Blacksmithy Mastery
One of the four crafting masteries. They share an identical perk structure and a single shared proc outcome roll — see also Tailoring, Carpentry and Bowcraft & Fletching. Like the gathering masteries they level from working, not from kills: every successful craft earns XP. See Skill Masteries for the system itself.
| Requires | Blacksmithy at 90.0 |
| Taught by | Blacksmith — 10,000 gold |
| Ultimate | Forgemaster's Fortune |
Perks
| Perk | Effect per level | At level 8 |
|---|---|---|
Master's Temper |
+2.5% exceptional chance on every smithing craft | +20% |
Runic Forge |
+2.25 points on every magic attribute roll of the gear you forge | +18 points |
Baneforged (template) |
0.4% chance that an exceptional weapon, armor piece or shield forged from colored ingots comes out a Slayer | 3.2% |
The perks only help the craft they belong to — a slotted Blacksmithy mastery does nothing for your carpentry, and vice versa.
Master's Temper stacks with the colored-tool and town bonuses, so a maxed smith with a valorite hammer sits a full 45 points of exceptional chance above a plain one before town bonuses.
Runic Forge is the only way besides Magical Essence to push the magic rolls past what material, tool and luck give — at level 8 it is worth almost twice the luck cap. It lifts the floor of every roll (damage level, accuracy, durability, and protection for armor), never the cap: a shadow-iron blade still tops out at Ruin, it just gets there far more often.
Baneforged rolls on every exceptional piece made from shadow iron or better — plain iron never qualifies. The slayer family is random. Slayer armor absorbs 50% more against its family; slayer weapons hit it twice as hard. Slayer gear never drops as random loot — only a few named artifacts carry it — so this perk (and its three siblings) is the only source of slayer gear in the material and shape you actually want.
Ultimate — Forgemaster's Fortune
Fires on a successful craft at 0.3% per proc level (2.4% at level 8). The chance scales with the size of the craft: anything worth about 20 iron ingots or more — a plate chest, or any colored piece — rolls the full rate, while a handful of small items rolls a fraction, so the proc cannot be farmed on cheap recipes. One roll per craft action, "craft all" included. When it fires, one outcome is rolled — it never fizzles; an outcome that cannot apply falls through to the refund:
| Outcome | Chance | Details |
|---|---|---|
| Materials refunded | 52% | Every ingot the craft consumed comes back — essence included — and you keep the item |
| Golden part / charged weapon | 20.5% | Armor or a shield from colored ingots turns into a golden part; a weapon becomes a charged magic weapon (plain-iron armor takes the refund instead) |
| Magical Essence | 10% | A pile worth the ingots' essence tier — a valorite craft pays 120 (plain iron takes the refund) |
| Mastery Gem | 10% | Blacksmithy-matched |
| Mastery Soul | 5% | Blacksmithy-matched |
| Mastery Fragment | 2.5% | Blacksmithy-matched |
| Forgemaster's Anvil | very rare | A separate pre-roll before the outcomes above, a little likelier on big colored crafts. A deed-placed rare: a fully working anvil that comes alive while you smith on it |
Earning XP
Crafting masteries earn XP per successful craft, scaled by how much material it consumed and how rare it was. The multipliers run 1 / 3 / 5 / 8 / 12 / 18 per ingot from iron up to valorite (essence you burn counts like iron), so a valorite plate chest levels the mastery 18× faster than an iron one — and a "craft all" run earns for every piece it makes.
Related
- Blacksmithy — the skill itself
- Tailoring Mastery, Carpentry Mastery, Bowcraft & Fletching Mastery — the other three
- Crafting Overview — exceptional quality, magic rolls, Magical Essence
- Skill Masteries — XP, levelling and mastery items
Master's Temper
Runic Forge
Baneforged (template)