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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