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mori.mud : genesis.guilds
smiths
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Type: Layman Guild.
Location: Bree in the Middle Earth, east along the Great East Road from the Grey Havens.
Alignment: Good or neutral, evil members aren't tolerated.
Tax: 9%
Joining: To be accepted into the Guild, a potential member has to forge a necklace, which will later
become his sign of membership in the Smiths. Since elves and dwarves are born with the
talent of metal working, it can be slightly easier for them to complete this task. Other races
though shouldn't have any major problems. Goblins are strictly forbidden to join the Smiths.
To forge the necklace, the potenetial member must buy some steel at Bores' place in the
Guild and forge the item there with the neccessary tools. Then the necklace must be given
to Bores who will either accept it or not. :) If the sign of membership is accepted the new
member will join the layman part of the guild. To advance to the occupational section the
new member must ask Bores for additional hints as to what to do.
Leaving: The punishment for leaving is the loss of 1/6 of the players combat experience.
Description:
The members of the Smiths continue the art passed on from the dwarves and elves. Dwarves
were the first forgers in the Middle Earth of weapons and armours. Then the elves joined them,
introducing their knowledge which made creating magical weapons possible. The founder of
the Smiths Guild is a dwarf, Tranin, who wandered into Bree over two hundred years ago and
opened his forge. Not long after, many people and dwarves can to Tranin to learn the skill of
creating weapons and armours.
The Smiths are very good with weapons and armours, they can repair them at the forge or
sharpen dull weapons. They get skills like forging, trading, appraises and many medium
weapon skills.
Specials:
Strike: A strike :) to the enemy with your weapon. At high levels can kill with one shot, at low
levels - misses very often.
Additional info:
Skills:
- club: superior journeyman
- sword: superior journeyman
- axe: superior journeyman
- knife: superior journeyman
- strike: superior veteran
- forging: confident veteran
- appraise object: confident veteran
- appraise value: confident veteran
- trading: superior journeyman
- parry: superior amateur
Notes:
Only one chosen weapon can be improved to the level of superior journeyman. If any
given weapon of the those listed above is raised to a level higher than superior acolyte,
it automatically becomes the chosen one. The aboved mentioned levels of improvement
are for the layman members of the Smiths Guild. It's possible the the occupational
section has either more skills or can raise the above to higher levels, or both. :) There
is an official droproom in the Guild, a shop with materials for a blacksmith, a forge with
the neccessary tools and a pub. By gaining a high enough level of some of the skills, the
Smith can polish weapons, create swords, axes, knives, halabards, figures and necklaces.
The materials to create the above cost money of course, some cannot be bought, but must
be found by the Smith. The leassons of the Smiths are rather hard so newbies aren't
encouraged to try their luck. Forging is not a simple skill, even a semi-advenced Smith
might totally ruin a slightly dull weapon instead of fixing it.
If you have any comments, corrections, suggestions or anything then please mail me at [email protected]
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