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Chapter one items from Marrok's Forge
Some of these items have a level limit that has to be met before they can be used so make sure you save your game before getting them created, just in case.
Below is a list of where the magic weapons, armour and components may be found and how they can be used.
Adamantine - I believe there are three
1. Oleff can be persuaded to give you one for completing the Halueth Never quest
2. Loxar in No-Mans land, Blackgate, has one
3. Montgomery Weatherson has one in the Zoo, Blackgate
Adamantine can be used to enchant:
1. Double Axe
2. Great Axe
3. Greatsword
4. Katana
5. Scimitar
6. Scythe
7. Warhammer
WARNING NOTE:
There does not appear to be any adamantite - anywhere - after chapter one. You really might want to hang onto some for chapter three's forge items.
Diamond - I found two
1. In a trapped chest in the Bloodsailors hideout below the Seedy Tavern
2. Ophala Cheldarstorm may be persuaded to hand one over for completing her tasks
The diamond can be used to enchant:
1. Breastplate
2. Light hammer
3. Longsword
Dragon Blood - There are two:
1. Trapped chest found upstairs in the Seven Veils Trading Co, Docks District
2. In an alchemists table in Meldanen's Sanctum, Blacklake
Dragon blood can be used to enchant:
1. Halberd
2. Hand Axe
3. Heavy Flail
4. Rapier
Fairy Dust* - I thought there was four, but second time around I only found these two:
1. Cabinet in the Bakers shop, Beggar's District
2. Calik in the Docks Sewers has one
Fairy Dust can be used to enchant:
1. Morning Star
2. Short Sword
3. Spear
Gargoyle Skull* - I found only one:
1. Locked desk in the Serpent Cults Estate in the Beggars section.
Talk to Jemanie to get the entrance token. (He's in a nearby house.)
The gargoyle skull be be used to enchant:
1. Leather Armour
Holy Water - I think there is only one:
1. The Yuan Ti, Gulnan had it
Holy water can be used to enchant:
1. Mace
2. Scale / Chain Armour.
3. Sickle
Iron Wood - I thought there was three, but on checking I found only these two. Now there is only one! :
1. The Druid, Nyatar, can be pursuaded to give you one for freeing the Zoo animals
(The Head Jailer in the prison (HAD) one)
Ironwood can be used to enchant:
1. Club
2. Dire Mace
3. Light Flail
4. Two Bladed Sword
WARNING:
In later chapters and expansions there are numerous Gargoyle Skulls and Pixie Dust. Diamonds and Dragon common are rare, but pop up from time to time. However, even well into the third expansions I've only (now) found two Holy Water and two Ironwood. Unbelievably though, I feel, the adamantine are limited to chapter one, even though you can use them later on in the game.
See also the notes on Silverblades forge.
NOTE:
I believe adding patches and expansions have amended, have reduced the number of forge and related items in the game. However, in the Hordes expansion you can get and create some insanely powerful weapons. One I made (out of curiousity) I sold to a merchant. He wanted over 15,000,000 gold to return it! Yep, my main weapon is worth over 15 million gold, my off-hand weapon a 'mere' 12 million gold.
ADVICE ~ Here are my recommendations:
- Adamantine
- Personally I'm tempted to say only use one, at best and to hang on for chapter three.
Of the items, the Scythe is tempting for it's 'resist elements', but there's plenty of rings and items for that anyway. Of them all, the scimitar is my favourite. Looks nice too, wielded.
- Diamond
- The breastplate is really good for most classes. Use the other for the longsword, which is good too. If you can't use them, you can always sell them for a healthy profit.
- Dragon blood
- Definately the heavy flail and halberd, to use or sell.
- Fairy Dust
- The short sword (or spear) for daze, and the morning star for slow. A lethal mix dual wielded!
- Gargoyle skull
- Make it and either use it or sell it. Like the fairy dust, these are plentiful later.
- Holy water
- The chainmail is very tempting is you wear it and the sickle might be useful for druids, but I'm hanging on to it, myself.
| Components (+1) | Result | Sold for | Damage / Bonus |
| Breastplate and diamond | Chromatic Breastplate | 2,865 gp | AC 5+1 (AC 6) Resist Cold 10 Resist Electric 10 Resist Fire 10 |
| Chain / Scale Armour and holy water | Scales of Truth | 1,696 gp | AC 4 +1 (AC 5) Fortitude +1 See Invisibility (3) once/day |
| Club and ironwood | Gladiator's Club | 1,906 gp | 1D6 +1 Daze 75% for 1 round |
| Dire Mace and ironwood | Ironwood Mace | 875 gp | 1D8 / 1d8 +1 60% weight reduction |
| Double Axe and adamantite | Axe of the Tall Man | 1,029 gp | 1d8 / 1d8 +1 Low light 10m (white) |
| Great Axe and adamantite | Stonefire Great Axe | 2,219 gp | 1D12 +1 +2 fire damage |
| Greatsword and adamantite | Harbinger Kin Greatsword | 2,240 gp | 2D6 +1 +2 fire damage |
| Halberd and dragon blood | Ravager Halberd | 3,709 gp | 1D10 +1 1D6 sonic damage |
| Hand Axe and dragon blood | Ice Reaver | 3,164 gp | 1D6 +1 +1 cold damage cold resist 15 |
| Heavy Flail and dragon blood | Reaver Heavy Flail | 3,712 gp | 1D10 +1 1D6 cold damage |
| Katana and adamantite | Sword Saint Katana | 1,603 gp | 1D10 +1 Vs. Evil 1D6 sonic damage |
| Leather armour and gargoyle skull | Leather Whitebone Armour | 1,233 gp | Base AC7 +2 (AC9) (Heavy armour) |
| Light Flail and ironwood | Foundation | 2,531 gp | 1D8 +1 and Knock DC-14 |
| Light Hammer and diamond | Storm Hammer | 2,205 gp | 1D4 +1 1D4 electrical damage |
| Longsword and diamond | Astral Blade Longsword | 2,215 gp | 1D8 +1 1D4 sonic damage |
| Mace and holy water | Mace of Disruption | 1,717 gp | 1D6 +1 +2 damage vs. undead |
| Morning Star and fairy dust | Drone Morning Star | 2,531 gp | 1D8 +1 Slow DC-14 50% for 2 rounds |
| Rapier and dragons blood | Namarra (Neversleep) Rapier | 1,919 gp | 1D6 +1 Daze DC-14 75% for 1 round |
| Scimitar and adamantite | Desert Wind Scimitar | 3,712 gp | 1D6 +1 1D6 fire damage |
| Scythe and adamantine | Sea Reaver | 2,626 gp | 2D4 +1 Resist elements (3) 3 charges/use |
| Short Sword and fairy dust | Feyduster Short Sword | 1,912 gp | 1D6 +1 Daze DC-14 75% for 1 round |
| Sickle and holy water | Golden Sickle | 1,124 gp | 1D6 +1 Animal Empathy +2 Druids get 1 extra level 0 spell slot. |
| Spear and fairy dust | Fey Spear | 1,912 gp | 1d8 +1 Daze DC-14 75% for 1 round |
| Two bladed sword and ironwood | Uthgardt Ceremonial Two-Bladed Sword | 2,596 gp | 1D8 +1 Keen |
| Warhammer and adamantite | Rune Hammer | 1,799 gp | 1d8 +1 Spell restistance 10 |


