Home > 1.7.x > Forged in WAR ~ Smithing: Weapon-smith

Forged in WAR ~ Smithing: Weapon-smith

Yesterday we discussed a new crafting trade brought to Warhammer – Smithing. However, the term smithing encompasses a very large concept of crafting weapons and armor, a master-craftsman trade which requires the support of all the harvesting and refining trades. Today we shall delve deeper into the realm of smithing and look at one particular brance: Weapon-smiths.

The trade of the blacksmith is highly demanding, taking years to perfect. In the Age of Reckoning the situation is no different. Any player pursuing the trade of a blacksmith must decide if they want to be either a weapon-smith or an armor-smith. Also intertwined in this complex art is the very specific approach every race takes to smithing – a skilled warrior needs a weapon that fits their fighting style completely, a style that only their own kind can relate to. While the basest of soldiers armed with crude spears and swords can use weapons interchangeably, the warriors that spearhead the war during the Age of Reckoning require special arms. For this reason a blacksmith can only produce either arms or armor for their own race.

As the diagram above shows, the smithing abilities for both weapons and armor are confined to your own race; thus, if you are a dwarf, you cannot craft weapons for humans. Not pictured are the Frost-forger for the forces of Kislev, and the Blood-forger for the forces of Khorne.

The crafting of weapons is an art which takes much time to master. Smiths do not progress on the same scale as other trades which have a scale of 1-200. Smiths on the other hand progress based off of the quality and fame their weapons achieve across the lands. Thus each smith has a ranking system of 1-1000 divided into 5 sub-categories of: Forge-hand, Apprentice, Journeyman, Craftsman, Master-Craftsman, with each bracket accounting for 200 point brackets. Let us first look at what it takes to make a weapon before we can explore how to become a better smith.

Crafting
Each smith has a directory in their tome of knowledge as to what weapons they can construct; these weapons are confined to those that members of their race can equip. First each weapon must be shaped of raw materials: Wood Stock or Metal Stock. Two-handed weapons require four pieces of a raw material, one-handed weapons require 2 pieces of a raw material. Staves however require 2 pieces of raw material and two portions of magical essence. Shaping a weapon requires tempering the material at the right temperature and striking it; overheating metal will cause it to become brittle, likewise striking under-heated metal will damage it.

Once a weapon has been shaped it can then be refined by up to 3-5 refining agents (great-weapons can be modified by more refining agents) – this amount varies based off of your smithing level. Weapons can be polished with Plant Resin or Elder’s Varnish. Plant Resin extends to life-span of a weapon. Elder’s Varnish can add a different color sheen to the weapon (if the Plant Resin is infused with a dye) or can add additional properties to the weapon (if the Plant Resin is infused with different Apothecary components). Additionally weapons can be infused with Infused Gems which make the weapon more receptive to magical talismen and can themselves give the weapon a small proc. However, a weapon’s quality cannot exceed that of the smith’s skill. Once a weapon has been crafted it will automatically be assigned an appropriate level and renown rank requirement.

Ranking Your Smith
Increasing the rank of your smith does not relate to how many weapons you produce, but rather how much fame your weapons acquire for you on the field of battle. Naturally if you make good weapons they will acquire more fame for their owner. Each weapon is marked with your name, and each victory it participates in slightly increases your rank as a smith of renown. However, the more weapons you have in the world, the lower the contribution one of these weapons will make. Thus, the smiths of highest fame will have but a few prized weapons on the field. As a particular weapon acquires fame and your rank increases you will acquire the skill to craft better weapons, and additionally you will acquire a small boon to producing particular weapons which are acquiring much fame for you. So for example if you rank up and the majority of a rank was done by a staff, then your staves will be slightly more potent. Players who carry your weapon can then return to you to upgrade their staff, or hopefully request a staff of higher caliber.

Wear and Tear
Every weapon requires tender care and maintenance. Weapons produced by blacksmiths will over time lose the edge on their blade; this depends on how much Plant Resin or Elder’s Varnish was used to prepare the weapon. After being crafted, each weapon has a wear-and-tear decay timer on it, after which the weapon will be 25% less effective. This timer can be reset by the weapon being returned to the smith who crafted it and have them re-polish and hone the weapon with Plant Resin. Taking the weapon to another blacksmith will require four-times the Plant Resin to restore the weapon to its former glory, thus it is advantageous to patronize the same blacksmith. Weapons that are completely neglected will succumb to the elements and over time decay entirely, though if in use a weapon will never decay below 75% effectiveness. So for example if a player is not using their sword for 7 days it will decay to 75% effectiveness, if they do not use it for a month it will decay to 50% effectiveness, if they do not use it for 3 months it will decay to 25% effectiveness, and after 6 months the weapon will be destroyed. Neglected weapons are sad weapons.

Lets take a closer look at the different weapon-smiths for each realm.

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