Blacksmith System
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Creation
For each level in a given forge Technique one may add a bonus equal to Four Times (4x) their level for SeiSei Techniques or Six Times (6x) their level for Tokudan Techniques. These multipliers can never be adjusted above Four Times -For SeiSei- or Six Tims -For Tokudan- in any way. The modifier given by a given Ore Type does, however, increase based upon the level of the technique used to forge. Refer to Example #2 for a working example and The Multiplier Chart for the multiplier based on level.
In addition to this all justifiable penalties, say an item that is unwieldy due to a larger than normal design, half of that can be applied as a bonus to a different stat. Bonuses gained this way are rounded down with a minimum of +1; Maximum penalty is -10. (E.g. -2 Speed on a heavier than normal shield may glean him a +1 in the chosen stat)
The stats that can be modified depend upon Item (Defense or Offensive) and Ore Type, see the Charts Below to determine which statistics can be altered and how much ore must be attained before an item of a given type can be forged.
For Reference refer to Technique Multiplier Charts
For the Mathematically inclined refer to these Equations(The systems' numbers expressed as equations).
Example #1
A Blacksmith ventures to make a short sword from iron, he has five levels in "Forge Weapon" and therefore may apply a +30 Bonus to the weapon. In addition, Iron's natural strength gives him an additional +10. Consulting the blacksmith chart he determines that the sword can only add a bonus to a single stat that is not Skill or Chakra, because the ore type (Iron) and item type (Weapon) will not allow him.
In addition he decides that it will be a particularly broad weapon, and chooses to take a -4 to his agility while the weapon is equipped -because it is unwieldy- and adds an additional +2 to the stat of his choosing along with the rest of his bonuses. He chooses strength and begins posting to forge his new shorts word, because it is a smaller item he also needs to use less of his available iron ore, two pieces instead of three.
After a long post or two he may now claim his Short Sword that adds +44 to his strength and -4 to his agility while it is equipped. He describes the short, stout weapon as a shining example of fine craftsmanship, despite its lackluster materials and unwieldiness.
Example #2
A skilled Blacksmith ventures to create a grand piece for a high paying customer. A grand sword made from pure platinum; his level in "Forge Weapon" is 15, which gives him Plus Ninety (+90) to apply to the weapon's statistics. The Blackmsith also has greater than ten levels in the forge technique he intends to use, because of this the bonus provided by the Ore is increased from Plus Ten (+10) to Plus Twenty (+20). When all is said and done the end result is a fine Platinum Sword for his customer with a total of Plus One Hundred Ten (+110) to apply to weapon statistics.
Equations
Weapon Bonus = (Technique Multiplier * Technique Level) + (Ore Bonus * Ore Multiplier)
Flavor Rules
"Flavor Rules" are not necessary to know, nor are they a required step in any forging process, but are merely in place to allow for more flavor to be added.
Multi-Ore Items
Sometimes a blacksmith wishes to make an ornate item, say a longsword with a golden hilt wrapped in leather and a silver blade for example, in these cases the modifiers of the ore with more pieces present in the item is used. In cases where there is an equal number of pieces from the ores then the higher modifier is used if justifiable.
More Ore
Sometimes a blacksmith wishes to put more ore into an item than need be in order to add a bit of class, use up an extra piece of ore laying around, or merely as a decorative touch. Whatever the case may be the blacksmith may do this, adding up to one additional ore to the item in question; if he chooses to do so the item becomes heavier or more unwieldy and a penalty of Minus 2 (-2) is incurred upon the item due to the increased weight.
Multiple Stat Modifiers
It isn’t explicitly necessary to limit the total modifier gleaned by the Forger’s Skill, Weapon’s Material and design to merely one applicable stat. While it is much simpler to justify a large shield granting its bonus to the user’s defense, it may just as easily be justifiable to add leverage in combat, increasing the user’s strength slightly.
The Charts
Below are the reference charts for using the Blacksmith System.
Multiplier Chart
| Technique Multipliers | ' | ' |
| Technique Tier | Base Mod Multiplier | Example |
| Craft Trinket Tech[1] | 2 | 9 * 2 = 18 |
| SeiSei Forge Technique | 4 | 10 * 4 = 40 |
| Tokudan Forge Technique | 6 | 5 * 6 = 30 |
| Ore Multipliers | ||
| Technique Level | Multiplier | |
| 1-9 | No Multiplier | |
| 10-19 | *2 | |
| 20-29 | *3 | |
| 30-39 | *4 | |
| 40-49 | *5 | |
| 50-59 | *6 | |
| 60-69 | *7 | |
| 70+ | +1/10lvls |
Additional Modifier Chart
| Type | Usage | |
| Flavor Penalty | -FP / -2 = Mod | |
Where -FP is the Flavor Penalty imposed by the item in question (E.X. -2 / -2 = +1). The divider (-2) is fixed, the penalty is always divided by -2 to reach an outcome. The outcome is rounded down (E.G. -3 / -2 = 1.5 Rounded down to 1).
Ore Chart
See Also Ore
Note: For ore, Trinkets use the lowest present(positive) multiplier.
| Ore | Mod Weapon | Mod Armor | Cost | Forge Level | Alloy | ' |
| Tin | N/A | N/A | 25 | 1st | N/A | |
| Copper | N/A | N/A | 50 | 1st | N/A | |
| Bronze | +5 | +5 | 75 | 2nd | 1 Copper & 1 Tin | |
| Iron | +10 | +10 | 100 | 3rd | N/A | |
| Silver | +5 | -5 | 125 | 4th | N/A | |
| Gold | N/A | -5 | 400 | 5th | N/A | |
| Palladium | +15 | +10 | N/A | 10th | N/A | |
| Steel | +20 | +20 | 300 | 12th | 2 Iron | |
| Platinum | +10 | +5 | N/A | 15th | N/A | |
| Mythril | +25 | +25 | N/A | 15th | N/A | |
| Titanium | +30 | +30 | N/A | 20th | 2 Steel & 1 Mythril | |
| Magicium | +35† | +35† | N/A | 25th | N/A | |
| Vulcanite | +40 | N/A | N/A | 27th | N/A | |
| Mythrite | +45 | +45 | N/A | 29th/Alloy Only | 2 Mythril & 1 Vulcanite | |
| Samarium | +50† | +50† | N/A | 30th | N/A | |
- † Charka- Conducive (A Chakra Bonus May be applied to items made of this material)
- NA- Not/Nothing Applicable in this category (Cannot be Made into an item of this type/bought/mined/alloyed)
- † Charka- Conducive (A Chakra Bonus May be applied to items made of this material)
Special Materials
| Material | Mod Weapon | Mod Armor | Mod Trinket | Craft Level | Special Notes(Key) | ' |
| Hickory | +5 | N/A | +0† | 1st | Bw/Stf/Spr, Nck/Oth | |
| Obsidian | +10 | N/A | +5† | 2nd | Dgr/Swd, Jwl/Oth | |
| Leather | +10 | +15 | +0† | 3rd | Lsh/Pct, Grb/Jwl | |
| Bone | +20 | +15 | +5† | 5th | Stf/Bw/Ptc, Jwl/Oth | |
| Petrified Ash | +25† | +15† | +15† | 10th | Stf/Bw/Hlm/Grd, Nck/Oth | |
| Chitin | N/A | +20 | +0† | 10th | Pct, Jwl/Oth | |
| Shark's Skin | +15 | +20 | +20† | 10th | Pct/Lsh, Grb | |
| Shark's Teeth | N/A | N/A | +20† | 10th | Jwl | |
| Scales | N/A | +50† | +15† | 20th | Ptc, Grb | |
| Whalebone | +30† | +30† | +20† | 25th | Stf/Bw/Hlm/Grd/Cht, Grb/Nck/Oth | |
| Pearl | N/A | N/A | +30† | 25th | Grb/Jwl | |
| Ebony | +35 | N/A | +35† | 30th | Bw/Stf, Jwl/Oth | |
| Ivory | +35 | N/A | +35† | 30th | Bw/Stf, Jwl/Oth | |
| Dragonhide | N/A | +60† | +30† | 35th | Lsh/Pct, Grb | |
| Dragonbone | +60† | +60† | +30† | 35th | Bw/Spr/Stf/Ptc, Jwl/Oth | |
| Dragontooth | +60† | N/A | +30† | 35th | Dgr/Swd/Spr, Jwl | |
| Ironwood | +75† | N/A | +75† | 80th | Bw/Stf, Nck/Oth | |
†- Charka Conducive (A Chakra Bonus May be applied to items made of this material)
Applicable Attributes by Item Type
| Attribute | Weapons | Boots | Leggings | Guards | Shields | Gloves | Helms | Chest Plates | Full Suits | "Trinkets" |
| Strength | ● | ¬ | ¬ | ● | ● | ● | ¬ | ● | ● | ¬ |
| Defense | ● | ¬ | ¬ | ● | ● | ¬ | ● | ● | ● | ¬ |
| Speed | ● | ● | ● | ¬ | ¬ | ● | ¬ | ¬ | ● | ● |
| Agility | ● | ● | ● | ¬ | ¬ | ● | ¬ | ¬ | ● | ● |
| Skill | ● | ¬ | ¬ | ● | ¬ | ● | ¬ | ¬ | ● | ● |
| Chakra | * | ¬ | ¬ | ¬ | * | * | * | * | * | ● |
- ● Applicable by any Ore.
- " * " Applicable by any Conducive Ore or the corresponding conduciveness.
- ¬ Not Applicable by any Ore.
- ● Applicable by any Ore.
Ore Cost by Item Type
To determine whether or not you should use more or less ore depends on the subtype of weapon you wish to produce and/or how much of the overall weapon will be made from the ore or material in question. For example if you were to be making a simple spear with a wooden shaft (or a haft made of another ore or material) it would merely cost 1 Ore or Special Material. If you were to, for example, a Halberd would likely cost 2 just for the head due to the size and complexity of including both an axe and a spear, add 1 more ore or material to create a halberd made entirely of that material or ore. The same principles are applied to other weapons and protective items. When in doubt PM an administrator on the forums for a 'ruling' on this rule.
| Weapon | Ore Required |
| Dagger | 1 |
| Sword | 2 or 3 |
| Spear | 1 or 2 |
| Whip/Lash | 1 to 3 |
| Staves | 1 |
| Bows | 1 or 2 |
| Gauntlets | 1 |
| Item | Ore Required |
| Trinkets | 1 |
| Gloves | 1 |
| Boots | 1 |
| Guards | 1 |
| Leggings | 1 |
| Helms | 1 |
| Chest Plate | 2 or 3 |
| Suits | Sum of all items included in the suit |
| Shield | 2 or 3 |
See Also
- Shop for generic, fixed-price items, weapons and armor!
- Unique Item Guide: create your own items using a generic blacksmith!
