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Difference between revisions of "23a:Metalsmith's forge"
(main annoyance of smithing in 23a: everything's controlled by a single labor, so you have to take special measures to prevent your legendary Armorsmith from wasting his time on weapons) |
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− | {{ | + | {{quality|Fine|23:49, 13 August 2010 (UTC)}} |
{{Workshop|name=Metalsmith's forge|key=f | {{Workshop|name=Metalsmith's forge|key=f | ||
|job= | |job= | ||
− | * | + | * [[Metalsmithing]], [[Crossbow-making]], [[Trapping]] |
|construction= | |construction= | ||
− | * Gray | + | * Gray [[stone]] [[block]] |
− | * | + | * [[Anvil]] |
|construction_job= | |construction_job= | ||
− | * | + | * [[Metalsmithing]] |
|use= | |use= | ||
− | * | + | * [[Coke]] or [[Charcoal]] ([[Fuel]]) |
+ | * [[Metal]] [[bar]]s | ||
|production= | |production= | ||
− | * | + | *[[Weapon]]s |
− | * | + | *[[Armor]] |
− | * | + | *[[Restraint|Chain]] |
− | * | + | *[[Crafts]] - X3 from one metal bar. |
− | * | + | *[[Goblet|Goblets]] - X3 from one metal bar. |
− | * | + | *[[Toy]] |
− | * | + | *[[Instrument]] |
− | * | + | *[[Flask]]s - X3 from one metal bar. |
− | * | + | *[[Coins]] - X500 from one metal bar. |
− | * | + | *[[Stud|Studding]] |
− | * | + | *[[Furniture]] |
− | }} | + | }}{{av}} |
− | The '''metalsmith's forge''' is a | + | The '''metalsmith's forge''' is a [[workshop]] used by [[dwarf|dwarves]] to turn [[metal]] [[bar]]s into useful objects such as [[weapon]]s, [[armor]], [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment and [[crossbow]]s, [[trap component]]s, 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 forge]]s 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== | ==Workshop labors and skills== | ||
Several different types of items can be created at a metalsmith's forge, all using different skills but sharing the same labor. | Several different types of items can be created at a metalsmith's forge, all using different skills but sharing the same labor. | ||
− | * | + | *[[Weaponsmith]] -- [[weapon]]s (excluding [[crossbow]]s), [[trap]] components, [[bolt]]s, and [[ballista arrowhead]]s |
− | * | + | *[[Armorsmith]] -- [[armor]] |
− | * | + | *[[Metal crafter]] -- [[Restraint|chains]], and everything in the "Other Objects" category ([[craft]]s, [[coins]], [[goblet]]s, [[stud]]ding, etc.) except anvils |
− | * | + | *[[Metalsmith]] -- All [[furniture]] except chains and animal traps; [[anvil]]s; [[block]]s |
− | * | + | *[[Bowyer]] -- [[crossbow]]s (using the Crossbow-making labor) |
+ | *[[Trapper]] -- [[animal trap]]s (using the Trapping labor) | ||
− | Since all of the above skills (except for trapper) are controlled by the same labor assignment, you may wish to set your workshop profiles (once the | + | 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 == | == Weapons, trap components, and siege equipment == | ||
− | + | [[Weapon]]s, [[trap component]]s, and [[ballista arrowhead]]s are all forged using the [[weaponsmith]] skill. They can be forged from [[copper]], [[iron]], [[bronze]], [[steel]], [[silver]], or [[adamantine]]. | |
=== Weapons === | === Weapons === | ||
− | All weapons require one bar of metal. The weapons that can be forged are: | + | All vanilla weapons require one bar of metal. The weapons that can be forged are: |
− | * | + | * [[Battle axe]] |
− | * | + | * [[War hammer]] |
− | * | + | * [[Short sword]] |
− | * | + | * [[Spear]] |
− | * | + | * [[Mace]] |
− | * | + | * [[Crossbow]]* |
− | * | + | * [[Pick]]* |
− | * | + | * [[Bolts]] (a stack of 25 will be produced) |
− | <nowiki>*</nowiki> Crossbows and picks cannot be made out of | + | <nowiki>*</nowiki> Crossbows and picks cannot be made out of [[silver]]. |
=== Trap components === | === Trap components === | ||
− | All trap components require 2 bars of metal and can be made from | + | 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: |
− | * | + | * [[Giant axe blade]] |
− | * | + | * [[Enormous corkscrew]] |
− | * | + | * [[Spiked ball]] |
− | * | + | * [[Large, serrated disc]] |
+ | |||
+ | [[Mechanism]]s 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 === | === Siege equipment === | ||
− | There is only one piece of siege equipment that can be created at a forge: the | + | 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 [[Wood|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 engine]]s 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 == | == Armor == | ||
− | + | [[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[steel]], or [[adamantine]]. Available armor types include: | |
− | * | + | * [[Plate mail]] (3 bars) |
− | * | + | * [[Chain mail]] (2 bars) |
− | * | + | * [[Greaves]] (2 bars) |
− | * | + | * [[Leggings]] |
− | * | + | * [[Helm]] |
− | * | + | * [[Cap]] |
− | * | + | * [[Gauntlet]] |
− | * | + | * [[High boot]]s |
− | * | + | * [[Low boot]]s |
− | * | + | * [[Shield]] |
− | * | + | * [[Buckler]] |
− | Each piece of armor requires one metal bar to forge, except where noted. | + | Each piece of armor requires one metal bar to forge, except where noted (and unless using adamantine wafers). |
== Furniture == | == Furniture == | ||
− | + | [[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: | |
− | * | + | * [[Cage]] |
− | * | + | * [[Restraint|Chain]] |
− | * | + | * [[Animal trap]] (1 metal bar) (requires [[Trapper|trapping]] rather than [[metalsmith]]ing) |
− | * | + | * [[Bucket]] (1 metal bar) |
− | * | + | * [[Barrel]] |
− | * Metal | + | * [[Armor stand]] |
− | * | + | * Metal [[block]] (1 metal bar) |
− | * | + | * [[Door]] |
− | * | + | * [[Floodgate]] |
− | * | + | * [[Statue]] |
− | * | + | * [[Cabinet]] |
− | * | + | * [[Chest]] |
− | * | + | * [[Throne]] |
− | * | + | * [[Coffin|Sarcophagus]] |
− | * | + | * [[Table]] |
− | * | + | * [[Weapon rack]] |
+ | * [[Bin]] | ||
− | All metal furniture requires three | + | All metal furniture requires three [[bar]]s 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 | + | In addition, three [[bar]]s of [[iron]] or [[steel]] (or 9 [[adamantine]] wafers) can be used to forge [[anvil]]s (via the "Other Objects" menu), which are used in the construction of additional forges. |
== Finished goods == | == Finished goods == | ||
− | Other objects can be forged from all | + | 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: |
− | * | + | * [[Crafts]] |
− | + | * [[Goblet]]s | |
− | * | + | * [[Toy]] |
− | * | + | * [[Instrument]] |
− | * | + | * [[Flask]]s |
− | * | + | * Minted [[coin]]s |
− | * Minted | + | * [[Stud]] an item with metal |
− | * | ||
− | Each of the above objects requires one bar of metal to make, including studding. Like other | + | Each of the above objects requires one bar of metal to make, including studding. Like other [[decoration]]s (such as [[jeweler's workshop|encrusting with gems]], [[craftsdwarf's workshop|decorating with bone]] or [[craftsdwarf's workshop|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}} | {{Workshops}} |
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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.
- Weaponsmith -- weapons (excluding crossbows), trap components, bolts, and ballista arrowheads
- Armorsmith -- armor
- Metal crafter -- chains, and everything in the "Other Objects" category (crafts, coins, goblets, studding, etc.) except anvils
- Metalsmith -- All furniture except chains and animal traps; anvils; blocks
- Bowyer -- crossbows (using the Crossbow-making labor)
- Trapper -- animal traps (using the Trapping 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:
- Battle axe
- War hammer
- Short sword
- Spear
- Mace
- Crossbow*
- Pick*
- Bolts (a stack of 25 will be produced)
* 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:
- Plate mail (3 bars)
- Chain mail (2 bars)
- Greaves (2 bars)
- Leggings
- Helm
- Cap
- Gauntlet
- High boots
- Low boots
- Shield
- Buckler
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:
- Cage
- Chain
- Animal trap (1 metal bar) (requires trapping rather than metalsmithing)
- Bucket (1 metal bar)
- Barrel
- Armor stand
- Metal block (1 metal bar)
- Door
- Floodgate
- Statue
- Cabinet
- Chest
- Throne
- Sarcophagus
- Table
- Weapon rack
- Bin
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 | |
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Furnaces | |
Related articles |