Ive just Up dated my 2 accounts to Sa,
And now im confused how the hell do i fit inbuding on to a crafter.
template on first crafter
b-smith 120
tailor 120
armslore 100
carpentry 100
mining 100
tink 100
music 70
imbue
item id
You do pretty much need two characters, BUT....
Item ID is not really that much of a help once you understand the values of the properties (unless they decide to let it add bonuses down the road).
Let's start with Character 1:
The established crafter. This character does NOT need to have imbuing. It does need to be an elf, if you intend to make musical instruments.
b-smith 120
tailor 120
arms lore 100
carpentry 100
mining 100
tinker 100
Magery: 60-80 real (depending on the account age). Get a Tome of Lost knowledge to get to 75 skill for pentagrams, if needed. Ability to cast 8th circle spells from scroll will provided needed offense.
music: can be ZERO real skill with the right equipment (5 if a human).
+15 ring, +15 Bracelet, Song-woven Mantle (+10 Music), choice of Singing Axe or Minstrel talisman (each give +5 music - human will need both). Theoretically, a +10 music dryad bow or fishing pole would allow human to go to 0 real, but those would be lucky finds, not something to plan for.
Also consider GM Bowcrafting as a skill that one can soulstone in and out for carpentry, as needed.
This character would make things for the other to unravel, as well as other jobs in line with traditional crafting.
Character 2: The Imbuer.
Personally, I'd stick Imbuing on a mage, along with mysticism, since the latter is modified by both Eval Int and Imbuing.
Finished template would be a PvM template, as follows:
Magery 120
Eval 120
Imbuing 120
Mysticism 120
Meditation 120
Inscription 100
Any points left over, put into
anatomy for the Eval/Anatomy passive defense, along with any saved from using equipment for points in magery, eval, and med. With the right equipment, one could theoretically reach around 100 modified anatomy, while keeping the other three skills around modified 120. Of course, no one says you'd have to take any but magery and imbuing to 120, and the magery can be a long-term goal). Train anatomy up along with the others, then turn it down when you hit the skill cap, for maximum defense while training.