Note for these methods: You cannot buy points in a skill, while under the effects of a New Haven skill quest. Buy all your skills, THEN take the quests. Part 0: Preperations These are some common sense guidelines for training long and hard (and later crafting throughout your career). First of all, items will always craft into the bag that the raw material is in - as long as there is but one component. Items with multiple parts (typically, things you won't be using for training), require all the items be in the same bag. If not, then the item will appear in the top level of your backpack. Certain items (a few deed types, like repair deeds) will automatically be created in your top pack level. Items in bags cannot be marked as quest items. Using this to your advantage: For Blacksmiths (especially) and tailors, buy a salvage bag. Making your training items in the salvage bag, will save you a lot of time in regaining the materials for more training, but note that any cloth left in the bag will be turned into bandages (and that oil cloths recycle into bandages as well). For other skills, if you are crafting items you are going to sell or throw away, craft the items in a container you can just drop. If you are going to donate the items to a collection (library), you can have them in a container as well. Using UOAssist with the 2D client will allow you to set up a "Sell bag", whose entire contents are sold at once (or in groups of 50 in some cases), and that is the bag you should use if the items can actually be sold to NPCs and you plan to do so (remember to remove any remaining raw materials before selling). If training while making items for a quest, craft the items in the top level of your backpack (i,e, not in any containers). Using the "mark as quest item" and "make number" functions (which first appeared in the Kingdom Reborn client, and are now present in both the 2D/Classic and Enhanced clients) can be very useful for this, though you may still have to mark a few by hand, if you end up with extras after finishing a quest. Note that pure skill gain quests (New Haven) don't require items to be marked (and can be made in the salvage bag, for smiths), but you can get tons of tinker kits (of the NPC variety, not the ones that "necessity's mother" takes in Heartwood - use these to make the quest ones) by crafting the parts one Tinker NPC needs, while training tinker up for Amelia (you have to re-mark as quest item the stack of parts after each quest for the other tinker). Part 1. Arms Lore Note for those who have been gone since before 2007: Arms Lore is now an important part of crafting. It gives the following bonuses to items, whether they are crafted by Smiths, Tailors, Fletchers, Carpenters or Tinkers... +1% DI per 20 points of Arms Lore (+1 per 12.5 points on SP & Mugen) added to the existing 35% DI Bonus for Exceptionally-crafted Weapons. This means that at GM Arms Lore, weapons crafted with normal tools will have 40% DI when crafted exceptional (43% on SP & Mugen). The maximum a Smith weapon can have, when crafted by a runic, is 55%. Bows and Wood weapons can be a higher, from choice of wood(see below) +1 Additional random Resist per 20 points of Arms Lore (+1 per 12.5 points on SP & Mugen), in addition to the standard Exceptional bonus (which is 15 for items created with normal tools, +6 for runic-crafted armor). Note: Tailor & Smith runics have had their minimum intensities raised, and their maximum intensities all being potentially 100% of the range (even for Dull Copper & spined runics!) The new fletching & carpentry runics (gained via quests, not BODs) mostly have caps under 100% intensity, as the wood properties (and some additional bonuses for fletching property range, since all are 2-handed weapons) add in significant bonuses (up to +12% DI for weapons, up to +18 resists for armor - compared to 12 for barbed leather & 13 for valorite) To train Arms Lore: Buy as high as possible in New Haven (Hespheastus blacksmith shop, or Jacob in the miner area). Then, have it go up while you train crafting skills. It goes up crafting any type of armor (except shields, but includes hats), and any thing with weapon stats (all weapons, plus the "hammer" carpentry tool crafted by tinkers, which has stats but was never made equippable). If you're not to GM by the time you finish training the crafting skills (not like you'll NEED to have it at GM any quicker), then you can use the skill actively on a piece of gear on you (weapon, etc.) Some people would say to go straight to the active loring, but why waste time doing that if you are going to be crafting like a madman to train the other skills, and getting Lore gains along the way. Personally, I've timed the process, and you can get as much as three times as many skill checks that could result in a gain from crafting, than loring an existing item. Links for parts 2 & 3: use this info to build your own skill training regimen if you don't like my suggestions Smith Charts for skill gain caps: http://uo.stratics.com/php-bin/show_content.php?content=27506 Tailor Charts for skill gain caps: http://uo.stratics.com/php-bin/show_content.php?content=27682 Note that these charts do not, as yet, have the Stygian Abyss items. See notes below on some of those, and how they can factor into these guides. Part 2: Blacksmith/Mining: A. From 0-40: Buy off NPC in New Haven, and take Hesphastus' skill gain quest. Do the same for Mining from Jacob, south of the New Haven Moongate. Get mining to 50 first, to get some ingots to start out with, and continue to train between Smith training sessions, to supply your training. Getting to GM mining is primarily the result of mining a lot (even iron mining will give gains), and smelting ore that you have a chance of failure on (only gains from smelting ore are when you can fail). The higher you get your mining, the less ingots you lose smelting, then return to Hesphastus' shop. (note that mining gives gains, regardless of ore type when mining up the ore, but is based on difficulty of ore for gains while smelting the ore to ingots) Note: Be sure to buy Salvage bag from provisioner - returns 1 extra ingot per smith item smelted B. From 40-50: make Maces, in the New Haven smith shop, using the faster skill gain area. 50-up... Consult the charts link above for things you can gain on, if you wish to build your own, personal training chart. The following is a guide that minimizes ingot use, as long as you are enabled for Mondain's Legacy items: C. Switch to Cutlasses somewhere in the 50s. D. Switch to Krysses somewhere in the mid 60s. E. Switch to Shurikens somewhere in the mid 70s. F. Switch to Circlets around 90* G.* Switch to Royal Circlets at GM, keep making them until 120. H.* (Optional: Requires Stygian Abyss) Switch to Boomerangs at 110, and make those to 120. This is optional, in that while the Boomerangs are slightly harder and take less ingots than the Royal Circlets, they also weigh 4 times as much, meaning that one will have to stop and recycle more often. The weight constraints of the Salvage bag means that you can make up to 120-122 Royal circlets per pass (the limit coming from the 125-item limit a character backpack has; you'll have the bag, the ingots in the bag, and at least one tool, plus the items made), while one can only fit 100 boomerangs in the same bag (where it hits 400 stones). * if you need to fill Platemail BODs, feel free to do these during your training as well, but the circlets use a lot less metal. Part 3: Tailoring: Buy it up as high as possible. You can use the link to the tailor charts above to build your own method, or try the following: A. Suggest short pants to 45 (though will get slow at that point) B. Leather Jingasa from 45 to 54 C. Robes to 54 to 75 D. Oil cloth from 75 to at least 80 (oil cloths you turn into bandages for your characters with healing or vet - they don't recycle). As these use a lot less cloth than the next step, you might want to stick with these fairly long, and only switch to the next step when gains get really slow. (gains can go over 109, if scrolled to 120, but are VERY slow. Then again, you get many more attempts for the same amount of cloth instead of the hoods) Non-SA accounts: E. Either stay with oil cloths to 109 (low cloth method), or, if cloth supplies aren't an issue, switch to Cloth Ninja Hoods sometime in the 80s or 90s (hoods can take you up to 110 if scrolled to 110, 115 if scrolled to 120). If you do Hoods, donate them by the bag to the Britain library. F. Studded hiro sode from wherever you stop with the hoods, to 120. Alternatively, leather ninja hoods to donate to the library. As with smith, if you have BODs to fill that you can gain on (studded & bone) during the later gain periods, by all means fill them instead. A lot of them give better chances of gains, but are more costly in material. SA-Enabled accounts: E. Switch to Gargoyle cloth armor at around 109 skill. Any of the items will give gains to 120, but those that use more cloth, give gains quicker. Note that, unlike nearly all other tailor items, these items start at 0% (like quivers, and all smith items), not 50%, at the skill level where they can first be made. Part 4: Bowcraft/Fletching: This skill can actually be trained to Grandmaster using the quests in Heartwood. As those quests are the source of the Bow recipes AND the Fletching runics, training there is a bit of a no-brainer... A. Buy/train skill to 30. Then, go to Heartwood (with a LOT of wood - take loaded pack animals) to the Bow questgivers. B. Do the quest "A simple Bow" until you reach 60 skill. C. Do the Quest "Ingenious Archery I" from 60 to about 80 skill (can go a little higher if you wish). D. Do the "Ingenious Archery II" Quest from 80 to 90 skill. E. Do the "Ingenious Archery III" Quest from 90 to 100 skill (if gains slow, try alternating between the II & III quests) By doing quests till you hit GM, you will probably get all the recipes, and maybe some fletching runics, by the time you hit GM. If not, go back to doing "A simple bow" quests after GM for recipes you lack, or trying for runics, or doing the quest for the crossbow bolts (if you feel like doing a lot of separation of small groups off a pile). Note that if you are training Arms Lore, and haven't reached GM by the time you hit GM Bowyer, you will still get gains from doing the bow quests, so it is more convenient to keep doing them, than the crossbow bolt quests, in the long run.