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Your thoughts on these way to start craftsman

DevChaale

Wanderer
Your thoughts on these way to start craftsman

Greetings,

My brain is overheating. I need fellow partners to help me find out which way is better. Share your thoughts with me :


Craftsman Build I:

1st Character: The Ressource Harvester
Character Creation Style: Advanced


Str: 10, Dex: 35, Int: 35

Skill 1: Lumber Jacking
Skill 2: Mining
Skill 3: Magery*
Skill 4: <Empty>**
Skill 5: <Empty>**
Skill 6: <Empty>**
Skill 7: <Empty>**

* Mastering magery isn't required. 50-70; just enough to Recall, Gate and Mark.
** Suggestions: Alchemy, Inscription, Poisonning, Hiding, Animal Taming, Animal Lore, Fishing, Cooking, etc. Anything you need.


2nd Character: The Craftsman
Character Creation Style: Advanced


Str: 60, Dex: 10, Int: 10

Skill 1: Blacksmithy (Stone)
Skill 2: Tinkering (Stone/Wood)
Skill 3: Carpentry (Wood/Stone)
Skill 4: Bowcraft/Fletching (Wood)
Skill 5: Tailoring (Cloth/Leather)
Skill 6: Arms Lore*
Skill 7: Magery**
Skill 8: Musicianship***

* Is arms lore influencing items quality or your ability to repair?
** Mastering magery isn't required. 50; just enough to Recall.
*** Mastering musicianship isn't required. 50; just enough to craft exceptional instruments.



Craftsman Build II:

1st Character: The Wood Crafter
Character Creation Style: Advanced


Str: 20, Dex: 30, Int: 30

Skill 1: Lumber Jacking
Skill 2: Carpentry
Skill 3: Bowcraft/Fletching
Skill 4: Arms Lore*
Skill 5: Magery**
Skill 6: Musicianship***
Skill 7: <Empty>****

* Is arms lore influencing items quality or your ability to repair?
** Mastering magery isn't required. 50-70; just enough to Recall, Gate and Mark.
*** Mastering musicianship isn't required. 50; just enough to craft exceptional instruments.
**** Suggestions: Alchemy, Inscription, Poisonning, Hiding, Animal Taming, Animal Lore, Fishing, Cooking, etc. Anything you need.


2nd Character: The Stone Crafter
Character Creation Style: Advanced


Str: 20, Dex: 30, Int: 30

Skill 1: Mining
Skill 2: Blacksmithy
Skill 3: Tinkering
Skill 4: Arms Lore*
Skill 5: Magery**
Skill 6: <Empty>***
Skill 7: <Empty>***

* Is arms lore influencing items quality or your ability to repair?
** Mastering magery isn't required. 50; just enough to Recall.
*** Suggestions: Alchemy, Inscription, Poisonning, Hiding, Animal Taming, Animal Lore, Fishing, Cooking, etc. Anything you need.
 

DevChaale

Wanderer
Re: Your thoughts on these way to start craftsman

I'm not looking for mule characters. I meant:

The best way to make craftsman, considering you will have a third or a fourth character for hunting elementals and ant lions and/or craft other classes things (i.e. alchemy). A craftsman, whom name shall be on every mouths. A pure rought material worker.
 

DevChaale

Wanderer
Re: Your thoughts on these way to start craftsman

Ant Lion

Special Abilities: Spits Poison.
Tunnels under the ground to your location.
Loot: 250 - 300 Gold. 1-10 Large Colored Ore (Dull Copper to Bronze), 1-5 Fertile Dirt, Bones
Special: An Adventurer's Skeleton
Found At: Solen Hive NE, Solen Hive SE, Solen Hive SW, Solen Secret Hive
Related To: Giant Beetle
First Seen: Scenario 5, When Ants Attack, September 2002
Damage: 21 - 54 HP,
70% Physical Damage,
30% Poison Damage
Fame: Level 3 (4500)
Karma: Level 3 (-4500)
Magic Level: None
Poison Level: Greater Poison
Slayer Weapon Vulnerability: None
Ranged Attack: Poison Spit
Required Taming: -
Speed: Slow
Pack Instincts: None
Auto Dispel: No
Preferred Foods: Meat
Barding Difficulty: 77.8
Taming Notes: Not Tameable.
 
Re: Your thoughts on these way to start craftsman

With

Smithing
Tailoring
Carpentry
Tinkering
Magery
Musicianship
Bowyercraft


You could make everything a warrior, mage, bard or archer would need. Provided you had other chars for mining and other resource gathering. Plus you could make pentagrams too. Inscription, Alchemy and Posioning have bonuses to combat, so it's best to make characters with these skills that are not craftsman.
 

rjjb

Wanderer
Re: Your thoughts on these way to start craftsman

DevChaale said:
I'm not looking for mule characters. I meant:

The best way to make craftsman, considering you will have a third or a fourth character for hunting elementals and ant lions and/or craft other classes things (i.e. alchemy). A craftsman, whom name shall be on every mouths. A pure rought material worker.

I know what you meant. TSM1 and CTB are essentially what you're considering. TSM1 is the legendary tailor/smith and the CTB is essentially a wood worker proficient in all wood-related things. Both are good for a primary account with respectable names to be known by all. Perhaps I shouldn't call them mules, but it amounts to the same. They're my crafters. How you choose to interact with other folk while playing them will determine how (in)famous they become.
 

DevChaale

Wanderer
Re: Your thoughts on these way to start craftsman

Wonderful.

As I haven't seen any of you talk about Arms Lore, I figure it doesn't give any bonus to armors quality or to your ability to repair armors.
 

rjjb

Wanderer
Re: Your thoughts on these way to start craftsman

Dunno about the others, but I didn't say anything about it because I'm not certain.

I know that it gives the same information whether you have 100.0 or 0.1 skill, it just takes longer to succeed in evaluating the item if you don't have much skill.

Not that stratics applies here in all cases but I see nothing there linking arms lore to repair success rates, fwiw.
 

kwchu

Wanderer
Re: Your thoughts on these way to start craftsman

I vote for way 2, i.e. build the characters' skills based on related resources. I opine you will require much more item transfer between your characters for building with way 1.
 

rjjb

Wanderer
Re: Your thoughts on these way to start craftsman

Resource transfer really isn't that hard, so basing your template on whether or not you have to transfer resources is kinda silly, imo.. you get a house, and leave the resources there. Friend your alternate account characters and you're good to go.
 

kwchu

Wanderer
Re: Your thoughts on these way to start craftsman

rjjb said:
Resource transfer really isn't that hard, so basing your template on whether or not you have to transfer resources is kinda silly, imo.. you get a house, and leave the resources there. Friend your alternate account characters and you're good to go.

Agree .. but I still would like try to minimize that to save time :)

I would build the chars as follow for myself:

Char1
Smith
Mining
Tinker
Carpentry
Tailor
Magery (around 7x) - some item by Carpentry required magery
Music (around 4x) - same as magery


Char2
Lumberjack
Bowcraft
Magery (around 3x) - For recall ..
<what ever you want .. Alch, Inscribe, Cooking, Fishing .. etc>
 

SpursSuck

Wanderer
Re: Your thoughts on these way to start craftsman

DevChaale said:
Craftsman Build II:

2nd Character: The Stone Crafter
Character Creation Style: Advanced


Str: 20, Dex: 30, Int: 30

Skill 1: Mining
Skill 2: Blacksmithy
Skill 3: Tinkering
Skill 4: Arms Lore*
Skill 5: Magery**
Skill 6: <Empty>***
Skill 7: <Empty>***

with this char make smithy 120 and add tailoring 120 as skill 6, them fill the rest with med or something to assist your mage already in there!
 

Sir Kenga

Wanderer
Re: Your thoughts on these way to start craftsman

1st Character: The Ressource Harvester
1. Mining
2. BS
3. Resist
4. magery 80 / med 20
5. Macefight
6. Tactics
7. Hiding
stats 100str 75dex 50int

So u'll be able to mine, bs and take BODs, cast defensive/healing/curing spells on yourself and gate/recall/mark, kill noob-pks who hunt miners with warhammer (drains victim stamina). If u meet some hard pk, or monster attak u - just hide->recall =)

Make another char for lumberjacking =)
 
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