Smithing

Flux, tempering oil, whetstones, armour and the gatherers' tools.

A making trade. The guild is in Einbroch . At Master it becomes Toolsmith or Foundryman.

A Blacksmith at the anvil in the Smithing guild, Einbroch.
A Blacksmith at the anvil in the Smithing guild, Einbroch.

Smithing works ore into metal. It makes Phracon, Emveretarcon, Oridecon and Elunium from what Miners bring, Flux that helps a refine and Tempering Oil that saves a piece from breaking, whetstones and polish, plain armour, and the better tools every gathering trade wants.

A Master Smith makes Wrought Steel Bars and slotted armour.

Getting started

Find the Smithing Guildmaster in Einbroch and ask to join. Your first making trade is free. The guildmaster hands you a Smith's Hammer and puts it in your profession equipment.

Your work skill sits at the top of your trade's skill tab. Use it anywhere you can sit, pick a recipe and how many to make, and stay seated until the batch is done. Walking off stops the batch, and nothing you had not started on is lost.

The Smithing Guildmaster stands in Einbroch

How the work goes

Every recipe shows its chance, the time a piece takes and the EXP it pays, all worked out for you: your level, skills and tool are already counted. Each level you stand above a recipe adds 1% to its chance, up to 10%.

Before a batch you choose a bench action. Normal is the usual chance and time. Steady is 15% surer and a quarter slower. Careful keeps three quarters of the materials when an attempt fails, but a failure then teaches nothing and the work is 40% slower. Rush is 35% faster and 10% less sure, and a failure teaches nothing.

Each item in a batch also rolls a bench condition as it starts: now and then it goes 30% faster, or with steadier hands for +10%, or through a dull stretch 20% slower. The progress bar tells you which.

Every recipe needs at least one guild ingredient, marked in the list below. That ingredient must come from a profession, gathered, caught, grown or made. The same item bought from a shop or dropped by a monster will not count for it, though it still works for the recipe's other ingredients.

Recipes

All 42 recipes. The chance shown is before your skills and level, the EXP is for one made, and the gold ingredient is the guild ingredient that must come from a profession.

Phracon Apprentice 1 3
90% base chance 2.5 s each 60 EXP each
Ingredient For one Comes from
Guild Iron Ore 3 Mining Apprentice 1 (a profession only)
Iron Pickaxe Apprentice 5 821

A pick with a forged iron head.

Swings 4% faster. Rare finds +3%.

88% base chance 2.5 s each 150 EXP each
Ingredient For one Comes from
Guild Iron Ore 8 Mining Apprentice 1 (a profession only)
Coal 2 Mining Apprentice 1
Trunk 1 Forestry Apprentice 1
Iron Sickle Apprentice 5 821

A sickle with a forged iron blade.

Pickings 4% faster. Rare finds +3%.

88% base chance 2.5 s each 150 EXP each
Ingredient For one Comes from
Guild Iron Ore 8 Mining Apprentice 1 (a profession only)
Coal 2 Mining Apprentice 1
Trunk 1 Forestry Apprentice 1
Iron Hatchet Apprentice 5 821

A hatchet with a forged iron head.

Swings 4% faster. Rare finds +3%.

88% base chance 2.5 s each 150 EXP each
Ingredient For one Comes from
Guild Iron Ore 8 Mining Apprentice 1 (a profession only)
Coal 2 Mining Apprentice 1
Trunk 1 Forestry Apprentice 1
Helm Apprentice 8 82
86% base chance 3 s each 210 EXP each
Ingredient For one Comes from
Guild Iron Ore 8 Mining Apprentice 1 (a profession only)
Coal 2 Mining Apprentice 1
Whetstone Apprentice 10 21

A stone that puts a keener edge on any weapon.

ATK +10 for 10 minutes.

One edge at a time: a Whetstone or an Armor Polish replaces the last.

Made by Smiths.

85% base chance 3 s each 190 EXP each
Ingredient For one Comes from
Guild Phracon 2 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Coal 1 Mining Apprentice 1
Guard Apprentice 12 62
84% base chance 3 s each 280 EXP each
Ingredient For one Comes from
Guild Iron Ore 6 Mining Apprentice 1 (a profession only)
Trunk 2 Forestry Apprentice 1
Emveretarcon Apprentice 15 32
82% base chance 3 s each 300 EXP each
Ingredient For one Comes from
Guild Phracon 3 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Coal 2 Mining Apprentice 1
Buckler Apprentice 18 1022
81% base chance 3.5 s each 380 EXP each
Ingredient For one Comes from
Guild Iron Ore 10 Mining Apprentice 1 (a profession only)
Coal 2 Mining Apprentice 1
Trunk 2 Forestry Apprentice 1
Steel Pickaxe Apprentice 20 2631

A steel pick that keeps its edge.

Swings 8% faster. Rare finds +6%.

80% base chance 3.5 s each 400 EXP each
Ingredient For one Comes from
Emveretarcon 2 Mining Apprentice 1, Smithing Apprentice 15
Guild Iron Ore 6 Mining Apprentice 1 (a profession only)
Coal 3 Mining Apprentice 1
Fine-grained Trunk 1 Forestry Apprentice 1
Steel Sickle Apprentice 20 2631

A steel sickle that keeps its edge.

Pickings 8% faster. Rare finds +6%.

80% base chance 3.5 s each 400 EXP each
Ingredient For one Comes from
Emveretarcon 2 Mining Apprentice 1, Smithing Apprentice 15
Guild Iron Ore 6 Mining Apprentice 1 (a profession only)
Coal 3 Mining Apprentice 1
Fine-grained Trunk 1 Forestry Apprentice 1
Steel Hatchet Apprentice 20 2631

A steel hatchet that keeps its edge.

Swings 8% faster. Rare finds +6%.

80% base chance 3.5 s each 400 EXP each
Ingredient For one Comes from
Emveretarcon 2 Mining Apprentice 1, Smithing Apprentice 15
Guild Iron Ore 6 Mining Apprentice 1 (a profession only)
Coal 3 Mining Apprentice 1
Fine-grained Trunk 1 Forestry Apprentice 1
Flux Apprentice 22 22

Coal and phracon ground fine, to help metal take.

Your next refine attempt up to +7 has +5% chance.

Lasts 5 minutes or until used.

Used up by your next refine attempt.

Made by Smiths.

79% base chance 3.5 s each 340 EXP each
Ingredient For one Comes from
Guild Coal 2 Mining Apprentice 1 (a profession only)
Phracon 2 Mining Apprentice 1, Smithing Apprentice 1
Padded Armor Apprentice 24 102
78% base chance 3.5 s each 480 EXP each
Ingredient For one Comes from
Guild Iron Ore 10 Mining Apprentice 1 (a profession only)
Fabric 2 Tailoring Apprentice 1
Armor Polish Apprentice 25 121

A hard wax worked into the joints of armour.

DEF +3 for 10 minutes.

One edge at a time: a Whetstone or an Armor Polish replaces the last.

Made by Smiths.

78% base chance 3.5 s each 400 EXP each
Ingredient For one Comes from
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Guild Resin 2 Forestry Apprentice 1 (a profession only)
Coal 1 Mining Apprentice 1
Chain Mail Apprentice 28 841
77% base chance 3.5 s each 560 EXP each
Ingredient For one Comes from
Guild Phracon 8 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Coal 4 Mining Apprentice 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Oridecon Apprentice 30 41
76% base chance 4 s each 570 EXP each
Ingredient For one Comes from
Rough Oridecon 4 Mining Apprentice 1
Guild Coal 1 Mining Apprentice 1 (a profession only)
Elunium Apprentice 30 41
76% base chance 4 s each 570 EXP each
Ingredient For one Comes from
Rough Elunium 4 Mining Apprentice 1
Guild Coal 1 Mining Apprentice 1 (a profession only)
Tempering Oil Apprentice 34 1221

Quenched in this, a piece that would shatter only warps.

If your next refine attempt up to +6 fails, the piece loses one refine level and does not break.

Lasts 5 minutes or until used.

Used up when it saves a piece.

Made by Smiths.

75% base chance 4 s each 680 EXP each
Ingredient For one Comes from
Fish Oil 1 Apothecary Apprentice 1
Resin 2 Forestry Apprentice 1
Coal 2 Mining Apprentice 1
Elunium 1 Smithing Apprentice 30
Full Plate Apprentice 38 3610
74% base chance 4 s each 760 EXP each
Ingredient For one Comes from
Emveretarcon 3 Mining Apprentice 1, Smithing Apprentice 15
Coal 6 Mining Apprentice 1
Guild Phracon 10 Mining Apprentice 1, Smithing Apprentice 1 (a profession only)
Wrought Steel Bar x2 Master 1 311

Iron folded with a little rough elunium until it rings.

A Smith's Master work starts from these.

Made by Smiths.

70% base chance 4.5 s each 790 EXP each
Ingredient For one Comes from
Guild Iron Ore 3 Mining Apprentice 1 (a profession only)
Coal 1 Mining Apprentice 1
Charcoal 1 Forestry Apprentice 1
Master's Pickaxe Master 1 211

A balanced pick made for long shifts.

Swings 12% faster. Rare finds +9%.

70% base chance 4.5 s each 970 EXP each
Ingredient For one Comes from
Wrought Steel Bar 2 Smithing Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Solid Trunk 1 Forestry Apprentice 1
Master's Sickle Master 1 211

A light sickle made for long days.

Pickings 12% faster. Rare finds +9%.

70% base chance 4.5 s each 970 EXP each
Ingredient For one Comes from
Wrought Steel Bar 2 Smithing Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Solid Trunk 1 Forestry Apprentice 1
Master's Hatchet Master 1 211

A balanced hatchet made for long days.

Swings 12% faster. Rare finds +9%.

70% base chance 4.5 s each 970 EXP each
Ingredient For one Comes from
Wrought Steel Bar 2 Smithing Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Solid Trunk 1 Forestry Apprentice 1
Helm Master 4 211
69% base chance 4.5 s each 970 EXP each
Ingredient For one Comes from
Wrought Steel Bar 2 Smithing Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Coal 1 Mining Apprentice 1
Buckler Master 8 211
69% base chance 4.5 s each 990 EXP each
Ingredient For one Comes from
Wrought Steel Bar 2 Smithing Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Solid Trunk 1 Forestry Apprentice 1
Master's Flux Master 10 121

A flux for the last, hardest levels.

Your next refine attempt from +8 to +10 has +3% chance.

Lasts 5 minutes or until used.

Used up by your next refine attempt.

Made by Smiths.

68% base chance 5 s each 810 EXP each
Ingredient For one Comes from
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Guild Coal 2 Mining Apprentice 1 (a profession only)
Star Crumb 1 Mining Apprentice 1
Chain Mail Master 14 311
68% base chance 5 s each 1,200 EXP each
Ingredient For one Comes from
Wrought Steel Bar 3 Smithing Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Coal 1 Mining Apprentice 1
Journeyman's Oilstone Master 16 111 Lost recipe

One stone for the edge and the plate both.

ATK +8 and DEF +2 for 10 minutes.

One edge at a time: a new one replaces the last.

Made by Smiths.

67% base chance 5 s each 940 EXP each Learnt from a page: the Treasure Hunter or the Mark shop
Ingredient For one Comes from
Wrought Steel Bar 1 Smithing Master 1
Fish Oil 1 Apothecary Apprentice 1
Coal 1 Mining Apprentice 1
Greaves Master 18 212
67% base chance 5 s each 1,150 EXP each
Ingredient For one Comes from
Wrought Steel Bar 2 Smithing Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Animal Skin 2 Item Collector in Morocc Ruins
Honed Whetstone Master 20 121 Lost recipe

A finer stone. The edge it leaves stays twice as long.

ATK +10 for 40 minutes.

The edge stays on when you die.

One edge at a time: a new one replaces the last.

Made by Smiths.

67% base chance 5 s each 990 EXP each Learnt from a page: the Treasure Hunter or the Mark shop
Ingredient For one Comes from
Wrought Steel Bar 1 Smithing Master 1
Coal 2 Mining Apprentice 1
Star Crumb 1 Mining Apprentice 1
Shield Master 22 311
66% base chance 5 s each 1,360 EXP each
Ingredient For one Comes from
Wrought Steel Bar 3 Smithing Master 1
Emveretarcon 1 Mining Apprentice 1, Smithing Apprentice 15
Star Crumb 1 Mining Apprentice 1
Full Plate Master 28 411
65% base chance 5.5 s each 1,640 EXP each
Ingredient For one Comes from
Wrought Steel Bar 4 Smithing Master 1
Rough Elunium 1 Mining Apprentice 1
Coal 1 Mining Apprentice 1
Oridecon Pickaxe Master 30 2211

A pick tipped with oridecon.

Swings 16% faster. Rare finds +12%.

65% base chance 5.5 s each 1,550 EXP each
Ingredient For one Comes from
Wrought Steel Bar 2 Smithing Master 1
Rough Oridecon 2 Mining Apprentice 1
Star Crumb 1 Mining Apprentice 1
Solid Trunk 1 Forestry Apprentice 1
Silver Sickle Master 30 2211

A silvered sickle that never bruises a leaf.

Pickings 16% faster. Rare finds +12%.

65% base chance 5.5 s each 1,550 EXP each
Ingredient For one Comes from
Wrought Steel Bar 2 Smithing Master 1
Rough Oridecon 2 Mining Apprentice 1
Star Crumb 1 Mining Apprentice 1
Solid Trunk 1 Forestry Apprentice 1
Oridecon Hatchet Master 30 2211

A hatchet edged with oridecon.

Swings 16% faster. Rare finds +12%.

65% base chance 5.5 s each 1,550 EXP each
Ingredient For one Comes from
Wrought Steel Bar 2 Smithing Master 1
Rough Oridecon 2 Mining Apprentice 1
Star Crumb 1 Mining Apprentice 1
Solid Trunk 1 Forestry Apprentice 1
Master's Whetstone Master 35 111

A steel-backed stone that takes an edge and keeps it.

ATK +12 and DEF +1 for 20 minutes.

One edge at a time: a new one replaces the last.

Made by Smiths.

64% base chance 5.5 s each 1,080 EXP each
Ingredient For one Comes from
Wrought Steel Bar 1 Smithing Master 1
Coal 1 Mining Apprentice 1
Charcoal 1 Forestry Apprentice 1
Flux x6 Master 36 442 Foundryman only

Coal and phracon ground fine, to help metal take.

Your next refine attempt up to +7 has +5% chance.

Lasts 5 minutes or until used.

Used up by your next refine attempt.

Made by Smiths.

64% base chance 5.5 s each 1,270 EXP each
Ingredient For one Comes from
Guild Coal 4 Mining Apprentice 1 (a profession only)
Phracon 4 Mining Apprentice 1, Smithing Apprentice 1
Charcoal 2 Forestry Apprentice 1
Stone Buckler Master 38 311
64% base chance 5.5 s each 1,630 EXP each
Ingredient For one Comes from
Wrought Steel Bar 3 Smithing Master 1
Green Live 1 Monsters
Solid Trunk 1 Forestry Apprentice 1
Grand Flux Master 42 112

Steel filings in the flux, for the hardest levels of all.

Your next refine attempt from +8 to +10 has +4% chance.

Lasts 5 minutes or until used.

Used up by your next refine attempt.

Made by Smiths.

63% base chance 6 s each 1,360 EXP each
Ingredient For one Comes from
Wrought Steel Bar 1 Smithing Master 1
Star Crumb 1 Mining Apprentice 1
Charcoal 2 Forestry Apprentice 1
Mirror Shield Master 44 321
63% base chance 6 s each 1,880 EXP each
Ingredient For one Comes from
Wrought Steel Bar 3 Smithing Master 1
Crystal Blue 2 Mining Apprentice 1
Star Crumb 1 Mining Apprentice 1
Masterwork Plate Master 47 411 Toolsmith only

Lighter than a Full Plate, and every rivet set by hand.

VIT +1.

Required Level: 55

Made by Smiths.

62% base chance 6 s each 2,390 EXP each
Ingredient For one Comes from
Wrought Steel Bar 4 Smithing Master 1
Oridecon 1 Smithing Apprentice 30
Star Crumb 1 Mining Apprentice 1

Skill tree

Every level gives one skill point for this tree, 39 by Apprentice 40 and 88 by Master 50. The Apprentice skills are open to everyone; the two masteries each have their own four. Click a skill to read it, and use the plus and minus to plan your points.

Apprentice skills

Skill Levels What it does At its top level
Smith 1 Set down your anvil and open your work list. Pick what to make and how many, and stay seated until they are done. Needs a Smith's Hammer worn in your profession equipment. Opens your work list.
Smithing Mastery 10 Recipes succeed more often. Success +15.0%
Quick Hammer 10 Each piece takes less time. 40% faster
Second Pour 10 A success may make a second piece. 20% chance of a second piece
Salvage 5 A failed attempt may leave its materials. 50% chance a failure keeps its materials
Forge Hand 5 As a Blacksmith, your weapon forging succeeds more often. Forging success +5%
Field Repairs 5 A Whetstone, Armor Polish or Oilstone you use lasts longer. An edge lasts 40% longer for you
Long Shift 10 Make more in one batch. Up to 25 in a batch

Toolsmith (Master)

Skill Levels What it does At its top level
Fine Temper 10 Master recipes succeed more often. Success +20% on Master recipes
Craftsman's Eye 10 A Master recipe may use none of its materials. 20% chance a Master recipe uses no materials
Twin Casting 10 A Master recipe may make a second piece. 30% chance of a second piece from Master recipes
Masterwork 10 Slotted armour comes out right more often. Success +15% on slotted armour

Foundryman (Master)

Skill Levels What it does At its top level
Hot Forge 10 Apprentice recipes take less time. 50% faster on Apprentice recipes
Full Crucible 10 An Apprentice recipe may make a second piece. 40% chance of a second piece from Apprentice recipes
Waste Not 10 An attempt may use no materials. 30% chance an attempt uses no materials
Market Sense 10 Smithing guild orders pay more Guild Marks. Guild Marks +20%

Equipment

Each trade has four slots of its own in the Equipment window's Professions tab, beside your normal gear: a tool, an outfit, a charm and a supply. Better pieces come from tasks, the Mark shop and other trades.

Tool

  1. Smith's Hammer

    A plain hammer. A Smith cannot forge without one.

    Given by the guildmaster when you join.

  2. Fine Hammer

    Work 5% faster.

    Reward for the Apprentice 20 task. Mark shop, 250 Marks at 1 heart.

  3. Guild Hammer

    Work 10% faster.

    Mark shop, 700 Marks at 3 hearts.

Outfit

  1. Smith's Apron

    Work 6% faster.

    Reward for the Apprentice 30 task. Mark shop, 500 Marks at 2 hearts.

Charm

  1. Smith's Charm

    4% chance of one more piece.

    Mark shop, 600 Marks at 3 hearts.

Levels and tasks

The first time you make anything pays three times its EXP, so a new recipe is always worth one batch. A recipe pays its full EXP until you are ten levels past it, half until twenty levels past, and then nothing, so keep moving up the list.

Make 25 of a recipe and its batches can run to 99 at once.

  1. Apprentice 10

    Smithing: a first task

    8 Guild Whetstone1 Guild Helm

    Pays 40 Guild Marks and 1,500 EXP.

  2. Apprentice 20

    Smithing: a journeyman's task

    12 Guild Steel Pickaxe8 Guild Steel Sickle

    Pays 60 Guild Marks and a Fine Hammer.

  3. Apprentice 30

    Smithing: the guild's order

    16 Guild Oridecon8 Guild Elunium

    Pays 80 Guild Marks and a Smith's Apron.

  4. Apprentice 40

    Smithing: the masterpiece

    5 Guild Full Plate12 Guild Tempering Oil

    Pays 150 Guild Marks. Delivering it opens the way to Master.

Guild orders

The five guild clients order goods from every trade. These are what they ask a Smithing hand for, and the level at which each order starts to appear. A delivery pays Guild Marks and trade EXP and wins the client's regard. You can deliver 12 orders a week, and each guildmaster has one request a day on top.

Apprentice 14 Guild Phracon
Apprentice 54 Guild Iron Pickaxe
Apprentice 54 Guild Iron Sickle
Apprentice 54 Guild Iron Hatchet
Apprentice 81 Guild Helm
Apprentice 104 Guild Whetstone
Apprentice 121 Guild Guard
Apprentice 154 Guild Emveretarcon
Apprentice 181 Guild Buckler
Apprentice 204 Guild Steel Pickaxe
Apprentice 204 Guild Steel Sickle
Apprentice 224 Guild Flux
Apprentice 241 Guild Padded Armor
Apprentice 254 Guild Armor Polish
Apprentice 281 Guild Chain Mail
Apprentice 304 Guild Oridecon
Apprentice 304 Guild Elunium
Apprentice 344 Guild Tempering Oil
Apprentice 381 Guild Full Plate
Master 14 Guild Master's Pickaxe
Master 14 Guild Master's Sickle
Master 14 Guild Master's Hatchet
Master 16 Guild Wrought Steel Bar
Master 81 Guild Buckler
Master 102 Guild Master's Flux
Master 141 Guild Chain Mail
Master 181 Guild Greaves
Master 221 Guild Shield
Master 281 Guild Full Plate
Master 302 Guild Oridecon Pickaxe
Master 302 Guild Silver Sickle
Master 352 Guild Master's Whetstone
Master 381 Guild Stone Buckler
Master 422 Guild Grand Flux
Master 441 Guild Mirror Shield

Questions

Tips

  • Gathering tools sell to every new gatherer. Iron Pickaxes, Sickles and Hatchets are early recipes.
  • A Blacksmith who smiths forges weapons more surely with Forge Hand.
Does Flux work on any refine?

Each Flux names the refine levels it helps. It lasts a few minutes or until your next attempt.

Can I hold two trades?

You hold one gathering trade and one making trade at the same time. Smithing takes your making place.

What happens if I change trade?

Your first trade of each kind is free. Changing later costs 100,000 zeny, and the trade you leave keeps its level, skills and log, so you can come back to it.

How do I become a Master?

Reach Apprentice 40 and deliver your guildmaster's masterpiece. You then choose Toolsmith or Foundryman, and your levels start again from Master 1 with your skill points kept. A guildmaster changes your mastery later for 300 Guild Marks and 300,000 zeny.

Can I reset my skills?

Yes. Your guildmaster resets every skill in their trade for 200,000 zeny and gives all the points back to spend, Apprentice and mastery skills alike. Your level and mastery stay. Changing mastery also refunds that mastery's skills.

Why do shops only pay 1 zeny?

What a trade gathers or makes is guild goods. It works in every recipe and quest and trades freely between players, but shops pay 1 zeny for it, so professions never print zeny. Sell to other players or deliver it to the guild clients for Marks.

Can Hardcore characters take a trade?

Yes. Their goods and Marks stay inside the Hardcore economy.

Is there a reward at the top?

The Professions achievements are kept on the account, and reaching Master 50 earns this trade's title.