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๐Ÿ”จBlacksmith Job

โš”๏ธ Reimagined Reworks โฑ 7 min read ๐Ÿ—“ Updated Nov 13, 2026
Blacksmith Job

On Classic Reimagined the Blacksmith becomes a frontline Axe fighter. Axe Throw turns your normal attacks into ranged 2-hit axe throws, two dash skills pull you into the fight, Anvil Cyclone and Tempered Stomp clear packs around you, Furnace Blast and Quenched Impact add Fire and Water bursts, and War Cart Ram turns your cart into a weapon. Chain different attacks to build the class signature, Forge Momentum, and finish with a Masterwork hit.

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Classic 99/50 server. All custom skills are learned from the normal skill tree with skill points after learning Hammer Fall Lv 1. Damage values below are for Base Level 99 (current patch, November 2026).

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The custom skills and Forge Momentum work for the normal Blacksmith only. They are not passed on to Whitesmith, Baby Blacksmith or other classes.

Custom Skills Overview

SkillMax LvTypeWeapon / Need
Axe Throw10Stance: normal attacks become ranged 2-hit throwsHammer Fall Lv 1
Foundry Charge10Dash + area strike, self buff + enemy debuffHammerdrive Lv 3
Hammerdrive5Dash + 7-hit area strikeAdrenaline Rush Lv 1
Anvil Cyclone5Self area spin, 6 hitsHammer Fall Lv 1
Tempered Stomp5Self area smash + Anvil Cyclone buffAnvil Cyclone Lv 1
Furnace Blast3Fire line attack + BurningSkin Tempering Lv 1
Quenched Impact3Water ground burst + Freeze / FreezingSkin Tempering Lv 1
War Cart Ram10Single-target cart attack + StunPushcart Lv 5
Forge Meltdown3Self area explosion, uses all SPMaximize Power Lv 1
Forge Momentumโ€”Class signature (automatic passive)Normal Blacksmith

Class Signature: Forge Momentum

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Class signature: a built-in bonus every player of this job has. It needs no skill points and works automatically: follow the pattern below to trigger its bonus.

WhoNormal Blacksmith (automatic)
Build3 landed custom attacks, or Axe Throw normal attacks (Forge Charges last 12 s)
ReadyMasterwork for 8 s (buff icon)
BonusNext landed attack: +15% damage (+7% vs players / PvP / GvG); War Cart Ram can spend it
Recovery10 s before new charges

Forge Momentum is automatic; you don't learn or cast it. It rewards you for keeping up the pressure with your custom attacks.

StepWhat happens
1. Forge ChargeEach landed hit from a custom attack gives 1 Forge Charge. Buff icons show 1/3 and 2/3. Charges last 12 s.
2. Masterwork ReadyThe 3rd charge turns into MASTERWORK READY for 8 s.
3. Masterwork hitYour next landed attack deals +15% damage to monsters, or +7% against players (and on PvP, GvG and WoE maps, and vs player summons).
  • Builds charges: Foundry Charge, Hammerdrive, Anvil Cyclone, Tempered Stomp, Furnace Blast, Quenched Impact, Forge Meltdown, and every normal attack while the Axe Throw stance is active.
  • War Cart Ram can use a ready Masterwork, but never builds charges. That makes it the ideal finisher.
  • One cast counts once: an area skill that hits many enemies gives only 1 charge, and when it spends Masterwork, every target of that same cast gets the bonus.
  • The cast that creates Masterwork cannot also spend it; the bonus goes to your next attack.
  • After a Masterwork is created, you can't build new charges for 10 s.
  • Charges and Masterwork are lost when you change maps or log out.

Axe Throw

Enter a 30-second stance in which your normal attacks become ranged 2-hit axe throws. You can move while attacking.

Max Level10
TypeStance (self), Physical ranged normal attacks
Duration30 s
Cast / Delay / CooldownInstant / none / none
SP Cost30
WeaponOne- or Two-handed Axe (removing the Axe cancels the stance)
RequirementHammer Fall Lv 1
LevelPer throwASPD
1240% ATK x2 = 480%+1.5%
2310% ATK x2 = 620%+3%
3380% ATK x2 = 760%+4.5%
4450% ATK x2 = 900%+6%
5520% ATK x2 = 1040%+7.5%
6590% ATK x2 = 1180%+9%
7665% ATK x2 = 1330%+10.5%
8740% ATK x2 = 1480%+12%
9820% ATK x2 = 1640%+13.5%
10900% ATK x2 = 1800%+15%

Notes

  • Attack speed follows your normal ASPD. Adds 50% of the equipped Axe's weapon ATK before the skill ratio.
  • Uses DEX/LUK and ranged damage modifiers, not STR.
  • 4% chance to Curse; 2% chance to break a player's equipment.
  • Every throw builds Forge Momentum.

Foundry Charge

Dash beside an enemy and strike everything around it. Boosts your weapon damage (Rush) and makes the targets take more weapon damage (Quake).

Max Level10
TypeOffensive (Physical, dash + area around target)
ElementWeapon element
Range6 cells
Area3x3 (Lv 1-4), 5x5 (Lv 5-8), 7x7 (Lv 9-10)
Cast / Delay / CooldownInstant / 0.45 s / 7 s
SP Cost33 / 36 / 39 / 42 / 45 / 48 / 51 / 54 / 57 / 60
RequirementHammerdrive Lv 3
LevelDamagevs Formless / InsectRush (you, 15 s)Quake (targets, 6 s)
1104% ATK109%+1%+6%
2209% ATK218%+2%+7%
3314% ATK327%+3%+8%
4419% ATK436%+4%+9%
5524% ATK545%+5%+10%
6628% ATK655%+6%+11%
7733% ATK764%+7%+12%
8838% ATK873%+8%+13%
9943% ATK982%+9%+14%
101048% ATK1091%+10%+15%

Notes

  • Rush: your weapon damage +1% per level for 15 s. Quake: enemies hit take +5% +1% per level weapon damage for 6 s.
  • The dash does not move you in restricted Battleground / GvG areas; the attack still works.

Hammerdrive

Dash beside an enemy and deal seven quick strikes to it and the enemies around it.

Max Level5
TypeOffensive (Physical, dash + area, 7 hits)
ElementWeapon element
Range6 cells
Area3x3 (Lv 1), 5x5 (Lv 2-3), 7x7 (Lv 4-5)
Cast / Delay / CooldownInstant / 0.35 s / 2.5 s
SP Cost24 / 28 / 32 / 36 / 40
RequirementAdrenaline Rush Lv 1
LevelPer hitTotal (7 hits)
127% ATK189%
255% ATK385%
383% ATK581%
4110% ATK770%
5138% ATK966%

Anvil Cyclone

Spin your Axe to hit every enemy around you six times.

Max Level5
TypeOffensive (Physical, area around you, 6 hits)
ElementWeapon element
Area5x5 (Lv 1-2), 7x7 (Lv 3-5)
Cast / DelayInstant / 0.35 s
Cooldown2.5 / 2.25 / 2 / 1.75 / 1.5 s
SP Cost24 / 27 / 30 / 33 / 36
WeaponOne- or Two-handed Axe
RequirementHammer Fall Lv 1
LevelDamage (0 VIT)
1300% ATK
2443% ATK
3585% ATK
4728% ATK
5871% ATK

Notes

  • Damage +1.6% per point of VIT (values above are at 0 VIT).
  • Tempered Stomp's buff adds about +300%.
  • The total damage ratio is capped at 1100%, including VIT and Tempered Stomp.

Tempered Stomp

Smash the ground around you and power up your next Anvil Cyclones.

Max Level5
TypeOffensive (Physical, area around you) + buff
ElementWeapon element
Area3x3 (Lv 1-2), 5x5 (Lv 3-4), 7x7 (Lv 5)
Cast / Delay / CooldownInstant / 0.45 s / 3.5 s
SP Cost24 / 28 / 32 / 36 / 40
WeaponOne-handed Axe: 1 strong hit / Two-handed Axe: 3 hits
RequirementAnvil Cyclone Lv 1
LevelOne-handed AxeTwo-handed AxeAnvil Cyclone buff
1158% ATK237% ATK10 s
2272% ATK408% ATK15 s
3386% ATK579% ATK20 s
4498% ATK747% ATK25 s
5612% ATK918% ATK30 s

Furnace Blast

Launch a Fire blast up to 5 cells ahead that hits every enemy in its path and can set them Burning.

Max Level3
TypeOffensive (Physical, line)
ElementFire
Range5 cells
Cast / Delay / Cooldown0.3 s / 0.35 s / 1.5 s
SP Cost24 / 28 / 32
RequirementSkin Tempering Lv 1
LevelDamageBurning
1250% ATK30% for 3 s
2375% ATK40% for 4 s
3750% ATK50% for 5 s

Quenched Impact

Hit the selected ground area with one Water burst that can Freeze, or at least slow with Freezing.

Max Level3
TypeOffensive (Physical, ground area, instant burst)
ElementWater
Range5 cells
Area5x5 (Lv 1-2), 7x7 (Lv 3)
Cast / Delay / Cooldown0.4 s / 0.4 s / 2.5 s
SP Cost26 / 32 / 38
RequirementSkin Tempering Lv 1
LevelDamageFreezeFreezing (if Freeze fails)
1346% ATK10% for 2 s30% for 3 s
2519% ATK20% for 3 s40% for 4 s
3693% ATK30% for 4 s50% for 5 s

Notes

  • One instant burst, not a lasting ground field.

War Cart Ram

Ram one enemy with your cart. The heavier the cart, the harder it hits.

Max Level10
TypeOffensive (Physical, single target)
ElementWeapon element
Range2 cells
Cast / Delay / CooldownInstant / none / none (normal attack animation and ASPD still apply)
SP / Zeny Cost15 SP / 0 Zeny
NeedEquipped cart
RequirementPushcart Lv 5
LevelDamage (full cart)Stun (2 s)
1274% ATK3%
2294% ATK6%
3315% ATK9%
4341% ATK12%
5372% ATK15%
6414% ATK18%
7455% ATK21%
8517% ATK24%
9589% ATK27%
10688% ATK30%

Notes

  • Ignores Auto Guard, Parrying and Weapon Blocking where they apply.
  • Spends a ready Masterwork (+15% / +7%) but never builds Forge Charges.

Forge Meltdown

Release a powerful Neutral explosion around you, fuelled by your SP, VIT and HP.

Max Level3
TypeOffensive (Physical, area around you)
ElementNeutral
Area5x5 (Lv 1-2), 7x7 (Lv 3)
Cast / Delay / Cooldown1 s / 0.6 s / 25 s
SP CostAll current SP (needs at least 100 SP)
RequirementMaximize Power Lv 1
LevelDamage formula
1(16 x (Current SP + VIT) + Current HP + Normal Attack Damage) / 5
2(24 x (Current SP + VIT) + Current HP + Normal Attack Damage) / 5
3(32 x (Current SP + VIT) + Current HP + Normal Attack Damage) / 5

Notes

  • Use it with full SP and HP for the biggest hit. You will have 0 SP afterwards.

Changes to Original Skills

SkillChange
Hammer FallAlso knocks back all nearby monsters and players by 4 cells. Lv 1 unlocks the custom skill tree.
Axe ThrowNow a learnable Blacksmith skill (Lv 1-10, needs Hammer Fall Lv 1) and reworked into the throwing stance above.
Full Adrenaline RushLearnable by the Blacksmith after Adrenaline Rush Lv 5: ASPD +30% with all weapons, nearby party members +20% (not ranged weapons).

Tips

  • Forge Momentum combo: Foundry Charge โ†’ Hammerdrive โ†’ Anvil Cyclone (Masterwork ready) โ†’ War Cart Ram to spend it.
  • Two-handed Axe gets 3 hits from Tempered Stomp; use Stomp before Anvil Cyclone for about +300%, up to the 1100% cap. VIT also raises Anvil Cyclone.
  • Foundry Charge's Quake makes enemies take more weapon damage for 6 s, so follow up right away.
  • Pick the element: Furnace Blast (Fire) and Quenched Impact (Water) hit weaknesses; Quenched Impact also locks enemies with Freeze / Freezing.
  • Keep the cart full for War Cart Ram, and keep SP high before Forge Meltdown.
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