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Weapon Crafting Guide

Written By: Golgotha

Table Of Contents

1.0 Character Selection and Stats
2.0 Skills For Melee Weaponry
3.0 Skills for Handles and Poles
2.0 Melee Weaponry and Material Choices
3.0 Material Usage and Melee Weapons
6.0 Skill point Allocation and Character Development

*This guide is being put forth as a how-to in weaponcrafting. I will not be going into weapon builds, or telling you the effect and designs behind handles and head / material choices. I am presenting what you are “capable” of in MO, as a weaponsmith. I will NOT be telling you what to create.

1.0 Character Selection and Stats...

Race Selection for a crafter does not have a huge influence, but it does have some. Crafting is based off skill points, so specific allocation of stats can influence how many points are needed to max out each craft, or skill. The other side of crafting, is the fact that you are at times carrying very large stacks or materials, so you max encumbrance level will be of interest to you as well.

Most of the skills you will aquire as a weaponcrafter will be purely based off your Int. So having a base Int max of 110, with the capabilities of gaining weight to bring this up higher will give you the most influence upon your skill points for crafting. Other stats used in Melee weaponry crafting are Dex and Strength. There are only a few skills where these stats will come into play (which I dont believe any of them are primary, so there is no real difference), so when thinking of stat influence into weaponry, Int is really your only focus.

For carry capacity you can max out your Strength and Constitution. At full strength you will be able to hobble around okay with a full 10k stack in your inventory (well, unless your a weak little Veela or Sheevra, then you aren’t worth the weaponcrafting skills anyhow...)

So in selection of race choose as you may, but for a pure crafter you will find that within the Huergar, the best combination of stat max in Strength, Constitution, and Intelligence will be found. This is not saying you will not be as competant as another race (see above note about the VeelShee issue...), you may be lacking a few skill points in comparison or possible move a bit slower when bringing along large amounts of materials...

2.0 Skills For Melee Weaponry Heads...

Weaponcrafting in MO is divided into two sides. Basic Blade, and Blunt Weaponry. Some types of weaponry use both skills as their parent (the weaponry currently under Axe Crafting skill)

Weapon Crafting (P, Int)
-----Basic Blade (P, Int)
----------Axe Crafting (S, Int) R: Basic Blade 20 (also has Blunt Weapon as parent)
---------------Axe Head Crafting (S, Int)
---------------PoleAxe Head Crafting (S, Int) R: Axe Crafting 50
--------------------LanceHead Crafting (S, Int / Dex)
----------Spear Crafting (S, Int) R: Basic Blade 10
----------Short Blade Crafting (S, Int) R: Basic Blade 30
----------Advanced Blade Crafting (P, Int) R: Basic Blade 50
---------------Side Blade Crafting (S, Int / Str)
---------------Short Katana Crafting (S, Int / Str)
---------------Long Katana Crafting (S, Int / Str)
---------------Great Blade Crafting (S, Int) R: Advanced Blade Crafting 50
-----Blunt Weapon Crafting (P, Int)
----------Axe Crafting (S, Int) R: Blunt Head 30 (also has Basic Blade as parent)
---------------Axe Head Crafting (S, Int)
---------------Pole Axe Crafting (S, Int) R: Axe Crafting 50
--------------------LanceHead Crafting (S, Int / Dex)
----------Blunt Head Crafting (P, Int)
----------Spiked Head Crafting (S, Int) R: Blunt Weapon Crafting 20

Here are the options released under each head type...

Dagger: Mercy, Sawtooth, Parry and Heavy
...Mercy - very fast stab weapon, good at weak spot hits
...Sawtooth - Slashing knife, light and low damage
...Heavy Dagger - Slashing weapon, slower and high in material use
...Parry Dagger – Light dagger

Blunt Head: Sledge Hammer, War Hammer, Maul
...Sledge - Heavy and damaging. Slow swing though, watch material choice.
...War Hammer - Light Blunt based damage weapon
...Maul - Heaviest option for melee weaponry

If you follow the path of basic blades you will get to the skills of spear head crafting, short blade crafting and advanced blade crafting. Through advanced blade crafting you can get to katanas and great blade crafting.

The weapons available under each branch of basic blades is as follows:

Spear Head: Long, Heavy, Triple
...Long - lightest of the spear heads, long and sharp
...Heavy - is as heavy does
...Triple - three prongs stab out the end of this spear - very heavy and uses a lot of mats

Side Blades: Short Straight, Short Heavy, Wraith, Thorn, Trap, Worm
Damage and weight variations in short blades do vary, the weight and material range is above the straight and curved and thrust of advanced blades, but below the snake, swelled and great blade (only exception is the heavy short, which is heavier than a snake blade). You will find these blades will only be used by those who are really looking for something in swords that is quite low in weight, and looks cool. The wraith blade is a nice looking blade.

Advanced Blade: Straight, Curved, Snake, Swelled, Thrust
...Straight - lightest of the advanced, low damage
...Curved - good fast slash, also very light
...Snake - excellent balance of weight and damage for a one hander
...Swelled - very heavy blade head (heavier than a great actually)
...Thrust - Long and pointy. Very light. Stab action FTW
...Scythe – Not 100% sure this is unlocked from Advanced Blades
...Curved Scythe – Not 100% sure this is unlocked from Advanced Blade

Katanas: Short and long katana options. Damage based off slash for swing and pierce for stab. Blunt damage from these is very minimal

Great blade: Great blade - nice long blade, low wt and stam drain vs damage output. Has blunt damage output in swing as well as slash

When you head more into the blunt side, you can learn spiked head crafting, which gives you two more weapon head options:Spiked Heads: Flanged, Spiked

...Flanged - a much lighter head than the spiked, slightly less damage. Damage base is blunt with some slash
...Spiked – Good damage with proper makeups. Has pierce damage output to compliment the bash and weight.

There is one more branch in weapon heads left - Axes. It used both blunt weapon and basic blade as its parent skills. It's skill cannot raise higher than either of its parents. Within axe crafting is two skills:

Axe head: Hand axe, Great, Brier, Double, Double Great, Kallardian, Double Kallardian
When it comes to axes, they are a big combo of slash and blunt damage, they are heavy, and do lots of damage. Brier falls in the middle, and is a good axe for those wanting to get into 2h axes. Heavier as you go up, more damage, and slower. Great and hand axe get lighter, and do less damage... Kallardians have a larger head base, and were a later addition to the axes in Mortal.

Poleaxe: Halberd
The halbard isnt the same as an axe that it has a spike at the end for piercing attacks with the alt-attack. Any weapon, other than daggers, spears and blunt heads, will raise the poleaxe skill when put on a 2hlong or 2hSurotar pole, you don't need the halbard head to create poleaxes.

LanceHead: Standard, Skull, Spear

When it comes down to the actual creation of a weapon, you can generally put almost any head on any weapon, with a few exceptions, which common sense would point out to someone in most cases anyhow (putting an axe head on a one handed sword hilt... ). You can take the trap blade and put it on the end of a riveted handle for a kama. Put the great blade head on a one handed handle for a one handed bastard sword. Put a curved or wraith blade on the end of a two handed short pole for a naginata. There are many combinations that can be made, though some will only really be good for show, and not overly functional.

3.0 Skills For Handles and Poles...

There are three branches of handles and hilts: Blade Hilt Crafting (P), Khurite Blade Hilt (S), and Shafts and Clubs (P)

Blade Hilt Crafting gives many options as to the design of the blade hilt in which you are creating for one handed swords, and leads to the 2H Crossguard handle in the 2H Blade Hilt Crafting skill as a secondary of the 1H version.

Khurite Blade Hilts gives only one option under each skill. Either the 1H or 2H Katana handle. This skill is not primary though, thus costing no points to develop sword or dagger handles.

Shafts and Clubs gives you the option to create handles for axes, spears heads, maces and so on. Without the addition of a head though (which you cannot do with hilts) you can craft one handed clubs, or staves in the 2h versions.

Lance Handle Crafting gives the ability to craft long lance handles. Very long weapon, and can be unwieldy when not used on a horse. Low durability base.

Handle and Pole Crafting (P, Int)
-----1H Blade Hilt Crafting (P, Int)
----------2H Blade Hilt Crafting (S, Int / Dex)
----------1H Khurite Blade Hilt Crafting (S, Int)
---------------2H Khurite Blade Hilt Crafting (S, Int / Dex)
-----1H Shaft and Club Crafting (P, Int)
----------2H Shaft and Club Crafting (S, Int)
-----Lance Handle Crafting (S, Int)

4.0 Melee Weaponry and Material Choices...

Head Material Options: Woods, Keratin, Skeletal, Dental, Petrology, Metal, Advanced Metals

Woods Good for training weaponry. Can make fast, low damage weaponry for the grinding of skills
Keratin Light based animal material. Good range for very heavy based weapons (mauls...)
SkeletalNot overly used in heads, crepite and dense crepite have uses in weakspot, and ironbone for very heavy base.
DentalGood starter weapons from emalj and molarium. Incisium can make some nice disposable farming weapons.
Metals Heavier based, but leads to the highest tier of weaponry. Steel is the basis for most bought and compared to by other materials. Cuprum is a good, cheap material for many uses. Highest tier materials come from metals [tungsteel, cronite (Adv), Oghmium (Adv)]. Certain other metals are very useful in specific styles and situations.
Petrology Light and good for use in light based high slash and pierce based weaponry. Not the best in durability. Maalite, Flakestone, Nyx and Jadeite are the options available under petrology for weaponry use

Handle Material Options:

Core options ... Woods (and Advanced), Metals (and Advanced), Skeletal, Dental, Keratin, Petrology, and in the coating you can use all the same materials as the core, plus also Scales, Mammal Skins (Furs and Leathers) and Textiles.

The core of the weapon sets the basis and range for weight and durability the handle will generate. Modifying from a less dense to a more dense material will have a much greater effect on the final weight and durability than coat material.

The lightest base for the core is woods (in order of density): Sponge, White, Firm, Grey, Dapple, Brown, Black (Advanced), Ironwood (Advanced). There is also Stonewood (which has a second parent skill in petrology as well as Advanced Dendrology) and Tapaii (which has a second parent in Ecunemical Magic). A lot of people have an expectation and base a weapon weight and usability around Spongewood core and coat. Very light base (though there is lighter). Those who have experimented and such though do find that different material will give you different effects.

I am not going to go into any detail as to the purpose of handle materials when it deviates from the normal. There is much time and research into recipes and how to create a proper handle based on the style of weaponry and combatant using the weapon. Some will tell you that handle creation is broken, don't believe them; experiment.

All Material Lores listed have Int as their man stat, and are secondary unless denoted with a 'P' showing it's primary
Material Lore (S, Int)
-----Animal Materials (P)
----------Scales Lore (P)
---------------Leptiod Scale
---------------Placoid Scale
---------------Ganoid Scale
---------------Keeled Scale
---------------Horned Scale
---------------Plate Scale
----------Skeletal Lore (P)
--------------------Bone Tissue
--------------------Dense Crepite
----------Dental Lore
----------Keratin Lore
---------------Compact Horn
---------------Great Horn
----------Mammal Skin (P)
---------------Leather Lore
--------------------Boiled Leather
--------------------Brained Leather
--------------------Quality Leather
---------------Fur Lore
--------------------Guard Fur
--------------------Ground Fur

-----Textile Lore (P)
-----------Wool (Also has Fur Lore as a parent)
-----------IronWool (Also hAS Fur Lore as a parent)

-----Botony (P)
---------------Advanced Dendrology (P)

-----Metallurgy (P)
----------Precious Metals
----------------Skadite Lore
----------Cuprum Based
----------------Tindremic Messing
----------Iron Based (grain steel, steel, tungsteel)
----------------Grain Steel
----------Basic Metals
----------------Pig Iron
----------Advanced Metals (P)
---------------Master Alloys (P)
----------------------Cronite Lore
----------------------Oghmium Lore

-----Petrology (P)

5.0 Material Usage and Melee Weapons

This is a thread I made to help out determining the needed materials to craft each different head with the different materials.

6.0 Skill Point Allocation and Character Development

There are not enough points in your allowed primary skill pool to know every weapon style, and available material for those weapons. You have to decide where you want to make sacrifices in weapons or materials if you are investing to become a full point allocated weapon crafter. If you are very specific in what you want to craft, you can have other points to spend in other areas (as in travel methodology skills, or even other crafts like shield crafting).

Here are a few ideas as how to invest some points into weaponry without having to be fully invested:

Dagger / Spear Crafter 300pts plus material lores
100 Weapon Crafting
100 Basic Blade
100 Handle and Pole Crafting

Now, if you want, this is all you need to make the dagger, side blades and spear heads. You can get 1H Khurite handles as a secondary, and thus free. If you CHOOSE though you can add on

100 Blade Hilt (for daggers)
100 Shafts and Clubs (for spears)

Sword Crafter 400 pts plus material lores
100 Weapon Crafting
100 Basic Blade
100 Advanced Blade
100 Handle and Pole Crafting

Again, you can go with Khurite handles for free, or invest into the other handles / hilts for pole swords, or snazzier hilts. You automatically get the ability to be able to craft daggers and spears with these skills

100 Shafts and Clubs (you can then make poleswords, or spears)

Blunt Weapon Crafter 500pts plus material lores
100 Weapon Crafting
100 Blunt Weapon
100 Blunt Head Crafting
100 Handle and Pole Crafting
100 Shafts and Clubs

This gives the ability to make warhammers, sledge hammers and mauls. There is also the skill of spiked heads under blunt weapon crafting. It opens up spiked head and flanged head maces. They are under the blunt side of crafting, though I have heard of new crafters who have had issues making these without the bladed counterpart skills... been too long since my skills were at minimums.

Axe Crafter 500pts plus material lores
100 Wpn Crafting
100 Blunt Weapon Crafting
100 Basic Blade Crafting
100 Handle and Pole
100 Shafts and Clubs

This gives the ability to make all axes, and get the halbard head. You can make spiked and flanged maces, daggers, shortblades and spears You only have the availability for Khurite hilts for proper swords or daggers though.

Know-it-All Crafter 800pts plus material lores
100 Wpn Crafting
100 Basic Blade
100 Advanced Blade
100 Blunt Weaponry
100 Blunt Head
100 Handles and Poles
100 Shafts and Clubs
100 Blade Hilt Crafting

The only issue with this build is the limit you will get in material lores, but for creation of basic weaponry with wood based handles, this does just fine.

Material Lore Point Allocation

When looking at your material lores, remember to divide it into two branches. What's invested for your heads, and what's invested for your handles. So at a minimum you will be spending around 200 primary points in material lores (woods for handles and a material for head).

Dendrology (P) is a great basis to start with, and you may end up always using this skill (depending on how you branch, there are weaponry handles where the use of woods isn't needed but it is a much more specialized build). Wood will also give you a very low density material to grind up your crafting skills with (bone tissue is a readily available material as well, though it is much more dense and will need much more of it). As well, training weapons made with wooden heads are great for grinding up your weapon skills.

Animal Materials (P) gives you the ability to use Dental Lore and Keratin Lore. As well it opens up the paths into Scales Lore (P), Mammal Skin Lore (P), and Skeletal Lore (P). Inside Dental you get the use of emalj, molarium and incisium. You can make cheap weaponry heads, though it is mostly only good for PvE, and is a dense addition for the use in handles. Keratin has limited uses in melee weaponry. Scales, Mammal and Skeletal are good places to experiment with in handles when you have the primary points to try some things out.

Metallurgy (P) is generally the bread and butter of weapon heads. Cuprum, steel, tungsteel and many specialized materials for heavy weapons and other functions. Advanced Metals (P) needs the investment of Master Alloys (P) as well as Metallurgy (P) to be used. Your build will need to be much more specialized to get into Oghmium or Cronite for your weapons

Petrology (P) has four main materials to use. Flakestone makes some good stabby stabby weapons, as well has use in handles. Jade makes a nice light weapon head comparable in tier to cuprum (though cuprum is much heavier and more durability). Nyx and Maalite are good for use in expensive specialized weapons, much harder to come by them though. &
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