Commands

Smithing

In the game: help blacksmith

smith <piece>            (at a forge: "smith bronze dagger")
professions smithing     (the Professions window, on Smithing)

A smith forges plain metal weapons and armor from the ore Mining digs. You can only smith at a forge: the smithies of Daleville (Bronn Selgard's), Essembra, Meadow Creek, Lordaeron, Port Mir, Unicorn Run and Menzoberanzan have one. Forging takes four seconds; moving, a fight or another command stops it. Jewelers use the same forges (see JEWELCRAFTING). Any shop that buys weapons or armor will buy every smithed or crafted piece, jewelry too, at its usual rate, however little gold it has. Like every profession, you learn by doing it (see PROFESSIONS).

Each tier forges a full set from its two ores: a longsword (slash), a dagger (pierce), a mace (blunt), and a breastplate, helm, greaves, boots, gauntlets, bracers and shield. Tiers 1 to 4 can be worn from level 1, so a seasoned smith can outfit a new character; tier 5 from level 35 and tier 6 from level 43. None of it is magic, so barbarians can use it too, but every weapon is well enough made (+1 to hit or better) to hurt creatures that shrug off plain weapons.

Tier Skill Worn from level Metal Ores
1 0 1 Bronze Copper, Tin
2 50 1 Cobalt Steel Iron, Cobalt
3 100 1 Silversteel Silver, Gold
4 150 1 Mithril Mithril, Darksilver
5 200 35 Adamantine Adamantine, Orichalcum
6 250 43 Starmetal Starmetal, Voidiron
Tier Longsword Dagger Mace
1 1d8, +1 hit 1d5, +1 hit 2d4, +1 hit
2 2d5, +1 hit, +1 damage 2d3, +1 hit, +1 damage 2d5, +1 hit, +1 damage
3 2d6, +2 hit, +1 damage 2d4, +2 hit, +1 damage 3d4, +2 hit, +1 damage
4 2d8, +2 hit, +2 damage 2d5, +2 hit, +2 damage 3d5, +2 hit, +2 damage
5 3d6, +3 hit, +3 damage 3d4, +3 hit, +2 damage 4d4, +3 hit, +3 damage
6 3d7, +4 hit, +4 damage 3d4, +4 hit, +3 damage 4d5, +3 hit, +3 damage
Tier Breastplate Helm Greaves Boots Gauntlets Bracers Shield
1 AC -12 AC -4 AC -4 AC -2 AC -1 AC -2 AC -3
2 AC -15 AC -6 AC -6 AC -2 AC -2 AC -3 AC -4
3 AC -18 AC -8 AC -6 AC -3 AC -3 AC -3 AC -5
4 AC -23 AC -8 AC -8 AC -3 AC -3 AC -4 AC -6
5 AC -31 AC -10 AC -10 AC -4 AC -4 AC -4 AC -7, resists pierce
6 AC -34, resists slash AC -10, resists pierce AC -10 AC -5 AC -4 AC -5 AC -8
Masterwork Skill Does Ore
Dragonbane 280 3d5, +2 hit, +2 damage, slays dragons 8 Starmetal, 4 Voidiron, 4 Adamantine
Lightbringer 285 3d5, +2 hit, +2 damage, slays evil 8 Starmetal, 4 Voidiron, 4 Adamantine
Deathsbane 290 3d5, +2 hit, +2 damage, slays the undead 8 Starmetal, 4 Voidiron, 4 Adamantine
The Voidiron Cuirass 300 AC -34, resists blunt 40 Voidiron, 30 Starmetal, 20 Adamantine, 20 Orichalcum
The Starmetal Bulwark 300 AC -8, resists blunt 30 Starmetal, 25 Voidiron, 15 Adamantine, 15 Orichalcum
Fishing rod Skill Does Ore
Silversteel Fishing Rod 120 50% chance of a double catch 5 Silver, 2 Gold
Starmetal Fishing Rod 270 80% chance of a double catch 5 Starmetal, 2 Voidiron
Gardening shovel Skill Does Ore
Silversteel Gardening Shovel 125 2x the chance of spices 5 Silver, 2 Gold
Starmetal Gardening Shovel 275 3x the chance of spices 5 Starmetal, 2 Voidiron

A smith's fishing rod sometimes brings up a second fish of the same kind with the one caught (see FISHING). A gardening shovel only needs to be in your inventory: herbs you gather then come with a spice more often.

AC is shown as identify shows it: what the piece takes off your armor class where it is worn (lower is better; armor counts three times on the body and twice on the head and legs). A masterwork slayer does double damage to what it slays. Resisting a kind of blow halves its damage.

Game data

  • Level: any
  • Position: standing

See also

The whole help guide, every topic on one page, searchable.

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