Blacksmith
Tom's Forge
Masterwork and Perfect quality do not drop from monsters: Tom makes them. Bring him an eligible piece — a melee weapon, a bow or a metal chest armour — with the gold and the mining materials, and he keeps the piece while he works: 24 to 36 hours, real time. Once a piece is Perfect, he can forge one property into it as well.
- One job
- 1 per account, not per character
- One property
- 1 forging another one replaces it
- Never fails
- 0% no roll, no chance to lose the piece
- Bound stays bound
- = the forge does not clear binding
What Tom works on
Tom works on three kinds of piece: 82 melee weapons, 4 bows and 8 metal chest armours (the men's and the women's version count separately). All of them are common pieces: nothing unique, nothing made at the anvil, and no helmets, leggings or shields. If it is not in the lists below, he will not take it.
Weapons 82
- Dagger · Short Sword · Main Gauche · Gladius · Falchion
- Long Sword · Scimitar · Broad Sword · Bastard Sword · Claymore · Great Sword · Flamberge · Giant Sword
- Sabre · Esterk · Rapier
- Light Axe · Tomahawk · Saxon Axe · Double Axe · War Axe · Golden Axe · Battle Axe
- Hammer · Battle Hammer · Barbarian Hammer · Mallet
Bows 4
- Short Bow · Long Bow · Composite Bow · Direction-Bow
Armor 8
- Chain Mail (M) · Scale Mail (M) · Plate Mail (M) · Chain Mail (W) · Scale Mail (W) · Plate Mail (W) · Ring Mail (M) · Ring Mail (W)
1 The ladder
Every step needs the one before it. A plain piece can only become Masterwork; a Masterwork one can only become Perfect; and properties are only offered on a piece that is already Perfect. If you have no Perfect piece of that kind in your bag or equipped, Tom shows its properties locked and tells you what is missing.
2 Quality
Quality changes the piece's numbers directly, and what it gives depends on the piece: weapons and bows gain damage, chest armours gain physical absorption. All of them last longer and ask a higher level of you, and a weapon or bow also takes more Str to swing at full speed.
| Tier | Pieces | What it does | Gold | Wait | Materials |
|---|---|---|---|---|---|
| Masterwork | Weapons · Bows | +1 damage, +80% Endurance, +5 level required, +4 Str for the full swing | 50,000 | 24 h | Blonde Bar ×1 · Iron Bar ×2 · Iron Ore ×10 · Coal ×5 |
| Masterwork | Armor | +4% Physical Absorption, +80% Endurance, +5 level required | 50,000 | 24 h | Blonde Bar ×1 · Iron Bar ×2 · Iron Ore ×10 · Coal ×5 |
| Perfect | Weapons · Bows | +2 damage, +120% Endurance, +15 level required, +8 Str for the full swing | 100,000 | 24 h | Mithral Bar ×1 · Gold Bar ×2 · Ultra Coal ×1 · Iron Ore ×10 · Coal ×5 |
| Perfect | Armor | +8% Physical Absorption, +120% Endurance, +15 level required | 100,000 | 24 h | Mithral Bar ×1 · Gold Bar ×2 · Ultra Coal ×1 · Iron Ore ×10 · Coal ×5 |
3 Properties
A piece carries only one property at a time, and each kind of piece has its own list: a weapon's property cannot go on a bow or on armour. Forging a different one replaces it and costs the full price again — but the Perfect quality is kept, with its bonuses intact. A property that works in a window or on a cooldown shows its own icon on your buff bar: lit with a countdown while it is active, greyed out while it recharges.
Weapons 16
| Property | What it does | Gold | Wait | Materials |
|---|---|---|---|---|
| Benevolent | Ally falls nearby: +15% damage for 20s (every 120s)The ally is another player of your nation or of your party, and has to fall anywhere on your screen. A pet or a summoned creature that falls does not count. | 250,000 | 27 h | Silver Bar ×2 · Blonde Bar ×2 · Ultra Coal ×3 · Magic Sapphire ×1 |
| Holy | +2 damage to players with the Blood talentPlayer against player only. It does nothing against monsters, and nothing against a player who does not have that talent in one of their two talent slots. | 250,000 | 27 h | Silver Bar ×2 · Blonde Bar ×2 · Ultra Coal ×3 · Magic Sapphire ×1 |
| Unholy | +2 damage to players with the Holy talentPlayer against player only. It does nothing against monsters, and nothing against a player who does not have that talent in one of their two talent slots. | 250,000 | 27 h | Silver Bar ×2 · Blonde Bar ×2 · Ultra Coal ×3 · Magic Sapphire ×1 |
| Indestructible | Never loses durability | 300,000 | 24 h | Gold Bar ×1 · Silver Bar ×2 · Blonde Bar ×2 · Ultra Coal ×3 · Magic Sapphire ×1 |
| Cruel | +15% damage from behind | 400,000 | 30 h | Gold Bar ×2 · Silver Bar ×2 · Ultra Coal ×4 · Magic Sapphire ×3 |
| Ambushing | Breaking invisibility with a hit: +2 damage for 15s (every 120s)It only counts when it is your own hit with this weapon that breaks your invisibility. Being revealed, or the invisibility simply running out, does not trigger it. And if that hit misses, nothing is spent: the bonus and its cooldown only start once the hit lands. | 400,000 | 30 h | Gold Bar ×2 · Silver Bar ×2 · Ultra Coal ×4 · Magic Sapphire ×3 |
| Impact | +4 Critical Hit damageIt adds to the weapon's own bonus of that kind, if it has one. | 400,000 | 30 h | Gold Bar ×2 · Silver Bar ×2 · Ultra Coal ×4 · Magic Sapphire ×3 |
| Hunter | +2 damage against the creatures of one family, which you choose when you order it.It does nothing against players or against creatures of another family. Switching family means forging again at full price. The families are listed further down. | 400,000 | 30 h | Gold Bar ×2 · Silver Bar ×2 · Ultra Coal ×4 · Magic Sapphire ×3 |
| Vicious | +10% damage, and 10% of it back to you | 600,000 | 33 h | Mithral Bar ×1 · Gold Bar ×3 · Ultra Coal ×4 · Magic Sapphire ×3 · Magic Ruby ×1 |
| Anarchic | +5 damage to players with the Kloness talentPlayer against player only. It does nothing against monsters, and nothing against a player who does not have that talent in one of their two talent slots. | 600,000 | 33 h | Mithral Bar ×1 · Gold Bar ×3 · Ultra Coal ×4 · Magic Sapphire ×3 · Magic Ruby ×1 |
| Frost | 2.5% on hit: casts Chill Wind (10% of max mana)Every time it fires it spends 10% of your maximum mana, so the bigger your mana pool, the more each one costs. If you do not have that much left, it simply does not fire. | 600,000 | 33 h | Mithral Bar ×1 · Gold Bar ×3 · Ultra Coal ×4 · Magic Sapphire ×3 · Magic Ruby ×1 |
| Toxic | +10 Poison Damage (needs the Poisoning prefix)Tom only forges it onto a weapon that already has that prefix: on any other weapon the option stays locked. It adds to the poison the weapon already deals. | 600,000 | 33 h | Mithral Bar ×1 · Gold Bar ×3 · Ultra Coal ×4 · Magic Sapphire ×3 · Magic Ruby ×1 |
| Vampiric | Heals you for 10% of the physical damage dealt | 600,000 | 33 h | Mithral Bar ×1 · Gold Bar ×3 · Ultra Coal ×4 · Magic Sapphire ×3 · Magic Ruby ×1 |
| Dispelling | 5% on hit: strips one buff (every 60s)It needs a hit that deals damage, and what it removes is one of the enemy's beneficial effects. | 1,000,000 | 36 h | Mithral Bar ×2 · Gold Bar ×3 · Magic Diamond ×1 · Ultra Coal ×5 · Magic Sapphire ×2 · Magic Ruby ×1 |
| Advancing | 5% on hit: Haste for 3sIt is movement speed, not attack speed. There is no cooldown: any hit that lands can trigger it. | 1,000,000 | 36 h | Mithral Bar ×2 · Gold Bar ×3 · Magic Diamond ×1 · Ultra Coal ×5 · Magic Sapphire ×2 · Magic Ruby ×1 |
| Blinding | 2.5% on a frontal hit: blinds a player for 2s (every 30s)Player against player only, and only when the two of you are facing each other. The blinded player's view of the world blurs and clears up little by little; they still see their own bars, the chat and the minimap, and they still hear everything. Once it ends, nobody can blind that player again for 10 seconds. The time between two blindings in the effect above is the weapon's own. | 1,000,000 | 36 h | Mithral Bar ×2 · Gold Bar ×3 · Magic Diamond ×1 · Ultra Coal ×5 · Magic Sapphire ×2 · Magic Ruby ×1 |
Bows 5
| Property | What it does | Gold | Wait | Materials |
|---|---|---|---|---|
| Holy | +2 damage to players with the Blood talentPlayer against player only. It does nothing against monsters, and nothing against a player who does not have that talent in one of their two talent slots. | 250,000 | 27 h | Silver Bar ×2 · Blonde Bar ×2 · Ultra Coal ×3 · Magic Sapphire ×1 |
| Unholy | +2 damage to players with the Holy talentPlayer against player only. It does nothing against monsters, and nothing against a player who does not have that talent in one of their two talent slots. | 250,000 | 27 h | Silver Bar ×2 · Blonde Bar ×2 · Ultra Coal ×3 · Magic Sapphire ×1 |
| Hunter | +2 damage against the creatures of one family, which you choose when you order it.It does nothing against players or against creatures of another family. Switching family means forging again at full price. The families are listed further down. | 400,000 | 30 h | Gold Bar ×2 · Silver Bar ×2 · Ultra Coal ×4 · Magic Sapphire ×3 |
| Reliable | A miss still deals 20% of the damageThat damage goes through the target's armour like any other shot, and it carries no critical hit and none of the bow's other effects. A shot stopped by a shield or by Protection From Arrow is not a miss, so it gives nothing. A grazing shot does not wear your bow down, and **Merien's Plate Mail** cannot break your bow through one. | 400,000 | 30 h | Gold Bar ×2 · Silver Bar ×2 · Ultra Coal ×4 · Magic Sapphire ×3 |
| Anchoring | 5% on hit: pins the target for 3s (every 60s)A monster stops completely. A player cannot move but can still attack and cast — and once it wears off, that player cannot be pinned again, by any archer, for 10 seconds. | 600,000 | 33 h | Mithral Bar ×1 · Gold Bar ×3 · Ultra Coal ×4 · Magic Sapphire ×3 · Magic Ruby ×1 |
Armor 5
| Property | What it does | Gold | Wait | Materials |
|---|---|---|---|---|
| Adamant | +10% Physical AbsorptionIt counts on the hits that land on the chest piece, not on the ones that land on the rest of your armour. | 400,000 | 30 h | Gold Bar ×2 · Silver Bar ×2 · Ultra Coal ×4 · Magic Sapphire ×3 |
| Balanced | +20 Defense Ratio | 400,000 | 30 h | Gold Bar ×2 · Silver Bar ×2 · Ultra Coal ×4 · Magic Sapphire ×3 |
| Comfort | -10% Str requiredIt works like the Light prefix: it lowers the Strength you need to wear the piece, and it adds to that prefix if the piece has it. | 600,000 | 33 h | Mithral Bar ×1 · Gold Bar ×3 · Ultra Coal ×4 · Magic Sapphire ×3 · Magic Emerald ×1 |
| Reflecting | Returns 10% of the melee damage that lands on this pieceOnly melee hits that land on the chest piece: arrows and spells are not returned. The damage sent back never kills the attacker. | 600,000 | 33 h | Mithral Bar ×1 · Gold Bar ×3 · Ultra Coal ×4 · Magic Sapphire ×3 · Magic Emerald ×1 |
| Fortification | Hammers can't unequip it, +10% Physical Absorption-20% damage from short swords and daggers hitting this pieceA hammer still wears the piece down as usual: what it can no longer do is knock it off you. The absorption and the reduction count only on the hits that land on the chest piece. | 1,000,000 | 36 h | Mithral Bar ×2 · Gold Bar ×3 · Magic Diamond ×1 · Ultra Coal ×5 · Magic Sapphire ×2 · Magic Emerald ×1 |
The glint of each property
A weapon or a bow with a property from Tom shows it on the weapon itself: a glint in the property's colour sweeps along the blade — along the head on axes and hammers, over the whole bow on bows — and each property has its own rhythm.
Click a property to see how its glint looks on each weapon.
Showing: Benevolent

Long Sword
Tom doesn't forge it on this weapon

Dagger
Tom doesn't forge it on this weapon

AxeWar Axe
Tom doesn't forge it on this weapon

HammerBattle Hammer
Tom doesn't forge it on this weapon

BowLong Bow
Tom doesn't forge it on this weapon
Hunter: the 6 families
Hunter is one property with 6 versions, one per family of creature, and you pick the family when you order it. Tom offers it on: Weapons · Bows. The piece is then named after its prey, and the bonus only counts against the creatures listed here.
| Family | Name on the piece | Creatures |
|---|---|---|
| Beasts | Beast Hunter+2 damage against Beasts | Giant Ant · Snake · Giant Scorpion · Frog · Rudolph · Direboar · Giant Crayfish · Werewolf · Claw Turtle · Giant Lizard · Tiger Worm |
| Undead | Undead Hunter+2 damage against Undead | Zombie · Skeleton · Liche |
| Humanoids | Humanoid Hunter+2 damage against Humanoids | Orc · Orc Mage · Stalker · Darkelf · Centaur · Master Mage Orc · Minotaur · Nizie · Goblin Warlock |
| Giants | Giant Hunter+2 damage against Giants | Troll · Cyclops · Ogre · Mountain Giant · Ettin |
| Constructs | Construct Hunter+2 damage against Constructs | Slime · Clay Golem · Stone Golem · Ice Golem · Plant · Tentocle · Giant Tree · Frost · Crop · Energy Sphere |
| Fiends | Fiend Hunter+2 damage against Fiends | Helhound · Beholder · Dragon · Demon · Gargoyle · Helclaw · Wyvern · Fire Wyvern · Abaddon |
The rules worth knowing before you hand the piece over
- The piece leaves you. It stays with Tom until the job is done and you go back to collect it. He does not send it to you.
- One job per account, not per character. While one piece is in the forge, no other character of yours can leave another.
- It never fails. There is no roll and no chance of losing the piece: you pay, you wait, you collect it upgraded.
- A bound piece comes back bound. The forge does not clear the binding.
- Manufactured pieces are not accepted. A piece made at the anvil already takes its quality from its Completion, so Tom will neither raise its quality nor forge a property onto it.
- Magic jewels must be at least 70% pure. The properties ask for Magic jewels from the Crafting Vessel, and Tom only counts the ones at 70% Purity or higher. A jewel below that stays in your bag and does not count toward the order.
- You will be told. When the job is done, a notice appears at the bottom right of the screen, and Tom's own menu button changes to say the piece is ready to collect.
