Heskey
Visitor
Hi all,
I've recently returned to Ultima after a 10 year hiatus. I've always wanted a craftsman having been inspired by Lord Ulysses and [RAA] way-back-when (who I believe are still going, less the man himself - bravo!), but in knowing there's not much profit to be made in player-crafted items these days, or social interaction to be had by waiting at the forges and repairing the armour of passing adventurers, I'm thinking of making this craftsman part of a roleplaying guild that I'm part of (which is the reason I've returned to UO)
RESTRICTIONS APPLY:
The two templates I have in mind will determine what kind of character I play. The three options are:
If I reduced swords by 25 to 50 that'd be 80-100, but would mean I couldn't use Double Strike. If I reduced Tactics to 30 (to let me still use Double Strike) that'd be 100 or 120 - so I could pick up any of the remaining crafts, though only Tailoring is capable of reaching 120. So, potentially:
For a Quartermaster, capable of outfitting ships, it looks like I would need:
Alternatively, I could scrap the roleplay ideas entirely and keep my character Non-RP and optimal. I'd buy my materials and use those 200 skill points from not Mining/Lumberjacking for other craft skills as my interest would be on engraving my name on as much as possible! How does this sound?
120 Blacksmithing
100 Arms Lore
120 Tailoring
120 Imbuing
100 Carpentry
100 Alchemy (if pots are still sought after by players)
60 points - potentially split between Chivalry or Magery to transport myself around, and tinkering so I can make my own tools?
Thanks for reading. I appreciate it's a lot of newbie-perspective, and I hope you can respect my desire to RP and abide by guild restrictions when it comes to templates for ideas 1 and 2.
I've recently returned to Ultima after a 10 year hiatus. I've always wanted a craftsman having been inspired by Lord Ulysses and [RAA] way-back-when (who I believe are still going, less the man himself - bravo!), but in knowing there's not much profit to be made in player-crafted items these days, or social interaction to be had by waiting at the forges and repairing the armour of passing adventurers, I'm thinking of making this craftsman part of a roleplaying guild that I'm part of (which is the reason I've returned to UO)
RESTRICTIONS APPLY:
- I cannot use any form of magery (so no recall mining)
- I cannot use any form of mount or outlandish pack animal (so pack horses only, realistically)
- I'm allowed to wear leather/studded/ringmail/chainmail armour.
- I'm allowed to have 75 in a single weapon skill, and 50 tactics - to protect my pack animals from trifling beasties whilst gathering in the wilds. No anatomy or healing (use potions if I need to heal), though the character isn't designed to fight.
The two templates I have in mind will determine what kind of character I play. The three options are:
- A dwarven miner/blacksmith/armourer in ringmail and a norsehelm, capable of using his pickaxe to dispatch wee beaties that hassle his pack horses (using some skill combination up to 75 swords & 50 tactics)
- A naval Quartermaster, with all the skills required to outfit High Seas ships and their cannons
- Scrap the RP characters and make a Blue crafter that is optimal
- 75 Swords - Base Skill
- 50 Tactics - Base Skill
- 100 Mining - Base Skill
- 100 Arms Lore - Base Skill
- 120 Blacksmithing - Base Skill
- 100 Tinkering
If I reduced swords by 25 to 50 that'd be 80-100, but would mean I couldn't use Double Strike. If I reduced Tactics to 30 (to let me still use Double Strike) that'd be 100 or 120 - so I could pick up any of the remaining crafts, though only Tailoring is capable of reaching 120. So, potentially:
- 70 Swords
- 30 Tactics
- 100 Mining
- 100 Arms Lore
- 120 Blacksmithing
- 100 Tinkering
- 100 Alchemy
- 100 Carpentry
For a Quartermaster, capable of outfitting ships, it looks like I would need:
- 120 Blacksmithing
- 100 Arms Lore
- 100 Carpentry
- 100 Alchemy
- 120 Tailoring
- 100 Tinkering
- 80 Skill Points Left - Cooking, for Charcoal?
Alternatively, I could scrap the roleplay ideas entirely and keep my character Non-RP and optimal. I'd buy my materials and use those 200 skill points from not Mining/Lumberjacking for other craft skills as my interest would be on engraving my name on as much as possible! How does this sound?
120 Blacksmithing
100 Arms Lore
120 Tailoring
120 Imbuing
100 Carpentry
100 Alchemy (if pots are still sought after by players)
60 points - potentially split between Chivalry or Magery to transport myself around, and tinkering so I can make my own tools?
Thanks for reading. I appreciate it's a lot of newbie-perspective, and I hope you can respect my desire to RP and abide by guild restrictions when it comes to templates for ideas 1 and 2.
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