Blacksmithing Definitions
This page is for defining words used regarding blacksmithing, so we can all be on the same page regarding terminology, so we can understand eachother better.
Basic Definitions
This is for people who have not really done blacksmithing but are interested in learning. All this is obvious to someone who has blacksmithed at all.
- anvil
- The anvil is the building used to blacksmith.
- blade
- The blade is the goal. The reason you blacksmith is to create a blade. The known blades are carpentry blade, hatchet blade, shovel blade, ritual blade, and scythe blade.
- metal
- The metal is what the blacksmith moulds to create the blade.
- hammer
- Hammers are used to mould the metal. The known hammers are ball-peen hammer, round hammer, shaping mallet, and wide tungsten chisel.
Intermediate Definitions
- shape
- See press pattern.
- press pattern
- Each hammer has a press pattern. This is how the hammer will hit the metal when you click on it.
- distribution
- Each hammer has a distribution. This is how the moved metal is likely to be distributed, on average, when you click on the metal.
Advanced Definitions
- grid
- The metal is comprised of a 2d grid of points. Alternating rows are offset, producing a patchword of triangles which combine into overlapping hexagonal patches. The rows are referred to by letter, and the column by number. If a vertex is missing from the grid, it does *not* have an effect on the labelling - the columns are always the numbered 1-N, where N is the number of columns in the row. This makes counting much easier.
- vertex
- Each (X,Y) position (written A#) on the grid is a vertex.
- blur
- The blurring effect coded to make it more difficult to see the exact spots on the grid. This makes the initial learning curve a little more difficult to get over.
- point
- A point is a measure of metal. When you first load the anvil, each vertex has the same point count. As you hit a spot, its point count drops and the points are distributed among other local vertices.
- height
- The height of a vertex is the point count. This can be relative or absolute.