Master of the Forge

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Master of the Forge

"I will ask my anvil and my forge what they will let me create."

Faction:

Breakers

Access Rune:

Breakers

Faction Boss:

Hammerlord

Difficulty:

Soul-Crushing

The master of the forge is the second in command to the Hammerlord and functions between a crafter, supplier, prisoner manager, and force commander. Your duty is to provide a second set of hands and voice to the hammerlord while managing your forge.

Stat Requirement

  • Robustness: 20
  • Toughness: 20
  • Mechanical: 15
  • Vigilance: 5

Purpose

As the second in command to the Hammerlord your job is one more of logistical matters within the internal aspect of your faction. Midway between a crafter and supply specialist, your main concern is gathering materials and items needed from expeditions to re-forge or improve existing items at your work station. In addition to creating new armors and weapons you can further augment them via modifications and enchantments that improve survivability for not only breakers but anyone willing to buy your equipment. Though capable of attending expeditions, you should focus far more on maintaining the safe zone and coordinating patrols when your boss is away or not present.

In addition to your ability as a supplier of crafted items you also manage both the prison and the armory. When agents or the penumbra determine that someone is guilty of a crime it is ultimately your responsibility to ensure the correct fine or imprisonment time is carried out. This includes arrests, processing, and documentation of all presiding events before being filed with the correct paperwork. When carrying out an arrest all breakers save the hammerlord are expected to obey and aid you, so you should make sure at least one or two are around during normal operation to help you. Good communications with agents and the penumbra are also recommended to ease operations when dealing with trouble makers.

Should more severe problems arise, you have access to the armory where emergency supplies are kept. These are not to be used during normal operations and are saved for emergencies only. Your supplies include expensive and higher quality munitions for the ashmen and firebrands, along with more dangerous equipment like alchemy bombs, fortifications, and additional suits of armor, shields, and melee weapons. You should keep track of your supply and above all, make sure nobody attempts to use any without an ongoing emergency, including yourself and the hammerlord.

Tips

  • Just because the hammerlord is the head honcho does not mean you cannot organize and direct other breakers, you are the second in command and unless the hammerlord overrides you, they are required to obey you.
  • Treat your fellows well, what they donate from their expeditions is what supplies your forge with materials to upgrade and augment existing items or create new weapons and armor.
  • Your job is more desk work than anyone else, you should be patrolling the safe zone and dealing with prisoners, not going on long expeditions. That is the hammerlord's job.

Unique Equipment

  • Blacksmith's belt - A special designed leather belt with all the tools you shall need to create and modify equipment at your forge.

Advanced Tips

  • Most equipment can be upgraded using armor or tool mods and most can take multiple items. The right combinations can drastically improve nearly every item. Experiment!
  • Most upgrades have some drawbacks, be mindful of these lest you make a super powerful weapon that breaks after only a few fights.
  • Do not neglect auxiliary equipment. A sledge with additional holsters, improved pouches, and multiple back ups can stay out longer in the field.
  • You cannot create everything, consider negotiating with fixers and beast masters to gain useful items you yourself cannot make, like pouches or bullets.




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