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Ultima Online General Discussion Thread, Crafter #2 in Ultima Online
 
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Old 7th December 2006, 01:07 AM   #1
 
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Crafter #2

Ok, Im making my second crafter, in hopes of being able to make or repair just about anything I need. My first crafter is LJ/carpenter/tinker/fletcher, (has proven to be super handy) it has swords and magery for defense since he sometimes runs into nasties while trying to gather the rare woods.

Now I am trying to squeeze as much stuff onto this second one as possible.
The only skill that is fairly developed at this point is alchemy (70s) so I am flexible and open to ideas.
This is the template I am considering.


100-alchemy
100-tailor
100-mining
100-blacksmith
100-magery (mainly for gating. ev's and invis as needed)
60 to 70 EI ***
30 to 40 cooking ***


those last two: "evaluate int & cooking" are what I am really debating.
Is arms lore critical to blacksmithing? How about taste ID with the alchemy and cooking?

If so, I will drop EI and cooking, for whatever is more neccessary.

At first I really wanted 100 cooking, cuz I thought it would be fun. After playing with it, I do think its fun, but I just cant see any real benefit to having it. The stuff you can make at high levels, I have seen sell cheap on vendors. So, I just wanted to keep a little cooking skill so I can barbecue the ribs and such to keep my warriors fed.

The EI was just to add a little damage if I have to flamestrike a vampire bat or something. But, Im wondering if 60 is even enough to consider.

Please tell me what you guys and gals think. Thanks!
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Old 7th December 2006, 03:47 AM   #2
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Re: Crafter #2

The skills that you need to make what you want in the game are as follows:
Tailoring
Blacksmithy
Tinkering
Fletching
carpentry
Fishing
Mining
Lumberjacking
Alchemy
Music (put on carpentry character.)

You'll notice thats 10 GM kills
So 5 on each character. I'd recommend 75 Mage/Eval and 50 med or focus for mana regen. Remember that you don't want to be wearing much armor if ure gonna get PK'd. Less to insure.
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Old 7th December 2006, 04:58 AM   #3
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Re: Crafter #2

Arms lore and taste id are useless skills. They won't help in crafting at all.
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Old 7th December 2006, 08:14 AM   #4
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Re: Crafter #2

We need less crafters, and more pvpers.
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Old 7th December 2006, 08:53 AM   #5
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Re: Crafter #2

Maddux, its mrore crafters that ya can kill, whilst they run their unattended macros..............
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Old 7th December 2006, 09:00 AM   #6
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Re: Crafter #2

Less crafters less powder of fort............less powder of fort the cost will go up!
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Old 7th December 2006, 09:05 AM   #7
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Re: Crafter #2

I put chiv on my crafter types, cause I can get away with only having to have 60 points dedicated, meaning I can have more crafting points. I have yet to find a reason to need to be gating around with my crafter yet. Oh also, you guys forgot scribe too. That is where you get your scrappers and slayer books from..
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Old 7th December 2006, 09:07 AM   #8
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Re: Crafter #2

*pokes Maddux in the bum with pitch fork!*
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Old 7th December 2006, 10:17 AM   #9
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Re: Crafter #2

Don't forget inscription as a craft (I stone it with my mage)
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Old 7th December 2006, 10:18 AM   #10
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Re: Crafter #2

Quote:
Originally Posted by merth View Post
Don't forget inscription as a craft (I stone it with my mage)
That is what I do but his inscritpion is only at 85 now.
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Old 8th December 2006, 06:10 AM   #11
 
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Re: Crafter #2

Just a note...
The must haves on this character from the start were alchemy and mining. I added the magery to get around and kill the occasional monster I may run into. I was trying to come up with a catchy name as we all do when creating a new character...then it struck me!
I made this character female.. and named her after my ex girlfriend since she was a poisonous witch and a gold digger.
lol Good times
8c)
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Old 8th December 2006, 07:53 AM   #12
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Re: Crafter #2

I hav a scribe mage, so I don't need a crafter with inscription. Read something about killing two birds with one stone......... I say I have a scribe mage, I have a scribe with some magery on, not yet finished.
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