The Smithing Skill Tree

Post » Tue Jun 19, 2012 8:35 pm

Edited OP: 4/22/12. 4/25/12.

This is, in my opinion, what I believe the Smithing skill tree, and smithing in general, should have been.

http://imgur.com/hpv3U

Smithing in general, should have been recipe based like Alchemy, not a simple place Perk and instant unlock the next level of equipment.

New Portion:
Weapons and Armor should have kept the Degradation system from Oblivion/Morrowind (but at a much slower rate) while including the current upgrading via Workbench and Grind Stones. What could have been done, I feel, is that non-upgraded weapons/gear would not degrade, or at least degrade at a very slow rate, while upgraded weapons/gear would degrade to their lower tiers for example Legendary degrading down to Epic after a while. A player could then, to fix this, simply re~upgrade the gear at their local forging/blacksmithing location. Also, for degradation it could be done simply based on a per hit basis with each hit degrading the weapon/gear a set amount (although different materials could degrade faster and slower) or relative to the amount of Armor the enemy has or the damage the weapon does to the player.

New Portion:
The Smithing Skill Tree would naturally still be a 1-100 level system. The system however would not be tied to what you can make (like it is now) but rather to the quality of the work. For example, if you managed to pick up a recipe for a Daedric Dagger while your Smithing Skill was level 12, the dagger would be crafted with a much lower base damage than if you had crafted it at Smithing Skill level 75, but being as it is Daedric and thus a more powerful weapon than say, an Iron Dagger, its base damage would still be higher than an Iron Dagger.

Also I believe Blacksmiths (if this is possible) should be able to train the player like they do in the Blacksmithing tutorial (where you make an Iron Dagger and a Leather Helm). For instance if you wanted to be trained in making Dwarven gear without having to buy, find or experiment for the recipes (more on this in a sec) then you could travel to say Dawnstar and pay a heftier price to be trained how to make a few Dwarven pieces while being able to keep those pieces. An alternative to that I feel it would be quite good is to commission that Blacksmith to make gear for you. While you would not learn how to make it you could Blueprint it to find out or could use these Blacksmiths as a way to get custom gear for characters that are not Smiths themselves.

This version of Smithing also borrows from Alchemy not only in requiring recipes but also in experimentation. Obviously I'm not suggesting that your character would have to start sticking Ebony Ingots in their mouth to see what they can do but rather you could go to a forge and pick out ingredients you already have and try to combine them into an item.

First Perk:
Focused Smithing (No level requirement) 1 point
Choose either Weapons or Armor to specialize in. Chosen equipment will gain X% bonus to Damage or Armor when crafted.

What this means is that if you choose to specialize in Weapons and then make say, an Iron Dagger, if the Dagger normally has a base damage of 5, because you specialize in Weapons it would get a % added to its damage when crafted.

Second Perk:
Cloth Maker (No level requirement) 1 point
Can now make Cloth gear.

What this means is that... well, you can make Clothes.

Third Perk:
Jeweler (Level 20) 1 point
Allows the Smith to improve upon jewels.

What this means is that you could find a Ruby and, because of training, know how to cut it to become a Flawless Ruby.

Fourth Perk:
Geologist/Tanner (Level 30) 1 point
Allows the Smith to choose between either always finding a jewel while mining ore or yielding an extra Leather/Leather Strip when Tanning.

What this means is basically, if you mine for ore then for every piece of ore you gain you also gain a gem, or for every time you create Leather or Leather Strips you get 1 additional Leather or Leather Strip.

Fifth Perk:
Dedication (Level 40) 1 point
Choose a specific type of Weapon or Armor (based on Focused Smithing) to specialize in. Chosen equipment will gain X% bonus to Damage or Armor when crafted.

What this means is that if you choose to specialize in Daggers and then make say, an Iron Dagger, if the Dagger normally has a base damage of 5, because you specialize in Daggers it would get a % added to its damage when crafted and stacks with Focused Smithing. Basically this allows you to create a character, if desired, to be the best Swordsmith, or Curiass smith, etc.

Sixth Perk:
Blueprinter (Level 50) 1 point
Allows you to breakdown a piece of equipment to see how it is made, therefore learning its Recipe.

What this means is that it's Disenchant for Smithing.


Seventh Perk:
Arcane Blacksmith (Level 60) 1 point
Upgrade enchanted Weapons and Armor.


Eighth Perk:
Enchanted Materials (Level 70) 1 point
Allows the player to bring out the hidden traits of specialized materials (Elven, Dwarven, Orcish, Glass, Ebony, Daedric, and Dragon) that are imbued into the item on creation.

What this means is that if you create a Sword using Quicksilver (i.e. an Elven Sword) it would have some sort of special enchantment on it on creation that does not count towards the normal Enchantment craft. Basically, a weak, and free, 3rd enchantment. Ideas for this include:

Elven Weapons: Swing 5% faster
Elven Armor: 5% Stealth bonus
Dwarven Weapons: Cannot be Disarmed
Dwarven Armor: 5% magic resist
Orcish Weapon: 5 poison damage
Orcish Armor: 5% poison resist
Glass Weapon: Weak Candlelight
Glass Armor: 5% lighter
Ebony Weapons: +5 damage
Ebony Armor: +5 Armor
Daedric Weapons: 10 point Life Leech
Daedric Armor: Lowers Health by 15
Dragon Weapons: 10 fire damage
Dragon Armors: 5% Shout time reduction

(Those are just off the top of my head :happy:;;; )

Ninth Perk:
Master Worker (Level 80) 1 point
Material costs are cut in half.

What this means is that if your sword requires two ingots to make it will now only require one. Cost cannot go below one.

Tenth Perk:
Jeweled Equipment Fortified Materials (Level 90) 1 point
Infuse a piece of enchanted jewelry onto a piece of equipment.

Reduce the amount your crafted items degrade by.

What this means is that if you have a piece of Glass Gauntlets (with 5% lighter enchantment) and a Gold Ring (with a 20% Stamina Regen enchantment) you can fuse them together to get a pair of Golden Glass Gloves which are 5% lighter with a 20% Stamina Regen.

What this means is your gear degrades at a slower rate.

Eleventh Perk:
Baneful Crafter Inventive Craftsmen (Level 100) 1 point
Your equipment is designed with your most hated rivals in mind. Gain an additional X% damage or reduced X% damage when facing off against those you hate the most!

Your trained eye for all blacksmith goods has been toned so well that you can craft gear of a certain style with various new materials.

What this means is that you choose a type of enemy (Beast, Human, Daedric, Dragon, Machine, Humanoid, Undead) and every Weapon you create will do X% additional damage to that enemy and every piece of Armor you make will give a X% damage reduction to the damage received from them.

What this means is that if you particularly like the Dwarven weapons for instance, the look of them anyway, but want to make them out of Ebony to have the black blade you now can as long as you have the recipe for the Dwarven item of choice. You would simply replace the Dwarven metal with Ebony Ingots.

Thoughts?
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Nicole M
 
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Post » Wed Jun 20, 2012 4:22 am

I like it! Drastically cooler than the current perk tree.
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SWagg KId
 
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Post » Tue Jun 19, 2012 7:19 pm

Smithing is already screw up as it is, what you're doing is making it even complex which is completele unecessary. I think you shouldn't be require to have perks in a ceratin type of armor to craft it into legendary, it should be base on the smith skill it self.
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emily grieve
 
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Post » Tue Jun 19, 2012 9:08 pm

I think you shouldn't be require to have perks in a ceratin type of armor to craft it into legendary, it should be base on the smith skill it self.

No where did I say this.
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Nymph
 
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Post » Wed Jun 20, 2012 2:32 am

Interesting... it's actually semi-moddable in certain parts. For example, crafting jewellery improvements (rough ruby >> ruby) could be added, but it would have to go into the blacksmith forge, or we'd have to add an entirely new type of workbench to the game (based on the forge, but with separate recipes). Which could happen.

-Loth
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naana
 
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Post » Wed Jun 20, 2012 1:05 am

Interesting... it's actually semi-moddable in certain parts. For example, crafting jewellery improvements (rough ruby >> ruby) could be added, but it would have to go into the blacksmith forge, or we'd have to add an entirely new type of workbench to the game (based on the forge, but with separate recipes). Which could happen.

-Loth

Yeah, I left that open in case people wanted to add a Diablo/Torchlight like feature of improving on gems.
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Karl harris
 
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Post » Wed Jun 20, 2012 1:59 am

Yeah, I left that open in case people wanted to add a Diablo/Torchlight like feature of improving on gems.

Hahaha... you played Torchlight? I modded the hell outta that game. :)
-Loth
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Natasha Biss
 
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Post » Tue Jun 19, 2012 10:35 pm

Hahaha... you played Torchlight? I modded the hell outta that game. :smile:
-Loth

Yeah. I actually had a bit more fun in it than I did in Diablo II, but it got boring really fast.
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Alex Vincent
 
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Post » Wed Jun 20, 2012 6:43 am

Yeah. I actually had a bit more fun in it than I did in Diablo II, but it got boring really fast.

LOL Then you must have never played my Kensai mod. :)
-Loth
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Ricky Rayner
 
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Post » Wed Jun 20, 2012 4:47 am

LOL Then you must have never played my Kensai mod. :smile:
-Loth

Never modded Torchlight.
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Dawn Porter
 
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Post » Wed Jun 20, 2012 11:30 am

Further discussion?
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lexy
 
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Post » Wed Jun 20, 2012 4:01 am

Like your new idea of the smithing tree.
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KIng James
 
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Post » Wed Jun 20, 2012 10:59 am

Like your new idea of the smithing tree.

Thanks, anything you feel I could add or perhaps change a bit?
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Taylor Thompson
 
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Post » Tue Jun 19, 2012 10:36 pm

"Dragon Armors: 5% Shout time reduction"

You know, that would fit really well gameplay wise and lore wise.
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Dustin Brown
 
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Post » Wed Jun 20, 2012 5:04 am

"Dragon Armors: 5% Shout time reduction"

You know, that would fit really well gameplay wise and lore wise.

I know, that's why I added that bonus.
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Isabell Hoffmann
 
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Post » Tue Jun 19, 2012 11:00 pm

Considering how easy it is to make gold as well as how little use it ends up being past a certain point, most of these perks would have no value to me personally. I never spend time mining or tanning either. Others are too minor in their rewards for the perk point. I'd take focused smithing armor, dedication armor, and arcane blacksmith and I'd leave the rest, anything on the way to Arcane Blacksmith would feel like a wasted perk to me. Blueprinter actually wouldn't be bad either depending on how it worked - it would be nice to be able to craft unenchanted versions of some unique armors.

I like the idea of splitting smithing specialization into weapon and armor however, rather than just materials. I used bound weapons so I felt like I was only getting half my perks worth from smithing. Though I ended up only putting 2 perks into smithing anyway.
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Sylvia Luciani
 
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Post » Wed Jun 20, 2012 12:52 am

Considering how easy it is to make gold as well as how little use it ends up being past a certain point, most of these perks would have no value to me personally. I never spend time mining or tanning either. Others are too minor in their rewards for the perk point. I'd take focused smithing armor, dedication armor, and arcane blacksmith and I'd leave the rest, anything on the way to Arcane Blacksmith would feel like a wasted perk to me. Blueprinter actually wouldn't be bad either depending on how it worked - it would be nice to be able to craft unenchanted versions of some unique armors.

I like the idea of splitting smithing specialization into weapon and armor however, rather than just materials. I used bound weapons so I felt like I was only getting half my perks worth from smithing. Though I ended up only putting 2 perks into smithing anyway.

True, unfortunately it's somewhat hard to balance out a crafting tree due to how easy it is to make money and get supplies in the first place, especially say through things like theft.

I feel that a tree like this actually would have only a few connecting branches (i.e. to get Perk B you have to get Perk A) so that people could diversify as they see fit. Blueprint, as I said, would be used with the idea of learning recipes for things so yes, you could learn how to make those unique items. I even thought about including Linen as a Perk so that players could make Clothes.
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Bigze Stacks
 
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Post » Tue Jun 19, 2012 8:04 pm

+1 for clothes-making. I already use a mod that allows this.

-Loth

PS I have to agree that splitting armor from weapons in the smithing tree makes a lot of sense. They even use different workbenches... why not have them separated?
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Rex Help
 
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Post » Wed Jun 20, 2012 8:23 am

+1 for clothes-making. I already use a mod that allows this.

-Loth

PS I have to agree that splitting armor from weapons in the smithing tree makes a lot of sense. They even use different workbenches... why not have them separated?

I'm not sure why Cloth crafting wasn't included, especially with all the Linen Wraps lying around.
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Trent Theriot
 
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Post » Wed Jun 20, 2012 8:54 am

I like how accommodating most of these perks are to replayability/character specialization. I wouldn't call it perfect (the distribution of usefulness across the board seems kind of wonky, imo), but this on sounds far more creative and interesting on paper than what we currently have.

One question though: Is the Daedric enchantment lowering your health by 15 for balancing/lore purposes, or... did I read that wrong or something?
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Devin Sluis
 
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Post » Wed Jun 20, 2012 10:49 am

I like how accommodating most of these perks are to replayability/character specialization. I wouldn't call it perfect (the distribution of usefulness across the board seems kind of wonky, imo), but this on sounds far more creative and interesting on paper than what we currently have.

One question though: Is the Daedric enchantment lowering your health by 15 for balancing/lore purposes, or... did I read that wrong or something?

It's for both. The actual number could be changed for balance, the fact that it does it in the first place is for lore.
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Kortniie Dumont
 
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Post » Wed Jun 20, 2012 8:20 am

New Perk added!
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Damian Parsons
 
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Post » Wed Jun 20, 2012 6:52 am

Haha... there ya go!

You could structure the perk tree to have two branches at the start instead of just one like all the other skills. One side is armor, one side is weapons. Have Cloth Maker branch off of the armor side.
-Loth
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Angelina Mayo
 
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Post » Wed Jun 20, 2012 4:28 am

Haha... there ya go!

You could structure the perk tree to have two branches at the start instead of just one like all the other skills. One side is armor, one side is weapons. Have Cloth Maker branch off of the armor side.
-Loth

Personally I'd like it better as something like this...

Weapon | Armor | Cloth are all linked together at the start so you can take one, two, or all three if you wish and still move up the tree.

Weapon + Armor | Cloth > Jeweler | Geologist/Tanner | Dedication, again all three linked so you can take as few or as many as you want and still continue

Basically... something like this:

o - o - o
| | |
o - o - o

For each level of the tree.

Damn text not cooperating. But you get the idea. You should be able to, if you want, start at Cloth and work your way to the top without having to take any or the Armor/Weapon Perks. If it's possible >>;
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Melis Hristina
 
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Post » Tue Jun 19, 2012 9:45 pm

OK, so it would look like the very base of the anvil in the constellation, then.

-Loth
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Damien Mulvenna
 
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