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#1 |
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Join Date: Jul 2007
Shard: Europa
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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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#2 |
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Wearing metal panties in a lightning storm
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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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We are all broken and wounded in this world. Some choose to grow strong at the broken places. --Harold J. Duarte-Bernhardt ![]() Thanks to Atlas for the fantastic sig! |
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#3 |
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AKA Thom O'Bedlam. Got a Question? I got a link for ya!
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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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Useful links [UO:F Common FAQ] [UO Stratics] [UO Guide] [Official UO Play Guide] [Search UO] [FindUO.com] [UO Feedback] [More Links, gathered by the Forum] [b][size="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ. |
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#4 |
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Join Date: Jul 2007
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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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#5 |
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Join Date: Jul 2007
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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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#6 |
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Wearing metal panties in a lightning storm
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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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We are all broken and wounded in this world. Some choose to grow strong at the broken places. --Harold J. Duarte-Bernhardt ![]() Thanks to Atlas for the fantastic sig! |
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#7 |
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Join Date: Jul 2007
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Re: Merchant Template
Ok so i use scrolls, where do i put the spare 40% points ?
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#8 | ||
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AKA Thom O'Bedlam. Got a Question? I got a link for ya!
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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:
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:
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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Useful links [UO:F Common FAQ] [UO Stratics] [UO Guide] [Official UO Play Guide] [Search UO] [FindUO.com] [UO Feedback] [More Links, gathered by the Forum] [b][size="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ. |
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#9 |
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Join Date: Jul 2007
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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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