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.
โน๏ธClassic 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).
โ ๏ธThe 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
| Skill | Max Lv | Type | Weapon / Need |
| Axe Throw | 10 | Stance: normal attacks become ranged 2-hit throws | Hammer Fall Lv 1 |
| Foundry Charge | 10 | Dash + area strike, self buff + enemy debuff | Hammerdrive Lv 3 |
| Hammerdrive | 5 | Dash + 7-hit area strike | Adrenaline Rush Lv 1 |
| Anvil Cyclone | 5 | Self area spin, 6 hits | Hammer Fall Lv 1 |
| Tempered Stomp | 5 | Self area smash + Anvil Cyclone buff | Anvil Cyclone Lv 1 |
| Furnace Blast | 3 | Fire line attack + Burning | Skin Tempering Lv 1 |
| Quenched Impact | 3 | Water ground burst + Freeze / Freezing | Skin Tempering Lv 1 |
| War Cart Ram | 10 | Single-target cart attack + Stun | Pushcart Lv 5 |
| Forge Meltdown | 3 | Self area explosion, uses all SP | Maximize Power Lv 1 |
| Forge Momentum | โ | Class signature (automatic passive) | Normal Blacksmith |
Class Signature: Forge Momentum
โญClass 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.
| Who | Normal Blacksmith (automatic) |
| Build | 3 landed custom attacks, or Axe Throw normal attacks (Forge Charges last 12 s) |
| Ready | Masterwork for 8 s (buff icon) |
| Bonus | Next landed attack: +15% damage (+7% vs players / PvP / GvG); War Cart Ram can spend it |
| Recovery | 10 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.
| Step | What happens |
| 1. Forge Charge | Each landed hit from a custom attack gives 1 Forge Charge. Buff icons show 1/3 and 2/3. Charges last 12 s. |
| 2. Masterwork Ready | The 3rd charge turns into MASTERWORK READY for 8 s. |
| 3. Masterwork hit | Your 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 Level | 10 |
| Type | Stance (self), Physical ranged normal attacks |
| Duration | 30 s |
| Cast / Delay / Cooldown | Instant / none / none |
| SP Cost | 30 |
| Weapon | One- or Two-handed Axe (removing the Axe cancels the stance) |
| Requirement | Hammer Fall Lv 1 |
| Level | Per throw | ASPD |
| 1 | 240% ATK x2 = 480% | +1.5% |
| 2 | 310% ATK x2 = 620% | +3% |
| 3 | 380% ATK x2 = 760% | +4.5% |
| 4 | 450% ATK x2 = 900% | +6% |
| 5 | 520% ATK x2 = 1040% | +7.5% |
| 6 | 590% ATK x2 = 1180% | +9% |
| 7 | 665% ATK x2 = 1330% | +10.5% |
| 8 | 740% ATK x2 = 1480% | +12% |
| 9 | 820% ATK x2 = 1640% | +13.5% |
| 10 | 900% 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 Level | 10 |
| Type | Offensive (Physical, dash + area around target) |
| Element | Weapon element |
| Range | 6 cells |
| Area | 3x3 (Lv 1-4), 5x5 (Lv 5-8), 7x7 (Lv 9-10) |
| Cast / Delay / Cooldown | Instant / 0.45 s / 7 s |
| SP Cost | 33 / 36 / 39 / 42 / 45 / 48 / 51 / 54 / 57 / 60 |
| Requirement | Hammerdrive Lv 3 |
| Level | Damage | vs Formless / Insect | Rush (you, 15 s) | Quake (targets, 6 s) |
| 1 | 104% ATK | 109% | +1% | +6% |
| 2 | 209% ATK | 218% | +2% | +7% |
| 3 | 314% ATK | 327% | +3% | +8% |
| 4 | 419% ATK | 436% | +4% | +9% |
| 5 | 524% ATK | 545% | +5% | +10% |
| 6 | 628% ATK | 655% | +6% | +11% |
| 7 | 733% ATK | 764% | +7% | +12% |
| 8 | 838% ATK | 873% | +8% | +13% |
| 9 | 943% ATK | 982% | +9% | +14% |
| 10 | 1048% ATK | 1091% | +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 Level | 5 |
| Type | Offensive (Physical, dash + area, 7 hits) |
| Element | Weapon element |
| Range | 6 cells |
| Area | 3x3 (Lv 1), 5x5 (Lv 2-3), 7x7 (Lv 4-5) |
| Cast / Delay / Cooldown | Instant / 0.35 s / 2.5 s |
| SP Cost | 24 / 28 / 32 / 36 / 40 |
| Requirement | Adrenaline Rush Lv 1 |
| Level | Per hit | Total (7 hits) |
| 1 | 27% ATK | 189% |
| 2 | 55% ATK | 385% |
| 3 | 83% ATK | 581% |
| 4 | 110% ATK | 770% |
| 5 | 138% ATK | 966% |
Anvil Cyclone
Spin your Axe to hit every enemy around you six times.
| Max Level | 5 |
| Type | Offensive (Physical, area around you, 6 hits) |
| Element | Weapon element |
| Area | 5x5 (Lv 1-2), 7x7 (Lv 3-5) |
| Cast / Delay | Instant / 0.35 s |
| Cooldown | 2.5 / 2.25 / 2 / 1.75 / 1.5 s |
| SP Cost | 24 / 27 / 30 / 33 / 36 |
| Weapon | One- or Two-handed Axe |
| Requirement | Hammer Fall Lv 1 |
| Level | Damage (0 VIT) |
| 1 | 300% ATK |
| 2 | 443% ATK |
| 3 | 585% ATK |
| 4 | 728% ATK |
| 5 | 871% 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 Level | 5 |
| Type | Offensive (Physical, area around you) + buff |
| Element | Weapon element |
| Area | 3x3 (Lv 1-2), 5x5 (Lv 3-4), 7x7 (Lv 5) |
| Cast / Delay / Cooldown | Instant / 0.45 s / 3.5 s |
| SP Cost | 24 / 28 / 32 / 36 / 40 |
| Weapon | One-handed Axe: 1 strong hit / Two-handed Axe: 3 hits |
| Requirement | Anvil Cyclone Lv 1 |
| Level | One-handed Axe | Two-handed Axe | Anvil Cyclone buff |
| 1 | 158% ATK | 237% ATK | 10 s |
| 2 | 272% ATK | 408% ATK | 15 s |
| 3 | 386% ATK | 579% ATK | 20 s |
| 4 | 498% ATK | 747% ATK | 25 s |
| 5 | 612% ATK | 918% ATK | 30 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 Level | 3 |
| Type | Offensive (Physical, line) |
| Element | Fire |
| Range | 5 cells |
| Cast / Delay / Cooldown | 0.3 s / 0.35 s / 1.5 s |
| SP Cost | 24 / 28 / 32 |
| Requirement | Skin Tempering Lv 1 |
| Level | Damage | Burning |
| 1 | 250% ATK | 30% for 3 s |
| 2 | 375% ATK | 40% for 4 s |
| 3 | 750% ATK | 50% for 5 s |
Quenched Impact
Hit the selected ground area with one Water burst that can Freeze, or at least slow with Freezing.
| Max Level | 3 |
| Type | Offensive (Physical, ground area, instant burst) |
| Element | Water |
| Range | 5 cells |
| Area | 5x5 (Lv 1-2), 7x7 (Lv 3) |
| Cast / Delay / Cooldown | 0.4 s / 0.4 s / 2.5 s |
| SP Cost | 26 / 32 / 38 |
| Requirement | Skin Tempering Lv 1 |
| Level | Damage | Freeze | Freezing (if Freeze fails) |
| 1 | 346% ATK | 10% for 2 s | 30% for 3 s |
| 2 | 519% ATK | 20% for 3 s | 40% for 4 s |
| 3 | 693% ATK | 30% for 4 s | 50% 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 Level | 10 |
| Type | Offensive (Physical, single target) |
| Element | Weapon element |
| Range | 2 cells |
| Cast / Delay / Cooldown | Instant / none / none (normal attack animation and ASPD still apply) |
| SP / Zeny Cost | 15 SP / 0 Zeny |
| Need | Equipped cart |
| Requirement | Pushcart Lv 5 |
| Level | Damage (full cart) | Stun (2 s) |
| 1 | 274% ATK | 3% |
| 2 | 294% ATK | 6% |
| 3 | 315% ATK | 9% |
| 4 | 341% ATK | 12% |
| 5 | 372% ATK | 15% |
| 6 | 414% ATK | 18% |
| 7 | 455% ATK | 21% |
| 8 | 517% ATK | 24% |
| 9 | 589% ATK | 27% |
| 10 | 688% ATK | 30% |
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 Level | 3 |
| Type | Offensive (Physical, area around you) |
| Element | Neutral |
| Area | 5x5 (Lv 1-2), 7x7 (Lv 3) |
| Cast / Delay / Cooldown | 1 s / 0.6 s / 25 s |
| SP Cost | All current SP (needs at least 100 SP) |
| Requirement | Maximize Power Lv 1 |
| Level | Damage 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
| Skill | Change |
| Hammer Fall | Also knocks back all nearby monsters and players by 4 cells. Lv 1 unlocks the custom skill tree. |
| Axe Throw | Now a learnable Blacksmith skill (Lv 1-10, needs Hammer Fall Lv 1) and reworked into the throwing stance above. |
| Full Adrenaline Rush | Learnable 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.