![]() ![]() With the proper research, a Grand Master may learn the secrets of Masonry. Masters of the saw, the plane and the level, carpenters spend long hours crafting some of the finest furniture and goods of Sosaria.Īs your skill improves you may learn special Carpentry Recipes and create items out of special forms of Lumber. I can do bow repairs in the field, and I can stone on arms lore when I want to actually craft a bow (doesn't happen often - I find far better stuff than I could craft, BODs don't need lore, and reforging doesn't need more than the base bow passed to my Imbuer)."You can follow a good carpenter across Britannia by the trail of easels he leaves behind." Odd skills out: These are currently only trained on a different account, in my caseĬooking is either soulstoned, or kept on a secondary character that also has alchemy for potion use (that acts as my brewer).įletching is on my archer. Similarly, if I get jewelry items with +20 music in the future, I can start reducing the number of swaps, or put the +5 music into a different skill (such as magery or lumberjacking, where it was originally before ML) If I was an elf, I could have had 0 real skill in music, and only need the Talisman OR Axe (as I could wear the Song Woven Mantle leaf sleeves craftable from the ML Heartwood quests, for another +10 Music). Traveling Minstrel Talisman for Alchemy (+5 Music), +15 Ring & +15 Bracelet with Music instead of Magery (as they are in the same skill group). Theoretically, if one got a Mark of Travesty, could even reach 120 Magery. Even with imbued items and a player-crafted spellbook, can easily reach 100 skill this way (+5 treatise Talisman, +15 ring, +15 Bracelet, +12 or +13 Magery Spellbook). While I can't do direct damage worth a darn, I have a high success chance on casting 8th circle summons. +15 spellbook from Treasures of Tokuno, +5 from Treatise on Alchemy Talisman, +20 Magery Bracelet, +20 Magery Ring. 95 (+5 from Melisande's Hatchet for 100 when actually in use) Lumberjacking (this is an artifact of when you had to have GM carpentry to make all colored boards - I could put a different crafting skill on now) 70 Blacksmith (minimum for colored BODs holds a +10 ASH or Hammer of Hesphaestus when needing the 80 Blacksmith for Carpentry) Inscription on a caster (its non-crafting elements are wasted on a mule, and its strengths such as crafting spellbooks with additional attributes are diminished if not on a 120 caster)Ī. Dedicated Tailor/Smith/Miner/Arms Lore at 120/120/100/100 (rest of skills plus gear optimizing for combat, to allow collection of leather and mining with Gargoyle Pickaxes)Ģ. In the long run, having two craftsmen seems a simpler approach if your account has the character slots on the shard.ġ. Maybe if you were able to swap skills using a soul stone, and had lots of +skill wearables and tools, it would be possible. Squeeze in the 100 Bowcraft into this template, and have another character who maxes out Blacksmithy, Mining, Tinkering, Tailoring, Imbuing, and Arms Lore. I have come to the conclusion that a player who likes to craft will need at least two "mules". ![]() With no Mining, you would not be able to effectively smelt and recycle, making you inefficient. Or, even adding 40 more points to Blacksmithy would still not be optimal in that skill. However, one could depend on 5 points in something from jewelry, and then squeeze in 100 skill in Bowcraft and Fletching. Just maxing out Blacksmithy, Tailoring, Tinkering, and Imbuing would take another 155 points, and he'd still not be a bowyer. It's pretty clear that one character is not able to be a craftsman of all trades. In planning for a carpenter on a new shard, it's UOGuide page says the following skills are necessary to be able to craft all of the skill's items at maximal quality:ħ5: Tailoring, Tinkering, Magery, Imbuing ![]()
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