think I'll end op copying this reply later into the new FAQs.
Crafting Support Skills
Arms Lore - A must on any armor-producing and/or weapons-making crafter - Adds additional bonus points to the Exceptional Quality bonus that crafted items can get.
Mining - Required to dig ore, granite, gems, sand, and the special large gems used in crafting (some of these require reading special books, once you reach 100 skill, to unlock the functionality). Also required to recycle smith-created items to get their metal back (what metals can be recycled and the percentage of return (0.66% * Mining skill) is based on the mining skill, despite being a function of the blacksmith tools). Does not
HAVE to be on your primary blacksnith, but not having on it means not being able to quickly recover items not fitting your needs.
Lumberjacking - Harvests wood, and now can finally make his own boards. No longer needs to be piggybacked on Carpentry or Bowcrafting unless you really feel like it. Best put on a PvM Axer, preferably one with Bushido skill.
Magery - not really a crafting skill, but required for some Carpentry items, and most crafters and resource gatherers will need a means of transport (to get supplies, claim and turn in BODs & quests, etc.), and being able to heal from blundering into a monster is a plus. Non-Carpenters may opt for
Chivalry instead, especially is only a semi-crafter that has weapon combat skills.
Standard Crafting skills
(*can be raised to 120 cap with power scroll use)
*
Blacksmithing - Making of metal weapons and armor. Requires Mining to recycle rejects. Has Runic Tools for creating magic items gotten through Bulk Order Deeds (that can also be used with the Imbuing/Reforging advanced crafting skill to Reforge normal iron metal gear into magical items).
Bowcrafting/Fletching - Making of Bows, crossbows, blowguns and ammunition. Has Runic Tools acquired through Quests in the Elven cities of Heartwood and Sanctuary. Can't harvest wood on their own, but can turn logs into boards with an axe, if they are able to craft with that wood type. Items cannot be recycled for materials.
Carpentry - Making of most wooden items not covered in Bowcrafting or Tinkering, including Wooden weapons, shields and Elven Wooden Armor. Has many crossover items that require both Carpentry AND one other skill to craft, for decorations, useful items ( musical instruments, fishing poles), and house add-ons that other crafters need to work (forges, ovens, looms, etc.) At 100 Skill, you can read a book on
Stonecrafting, that allows you to craft stone decorations, stone weapons and stone armor (the latter two worn by gargoyles). As with Bowcrafting, Runics are available through Elven city quests.
* Tailoring - Making of clothes, as well as Cloth Gargoyle Armor, and leather armor for all 3 races. Like Blacksmithing, gets its Runic Tools through the Bulk Order Deed system. Unlike Blacksmith, is its own recycling skill, though the return is less (capped at 50%) and requires a pair of scissors.
Tinkering - Making useful metal and wood items of a small sort, ranging from Knife weapons, to crafting tools required for most other crafting skills to clocks & golems. This skill has NO RUNICS, but does have some recipes for magical items.
"Artistic" Crafting skills
These are the skills NOT covered in this forum, but can sometimes be found in templates with them.
Alchemy - the making of potions and poisons. At 100 skill, use of a special book opens up
Glassblowing, which can make decorations and a few Gargoyle weapons out of sand.
Cooking - Creates food and drink, some of which may have magical properties if made from special stuff
Inscription - Creates spells, books, spellbooks, etc. Is best used on a dedicated mage type as a support skill, as it adds to the potency of many spells, and your ability to make Magery spellbooks with special properties has its chance for those properties based on your Magery skill level.
Advanced Crafting Skills
* Imbuing - Allows adding specific properties to existing magic items. Requires some base ingredients (residue, essence, relic fragments), gems, and (if imbuing near maximum strength, or a Boolean property (one that is either present, or not present)) other special ingredients. Uses a soulforge to add these properties.
- Reforging - not a stand-alone skill, but an aspect of Imbuing that opens up at high level. Allows use of Runic Tools at a Soulforge to infuse a simple weapon or armor (made with base properties and base materials, with at most only exceptional/arms lore crafting bonuses) with a range of abilities much greater than normal runic crafting, but drawing multiple charges from the runic tool.
Common Templates:
Basic Crafter:
- Arms Lore
- Blacksmith
- Tailor
- Tinker
- Bowcraft, Lumberjack or Mining (if the account has access to soulstones, will train up all 3, and swap between these skills as needed)
- Carpenter
- Leftover skill points in Magery; Can use magic items to get to 45 music if instruments need made.
- Note: This template can use runics and craft basic gear, but depends on others for Leather to Tailor with.
Mage Crafter:
- Alchemy
- Carpentry
- Cooking (or another casting skill, like Mysticism)
- Inscription
- Magery
- Imbuing
- Tinkering
- This Template can make all kinds of house bling, but can only make Spellbooks, potions, magical food, minor weapons and Gargoyle-only stuff with someone else gathering the resources (and those items won't have the Arms Lore bonus unless you soulstone a skill off and put arms lore on). Still, it's a good Merchant crafter template, and can even defend itself (or even go on the attack!) with summons. Used IN CONJUNCTION with a Basic Crafter, on the other hand, they can take the basic crafter's items and imbue them, or reforge them with the Runics the basic crafter has acquired from BODs. This is a good one for Gargoyles as they get NONE of the resource gathering benefits of Humans or Elves, only bonuses to Imbuing.
Dedicated Skill Crafter:
Choose ONE group from below
- Tailor, Blacksmith & Mining
- Carpentry, Bowcrafting & Lumberjacking
Then ADD
- Imbuing
- Arms Lore
- Magery
- Evaluate Intelligence or Tinkering with any leftover points.
- Note: These Templates allow you to go straight from crafting the blank item, to reforging, or from Runic crafting to additional Imbuing. One is for Conventional armor and weaponry, the other for wood & stone items.
Gatherer/Crafter:
- Mining or Lumberjacking
- Bushido or Chivalry
- Weapon Skill
- Tactics (with Arms Lore on a soulstone for when you actually get around to crafting)
Then add one of the following groups
- Healing, Anatomy and 1 basic crafting skill, if a thrower, archer or two-handed weapon user
- 1 basic crafting skill and 200 real skill points split between (Parry, Healing & Anatomy), with those skills (And the 4 shared by all versions) augmented further by equipment with skill bonuses. Some of these templates can end up over 820 total skill points.
- A life Leech weapon, lots of HP Regen on the suit, Parry and 2 basic crafting skills (or 1 crafting skill and BOTH mining and lumberjacking)
Note: This can do some some serious damage to things that give leather, or to ore elementals that come from digging with gargoyle's pickaxes (a BOD reward as well as loot on random gargoyles), and all the skills except Smith can be used in the field AS YOU GATHER, so you can fill tailor BODs, make shovels and tools with tinker as you mine, or even train carpentry or bowcrafting between trees, so you don't have to haul all that wood around.
While there's 4 basic choices above, they actually work out to over a dozen variations that you can change even further.