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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 Master's Temper +2.5% exceptional chance on every smithing craft +20%
Runic Forge Runic Forge +2.25 points on every magic attribute roll of the gear you forge +18 points
Baneforged 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.