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Skills going with a alchemist

Discussion in 'UO Botany and Nutrition' started by agelessrealms, Mar 27, 2007.

  1. Right now I am working on a crafter who will have gm tinker/mining/lumberjacking/carpentry. Considering doing alchemist skill for my next craft on him. Do these skills go well with alchemy? Is there anything that I should pick up for my final 2 skills that will benifit me as a crafter?
     
  2. Trukx

    Trukx Guest

    If you are just making a crafter mule then it doesnt really matter. Alchy doesnt really complement crafting skills unless you run vendors or supply yourself or guild with equipment and pots. Tailor is probably the most useful as everyone wants medable armour, esp if you can get your hands on a few barbed kits. Or you could go bowcrafting since you'll get lots of wood by GMing jacking....quests are easy enough to do and a couple good runic kits can make some nice weps. Perhaps a few points into magery or chiv in order to get around.

    Another option would be alchy, poison and blacksmithy where you can sell DP weps on a vendor, but those days seem to only of an ancient past at this point.
     
  3. Just got Gm Alchemy

    So Temp is this.
    Ledg Smith-120
    Ledg Tailor-120
    Gm Miner-100
    Gm Tinker-100
    Gm Scribe-100
    Gm Alchemy-100
    Magery-80

    Works Out Great acctully All self contained and on another char i have lumberjack/fletching/ poising so all in all it works but i would have to say mine is the ULTIMATE crafter temp
     
  4. Guest

    Guest Guest

    I agree about having carpentry, especially to make kegs if your going to sell those.

    About the gm scribe its better to have more magery for more properties.
     
  5. Keno

    Keno Guest

    My Crafter has:
    120 Smithing
    120 Tailoring
    100 Carpentry
    100 Tinkering
    100 Bowcraft/Fletching
    100 Alchemy
    35 Magery (Enough to recall around and it will grow in time)

    I'm developing a "Resourcer" with:
    Mining
    Lumberjacking
    Swords
    Tactics
    Anatomy
    Healing
    Magery/Eval (Working toward enough to gate)
    He can hold his own in most PvM right now but I'm mostly working to GM Mining and LJ'ing.

    Next project is a Mage/Scribe... Was going to put the Alchemy on him but toying with the idea that it may be better suited on a Ninja/Fencer/Thief (Next project).
    With this layout, plus my Fisherman/Archer/Paladin I'm pretty certain I can gather what I need to stock a few good vendors and still be able to play around in the dungeons...

    Any suggestions on what may work best for the Alchemy?
    Let the Ninja use it for GE attacks, put it on the Mage for some reason or leave it alone and just make kegs of potions for sale?

    I also have GM Arms Lore soulstoned and may remove Alchemy and/or Bowcraft to put it on my Crafter and raise his Magery and get him some Music (so he can create instruments).

    Suggestions or Recommendations?

    Thanks everyone

    Also:
    I'm on Europa so if you'd like something created/put together just bring the ingredients and I'll help out as much as I can. I'm working towards getting more recipes now but haven't had much time to do the quests or hunts for them.
     
  6. Guest

    Guest Guest

    <blockquote><hr>

    I also have GM Arms Lore soulstoned and may remove Alchemy and/or Bowcraft to put it on my Crafter and raise his Magery and get him some Music (so he can create instruments).

    [/ QUOTE ]

    If you're finding skills a squeeze but you really want that 45 Music for instruments, some options are: Jewels (+30), Traveling Minstrel library talisman (+5), Singing Axe (+5) and - if you're an elf - Song Woven Mantle (+10).
     
  7. mike8756

    mike8756 Guest

    I'm really surprised all these templates have no arms lore in them. Especially with legendary smiths etc...
     
  8. glorypaxson

    glorypaxson Guest

    No crafter is "Ultimate" without Arms Lore

    My Crafter is the Ultimate:

    120 Smith
    120 Tailor
    100 Bowcraft
    100 Mining (105 with gloves)
    100 Tinkering
    100 Arms Lore
    80 Magery (100 with Jewels)
    0 Music (45 with Jewels, Axe, Sleeves)

    (Yes, my Jewels have 10 [8 and 12 actually] Magery
    and +15 Music each...LRC also)

    Stoned in my "Mule Room" of my house
    100 Carpentry
    100 Lumberjacking

    I dont consider Alchemy and Inscription as Mule skills...
    Since..
    Inscription adds SDI ...use it on my mage
    Alchemy adds benefits of potions....to be used for Stealth Archer
     
  9. Chameleon

    Chameleon Guest

    My mule is human, do you know of any other items with music other than the seelves? i'm trying to reduce the music skill to accomodate arm lores.
     
  10. Back after a vacation and thought I would send out an update.

    After reading over the information in this thread I think I am going to do the following

    I have crafter #1 which right now has GM bowcraft, GM carpentry, GM tinkering, GM mining, GM lumberjacking, 45.9 alchemy, rest in chiv

    I want to build a second character (mule #1) who will be more of a mule. So make that GM mining, GM lumberjacking, GM swords, GM tactics, GM anatomy, GM healing, rest in magery for getting around.

    Now take crafter #1 and drop GM mining/GM Lumberjacking. Pick up GM smithing and GM armslore. That leaves me with 100 extra points for crafter #1 to spend. I know that 35 of those points will need to be spent into magery for getting around. Any suggestions on what to spend to rest of 65 points? Someone mentioned they had some music in their template, is there any advantage for doing this for a crafter that I might not know about? Also, if you think i'm missing anything that might hurt a skill (lack of another skill which adds a bonus such as smithing +armslore) please point it out.


    Thanks
     
  11. Chameleon

    Chameleon Guest

    What about puting in extra 20 points to make your smith lengendary?
    And i notice, you do not have tailoring?
     
  12. <blockquote><hr>

    What about puting in extra 20 points to make your smith lengendary?
    And i notice, you do not have tailoring?

    [/ QUOTE ]

    For crafter #1 yes I can do that (L. smithy).

    For crafter #2 drop anatomy and pick up tailoring. I guess I wouldn't need anatomy if all i'm doing is killing animals for tailoring right?
     
  13. Chameleon

    Chameleon Guest

    Anatomy is needed for healing.

    Tailoring would be better on Crafter 1 since the armlore can give bonus resist to the crafted armour so leave anatomy on crafter 2 and if you have not enough skill points for crafter 1, use soulstones to switch between the tailor &amp; smith when needed. This way, you can bring tailoring to 120 too. [​IMG]
     
  14. Lord Forest

    Lord Forest Guest

    <blockquote><hr>

    I wouldn't say it is ultimate, considering you don't have GM Carpentry which allows you to make the popular bokutos, house add ons, and furniture. If it works for what you need, then however it makes it ultimate for your gameplay style. [​IMG]

    [/ QUOTE ]
    Anyone think the bokutos will be much less useful with nerve strike being a secondary needing 90 skill and 90 tact now? Just a guess because my mage/poisen/fencer was nerfed with that.
     
  15. I've got two characters building alchemy, neither of which is a crafter mule. (They are on different shards.)

    The first is a more or less classic mage, with the goal template:

    * 120 Magery
    * 100 Eval Int, Meditate, Resist Spells
    * 100 Wrestling, 100 Inscription, 100 Alchemy

    At some point he might trade off the Wrestling for Poisoning, unsure yet.

    The second is a necro-poisoner:

    * 120: Fencing
    * 100: Tactics, Focus
    * 100: Necromancy, Spirit Speak
    * 100: Alchemy, Poisoning

    Having the Alchemy skill offers several associated buffs:

    * If the user of explosion potions has any alchemy skill the damage will be increased by 1 for every 5 points of alchemy skill the user has. The effects of Enhance Potion items are also added to explosion potions. Explosion potions cannot be used if you are [frozen].

    * If the user of conflagration potions has any alchemy skill the damage will be increased by 1 for every 13 points of alchemy skill the user has. The effects of Enhance Potion items are also added to conflagration potions.

    * If the user of invisibility potions has any alchemy skill the duration will be increased by 1 for every 10 points of alchemy skill the user has. The effects of Enhance Potion items are also added to invisibility potions.

    The latter character is still relatively new, while the former just started the Alchemy path recently. Neither believes that Alchemy is just for mules any more. [​IMG]
     
  16. <blockquote><hr>

    <blockquote><hr>

    I also have GM Arms Lore soulstoned and may remove Alchemy and/or Bowcraft to put it on my Crafter and raise his Magery and get him some Music (so he can create instruments).

    [/ QUOTE ]

    If you're finding skills a squeeze but you really want that 45 Music for instruments, some options are: Jewels (+30), Traveling Minstrel library talisman (+5), Singing Axe (+5) and - if you're an elf - Song Woven Mantle (+10).

    [/ QUOTE ]

    OOO, good tip! I just happen to have all of those items too. [​IMG]
     
  17. Guest

    Guest Guest

    Here is what I was thinking of going with for my mule:

    BlackSmithy 120
    Arms Lore 100
    Mining 100
    Tailoring 100
    Alchemy 100
    Poisoning 100
    Item ID/Taste ID 50/50