My two cents on smithing: as others have said, you can ignore it completely or invest heavily in it. Most of the middle ground doesn't make a whole lot of sense. But I will mention a couple of possibilities:
1) Take 2 points of Smithing and buy Weaponsmithing. This only costs 800 exp and so is a quite modest investment. At the first forge, make some gear: probably a longsword, a longbow, and a shovel. After that, take the "Flaming Arrows" skill, and forge arrows every chance you get. Even if you stay with just the 7 points in archery, you'll still hit reasonably often, and the Flaming Arrows will give you a nice boost to your offensive punch. For me, this works well with Fingolfin characters.
2) Some people swear by the "Artistry Start". I'm not a fan of it myself, but it has been discussed in a number of posts.
3)The "Enchantment Start". Invest enough points in Smithing to get up to 10 Smithing ability. Buy Armorsmithing and Enchantment. At the first forge, smith Gloves of the Forge +2 (note that this takes an extra 200 exp), and a round shield of deflection (+2,1d3). Debate rages about what the third thing should be: I like a Cloak of Protection (+1,1d1). At subsequent forges, you can make a variety of useful gear: a Dwarf mask of Defiance or of Brilliance, Boots of Free Action, or of Sprinting. I favor Leather Armor of Resilience: even if you don't have a Restoration herb, you can make it and put it on, and you aren't any worse off. And once you do restore, those extra HP are all to the good. You can carry this one step further (I do), and also eventually buy Jewelry, and make a Crown of Grace. If you are a Feanor (i.e. Smithing affinity), this isn't to expensive. The gloves and the crown bring you up to 13 smithing skill, and you can make +2 rings of Accuracy or of Evasion, or a Feanorian lamp if you have some mithril. I like to make a Horn of Blasting if I have some Restoration. And if you find an enchanted forge, you can make a Feanorian lamp of Brightness and an Amulet of Constitution.
1) Take 2 points of Smithing and buy Weaponsmithing. This only costs 800 exp and so is a quite modest investment. At the first forge, make some gear: probably a longsword, a longbow, and a shovel. After that, take the "Flaming Arrows" skill, and forge arrows every chance you get. Even if you stay with just the 7 points in archery, you'll still hit reasonably often, and the Flaming Arrows will give you a nice boost to your offensive punch. For me, this works well with Fingolfin characters.
2) Some people swear by the "Artistry Start". I'm not a fan of it myself, but it has been discussed in a number of posts.
3)The "Enchantment Start". Invest enough points in Smithing to get up to 10 Smithing ability. Buy Armorsmithing and Enchantment. At the first forge, smith Gloves of the Forge +2 (note that this takes an extra 200 exp), and a round shield of deflection (+2,1d3). Debate rages about what the third thing should be: I like a Cloak of Protection (+1,1d1). At subsequent forges, you can make a variety of useful gear: a Dwarf mask of Defiance or of Brilliance, Boots of Free Action, or of Sprinting. I favor Leather Armor of Resilience: even if you don't have a Restoration herb, you can make it and put it on, and you aren't any worse off. And once you do restore, those extra HP are all to the good. You can carry this one step further (I do), and also eventually buy Jewelry, and make a Crown of Grace. If you are a Feanor (i.e. Smithing affinity), this isn't to expensive. The gloves and the crown bring you up to 13 smithing skill, and you can make +2 rings of Accuracy or of Evasion, or a Feanorian lamp if you have some mithril. I like to make a Horn of Blasting if I have some Restoration. And if you find an enchanted forge, you can make a Feanorian lamp of Brightness and an Amulet of Constitution.
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