Metallurgy (28) (9 perks)
- Oblation to Onsi (Elder Scrolls Online) (100CP)
From separating the low-carbon steel from the high-carbon steel to identifying obscure metals like Lilandril steel and the so-called "bog iron" found in peat deposits, you've got a solid basis of knowledge and skills that allow you to work as a blacksmith for all but the most discerning of clients (and with practice, even those as well!) Any set of plate or any melee weapon crafted from metals of up to Rank Five (ebony, which for some reason is much less impressive in ESO than it is in every other Elder Scrolls setting) is a trivial task for you, provided you have the tools and resources on hand.
- Smith (Generic Builder) (100CP)
You have a particular talent for creating anything a blacksmith/armorsmith/weaponsmith might create. Any such crafted object is half again as durable as it would otherwise be. Creation times are halved and your natural talent increases with each purchase of this knack.
* Can be taken indefinitely for creation time modifiers
- Skyforge (The Elder Scrolls: Skyrim) (200CP)
An ancient, mysterious, eagle themed forge added to your warehouse. Any metal items crafted at the forge will be significantly harder and stronger for it. Something about the fires.
- Smithing (Thundercats 2011) (200CP)
The ancient art of working with metal to forge weapons and armor. You know how to make beautiful equipment that can survive countless battles and you could even forge a legendary weapon if you dedicated enough time to it, although it'd probably take at least several years to complete.
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- Blacksmith (Generic Xianxia) (300CP)
Weapons and armour are not useless in this world. Indeed, one of sufficient talent may create arms and armour that can (and usually do) mean the difference between victory and defeat for those who use them. You are able to make equipment with special traits and great power to aid the one who wields and wears them. What the gear is able to do and how strong it is is dependent on your skill, the processes used, and the reagents that go into their creation - for example, if you wanted to make a flaming sword, you would need a source of magical or conceptual fire to infuse into the blade. With sufficient time and skill the stuff you make can decide the fate of nations, planets, and even entire dimensions. Furthermore the arms and armor you can create are nearly half-again as powerful as they would otherwise be, given similar materials, time, and effort in their creation.
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- Swordsmith (Fate/Legends Japan Land of the Rising Sun) (400CP)
What else shows the spirit of the Japanese but the famed katana blade? Such a central part of their mythos as to have the most famous craftsmen become like heroes themselves. No matter how great, they do not remember the makers of armor or shields like they do artisans of the blade. On the level of legends like Masamune and Muramasa, you are one of these legendary swordsmiths. Even in an ordinary forge with ordinary metals, you can smith katana of a supernatural quality. Edges that split magical steel and blades that don't shatter after a thousand strikes on rock. Often, these even have magical effects if you intend them, such as sharpening as they drink more blood or cutting at a much greater distance than just the physical blade. Should you have access to tools, materials and even magic of a greater level, you will be able to create far greater weapons. Weapons that bring ruin to armies, that cut castles in two with a single slash, fiery tools that send billowing tides of flame to swallow whole forests. When truly inspired, you can even create things on a divine level, the stuff of legends that only a divinity could normally craft. A sword that splits the fabric of reality itself in two, perhaps. With time, your talents may be able to be applied to any form of blade, not just Japanese swords. Should you gain magic of your own, you will see that imbuing those effects into your weapons is effortless, even magnifying the potency of your spells greatly beyond what you would normally be able to cast if you place them into the form of a sword.
- Forgemaster (Marvel Magic) (600CP)
You are skilled in the art of the forge. You craft weapons and shape armor in the way a master artist plies their trade. Perhaps you trained with a god of the forge or studied under the dwarves of Nidavellir or maybe you've simply honed your skills over lifetime's. Whatever the case, your skill with the forge goes beyond what normal mortals would be able to accomplish. You have the skill to work with metals; though perhaps not the natural hardiness required to survive the conditions needed to forge them. And even were you to only have sub-par mundane materials, you could still craft weapons and armor fit for any king who has ever lived. Further, if you know how to utilize the mystic arts, you will find yourself talented at enchanting your creations with your spells and perhaps you will even be able to forge great and powerful artifacts. But the modern world has largely moved beyond the crude weapons of old and if you wish, you may do so as well. With some effort you would be able to transfer your skills to more advanced components, creating powerful firearms or masterful mechanical vehicles.
- Master Smith | Ahzidal's Apprentice (Elder Scrolls Skyrim SB) (800CP)
Master Smith (400CP)
So, how many iron daggers did this take to get? Regardless of the answer to that question the results have surely shown themselves to you and everyone else. You're a master of smithing and the working of metal, forging weapons out of Glass and Ebony is well within your capacity, and even Daedric items may be forged with proper equipment and materials. Your craftsmanship is nothing less than perfection and your opportunity to grow is great as well. Given times you may yet forge tools, weapons and armor that rival even the likes of Daedric artifacts.
Ahzidal's Apprentice (400CP)
The art of spellcasting has more to it than just flinging fireballs and screaming about UNLIMITED POWER as one electrocutes their enemies. The arts of Enchantment and Alteration stand as testaments to this fact, enchantment in particular stands as a powerful, yet indirect system of magic and when it comes to this branch and the operation of it only the Dragon Priest Ahzidal is your equal. Like him you've collected vast knowledge pertaining to the various magical bases of the Mer, whether it be the ancient runes of the Ayleids or the process of harmonizing the seven natures of metal. This craft extends far and wide and with it even a mere band of 500 warriors could be given equipment powerful enough to fell a powerful race of spellcasters like the Falmer, or in other, more simple words your enchantments are legendary. You could perhaps go even further, runes are simply another language, and if understanding them allows you to use them, then perhaps even others like that of the Dovah might be as well.
This is lore based Daedric artifacts which includes shit like instant kill weapons or key that can conceptually unlock anything. Or a sword that stole power from a daedra and flew a floating city of soul warriors into mundus. Pretty much all major Daedric artifacts are conceptual even if they are nerfed for the game.