|
Ah, smithing. The forging of weapons and armor to protect ones
body, or to fatten ones bank account. A trade that many a
warrior, cleric, or paladin undertakes. One that takes strength
and stamina. So, what chance does a Dark Elven Necromancer, like
me, have to succeed in smithing?
Logic aside, Ive found smithing to be a rewarding trade by
far, and wish to share my knowledge with the rest of Norrath, and
guide others onto the path of smithing mastery.
Warning:
This guide is based on information gathered from EQ Traders
Corner: it is not the skill progression I used to reach my current
skill level (248), as I had reached 242 skill several months beforehand.
The path contained within will show you the fewest logical steps
needed for steady smithing progression.
- Terms
Adamantite Also known as TeirDal Cultural.
Comes in Plate and Chain, wearable by Half and Dark Elves, smithable
only by Dark Elves. Can be imbued with Innoruuks power only.
Regent and Sovereign are the infused versions of this armor.
- Brellium also known as Dwarven Cultural. Comes
in Plate and Chain, Plate is wearable by Dwarves, Gnomes, and
Halflings, chain is wearable by Humans, any Elf, Dwarves, Halflings,
and Gnomes, smithable only by Dwarves. Can be imbued with either
Bristlebanes or Brell Sellris power. Underfoot is
the infused version of this armor.
- Clockworkalso known as Gnomish Cultural, isnt
smithed for the most part, except for the Fine Plate portion.
- Cultural Armor/Smithing smithing that is limited
by a characters race. For example, only Dark Elves may smith
TeirDal Adamantite, even though Half Elves can wear it.
Illusions will not fool the forge.
- Enchanted cultural armor made from metal that was
enchanted. Most cultural armor has an enchanted version. Enchanted
armor gives stats that vary between quest armor level and planar
level. The ore must be enchanted before the metal is smithed.
- Enchanted Imbuedthe former pinnacle of power and
difficulty for cultural armor. See the Enchanted and Imbued terms
for the details.
- Fizzlewhen you fail on a trivial item. Regardless
of skill, there is always a 5% fizzle rate on any smithed item
- HeraldicThe infused version of Human Cultural Armor,
made in Qeynos. Can be worn by various races, and imbued with
nearly any deitys power.
- Imbued to be augmented with a deitys power.
For the most part, only cultural armors may be imbued, and even
then, some cultural armors wont take most imbues. When an imbued
piece of armor is attempted, the imbued gem is placed in the forge
with the rest of the raw materials before the combine. If a piece
of armor is imbued, only a worshipper of that deity can wear it,
in addition to the other restrictions. The smithy does not have
to worship the deity to make an imbued piece of armor.
- Infused-The new pinnacle of power in regards to armors.
Infused cultural armor is truly higher end gear, and almost always
has a level restriction.
- Mithrilalso known as KoadaDal Cultural. Comes
in Plate and Chain, wearable by Half, Wood, and High Elves, smithable
only by High Elves. Can be imbued with Tunares power only.
Full Mithril and Artkeepers are the infused versions of
these armors.
- Mundane cultural armor that is neither enchanted
nor imbued. Most smithies wont make this, as they feel its
a waste of materials. A few mundane cultural armors, however,
give stat modifiers.
- Northmanalso known as Barbarian Cultural. Chain
only. Smithable only by barbarians, and wearable by any race thats
not small or large. Can be imbued with the power of the Tribunal
only.
- Random Number Generator (RNG) the bane of all tradeskillers,
it decides ultimately whether or not you succeed or fail in making
an item, and whether or not you raise your skill. NOTE: Regardless
of stats or current skill, you will always have a 5% chance of
failing any given item.
- Shadowscreamslightly better than banded, made using
items acquired in a Shar Val quest.
- Skyironalso called Cabilis Scale Mail. Chain only,
by Iksar, for Iksar. Can be imbued with Cazic-Thules power
only.
- Splintmailone of two Ogre cultural armors. Chain
type, smithable only by Ogres. Can be worn by Ogres, Trolls, Barbarians,
Iksar, Humans, and Erudites. Can be imbued with the power of Cazic-Thule
or Rallos Zek.
- Temper the ingredient used to cool your smithed
creations. Examples include water, coldain velium temper, neriak
nectar, moonlight temper. (Temper recipes can be found here)
- Trivialthe point at which you are no longer able
to increase your skill on an item.
- War Plateone of two Ogre cultural armors. Plate
type, smithable only by Ogres. Can be worn by Ogres and Trolls,
and can be imbued with the power of Cazic-Thule or Rallos Zek.
Before you start
Before you start something that will probably cost you a couple
of mice and a healthy wrist, you will need to prepare yourself and
your character for the rigors ahead.
The Right Stuff
Your gear and your stats will play a large role in the success or
failure of your smithing career. Before you start, it is recommended
that you wear items that will increase your primary smithing stat
(intelligence, strength, or wisdom). As with anything, the higher
the better, but its been commonly debated on that strength must
be greater than or equal to 165 to have any noticeable effect on
skillups. Also, of equal importance, is a set of charisma gear,
to assist in buying and selling materials with NPCs. You should
also decide on if you want to grandmaster smithing, or simply master
it for a different task (i.e., smithing tailored components or for
quests). Set a monetary base aside to fund your smithing, as well
as a time to perform this, especially if you are in a guild or are
a member of a popular, critical class. A skinning knife will also
be a necessary tool for your success: smith one (dagger blade mold,
hilt mold, large brick of ore, flask of water) early in your smithing
career, and dont destroy it like I tend to do
Location, Location, Location
Where you smith is critically important as well: it will directly
affect your costs, what you can and cannot skill up with, and your
options to resale your wares (either to a PC or a merchant). If
you are truly taking smithing as your grandmastery, take the time
and effort to build faction in a city where materials are readily
available and where traffic is frequent, such as Freeport or Shar
Val.
0-26
why does the forge have a coin slot?
So, you want to smith, do ya? Well, before you can make that full
suit of enchanted imbued cultural armor, youve got to do the
grunt work first, young apprentice. There are three viable paths
in approaching the first few points in smithing. The least expensive
is to sharpen weapons. This takes 1 sharpening stone and a rusty
weapon; both placed inside of the forge. Click the combine
button: on a success, you lose the sharpening stone, and get a tarnished
weapon in return, which has a delay thats 2 less than its
original (faster); a failure costs you the sharpening stone and
returns the rusty weapon. Its best to sharpen two-handed weapons
(scythes especially). The drawbacks to this method are that its
time consuming, especially if you need to zone multiple times to
get the stones, and rusty weapons are heavy: however, this will
take you to around 26 skill before going trivial. The second way
is to convert weapons back into ore. This is accomplished by placing
a rusty or fine steel weapon and a flask of water into the forge.
On a success, the weapon will be reduced into either ore (for rusty
weapons) or high quality ore (for fine steel weapons) in varying
quantities. The other way is to dump points into smithing until
it wont let you anymore
crude and more expensive than
the previous methods, but effective nonetheless.
27-74 SPOON!
Now begins the hand cramping stages, as you need to start making
metal bits. To make a metal bit, put 2 small pieces of ore, not
stacked, into the forge along with one flask of water. Click combine.
On a failure, the gods of fate laugh at you, on a success you get
a metal bit. Better make room in your schedule, as for my guide
youll need at least a 10-slot backpack full of metal bits.
After youve made these (trivial at 18), you will make Dairy
Spoons. Dairy Spoons, used in various baking recipes, are made by
combining a scaler mold, two metal bits, and a water flask. It becomes
trivial at 74 skill. At this point, you will no longer need metal
bits, so donate them to a fellow up-and-coming smithy
75-115 Banded
now you are doomed to die
what do you
do when youre banded
Ahem. Big jump, isnt it? For this leg of your journey, you
will be making banded armor. Before you start this, however, you
will want to decide if you want to make your own metal sheets (two
small bricks of ore, water flask), or purchase them from various
cities (Freeport, Qeynos Hills, et al). Whichever you choose, you
will need quite a few of them. Banded armor is made by combining
1-3 metal sheets, water flask, and the appropriate mold. Banded
molds typically have the word sectional in them, not to be confused
with fine plate or field plate molds. The optimal progression steps
are bracers (1 sheet) to 95, helms (2 sheets) to 106, and mail (3
sheets) to 115.
116-162 (Ornate) Chained to the forge
These are the money-eating steps, as there is no other reasonable
way to make it beyond 115. For this step, you will need to make
the various types of ornate chainmail. Ornate chain uses mainly
merchant-sold components that are in limited quantities; these can
be replenished, however, by handing bricks of unrefined ore (drops
in RunnyEye, Soluseks Eye, and Permafrost Keep, from goblins)
to the merchants that sell it. You will need to make high-quality
rings, created by combining a file (metal bit, water flask, and
file mold), a water flask, and a large brick of high quality ore.
Much like metal bits, you will need a great deal of these for this
particular step. Ornate Chainmail is made by combining 1-3 high
quality rings, a bar of unenchanted metal (silver, electrum, gold,
or platinum), a smithy hammer, water flask, and a chainmail pattern.
The most productive way to progress in skill is to start with standard
ornate bracers (silver, 1 high quality ring), standard ornate coif
(silver, 2 high quality rings), standard ornate mail (silver, 3
rings), then each variation on the mail (electrum, gold, then platinum)
until each trivialize.
168-188
you mean this isnt the top of the mountain
anymore?
Get a fairly large monetary base before attempting this. First,
smith a skinning knife (large brick of ore, flask of water, dagger
blade mold, and hilt mold), then make your way to Everfrost with
a sewing kit of any size. You will need to make leather padding
first, as Fine Plate and some cultural armors require them. Leather
padding take a silk thread (2 spiderling silks in a sewing kit,
trivial at Tailoring (15), never fails) and a low-quality wolf/bear/cat
pelt. Everfrost has both spiderlings and wolves/bears, just wandering
around saying skin me!, so oblige! Stonebrunt Mountains
and the Jaggedpine Forest are also great sources for pelts. The
Skinning Knife is used to lower the quality of a pelt. Put a Skinning
Knife and a pelt of any quality other than ruined into the kit and
click combine: to my knowledge, this never fails. You
can easily get 4 or 5 stacks of leather padding (trivial in the
30s, but lots of failures until the 50s in Tailoring) killing
these yourself, or buying them from newbies. Fine Steel plate takes
medium-quality ore. Smelt the ore into folded medium-quality sheet
metal by combining in a forge a block (20pp) of MQ ore, smithy hammer,
and a flask of water. For each piece of fine steel plate, you need
a plate mold (sold in every city save Cabilis and Surefall), leather
padding, smithy hammer (which is always returned), flask of water,
and MQ Folded metal sheets (1 for bracers and gorgets, 3 for breastplates,
greaves, and cloaks, and 2 for everything else). When smithing this
armor for skill, your best bet is to smith in this order: (Bracers,
Helms, and Breastplates). Lighter than bronze and similar to the
class specific quest armors as far as AC is concerned, FS plate
is a good alternative to those that cant afford the various
Crafted or Lambent or what have you. In addition, it can be dyed
in various colors. To dye the armor, you must combine in a forge
the undyed armor, a jar of acid, a jar of lacquer, and the appropriate
dye.
189-250 To da moon, Soandso!
At this time, the only way to progress beyond 189 skill reasonably
requires components from the moon. Acrylia Ore, dropped on Luclin,
a Combine Smithy Hammer (sold only in Katta Castellium and Sanctus
Seru) and Combine Acrylia Temper (brewed). Begin by smithing the
acrylia into rings (large brick of acrylia, file, water flask, yields
2), and stockpile them, as you will need a LOT. Once the rings and
tempers are prepared, begin by smithing Acrylia Chain armors. Combine
in a forge the combine smithy hammer, the combine acrylia temper,
the appropriate chainmail pattern, and the appropriate number of
acrylia rings. 1 ring is used for gorgets, bracers, and veils, 3
for tunics, leggings, and cloaks, and 2 for everything else. The
best way to progress for skill would be to do bracelets (1 ring),
sleeves (2 rings), and finally tunics (3 rings), until 215 skill.
Dont toss those rings just yet, however: youll need
them for the next step, Acrylia Plate armors. Acrylia Plate armor
follows the same model as Fine Plate armor does, except substitute
medium quality ore with acrylia ore. The basic recipe is the combine
smithy hammer, an acrylia chain jointing (acrylia ring, water flask,
and file), a leather padding, the combine acrylia temper, and an
appropriate number of folded sheets of acrylia (block of acrylia,
water flask, and regular smithy hammer). Use the same progression
you used for Fine Plate, bracers (1 sheet), helms (2 sheets), and
breastplates (3 sheets). Acrylia Plate trivials at 242.
As an alternative or supplement to Acrylia smithed armors, you
can do shadowscream. Shadowscream armor harbors much less expense,
however you will have to camp nearly every single component, some
of them no rent, for it in mass quantities, and will need to perform
a quest in Shar Val to receive the Humming Luclinite Mallet and
the Vah Shir Anvil. For each piece of this armor, you will need
your humming luclinite mallet (quested), vah shir anvil (quested),
the appropriate number of swirling shadows (dropped in Shadeweavers
Thicket, among other places, no rent), and the appropriate number
of humming orbs (combine a metal ring, your mallet and anvil, a
wailing substance (owlbears), and a shrieking substance (sonic wolves)
in a forge, 186 trivial), and the appropriate banded mold. As of
yet, the trivial on some shadowscream pieces have not been discovered,
though it is believed that gauntlets (1 orb, 2 swirling shadows)
trivial at or beyond 250.
Specialty Items
Below is a guide for specialty smithed items used in other tradeskills.
They require materials from all over Norrath as well as Luclin in
some cases, and at times, may be sought after by members of those
tradeskill circles at a decent profit
Bonings
The typical recipe for bonings is:
- File
- Small brick of the appropriate ore
- Appropriate temper
The variations on these are:
- Steel Bonings: Used by tailors crafting reinforced armor. Ore
is the regular ore sold in most cities. Temper is a flask of water
- Velium Bonings: Used by tailors crafting Black Pantherskin,
Haze Pantherskin, and Cobalt Drake Hide armors. Ore is a Small
Brick of Velium (dropped by orcs in Crystal Caves, Crystal Golems
in Skyshrine, Tower of Frozen Shadows, and Velktors Labyrinth).
The temper used is the Coldain Velium Temper, sold in Thurgadin
for 26pp each (!).
- Acrylia Bonings: Used by tailors for crafting Acrylia Reinforced
Armor. Ore is Small Brick of Acrylia, dropped in Tenberous off
of Grimlings, and the Deepshade from Underbulks. Drop rate in
the Deepshade is MUCH better than Tenberous. The temper is a flask
of water.
Studs
The typical recipe for studs is:
- * File
- * 3 bits of the appropriate ore (each bit is made from 2 small
pieces of the appropriate ore and the temper combined in the forge)
- * Appropriate temper
The variations on these are:
- Studs: Used by tailors for crafting studded armor. Ore is made
from the regular ore sold in most cities. Temper is a flask of
water
- Velium Studs: Used by tailors for crafting Tigeraptor and Arctic
Wyvern armors. By far, the most expensive studs to smith, the
ore is Small Pieces of Velium (smithed into bits), and the temper
is the Coldain Velium Temper (see above for drop locations).
- Acrylia Studs: Used by tailors for crafting Acrylia Studded
armors. The ore is Small Piece of Acrylia (see above for drop
locations). The temper is a flask of water
Rings
The typical recipe for (smithed) rings is:
- File
- Large Brick of the appropriate ore
- Appropriate temper
The main variations on rings are
- Velium Rings: Used in the 8th shawl quest, as well as Engraved
Royal Velium armor. The temper is the Coldain Velium Temper
- Acrylia Rings: Used in Acrylia Chain armor. The temper is a
flask of water
- Cultural Rings: Used in the various cultural armors. Temper
and ore vary by culture, see EQ Traders for details
Conclusion
As I gather info on smithing, Ill post my findings on EQ
Traders Corner. If you have any questions, contact me in-game via
the serverwide.eqtraders channel.
Happy smithing!
The fine print: All text on this site is copyright
by the respective authors. The game EverQuest is a registered trademark
of Sony Computer Entertainment America, Inc. This site is not meant
to represent official EQ policy, and we are not responsible for
errors/omissions that occur due to changes in EverQuest trade skills.
|