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Old 21st July 2007, 03:04 AM   #1
 
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Merchant Template

i am finding designing templates hard. Well here it is, i want to make a crafter. but i am stumped. the skills i want to put into it are below. Alchemy, Tailor, Mining, Arms Lore, BlackSmithy, Tinkering now theres only six there and i know i can get glassblowing sp free when gm alc. but what %% would you suggest in each? i noticed from people informing me of pvp/rp templates that skills can benefit at 120% etc. and was hoping for some input to make a amazing merc.

Last edited by Baldguy; 21st July 2007 at 07:03 AM. Reason: edited for uoforum ROC & TOS
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Old 21st July 2007, 03:27 AM   #2
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Re: Merchant Template

Smithing and tailoring can get to 120 with scrolls. The rest are capped at 100. If you get a soulstone or a fragment of one, you can remove a skill and add it back later. Or, if you have a treasure hunter, you can add mining on that... it helps with the t-maps and then you will have the skill too.
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Old 21st July 2007, 07:15 AM   #3
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Re: Merchant Template

YOu found a great place to ask this question. I am going to move this post a little closer to the right area.

meanwhile, here are some good threads to look at:
The crafter template thread:

Gatherer templates (look for my post, has templates for all 3 major crafter types)


A finished crafter template pic
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Old 22nd July 2007, 01:12 AM   #4
 
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Re: Merchant Template

Wow thanx for that, they where amazing. i now have 2 merchant setups design. and i can't wait to get training
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Old 29th July 2007, 02:51 AM   #5
 
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Re: Merchant Template

ok, i got abit stuck again hehehe: i decided to make 2 chars looking like this:


Char 1
120 Smith
120 Tailor
105 Mining
100 Armslore
100 Tinkering
100 Alchemy - + glass
60 mage

Char 2
100 Carp - + stone
100 Lj
100 Bowcraft
100 tinker - why twice
100 magery
100 medi
100 inscription
100 Music

but i dunno i just had this nagging feeling that its not a good idea to build them like that.

just looked at your image. so would you think it would be best like this
btw (already 100.2% tailor on char 1, + eated a 120 scroll)


Arms lore - 100
Blacksmithy - 120
Bowcrafter/fletching - 100
Carpentry + stonecrafting - 100
Tailoring - 120
Tinkering - 100
music - 20
chiv (for moving about?)

then char 2
Lumberjacking - ???
Mining - 105?
Alchemy + glassblowing - 100
Inscription - 100
medi ??
magery ??
anything else to this one?

looking at your image it does help alot, infact char 1 and 2 already seem more useable in comparrison.

thank you for any guidance given again.
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Old 29th July 2007, 07:16 AM   #6
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Re: Merchant Template

You have to have magery for inscription. Med is a good idea on that char too, since you will eat mana while making scrolls. Then while you are out mining you have a way to defend yourself as well.

On your first char, if you use scrolls to recall, then you won't need chiv.
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Old 29th July 2007, 07:30 AM   #7
 
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Re: Merchant Template

Ok so i use scrolls, where do i put the spare 40% points ?
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Old 29th July 2007, 03:02 PM   #8
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Re: Merchant Template

for points, put it in music, then you can use magery skill rings to succeed more at recall w/ scrolls (good idea that adri. Acme just likes looking like a paladin too much!)
.
I am a mite bit confused about the first post. You listed 4 templates. Which would you like advice on? I will attempt to dissect the first two, since those are your own (avoids cookie cutter, which is GOOD!)

Quote:
Char 1
120 Smith
120 Tailor
105 Mining
100 Armslore
100 Tinkering
100 Alchemy - + glass
60 mage
Without carpentry, you are limited in what you can make on template #2. Carpentry interacts with :
Smith, tailor, tinker, magery to produce quite a few house item deeds. (like a forge, for example)

If you moved alchemy to template #2, and carp to #1, that would solve the problem.

Quote:
then char 2
Lumberjacking - ???
Mining - 105?
Alchemy + glassblowing - 100
Inscription - 100
medi ??
magery ??
anything else to this one?
First, "why two tinkers?" Not really needed, if you have (a) a soul stone or fragment or (b) you dont mind pre-making a buncha tinker tools from character 1 and putting into bags for character #2.
For this template, you would need bunches of GM tinkered tools for fletching, inscription, alchemy, capentry.

Also, you would want arms lore on template 2, or be able to swap it around with a stone. Especially for fletching, or carp if you intend to make woodland armor and bokutos.

Char 2 has mining again, only need it on one character. Personally, I bag all my rejects from Acme and store it, then come in with my miner and smelt it. Kinda slow, but after 120, you dont have much to reject except for runic weapons.
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Old 30th July 2007, 02:21 AM   #9
 
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Re: Merchant Template

what i was saying, was the first 2 template are what i thought of before. but then after re-reading this thread and looking at YOUR image. and seeing YOUR crafter. i copied his layout too:

Arms lore - 100
Blacksmithy - 120
Bowcrafter/fletching - 100
Carpentry + stonecrafting - 100
Tailoring - 120
Tinkering - 100
music - 20

as you have chiv, i enquired if it was for transportation, i was told instead of chiv (leaving 40skill points) just use recall scrolls. now you say i'll need magery on this char? how much...

and on char 2.
i had shfited it around so it looks like this:
Lumberjacking - 100
Mining - 105?
Alchemy + glassblowing - 100
Inscription - 100
medi 100
magery 100

leaving 100 skill points left (i got +5 gloves in mining)

so really i was wondering, is template 1 ok? are there any improvements anyone would suggest.

and the same goes for template two.
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