Check out the community portal for ways in which you can help the Wiki of Mana! Also, keep in mind that this wiki contains unmarked spoilers.

Difference between revisions of "Blacksmithing (Legend of Mana)"

From the Wiki of Mana, the Mana encyclopedia
Jump to navigationJump to search
(Created page with "'''Blacksmithing''' is an activity and important game mechanic in ''Legend of Mana''. ==Unlocking== The actvity is unlocked after the plater completes the quest ''Watts Drops the Hammer''. ==Primary & secondary materials== Materials used in blacksmithing are split into two categories. * '''Primary materials''' are the base items are made from and determine their stats. Gears of all sorts are named after them. Below is a list of all primary materials: {|width...")
 
Line 43: Line 43:
**[[Vials]]
**[[Vials]]
|}
|}
==Forging==
While interacting with in anvil in the forge in their backyard, players can forge weapons & armor provided they have the primary material by selecting the ''Forge a Weapon'' or ''Forge an Armor'' option in the main ring menu. The freshly forged equipment will aways start with its base stats and is ready to temper.
===Weapon forging===
Weapons are primarily for attack power, so the task is to get the highest attack power possible. With the exception of aerolite and a few other metals, primary materials don't have any inherent stats when you forge a weapon.
===Armor forging===
Armor is forged with primary materials as weapons are, but is much more varied in terms of types of armor and material. Certain types of material should only be used with certain equipment. For example. Using metal, stone, or wood to make a robe will not do very well because robes are supposed to be made out of fabric. Making a piece of body armor out of silk won't get you very far in battle either.
Armor falls into three categories - heavy armor, light armor, and accessories. Heavy armor is the hauberk, shield, helm, boots, and armor.
Light armor is the hat, robe, shoes, and mantle. Accessories are the ring and necklace. A few general rules are to use metal, wood, stone, and aerolite for heavy armor. Use hide, scales, and fabric for light armor. Accessories are forged best with expensive gems such as the emerald, pearl, and lapis.
==Tempering==
Once the player selects ''Temper a Weapon'' or ''Temper an Armor'' from the ring menu, they are prompted to choose an equipment from inventory to temper. Once selected, they can now select a secondary material to use for tempering.
The player can temper an equipment with almost any item in the game, which can lead to varied results depending on the combination. As such, it is recommended to save often. There are many types of items, and they can all be placed in two general categories. The first has a spirit imbedded, with no stat changes. The second has no spirit power, but can change the stats of your equipment directly.
Each piece of equipment has four spirit power slots, and two direct stat modifier slots. The first stat modifier slot is for the vial item type, and is very easily cancelled out by doing any further tempering. Add the vial item last. The second slot has room for one other item that modifies stats - eyes, produce, fangs & claws, feathers, bottles, urns, pellets, powders, and pouches all fall into this category. Any new stat modifier item that's tempered into your equipment will replace the old one.
===Spirits Power System===
Spirit powers are an integral part of tempering equipment. When active in your equipment, they will alter its stats and other various natures. Depending on whether a power is on a piece of armor, or a weapon, it might not have any noticeable effect. A piece of equipment is able to have three active cards at a time.
There are two types of spirit powers - spirit cards, and all other cards. Spirit cards go with all eight spirits, and leave an essence in your weapon, even after their card leaves your equipment. The highest essence level for each spirit is four. Spirits which are opponents of each other (i.e. Shade vs. Wisp) can not normally coexist in your weapon.
All other spirit powers have stat modifications, or different types of battle-gameplay alterations. Some spirit powers simply won't work with weapons, some won't work with armor.
==References==
* [https://www.kuponut.com/games/lom/blacksmithing.html Kuponut]
* [https://www.youtube.com/watch?v=ksFyMk6-PG0&t=117s YouTube | Cadeo Genesis]


{{LoM misc}}
{{LoM misc}}
[[Category:Game mechanics]]
[[Category:Game mechanics]]

Revision as of 23:44, January 20, 2024

Blacksmithing is an activity and important game mechanic in Legend of Mana.

Unlocking

The actvity is unlocked after the plater completes the quest Watts Drops the Hammer.

Primary & secondary materials

Materials used in blacksmithing are split into two categories.

  • Primary materials are the base items are made from and determine their stats. Gears of all sorts are named after them. Below is a list of all primary materials:
  • Secondary materials can be used to alter the previous stats of the primary materials. Blow is a list of all secondary materials:

Forging

While interacting with in anvil in the forge in their backyard, players can forge weapons & armor provided they have the primary material by selecting the Forge a Weapon or Forge an Armor option in the main ring menu. The freshly forged equipment will aways start with its base stats and is ready to temper.

Weapon forging

Weapons are primarily for attack power, so the task is to get the highest attack power possible. With the exception of aerolite and a few other metals, primary materials don't have any inherent stats when you forge a weapon.

Armor forging

Armor is forged with primary materials as weapons are, but is much more varied in terms of types of armor and material. Certain types of material should only be used with certain equipment. For example. Using metal, stone, or wood to make a robe will not do very well because robes are supposed to be made out of fabric. Making a piece of body armor out of silk won't get you very far in battle either.

Armor falls into three categories - heavy armor, light armor, and accessories. Heavy armor is the hauberk, shield, helm, boots, and armor. Light armor is the hat, robe, shoes, and mantle. Accessories are the ring and necklace. A few general rules are to use metal, wood, stone, and aerolite for heavy armor. Use hide, scales, and fabric for light armor. Accessories are forged best with expensive gems such as the emerald, pearl, and lapis.

Tempering

Once the player selects Temper a Weapon or Temper an Armor from the ring menu, they are prompted to choose an equipment from inventory to temper. Once selected, they can now select a secondary material to use for tempering.

The player can temper an equipment with almost any item in the game, which can lead to varied results depending on the combination. As such, it is recommended to save often. There are many types of items, and they can all be placed in two general categories. The first has a spirit imbedded, with no stat changes. The second has no spirit power, but can change the stats of your equipment directly.

Each piece of equipment has four spirit power slots, and two direct stat modifier slots. The first stat modifier slot is for the vial item type, and is very easily cancelled out by doing any further tempering. Add the vial item last. The second slot has room for one other item that modifies stats - eyes, produce, fangs & claws, feathers, bottles, urns, pellets, powders, and pouches all fall into this category. Any new stat modifier item that's tempered into your equipment will replace the old one.

Spirits Power System

Spirit powers are an integral part of tempering equipment. When active in your equipment, they will alter its stats and other various natures. Depending on whether a power is on a piece of armor, or a weapon, it might not have any noticeable effect. A piece of equipment is able to have three active cards at a time.

There are two types of spirit powers - spirit cards, and all other cards. Spirit cards go with all eight spirits, and leave an essence in your weapon, even after their card leaves your equipment. The highest essence level for each spirit is four. Spirits which are opponents of each other (i.e. Shade vs. Wisp) can not normally coexist in your weapon.

All other spirit powers have stat modifications, or different types of battle-gameplay alterations. Some spirit powers simply won't work with weapons, some won't work with armor.

References