Weaponsmiths are a melee-oriented class specializing, as the name suggests, in Smithing. They have a decent skillset, including the highly desired Find weakness, as well as Concentration for spellcasting. Athletics gives a great speed boost if maxed, as well as extra attribute increases. Although most Weaponsmiths are strong and sturdy enough to be played as a pure melee class, the class seems to have a considerable semi-casting potential... though like with archers, the fact that they do not practise literacy as part of their profession makes book reading difficult until around the mid game.
As expected, Weaponsmiths' class powers and starting items allow easy access to smithing. Moreover, Weaponsmiths are significantly more effective at improving item quality than other classes. Performing extensive smithing can lead to incredible DV and PV modifiers.
As far as race-class combinations, perhaps any race can do well as a Weaponsmith. Orcs, Dwarves, Gnomes and maybe Trolls are good choices since they add the Mining skill to the Weaponsmith's skillset. Drakelings and Hurthlings make good choices too, the latter greatly benefiting from the high minimum Strength score of smiths (see below). Elven smiths make good semi-casters around the mid-game, as well as having perhaps better survival prospects than other elves in the early game (particularly for Mist Elves) due to the Detect traps skill and starting fire resistance.
Basic Information Edit
In-game manual description Edit
Weaponsmiths are crafty men and women able to repair damaged metal equipment and improve items. Weaponsmiths normally are well-equipped and carry the tools of their trade. They are strong and resilient, hardened by many hours of strenuous work.
Base Stats Edit
Weaponsmiths receive good bonuses to their physical stats, particularly Toughness. Additionally, since PCs cannot start the game burdened and all weaponsmiths carry a very heavy anvil with them, weaker races receive additional boost to Strength. This boost is enough to guarantee above average starting Strength value for any given roll.
Starting Skills Edit
|Skill||Typical Value||Typical Modifier||Available Ingame?|
Crowning Gifts Edit
- Bracers of war
- Hammer of the gods
- Perion's mithril plate mail
- Ring of immunity
Bracers of War and the Ring of Immunity are exceptional artifacts, while Skullcrusher is a decent one-handed weapon viable for late game. While being a high-damage two-handed weapon, the hammer of the gods lacks slaying powers which limits its potential. It is, however, an efficient ranged weapon thanks its autoreturning property. Perion's plate mail and Protector are high-quality armor pieces which nevertheless lack powerful additional properties. Sufficiently dedicated players should be able to create armor boasting more impressing defensive capabilities through Smithing (however, unlike artifacts, these items will not be indestructible).
Special Abilities Edit
Class Abilities Edit
- Weaponsmiths are more likely to succeed at Smithing tasks than PCs of other classes.
- Weaponsmiths start the game with an anvil in their inventory allowing immediate access to Smithing as soon as a forge is found.
- Heir gift is a wicked mithril warhammer of typical stats (+0, 2d6+3).
Class Powers Edit
- Level 6: Can melt all metal items into ingots of their respective type (iron items to iron ingots, mithril items into mithril ingots etc.) Melting can only be performed at a forge.
- Level 12: Smithing is performed four times faster.
- Level 18: A +4 bonus to Strength attribute.
- Level 25: Automatically identify item material if the item in question is metallic.
- Level 32: Permanent immunity to fire.
- Level 40: A +8 bonus to Toughness attribute.
- Level 50: Automatically identify damage of unidentified melee weapons.
Starting Gear Edit
All Weaponsmiths start with
Race specific gearEdit
|Human||Troll||High Elf||Grey Elf||Dark Elf|