Ability of Weaponsmiths
There are 4 commands for forging - Extract essence, Remove essence,
Add essence, and Enchant weapon/armor.
- Extract essence:
Obtain essences from a weapon according to the
difference between the condition before extracting and that after extracting.
Curse, aggravate, prevent teleportation, drain experience and ancient foul
curse decreases the result by 25%. So if there are 4 of them in a weapon or
an armor, it gives a player no points.
- +Str, +Int, +Wis, +Dex, +Con, +Chr, +magic mastery, +stealth,
+searching, +infravision, +digging, +speed, and +extra attacks gives 10
times the difference points.
- Chaos brand, vampiric, slay animal, slay evil, slay undead, slay
daemon, slay orc, slay troll, slay giant, slay dragon, quake, poison
brand, acid brand, electricity brand, fire brand, and cold brand gives 10
points. For all A, *Slay* A is counted as slay A.
- Sustain Str, sustain Int, sustain Wis, sustain Dex, sustain Con, and
sustain Chr gives 10 points to the essence of sustain.
- Immune acid, immune electricity, immune fire, and immune cold gives 10
points to the essence of immunity.
- Reflection, free action, resist acid, resist electricity, resist fire,
resist cold, resist acid, resist fear, resist light, resist darkness,
resist blindness, resist confusion, resist sound, resist shard, resist
nether, resist nexus, resist chaos, and resist disenchantment gives 10
points.
- Aura fire, aura electricity, and aura cold gives 10 points to the
essence of corresponding branding and to the essence of corresponding
resistance.
- Anti-magic, levitation, permanent light, telepathy. slow digestion,
regeneration, teleport and warning gives 10 points.
- Force weapon gives additional 5 points to the essences of Int and Wis.
- Vorpal gives 5 points to each essence of poison brand, acid brand,
electricity brand, fire brand, and cold brand.
- Decrease mana consumption gives 10 points to the essence of Int.
- Extra might and extra shots gives 10 points to the essence of Str and
that of Dex, respectively.
- Each esp(without telepathy) gives 10 point essences of its slay.
- An item which decreases the difficulty of dual wielding
(gloves of Genji only at the moment) gives 10 points to the essence of Dex.
- A weapon (XdY) whose damage dice is different from the base weapon
(xdy) gives 10*((X-x)+(Y-y)) points.
- An item (+h,+d) gives 10*(h+d) points to the essence of weapon enchant.
- An item [x,+a] gives 10*a points to the essence of armor enchant.
- Remove essence:
Returns a forged item back to its original condition. Essences used to forge
are not paid back.
- Add essence:
It costs twice amount of essence points to add magic number to an item which
already has the magic number.
- Extra attack costs 20 points. The plus value is fixed to +1.
- Chaos brand costs 15 points.
- Vampiric costs 60 points.
- Slay evil costs 100 points.
- Slay orc and slay troll costs 15 points.
- *Slay* orc and slay troll costs 60 points.
- Slay animal, undead, daemon, giant, human and dragon
costs 20 points.
- *Slay* animal, undead, daemon, giant, human and dragon
costs 60 points.
- Poison brand, acid brand, electricity brand, fire brand, and cold
brand costs 20 points.
- Gloves of Slaying:
First, choose the slay Number.
(The maximum slay Number is level/7+3.) Making gloves of Slaying costs
200*(slay Number) points of the essence of weapon enchant. This forging
makes Gloves of Slaying
(+((slay Number)+1)/2+d((slay Number)/2),+((slay Number)+1)/2+d((slay Number)/2)).
- Immunity to acid, immunity to electricity, immunity to fire, or
immunity to cold costs 20 points of the essence of immunity.
- Resist acid, resist electricity, resist fire, and resist cold costs 15
points.
- Resist poison costs 25 points.
- Resist fear, resist light, resist darkness, resist blindness, resist
confusion, resist sound, resist shard, resist nether, resist nexus, resist
chaos, and resist disenchantment costs 10 points.
- To make an item of Resistance, a player needs 150 points of the
essence of resist acid, of resist electricity, of resist fire, and of
resist cold.
- Sustain Str, sustain Int, sustain Wis, sustain Dex, sustain Con, and
sustain Chr costs 15 points.
- Free action, hold life, levitation, see invisible, regeneration and
warning costs 20 points.
- Anti-magic, permanent light and slow digestion costs 15
points.
- Teleportation costs 25 points.
- +Str, +Int, +Wis, +Dex, +Con, +Chr, and +magic mastery costs 20 points.
- +Stealth costs 40 points.
- +Search, +infravision, +digging costs 15 points.
- +Speed costs 12 points.
- Quake activation costs 15 points of the essence of quake.
- Resist acid (,or electricity, or fire, or cold) activation costs 50
points of the essence of resist acid (,or electricity, or fire, or cold).
- Aura fire (,or electricity, or cold) costs 30 points of the essence of
fire brand (,or electricity, or cold) brand and resist fire (,or
electricity, or cold).
- Telepathy costs 15 points.
- Each esp cost 40 points.
- Enchant weapon/armor:
- Enchant weapon costs 30 points.
- Enchant armor costs 15 points.
- Elements proof costs 10 points of the essence of resist acid,
resist electricity, resist fire, and resist cold.
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