Artificer crafts magical weapons, namely scepters, staves, foci and tridents. The primary material for crafting these magical weapons is wood, but some metal is also required. Wood can be obtained by logging trees scattered throughout Tyria, and metal and can be obtained by mining mineral veins.
Huntsman crafts ranged weapons and items commonly used when hunting, namely shortbows, longbows, rifles, pistols, harpoon guns, warhorns and torches. The primary material for crafting these weapons is wood, but some metal is also required.
Weaponsmith crafts weapons for melee combat, namely swords, greatswords, daggers, maces, hammers, axes, shields and also spears. The primary crafting material for a weaponsmith is metal, but some wood is also needed.
In addition to these basic materials, all of the weapons crafting disciplines need fine, rare and exotic materials. Fine materials are mostly used for crafting inscriptions and consumables, rare materials are used for crafting sigils, and exotic materials are used for crafting exotic weapons. These materials are mostly obtained from enemies.
The pattern for crafting weapons is very simple: a weapon consists of two basic parts and an inscription. The basic parts are called heads, casings, cores, shafts, rods, blades, hilts, backings, bosses, hafts, horns, barrels, mouthpieces, harpoons, staves, frames, stocks and handles. These basic parts need to be combined with an inscription in order for the weapon to have attributes.
|A weapon consists of two basic components and an inscription.|
The inscription is the part of the weapon which defines what attributes the weapon will have. If the inscription for example has precision and power, the weapon will also have precision and power. The available attributes for weapons are Condition Damage, Critical Damage, Healing Power, Power, Precision, Toughness, Vitality, and also the so called secondary attributes such as Magic Find. Inscriptions are made of dowels, which again are constructed of wood and sometimes also metal. When the dowel is combined with some fine materials, the dowel gains its attributes and becomes an inscription.
In addition to crafting weapons, artificer, huntsman and weaponsmith can also craft sigils and consumables. Sigils are upgrade components for weapons and crafting them requires rare materials. The three disciplines don't craft the same sigils; instead each discipline has access to four different kinds of sigils of varying levels: minor, major and superior. Artificer crafts Sigils of Frailty, Impact, Elemental Slaying and Luck; huntsman crafts Sigils of Paralyzation, Icebrood Slaying, Conjuration and Speed; and weaponsmith crafts Sigils of Destroyer Slayer, Doom, Sanctuary and Strength.
There are three different levels and 12 different kinds of sigils that can be crafted by the weapon crafting disciplines.
As mentioned before, the disciplines can also craft consumables. An artificer crafts tuning crystals, a huntsman crafts oils and a weaponsmith crafts sharpening stones. In addition there's one more consumable that only the artificer discipline can craft: potions. All of these consumables work in the same way: one double clicks the item in their inventory in order to gain a combat buff that lasts for 30 minutes.
There are many levels of consumables, and the higher their level the greater benefit they offer to their user. Tuning crystals give condition damage, oils give precision and sharpening stones give power equal to a certain percentage of one's toughness and vitality. Potions are different and instead of increasing one's attributes, they provide an increase to damage and protection versus a certain enemy type. In addition to their normal bonuses, all of the consumables also increase experience gain from kills by 10. There can be only one consumable active at any one time.
|Potion of Undead slaying increases damage done to undead |
enemies by 7% and at the same time reduces the
damage received from the undead by 4%.
The weapon crafting disciplines are great choices for any profession. The consumables they craft are useful and the weapons can be used by almost any profession, the only exception being the elementalist who is incapable of using huntsman crafted weapons. Instead of thinking about the profession, making the choice rather comes down to what weapons and attributes one likes to use on their character. One might at first think that an artificer would be the best choice for a mesmer, because a scholar is likely to use magical weapons, but if one rather uses a great sword, why not be a weaponsmith? Or if one wishes to craft consumables that boost precision based on a certain percentage of toughness and vitality, there's nothing stopping them from being a huntsman.