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Blacksmithing

From Mabinogi World Wiki
For Blacksmith Repair Rates, see Repairing#Blacksmith Repairs.
For Blacksmith Hammer, see Blacksmith Hammer.
For the talent, see Smithing (Talent).

Description

Blacksmithing.png
This skill is required when creating an item by using metal ingots. It involves melting ingots and pouring the ore into a mold, then hammering, heating, and cooling it. Once you thoroughly learn this skill, you can make weapons. But, in order to use this skill, you will need an Anvil to beat the heated metal.

Details

  • Allows the player to forge Armor, Weapons, and Tools. See the Blacksmithing List for a list of all items that can be forged through Blacksmithing.
  • Requires the player to stand near an Anvil and equip both a Blacksmith Hammer and Blacksmith Manual.
  • At Rank 9 and above, items created by the player have the opportunity to bear their signature.
  • Unfinished items dropped on the ground cannot be picked up by other players. However, unfinished items can be traded between players.

Blacksmithing Minigame

To forge an item through Blacksmithing, the player must first complete the item up to 99.9% by repeatedly using the skill and supplying materials for that item. Then they must supply the finishing materials and complete the Blacksmithing Minigame.

Blacksmith Minigame.png
  • Successes will increase the completion percentage, while failures will decrease the completion percentage. Huge Successes or Huge Failures will amplify these effects.
  • Once an item has reached 99.9%, the player is then prompted to finish the Last Stage of the item by using specific finishing materials. This step requires a player to complete the Blacksmithing Minigame.
    • After pressing Start, five red Xs with hammer icons above them will float around for approximately ten seconds. Once they stop, each one must be hit by clicking on them with the cursor.
    • The cursor becomes a small diamond with a hammer icon to its top right.
      • The diamond should be centered on the middle of each X.
      • The size of the diamond is decreased at ranks C and 8, increasing the accuracy of the hit.
    • A gauge will fill up over the course of between 4 to 7 seconds at random. For a hit to be considered successful, the click must register while the gauge is in in the green region.
      • One of two different sound effects will play depending on if the hit was performed successfully, or if it was missed/not clicked entirely.
    • After five hits, you will be prompted to click anywhere to finalize the minigame.
    • The text command /logout may be used at anytime to cancel the minigame if the results are unsatisfactory.
      • (Warning) Finishing Materials used will be consumed.
    • The Production Quality resulting from the minigame is solely determined by the distance between the hits and their target.
      • The timing and order of hits does not matter as long as it is was performed somewhere within the green region of the gauge.
    • The accuracy of each hit is random. The pixel at the time of clicking may be moved slightly, and the distance is dependent on the rank of your skill.
      • The spread is hinted at by the size of the cursor's diamond. The diamond becomes smaller as Blacksmithing is ranked up.
      • Therefore, the final Production Quality is probabilistic and will vary even if you hit the marks with pixel-perfect accuracy..
  • The game determines the base Quality depending on how well you did in the Blacksmithing Minigame.
    • Blacksmithing Minigame Production Quality is calculated as floor(100 - 3 * penalty).
      • penalty is the sum distance of error between all five hits, measured in pixels.
        • For example, a hit that is 2 pixels away from the target on the X-axis and 1 pixel away from the target on the Y-axis would contribute sqrt(2^2 + 1^2) = 2.236068 penalty.
      • Hits that are not performed within the green section of the bar gauge or are too far from their target count as 15 penalty.
  • After finishing an item, the game display a message based on the quality of the item, and any applied stat bonuses.
    • i.e. "Your item isn't really fit for use. Maybe you could get some decent scrap wood out of it.", "Your creation is just as good as anything you can get from a store.", "Your creation is far superior to anything you can get from a store.", "Your efforts created an above-average item!", "Your hard work produced a very nice item!", "You created a godly item! Excellent work!"

Finishing Color

  • The colors of items forged through Blacksmithing are random.
    • The item's final colors are determined at the time of its first completion percentage.
  • The player may alternatively choose to finish with a Copper, Silver, or Gold Ingot to produce items of a Red, Silver, or Gold Color, respectively. This overrides the predetermined color.

The following is used as an example. The actual color may vary from equipment to equipment.

Blacksmithing Quality

  • Weapons and Equipment crafted with the Blacksmith, Carpentry, or Tailoring Skills will receive an Item Quality that correlates to additional stats the items can receive.
  • Player-crafted items will receive a Crafter's Signature if Quality is 80 or higher.
    • Blacksmith and Tailoring require the Skill Rank to be Rank 9 or higher.
    • The Crafter's Signature will show the name of the Character as well as their Skill Rank.
    • Set Effect rolls will not count towards a Crafter's Signature; some items will will receive a bonus Set Effect point if Quality is high.
  • Some Erg Sacrifice Items require Signed items crafted with Blacksmith or Tailoring.

Other Bonuses

  • There are Skill Rank bonuses for Blacksmith Rank 5 and above:
    • Rank 5: Weapons and Tools receive +1 Balance
    • Rank 4: Weapons and Tools receive +2 Balance; Helmets receive +1 Durability
    • Rank 3: Weapons and Tools receive +2 Balance, +1 Durability; Helmets, Gauntlets, and Greaves receive +1 Durability
    • Rank 2: Weapons and Tools receive +3 Balance, +1 Durability; Helmets, Gauntlets, and Greaves receive +1 Durability
    • Rank 1: Weapons and Tools receive +3 Balance, +2 Durability; Helmets, Armor, Gauntlets, and Greaves receive +1 Durability
    • Dan 1:
      • Weapons and Tools receive +3 Balance, +2 Durability, +1 Minimum Damage
      • Helmets and Greaves receive +1 Durability, +1 Defense
      • Armor, Gauntlets, and Shields receive +1 Durability
    • Dan 2:
      • Weapons and Tools receive +3 Balance, +2 Durability, +1 Minimum Damage, +1 Maximum Damage
      • Helmets and Greaves receive +1 Durability, +1 Defense
      • Armor and Gauntlets receive +1 Durability
      • Shields receive +1 Durability, +1 Protection
    • Dan 3:
      • Weapons and Tools receive +3 Balance, +2 Durability, +1 Minimum Damage, +1 Maximum Damage, +1 Critical
      • Helmets and Greaves receive +1 Durability, +1 Defense
      • Armor receive +1 Durability, +1 Defense, +1 Protection
      • Gauntlets and Shields receive +1 Durability, +1 Protection
  • Active Blacksmithing Talent provides stat boosts on blacksmithed items.
    • Weapons made through Blacksmithing will have an additional 1 Minimum Damage and 2 Maximum Damage.
    • Helmets, Gauntlets, and Greaves made through Blacksmithing will have an additional 1 Durability.
    • Armor made through Blacksmithing will have an additional 1 Protection.
    • Shields made through Blacksmithing will have an additional 1 Defense.
  • Active Blacksmithing Grandmaster provides stat boosts on blacksmithed items.
    • Weapons made through Blacksmithing will have an additional 1 Minimum Damage and 1 Maximum Damage.
    • Helmets, Gauntlets, and Greaves made through Blacksmithing will have an additional 1 Durability.
    • Armor made through Blacksmithing (and Light Armors from Tailoring) will have an additional 1 Protection.
    • Shields made through Blacksmithing will have an additional 1 Defense.


Summary

Rank F E D C B A 9 8 7 6 5 4 3 2 1 Dan 1 Dan 2 Dan 3
Required AP 2 4 2 6 3 6 4 5 6 10 7 10 15
Required AP (Total) 2 4 8 10 12 18 21 24 27 33 37 41 46 52 62 69 79 94
Additional Dex and Int +1 +2 -
Additional Dex and Int (Total) +1 +2 +3 +4 +5 +6 +7 +8 +9 +11 +13 +15 +17 +19 +21
Additional Stamina - +1 - +2 -
Additional Stamina (Total) - +1 +3
Stamina Use 5 10
Stat* CP (Total) 0.3 0.6 0.9 1.2 1.5 2.13 2.43 2.73 3.03 3.96 4.56 5.16 5.76 6.36 6.96 7.56

*Blacksmithing does not add to Skill Combat Power.

Obtaining the Skill

Or,

Training Method

  • For the "Make ____" training requirement, the manual's rank must be no more than 1 rank below the player's Blacksmithing rank.
  • Successes with manuals that are more than 1 rank below the player's Blacksmithing rank will only count towards the "Fail at making ____" training requirement for the manual's corresponding item type.
  • "Great" results can only occur if the manual being used is at least 2 ranks higher than the player's skill rank.

Tips

  • Part-Time Jobs offered by Edern can help ease training as he provides a manual and its materials.
    • If your blacksmithing rank is under Rank 9, Edern will always assign a part-time job that gives you skill experience if you have access to those jobs For example, if you are rank B and have access to his intermediate part-time jobs, you will always be given a job to make boots.
      • If your Part-Time Job is not high enough (e.g. less than 51 (Basic) will only get you as far as helmets), you will be given random jobs from the part-time job status you currently hold until you obtain a higher number/percent of successfully completed jobs.
      • After you reach rank 9, Edern will always give you random jobs, no longer providing you with specific jobs that give skill experience regardless of the number of successful part-time jobs you have done as your rank is now higher than that of Advanced.
  • It is recommended to use a Blacksmith Hammer that has a blacksmith exp bonus. This can be acquired with a Reforging Tool and a blacksmith hammer.

Novice Rank

  • AP: -
  • Effects: None
Method Exp. Count Total
Ask Edern, Meles, or Taunes about Skills. 100 1 100
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Rank F

  • AP: 2
  • Stat Improvement: Int +1, Dex +1
  • Effects: Can forge tools, weapons, shields
Method Exp. Count Total
Make great tools or weapons. 40 2 80
Makes tools or weapons. 40 3 120
Fail at making tools or weapons. 8 7 56
Fail Greatly at making tools or weapons. 8 7 56
Completed tool or weapon crafting. 4 7 28
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Rank E

  • AP: 2
  • Stat Improvement: Int +1, Dex +1
  • Effects: Can forge tools, weapons, shields
Method Exp. Count Total
Make a great shield. 24 3 72
Make a shield. 16 7 112
Fail at making a shield. 8 4 32
Fail Greatly at making a shield. 4 3 12
Completed shield crafting. 4 5 20
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Rank D

  • AP: 4
  • Stat Improvement: Int +1, Dex +1
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets
Method Exp. Count Total
Make a great helmet. 16 5 80
Make a helmet. 8 10 80
Fail at making a helmet. 2.4 4 9.6
Fail Greatly at making a helmet. 0.8 5 4
Completed helmet crafting. 2.4 7 16.8
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Rank C

  • AP: 2
  • Stat Improvement: Int +1, Dex +1
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets
    Finishing cursor becomes smaller, making it easier to get a better result.
    Silver and Gold finishing options show.
Method Exp. Count Total
Make great gauntlets. 8 7 56
Make gauntlets. 3.2 25 80
Fail at making gauntlets. 0.8 13 10.4
Fail Greatly at making gauntlets. 0.8 25 20
Completed gauntlet crafting. 1.6 7 11.2
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Rank B

  • AP: 2
  • Stat Improvement: Int +1, Dex +1
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves
Method Exp. Count Total
Make great metal boots. 4 7 28
Make metal boots. 3.2 38 121.6
Fail at making metal boots. 0.8 25 20
Fail Greatly at making metal boots. 0.8 13 10.4
Completed metal boot crafting. 0.8 7 5.6
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Rank A

  • AP: 6
  • Stat Improvement: Int +1, Dex +1, Stamina +1
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
Method Exp. Count Total
Make great armor. 4 7 28
Make armor. 3.2 44 140.8
Fail at making armor. 0.4 13 5.2
Fail Greatly at making armor. 0.4 13 5.2
Completed armor crafting. 0.8 7 5.6
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Rank 9

  • AP: 3
  • Stat Improvement: Int +1, Dex +1
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors.
    A signature bearing rank and name now appears on high-grade finished items.
Method Exp. Count Total
Make great armor. 4 5 20
Make armor. 1.28 63 80.64
Completed armor crafting. 0.8 7 5.6
Make tools or weapons. 0.64 63 40.32
Completed tool or weapon crafting. 0.8 7 5.6
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Rank 8

  • AP: 3
  • Stat Improvement: Int +1, Dex +1
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
    Finishing cursor becomes smaller, making it easier to get a better result.
Method Exp. Count Total
Make great armor. 4 5 20
Make armor. 1.28 63 80.64
Completed armor crafting. 0.8 7 5.6
Make a shield. 0.64 63 40.32
Completed shield crafting. 0.8 7 5.6
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Rank 7

  • AP: 3
  • Stat Improvement: Int +1, Dex +1
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
Method Exp. Count Total
Make great armor. 4 5 20
Make armor. 1.28 63 80.64
Completed armor crafting. 0.8 7 5.6
Make a helmet. 0.64 63 40.32
Completed helmet crafting. 0.8 7 5.6
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Rank 6

  • AP: 6
  • Stat Improvement: Int +2, Dex +2, Stamina +2
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
Method Exp. Count Total
Make great armor. 4 5 20
Make armor. 1.28 63 80.64
Completed armor crafting. 0.8 7 5.6
Make a gauntlets. 0.64 63 40.32
Completed gauntlet crafting. 0.8 7 5.6
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Rank 5

  • AP: 4
  • Stat Improvement: Int +2, Dex +2
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
    Rank Bonus: Balance of tools, weapons +1
Method Exp. Count Total
Make great armor. 4 5 20
Make armor. 1.28 63 80.64
Completed armor crafting. 0.8 7 5.6
Make metal boots. 0.64 63 40.32
Completed metal boots crafting. 0.8 7 5.6
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Rank 4

  • AP: 4
  • Stat Improvement: Int +2, Dex +2
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
    Rank Bonus: Balance of tools, weapons +2; Durability of helmets +1
Method Exp. Count Total
Make great armor. 3.2 7 22.4
Make armor. 1.12 75 84
Completed armor crafting. 0.64 7 4.48
Make tools or weapons. 0.56 75 42
Completed tool or weapon crafting. 0.64 7 4.48
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Rank 3

  • AP: 5
  • Stat Improvement: Int +2, Dex +2
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
    Rank Bonus: Balance +2/Durability +1 of tools, weapons; Durability of helmets, gauntlets, greaves +1
Method Exp. Count Total
Make great armor. 2.4 8 19.2
Make armor. 0.8 100 80
Completed armor crafting. 0.56 7 3.92
Make tools or weapons. 0.4 100 40
Completed tool or weapon crafting. 0.56 7 3.92
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Rank 2

  • AP: 6
  • Stat Improvement: Int +2, Dex +2
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
    Rank Bonus: Balance +3/Durability +1 of tools, weapons; Durability of helmets, gauntlets, greaves +1
Method Exp. Count Total
Make armor. 0.8 125 100
Completed armor crafting. 0.48 25 12
Make tools or weapons. 0.4 125 50
Completed tool or weapon crafting. 0.48 25 12
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Rank 1

  • AP: 10
  • Stat Improvement: Int +2, Dex +2
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
    Rank Bonus: Balance +3/Durability +2 of tools, weapons; Durability of helmets, gauntlets, greaves, shields, armor +1
Method Exp. Count Total
Make armor. 0.64 150 96
Completed armor crafting. 0.4 50 20
Make tools or weapons. 0.32 150 48
Completed tool or weapon crafting. 0.4 50 20
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Dan 1

  • AP: 7
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
    Rank Bonus: Balance +3/Durability +2/Min Damage +1 of tools, weapons; Durability +1/Defense +1 of helmets, greaves; Durability +1 of gauntlets, shields, armor

Dan 2

  • AP: 10
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
    Rank Bonus: Balance +3/Durability +2/Min Damage +1/Max Damage +1 of tools, weapons; Durability +1/Defense +1 of helmets, greaves; Durability +1/Protection +1 of shields; Durability +1 of gauntlets, armor

Dan 3

  • AP: 15
  • Effects: Can forge tools, weapons, shields, helmets, gauntlets, greaves, armors
    Rank Bonus: Balance +3/Durability +2/Min Damage +1/Max Damage +1/Critical +1 of tools, weapons; Durability +1/Defense +1 of helmets, greaves; Durability +1/Protection +1 of shields, gauntlets; Durability +1/Defense +1/Protection +1 of armor

Master Title

the Master Blacksmith

  • Dex +30
  • Will +10
  • Luck +10
  • Health -30
  • Mana -30

Related Enchants

Name Type, Rank Enchants Onto Effect(s) Comes On/From
Charm Suffix, A Footwear
When Blacksmithing is Rank 9 or higher Luck +10
Max Stamina +10
Daunting
Personalize[1]
Suffix, 5 Armor, Clothing
Luck +15~25
When Refining is Rank 1 or higher Max Damage +7~15
Max HP +50
When Blacksmithing is Rank 1 or higher Production Quality +2
x2 Repair Cost
Hidden Prefix, A All
When Weaving is Rank B or higher Dexterity +2~4
When Blacksmithing is Rank B or higher Max Stamina +2~4
Strength -5
Rocket Arrow
Personalize[1]
Prefix, 1 Armor, Clothing
When Potion Making is Dan 2 or higher Luck +15
When Blacksmithing is Dan 3 or higher Production Quality +3
When Hillwen Engineering is Dan 1 or higher Strength +10
x2 Repair Cost
Reward for obtaining Dan 3 in all Life skills
White Spider Suffix, B All
When Blacksmithing is Rank C or higher Dexterity +3
When Tailoring is Rank C or higher Max Stamina +10
When Weaving is Rank E or higher Max Damage -3~8


  1. 1.0 1.1 Note: Once an item is personalized by an enchant, the personalization is permanent, even if the personalizing enchant is later overwritten by another enchant.