1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice

Two crafters

Discussion in 'UO Craftsman' started by Siteswap, May 23, 2009.

  1. Siteswap

    Siteswap Visitor

    Joined:
    May 17, 2009
    Messages:
    573
    Likes Received:
    0
    At one time you could just about fit most of your crafting needs on one template. These days with the Arms Lore requirement, plus the new imbuing skill in SA thats not so easy.

    My question is this... If I was to donate 2 character slots to pure crafters, how would I build each template?

    I want to cover the likes of fishing, cooking and be able to make GM instruments. Alchemy needs to be in there as well along with all of the usual suspects (smithing, tailoring, carp, tinker, miner, lumber, arms lore). Inscription is not needed but I also need to leave a space on one of the templates for imbuing. Do some skills need to be on more than one template to allow all add-ons to be made? Can anyone come up with the perfect crafter on 2 templates?

    Siteswap
     
  2. Basara

    Basara UO Forum Moderator
    Moderator Professional Wiki Moderator Stratics Veteran Stratics Legend Campaign Supporter

    Joined:
    Jul 16, 2003
    Messages:
    8,457
    Likes Received:
    582
    I'd recommend the following:

    Crafter 1: Elf

    120 Tailor
    120 Smith
    (120 Imbueing)
    100 Arms Lore
    100 Carpentry
    100 Bowcraft/Miner/Tinker*
    40 magery

    Items needed:
    Another +35 Magery from items (combination of spellbook & jewelry)
    +45 in Music items (Minstrel Talisman or Singing Axe, Song Woven mantle, +30 from Jewelry; with both talisman & axe, one can go as low as +25 on the jewelry)

    Crafter 2: choice of race

    105 Magery (120 with Treatise on Alchemy talisman & alchemists bauble)
    100 Alchemy
    95 Lumberjack (100 with Melisande's axe - go to 100 real, without that item, if character is 12 months or more)
    100 Cooking
    100 Fishing
    100 Inscription
    100 Tinker/Miner*

    *Swap these skills out as needed with soulstones. Will probably have Miner as default on Crafter 1, Tinker on Crafter 2, Bowcrafting on a soulstone. Move Tinker onto crafter 1 when needed to imbue tinker-type loot items (or if they add items worth crafting with SA to Tinker). Similarly, you're likely to do a lot more mining to supply your smith (and to smelt stuff, you also need mining), than Bowcrafting (runic fletching kits being as rare as they are), so Bowcrafting can be "odd skill out" most of the time.

    Note that crafter 2 will be quite useful with potions, since they will have just shy of maximum EP with the equipment that also adds +15 magery points to their skill. The character would use explosion pots (and mind blast) for direct damage, summons for heavy firepower. If you put lumberjacking on a non-crafter character (since carpentry no longer needed to make colored boards, and LJ gives a DI bonus for axers), you could add Eval Int, and be a full-blown mage.
     
  3. Siteswap

    Siteswap Visitor

    Joined:
    May 17, 2009
    Messages:
    573
    Likes Received:
    0
    Wow. Thanks for such a comprehensive answer...

    Siteswap