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Smiths

From Icesus Wiki

Introduction

The smiths are a band of smiths who came together to form the only respectable place of learning for new smiths. The hall welcomes them from any background, and expects a very high standard of work before anyone graduates into the profession. Everything the old metal-specific smithies used to teach separately - blacksmithing, coppersmithing, tinsmithing, silver and gold work, gemmology and jewellery - has been folded into this one ten-rank progression.

A smith sets a cut stone into a finished piece with metalworking (use metalworking at attach <gem> onto <item>). Cutting the stone itself is not taught here: stones are cut on the grinder of a province cutting room, and the Gemcutters teach the craft. See Gems for which pieces can take a stone and how a set stone can be woken.


Professional Smiths

The Professional Smiths is the working guild for those who have taken the Master Artisans vow and chosen the hammer as their road. Low ranks teach the companion crafts that a smith lives beside - compare, engrave, restore - and the forging lessons that set a smith up for real work. The hall's hearth is a training fire; forging itself belongs at a province workshop, where the full-scale forge, anvil and bellows are fitted for heavier work. Middle ranks open real armour-work: refit, metalworking, and the material knowledge that distinguishes a smith from a tinkerer. The highest ranks hold the elite trades - equipment finalization, gem setting, jewelry - that only long-serving smiths reach.

Pro Smiths work common and uncommon metals confidently - iron, steel, copper, bronze, fine steel, silver, gold. Rare-material service (repair, reforge, refit, sharpen, finalize) on exotic drops needs a more capable forge in a stronger province; the guild hall is a training hearth, not a capstone workshop. Creation of rare metals is not a Pro Smiths trade either: mithril, adamantium, iceron, titanium and their peers come from the world, not the forge.

A smith sets a cut stone into a finished piece with metalworking, and the upper ranks teach gemmology and jewelry making to go with it. Cutting the stone itself is not taught in this hall: stones are cut on the grinder of a province cutting room, and the Gemcutters are the ones who teach it - down from here, then west twice.

Advancement is by advancement points; profession levels will not advance you here. Your Master Artisans rank caps how far you can climb.

Maximum level: 10

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10
stat: strength - - - - 1 - - - - 1
regen: ep - - 1 - 1 - 1 - 1 1
stat: dexterity 1 1 - 1 - 1 - - 1 -
stat: intelligence - - - - - - - 1 - -
stat: wisdom - - 1 - - - 1 - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10
metal manipulation - - 20 30 50 60 - - - 100
metalworking - - - 30 50 60 70 80 90 100
equipment finalization 15 20 25 30 30 35 40 60 80 100
gemmology - - - - - - - 40 60 80
mastery of metals - 20 30 40 60 70 - - - 100
refit armour - - - - 30 50 60 80 90 100
knowledge of master smithing - - - - - - - - 60 90
jewelry making - - - - - - - 30 50 70
secrets of smithing - - - - - 30 50 - 70 90
fine hand coordination 30 45 55 65 75 80 85 90 95 100
metal tempering - - - - 30 50 70 85 100 -
restoration - - 30 50 70 80 90 100 - -
art of forging 30 50 60 70 80 90 95 100 - -
knowledge of goldsmithing - - - - - - 40 60 - -
knowledge of silversmithing - - - - 40 60 - - - -
engraving - 30 50 60 - - - - - -
knowledge of blacksmithing - - 30 50 - - - - - -
knowledge of coppersmithing 25 50 - - - - - - - -
knowledge of tinsmithing 25 50 - - - - - - - -
compare weapons 30 50 - - - - - - - -
compare armour 30 50 - - - - - - - -

Requirements

You join from the Master Artisans, and your rank there caps how far you can climb here. Each rank also asks for the skills of the one before it.

Rank Master Artisans rank Skills needed Title
1 1 - smith's apprentice
2 1 art of forging 25
3 1 art of forging 45, compare weapons 40 smith
4 3 art of forging 55, engraving 40, restoration 25
5 3 art of forging 65, metalworking 25, restoration 45 forge master
6 5 art of forging 75, metalworking 45, refit armour 25
7 5 art of forging 85, metalworking 55, refit armour 45 master smith
8 7 restoration 85, metalworking 65, equipment finalization 35
9 7 metalworking 75, refit armour 75, equipment finalization 55
10 10 metalworking 85, refit armour 85, equipment finalization 75 grand master smith

Working as a smith

  • Your hammer. The guild gives you a smithing hammer when you join, and you need it to forge.
  • Plans. Every piece is forged following a plan. Sobrin, in her shop below the Hall of the Master Artisans, sells weapon, armour and tool plans; ask her about plans. She writes only so many for each smith in a while. Plans for fine steel turn up in the discovery chests of province mines, and the deep chests also hold gold and platinum plans.
  • Metal. Bars come from a province smeltery. help artisan progression in the game explains how ore becomes a good bar.
  • The forge. The hall's hearth is a training fire; the forging itself is done at a province workshop forge. The higher the workshop's tier, the better the piece and the further it can teach your art of forging, and finishing a piece needs an Improved or Advanced workshop. Charms of smithing or craftsmanship speed the work. The steps are on the Forge page.
  • Rare metals. Mithril, adamantium, iceron, titanium and their peers are never forged into new pieces; they come from the world.
  • Selling your work. Shops count a weapon or armour that a smith forged as worth half as much again (Shops). The Vaerlon outfitter buys your own work for newcomers, and the Guild of merchants sell at their booths.

Location

From the Street of Stone Walls in western Vaerlon, go west through the stone porch into the Hall of the Master Artisans, then up the stair.

Profession

Advancement here is by advancement points. Profession levels will not advance you in this guild.