I've been experimenting with different Dwarf Master Smith starts. My stat allocation is 2/3/5/2.
I've tried the "artistry" start with armorsmith+artistry, which is good for getting good evasion quickly, but acid tends to eat away at the items so it gets frustrating.
The "enchantment" start is pretty fun: armorsmith+enchantment+artistry, with boots of speed, gloves of the forge +2, and a Crown of Brilliance [+1] at the first forge. The crown is acid-proof. Both the crown and the boots stand up well pretty much through end-game. The second forge can yield a [+2, 1d3] Round Shield of Deflection, which often holds up to end-game. The gloves often get destroyed by acid though, so that's annoying.
I'm liking the "jeweler" build currently. Armorsmith, jeweler, enchantment. Take 7 smithing at the start along with 3 melee and 4 evasion. Go up the up-stairs at 50' so your forge is on an easier 50' level and build gloves of forge +2, then 2 Rings of Accuracy +2. Two end-game quality rings right off the bat is pretty fun, and you don't have to mortgage too much for it.
In all cases, a Crown of Lore (Loremaster artifact crown) is created asap, usually second or third forge. Another favorite artifact is The Nightlight, a feanorian lamp of brightness with fear resist (a common hole in my resists). Easily accessible smithing level.
I find that eventually I run out of ideas for things to make at forges, but I think maybe that's a failure of my own playing ability.
One of the major problems with playing a smithing character is inventory space. All that smithing equipment (gloves of forge, mithril items, loremaster swap) forces some very difficult inventory decisions.
It's too bad axes don't have evasion. Smithing and evasion seem a natural mix, so I always want to find a [+2] weapon and take parry and riposte. Doesn't seem very dwarf-like but it seems like the obvious route for a smith to take.
I've tried the "artistry" start with armorsmith+artistry, which is good for getting good evasion quickly, but acid tends to eat away at the items so it gets frustrating.
The "enchantment" start is pretty fun: armorsmith+enchantment+artistry, with boots of speed, gloves of the forge +2, and a Crown of Brilliance [+1] at the first forge. The crown is acid-proof. Both the crown and the boots stand up well pretty much through end-game. The second forge can yield a [+2, 1d3] Round Shield of Deflection, which often holds up to end-game. The gloves often get destroyed by acid though, so that's annoying.
I'm liking the "jeweler" build currently. Armorsmith, jeweler, enchantment. Take 7 smithing at the start along with 3 melee and 4 evasion. Go up the up-stairs at 50' so your forge is on an easier 50' level and build gloves of forge +2, then 2 Rings of Accuracy +2. Two end-game quality rings right off the bat is pretty fun, and you don't have to mortgage too much for it.
In all cases, a Crown of Lore (Loremaster artifact crown) is created asap, usually second or third forge. Another favorite artifact is The Nightlight, a feanorian lamp of brightness with fear resist (a common hole in my resists). Easily accessible smithing level.
I find that eventually I run out of ideas for things to make at forges, but I think maybe that's a failure of my own playing ability.
One of the major problems with playing a smithing character is inventory space. All that smithing equipment (gloves of forge, mithril items, loremaster swap) forces some very difficult inventory decisions.
It's too bad axes don't have evasion. Smithing and evasion seem a natural mix, so I always want to find a [+2] weapon and take parry and riposte. Doesn't seem very dwarf-like but it seems like the obvious route for a smith to take.
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