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23a:Metalsmith's forge

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Metalsmith's forge

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This article is about an older version of DF.

The metalsmith's forge is a workshop used by dwarves to turn metal bars into useful objects such as weapons, armor, furniture, coins, ammunition for siege equipment and crossbows, trap components, and other finished goods. To build a forge, you must have gray stone blocks (light or dark stone blocks are not allowed) and an anvil, which you receive during the first summer. All anvils are equally effective.

Once you have discovered the magma flow, the metalsmith's forge can be replaced with the magma forges which does not require fuel to operate (but exposes your workers to dangerous creatures). The magma forge is also capable of making adamantine clothes, a job which cannot be performed at an ordinary forge.

Workshop labors and skills[edit]

Several different types of items can be created at a metalsmith's forge, all using different skills but sharing the same labor.

Since all of the above skills (except for trapper and bowyer) are controlled by the same labor assignment, you may wish to set your workshop profiles (once the Manager arrives) to restrict your metalsmiths to using only their best skills - for immigrant metalsmiths, you can accomplish this by training each one past Novice only in their desired skill (ideally by restricting the forge to only that dwarf) and then setting a minimum skill level of "Normal" once they are all suitably specialized. Keeping the Dungeon master out can be accomplished by further training them to Competent.

Weapons, trap components, and siege equipment[edit]

Weapons, trap components, and ballista arrowheads are all forged using the weaponsmith skill. They can be forged from copper, iron, bronze, steel, silver, or adamantine.

Weapons[edit]

All vanilla weapons require one bar of metal. The weapons that can be forged are:

* Crossbows and picks cannot be made out of silver.

Trap components[edit]

All trap components require 2 bars of metal and can be made from copper, iron, bronze, steel, or adamantine. The trap components that can be made are:

Mechanisms also can be made by a Mechanic via the "Trap Components" menu of a forge, though only from 3 adamantine wafers -- normal metals are not allowed.

Siege equipment[edit]

There is only one piece of siege equipment that can be created at a forge: the ballista arrowhead, which requires 3 bars of copper, iron, bronze, or steel (or 4 adamantine wafers). These arrowheads must then be mated with a wooden log at a siege workshop to form a complete ballista arrow. It is also possible to make wood-only ballista arrows at the siege workshop, which are assumed to do less damage. The siege engines themselves are also built at the siege workshop, out of three siege engine parts made of wood.

It is also possible to create siege engine parts out of 3 adamantine wafers each.

Armor[edit]

Armor can be forged from copper, iron, bronze, steel, or adamantine. Available armor types include:

Each piece of armor requires one metal bar to forge, except where noted (and unless using adamantine wafers).

Furniture[edit]

Furniture can forged from nearly any metal - copper, iron, bronze, steel, gold, silver, brass, tin, platinum, electrum (if the Dungeon master has arrived), or adamantine (if you've discovered it). You can forge:

All metal furniture requires three bars to forge except where otherwise noted. The metalsmith skill is used to create everything except chains (metal crafter) and animal traps (trapper).

In addition, three bars of iron or steel (or 9 adamantine wafers) can be used to forge anvils (via the "Other Objects" menu), which are used in the construction of additional forges.

Finished goods[edit]

Other objects can be forged from the same metals allowed for furniture (all but pig iron - see above), using the metal crafter skill. They are:

Each of the above objects requires one bar of metal to make, including studding. Like other decorations (such as encrusting with gems, decorating with bone or decorating with shell), you cannot specify which object to stud: the smith will generally take the nearest available object and stud it. Note that unlike all other metalsmithing operations, studding items does not require fuel.


Workshops
Furnaces
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