Blacksmithing in Ocem

The forging of arms and armour is an integral and time-honoured tradition of the Ocemi Empire, especially among the dwarf clans of the Beggar's Teeth. Essential knowledge towards the shaping of metal can be readily accessed by any with the will, time and literacy thanks to the thorough record keeping of the Marble Elves.

Before beginning, bear in mind that the metal you choose to work with will result in vastly differing results. Various types of metal may suit one combatant more effectively than another.

## Metal Types

Copper, being a softer metal, suffers -1 Damage no matter its quality, but the keen edge of its craft truly shines during perfect alignment. Copper also bestows a natural +1 Concentration bonus.

Massive Criticals Scaling for copper weapons: Poor = 1d2, Moderate = 1d4, Fine = 1d6, Exquisite = 1d8.

Magnetite, also known as Iron, is perfect for any defender's arsenal, staying strong even in the fiercest of battles and aiding in the deflection of enemy blows like no other. Iron also bestows a natural +1 Discipline bonus.

AC Scaling for iron weapons: Poor = +1 Piercing AC, Moderate = +1 Slashing AC, Fine = + 1 Deflection AC, Exquisite = +1 Deflection AC, +2 Slashing DC.

Adamantine is among the most coveted, toughest and valuable of ores, rightly called 'the king of metals'. The edge it takes is naturally sharper than rival crafts, and also conducts magic in ways no other resource can mimic. This makes it useful for spell-casters, mage-hunters and warriors alike. Adamantine also bestows a natural +1 Spellcraft bonus.

AB and Resist Scaling for Adamantine Weapons: Poor = +1 AB, Moderate = +1 AB, +1 Mind Spell Resist, Fine = +1 Enhancement, +1 Mind Spell Resist, Exquisite = +1 Enhancement, +1 Will

Shield AC Scaling: Poor = +1 Piercing AC, Moderate = +1 Slashing AC, Fine = +1 Piercing, +1 Slashing AC, Exquisite = +1 Shield AC.

Adamantine Shields, due to their magically conductive nature, provide +10 Spell Resist to the wearer regardless of quality.

Ironwood may be found in wooded regions of the Kahnwold, such as the Ercynian Forest and the Road to Kahnstadt. Ores and quartzite may be found in mountainous regions and caves, for example the Utaras Range or Nowak.

## Tools & Materials for Smithing

Before you can begin work you must obtain the following tools and resources:

1 Craftman's Hatchet

1 Craftman's Chisel

These can be bought from Bran Joriax in the Chines Smithy for roughly 130 gold each and will never exhaust. You will only need one pair for all your work.

### Weapons

4 pieces of ore. (Copper, Magnetite, or Adamantine. Ore CANNOT be mixed.)

3 pieces of Ironwood.

1 piece of Quartzite.

### Shields

2-6 pieces of ore.

3-5 pieces of Ironwood.

## Working the Forge

### Making a Weapon

With these in hand make your way to one of the various forges, located in the Chines and Roeswerp in the Essler and New Amthar Halls respectively. Similar to how Marrok functions in the base NWN game, you will place various combinations of items into the forge to refine the resources.

Select your forge and insert the materials or tools as such, close it, then retrieve ALL items:

Using your hatchet, you can fashion a haft for your weapon:

1 Piece of Ironwood + Craftman's Hatchet = Ironwood Haft.

Your chisel is perfect for chipping hard quartz. Use it to shape a pommel:

1 Piece of Quartzite + Craftman's Chisel = Ornate Pommel.

This is the smelting process where you prepare the metal you'd like to work with:

2 Pieces of the same ore + 1 Piece of Ironwood = 1 Metal Ingot.

Now, you hammer two ingots into whatever shape is required:

1 Metal Ingot + 1 Metal Ingot = 1 <X> Weapon Head matching the ore of your ingots.

Finally, open the tome of Weaponsmithing Schematics located near any of the forges and select what weapon it is you would like to make with the ingredients you've prepared. If you fail to define a weapon before the final combination, you will by default forge a dagger.

With your weapon type chosen, insert the Ornate Pommel, Ironwood Haft, and <X> Weapon Head into the forge and close it. An AC check + your Blacksmithing Skill will be made to determine the quality of the weapon you have smithed.

There is also a small chance that each weapon you craft will also be made with a random +2 bonus in a variety of skills, bearing a modified name to reflect such. IE, an Exquisite Storied Iron Warhammer bears, in addition to its regular properties, +2 Lore.

### Shields

In order to make a shield you must prepare the following:

2 Ironwood Hafts to serve as grips for the shield.

Between 1-3 metal bars, depending on the size of the shield you desire. 1 Metal bar produces a Buckler, 2 makes a Large Shield, while 3 result in a Tower Shield.

Perform the same steps as you did for the weapon, inserting the two ironwood hafts and the desired number of metal bars before closing the window and collecting your result.

## Tips

Blacksmithing, along with Tradecraft and Alchemy, scale of your Intelligence. Visit Wisdom outside the Roeswerp Alchemist's to enhance your Intelligence before starting work.