- Carpentry 100
Smith 100
Mining 100
Tailor 100
Tinker 100
Mage 75 (for recall, healing, and carp items requiring magery)
Music 45 (for carp items requiring music)
Weapon 80 (for small monsters along the way)
___________________
700
The perfect Crafter template for T2A ?
The perfect Crafter template for T2A ?
This is what i plan so far, is it good?
Re: The perfect Crafter template for T2A ?
if you got the 75 mage you can just kill the small monsters with that
- chumbucket
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Re: The perfect Crafter template for T2A ?
I'd drop mining, music and swords to add alchemy and poisoning. Bump up magery to GM. Make another character just for gathering raw materials. And who actually buys musical instruments anyways?
Re: The perfect Crafter template for T2A ?
Agreed about music instruments, their cheap and plentiful at vendors.chumbucket wrote:I'd drop mining, music and swords to add alchemy and poisoning. Bump up magery to GM. Make another character just for gathering raw materials. And who actually buys musical instruments anyways?
Re: The perfect Crafter template for T2A ?
Alchemy
Blacksmith
Carpentry
Magery
Mining
Tinkering
Tailoring (or Poisoning)
That's what I would have done if I wanted a crafter
Blacksmith
Carpentry
Magery
Mining
Tinkering
Tailoring (or Poisoning)
That's what I would have done if I wanted a crafter
Lake Superior 1997-2002, UOSA 2008-Present
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
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Re: The perfect Crafter template for T2A ?
This is what mine is, with poisoning. I might end up eventually dropping Mining for something, like tailoring.RoadKill wrote:Alchemy
Blacksmith
Carpentry
Magery
Mining
Tinkering
Tailoring (or Poisoning)
That's what I would have done if I wanted a crafter
Re: The perfect Crafter template for T2A ?
carpentry
smithy
tinker
tailoring
magery
these are good to start with. you can add alchemy and poisoning. or you can add inscription and med, and latter drop med for mining when you train smithy (much easier when you have mining so you can smelt). i have musicianship right now and i've been making stock piles of GM made weapons. i might keep it and pick up provo for a bit and get glorious lord title.
i would probably pick alchemy and poisoning just cause not there are not that many poisoners and boat loads of scribes.
http://my.uosecondage.com/player.aspx?id=2067
you could have a "mule's mule" just to save points. the 2nd mule would have mining (for sure, can always use this guy to smelt and restock ingots) or lumberjacking, could put magery and inscription and med on this guy to save skill points
http://my.uosecondage.com/player.aspx?id=7673 this is coffee's mule's mule
smithy
tinker
tailoring
magery
these are good to start with. you can add alchemy and poisoning. or you can add inscription and med, and latter drop med for mining when you train smithy (much easier when you have mining so you can smelt). i have musicianship right now and i've been making stock piles of GM made weapons. i might keep it and pick up provo for a bit and get glorious lord title.
i would probably pick alchemy and poisoning just cause not there are not that many poisoners and boat loads of scribes.
http://my.uosecondage.com/player.aspx?id=2067
you could have a "mule's mule" just to save points. the 2nd mule would have mining (for sure, can always use this guy to smelt and restock ingots) or lumberjacking, could put magery and inscription and med on this guy to save skill points
http://my.uosecondage.com/player.aspx?id=7673 this is coffee's mule's mule
chumbucket wrote:Roleplays?!?GomerPyle wrote:chum RPs a thief
Re: The perfect Crafter template for T2A ?
Looking at template, I'd split crafting and gathering. Have a gathering mule, lumberjack mining, whatever else, then a true crafter, alchemy poisoning, tinker, smithing, magery inscription, whatever. Takes a long time, but hey, what else you gonna do, and this way you can be out gathering ore while actually working the ore you have, or lumberjacking, you get my drift.
Re: The perfect Crafter template for T2A ?
Why do most say to drop mining? i never have heard of a Blacksmith template without the mining...how could that work?
Re: The perfect Crafter template for T2A ?
it is foolish to have a bsmith without mining. you'll waste a ton of ingots by not being able to smelt your failures/training at maximum efficiency
[$$$] Syndicate of Successful Salesmen
Cash, The Drunken Smith
GM Miner, Tinker, Smith, Carpenter, Tailor
Cash, The Drunken Smith
GM Miner, Tinker, Smith, Carpenter, Tailor
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Re: The perfect Crafter template for T2A ?
tailor
tinker
carp
smith
inscript
magery
med
that's my mule rocksinhead and he can make everything i need cept gm instruments which personally seems like a silly thing to make when you consider how cheap they are and how long the store bought ones will last. alch poison you can put on any other character. any resource gathering is best left off your crafting mule so you can make the most crossover deeds with carpentry. just my opinion but this template makes me very good money
tinker
carp
smith
inscript
magery
med
that's my mule rocksinhead and he can make everything i need cept gm instruments which personally seems like a silly thing to make when you consider how cheap they are and how long the store bought ones will last. alch poison you can put on any other character. any resource gathering is best left off your crafting mule so you can make the most crossover deeds with carpentry. just my opinion but this template makes me very good money
<jamison-tg> want to come over and watch beastiality porn?
<nOgAnOo> I'll squeez my Christian anus around her sexy ferret neck
<nOgAnOo> I'll squeez my Christian anus around her sexy ferret neck
Re: The perfect Crafter template for T2A ?
Perfect template is one mule that can make all housing addons. AND a second mule that covers all of the other trades. You need 2 mules if you want perfect.
Re: The perfect Crafter template for T2A ?
You definitely need Two crafters here is what what mine look like:
Blacksmithing
Carpentry
Inscription
Margery
Meditation
Tailoring
Tinkering
and my Second Character
Alchemy
Bowcraft/Fetching
Carpentry
music
poisoning
cooking
Item ID
Blacksmithing
Carpentry
Inscription
Margery
Meditation
Tailoring
Tinkering
and my Second Character
Alchemy
Bowcraft/Fetching
Carpentry
music
poisoning
cooking
Item ID
SYNDICATE OF SUCCESSFUL SALESMEN
[$$$]Vendors - [$$$]Runes - [$$$]Events
Re: The perfect Crafter template for T2A ?
I like your idea Can't put everything i want on the Crafter who will be making the house add-ons, but i could make it so i have two crafters and only have to train one in the magery.Daolin wrote:Perfect template is one mule that can make all housing addons. AND a second mule that covers all of the other trades. You need 2 mules if you want perfect.
Re: The perfect Crafter template for T2A ?
then put inscription on your 'main' mule/crafter. mage/inscription/smith/carp/tailor/tinker/medKamora wrote: make it so i have two crafters and only have to train one in the magery.
then you'll need alchemy/poisoner/mining/bowyer/etc
chumbucket wrote:Roleplays?!?GomerPyle wrote:chum RPs a thief