in theory, but learning more than 2 or 3 will mean less experience per craft when you level up in the game. My recommendation is to spend 1 skill point per craft in the early levels, then don't bother as you will automatically gain levels in crafts and gathering every time your character levels up and at other points in the game. Base skill + skill points + mods = game level for a skill. If your base skill is 30, you spent 10 skill points on it and you have mods that boost the skill by 20 points, your game level for that skill is 30+10+20=60. You can always add skill points at any time when you level up, so save those for later unless you plan to only craft. Otherwise, you will need those skill points for armor, offense and defense. If you do plan to only craft, spend all your skill points on whatever crafting skills you want to perfect. A level 10 character can produce some pretty awesome items for any level character. You will only be able to do this effectively for cooking though, since you need blueprints for everything else. Blueprints can generally only be obtained by killing critters, unless you can buy them in the auction house or get them from other players. The blueprints available will be dependent on the level of the critter. Side note, tailoring will require you to have the salvage skill, which is only available if you have a land deed and a salvage station, or a lot of people are selling textiles in the auction house (very rare). I don't recommend this for anyone less than level 10. ONLY build a salvage station if you don't want the hassle of gathering resources and taking care of settlers for your land. I'll stop here for now and add to it later.
  2. 1.0 Introduction: The goal of smithing is to increase the basic stats of gear. The basic stat for weapons is Damage and for armor-items it is armor-effectiveness. Smithing does not influence armor-value or enchantment boni like "-Increases Strength by x points". Skills: Blacksmithing (influences max improvement levels and success chance) Mining (main source for ingots) Disenchanting (main source for blueprints and charging state capsules) Conjuration (main source for capsules) complementary skills: Enchanting (useful to enchant freshly forged items with runes/bonus) 1.1 Basics: To craft an item, one only needs 3 things: A Blueprint, Ingots and a charged State-Capsule. -1.11 Ingots: Ingots are gained by melting down ores: Which ore and ingot one can get depends on ones mining skill. collecting mechanics: Every tick (~10 sec) while collecting/smelting a dice roll with your particular success chance occurs. Passing this roll grants between x to y ores. I do not know the exact numbers for x and y and if they are scaled with skill level or not (personal observations were x=1, y=20). An Ingots crafting potential plays an important role in smithing. The item level of an ingot determines if one can use it for an particular blueprint. However, this follows a tiered structure rather than absolute levels: tier 1 = level 1-5 ; tier 2 = level 6-10 ; tier 3 = level 11-15 ; tier 4 = level 16-20 ; etc. examples: Blueprint level 13, usable ingots : Copper, Iron, Bronze. Blueprint level 27, usable ingots : Copper, Iron, Bronze, Silver, Mithril, Gold, Platinum. Blueprint level 46, usable ingots : ALL. -1.12 Blueprints: Blueprints are found all over Naerath and also acquired by disenchanting an item. Blueprints also come in different qualities which do influence smithing results. The item level of a blueprint determines the min level of the finished item, meaning smithing will potentially only increase the required level and never decrease it. So it is possible to create a level 50 item out of an level 20 blueprint. But it's impossible to create a level < 20 item out of the same. The most important bit for required level of an crafted item is: Your character level limits the required level of an item you can craft, but not its power ! This means that a smith at level 30 can make better level 30 items than a smith at level 40. How much better the item will be still depends on ones smithing skill. Smithy trick 101: crafting a junk blueprint into legendary and disenchanting it will give you a legendary blueprint. -1.13 State Capsules: Empty state capsules are collected via the Conjuration skill and charged by disenchanting items. better quality does not increase the base stats of an crafted item directly but influence the required level of it. (level 13 legendary item can have an higher armor effectiveness than a level 13 junk item before turning into level 14) Charged "Junk" State Capsules are not required to craft junk items and thus are literally "Junk". Attribute requirement: quality in conjunction with level, determines the required attribute value needed to use the crafted item. formula: required_attribute_value = y * req_level +10. for junk and common y = 3 for uncommon, rare and legendary y = 4 example: crafting a lvl 14 common long-sword will require 52 strength (3 * 14 + 10). crafting a lvl 14 legendary long-sword will require 66 strength (4 * 14 + 10). note: this formula only counts for crafted items, looted items do not follow this! (looted items tend to have a lower attribute req.) *thanks to Dan for providing this info 1.2 Smithing: How much improvement levels a smith can apply depends on his effective Skill Points which are the sum of his natural skill level + gear bonus divided by 3. To see how Improvement levels / ingots /state capsule /blueprint quality effect the outcome take a look at this: x=0.8 with legendary blueprint: x=1.4 (pseudo) formula: armor effectiveness = x * improvement_level * ingot_bonus + base_value(no-ingot-value) x depends on blueprint quality and type: Medium Armour: Heavy Armour:Junk = 60% effectiveness (x=0.6) Junk = 80% effectiveness (x=0.8) Common = 70% effectiveness (x=0.7) Common = 90% effectiveness (x=0.9) Uncommon = 80% effectiveness (x=0.8) Uncommon = 100% effectiveness (x=1.0) Rare = 90% effectiveness (x=0.9) Rare = 120% effectiveness (x=1.2) Legendary = 100% effectiveness (x=1.0) Legendary = 140% effectiveness (x=1.4) *thanks to Hyperion for HyperX-ing 1.3 Conclusion: A smith of an particular character level can create the best items for this level and it's power is only limited by his smithing skill level. Using the best ingot influences greatly the result of smithing and thus the best results a smith gets start at blueprint level 46. In theory it is possible to craft UBER-Items: creating a character that only focuses on increasing his smith skill while trying to not level up could create some insane items for his level. (imagine a crafted lvl 30 item of a lvl 30 smith with maxed smith skill+all points into smithing + high smith gear) While its possible that a high level smith can create still usefull/good items for lower level players they will never be over powered. Specializing is greatly rewarded! 1.4 thanks and ending: Big thanks to Hyperion and Cajunfried2016 who helped me confirm a lot of assumptions/figure things out. Also thanks to all of Azure Storm for being awesome! and of course thanks to Dan for making everything in the first place I hope this will be helpful and cya later in Volume 2 alchemy... Thanks for reading ^.^ 1.5 P.S: "crafted by name" gets overwritten with "enchanted by name". In the name of all the smiths and crafters of Naerath and the whole Hammerforge Legion I kindly ask to make it so both signatures are stated on items. our egos need this !!
  3. A little guide on how to create your own items. There are 4 professions that you can choose from if you want to create armour/weapons of your own. To create an item using any of the professions above you'd need: A Blueprint can be looted from enemies product of Disenchanting** A State Capsule Gem - obtained from enchanted lakes via Conjuration* needs to be charged as part of the Disenchanting** (optional: for common, uncommon, rare, legendary items only) A Container Carpentry: Treated Timber Neem Seed Oil - can be found in any Alchemy shop Wood - obtained from woodcutting camps via Woodworking*** Tailoring: Textile - can be found at any Clothing Merchant Leather Working: Pelt - can be looted from enemies (wolves/bears/etc) Blacksmithing: Ingot Charcoal - obtained from mines via Mining*** Ore(s) - obtained from mines via Mining*** * See "Created by Phemia Silverstar" Part 2** See "Created by Phemia Silverstar" Part 3*** Simple crafts, needs at least 1 skill point to start.
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