Artificer weaponry

From Ancient Anguish Mud Wiki - AAwiki

Artificers have the ability to make many forged weapons from a variety of materials, and then further spellforge those weapons for magical effects. On this page you will find information pertaining to the various weapons they can make, the materials they can be made from, and explanation of the various spellforges. Weapon difficulty evaluations below were conducted in 2013 with very fine steel weapons.


Weapons

One Handed Weapons

Skill Used Weapon Forged Minimum Skill Maximum Skill Material Required
Knife Knife/Scalpel 10-15/10-15 35-45/? 2/1
Club Hammer 15-20 45-55 3
Rapier Rapier 10-15 45-55 3
Shortsword Shortsword 15-20 45-55 3
Spear Spear 10-15 45-55 3
Staff Wand(Staff) 10-15 45-55 2
Axe Axe 20-30 55-65 3
Curved Blade Sabre 15-20 55-65 3
Flail Flail 15-20 55-65 3
Longsword Longsword 30-35 65-85 4
Polearm Poleaxe 35-45 65-85 4

Two Handed Weapons

Skill Used Weapon Forged Minimum Skill Maximum Skill Material Required
Club Warhammer 35-45 85-100 6
Flail Chain-mace 35-45 85-100 6
Polearm Polearm 45-55 85-100 7
Spear Pike 30-35 ? 6
Staff Staff 30-35 ? 6
Two-Handed Sword Greatsword 45-55 85-100? 5
Two-Handed Axe Battleaxe 55-65 85-100? 7

The weapons above were very fine steel; some were also checked in 'cheaper' metals to see if the skill range changed. Greatsword minimum skill eval was the same for very fine steel, tin, and lead. Battleaxe minimum skill eval was the same for very fine steel and tin.

Note that the weight of the weapon varies based on the amount of material required and the quality of the forge. Fine and Very fine weigh one less than the amount of material used, while Crude and Very poor(?) weighs one more. All others are equivalent in weight to the amount of material used.

Materials

Metal Quality
lead 1
zinc 2
tin 3
gold 3
copper 3
iron 3
platinum 3
bronze 4
brass 4
silver 4
electrum 4
steel 5
orichalcum 6
mithril 7
adamantite 7
trillian 8

Some wisdom from one of the most skill oriented artificers around, #3 in overall skill as artificer and rising.

Whitehand says: a forge does its best to fit a skill range for a person

Whitehand says: but if you forge a mithril rapier for calvin (someone with extremely high 
skill) for example. its not a great choice

Whitehand says: where trillian for calvins rapier is ps (perfectly suited)

Eco asks: so it effects the max range a weapon can be you think?

Whitehand says: not so much the max range as the skilling rate

Whitehand says: trillian for 10 skill is still ok for the purpose of hitting

Whitehand says: since trill is top skill range it would be like having 10 club an swinging 
with hjem(high skill club)

Whitehand says: trill is 85+ adamant is 65 mithril is about 55

...and could go on to theorize that one should use orichalcum before 55, steel before 45, or perhaps even lesser quality materials for more difficult weapons.

Spellforges