Blacksmithing Gen 4
××××××××××××××××
Sorry everyone, but everything's new. Meaning, none of your gear from gen 3 or before is valid.
Apologies.
Now onto business, Armor, Weapons, and Vanity shall have new direct purposes.
Armor can only build, def and mdef the points you get per level or from rarity must be applied to one of these two stats.
Weapons will primarily build atk.
Vanity will be able to boost a wide spectrum.
While there are ways to boost your other stats via enchantment. But we'll get into that a bit later, for now you shall learn about the Smithing Skill and the new way it levels up.
×Gen 4 Smithing Skill Levels×
------------------------------------
Single handed and Two handed weapons will be the basis for this new generation.
When you make a SH or TH weapon you will receive experience depending on rarity and level of the item being crafted your Single handed or Two Handed Smithing skill
depending on which you make.
Here's what your smithing skill should look like.
------------
×Example×
------------
Dummy with a Hammer
Rank 0
SH:1
TH:2
LongSw-
Now For Ranks these will function separately from levels and level up from crafting all types of weapons as well as give special bonuses.
Rank requires for you to have made a certain amount of all gear types in the game to progress, not talking different weapons. I mean varying between Weapons, Armor, and Vanity. You will have to meet the requirement for each section
---------------
Rank Guide
---------------
Rank 0 - Dummy with a Hammer
Rank 1 - Novice (10 Weapons, and Armor/Vanity)
Rank 2 - Adept (20 Weapons and Armor/Vanity)
(Skill- Hammerhead- 15% off of smithing items in npc shops including metals)
Rank 3 - Veteran (35 Weapons and Armor/Vanity)
Rank 4 - Master (55 Weapons and Armor/vanity)
Reward: Passive Skill-Attentive- Ingot cooling and heating times 10% shorter
Rank 5 - Grand Master (80 Weapons and Armor/Vanity)
Rank 6 - Metal Bender (110 Weapons and Armor/Vanity)
Reward: Passive Skill - Metal Bending- Decrease all metal Requirements by 15%
Rank 7 - Forge Lord (145 Weapons and Armor/Vanity)
Rank 8 - Anvil King (185 Weapon and Armor/Vanity)
Reward: Skill Summon: Anvil - Summons a Magic Circle which can produce an anvil that covers up to 10 meters Deals 200% Atk Dmg to anything it smashes then sends out a shockwave dealing 200% Matk with 10 meter knockback max 7 targets. This anvil can also be use outside of battle. It has a magic circle on it that can be used to heat or shape materials as well as sharpening and grinding them. Creating Items on the go like this cost's MP depending on Rarity and what is being made Cost applies after creation is finished.
MP Costs:
Weapon
C-100 R-250 SR-500 MR-750 UR-1000
Armor
C-150 R-300 SR-450 MR-600 UR- 750
EA/Vanity
C-100 R-200 SR-300 MR-400 UR- 500
Rank 9 - Grinder God (250 Weapons and Armor&Vanity)
Rank 10 - The Creator (350 Weapons and Armor&Vanity)
(Skill- Perfectionist: Can one tap required materials and Forge Equipment)
----------------------
×Weapon Smithing×
×SH/TH Levels×
----------------------
SH and TH both follow this level guide, but scale at the pace of you building weapons of that type. The requirement for SH and TH levels are cumulative unlike rank.
You must craft weapons of that type specifically.
The two skills both max out at a level of 5 currently, this may change in the future. But don’t get excited smithing is still gonna require a lot of work.
Remember these apply to SH and TH INDIVIDUALLY meaning they both require you to craft these amounts.
-----------------
Level Guide
(Special Rewards received when both SH and TH skills reach that level)
-----------------
(25 Weapons) 60SP
(50 Weapons) 60SP
(100 Weapons) 60SP
(200 Weapons) 60SP
(350 Weapons/200armor/vanity) 60SP
Special Reward Skill:Reinforcement(Only useable with blunt weapon types)- Allows you to use blunt weapons as a hammer. Also increases resilience of a weapon by 50% if a Grand Master is holding it and changes necessary Anvil hits for metals depending on rarity
----------------------------
×Armor and Vanity Smithing×
----------------------------
AMR and VTY are Armor and Vanity, AMR and VTY will level up to 5 as well following the process of SH/TH levels VTY will only have one single slot that levels up to 5.
Armor stats function differently from old ALO. Now depending on the type of equipment piece a certain max percentage of its points can benefit a certain stat type.
Armor currently can only have Max 60% of a non-defensive stat
Also it can only be used to benefit 3 stats per piece.
Vanity plaques are crafted by a blacksmith, then taken to an alchemist to add skills and shape it into a Vanity.
Vanity plaques are made from the same requirements gear have.
Vanity to be further explained on the Gen 4 Enchanting page.
××××××××××××××××
×SMITHING POINTS×
(SP)
------------------
Shields,Ranged,Melee,Magic
Smithing points will be introduced as a friendly way to improve your smithing rates and add a bit of customization to the scene.
Smithing points will primarily be obtained through leveling up your single handed(SH)or two handed(TH) smithing skills, the smithing points earned from these two categories are nonspecific meaning you can use the smithing points to level up whatever weapon type you want.
Smithing points can only be used on the primary weapon types SH and TH are not included in this.
Smithing weapons of that category is the only way to level up the SH and TH smithing skills.
These skills start with a base requirement of smithing both 5 SH and TH weapons.
-----------
×Example×
-----------
SH skill Level 0
Smith 5 SH Weapons
SH Skill Level up
SH Skill Lvl1
35 smithing points received!
In an attempt to make the Smithing skill friendly and more viable to players.
All 36 weapon types will keep their individual leveling slots.(Dual blades and Gauntlets/Tonfa's included)
But will max out at a level of 10.
Bonuses for that weapon type will be received every 2 levels.
For a total of 5 bonuses per weapon.
You will also get points for making a certain type of weapon.
If you make a Single Handed Longsword.
If this SH Longsword is the 5th SH Weapon you have created, the single handed slot will level up to 1.
××××××××××××××××
×Primary Equipment Smithing Weapon/Armor/Vanity×
Levels and bonuses
------------------
1. 5 Weapons/Armor/Vanity Crafted
2. 15 Weapons/Armor/Vanity
(When smithing a specific weapon with a Level 2 or higher rating reduce ingot heating times by 15% Stacks with Rank)
3. 30 Weapons/Armor/Vanity or 10 smithing points
(+5 smithing points)
4. 50 Weapons/Armor/Vanity
(When smithing a specific weapon with a Level 4 rating or up Lower ingot cooling times by 15% Stacks with Rank)
5. 75 Weapons/Armor/Vanity Crafted or 15 smithing points
(+5 smithing points)
6. 105 Weapons/Armor/Vanity Crafted
Reduce Metal and E-Ndl Requirements by 10%
7. 140 Weapons/Armor/Vanity Crafted or 20 smithing points
(+10 smithing points)
8. 180 Weapons/Armor/Vanity Crafted
(Lower metal cost’s for all Level 8 and up Primary slots by 10% Stacks with Rank)
9. 225 Weapons/Armor/Vanity Crafted or 25 smithing points
(+10 smithing points)
10. 275 Weapons/Armor/Vanity Crafted
(Special Skill- Final Touch: Allows you to pick the level of the weapon/armor you craft applies only to primary Skills with a level of 10)
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Blacksmithing
-----------
STEPS
---------------
BLACKSMITHING
ITEMS AND FUNCTIONS
---------------
Forge - A low level small forge, can only hold 15 materials. 15 min cook time
Heavy Forge - Medium Forge maximum containment space of 30 materials. 10 min cook time
Forge Pro - Large Forge! Requires Large amount of room, containment space of 60 materials. 5 min cook time
Magic Shaper - 15 minute wait time holds 10 materials at once Holds maximum 700 essence
Heavy Shaper - 7 minute wait time, holds 15 materials at once, turns all non dense organic monster drops into Organic
Material Enchant's Vanity and Creates Enchanted- Needles Holds maximum 1,400 essence
Shaper Pro - 3 minute wait time, holds 20 materials at once, turns all non dense organic monster drops into Organic
Material Enchant's Vanity and Creates Enchanted- Needles Holds maximum 2,800 essence
Anvil - To be used in unison with the hammer. Can create Dense armor, weapons and Vanity
Hammer - Shapes materials deciding whether or not you're making EX.Boots,Revolver,Sword,Shield
Grinder - Sharpens and defines the weapon deciding SH or TH
Tongs - To grab and move materials in and out of a fire.
Craftwork Desk- For Crafting Organic Armor and Weapons and Vanity as well as enchanting(excluding Vanity). Has a crummy looking Pentagram carved into it.
Enchantment Bench - For enchanting weapons and armor. Has a Simple magic circle carved into it.
Magic Table- For Enchanting weapons and armor. Made of a Black wood Has golden detailing and a 3 layered magic circle dead center of the table. Can Un-Enchant weapons. Can Create Runic Armor.
Cooling Tank - Cools item's one by one, you might want a few of these- 5 minute wait time.
Smithing will primarily be a post quality oriented skill.
The lower level your smithing skills the more steps you have to go through and time needed to be spent making something. Once into the higher levels with times and cost reductions meaning your skill is growing and you become more proficient in your craft.
Please do be thorough with you smithing post’s at lower levels.
Honor system.
Well Now that you've read all this you can have what you really want.
××××××××××××××××××××××××××
NUMBERS/STAT POINTS
----------------------------
ARMOR
UR-
Chest- Base 527 + 27 per lv
Helm- Base 519 + 19 per lv
Glove- Base 516 + 16 per lv
Boots- Base 514 + 14 per lv
Legs- Base 524 + 24 per lv
MR-
Chest- Base 423 + 23 per lv
Helms - Base 415 + 15 per lv
Glove - Base 413 + 13 per lv
Boots - Base 409 + 9 per lv
Legs - Base 420 + 20 per lv
SR-
Chest- Base 317 + 17 per lv
Helm- Base 310 + 10 per lv
Glove- Base 310 + 10 per lv
Boots- Base 307 + 7 per lv
Legs- Base 314 + 14 per lv
R-
Chest- Base 211 + 11 per lv
Helms- Base 208 + 8 per lv
Glove- Base 206 + 6 per lv
Boots- Base 205 + 5 per lv
Legs- Base 210 + 10 per lv
C-
Chest- Base 108b + 8 per lv
Helm- Base 102 + 2 per lv
Glove- Base 102 + 2 per lv
Boots- Base 102 + 2 per lv
Leg- Base 106 + 6 per lv
MELEE AND SHIELDS
C- Base 108 + 8 per lv
R- Base 210 + 10 per lv
SR- Base 314 + 14 per lv
MR- Base 420 + 20 per lv
UR- Base 500 + 28 per lv
(Shields can have a maximum of 40% of its total points attributed to non-defensive stats.)
(Weapons can only build offensive stats)
(Armor can have a maximum of 60% of its total points attributed to non-defensive stats.)
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Enhancement System
----------------------------
Enhancement System
In order to enhance weapons/armor it must be taken to Blacksmith.
Blacksmiths must improve their craft in order to reach higher enhancement levels
Levels +1 to +3 are available to all Blacksmith's after Reaching Adept Smithing Rank.
Once a Blacksmith reaches Grandmaster Rank they unlock enhancement levels +4 to +6
Once reaching Forge Lord +7 to +9 are available
Finally at Grinder god the +10 is unlocked(edited)
Weapons and armor must be upgraded through all Enhancement stages 1 through 10.
ENHANCEMENT COST and EFFECT
+1 100k ¥uld
+2 200k ¥uld
(10 essence)
+3 300k ¥uld
(20 essence )
(Common Metals x5)
+4 400k ¥uld
(30 essence )
(Common Metals x10)
+5 500k ¥uld
(40 essence)
(Common Metals x25)
+6 600k ¥uld
(50 essence)
(Common Metals x50)
(Rare Metals x 5)
+7 700k ¥uld
(60 essence)
(Common Metals x50)
(Rare Metals x20)
+8 800k ¥uld
(70 essence )
(Common Metals x60)
(Rare Metals x 30)
+9 900k ¥uld
(80 essence )
(Common Metals x75)
(Rare Metals x50)
(MegaRare Metals x5)
+10 1M ¥uld
(100 essence)
(Common Metals x100)
(Rare Metals x75)
(MegaRare Metals x10)
(UltraRare Metals x1)
38.5 Mil total for a full +10 set of gear
+1 10% up all stats
+2 20% up all stats
+3 30% up all stats
+4 40% up all stats
+5 50% up all stats
+6 60% up all stats
+7 70% up all stats
+8 80% up all stats
+9 90% up all stats
+10 100% up all stats
As in the first generation the rating system for gear is the same.
1= 1-10 level
2= 11-20 level
3= 21-30 level
4= 31-40 level
5= 41-50 level
6=51-60 level
7=61-70 level
8=71-80 level
9=81-90 level
10=91-100 level
11=101-110 level
12=111-120 level
13=121-130 level
14=131-140 level
15=141-150 level
C- common
B- rare
A- super rare
X- mega rare
S- ultra rare
A S-5 material can craft you a 41-50 level ultra rare equipment
Base amount of Materials required per level to smith a weapon/equipment.
Rarity :
C - 5
R - 4
SR - 3
MR - 2
UR - 1
ex. five common wolf fangs are needed to make a wolf fang sword.
additional materials are also needed to forge Dense and Runic armor
Wepaons
C- 5 mat's, (10 C- Metal or 10 LV 1 Enchanted Needle for magic weapons)
R- 4 mat's, (8 R- Metal or 8 LV 2Enchanted Needles for magic weapons)
SR- 3 mat's, (6SR- Metal or 6 LV 3 Enchanted Needles for magic weapons)
MR- 2 mat's, (4 MR- Metal or 4 LV 4 Enchanted Needles for magic weapons)
UR- 1 material, (2 UR- Metal or 2 LV 5 Enchanted Needles for magic weapons)
Armor/Vanity
C - 5 mat's, 7 C-metals for Armor
R - 4 mat's, 6 R-metals for Armor
SR - 3 mat's, 5 SR-metals for Armor
MR - 2 mat's, 4 MR-metals for Armor
UR - 1 material, 3 UR-metals for Armor,
Shields
C- 5 mat's, 15 of any C- Metal
R- 4 mat's, 12 of any R- Metal
SR- 3 mat's, 9 of any SR- Metal
MR- 2 mat's, 6 of any MR- Metal
UR- 1 material, 3 of any UR- Metal
Enhancement
C- Any Piece of Equipment, 5 LV 1 Enchanted Needles, 1 Iron(C- Metal)
R- Any Piece of Equipment, 4 LV 2 Enchanted Needle, 1 Titanium (R- Metal)
SR-Any Piece of Equipment, 3 LV 3 Enchanted Needles, 1 Chromium (SR- Metal)
MR-Any Piece of Equipment, 2 LV 4Enchanted Needles,and 1 Tungsten (MR- Metal)
UR- Any Piece of Equipment, 2 LV 5 Enchanted Needles, 1 Alves Gold (UR- Metal)
How to calculate and Learn what durability does :
First of all, durability can only be broken physically, so don't work about magic exploding your weapon.
there are 5 durability levels.
A weapon's durability level drops when another Weapon with Higher Resiliency Hits your Weapon, and you are not attacking back with Near Equal Power (Take 50% of the higher resilience weapon and if it does not reach the value of the lower weapon, it goes down one durability level. Remember Only the Weapon's stats, not the players.) Skills do add more power, if a DMG of 5,000 hits a blade with 2,000 RES, that blade is going down a level in durability.
let's imagine 1k RES VS 1.3k RES, no durability drops, but if the 1k uses a skill and deals 4k DMG the 1.3k RES blade will drop in durability unless it can also use a skill with near equal power to strike back, if that skill is much greater than the previous 4k DMG, then the 4K DMG blade loses durability. A weapon's durability cannot drop a durability level with monsters unless it is hit by an attack that deals more damage than its resilience.
How to Measure Weight for your Equipment :
Materials are broken down into two types.
Metals and Organics.
Metals are comprised of any material that is an iron, steel, or so on.
organics are comprised of any material that is like fur, slime, leather and so on.
The weight of the equipment depends on it's Rarity, stats, Material Type and equipment type.
You take the stats of it and multiply it by the rarity, once you know the material type below.
Dense Weapon :
C - .25
B - .35
A - .75
X - 1.2
S - 1.5
Dense Armor:
C - .2
B - .3
A - .35
X - .45
S - .55
Dense Vanity:
C - .1
B - .17
A - .23
X - .3
S - .4
Magic Weapon :
C - .25
B - .5
A - .65
X - .8
S - 1
Organic Armor :
C - .1
B - .2
A - .25
X - .35
S - .45
Organic Vanity:
C - .1
B - .15
A - .2
X - .25
S - .3
××××××××××××××××
Sorry everyone, but everything's new. Meaning, none of your gear from gen 3 or before is valid.
Apologies.
Now onto business, Armor, Weapons, and Vanity shall have new direct purposes.
Armor can only build, def and mdef the points you get per level or from rarity must be applied to one of these two stats.
Weapons will primarily build atk.
Vanity will be able to boost a wide spectrum.
While there are ways to boost your other stats via enchantment. But we'll get into that a bit later, for now you shall learn about the Smithing Skill and the new way it levels up.
×Gen 4 Smithing Skill Levels×
------------------------------------
Single handed and Two handed weapons will be the basis for this new generation.
When you make a SH or TH weapon you will receive experience depending on rarity and level of the item being crafted your Single handed or Two Handed Smithing skill
depending on which you make.
Here's what your smithing skill should look like.
------------
×Example×
------------
Dummy with a Hammer
Rank 0
SH:1
TH:2
LongSw-
Now For Ranks these will function separately from levels and level up from crafting all types of weapons as well as give special bonuses.
Rank requires for you to have made a certain amount of all gear types in the game to progress, not talking different weapons. I mean varying between Weapons, Armor, and Vanity. You will have to meet the requirement for each section
---------------
Rank Guide
---------------
Rank 0 - Dummy with a Hammer
Rank 1 - Novice (10 Weapons, and Armor/Vanity)
Rank 2 - Adept (20 Weapons and Armor/Vanity)
(Skill- Hammerhead- 15% off of smithing items in npc shops including metals)
Rank 3 - Veteran (35 Weapons and Armor/Vanity)
Rank 4 - Master (55 Weapons and Armor/vanity)
Reward: Passive Skill-Attentive- Ingot cooling and heating times 10% shorter
Rank 5 - Grand Master (80 Weapons and Armor/Vanity)
Rank 6 - Metal Bender (110 Weapons and Armor/Vanity)
Reward: Passive Skill - Metal Bending- Decrease all metal Requirements by 15%
Rank 7 - Forge Lord (145 Weapons and Armor/Vanity)
Rank 8 - Anvil King (185 Weapon and Armor/Vanity)
Reward: Skill Summon: Anvil - Summons a Magic Circle which can produce an anvil that covers up to 10 meters Deals 200% Atk Dmg to anything it smashes then sends out a shockwave dealing 200% Matk with 10 meter knockback max 7 targets. This anvil can also be use outside of battle. It has a magic circle on it that can be used to heat or shape materials as well as sharpening and grinding them. Creating Items on the go like this cost's MP depending on Rarity and what is being made Cost applies after creation is finished.
MP Costs:
Weapon
C-100 R-250 SR-500 MR-750 UR-1000
Armor
C-150 R-300 SR-450 MR-600 UR- 750
EA/Vanity
C-100 R-200 SR-300 MR-400 UR- 500
Rank 9 - Grinder God (250 Weapons and Armor&Vanity)
Rank 10 - The Creator (350 Weapons and Armor&Vanity)
(Skill- Perfectionist: Can one tap required materials and Forge Equipment)
----------------------
×Weapon Smithing×
×SH/TH Levels×
----------------------
SH and TH both follow this level guide, but scale at the pace of you building weapons of that type. The requirement for SH and TH levels are cumulative unlike rank.
You must craft weapons of that type specifically.
The two skills both max out at a level of 5 currently, this may change in the future. But don’t get excited smithing is still gonna require a lot of work.
Remember these apply to SH and TH INDIVIDUALLY meaning they both require you to craft these amounts.
-----------------
Level Guide
(Special Rewards received when both SH and TH skills reach that level)
-----------------
(25 Weapons) 60SP
(50 Weapons) 60SP
(100 Weapons) 60SP
(200 Weapons) 60SP
(350 Weapons/200armor/vanity) 60SP
Special Reward Skill:Reinforcement(Only useable with blunt weapon types)- Allows you to use blunt weapons as a hammer. Also increases resilience of a weapon by 50% if a Grand Master is holding it and changes necessary Anvil hits for metals depending on rarity
----------------------------
×Armor and Vanity Smithing×
----------------------------
AMR and VTY are Armor and Vanity, AMR and VTY will level up to 5 as well following the process of SH/TH levels VTY will only have one single slot that levels up to 5.
Armor stats function differently from old ALO. Now depending on the type of equipment piece a certain max percentage of its points can benefit a certain stat type.
Armor currently can only have Max 60% of a non-defensive stat
Also it can only be used to benefit 3 stats per piece.
Vanity plaques are crafted by a blacksmith, then taken to an alchemist to add skills and shape it into a Vanity.
Vanity plaques are made from the same requirements gear have.
Vanity to be further explained on the Gen 4 Enchanting page.
××××××××××××××××
×SMITHING POINTS×
(SP)
------------------
Shields,Ranged,Melee,Magic
Smithing points will be introduced as a friendly way to improve your smithing rates and add a bit of customization to the scene.
Smithing points will primarily be obtained through leveling up your single handed(SH)or two handed(TH) smithing skills, the smithing points earned from these two categories are nonspecific meaning you can use the smithing points to level up whatever weapon type you want.
Smithing points can only be used on the primary weapon types SH and TH are not included in this.
Smithing weapons of that category is the only way to level up the SH and TH smithing skills.
These skills start with a base requirement of smithing both 5 SH and TH weapons.
-----------
×Example×
-----------
SH skill Level 0
Smith 5 SH Weapons
SH Skill Level up
SH Skill Lvl1
35 smithing points received!
In an attempt to make the Smithing skill friendly and more viable to players.
All 36 weapon types will keep their individual leveling slots.(Dual blades and Gauntlets/Tonfa's included)
But will max out at a level of 10.
Bonuses for that weapon type will be received every 2 levels.
For a total of 5 bonuses per weapon.
You will also get points for making a certain type of weapon.
If you make a Single Handed Longsword.
If this SH Longsword is the 5th SH Weapon you have created, the single handed slot will level up to 1.
××××××××××××××××
×Primary Equipment Smithing Weapon/Armor/Vanity×
Levels and bonuses
------------------
1. 5 Weapons/Armor/Vanity Crafted
2. 15 Weapons/Armor/Vanity
(When smithing a specific weapon with a Level 2 or higher rating reduce ingot heating times by 15% Stacks with Rank)
3. 30 Weapons/Armor/Vanity or 10 smithing points
(+5 smithing points)
4. 50 Weapons/Armor/Vanity
(When smithing a specific weapon with a Level 4 rating or up Lower ingot cooling times by 15% Stacks with Rank)
5. 75 Weapons/Armor/Vanity Crafted or 15 smithing points
(+5 smithing points)
6. 105 Weapons/Armor/Vanity Crafted
Reduce Metal and E-Ndl Requirements by 10%
7. 140 Weapons/Armor/Vanity Crafted or 20 smithing points
(+10 smithing points)
8. 180 Weapons/Armor/Vanity Crafted
(Lower metal cost’s for all Level 8 and up Primary slots by 10% Stacks with Rank)
9. 225 Weapons/Armor/Vanity Crafted or 25 smithing points
(+10 smithing points)
10. 275 Weapons/Armor/Vanity Crafted
(Special Skill- Final Touch: Allows you to pick the level of the weapon/armor you craft applies only to primary Skills with a level of 10)
-----------
Blacksmithing
-----------
STEPS
- Use Gloves or Tongs when handling Materials. Required for Metals and furnace.
- Heat/Shape your materials(Magic shaper required for materials that lack solidity)
- Place newly formed Equipment Ingot or Organic Material on the anvil.
- Hammer your materials into the proper shape(Depends on what you make) using the Anvil
- Grindstone it to get it nice and sharp, As well as decide if it will be a SH or TH weapon.
- Calculate and Apply Stat Points. Remember these can't be changed after deciding!
- Enjoy your brand new item!!!
---------------
BLACKSMITHING
ITEMS AND FUNCTIONS
---------------
Forge - A low level small forge, can only hold 15 materials. 15 min cook time
Heavy Forge - Medium Forge maximum containment space of 30 materials. 10 min cook time
Forge Pro - Large Forge! Requires Large amount of room, containment space of 60 materials. 5 min cook time
Magic Shaper - 15 minute wait time holds 10 materials at once Holds maximum 700 essence
Heavy Shaper - 7 minute wait time, holds 15 materials at once, turns all non dense organic monster drops into Organic
Material Enchant's Vanity and Creates Enchanted- Needles Holds maximum 1,400 essence
Shaper Pro - 3 minute wait time, holds 20 materials at once, turns all non dense organic monster drops into Organic
Material Enchant's Vanity and Creates Enchanted- Needles Holds maximum 2,800 essence
Anvil - To be used in unison with the hammer. Can create Dense armor, weapons and Vanity
Hammer - Shapes materials deciding whether or not you're making EX.Boots,Revolver,Sword,Shield
Grinder - Sharpens and defines the weapon deciding SH or TH
Tongs - To grab and move materials in and out of a fire.
Craftwork Desk- For Crafting Organic Armor and Weapons and Vanity as well as enchanting(excluding Vanity). Has a crummy looking Pentagram carved into it.
Enchantment Bench - For enchanting weapons and armor. Has a Simple magic circle carved into it.
Magic Table- For Enchanting weapons and armor. Made of a Black wood Has golden detailing and a 3 layered magic circle dead center of the table. Can Un-Enchant weapons. Can Create Runic Armor.
Cooling Tank - Cools item's one by one, you might want a few of these- 5 minute wait time.
Smithing will primarily be a post quality oriented skill.
The lower level your smithing skills the more steps you have to go through and time needed to be spent making something. Once into the higher levels with times and cost reductions meaning your skill is growing and you become more proficient in your craft.
Please do be thorough with you smithing post’s at lower levels.
Honor system.
Well Now that you've read all this you can have what you really want.
××××××××××××××××××××××××××
NUMBERS/STAT POINTS
----------------------------
ARMOR
UR-
Chest- Base 527 + 27 per lv
Helm- Base 519 + 19 per lv
Glove- Base 516 + 16 per lv
Boots- Base 514 + 14 per lv
Legs- Base 524 + 24 per lv
MR-
Chest- Base 423 + 23 per lv
Helms - Base 415 + 15 per lv
Glove - Base 413 + 13 per lv
Boots - Base 409 + 9 per lv
Legs - Base 420 + 20 per lv
SR-
Chest- Base 317 + 17 per lv
Helm- Base 310 + 10 per lv
Glove- Base 310 + 10 per lv
Boots- Base 307 + 7 per lv
Legs- Base 314 + 14 per lv
R-
Chest- Base 211 + 11 per lv
Helms- Base 208 + 8 per lv
Glove- Base 206 + 6 per lv
Boots- Base 205 + 5 per lv
Legs- Base 210 + 10 per lv
C-
Chest- Base 108b + 8 per lv
Helm- Base 102 + 2 per lv
Glove- Base 102 + 2 per lv
Boots- Base 102 + 2 per lv
Leg- Base 106 + 6 per lv
MELEE AND SHIELDS
C- Base 108 + 8 per lv
R- Base 210 + 10 per lv
SR- Base 314 + 14 per lv
MR- Base 420 + 20 per lv
UR- Base 500 + 28 per lv
(Shields can have a maximum of 40% of its total points attributed to non-defensive stats.)
(Weapons can only build offensive stats)
(Armor can have a maximum of 60% of its total points attributed to non-defensive stats.)
××××××××××××××××××××××××××
Enhancement System
----------------------------
Enhancement System
In order to enhance weapons/armor it must be taken to Blacksmith.
Blacksmiths must improve their craft in order to reach higher enhancement levels
Levels +1 to +3 are available to all Blacksmith's after Reaching Adept Smithing Rank.
Once a Blacksmith reaches Grandmaster Rank they unlock enhancement levels +4 to +6
Once reaching Forge Lord +7 to +9 are available
Finally at Grinder god the +10 is unlocked(edited)
Weapons and armor must be upgraded through all Enhancement stages 1 through 10.
ENHANCEMENT COST and EFFECT
+1 100k ¥uld
+2 200k ¥uld
(10 essence)
+3 300k ¥uld
(20 essence )
(Common Metals x5)
+4 400k ¥uld
(30 essence )
(Common Metals x10)
+5 500k ¥uld
(40 essence)
(Common Metals x25)
+6 600k ¥uld
(50 essence)
(Common Metals x50)
(Rare Metals x 5)
+7 700k ¥uld
(60 essence)
(Common Metals x50)
(Rare Metals x20)
+8 800k ¥uld
(70 essence )
(Common Metals x60)
(Rare Metals x 30)
+9 900k ¥uld
(80 essence )
(Common Metals x75)
(Rare Metals x50)
(MegaRare Metals x5)
+10 1M ¥uld
(100 essence)
(Common Metals x100)
(Rare Metals x75)
(MegaRare Metals x10)
(UltraRare Metals x1)
38.5 Mil total for a full +10 set of gear
+1 10% up all stats
+2 20% up all stats
+3 30% up all stats
+4 40% up all stats
+5 50% up all stats
+6 60% up all stats
+7 70% up all stats
+8 80% up all stats
+9 90% up all stats
+10 100% up all stats
As in the first generation the rating system for gear is the same.
1= 1-10 level
2= 11-20 level
3= 21-30 level
4= 31-40 level
5= 41-50 level
6=51-60 level
7=61-70 level
8=71-80 level
9=81-90 level
10=91-100 level
11=101-110 level
12=111-120 level
13=121-130 level
14=131-140 level
15=141-150 level
C- common
B- rare
A- super rare
X- mega rare
S- ultra rare
A S-5 material can craft you a 41-50 level ultra rare equipment
Base amount of Materials required per level to smith a weapon/equipment.
Rarity :
C - 5
R - 4
SR - 3
MR - 2
UR - 1
ex. five common wolf fangs are needed to make a wolf fang sword.
additional materials are also needed to forge Dense and Runic armor
Wepaons
C- 5 mat's, (10 C- Metal or 10 LV 1 Enchanted Needle for magic weapons)
R- 4 mat's, (8 R- Metal or 8 LV 2Enchanted Needles for magic weapons)
SR- 3 mat's, (6SR- Metal or 6 LV 3 Enchanted Needles for magic weapons)
MR- 2 mat's, (4 MR- Metal or 4 LV 4 Enchanted Needles for magic weapons)
UR- 1 material, (2 UR- Metal or 2 LV 5 Enchanted Needles for magic weapons)
Armor/Vanity
C - 5 mat's, 7 C-metals for Armor
R - 4 mat's, 6 R-metals for Armor
SR - 3 mat's, 5 SR-metals for Armor
MR - 2 mat's, 4 MR-metals for Armor
UR - 1 material, 3 UR-metals for Armor,
Shields
C- 5 mat's, 15 of any C- Metal
R- 4 mat's, 12 of any R- Metal
SR- 3 mat's, 9 of any SR- Metal
MR- 2 mat's, 6 of any MR- Metal
UR- 1 material, 3 of any UR- Metal
Enhancement
C- Any Piece of Equipment, 5 LV 1 Enchanted Needles, 1 Iron(C- Metal)
R- Any Piece of Equipment, 4 LV 2 Enchanted Needle, 1 Titanium (R- Metal)
SR-Any Piece of Equipment, 3 LV 3 Enchanted Needles, 1 Chromium (SR- Metal)
MR-Any Piece of Equipment, 2 LV 4Enchanted Needles,and 1 Tungsten (MR- Metal)
UR- Any Piece of Equipment, 2 LV 5 Enchanted Needles, 1 Alves Gold (UR- Metal)
How to calculate and Learn what durability does :
First of all, durability can only be broken physically, so don't work about magic exploding your weapon.
there are 5 durability levels.
- Broken (-100% damage)
- rusty (-50% damage)
- Blunt (-20% damage)
- Average
- Strong
- Shiny
- New
A weapon's durability level drops when another Weapon with Higher Resiliency Hits your Weapon, and you are not attacking back with Near Equal Power (Take 50% of the higher resilience weapon and if it does not reach the value of the lower weapon, it goes down one durability level. Remember Only the Weapon's stats, not the players.) Skills do add more power, if a DMG of 5,000 hits a blade with 2,000 RES, that blade is going down a level in durability.
let's imagine 1k RES VS 1.3k RES, no durability drops, but if the 1k uses a skill and deals 4k DMG the 1.3k RES blade will drop in durability unless it can also use a skill with near equal power to strike back, if that skill is much greater than the previous 4k DMG, then the 4K DMG blade loses durability. A weapon's durability cannot drop a durability level with monsters unless it is hit by an attack that deals more damage than its resilience.
How to Measure Weight for your Equipment :
Materials are broken down into two types.
Metals and Organics.
Metals are comprised of any material that is an iron, steel, or so on.
organics are comprised of any material that is like fur, slime, leather and so on.
The weight of the equipment depends on it's Rarity, stats, Material Type and equipment type.
You take the stats of it and multiply it by the rarity, once you know the material type below.
Dense Weapon :
C - .25
B - .35
A - .75
X - 1.2
S - 1.5
Dense Armor:
C - .2
B - .3
A - .35
X - .45
S - .55
Dense Vanity:
C - .1
B - .17
A - .23
X - .3
S - .4
Magic Weapon :
C - .25
B - .5
A - .65
X - .8
S - 1
Organic Armor :
C - .1
B - .2
A - .25
X - .35
S - .45
Organic Vanity:
C - .1
B - .15
A - .2
X - .25
S - .3