Forgery

**Forgery** is a feature in Warzone: Iron Wolf II.

## Features

Each Weapon unlocked starts as the *Foundry Weapon*, the lowest tier of that weapon. Players can upgrade it in the forgery to give it unqiue capabilities and balance the weapon to their likings. A fully forged weapon is known as the *Virtue Weapon* or *Variant*. Forging a weapon requires the use of Rigs, which are also spend on attachments, perks and armory. The players starts with 20 Rigs available.

## Help

* **Mark I**
The Mark I forge has 2 slots with each 3 variants, all available from the start. The player has to fill both slots, as they can't be turned off.
* **Mark II**
The Mark II forge only allows 1 forge. Forges cost 1 rig.
* **Mark III**
The Mark III forge only allows 1 forge. Forges cost 2 rigs.
* **Mark IV**
The Mark IV forge only allows 1 forge. Forges cost 3 rigs.
* **Amped Weaponry**
Takes up the spot of a mark, but ignores the rig cost of that mark. Amped Weaponry always costs 1 rig. You don't have to have them in order, so you can only select Amped Weaponry III, which will serve as the third attachment slot.
* **Slots**
Some weapons have multiple options in certain slots. When a weapon is unlocked, it receives random forges for each slot with multiple possibilities. This does not apply to Mark I.
* **Reforge**
To swap forges in a certain slot, you need supply kit materials to reforge. Basic Shards for random reforge and Exotic Shards for a reforge of your choice. A shard can only be used once, after which it disappears from the inventory.
* **Unique Exclusions**
The King of Hearts forge for the SC12 takes up the Mark IV slot but only costs 2 rigs.

## List of Ideas

### Determined

* Top Rail *(GIYENA)*: Allows Optics.
* Cursebringer*(GIYENA)*: Headshots will cause to enemy to explode and deal splash damage.
* Feeling Lucky *(Revolver)*: 14% Chance of doing Random Headshot damage.
* Happy Trigger *(JCAW)*: No Burst Delay.
* Eagle Eye *(Pragmatist)*: Zoom in while ADS.
* Envenomed *(Sidewinder)*: Damage over Time while alive.
* Tracking Point *(ESR337)*: Tracking Ammunition.

### Pending

* Keeping Focus *(Any)*: Dealing Damage keeps you on target.
* Hellfire *(Shotgun)*: More Range, Increased Kick, New Weapon handling
* Kill Rush *(Any)*: Headshot lets you reload faster one time.
* Predator Methods *(Any)*: Dealing Damage Reduces Battery Cooldown Time.
* Graveburner *(Assault Rifles)*: Headshots leave the corpse burning.
* Semi Auto *(Auto and Burst)*: Backup Firemode.
* Subsonic Ammo *(Lycaon)*: Special Silenced Ammo.
* Straight Bolt *(Bolt Action and Pump)*: Rechamber while ADS.
* Mark of The Hunter *(SMGs)*: Minimum Damage causes Enemy's speed to decrease.

### Experimental

* Modded Magwell *(SOCAR 6.8)*: Allows Bullet Mods.
* Double Tap *(Any)*: Double Kills Increase Speed.
* Glass Half Full/Empty *(Any)*: Upper/Bottom half deals increased damage over range and recoil
* Thunderstorm *(LMGs)*: Rate of fire increases when the trigger is held.
* Patience and Silence *(Snipers)*: Laying Prone decreases sway overtime.
* Dynamo Cell *(SMGs)*: Running decreases battery cooldown.
* Suppressor (*Type-118D*): Shots decrease in muzzle velocity, although they now have the ability to track targets at a short distance.
* Flyswatter *(LMGs)*: Special Enhanced Damage against Scorestreaks.
* No Time to Explain *(MR-C)*: Headshots return ammo to the reserve.
* Call for Havoc *(Havok-21)*: No Kick while hipfiring.
* Drain Wire *(SMGs)*: Damage drains battery life.
* Arrow Rounds *(Snipers)*: 20% Chance of leaving the enemy with extra pain.
* Romeo and Juliet *(Sidearms)*: Kills with the left or right gun increase the damage of the opposite gun for a short time.
* Ionized Bullets *(Any)*: Bullets penetrate Scalar Shield.
* Ricochetting Bullets *(Any:)*: Self-Explainatory.
* Distortion *(Any)*: Bullets cause an EMP effect.
* Mozambique *(JCAW)*: 2 to the chest, 1 to the head pattern.
* Siege *(LMG)*: Accuracy increase for less mobility (when crouched).
* Freerunner *(SMG)*: Increased Accuracy while wall running.