Smithing: Difference between revisions

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'''Weapon (Type)''' This recipe allows the character to create weapons, based on the recipe the character is using.  
'''Weapon (Type)''' This recipe allows the character to create weapons, based on the recipe the character is using.  
{| class="wikitable"
|+Component costs
!Rank
!Cost
|-
|1
|1 Common Ore
|-
|2
|2 Common Ore
|-
|3
|3 Common Ore,
1 Uncommon Ore
|-
|4
|4 Common Ore,
2 Uncommon Ore
|}
{| class="wikitable"
{| class="wikitable"
|+
|+
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|Armor Plating
|Armor Plating
|-
|-
|Small Weapon
|Short Weapon
|-
|Bola
|-
|Staff
|-
|-
|'''Rank 2'''
|'''Rank 2'''
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|-
|-
|Short Bow
|Short Bow
|-
|Weapon Cord
|-
|Sawback Sword
|-
|-
|'''Rank 3'''
|'''Rank 3'''
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|-
|-
|Large Shield
|Large Shield
|-
|Whetstone
|-
|Spear
|-
|Armor/Shield Spikes
|-
|-
|'''Rank 4'''
|'''Rank 4'''
|-
|-
|Great Weapon
|Great Weapon
|-
|Heavy Armor
|-
|-
|Long Bow
|Long Bow
|-
|-
|Battle Armor
|Battle Armor
|-
|Caltrops
|-
|Fast-Patch Kit
|-
|}
|}
===== <u>Advanced Items</u> =====
'''ARMOR PLATING (BLADE BREAKER)''' Creation Time: 20 Minutes Materials:  4 Uncommon Ore  1 Rare Ore  
'''ARMOR PLATING (BLADE BREAKER)''' Creation Time: 20 Minutes Materials:  4 Uncommon Ore  1 Rare Ore  


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Description These items are Immune to Shatter effects. Additionally, these items cannot be broken by a normal Feat of Strength but can still be broken by a creature with +10 Permanent Strength. Other methods may exist to destroy them.
Description These items are Immune to Shatter effects. Additionally, these items cannot be broken by a normal Feat of Strength but can still be broken by a creature with +10 Permanent Strength. Other methods may exist to destroy them.
=== New 'Consumables': ===
'''Caltrops-'''.
Creates a 10ft area of “Hazardous Terrain” denoted by an area of bright GREEN rope/cord. This causes any creatures (friendly or enemy) stepping in it to have to take a 3 count between steps when walking through. Multiple Caltrop items can be used at once to create a larger area. The 10ft is to be the length of the rope/cord, and it can be laid out however the terrain and players/plot marshals feel appropriate. Caltrops can be detected by any creature with ranks in Survival, or KA Warfare 2. These items are good for one use, but persist for the duration of the event unless specifically destroyed, or removed by the character who placed them. They are not reusable.
'''Whetstone-''' 
Consumable that bestows 3 separate “+5 Damage” Blade effects. These effects cannot stack, and are used the first time you land a hit on another character or item they are carrying. Thus a character would apply the whetstone to a weapon, then their first contact swing would add 5 damage. In between the next fight they could apply the item again and use the next blade effect, and so on. Application takes 2min, and requires no specific skills. Not applicable to arrows/bows or guns/bullets.
'''Sawback Sword-'''
Can be reused, duration is same as attached weapon. Not terribly useful in combat (not boffer repped), but great for removing simple obstacles. This can be used to remove barricades, cut open wood frames, cut back vines, etc, and will bestow a time reduction of 50% on that activity subject to plot approval/agreement.
'''Bola-''' 
A single thrown packet that has the same effect as a “Physical Knockdown”, but only on successful contact. One use only. Can be resisted with a physical or ranged resistance. Can be thrown by anyone with Thrown Weapon proficiency.
'''Fast-Patch Kit'''- 
A combination of the existing patch kit and This type of armor is made in such a way that it is far easier to adjust, reducing the time to refit the armor by half, making it now 15 Seconds if the armor is not Breached and 30 seconds if it is Breached. This is a Temporary Reduction effect. Effectively applying the Fast-Link as a R4 consumable effect.
'''Armor Spikes/Shield Spikes'''-  (semi-consumable)
This armor add-on may only be applied by a skilled smith, but once it does it can be repaired any time the armor is repaired with it. This causes the first strike against an armor or shield to cause a reflexive “Aura 10 Normal”. This is a “dumb” effect, meaning it applies to the first target to land a blow on the wearer but this cannot be used against a defended/avoided blow. Any character can only benefit from this item once at any one time. Meaning your shield and armor cannot both be spiked, its one or the other.
IE: A Goblin strikes Bob and his Spiked Armor, and Bob doesn't use any of his avoidance or defensive skills, he calls the “Aura 10 Normal” and the goblin takes the 10 damage after the effect of the blow is resolved.
'''Weapon Cord'''-
This simple item is attached to one weapon tag, and allows the user to call a single “Weapon Ward” once per reset vs a disarm effect only.

Latest revision as of 20:22, 14 January 2025

Smithing allows a character to create weapons, suits of armor, and shields. With higher skill the character can learn to modify those items to have additional effects to improve their use in combat.

Armor (Type) This recipe allows the character to create suits of armor, based on the recipe the character is using.

Armor Plating This simple item can be applied to a suit of armor to grant added protection, this will grant 10 Temporary Armor points. It takes 30 seconds for a Smith to affix this to a suit of armor.

Basic Quiver While characters do not need ammunition to fire a ranged weapon normally, these quivers contain higher quality arrows. This quiver contains 10 arrows that increase the Base Weapon damage of the characters weapon by1; these are consumed when used, hit or miss.

Patch Kit This item can be applied by anyone. This will Repair a suit of armor that has been Breached, restoring it to its maximum value. A patch kit can be applied while readjusting a suit of armor; otherwise it takes one minute to apply this to an item.

Shield (Type) This recipe allows the character to create shields, based on the recipe the character is using.

Weapon (Type) This recipe allows the character to create weapons, based on the recipe the character is using.

Component costs
Rank Cost
1 1 Common Ore
2 2 Common Ore
3 3 Common Ore,

1 Uncommon Ore

4 4 Common Ore,

2 Uncommon Ore

Smithing Item
Rank 1
Light Armor
Thrown Weapon
Small Shield
Armor Plating
Short Weapon
Bola
Staff
Rank 2
Medium Armor
Medium Weapon
Medium Shield
Patch Kit
Short Bow
Weapon Cord
Sawback Sword
Rank 3
Basic Quiver
Heavy Armor
Long Weapon
Large Shield
Whetstone
Spear
Armor/Shield Spikes
Rank 4
Great Weapon
Long Bow
Battle Armor
Caltrops
Fast-Patch Kit
Advanced Items

ARMOR PLATING (BLADE BREAKER) Creation Time: 20 Minutes Materials:  4 Uncommon Ore  1 Rare Ore

Description This armor plating adds hooked fins to the armor, taking a 30 counted action to attach. Once attached, the suit of armor can be used to generate a "Natural Aura Shatter", which can only be called on a melee weapon attack that strikes the character and was not defended with an Active Skill. This effect may be triggered on any one valid attack of the character’s choosing, after which the armor plating will become unusable and fall off.

ARTISAN CRAFTED Creation Time: 60 Minutes Materials:  20 Uncommon Ore  17 Rare Ore  1 Named Residuum  1 Named: Steel  1 Suit of Armor

Description This armor is so well crafted. It gives more protection than just armor points. This armor allows the wearer to use Resist Physical twice per reset.

COLD IRON WEAPON Creation Time: 20 Minutes Materials:  4 Uncommon Ore  1 Rare Ore  Component cost of the weapon

Description These weapons are unique in that they are resilient toward magic; each day they will naturally Resist the first Shatter or Destroy effect with the Magic delivery type. Additionally, it adds the Iron Flavor Carrier to all attacks made with the weapon.

CRYSTAL FRAMEWORK Creation Time: 15 Minutes Materials:  2 Uncommon Ore  2 Rare Ore

Description This item is a named component and is used in other Advanced Production.

EXOTIC QUIVER (+3 DAMAGE) Creation Time: 10 Minutes Materials:  3 Uncommon Ore  1 Rare Ore

Description This quiver holds 10 shots of special arrows that grant +3 Temporary Damage. These arrows are expended when used.

EXOTIC QUIVER (+5 DAMAGE) Creation Time: 15 Minutes Materials:  5 Uncommon Ore  3 Rare Ore

Description This quiver holds 10 shots of special arrows that grant +5 Temporary Damage. These arrows are expended when used.

EXOTIC QUIVER (CRITICAL) Creation Time: 15 Minutes Materials:  5 Uncommon Ore  1 Named: Steel

Description This quiver holds 10 shots of special arrows that add the Critical Modifier to the attack. These arrows are expended when used.

FAST LINKED Creation Time: 30 Minutes Materials:  10 Uncommon Ore  4 Rare Ore  1 Named Ore  1 Suit of Armor

Description This type of armor is made in such a way that it is far easier to adjust, reducing the time to refit the armor by half, making it now 15 Seconds if the armor is not Breeched and 30 seconds if it is Breeched. This is a Temporary Reduction effect.

HONED WEAPON Creation Time: 30 Minutes Materials:  10 Uncommon Ore  8 Rare Ore  2 Named Ore

Description These weapons, while not magical in any way, will add 1 point of damage to all weapon swings.

LODESTONE MAGNET Creation Time: 15 Minutes Materials:  2 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Advanced Production.

MASTER CRAFTED Creation Time: 60 Minutes Materials:  10 Uncommon Ore  12 Rare Ore  1 Named Residuum  1 Named: Steel  1 Suit of Armor

Description This armor is so finely crafted that it gives more Armor than it would appear to. Master Crafted armor has an Armor value 10 points higher than a normal suit of its type, and these points will exceed class maximum.

REINFORCED BIT Creation Time: 30 Minutes Materials:  2 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Advanced Production.

REINFORCED CRUCIBLE Creation Time: 30 Minutes Materials:  2 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Rank 5 Production.

RUNE WEAPON Creation Time: 30 Minutes Materials:  8 Uncommon Ore  3 Rare Ore  1 Named Residuum  1 Runestone Inlay

Description Weapons crafted in this way are covered in runes that unlock magical potential. While in hand, this item increases the characters Spell Pool by 10 points, so long as they had already had Spell Pool.

SILVER WEAPON Creation Time: 30 Minutes Materials:  2 Uncommon Ore  1 Rare Ore

Description These weapons have had special materials worked into the surface, giving it a silvery sheen. This adds the "Silver" Flavor Carrier to the weapon’s call, replacing the "Normal" Flavor Carrier that base weapons have.

STEEL BARREL Creation Time: 15 Minutes Materials:  2 Uncommon Ore  1 Rare Ore  1 Named: Steel

Description This item is a named component and is used in other Advanced Production.

STEEL Creation Time: 15 Minutes Materials:  5 Uncommon Ore  2 Rare Ore

Description This item is a named component and is used in other Rank 5 Production.

TEMPER Creation Time: 15 Minutes Materials:  1 Rare Ore

Description Tempers can be added to weapons and armor that have already been created, and it will give them the ability to Resist Shatter/Destroy effects a limited number of times. Each time Temper is added to an item it gains 2 of these Resists, which are one shots and are marked off when used. An item can have up to 6 total Resists at any given time.

UNBREAKABLE GLASS Creation Time: 30 Minutes Materials:  2 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Advanced Production.

UNSHATTERABLE Creation Time: 40 Minutes Materials:  5 Uncommon Ore  2 Rare Ore per Rank of the base item  1 Named Ore or Residuum

Description These items are Immune to Shatter effects. Additionally, these items cannot be broken by a normal Feat of Strength but can still be broken by a creature with +10 Permanent Strength. Other methods may exist to destroy them.

New 'Consumables':

Caltrops-.

Creates a 10ft area of “Hazardous Terrain” denoted by an area of bright GREEN rope/cord. This causes any creatures (friendly or enemy) stepping in it to have to take a 3 count between steps when walking through. Multiple Caltrop items can be used at once to create a larger area. The 10ft is to be the length of the rope/cord, and it can be laid out however the terrain and players/plot marshals feel appropriate. Caltrops can be detected by any creature with ranks in Survival, or KA Warfare 2. These items are good for one use, but persist for the duration of the event unless specifically destroyed, or removed by the character who placed them. They are not reusable.


Whetstone-

Consumable that bestows 3 separate “+5 Damage” Blade effects. These effects cannot stack, and are used the first time you land a hit on another character or item they are carrying. Thus a character would apply the whetstone to a weapon, then their first contact swing would add 5 damage. In between the next fight they could apply the item again and use the next blade effect, and so on. Application takes 2min, and requires no specific skills. Not applicable to arrows/bows or guns/bullets.


Sawback Sword-

Can be reused, duration is same as attached weapon. Not terribly useful in combat (not boffer repped), but great for removing simple obstacles. This can be used to remove barricades, cut open wood frames, cut back vines, etc, and will bestow a time reduction of 50% on that activity subject to plot approval/agreement.


Bola-

A single thrown packet that has the same effect as a “Physical Knockdown”, but only on successful contact. One use only. Can be resisted with a physical or ranged resistance. Can be thrown by anyone with Thrown Weapon proficiency.


Fast-Patch Kit-

A combination of the existing patch kit and This type of armor is made in such a way that it is far easier to adjust, reducing the time to refit the armor by half, making it now 15 Seconds if the armor is not Breached and 30 seconds if it is Breached. This is a Temporary Reduction effect. Effectively applying the Fast-Link as a R4 consumable effect.


Armor Spikes/Shield Spikes- (semi-consumable)

This armor add-on may only be applied by a skilled smith, but once it does it can be repaired any time the armor is repaired with it. This causes the first strike against an armor or shield to cause a reflexive “Aura 10 Normal”. This is a “dumb” effect, meaning it applies to the first target to land a blow on the wearer but this cannot be used against a defended/avoided blow. Any character can only benefit from this item once at any one time. Meaning your shield and armor cannot both be spiked, its one or the other.

IE: A Goblin strikes Bob and his Spiked Armor, and Bob doesn't use any of his avoidance or defensive skills, he calls the “Aura 10 Normal” and the goblin takes the 10 damage after the effect of the blow is resolved.


Weapon Cord-

This simple item is attached to one weapon tag, and allows the user to call a single “Weapon Ward” once per reset vs a disarm effect only.