Crapter template - comments?
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Crapter template - comments?
Hi
Any comments to this crafter template?
STR: 100
DEX: 100
INT: 25
Blacksmithy: 100
Carpentry: 100
Tinkering: 100
Tailoring: 100
Inscription: 100
Bowcraft: 100
Magery: 100
Does it need changes?
Any comments to this crafter template?
STR: 100
DEX: 100
INT: 25
Blacksmithy: 100
Carpentry: 100
Tinkering: 100
Tailoring: 100
Inscription: 100
Bowcraft: 100
Magery: 100
Does it need changes?
Re: Crapter template - comments?
meditation or your magery/inscription is going to be very slow
Re: Crapter template - comments?
Good point - but I could just do inscription & Magary in the beginning, and then lower meditation again when im done ..?Dagon wrote:meditation or your magery/inscription is going to be very slow
Re: Crapter template - comments?
I'm assuming you're buying all your ingots and boards? Even if you are, I'd recommend working up Mining to GM (doesn't take too long), because you'll use a lot less ingots if you smelt everything you make on your way to GM Blacksmithing. The higher your mining, the more ingots you get back from a smelted item.
If you're planning on just dropping Lumberjacking once you're done with bowcraft and carpentry, I'd recommend doing bowcraft first. It'll easily fund your leather purchases for tailoring, and a good head start on regs for magery/inscription.
Regarding stats, you're going to need at least 45 Intelligence to be able to inscribe all levels of scolls (45 plus 5 for mages hat). You'll probably want to drop your dex to compensate, since being able to carry a lot of weight is pretty handy as a crafter.
If you're planning on just dropping Lumberjacking once you're done with bowcraft and carpentry, I'd recommend doing bowcraft first. It'll easily fund your leather purchases for tailoring, and a good head start on regs for magery/inscription.
Regarding stats, you're going to need at least 45 Intelligence to be able to inscribe all levels of scolls (45 plus 5 for mages hat). You'll probably want to drop your dex to compensate, since being able to carry a lot of weight is pretty handy as a crafter.
Re: Crapter template - comments?
youd still want meditation while inscribing in the future.Morten wrote:Good point - but I could just do inscription & Magary in the beginning, and then lower meditation again when im done ..?Dagon wrote:meditation or your magery/inscription is going to be very slow
Re: Crapter template - comments?
Put alchemy and poisoning on your main template instead of bowyer and inscription, and have a 2nd mule character with:
Magery
Meditation
Inscription
Mining
Lumberjack
Bowcraft
Item ID/Arms Lore/Whatever[Cooking
]
First character can make all add-ons, furniture, tools, traps, potions, armour, melee weapons and poison said weapons. Second char is your gatherer, scribe, fletcher. Both character have 100/25/100 Str/Dex/Int.
Magery
Meditation
Inscription
Mining
Lumberjack
Bowcraft
Item ID/Arms Lore/Whatever[Cooking

First character can make all add-ons, furniture, tools, traps, potions, armour, melee weapons and poison said weapons. Second char is your gatherer, scribe, fletcher. Both character have 100/25/100 Str/Dex/Int.
?
Re: Crapter template - comments?
Well I have another gatherer char, that melts the stuff for ingots.Theograd wrote:I'm assuming you're buying all your ingots and boards? Even if you are, I'd recommend working up Mining to GM (doesn't take too long), because you'll use a lot less ingots if you smelt everything you make on your way to GM Blacksmithing. The higher your mining, the more ingots you get back from a smelted item.
Re: Crapter template - comments?
I'm working on a smith/tinker character now. I really like this dual-mule idea. When creating this second gathering mule, which skills would you choose to start with?Caswallon wrote:Put alchemy and poisoning on your main template instead of bowyer and inscription, and have a 2nd mule character with:
Magery
Meditation
Inscription
Mining
Lumberjack
Bowcraft
Item ID/Arms Lore/Whatever[Cooking]
First character can make all add-ons, furniture, tools, traps, potions, armour, melee weapons and poison said weapons. Second char is your gatherer, scribe, fletcher. Both character have 100/25/100 Str/Dex/Int.
Re: Crapter template - comments?
Really does not matter, whatever is hardest/costliest to raise, buy all remaining skills up to 30ish from NPC guildmasters. I think I started with 40/40/20 Lumber/Bowcraft/Mining but it was a long time ago now, it was my first character. Since your making a smith now 50 mining is probably advisable, then bowcraft or lumber. The other skills are easy and fast enough to raise from 30.akumaizer wrote:I'm working on a smith/tinker character now. I really like this dual-mule idea. When creating this second gathering mule, which skills would you choose to start with?Caswallon wrote:Put alchemy and poisoning on your main template instead of bowyer and inscription, and have a 2nd mule character with:
Magery
Meditation
Inscription
Mining
Lumberjack
Bowcraft
Item ID/Arms Lore/Whatever[Cooking]
First character can make all add-ons, furniture, tools, traps, potions, armour, melee weapons and poison said weapons. Second char is your gatherer, scribe, fletcher. Both character have 100/25/100 Str/Dex/Int.
Its worth bearing in mind that one of the drawbacks is that if your smelting stuff while trying to GM smithing you really need GM mining and you do have to pass the items across to your second mule somehow. I just filled a container with 100 items then picked it up with my mule, smelted items, placed ingots with others and carried on smithing, it no problem if they are on different accounts or you have a house but is a minor inconvenience while reaching GM smith.
?
Re: Crapter template - comments?
The smith I'm working on is a GM miner. I didn't find that particularly difficult to reach. After I finish smithing I may drop it in order to have a more efficient first and second mule. I was just curious of ones opinion on which skill(s) on that second mule you described are the most difficult to raise.Caswallon wrote:Really does not matter, whatever is hardest/costliest to raise, buy all remaining skills up to 30ish from NPC guildmasters. I think I started with 40/40/20 Lumber/Bowcraft/Mining but it was a long time ago now, it was my first character. Since your making a smith now 50 mining is probably advisable, then bowcraft or lumber. The other skills are easy and fast enough to raise from 30.akumaizer wrote:I'm working on a smith/tinker character now. I really like this dual-mule idea. When creating this second gathering mule, which skills would you choose to start with?Caswallon wrote:Put alchemy and poisoning on your main template instead of bowyer and inscription, and have a 2nd mule character with:
Magery
Meditation
Inscription
Mining
Lumberjack
Bowcraft
Item ID/Arms Lore/Whatever[Cooking]
First character can make all add-ons, furniture, tools, traps, potions, armour, melee weapons and poison said weapons. Second char is your gatherer, scribe, fletcher. Both character have 100/25/100 Str/Dex/Int.
Its worth bearing in mind that one of the drawbacks is that if your smelting stuff while trying to GM smithing you really need GM mining and you do have to pass the items across to your second mule somehow. I just filled a container with 100 items then picked it up with my mule, smelted items, placed ingots with others and carried on smithing, it no problem if they are on different accounts or you have a house but is a minor inconvenience while reaching GM smith.
Re: Crapter template - comments?
I have good crafter, and mischevious crafter.
Good crafter:
Mining 100
Smith 100
hiding 100
stealth 100
Carpentry 100
Arms Lore 35
Item ID 35
tinkering 75
magery 55
Mischevious crafter:
tinker 100
poison 100
alchemy 100
hiding 100
stealth 100
Item Id 75
Arms lore 70
magery 55
Good crafter:
Mining 100
Smith 100
hiding 100
stealth 100
Carpentry 100
Arms Lore 35
Item ID 35
tinkering 75
magery 55
Mischevious crafter:
tinker 100
poison 100
alchemy 100
hiding 100
stealth 100
Item Id 75
Arms lore 70
magery 55

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