Flux, tempering oil, whetstones, armour and the gatherers' tools.
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.
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
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.
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
3 | Mining Apprentice 1 (a profession only) |
A pick with a forged iron head.
Swings 4% faster. Rare finds +3%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
8 | Mining Apprentice 1 (a profession only) |
|
|
2 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
A sickle with a forged iron blade.
Pickings 4% faster. Rare finds +3%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
8 | Mining Apprentice 1 (a profession only) |
|
|
2 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
A hatchet with a forged iron head.
Swings 4% faster. Rare finds +3%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
8 | Mining Apprentice 1 (a profession only) |
|
|
2 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
8 | Mining Apprentice 1 (a profession only) |
|
|
2 | Mining Apprentice 1 |
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Mining Apprentice 1, Smithing Apprentice 1 (a profession only) |
|
|
1 | Mining Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
6 | Mining Apprentice 1 (a profession only) |
|
|
2 | Forestry Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
3 | Mining Apprentice 1, Smithing Apprentice 1 (a profession only) |
|
|
2 | Mining Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
10 | Mining Apprentice 1 (a profession only) |
|
|
2 | Mining Apprentice 1 |
|
|
2 | Forestry Apprentice 1 |
A steel pick that keeps its edge.
Swings 8% faster. Rare finds +6%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
6 | Mining Apprentice 1 (a profession only) |
|
|
3 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
A steel sickle that keeps its edge.
Pickings 8% faster. Rare finds +6%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
6 | Mining Apprentice 1 (a profession only) |
|
|
3 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
A steel hatchet that keeps its edge.
Swings 8% faster. Rare finds +6%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
6 | Mining Apprentice 1 (a profession only) |
|
|
3 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Mining Apprentice 1 (a profession only) |
|
|
2 | Mining Apprentice 1, Smithing Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
10 | Mining Apprentice 1 (a profession only) |
|
|
2 | Tailoring Apprentice 1 |
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
2 | Forestry Apprentice 1 (a profession only) |
|
|
1 | Mining Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
8 | Mining Apprentice 1, Smithing Apprentice 1 (a profession only) |
|
|
4 | Mining Apprentice 1 |
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
4 | Mining Apprentice 1 |
|
|
1 | Mining Apprentice 1 (a profession only) |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
4 | Mining Apprentice 1 |
|
|
1 | Mining Apprentice 1 (a profession only) |
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Apothecary Apprentice 1 |
|
|
2 | Forestry Apprentice 1 |
|
|
2 | Mining Apprentice 1 |
|
|
1 | Smithing Apprentice 30 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
3 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
6 | Mining Apprentice 1 |
|
|
10 | Mining Apprentice 1, Smithing Apprentice 1 (a profession only) |
Iron folded with a little rough elunium until it rings.
A Smith's Master work starts from these.
Made by Smiths.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
3 | Mining Apprentice 1 (a profession only) |
|
|
1 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
A balanced pick made for long shifts.
Swings 12% faster. Rare finds +9%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
1 | Forestry Apprentice 1 |
A light sickle made for long days.
Pickings 12% faster. Rare finds +9%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
1 | Forestry Apprentice 1 |
A balanced hatchet made for long days.
Swings 12% faster. Rare finds +9%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
1 | Forestry Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
1 | Mining Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
1 | Forestry Apprentice 1 |
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
2 | Mining Apprentice 1 (a profession only) |
|
|
1 | Mining Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
3 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
1 | Mining Apprentice 1 |
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Smithing Master 1 |
|
|
1 | Apothecary Apprentice 1 |
|
|
1 | Mining Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
2 | Item Collector in Morocc Ruins |
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Smithing Master 1 |
|
|
2 | Mining Apprentice 1 |
|
|
1 | Mining Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
3 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1, Smithing Apprentice 15 |
|
|
1 | Mining Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
4 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1 |
|
|
1 | Mining Apprentice 1 |
A pick tipped with oridecon.
Swings 16% faster. Rare finds +12%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Smithing Master 1 |
|
|
2 | Mining Apprentice 1 |
|
|
1 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
A silvered sickle that never bruises a leaf.
Pickings 16% faster. Rare finds +12%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Smithing Master 1 |
|
|
2 | Mining Apprentice 1 |
|
|
1 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
A hatchet edged with oridecon.
Swings 16% faster. Rare finds +12%.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
2 | Smithing Master 1 |
|
|
2 | Mining Apprentice 1 |
|
|
1 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1 |
|
|
1 | Forestry Apprentice 1 |
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
4 | Mining Apprentice 1 (a profession only) |
|
|
4 | Mining Apprentice 1, Smithing Apprentice 1 |
|
|
2 | Forestry Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
3 | Smithing Master 1 |
|
|
1 | Monsters |
|
|
1 | Forestry Apprentice 1 |
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.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
1 | Smithing Master 1 |
|
|
1 | Mining Apprentice 1 |
|
|
2 | Forestry Apprentice 1 |
| Ingredient | For one | Comes from |
|---|---|---|
|
|
3 | Smithing Master 1 |
|
|
2 | Mining Apprentice 1 |
|
|
1 | Mining Apprentice 1 |
Lighter than a Full Plate, and every rivet set by hand.
VIT +1.
Required Level: 55
Made by Smiths.
| Ingredient | For one | Comes from |
|---|---|---|
|
|
4 | Smithing Master 1 |
|
|
1 | Smithing Apprentice 30 |
|
|
1 | Mining Apprentice 1 |
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.
| 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 |
| 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 |
| 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% |
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.
A plain hammer. A Smith cannot forge without one.
Given by the guildmaster when you join.
Work 5% faster.
Reward for the Apprentice 20 task. Mark shop, 250 Marks at 1 heart.
Work 10% faster.
Mark shop, 700 Marks at 3 hearts.
Work 6% faster.
Reward for the Apprentice 30 task. Mark shop, 500 Marks at 2 hearts.
4% chance of one more piece.
Mark shop, 600 Marks at 3 hearts.
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.
Smithing: a first task
8 Guild Whetstone
1 Guild Helm
Pays 40 Guild Marks and 1,500 EXP.
Smithing: a journeyman's task
12 Guild Steel Pickaxe
8 Guild Steel Sickle
Pays 60 Guild Marks and a Fine Hammer.
Smithing: the guild's order
16 Guild Oridecon
8 Guild Elunium
Pays 80 Guild Marks and a Smith's Apron.
Smithing: the masterpiece
5 Guild Full Plate
12 Guild Tempering Oil
Pays 150 Guild Marks. Delivering it opens the way to Master.
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.
Each Flux names the refine levels it helps. It lasts a few minutes or until your next attempt.
You hold one gathering trade and one making trade at the same time. Smithing takes your making place.
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.
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.
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.
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.
Yes. Their goods and Marks stay inside the Hardcore economy.
The Professions achievements are kept on the account, and reaching Master 50 earns this trade's title.