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Seventh Kingdom IGE

Smith

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Overview: The Dwarves say (and surprisingly, many Kingdoms agree with them) that the gods themselves taught the mortals to take the bones of the earth and turn them into tools. Needed personages in any village or town, Smiths are skilled at the creation and the repair of weapons, armors and other devices. Good Smiths can achieve an artistic reputation in the industry, with their work fetching high prices in the market and with rivals always trying to oust them and discover their secrets. There are a few Smiths that discover how to imbue their creations with elemental or spiritual power, some even learn to bind souls (their own or the souls of unfortunate other folk) into their inventions. But such workings are the stuff of rumor and legend, say the majority of Smiths in Midworld, not the talk of an honest craftsman.

BASIC SMITH: A Character at first level who chooses Smith as a Profession may choose one of the following:
-Learn the Weapon-smith skill
-Gain the Normal Weapon Formula

  • ARMORSMITH:
-Learn the Armor-smith skill.
-Gain the Normal Armor Formula

-Learn the Artificer skill
-Learn the first rank of skullduggery

Required Physical Reps: Duct Tape of different colors or Small colored rope/twine. cloth rags/plastic bands. Different colors.

 BUILD COST
 SKILL NAME
 SKILL COMPLEXITY
 *0/5/10 Weapon-smith B/C/E
 0*/5/10 Armor-smith B/C/E
 0*/5/10 Artificer B/C/E
 5 Field-Repair Armor
 Basic
 5 Field-Repair Weapons
 Basic
 5 Resilience Basic
 3 Natural Craftsman
 Basic
 5/5/5 Skullduggery B/C/E
 10 Great Strength
 Basic
 5 Salvage Components
 Complex

*This costs 10 build instead of 0 if this is not the profession you chose during character creation.

SKILL OVERVIEW:

Weapon-Smith
This skill allows a Smith to learn/use Basic Weapon Formulae, Components and a Workshop to create Basic Weapons. A Weapon-smith in his workshop can repair weapons to their optimum strength.
Outside of his workshop, a Weapon-smith can field-repair weapons as though he had the field-repair weapons skill.
-Expert Weapon-smith: The second purchase of this skill allows a Smith to learn/use Complex Weapon Formulae, Components and a Workshop to create Complex Weapons. When using the Field-Repair function of this skill, a Smith regains 5 HP.
-Master Weapon-smith: The third purchase of this skill allows a Smith to learn/use Erudite Weapon Formulae, Components and a Workshop to create Erudite Weapons. In addition, a Master Weapon-smith takes only 30 seconds to field-repair weapon.


Armor-Smith
This skill allows a Smith to learn/use Basic Armor Formulae, Components and a Workshop to create Basic Armors. An Armor-smith in his workshop can repair armor to its maximum capacity. Outside of his workshop, an Armor-smith can field-repair armors as though he had the field-repair armor skill.

  • If the armor still has at least half of the AP that it provides, it regains all of its AP.
  • If the armor has less than half of the AP that it provides, you bring it to half its AP value.
  • If the armor has less than half of the AP that it provides, but it has the hardened augment, then you  repair it to its full value.
    -Expert Armor-smith: The second purchase of this skill allows a Smith to learn/use Complex Armor Formulae, Components and a Workshop to create Complex Armors. When using the Field-Repair function of this skill, a Smith regains 5 HP.
    -Master Armor-smith: The third purchase of this skill allows a Smith to learn/use Erudite Armor Formulae, Components and a Workshop create Erudite Armors. In addition, a Master Armor-smith takes only 30 seconds to field-repair armor.


    Artificer
    This skill allows a Smith to learn/use Basic Devices Formulae, Components and a Workshop to create Basic Devices. Additionally, each rank of the Artificer skill counts as a rank of Skullduggery for the purposes of disarming traps and opening locks.
    -Expert Artificer: The second purchase of this skill allows a Smith to learn/use Complex Device Formulae, Components and a Workshop to create Complex Devices. An Expert Artificer takes only 5 minutes to create a device instead of 10 minutes.
    -Master Artificer: The third purchase of this skill allows a Smith to learn/use Erudite Device Formulae, Components and a Workshop to create Erudite Devices. A Master Artificer using the Skullduggery skill takes only 10 seconds to pick a lock or disarm a trap.


    Field-Repair Armor
    With this skill, you can field-repair any damaged armor. It takes 5 minutes of concentrated work to perform this skill. At the end of 5 minutes:
    • If the armor still has at least half of the AP that it provides, it regains all of its AP.
    • If the armor has less than half of the AP that it provides, you bring it to half its AP value.
    • If the armor has less than half of the AP that it provides, but it has the hardened augment, then you can remove the hardened augment to repair it to its full value.


    Field-Repair Weapons
    With this skill, you can field-repair any destroyed weapons after taking 5 minutes to do so. These weapons will now function as normal, except for the fact they will deal 1 less damage in their partially-repaired state.

    Resilience
    When you are affected by a Pain effect, it only affects you for half the invoked duration. When you would break out of the effect, invoke this skill.

    Natural Craftsman
    Using your Crafting skills do not count as strenuous activity. This means that you can be counted as resting while performing these skills.

    Great Strength
    All of your melee attacks deal one more point of damage than normal. Also, you can perform a Feat of Strength once every 5 minutes. Feats of Strength include throwing an ally’s body to one side or tear open a portcullis. With a Feat of Strength, you can break free of a Snare or a Slow effect although you incur 10 damage in the process.

    Salvage Component
    While in your workshop, you can destroy a complex or erudite weapon, a shield or an armor piece and salvage some of its components as raw material. You can gain up to two components from such an item.
    Alchemist: If you have an alchemist with the disjunct item skill to help you, you can salvage up to four components per item.

    Skullduggery
    This skill is one of the prime acquisition skills. Skullduggery allows you to pick a lock or disarm a trap. Your level of skullduggery determines success or not. It takes 30 counts of lockpicking or disarming to perform the task. At the end of the count, invoke “Skullduggery”. This will allow you to pick basic locks and disarm basic traps.
    -Expert Skullduggery: invoking “Expert Skullduggery” will allow you to pick complex locks and disarm complex traps.
    -Master Skullduggery: invoking “Master Skullduggery” will allow you to pick erudite locks and disarm erudite traps. 

     

    Last Updated ( Thursday, 16 June 2011 17:18 )  

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