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[Carpentry] Carpentry/Lumberjacking/Masonry FAQ (needs SA update)


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I'm having to do this FAQ from the ground up (like I did with the Smith & Tailor FAQs) as the previous version, while added to multiple times, was never edited to remove information that was out of date with AoS - if not LBR!

Special Thanks to both Kofu and Pfredd for laying the intial foundation of this FAQ.

FAQ Table of Contents:

Section 1: Skill Gain, Wood Types, interaction with Lumberjacking

  1. What is the most used route to GM carpentry 30-GM? Are there other ways?
  2. Approximately how long does it take and how many boards to GM carpentry from 50 or 30 skill?
  3. My skill is stuck, what should I do?
  4. The Mondain's Legacy wood types, and Lumberjacking mini-FAQ.
  5. What are good places to log? How does location & race affect Lumberjacking?
  6. Should I put Lumberjacking and Carpentry on the same character? Can't anyone make boards?
  7. What are magic trees and how can I find them?
  8. What are the going rates for boards?
Section 2: Interaction with other Skills
  1. What resources do I need to make the various items?
  2. What are good additional skills?
  3. What items can I mark with my name?
  4. How do I make a potion keg?
  5. Do I need GM Music to mark Instruments?
  6. Does GM Magery affect my success rate for making pentagrams and abbatoirs?
  7. Can I make water barrels?
  8. Are GM Carpentry/GM Tinkered locked boxes better then just GM Tinkered ones?
Section 3: Miscellaneous
  1. Furniture Dye Tub Information
  2. Taxidermy Information
  3. UO Assist Information
  4. Mondain's Legacy Recipe & armor/weapon craftables information.
Section 4: The Masonry FAQ


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1.1. What is the most common way to get to Grandmaster (100 skill) in Carpentry? Are there other methods?

The most common way to start is first to get a small amount of skill, via either buying the skill (up to about 30 skill, from an NPC), or starting with a custom template with 50 Carpentry as one of the skills.

From there, approaches differ. Note that, according to the UO developers, skill gain is best between 60% & 80% skill, but (with any crafting skill that has its maximum of 100 skill), gains are always possible so long as the item being made isn't yet 100% chance of success. Most Carpenter items start at 50% chance of success when they first are available to make.

Approach 1 is to make the most difficult thing one can make (at a comparitively low board cost), at your given skill. This tends to low-ball the "optimum range", and was the recommended method in the original FAQs.

Starting at 30 Skill, one would make Wooden Boxes, until the carpenter reaches 31.5 Skill. However, it may be possible to skip this step if the player can find a Carpenter NPC that trains to 31.5 skill or higher.
At 31.5, the Carpenter switches to Medium Crates.
At 42.1, the Carpenter then switches to the Vesper or Trinsic Style Chairs.
At 47.3 (or 50, if one started with 50 skill), most Carpenters switch to Ballot Boxes, which use a lot less wood. Alternatively, one could skip this step (common prior to AoS).
At 52.6, one can switch to Wooden shields (or stay with Ballot Boxes, as they will still be in that optimum 60-80% window at the next switch point).

At 60.0, the introduction of Samurai Empire items changes the old pattern. Prior to SE, one would stay with Wooden Shields until one could make Fishing poles at 68.4 (or switch over to writing tables at 63.1 if the character doesn't have 40 tailoring). One would then go to Quarterstaff at 73.6, and Gnarled Staff (or shepherd's crook) at 78.9.

But, with Samurai Empire, it is now better to do the following
  • Make Fukiya (a type of Blowgun) at 60.0.
  • Make Bokuto at 70.0.
  • Then Make Gnarled Staff of Shepherd's Crooks at 78.9 to 100
  • (one can make more difficult things, beyond this point, such as the Easel or the SE/ML containers, but they use 3-10 times more wood, and some of the other add-ons, as much as 200 boards).
Approach 2 is very similar to Approach 1, it just delays some of the switching to new items, to better try to hit the "optimum gain range", and still minimize wood use.

Starting at 30 Skill, one would make Wooden Boxes, until the carpenter reaches 36 Skill.
At 36, the Carpenter switches to Medium Crates. One then completely skips the Chair phase, making the crates until 47.3.
At 47.3 (or 50, if one started with 50 skill), make Ballot Boxes, until one can make Fukiya (ballot Boxes will be in the high-70s success at this point, so you can go ahead and switch)
Make Fukiya (a type of Blowgun) at 60.0.
Make Bokuto at 70.0 (switching early because the Bokuto use two less boards than Fukiya).
Make Shepherd's Crooks at 84 to 100

Note that with either approach, one would also potentially be getting gains in Arms Lore from the staves, crooks, and Bokutos. (see the Arms Lore section later on)

Modifier A: Friend of the Library

This is just a modification of either of the two above. It entails doing the Britain Library quest (having someone go run into that desert, that can survive, to get you the poison sacs from the speckled scorpions), so that you can DONATE the things you make.

So, When you switch to Bokuto, instead of just throwing them away or selling them, you donate them to the Samurai in the library, for collection points. When you decide to change to the shepherd crooks (you can stay on the bokutos until 95, but gains will be REALLY slow from 90 to 95), go upstairs and donate those to the Animal Trainer.

The glasses from the Samurai are highly sought after, and the Animal Trainer's are fairly rare (or you could just get a lesser reward, like one of the talismans, from it - I recommend the Minstrel Talisman for carpenters, for the Music bonus - see Section 2). So, you actually get something significant for your training work, in the end.

Modifier B: Slumming in Heartwood

Not as rewarding as the Library modifier (but can be done in conjunction with it), one can slow the pace of your early gains (and use a lot more wood) to get the Heartwood recipes (see Section 3) you'll need for your later career. You might even luck out and get a runic saw tool to make nice weapons with later in your career (save it until you're Grandmaster).

For the early part of your training, repeatedly do the "Arch Support" quest from the Trinket Weavers from 30 to 36.0. At 36.0, switch to Medium Crates, as normal, and continue with the normal training method.
At 63.1, you can switch to Lap Harps, and repeatedly do the "Stop Harping on Me" quest from the same NPCs. This will require wood and cloth (a lot more wood than Fukiyas), but would mainly be useful for trying to grab a few more recipes, etc. before switching to Bokutos at 70 or 75. You can gain on that quest until 88 skill, should you feel the need.

Later on, after you finish training to Grandmaster, go back and do "Arch Support" for the recipes you still lack, and to try for the runic tools.

1.2. How long should this take in time? How Much wood will I use?

There's very little modern (i.e. after Samurai Empire's release) data to report, which is one of the reasons for the call for recent skill logs in the sticky threads. The old methods would take 60k-100k wood, but did so making a lot of things not efficient to make today (and in some cases the data was irrelevant, from being in the days of "Power Hour" and stats giving additional skill points to related skills, like the one in the original FAQ). If one "powered" through the training process, with an unlimited amount of wood on hand, it's possible they could get the skill to Grandmaster in under 24 hours of game play, doing nothing but training the skill.

1.3. My skill is stuck at "xx.x"; what do I do to start gaining again?

First of all, click on the icon on your skill list to show real skill values. Look at the total skill points. If you are at the maximum skill point level for your account age (700 for 1-11 months, 705 for 12-23 months, 710 for 24-35 months, 715 for 36-47 months, 720 for 48+ months), then you will need to have one of your other skills that is not at 0 real skill set to go down, in order to gain in skill. Also make sure that carpentry is set to go up (you might have accidentally clicked on the arrow to set it down, or to lock it).

If that's not the problem, check your skill versus the item you are making. With Carpentry, you can only gain skill on an item if you are less than 100% chance to make the item. If you are wearing a Carpentry Talisman (that adds a Carpentry Bonus), remove it - it will slow your chance to gain skill (but not eliminate it) by pushing you ability to make an item over 100%. Now, open your tool, and check your Success Chance. If it is 100.0%, change to something else to make. If it isn't, find something to make that is a bit harder, to make for a while, then go back to the original item (if it is still under 100% to make) later, after a few more gains. It is common to hit "dry spots", especially in the 90s, when making Gnarled staves or Shepherd's crooks, that SEEM to be breakable by making some easels or elven furniture of higher difficulty (of course, that's not really a scientific answer, but if it doesn't really work that way, it seems to, and is good for the morale of the crafter).


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Here you'll find the bare bones basic information on lumberjacking.

Lumberjacking the chopping of wood from trees using an axe. Make sure you have the proper strength to hold the axe you've chosen. Find a tree. Voila! You're a lumberjack! The harvested wood can be used for many purposes, but the most common are bowcrafting and carpentry. There is no magic way to train up lumberjacking for a non-combat player, with the most effective way to train being just finding trees to chop. Swordsmen can also gain Lumberjacking skill, by using axes in combat (including the method known as "golem training" - but that's a different FAQ).

Types of wood and what skill level needed to harvest it: The same level of skill in Carpentry is ALSO needed to use the wood type to make or enhance items. Wood type has NO effect on furniture, other than appearances (And that the "Tokuno Dyes" can only be applied to items made of the special woods). As of the first incremental update to Publish 58, in late March 2009, making boards now takes either the Carpentry or Lumberjacking skill (was carpentry skill only, before), and is done by targeting the logs with the held axe, while in your backpack (It used to be carpentry only, using a tool job section to make boards). Board-making is based on the "Harvesting" number, not the crafting skill number.

Plain wood
No skill needed to harvest
Necessary Carpentry: 0
Special Effects: N/A

65 Lumberjacking skill level needed to harvest
Necessary Carpentry: 65
Weapon Effects: +40 Luck, Damage Increase 5%
Shield Effects: +1% to all resists (5 total)
Armor Effects: +40 Luck, Additional Resists 3/3/0/2/3 (11 total)

80 Lumberjacking skill needed to harvest
Necessary Carpentry: 75
Weapon Effects: Swing Speed Increase 10%, Lower Requirements 20%
Shield Effects: +3% energy resist, Lower Requirements 20%
Armor Effects: Additional Resists 2/0/4/1/6 (13 total), Lower Requirements 20%

95 Lumberjacking skill needed to harvest
Necessary Carpentry: 85
Weapon Effects: Hit Chance Increase 5%, Damage Increase 10%
Shield Effects: +3% physical resist, Hit Point Regeneration +1
Armor Effects: Additional Resists 6/3/3/0/3 (15 total)

100 Lumberjacking skill needed to harvest
Necessary Carpentry: 95
Weapon Effects - One Random property from:
Durability 50%
Lower Weight 75%
Hit Life Leech (variable)
Swing Speed Increase 10%
Damage Increase 10%
Hit Chance Increase 5%
Luck 40 or Luck 10
Lower Requirements 20%
Shield Effects - One Random property from:
Dexterity Bonus 2
Strength Bonus 2
Physical Resist 5%
Reflect Physical Damage 5%
Self Repair 2
Cold Resist 3%
Spell Channeling
Armor Effects - Additional Resists 2/3/2/7/2 (16 total), Plus One Random Property from:
Luck 40
Durability 50%
Lower Requirements 20%
Damage Increase 10%
Lower Weight 50%
Hit Chance Increase 5%
Mage Armor

100 Lumberjacking skill needed to harvest
Necessary Carpentry: 95
Weapon Effects: Hit Life Leech 16% (doesn't add if the weapon already has HLL), Hit Point Regeneration +2
Shield Effects: +3% Fire Resist, Luck 40, Hit Point Regeneration +2
Armor Effects: Additional Resists 3/8/1/3/3 (18 total), Hit Point Regeneration +2

100 Lumberjacking skill needed to harvest
Necessary Carpentry: 95
Weapon Effects: Damage Increase 12%, Cold Damage 40% (converts existing physical damage to cold, if available, up to 40%)
Shield Effects: Spell Channeling, +3% Cold Resist
Armor Effects: Additional Resists 2/1/8/3/4 (18 total)

Other tree-gathered resources:
(these can also occur in Ter Mur quest drops)

Bark Fragments
Used in creating elvish wood armor by Carpenters
Used by Cooks (60 skill) to create Wood Pulp. Wood Pulp is used by Scribes to make blank scrolls and Scroll Binders (which allow power scrolls or Scrolls of Transcendency of lesser power, to be combined into a single higher scroll).
100 skill needed to harvest

Luminescent Fungi
Used by Alchemists for Darkglow potion
Used by Imbuers to Imbue max-intensity Stat increases (Hit Point, Stamina, Mana) and Hit Chance Resist
100 skill needed to harvest

Parasitic Plant
Used in Parasitic Potion
Used by Imbuers to imbue high-intensity Hit Lower Attack, Hit Lower Defense and Hit (spell effect) Harm
100 skill needed to harvest

Used by Carpenters to make Acid-proof rope and enchanted switch (which is used to make a runed switch)
100 skill needed to harvest

Brillant Amber
Used in the making of several magic weapons and jewelry by all "hard item" crafting skills
Used in Imbuing to Imbue Defense Chance Increase on bows/crossbows.
100 skill needed to harvest
Rarest to find of the special resources for a lumberjack.

Crystal Shards
Found when Lumberjacking in Ter Mer (and several other sources, not necessarily lumberjacking)
Used in Imbuing, for Damage Increase and Spell Damage Increase.

There are 2 ways to gather large amounts of normal wood without using the lumberjacking skill:

Kill'em-Hunt the creatures that give wood as loot:
  • Bog Thing-gives 10 boards or logs
  • Bogling-gives 4 logs
  • Corpser-gives 10 logs or boards
  • Reaper-gives 10 boards or logs
  • Treefellow-gives 20-35 logs
To find a creatures whereabouts in UO, go to UO Hunter's Guide.

Buy 'em-Any number of vendor run shops carry boards and resources. It pays to comparison shop. Also, you can buy plain boards from NPC carpenters and tinkers. While this is the most expensive method, if price isn't an object, your supply will be unlimited.

If you have the survival skills to venture into Ilshenar, look for the type of Gypsy camp that spawns randomly in a number of locations:
  • 3 of the possible locations are in the Compassion area (there are also two large permanent camps; don't bother with those)
  • 2 locations are in the Spirituality region, along the road from Lakeshire/Mireg to the spider woods
  • 1 location is between Lakeshire/Mireg (sacrifice region) and the Healer Grove.
  • 1 (very dangerous) location is in the Justice region, at the dock where the water elementals spawn.
  • 1 (semi-dangerous) location is just outside the Juka occupied city at Honesty; another (more dangerous) location is along the road that heads north towards the Honor gate.
  • The last location confirmed to still have the gypsy camp is a clearing between the Honor moongate and the Humility Champion Spawn, on one of the road fragments.
  • There are at least two other locations where they are SUPPOSED to spawn but I have yet to find a spawned camp there.
If the camp has a "Vagabond" NPC, that character is effectively a tinker/jeweler NPC. He starts out selling boards at 3 GP each, for the first 1000 boards, at each camp. 3-5 camps will be active at any given time, and there is no guarantee that any camp will have more than a banker and a "fortune Teller" (Healer/Mage) present. However, as these camps spawn and despawn every few hours (wandering the land), each time the camp spawns anew, the prices reset back to the base prices (Note: The Vagabond and the Iron Worker NPCs are also good places for ingots for your smith & tinker - starting at 8 GP each for the first 1000).

Or, if old enough, collect the logs at home: a third way came in with Publish 55, for persons with accounts aged 84 months or more. There is now a veteran reward tree stump that can be placed in a home, that generates 10 random logs per day. This will not be the fastest way to do so, but it can be used to supplement one's lumberjacking or other sources. Of course, each tree stump takes one Veteran Reward selection to claim (or you can buy them off others that have claimed them).

Unlike Lumberjacking, which has a steeply sliding scale of rarity for wood types, the chance of the logs for a given day's charge of being a specific wood type is 1 in 7. In other words, all the different types are equally possible. The stump can hold up to 10 charges of 10 logs, before becoming full. Each 10 logs is a random draw, so you could have a full stump with 100 logs, that ends up giving 20 normal logs, 10 Oak, 20 Ash, no Yew, 10 bloodwood, 10 Heartwood, and 30 Frostwood. Let it fill up again, and the numbers will be completely different.


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1.5. What are good places to go Lumberjacking? How do location & race influence Lumberjacking?

One really needs to go out and find their best places. The world map is divided into 8x8 resource squares, that each spawn one type of wood (also, one type of metal, for mining) - until resources are harvested from it. When you log an area, it has the chance to change the wood type it spawns, when the wood respawns (even if one doesn't do more than chop once). As such, it is more important to find areas that produce a LOT of logs, rather than looking for specific types.

One gets double the number of logs per swing (20, instead of 10) in Felucca. however, logs are heavy, and not only do you get overloaded easy (maybe even lose wood from being full), that weight makes you more vulnerable to Player Killer characters. So, one must also try to find places where one will not be found, when chopping in Felucca. In the other facets, your only danger is from creatures, but even so, some areas are pretty dangerous (like, most of Tokuno). Certain types of trees are hard (or impossible) to target for logging, and some areas of course, don't have trees at all.

Humans have a higher strength capacity, and get an extra log for each 10 (so they get 11 per chop most places, 22 in Felucca). Elves, on the other hand, get more swings per resource square, and a slightly higher chance of the special resources (which, except for the amber, might actually be considered a curse, rather than a blessing). Gargoyles get NEITHER advantage, so are a poor choice for lumberjacking.

Note that a recurring myth is that Elves can get colored wood from a spot humans get only regular wood from, or better types of colored wood. (or, for mining, the ore equivalents). This is simply NOT TRUE. If a resource square is giving "X" type of wood, all three races will get the SAME wood type, until the square type changes (and will all get the same types that are present after the change, as well). The elven advantage is a 20% better chance of the existing colored wood type in a square, instead of normal logs (and even then, it appears to be 120% of the human's chance, not the human's chance +20%; in other words, if a human would get 40% colored wood, the elf would get 48% colored - not 60%). the same thing goes for special item drops from chopping trees.

1.6. Should I have Lumberjacking on my Carpenter, or have it on another character for the combat bonuses? Can't anyone make boards?

Prior to the incremental update of Publish 58 on 26 March, 2009, it was best to have it on your carpenter for one major reason: Logs weigh 2 stones each, while boards weigh just one. While anyone could turn normal logs into boards, only a carpenter can turn the colored woods' logs into boards, at the skill levels needed to work them, using the carpentry tool.

HOWEVER... As of Said mini-publish on 26 March, 2009, making boards is NOT a function of the carpentry skill. You now can make boards by using your axe on logs in your backpack.

So, NOW, you can have Lumberjacking on any character you like (like, maybe, your samurai axer, for the DI)

1.7. What are "Magic Trees"? Where do I find them?

There is no one "magic tree", but rather it is just a general term used to describe trees that give off abnormally high amounts of wood. Some people have claimed to find trees that give off a spawn of 1000 or more logs if given the time to fully respawn, but trees that prolific seem to have gone extinct with the release of Mondain's Legacy and the addition of colored wood. They can be found throughout Britannia and will always respawn fully if given enough time. If you find one mark the location, or use a map utility or the Enhanced Client's marker-making ability to mark the spot. A note though, they are hard to find and rarely will a seasoned lumberjack give up his prized trees. This is especially true, now that the trees randomly change their wood type (the term comes from the era before ML), as it is potentially possible for a "magic tree" to change to Frostwood or one of the other new wood types.

1.8. What are the going rates per board, for the different wood types?

You tell me, and we'll both know. :scholar:

Seriously - the prices are wildly (and widely) different from vendor to vendor - when they can be found, that is. Part of the reason is that the woods are some of the best things to contribute (as boards) to the Britain Library collection AND the Vesper Museum collection. If you're gonna sell boards, consider this in your pricing - but odds are you'll be hard pressed to find enough colored woods for your own personal use.

A good guide, though, would be 5-10 gold per point the boards are worth at the library (do the 10 per point for the lower woods, 5 per point for the top-end woods - after all, 480 per frostwood board sounds pretty extreme, even if the board is worth the equivalent of 720 gold in the collections).


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2.1. What other resources will I need for Carpentry?

Items that require Tinkering as well as Carpentry, will typically require ingots as well as wood.
Items that require Blacksmithing as well as Carpentry, also typically require both ingots & wood.
Items that require Tailoring as well as Carpentry, also require cloth.
Items that require Musicianship as well as Carpentry, typically also require cloth (except for the flute).
The Magery-related add-ons, that require high Magery skill, also require ingots in their manufacture (cold iron, perhaps?).
The Woodland Armor pieces require the bark from Lumberjacking.
Recipe items from Mondain's legacy can require other special ingredients as well, such as the special gems, Peerless Ingredients, bark or switches.
And, certain items also require parts made by other crafting skills, such as the keg needing barrel hoops from a Tinker, and the Runed Switch needing the combined efforts of a scribe, glassblower, tinker AND the carpenter.

2.2. What are good additional skills?

I'll list these in order of importance, though one can typically make do with only 2 of the 3 skills after Tinkering.

Lumberjacking - You need to get your wood some place might as well do it yourself. See the notes in the above section as to why it's better to have it on your Carpenter now, than before Mondain's Legacy came out.

Tinkering - Allows you to craft GM tinkered boxes (great for selling to those looking to GM lock picking), trapped boxes, and also the cooking add-ons: stoves & flourmills. Plus, you can make your own tools (probably the most important use).

Bowcrafting/Fletching - Also uses wood, and one of the easiest weapon-making skills to get to Grandmaster, with the Heartwood quests. It used to be much more difficult, but the fact that you can train it from 30 to GM while doing things you'd want to do for recipes, runics and other things makes it a snap, now.

Blacksmithing - Decent money maker on its own (crafting runic weapons)and in combination with carpentry allows you to craft anvils and forges. If you have another crafter that is GM-120 Blacksmith, you only need to have it to 80 on your carpenter (high enough to make all the add-ons, as well as get colored BODs from BOD runs). as long as you keep it over 70, you can get the BOD running benefits AND stick a +10 Ancient Smithy Hammer into his hand for those Large Forges.

Tailoring - Another decent money maker on its own (crafting runic leather armor), but also allows you to craft fishing poles, training dummies, large and small beds, looms, and spinning wheels. 75 tailor is all you need if you plan on having a GM-120 tailor on another character (and with all the crafting skills now, it's impossible to have all skills on one character at all times) (and at 75, you also get colored BODs).

Magery - Great for gating packies, self-defense, and of course for crafting Pentagrams & Abattoirs once you GM Carpentry. Only 75 skill is needed for the biggest add-on, and it's possible to get 50 of the points from equipment (55 if you happen to have a Crystalline ring to loan your carpenter). I personally go the 25 real, 50 equipment route (more room for other skills).

Music - Allows you to craft instruments and mark them if you achieve GM Carpentry status. Not a big seller but a must if you want to be able to craft every item currently available. If an Elf, you can have all 45 points needed from just equipment (no real skill). A human will have to invest 5 real skill points (or find a fishing pole with +10 music)

Mining - As with logs, you need to get your ingots somewhere and mining is relatively easy to GM or get to high enough levels to make collecting large amounts fairly quick. This is a skill you may choose to put on another character though if it doesn't fit your template.

Alchemy - A Carpenter/Tinker/Alchemist can make their own kegs, but other than that, you really don't have too pressing need to have it on the same character as Carpentry.

Cooking - Another "Orphan" skill that (like Alchemy and Carpentry) tends to seek room on a non-combat character.

Inscription - This really needs to be on your primary Mage character, as the chances of good Spellbooks, with multiple, high, bonuses is based on your Magery skill. Before you could craft spellbooks with additional properties, this was an okay skill to have on your carpenter; but not now (unless your carpenter is a Legendary Mage).

Arms Lore Skill:

You may ask, "Do I really NEED Arms Lore?"

Well, if you plan to make any armor or weapons, the answer is probably YES. A couple years ago, Arms Lore was given a real purpose again. It is now an enhancer to crafting skills. When one crafts an exceptional weapon or armor item, one gets an additional bonus to the Exceptional bonus for that item type, for each 20 points of crafting skill. For weapons, this bonus is +1% Damage Increase per 20 points of Arms Lore skill, in additional to the Exceptional Damage Increase amount (or to the runic DI property value, if crafted with a fletching runic as exceptional quality, with a DI bonus higher than the base DI for exceptional quality). This is cumulative with the wood and item properties, when applicable - so long as the item is exceptionally crafted.

The Following Charts are a more visible breakdown of the skill's benefits for weapons.

Arms Lore Skill / Race / Exceptional Weapon DI
0-19.9 / Elves / 35%
0-39.9 / Human / 36%
20.0-39.9 / Elves / 36%
40.0-59.9 / Both / 37%
60.0-79.9 / Both / 38%
80.0-99.9 / Both / 39%
100.0 / Both / 40%

Because of the cumulative numbers, it is conceivably possible, with a Heartwood Runic, to craft an exceptional item with Frostwood, that has 67% Damage increase (50% from runic property, 12% from Frostwood, 5% from Grandmaster Arms Lore).

2.3. What items can I mark with my name?

This question was first asked & answered in a carpentry FAQ back when marking items was a hit or miss affair. Since then, it's become more specific. Only Exceptional items, made by a Grandmaster, will bear a maker's mark, and then only if that ability is turned on in the crafting menu. In addition, when you create the item, it must be an ITEM, not a deed for an item.

Able to be marked:
All Weapons, Armor, & shields that can be made exceptional.
All containers (except the kegs)
All furniture & house Add-ons that are created as items, not in deed form.
All musical instruments

The following items cannot be marked:

All furniture & House Add-ons that are Deed form when made
Barrel lids, staves and kegs
Acid Proof Rope
Parrot Perches (becomes part of the parrot when the bird put on it, permanently, and the parrot becomes the deed, not just the perch)

2.4. How do I make a potion keg?

To make a potion keg it requires both the tinkering and carpentry skills. It is important to note though that these skills do not need to be on the same character. To create a potion keg do the following:

1) Create 3 barrel staves, & 2 barrel lids (using the carpentry skill)
2) Create 1 set of hoops, & 1 keg tap (using the tinkering skill)
3) Obtain 10 empty potion bottles from a npc alchemist, mage, or provisioner in any mage, alcehmist, or provisioner shop (or make with an alchemist/glassblower).
4) With all the materials in your pack use the carpentry skill to craft a empty keg (listed under containers)
5) With the tinkering skill craft the Potion Keg. If you succeed, the remaining barrel lid, keg tap, and 10 empty bottles will be combined with the existing keg container, to make the potion keg.

Note that you can use the fishing "Recovered from a shipwreck" barrel staves to make kegs, or use the kegs that act as level 1 trapped containers at Brigand, Gypsy or Monster camps (as well as random dungeon & bank spawns), after emptying them of course, for the keg to be turned into the potion keg.

2.5. Do I need GM Music to mark Instruments?

No you only need to have GM Carpentry. Only the Carpentry skill is checked for determining the mark.

2.6. Does GM Magery affect my success rate for making pentagrams and abbatoirs?

No your chances of success are the same at 75 magery as they are at GM.

2.7. Can I make water barrels?

No, the large water barrels are not craftable. They spawn throughout Brittania as level 1 trapped containers at Brigand, Gypsy or Monster camps (as well as random dungeon & bank spawns). After emptying them of their loot, you can fill them with water, or use them (empty) as item containers. Some static barrels you can also "steal" by emptying any contents, adding water to turn them into water barrels, then emptying the water, turning it into a barrel that can be picked up. It the barrel is one that stealables spawn in, you will severely irk your shard's rogues in training, so don't take those, please.

2.8. Are GM Carpentry/GM Tinkered locked boxes better then just GM Tinkered ones?

No, the only thing having GM Carpentry does is allow you to mark the containers as you craft them. In terms of gaining Lockpicking there is no difference it terms of difficulty - the lockpicking difficulty is determined by the Tinkering skill ONLY.


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3.1. Furniture Dye Tub Information

Furniture Dye Tubs are 1 year Veteran Rewards. There were also some from the original "Clean Up Britannia" campain, that can be used by any player of any account age, unlike the Veteran Reward version.

In order to use a Furniture Dye Tub, you must:
1 - have access to the tub (security settings being the same as any other lockdown or secure)
2 - Have the furniture you want dyed within reach (in pack or locked down)

Set the tubs color the same way you would a cloth dye tub: purchase dyes from a tailor npc and then double click them, select the Furniture dye tub, then select the color. Then to dye the furniture double click the tub then the locked down piece of furniture.

Items you can dye include: Crates, Chests (large and small), Shelves, Armoires, Chairs, Benches, Thrones, Tables, Desks, Music Stands, Dressforms, and Potion Kegs. It is also possible to dye the wooden chests fishermen get with SOS bottles.

It is NOT possible to dye non-furniture items, as well as the following Carpenter-made items: Easels, Open Kegs, Boards, Staves, and Wooden Shields.

The only way to un-dye something is, like with cloth, to use a dye tub that has never had its color set.

Note: Pillows can now be dyed, but can be dyed using a regular dye tub from an npc tailor shop.

3.2. Taxidermy Information

Taxidermy kits can be purchased from npc tanners in the various tanner shops in several towns. A base carpentry skill of 90.1 or higher is needed to both purchase and use the item. To create a trophy simply kill the appropreiate animal (Orc, Gorilla, Polar Bear, Troll, Brown Bear, Great Hart, or Big Fish). When standing at the corpse double click the tool and then target the corpse. A trophy deed will be placed in your pack. For more information check the taxidemy information page here http://uo.stratics.com/content/misc/taxidermy.shtml.

Note that the "Mounted Dreadhorn" is created using the normal Carpentry tools, not the Taxidermy Kit. The Mounted Dragon Head is a reward from the 2008 Spring Cleaning, not a craftable.

3.3. UO Assist Information

UO Assist can help carpenters by making it possible to craft an item with the push of a single button. Typically people use it to craft and destroy items in one keystroke to save themselves the time and frustration of dealing with a pack full of items. A few popular macro set ups are outlined below, but there are numerous other combinations possible. Visit the UO Assist site for more information. This is a simpler form of the original information, as it would appear that UO Assist no longer functions in the exact manner of the original section.

This is how to set up UO Assist to make large numbers of any item.

Double Click the Carpentry tool
Select the item type
Make one of the item type.

Hit record on the UOAssist macro:
Hit the "Make Last" button However many times you want
Click the record off when done


Then click the "Keys" tab and scroll down to "Play Macro xx" (x being the number of the macro you set) and set a key to the macro.

Your command lines should look exactly like this when you are finished:
Menu Selection
Menu Selection
(however menu selections as you hit make last for)

Now, whenever you want to make that many items, make one of the items normally, and AS that item is being made, hit the key for the macro.

3.4. Mondain's Legacy Recipe Information



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Masonry FAQ

1. How do I learn to craft Masonary Items

In order to craft Masonary items you need to first be a Grandmaster in Carpentry and then read the book entitled "Making Valuables with Stonecrafting". The book can be purchased from either shop in Gargoyle city called "Lap-In-Lem" from the gargoyle vendors called "stone crafters". The book costs a little over 10k gold and is a one use only item. Once read your character knows the skill permantly and does not need to read it again. It is possible that with the release of Stygian Abyss in 2009, other sources may occur for the book. Then again, it's also possible that this skill (currently a Carpentry specialization one can add at Grandmaster Carpentry) might be split off into its own skill in that expansion, rendering most of this information moot. Time will tell...

2. How do I get to Gargoyle City?

In order to reach the gargoyle city you will need to visit the facet of Ilshenar. Select the Honor gate from any moon gate and head directly north to the entrance to the central area. Once inside travel southeast around the dragons liar until you find the entry into the desert area. Once inside travel directly southwest to Gargolye city. Beware the spawn can be tough here. Be ready to fight (if capable of it) invis yourself and/or heal yourself if the situation calls for it. Once inside the city the first shop is located in the southeast corner, while the other is located to the far west.

Post #5 in the Crafter Help Guides thread shows you how to get there, with screen shots of the map from the Honor Gate to to the Central Ilshenar entrance, and from there to the City (and the city map is labeled with the shop locations you will be looking for).

3. Do I need any tools in order to craft masonry items?

Yes, you need to purchase a mallet and chisel from the stone crafter NPCs. They only run about 3 gp each and have a limited number of uses. Currently this is the only way to aquire the tools, but it is likely that the tools will become craftable with Stygian Abyss, as the skill will be much more important to the game.

4. How do I aquire Granite in order to craft the items?

In order to mine granite of any Ore type, you will need to first be a Grandmaster in the skill of mining, or use mining gloves to get your skill over 100. You will then need to purchase a second book from the npc stone crafters, entitled "Mining for Quality Stone", also for around 10,000 gp. This book is also a one time read and only needs to be purchased once per miner.

After reading the book a GM miner can find granite from any place you can currently mine ore. You use the context menu of your mining tool to select whether you wish to mine ore, stone/granite or both with a pickaxe or shovel (or ore & gems, but that's another FAQ). Simply click the shovel or pickaxe and select away! When you change your mining type, it stays that way until you change it again, for all your mining tools. Note that in preparation for the 2009 release of Stygian Abyss, Granite stones were made stackable, and weigh only 1 stone each - but only ones dug up after the change. Older granite still does not stack, and weighs 10 each, so it is advised to use up any existing stocks of old stone first (like, if you recover a stash of old stone from a house dropping).

5. How do you craft items in the various Ore colors?

In order to craft the items in the various colors, you need to select that particular ore type from the sub-menu located at the bottom left hand corner of the main menu. By default it will say "normal" the first time you use the tool. Once changed you will need to either change it back to normal or whatever other color you wish to craft.

6. What items can I craft with the masonry skill?

As of 3rd Dawn through Age of Shadows you could craft the following items:
  • Large Vases
  • Small Vases
  • Large Stone Tables (south & east)
  • Medium Stone Tables (south & east)
  • Stone Chairs
  • South facing "Praying Lady" Statue*. Note this is ACTUALLY the large "two-story statue" type that is holding a Spear when seen in its full-sized version. It's just that the spear "disappears" in the small version (which is also missing the pedestal), as at that scale, the spear would be thinner than a single pixel. Examples of the "two-story statue are in the "unfinished monument" in the center of Minoc, as well as lining the main hall of Lord British's castle in Britain (the Minoc example is given for those who are stuck in Fel, and can't enter the castle).
  • East facing "Silver Surfer" Statue*
  • North facing "Angel" Statue*
  • Pegasus Statue
* These Statues can spawn as loot on Ratman Mages, Pixies, and Vorpal Bunnies. The original, pre-AOS, loot versions of the "praying" statues weighed obscene amounts, and came with 100 charges of spells.

The Following items were added with the release of Samurai Empire:
  • Small Urn
  • Tower Sculpture
The Following item was added with Mondain's Legacy:
  • Stone Anvil (south) (requires the recipe, which is a common drop from the tinker/carpenter related quest givers)
The Following item was added with the Treasure Hunting changes of July 2010:
  • Stone Anvil (east) (Recipe found only in Treasure chests)
Note: The east facing Stone Anvil recipe was bugged, and never dropped from the Heartwood/Sanctuary Quests, but was corrected to where it now can be found (as can all other recipe scrolls) as special loot in high-level treasure map chests. An ALREADY MADE Stone Anvil (east) DEED can be a quest reward from any of the Heartwood or Sanctuary crafting quests.

7. What items can be manipulated with the interior decorator tool?

All the statues and vases can be raised and lowered but not turned. The chairs can be turned in all four directions as well as raised and lowered. The tables cannot be DIRECTLY manipulated in anyway. HOWEVER, you can place square Gozas (made by tailors), raise them, then place a stone table on them. This allows you to manipulate the height of the tables, as well as "break" them in such a way to be used as parts of more sophisticated design tricks. See the Homes And Castles forum, especially the "Stone Kitchen Tutorial", for these kinds of manipulations. Note that if you chop a table while its parts are split, you can never redeed it.

8. Can the stone tables be re-deeded?

Yes, with a caveat. Years ago, the stone tables could not be re-deeded. Now they can, but only if intact. A table can become "broken" as described in the Kitchen Tutorial, referenced above, and it is a common decorator's tactic. To Re-deed any item that comes as a deed, chop it with an axe - just make sure it isn't "broken" (deliberately, or through a bug) before chopping, or you'll lose it.

9. Can masonry items carry a maker's mark?

No (with a minor exception). None of the original items, nore the stone anvil, can be marked with the crafters name. Part of this is from most deeded items not being markable; the other reason is that the items can't be made exceptional. The two Samurai Empire decorations CAN be made exceptional, and theoretically have their maker's mark, but it only became possible with the Talismans from Mondain's Legacy. One has to use a high-level Masonry Exceptional Bonus Talisman, and even then, the chance to make exceptional is small - 9% LESS than the bonus on the talisman (example: a 23% Exceptional talisman has a 14% chance of making the items exceptional). I have not yet had the stone to test to see if the items will actually mark, given the low chance of an exceptional item.

10. Do stone tables need to be locked down?

No, stone tables (and the Stone Anvils) do not need to be locked down. They function the same as other add-ons. All other stone items do need to be locked down though.

Original 2002 version by Ansel; Revised by Basara, September 2008 & August 2010.


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Masonry FAQ needs SA update...

Requesting help to add the data for the SA Stone weapons and armor to this FAQ.

As I've not had a gargoyle (nor do I desire one), I've not had a chance to mess with it.