Mortal Online Weapon Crafting Guide

Mortal Online Weapon Crafting Guide by Golgotha

Table Of Contents

1.0 Handles and Hilts
**1.1 About Handles/Hilts
**1.2 Avaliable Designs
2.0 Weapon Heads
3.0 Materials
**3.1 Wood
**3.2 Animal Materials
**3.3 Metals
**3.4 Petrology
4.0 Primary Skill Option

Hilts and Handles:

There are two primaries skills here: 1h Handle crafting, and one handed pole crafting (for maces and 1h axes and such), under each of those skills is a secondary skill of 2h handles, and two handed poles respectively (which I mean, if you only want to make swords and such, then maybe you don’t need to spend the points into 1h pole crafting, but if you don’t get the 1h primary skill, you cannot learn the 2h version of the skill)

When crafting at the tables, you are given the following options within handles and poles:

1h Handle: Curved Quillion, Star Quillion, and Bent Handle
2h Handle: 2h Cross guard
1h Pole: 1h Riveted, 1h Heavy
2h Pole: 2h Short, 2h Long, 2h Surotar

2.0 Now onto Weapon Heads…

Weapon heads are based on two primary skills:

Blunt weapon crafting and basic blade crafting. Both of these are primary skills as well. You will not be able to craft any weapons with just these skills, and as a starting smith you should also get the skills of daggers and blunt weapon head.

With these options you can craft the following:

Dagger: Mercy, Sawtooth and Heavy
…Mercy – very fast stab weapon, good at weak spot hits
…Sawtooth – Slashing knife, light and low damage
…Heavy Dagger – Slashing weapon, slower and high in material use

Blunt Head: Sledge Hammer, War Hammer
…Sledge – Heavy and based to be used on building destruction
…War Hammer – Light Blunt based damage weapon

If you follow the path of basic blades you will get to the skills of spear head crafting, short blade crafting and advanced blade crafting. Through advanced blade crafting you can get to great blade crafting.

The weapons available under each branch of basic blades is as follows:

Spear Head: Long, Heavy, Triple
…Long – lightest of the spear heads, long and sharp
…Heavy – is as heavy does
…Triple – three prongs stab out the end of this spear – very heavy and uses a lot of mats

Short Blade: Short Straight, Short Heavy, Parry, Wraith, Thorn, Trap, Worm

Damage and weight variations in short blades do vary, the weight and material range is above the straight and curved and thrust of advanced blades, but below the snake, swelled and great blade (only exception is the heavy short, which is heavier than a snake blade). You will find these blades will only be used by those who are really looking for something in swords that is quite low in weight, and looks cool. The wraith blade is a nice looking blade.

Advanced Blade: Straight, Curved, Snake, Swelled, Thrust
…Straight – lightest of the advanced, low damage
…Curved – good fast slash, also very light
…Snake – excellent balance of weight and damage for a one hander
…Swelled – very heavy blade head (heavier than a great actually)

Great blade: Great blade – nice long blade, low wt and stam drain vs damage output

When you head more into the blunt side, you can learn spiked head crafting, which gives you two more weapon head options:

Spiked Heads: Flanged, Spiked
…Flanged – a much lighter head than the spiked, slightly less damage.
…Spiked – will deliver more pierce damage than the flanged, and not be as dependant on the blunt damage output though it is heavier and recieves more natural weight addition

There is one more branch in weapon heads left – Axes. It used both blunt weapon and basic blade as its parent skills. It’s skill cannot raise higher than either of its parents. Within axe crafting is two skills:

Axe head: Hand axe, Great, Brier, Double, Double Great

When it comes to axes, they are a big combo of slash and blunt damage, they are heavy, and do lots of damage. Brier falls in the middle, and is a good axe for those wanting to get into 2h axes. Heavier as you go up, more damage, and slower. Great and hand axe get lighter, and do less damage…


The halbard isnt the same as an axe that it has a spike at the end for piercing attacks with the alt-attack. Any weapon, other than daggers, spears and blunt heads, will raise the poleaxe skill when put on a 2hlong or 2hSurotar pole, you don’t need the halbard head to create poleaxes.

When it comes down to the actual creation of a weapon, you can generally put almost any head on any weapon, with a few exceptions, which common sense would point out to someone in most cases anyhow (putting an axe head on a one handed sword hilt… ). You can take the trap blade and put it on the end of a riveted handle for a kama. Put the great blade head on a one handed handle for a one handed bastard sword. Put a curved or wraith blade on the end of a two handed short pole for a naginata. There are many combinations that can be made, though some will only really be good for show, and not overly functional.

3.0 The Materials at Hand

The next main thing to think about is materials, and what to make things out of.


5 Spongewood.
8 Whitewood.
12 Firmwood.
15 Greywood.
19 Dapplewood.
22 Brownwood.
25 Blackwood.
37 Ironwood.

To use woods you will need dendrology, and the wood lores. Dendrology is a primary skill. This is the list of woods with a number stating relative density of the woods. As shown, spongewood is the least dense wood, and will therefore always make a lighter weapon handle, or training weapon.

(note: blackwood and ironwood fall under advanced dendrology, thus taking another primary skill, which will drain off your skill point pool)

The density listed shows the relation from one material to another for material usage. It also translates into how heavy the weapon will be, and how much durability the weapon will have. Remember though, a heavier weapon means more stamina to swing, and you will want a lot of the weapon weight based in the head, generally.


After woods in density comes animal materials. Here is how they are broken down for use in weapons:

Animal Material Lore (Pri)

*Skeletal Lore (Pri)
-Endoskeletal Lore (Sec)
—Bone Tissue (Sec) (.23)
—Ironbone (Sec)
-Exoskeletal Lore (Sec)
—Crepite Lore (Sec) (.256)
—Dense Crepite Lore (Sec) (0.386)

*Keratin Lore (Sec)
-Horn (Sec)
-Compact Horn (Sec)
-Great Horn (Sec)

*Dental Lore (Sec)
-Emalj (Sec) (0.36)
-Molarium (Sec) (0.41)
-Incisium (Sec) (0.464)

Note: the number in brackets is the relative to steel density

Animal materials make more of the starter weapons for most people, and when you get to incisium, they are the common and good priced weapon to be making which do quite good damage at a very good weight for heads. For handles, they can be used in the core to make a much denser base than woods can provide (but again, with added weight).

Skeletal Lore is not over good for use in weapon heads. Where you will want to look into skeletal, and invest the points, is the Exoskeletal for use in your handles. Crepite and dense crepite are quite light based materials, and have a good ammount of weakspot chance involved with them. Incisium was the material of choice for some time, but dense crepite can give the same advantage for a lesser weight (Incisium has a RTS density of .464 where dense crepite is only .386).

Keratin lore will not really be very useful, other than in handles. It does very poor damage as a weapon head in melee weapons. Keratin is very useful in bows, but not as much in melee.

Dental lore is where a weaponsmith should invest his time. Emalj lore is where to start. There is always much emalj around. You can collect this up from the local pigs, and bush pigs quite easily. Getting customers for them is not as hard either (tell the guys who you just gave a free bone tissue sword to, to bring back 100 emalj, and you will craft him a much better sword). To the experienced player, emalj is not a great weapon head, but to those who havent been playing for a long time, it beats the ass out of the starter sword or bone tissue, or wood. Again, this helps establish a name with the help of others in your own training, they can end up helping supply all the materials and you will no longer need to leave town to collect your own to do your training or crafting.

Incisium is the money when it comes to animal materials. It’s light, fast, does good damage. Excellent material for most PvE, expendable in that the dont cost too much. To get into incisium though will be harder, you will need to find a supplier. If you can start to save some money and advertise your wanting of the incisium on the forums and online for hunters, be sure to keep those around you knowing your price (sells for 40c each at the vendor when they sell it, and will cost you 200c each if you have to buy it off the vendor, so base your price in-between there)


After animal materials comes Metals.

Steel is a where a person should aim to be to generate where you can make your money for quite some time.. The metals above steel in weapon quality are a lot harder to come by, and are a lot more expensive. The metals below steel are generally very heavy, or not that great at all for a weapon. The only exception to this (and some may argue) is cuprum and pig iron. And that is where you should start when it comes to weapons if metals is your path.

Basic Metals
Pig Iron – Quite light, and not that great for damage
Cuprum (1.145) – heavy metal. good damage. great place to start for weapons
Bron (1.18) – slightly heavier than cuprum, slightly more damage… good for blunt damage adding
Messing (1.103) – very high durability. not as much damage as cuprum generally due to lighter material
Tindremic Messing (0.88) – very expensive for what it does, hard to get it to pay off financially
Grain Steel – make steel with it, much more worth your time
Steel – The bread and butter.
Tungsteel (1.043) – Nice material, nice damage. Heavier than steel.
Oghmium – good luck
Cronite (0.67) – and yet again, good luck.

Note: the number in brackets is the RTS density (relative to steel)


The only real other option than those listed is under Petrology.

This though is another primary skill, and will need skill point investment to learn. Petrology can make some very nice weapons, and in the case of flakestone and jaedite, quite cheaply as well for the quality of weapon you get out. Where you lose out in petrology is that the weapons produce a MUCH lower durability than their metal damage counterparts.

There are realistically only four materials under petrology that have any use in weapons:

Maalite (0.67)
Flakestone (0.36)
Nyx (0.69)

A flakestone greatsword can take down a pig in one swing with a trained warrior (I know, cause my warrior uses flakestone greatblades and brier axes when pve’ing a lot of the time) which is just a bit under incisium in damage, and it is much lighter. Jaedite is almost comparable to steel in damage, and again, much lighter. With your nyx, make some blunt weapons, works quite well. They do not have the durability of the metal comparisons, but they look much cooler, and are a good weight trade off for damage. You do find specialty buyers as well.

4.0 Skill List Options

Weapon Crafting List:

Weapon Crafting (P, Int)

—–Basic Blade (P, Int)

———-Axe Crafting (S, Int) R: Basic Blade 20 (also has Blunt Weapon as parent)

—————Axe Head Crafting (S, Int)

—————Pole Axe Crafting (S, Int) R: Axe Crafting 50

———-Spear Crafting (S, Int) R: Basic Blade 10

———-Short Blade Crafting (S, Int) R: Basic Blade 30

———-Advanced Blade Crafting (P, Int) R: Basic Blade 50

—————Side Blade Crafting (S, Int)

—————Great Blade Crafting (S, Int) R: Advanced Blade Crafting 50

—–Blunt Weapon Crafting (P, Int)

———-Axe Crafting (S, Int) R: Blunt Head 30 (also has Basic Blade as parent)

—————Axe Head Crafting (S, Int)

—————Pole Axe Crafting (S, Int) R: Axe Crafting 50

———-Blunt Head Crafting (P, Int)

———-Spiked Head Crafting (S, Int) R: Blunt Weapon Crafting 20

Material Lore List:

All Material Lores listed have Int as their man stat, and are secondary unless denoted with a ‘P’ showing it’s primary

Material Lore
—–Animal Materials (P)
———-Skeletal Lore (P)
——————–Bone Tissue
——————–Dense Crepite
———-Dental Lore
—–Botony (P)
——–Dendrology (P)
—–Advanced Dendrology (P)
—–Metallurgy (P)
———-Precious Metals (gold, silver)
———-Cuprum Based (electrum, messing, tindremic messing, bron)
———-Iron Based (grain steel, steel, tungsteel)
———-Basic Metals (pig iron, aabam, bleck, cuprum)
———-Advanced Metals (P)
—————Master Alloys (P)
—–Petrology (P)

You will not be able to get all skill if you plan on having them all maxed out, especially since you will still want rest, and maybe riding, or anything other than weaponry. They can change though as you evolve. As your money grows,, and materials get to higher quality, you will move away from the lower quality stuff, or you may not. You may be the crafter who starts events and makes tonnes of skeletal weapons for everyone to go spar with and have no worries of losing their stuff.

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1 Response

  1. Steve says:

    Thanks, this helped a lot đŸ‘Œ

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