My recommended path for training up blacksmithy is: 0..32~35: you'll want to train up the skill from NPCs as high as possible. Blacksmith guildmasters are the best at that, and they have quite a lot of variance between one another, so you might want to try several smith shops and pick the one that can train you the highest. up to 49.6: daggers up to 94.0: short spear up to 100.0: plate gorget Of course, if you started with 50 smithy to begin with, you can skip points 1 and 2. It's also worth pointing out that the skill levels are displayed skill, which is the sum of your knowledge on the subject (real skill) combined with your physique, and represents your ability in crafting. In principle, the most economic means to train up smithing would involve locking your STR as low as possible, but for now it's unknown how big the cost savings would be practically. The expected cost for this path is (at least for low STR): * NPC to 50.0: ~2.7k * 50 to 100.0: ~34k What is this based on? Before working on blacksmithy, I remember doing research into the recommended paths to mastering the skill. After all, it's a mighty expensive skill to train so it's worth putting some effort into finding the economic route to mastery. But the variety of conflicting instructions I found on the forums was confusing. That got me wondering, how does one really measure the skill gain per used resources for each item to come up with a recommended training program? Quite a few hours of smithing (and endless ingots) later I had my hands on a chart that provides evidence on which items to make and at which skill level. And here it is! ...err, okay, that still needs some work. If you've ever felt like skill gain is erratic, that's because it is! At first you spend endless time, effort and resources in vain only to find that the next gain will be accompanied by several in short sequence even at higher skill levels. But I had the data, and after applying a low pass filter to look at trends within the high variety input, I got the following diagram: How to interpret the diagram: I included 2 runs of the short spear and plate gorget for reference on the variance you might expect within a single item run the low pass filter does reduce the original erratic input to general trends, but the implementation details might leave mathematicians wanting to look into it a bit more; if so, feel free to ask for details the beginning and the end of each graph is cut a bit short, because the end points are averaged out using several of the surrounding data points The dates on the charts are old because that's when this research was done. However, it's not conclusive and I had all the intentions of resuming the research but Real Life has come ahead and occupied me since, so I wanted to release what I had so far and would be happy if anyone found this useful and even would be thrilled if people would like to refine the research from here. So my pledge is; if you do train up smithy with this method, please post your STR, starting skill level and ingots used. Total ingots is useful input already, but separate ingots used for 50-70, 70-94 and 94-100 would be preferable input if possible.