Forge Weapon                                    Earth/Fire Skill

Cooldown: 30 hours                                  Minimum Cost: 400 mana
Permanent Cost (only for named weapons): 100 mana

Syntax: forgeweapon <weapon_type_to_forge> <object_to_melt_down>
forgeweapon <weapon_type_to_forge> <object_to_melt_down> name
forgeweapon <weapon_type_to_forge> <object_to_melt_down> alloy <additional_object_to_melt_down>
forgeweapon <weapon_type_to_forge> <object_to_melt_down> alloy <additional_object_to_melt_down> name
nameweapon <name_to_confer>

Example: (assuming inventory items of 'a steel shield' and 'some scrap copper')
forgeweapon warhammer shield (makes a steel warhammer, destroying the shield)
(OR, to alloy the copper in with the shield)
forgeweapon warhammer shield alloy copper

Example: (to make a Named steel-copper warhammer)
forgeweapon warhammer steel alloy copper name
nameweapon Skull-smasher

Magi of earth and fire are often trained as smiths, to use their talents
for the creation of fine metalwork and armaments. Unlike more common
blacksmiths, these scholars have great magical abilities at their disposal,
with which to forge -- should the creator be skilled and determined enough
-- truly legendary pieces. This ability is the forge weapon skill, by which
such weapons (and more mundane variants) may be so wrought.

Upon crafting a new weapon, the mage has the option of conferring a true
Name upon his handiwork. This is an act of significant power, and may only
be performed at a lava forge. Moreover, it will draw considerable energy
from the mage himself, permanently and substantially reducing his mana
pool. This infusion of power will take place at the time of creating the
weapon and only when used with the 'name' argument; at any point thereafter,
the mage may confer the actual name using the 'nameweapon' command. If the
skill is used without the 'name' argument, a less powerful weapon will be
produced, but will require neither the permanent mana loss nor the lava
forge (though it may still benefit from the latter).

Several factors determine the power of the final product, in particular the
level of the smith, his skill in forging and forgemastery, whether the work
was made at a lava forge, whether a true Name was conferred, whether any
flaws were introduced into the weapon during forging, and an element of
simple luck. While each weapon will have its own unique strengths, certain
types of weapons favor particular kinds of bonuses; for example, rapiers may
improve parrying rate or hitroll, while warhammers will favor raw damage.

Weapons must be made from raw materials, which generally themselves come
from melting down other objects. Thus the smith must specify an object to
melt down to form the new weapon; he may additionally choose to alloy it
with another object, either to achieve more raw mass or blend metal types.
Just as with weapon type, each type of metal has an affinity for certain
bonuses and will thus be more likely to attain them; for example, bronze is
associated with luck, and copper with magic.

The following types of weapons may be made:
| Weapon | Type | # Hands | Damage |
| Rapier | Sword | 1 | Piercing |
| Shortsword | Sword | 1 | Slashing |
| Broadsword | Sword | 1 | Slashing |
| Claymore | Sword | 2 | Slashing |
| Quarterstaff | Staff | 2 | Bashing |
| Staff | Staff | 2 | Bashing |
| Mace | Mace | 1 | Bashing |
| Morningstar | Mace | 1 | Piercing |
| Warhammer | Mace | 2 | Bashing |
| Javelin | Spear | 1 | Piercing |
| Spear | Spear | 2 | Piercing |
| Dirk | Dagger | 1 | Piercing |
| Dagger | Dagger | 1 | Slashing |
| Halberd | Polearm | 2 | Slashing |
| Lucerne | Polearm | 2 | Bashing |
| Hatchet | Axe | 1 | Slashing |
| Battleaxe | Axe | 2 | Slashing |
| Fallenstar | Flail | 1 | Piercing |
| Flail | Flail | 1 | Slashing |
| Whip | Whip | 1 | Slashing |

Primary Attributes: Intelligence, Strength


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