Skip to content

Blacksmithing

A smith standing at an anvil and a forge forges weapons, armor and shields from iron ingots. The rules are the ones of every craft: see Carpentry for the chance, failures, exceptional items, the maker’s mark, tools that wear out and Make last.

  1. Stand within 2 tiles of an anvil and of a forge: ground items, or the anvils and forges the map itself has in its smithies.
  2. Carry iron ingots in your backpack or a bag of it.
  3. Double click a smith’s hammer, a sledge hammer or tongs, in your backpack, a bag of it or your hands. The crafting gump of blacksmithing opens.
  4. Press the button before a recipe, or open its page to see the ingots, the skills and your chance.

Away from an anvil or a forge the gump still opens, but forging answers “You must be near an anvil and a forge to smith items.” and takes nothing. The anvil and the forge are looked for again at the second stroke.

66 recipes in eleven groups, converted from UOX3, every era: Ringmail, Chainmail, Platemail, Helmets, Shields, Bladed, AOS Weapons, Axes, Polearms, Bashing and SE Weapons. A few of them:

Recipe Blacksmithy Takes
Buckler 0 to 10 10 metal
Ringmail gloves 12 to 62 10 metal
Platemail 75 to 125 25 metal
Dagger 0 to 50 3 metal
Longsword 28 to 78 12 metal
War hammer 34.2 to 84 16 metal

The page of each recipe in the gump shows its numbers. Metal is the ingots of the metal picked (iron by default: see Metals); the tessen takes cloth and Tailoring too.

The bottom line of the gump shows the metal you work and how many ingots of it you carry; Change lists the metals. Iron is the default. Another metal, dug and smelted by a miner, asks for Blacksmithy and gives its colour to the item:

Metal Blacksmithy it asks for
Iron 0
Dull copper 65
Shadow iron 70
Copper 75
Bronze 80
Gold 85
Agapite 90
Verite 95
Valorite 99

Picking a metal you cannot work answers “You have no idea how to work this metal.” The metal picked counts for the ingots only, and is kept until a restart, apart from the wood picked for carpentry.

An exceptional weapon does 20% more damage; an exceptional piece of armor gives 8 more armor (a shield’s rating counts its quality too, in a fight). See Combat. An exceptional item is uncommon, and rare when it bears the maker’s mark: its tooltip shows the rarity in its colour.

  • The recipes are data/crafts/blacksmithing.toml.
  • The anvils and forges are scripts/common/smithy.lua, shared with smelting; what a craft must stand near is the table NEEDS of scripts/common/crafting.lua.
  • The tools are the templates with script_id = "smithing_tool" (scripts/items/smithing_tool.lua).

mgctl init never replaces a file you may have changed. Copy from the distribution data/crafts/blacksmithing.toml, scripts/common/crafting.lua, scripts/common/smithy.lua, scripts/common/metals.lua, scripts/common/repair.lua, scripts/items/smithing_tool.lua and scripts/items/ore.lua (it now reads smithy.lua), and the files of the tools: templates/items/skills/tools/blacksmithy.toml, templates/items/gear/weapons/maces_hammers.toml and templates/items/misc/bod_rewards_blacksmith.toml, or give script_id = "smithing_tool" to your hammers, sledge hammers and tongs. Weapons and armor made exceptional before this version grow stronger at once and keep the rarity they had. The Repair item button needs scripts/common/repair.lua and the scripts/gumps/craft_menu.lua of this version.

The crafting gump has a Repair item button, as carpentry’s: see Carpentry. A smith must stand within 2 tiles of an anvil and a forge, or reads “You must be near a forge and and anvil to repair items.” and nothing is tried.

The armor bonus of coloured metals, smelting items back into ingots, and the special moves of the AOS and SE weapons.

Made with ❤️ by Tom

Buy me a coffee