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QuixoticMon 15-Jun-09 06:53 PM
Member since 09th Feb 2006
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#25227, "Artificers (long text)"


          

Yeah, yeah, I hear the snorts already. Play along for a moment, and pretend the implementors have infinite coding time and that no one has said anything about "Can I get a potion making skill?"

I think artificers would be fun if we think of this class along the lines of poisoners -- an artificer could make limited use, timer-limited items for fun and pleasure, and the vets know through area knowledge that they fit into the existing storyline.

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Races
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All, although dwarves receive a bonus to armor and weapon creation, orcs receive a bonus to weapon modification, and arials are slightly hindered in creation and modification skills due to their shorter
attention spans.



Primary Stat
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Intelligence, and to a lesser extent willpower, are the primary stats for this class.



Generic Skills
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The skills listed below are the skills common to almost all adventurers, and reflect a life spent building things more than combat. Hammers and small cutting tools are commonly used in the workshop, and their familiarity allows them to be used to a limited extent for self defense.

-dagger, mace, hand to hand, parry, dodge, second attack,
-meditation, fast healing
-Lore (100%)


Class Specific Skills
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GUILDING - This charisma-based skill allows the artificer to enter a non-religious guild in order to speak with the guildmaster. Level 10. A character who successfully enters a guild using this skill may not enter any other guild for 24 hours.


FASHION --
This allows the creation of generic "blanks" of a given item type. The amount of focus applied, represented by mana, influences the quality of the item created. Item quality determines how much an existing item might be modified (see below) and how long this creation will survive. As the artificer gains in his guild, he may create more and more complex creations.

In order to fashion an object, the character must be in a setting appropriate to the creation of the object, such as a forge, restaurant, or library.


STUDY --
An artificer must understand how his creations are to be used. In order to create a better axe, an artificer must have used an axe to understand how to properly balance it or give it the proper cutting edge. In order to create leather armor, the artificer must study light armor use. This does not mean they can actually fight effectively with an axe, (although studying weapons or spells will aid in defending against them), but it it does allow the artificer to create weapons of that type.

The artificer must be at least five levels higher than a character of the host guild in order to study its secrets. Studying a skill requires the artificer to spend one or more practices. Level 20. SKills and spells acquired through the study skill appear in the character's skill list with an asterix behind them.


MODIFY --
This skill allows the artificer to (hopefully) enhance an object in their inventory. The process of modifying items can be time consuming and risky, for each attempt to modify an object shortens the lifespan
of the object, and objects that are granted some sort of enchantment may explode.

"Special" refers to skills or spells which the artificer hopes to incorporate in some fashion into the creation. "Other" refers to possible materials, such as raw metals or poison ingredients, which the artificer might wish to utilize in his creation.

Because the artificer does not have an intimate understanding of the creations of others, he cannot normally modify them. Careful analysis may allow slight modifications. Level 20


ANALYZE --
This skill serves two purposes: allows a character to get a rough determination of the base quality of an item he created using FASHION, and it allows enough of a limited understanding of someone else's creation for the artificer to attempt to modify it. Level 40.

  

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