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Crafting Templates Discussion Thread

  • Thread starter imported_Irish Rage
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G

Guest

Guest
I have only one crafter char named Joran:

GM Mining (almost there now)
GM Blacksmithy (GM)
GM Tinkering (at 75 now)
GM Tailoring (70ish)
GM Carpentry (started that recently)
GM Alchemy (GM)
GM Magery (60ish)
20 Arms Lore

The combination of magery and alchy enables me to kill off interfering creatures while mining. When a PK comes near, I recall out, this char is not ment to be brave /php-bin/shared/images/icons/wink.gif

Astafas
 
K

Kaopectate

Guest
John Henry-Atlantic
GM Smith
GM Miner
GM Carp
GM Tailor
GM Tink

Just started Fletching. *Sigh*
 
I

imported_Isosceles

Guest
GM Smith
95 Mining (GM with Ringmail Blacksmithing Gloves)
GM Tinker
GM Carp (Eventually - Currently at 91.9)
GM Tailor (Eventually)
GM Alchemy (Eventually)
GM ??? (Maybe Bowyer)
 
U

usmarox

Guest
Parker, Europa

GM Smithy (Done)
GM Tailoring (Done)
GM Tinkering (Done)
GM Mining (99.5)
GM Carpentry (96.5)
GM Bowcraft (80.5)
75 Magery (63.1)

Now I'm stuck between using the spare skill points for music, or to scroll up smithy and tailoring. BS definitely *needs* a scroll, tailoring I'm not so sure about. What the hell, maybe I'll just go for music anyways /php-bin/shared/images/icons/smile.gif
 
H

Hornace

Guest
After more than a year first I cannot edit my previous posting any more and second the templates of my crafters on Drachenfels have changed a bit (not everyting achieved yet):

Bulli Bullinger

LE Blacksmith
GM Miner
GM Bowcrafter
GM Scribe
GM Mage
GM Meditation
GM Eval Int

Mina Wolfsbraut

LE Tailor
GM Carpenter
GM Tinker
GM Mage
GM Chef
80 Blacksmith
75 Cartography
45 Music

Additionally I have GM alchemy on one of my fighters and will have GM poisoning on an other fighter.
 
W

Wes Walker

Guest
Here's my single craftsman... he's missing some skills that I'd like to incorporate into other open slots on my accounts, but I'd say he's pretty self-sufficient and complete.

West
Mining (120)
Tailoring (120)
Carpentry (100)
Lumberjacking (100)
Mining (100)
Magery (30)
Musicianship (45)
Tinkering (100)
 
L

Lothar00

Guest
GM Smith
GM Tailor
GM Tinker
GM Carpenter
GM Miner
GM Alchemy
75 Magery
45Music(35(Left over skill) + 10(Items)

Can make most items. Just a mule tho.
 
K

Kritterly

Guest
I have two mules. Now I am really glad I split the crafting skills into two characters. Adding the 120 powerscrolls to blacksmithing and tailoring is no problem for me at all.

120 Tailoring (at 104 now)
100 Carpentry
100 Alchemy
100 Tinker
80 Cooking
80 Blacksmithing
75 Magery (at 71 now)
45 Music

If they ever get around to making powerscrolls for the other skills, I can always use jewelry for magery and music. My second mule has an unusual template… Blacksmith/Veterinarian.

120 Blacksmithing (GM until I get a ps)
110 Vetting (at 83 now)
100 Animal Lore
100 Bow Crafting (at 79 now)
100 Mining
85 Tinkering
85 Magery

When fallen warriors show up at the forge, she can rez their horse while fixing and replacing their armor. Plus she gets 7 stable slots, woot!

Oh yah, not sure if they are really crafting skills, but… I also have Inscription on my pure mage, lumberjacking on my warrior, and poisoning on my nox mage.
 
B

bartusls

Guest
Jennifer, Lake Superior
GM Smith
GM Miner
GM Tinker
GM Tailor
GM Carp- currently at 88
GM Alchemist
GM Mage currently at 83

Lumberjacking is on another character, dont need bowcraft fletch
 

Adia

Lore Keeper
Stratics Veteran
Stratics Legend
120 tailor
120 smith
GM carp
GM tinker
GM mining
GM mager
50 music

how's that?
 
S

Sir Frederick

Guest
SilverBlade of Lake Austin is going this route:)

Legendary Tailor (108+ now)
GM Carp (100.0 now)
GM Tinker (95.0 now)
Gm mining (~ 50 now)
Legendary smithy (~ 50 now)
90-GM Magery (train up to 90 and let it rise from there...to case EVs and gates)
45 Music (for gm instruments)
Remaining (~15) in Meditation.

I like the idea of mining granite and immediately making deeded stone tables while out mining...keep my weight down. And I'll be able to craft all carp items with this.
 
F

Faulinei

Guest
My Mule:

Legendary Smith
Legendary Tailor
GM Alchemy
GM Carpentry
GM Mining
GM Tinkering
80 Magery
 
S

Shanda

Guest
My Character Rena on Sonoma is a Gm merchant, for four years now she has been my main character and will be forever more. She made over 2 mil the week houses were placed in Trammel (pre-Bod's), I had a blast. I currently have eight vendors of my own adding two more if publish 20 ever happens. These are my current and / projected skills:

Tailoring =112.6 / 120
Blacksmithy= 104 / 120
Tinkering = 100
Carpentry = 100
Mining = 100
Magery = 90
Music = 45
Meditation = 45

I have just enough music for instruments, & enough magery & Med. for making pentagrams... & doing tons of gating, marking, & recalling. 100% LRC suits came just in time!

Rena, Master of the Order of Creation-KtL
 
U

UO Medman

Guest
Lets face it ppl, the poison skill is not what it should be. I won't get into the detail why. Most Poisoner's know. I would like to see +20 scroll of poisoning and at that level of poisoning you should be able to 100% of the time hit with level 5.5 which is comparable to tinker traps. It is very difficult to cure. Then all those enhance potion jewelry's will be worth something. (In PvP) For those who think this is an unfair idea lets consider how easy it is for a mage or warrior/pally's to cure lethal. Here to sum it up are my ideas.

1) Quests for the assassin.
2) Assassin Guild with assassin contract deeds. etc.
3) +20 Scroll of Poisoning (For 5.5 Ability)
4) Less Interrupts at lesser poison and more at higher poison(It just makes sense) Currently it's backwards.
5) We should be able to hide from our poisoned target.
So what do you all think?
 
B

BrNz

Guest
Pacific

Giovanni Versace

Elder Tailor (soon to be Legend)
Elder Smith (soon to be Legend)
GM Tinker
GM Alchemy
GM Carpentry
GM Mining
75 Magery

You can find him traveling in Luna mainly. A solitary creature by nature he crafts at his chateau by Britain's swampland.

Provides free repairs, and is known to help the new adventurer to free crafted items. (If he has the needed material's)

ICQ #34644244
 
G

Gohan

Guest
Lady Elbereth
120 Blacksmith
120 Tailoring
100 Carpentry
100 Mining
100 Magery
100 Tinkering
80 Meditation


Eol
100 Blacksmith
100 Tailor
100 Magery
100 Meditation
100 Focus
100 Fletching
odd points in carpentry and tinkering and hiding

both on Baja
 
S

Sl0th

Guest
Ritchian Loger

GM Tinkering
GM Bowcraft
GM Mining
GM Blacksmith
GM Carpentry
80 Lumberjack
50 Magery
45 Musicmanship
And a bit of tailoring and hiding because I lack any other use for the remaining points at the moment... Well, maybe I'll transfer the tailoring into magery.
 

TheflY of LS

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
Well, I'm running out of skill points fast, but here's what I got:

Legendary Smith (GM Currently)
Legendary Tailor (GM Currently)
GM Miner (completed)
GM Tinker (completed)
GM Carpenter (completed)
GM Scribe (completed)
45 Music
15 Magery (Will wear jewelry to increase to 35 or so)
20 Meditation (Will wear jewelry to increase to 40 or so)

**Now if I can just find these jewelry pieces to boost my magery/meditation. Probably are going to cost a pretty penny to get a decent combo of mage/med on each piece.
 
S

sunfear

Guest
120 Tailoring
120 Smithing
GM Tinker
GM Carpentry
GM Bowyer (still working)
GM Mining
75 Magery
 
K

Katal

Guest
My Mule is jam-packed with crafting skills, but also has the ability to adventure slightly. With GM Fishing and Tinkering I can have a golem protect me while fishing up sea serpents to search for MiB's. Fishing nets are a bit tougher, but doable in most cases.
Here's the template:
[*]<font color=191970>120 Blacksmithing</font color=191970>[*]<font color=191970>100 Mining</font color=191970>[*]<font color=191970>100 Carpentry</font color=191970>[*]<font color=191970>100 Tinkering</font color=191970>[*]<font color=191970>100 Tailoring</font color=191970>[*]<font color=191970>100 Magery</font color=191970>[*]<font color=191970>100 Fishing</font color=191970>
 
U

UOvet

Guest
My main crafter is currently:

GM Blacksmithy
GM Tailoring
GM Alchemy
GM Magery
92.5 Tinkering
92 Mining
82 Carpentry

... and a smattering of Animal Lore to tell me when my mare (grandfathered from before you needed taming skill) needs to be fed.

I'm gonna take Smithing to 120, and GM tinkering, mining and carpentry eventually. I have another tailor I can make Legendary if I'm ever so inclined.

I figure that with the changes to Alchemy (purple pots) and these "Golem" things that tinkers can now make, along with the Magery, he can go out and get Lord finally. No med or resist, though.
 
L

lorddark462

Guest
I'd like to make a pure mull char but i'm not exactly sure ware to start.

I allready have LumberJacking And Mining on 2 different chars so i don't need to have them on the mull char it self figured i would start them and get some resorses gatered a while.

I'd like to be able to make every thing a capenter can. but i'm not sure what skills i need to make sure that it comes out an exception item just about all the time. i'd like to have a capenter, alky, tayler, bowcrafter and a scribe ( and pozining so i can sell them on the vender mall i want to setup for my guild ) i'm pretty sure the scrib will need to be on a different char then the i'm assuming this will take maybe 2 chars or 3. I have 2 accounts so theres no problem if i need to make 3 chars for it. So any one have any sugestions about what i need to make my mull chars?
 
A

Anesta

Guest
I tried to spread my crafting out among all my characters. I had one that was Carpenter, Tinker, and Tailor, with lumberjacking. Her other three skills were magery, music and bowcrafting. Also had one that was a miner and blacksmith (in order to provide Tinker and Blacksmith with ingots). Oh yes, I was reallly thinking there! Another character had Alchemy and Inscription. After building my blacksmith/miner into the high 80s I discovered that in order to be a good Carpenter I also had to be high in blacksmithy. With great irritation I dropped my lumberjacking (already in high 60s) and started building Blacksmith skills. I was doing great, I thought, but noticed that when smelting I was only getting one ingot back for every item I made and smelted. That was when I found out about the need for mining to get good return on smithed items. ARRGGGHH!! Now I had to drop bowcraft for mining!! Fortunately I hadn't built that skill very high. It really ticks me off that the crafts are so inter-related.

So now I have one mule that has:

Carpentry 100
Tinkering 100
Tailoring 100/120
Blacksmithy 96.4/120
Mining 65.8/100
Magery 52 locked
Music 50 locked
Rest in Med with some med armor

Second character still has Alchemy and Inscription.

My previous Miner/Blacksmith has now become a Fisherman with Peacemaking and Magery.
 
A

Anesta

Guest
I found out late that you need at least 50 music to make GM instruments and 75 magery if you wish to make the magic floor decor (I didn't, so kept this just high enough to recall). Also need high blacksmithy and tailor to make the add-ons. Took me a long time to remake my characters. Also need mining with Smith so you can get more than one ingot back from smelting (smelting is skill of Blacksmithy). Fortunately Alchemy and Inscription don't have the same aggravating ties to other craft skills, so I kept those on a different character.

I kept mining on my original mining character even tho building the skill on my craft mule. I am in high 90's and want to be able to mine glass and stone soon.
 
D

DuLang

Guest
Thought I'd add my crafting chars templates to this (only chars with crafting):

* = locked or finished

Danoni Porto:
120 Tailor
120 Blacksmith
100 Carpentry
100 Tinkering
100 Mining
100 Lumberjacking
80 Magery

Destiny Porto:
110 Magery
110 Evaluating Intelligence
100 Resists
100 Meditation
100 Focus
100 Inscription
100 Alchemy
 
G

Guest

Guest
After many years of fighting, I am now training my tradesmen.

My idea is this, my trade is war, so I wan't my Grafter to be able to build all weapons and armors. To this end I have temporarily decided on the following templates

On my Grafter, Obsidian

Blacksmithing
Carpentry
Tinkering
Tailoring
Bowcraft
Magery
Something else...

As you see, there are no resource gathering skills on this character. For now, I have placed mining and lumberjacking on my Treasure Hunter, Magellan.

What do you think?
 
M

Mers

Guest
Heres my crafter,
120 Tailor
120 Smith
100 Tinker
100 Carpenter
100 Alchemist
100 Scribe
80 Magery (120 With Ring Bracelet and Book for Crafting SpellBooks)
The all around Template.
 
G

gabrielkp

Guest
Tailoring =120 / 120
Blacksmithy= 100
Tinkering = 100
Carpentry = 100
Bow Craft = 100
Inscription = 100
Magery = 55 (100 with Lost of Knowledge, +15 Magery Ring and +15 Bracelet)
Music = 45
 
G

ggblazetamer

Guest
Artemis, BAJA:

Alchemy
Blacksmithy
Carpentry
Tailoring
Tinkering
Mining
Lumberjacking
Magery (&lt;- still thinking whether to keep it or not, coz I'd like to at least GM all the skills above, I could always use recall scrolls)
 
P

Pablo Montoya

Guest
First of all I play my crafter probably as much as any other of my characters.
He is just a good character to get out and about and meet the public. I am Pablo on the Sonoma Shard.


I kinda like my template. Its designed to craft anything short of alchemy/inscription. Those are on pvp characters anyways. It requires jewelry and the new Tome of Lost Knowledge to complete it though.

120 Blacksmith
120 Tailoring
100 Carpentry
100 Tinkering
100 Mining
100 Bowfletching
65 Magery
15 Musicianship

I use +15 ring and bracelet for Musicianship to take me up to 45 Music so i can make the instruments and +15 ring, bracelet, and the tome to give me 110 Magery because I hate failing on Gate Travel. Try it out if you have the items its a very nice template.
 
L

Lady_Tiffany

Guest
I thought I would post my crafters template up here. (LS Shard)

120 Tailor
120 Blacksmith
100 Carpentry
100 Tinkering
100 Mining
100 Lumberjacking
80 Magery

(I have yet to get the 120 powerscrolls for tailoring and blacksmith)

As of right now-Only a few skills are finished-but like I said i don't have the scrolls to finish tailoring and blacksmithy.
 
D

dinosaur3367

Guest
Uhh, that last one isn't possible. You'd have to sacrifice at least one legendary rating, unless The Great Gods decided to raise the bar to 720.
 
G

giant

Guest
I just started off the character and haven't decided what else to have. Currently she's a LJ and bowyer and carpenter. Thinking about to add tailor and smithing to it. Please let me know whether the template works or not.

GM LJ
GM Bowyer
GM Carpenter
GM Mining
GM Smithing
GM Tinker
GM Tailor

somebody said armslore is a must for blacksmith, is it???
 
C

Crafters-Inc.

Guest
My Pure Crafter:

Crafters Inc.
120 Blacksmithy
120 Tailoring
100 Mining
100 Carpentry
100 Tinkering
100 Magery
80 Music

(Yes, I have 720 Skill Cap)
Pros: Can make almost everything.
Cons:
1. Magery without Eval Int. Seriously limits the damage you do, so it is hard to take care of yourself when out and about, (Mining takes me all over and I run into random spawns that will chase me off a good mining run!!!)

I usually carry a Fire beetle and 2 Packys with me while mining, this is when not haveing Eval hits the worst. Lately I have been mining with a blue beetle which is okay, (more trips to Bank/Home/Forge), this way though I can drop an EV with GM MAgery and carry on with the mining.

2. No lumberjacking kind of sucks.

Other than that he is a good Char to play.

My Mule:

Crafters Inc. (The Second II) :)
GM Alchemy
GM Bowcraft/Fletching
GM Lumberjacking
GM Cooking
GM Magery
GM Inscription
GM Meditation

Pros: Can make everything else! Except Poisoning!
Cons: Other than a seriously confused crafter, he is okay.
 
W

wjbeard

Guest
<blockquote><hr>

I have but a single crafter, but he's the first character I really developed and I still enjoy playing him more than any of my fighters.

Bob McForge - Sonoma
GM Carpenter (His first GM)
GM Tinker
GM Smith
GM Tailor
80 Magery
55 Meditation
65 Music
50 Armslore
50 Item ID

I don't much care about Bowcraft, so this crafter meets all my non-magical crafter needs. He has enough music to be able to mark instruments, and his arms lore is nice when doing repair work (I hate needless repair work). I added on Item ID to help out with determining which weapons I make are actually worth more, ala VDP.

This arrangment serves me well.

[/ QUOTE ]

Did I miss something? arms lore helps repairs? When did this come out?
 
W

wjbeard

Guest
Mule
120 Blacksmith
GM Carpentry
GM Magery
GM Mining
120 Tailoring
GM Tinkering
45 Music
35 Meditation

Treasure Hunter
GM Cartography
110 EvalInt (eventually)
GM Lockpicking
110 Magery (eventually)
GM Meditation
GM Mining (eventually)
GM Resisting Spells (eventually)

Fisherman
GM Anatomy
120 Archery (eventually)
GM Chivalry
GM Fishing
GM Focus
GM Resisting Spells (eventually)
GM Tactics

Spellweaver
110 EvalInt
GM Hiding (eventually)
GM Inscription
110 Magery
GM Meditation
GM Resisting Spells
GM Spellweaving (eventually)

Warrior
GM Anatomy
GM Chivalry
GM Focus
120 Parrying (eventually)
GM Resisting Spells
GM Swordsmanship
GM Tactics

Bowcrafter
GM Bowcrafting (eventually)
GM Carpentry (eventually)
GM EvalInt (eventually)
GM Lumberjacking (eventually)
GM Magery (eventually)
GM Meditation (eventually)
GM Resisting (eventually)
 
T

travo_tek

Guest
The best crafter that I have made yet, by far, would be William Tullin of the Lake Superior shard.

120 Blacksmithy
120 Tailoring
100 Carpentry
100 Tinkering
100 Mining
100 Lumberjacking
80 Magery

That character has a lot available to him, being able to not only craft a lot of items, but create your own tools, and gather your own resources. I have another crafting character, but he is mixed with magery.

110 Magery
110 Meditation
100 Eval Int
100 Inscribe
100 Fishing
100 Alchemy
100 Cooking

Having these two characters allow me to create almost any craftable item in the game (besides bowcraft/fletching, which I have on my Archer char) and allows me to gather all of the resources that I would need. I hope my templates have helped to anyone in search.
 
B

Betty Crocker

Guest
Vera Moon Glow (Sonoma) Yes she is a mule, but a good one!

GM Carpenter
GM Bowfletcher
Lengendary Smith
Lengenday Tailor
GM Tinker
Magery &amp; Music to make Exp. Instruments
Mining at 72+ as backup

Since I have a cartograher that has to have mining to dig up chests, she is my miner.
 
G

glorypaxson

Guest
Uther
Blacksmithing - 120
Tailoring - 120
Bowcraft/Fletching - 100
Carpentry - 100
Mining – 100 (105) w/Ringmail Gloves of Mining
Arms Lore – 100
Magery – 35 (75) w/Tomb, Alchy Bauble, Ring
Musicianship – 45

Stoned:
Tinkering - 100
Lumbejack - 100
 
K

Keno

Guest
My crafting character on Europa is more of a "mule" than anything else but I'd like to be able to take him out more.

Kralj Keno
120 Blacksmithing
120 Tailoring
100 Carpentry
100 Tinkering
100 Alchemy
100 Bowcraft/Fletching
35 Magery

Also have 100 Arms Lore on a soulstone. Put all these skills on him so it would be easier to just make what my other characters need without logging in/out all the time. Now I'm thinking about moving Bowcraft to another character and perhaps Alchemy to my mage - not sure yet.
At least that would make some points available for him to improve his magery and add music to make instruments.
As it is he has to wait at home for my Lumberjack/Miner and Archer/Fisherman to bring in supplies...
Any thoughts for a template change on him? Would it be a good idea to put the Arms Lore on him permanently? (Free up that soulstone)
Thanks

PS: Question; Can you recharge a soulstone fragment?
 

Basara

UO Forum Moderator
Moderator
Professional
Governor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Campaign Supporter
Here's my template

My carpenter Daystrom currently is running
Human
80 Smith
75 Tailor
100 Carp (with masonry)
100 Tinker
100 Alchemy (with glassblowing)
100 Mining (plus gloves - and has read stone &amp; sand books)
100 Lumberjack (with Melisande's Hatchet)
65 Chivalry
5 Music (minstrel talisman, singing axe and jewelry put me at 45 for crafting instruments - an elf could do it with 0 real skill, substituting Song-woven mantle for the 5 real points and the talisman or axe - don't have the time right now to go Elf on him, and have another elf LJ anyway)

I can stone off one of the 65-75 skills, go buy magery to 30 (plus add some skill bonuses from jewlery and a spellbook) to make pentagrams &amp; Abbatoirs, and I can stone off Alchemy for Arms lore if I ever get a runic saw (not happened yet).


I sometimes use him as a resource gatherer in safe regions, since he only has the equivalent of 20 weapon skill thanks to JOAT (but I typically stick a 15% HCI weapon in his hand for emergencies, and can cast chiv stuff - he's actually been able to get to noble lord). This template also allows the charcter to be a colored BOD bod runner for both smith &amp; tailor.


IF I wanted to forgo the colored BOD chance (just get iron bods more quickly), I could lower the smith skill and use equipment to substitute for crafting the anvils &amp; forges (lower skill to 50 with an ASH +30, 20 for an ASH+60), and put the rest of the points into magery and music, as to not have to mess with soulstones except for Arms lore.


This is what he'd look like with a few tweaks for max effect (something I don't want to do, but as a hypothetical - I prefer keeping the full smith skill on him)

Elf
50 Smith (holding an ASH +30)
75 Tailor
100 Carp (with masonry)
100 Tinker
100 Alchemy (with glassblowing)
100 Mining (95 plus gloves has read stone &amp; sand books)
100 Lumberjack (95 with Melisande's Hatchet)
65 Chivalry
0 Music* (Song-woven mantle, minstrel talisman (or singing axe) and +30 in jewelry put me at 45 for crafting instruments)
30 magery* (with Tome of lost knowledge, and +30 in Jewelry to hit 75 for Pentagrams)

*can't have both sets of equipment on at same time, as of last report from the devs, Magery &amp; Music are expressions of the same "property" roll on Jewelry, so they can't co-exist except on EM-created items and artifacts.

Another alternative (but staying human) would be
Human
70 Smith (use hammer of Hesphaestus from New Haven or an ASH+10 for 80)
75 Tailor
100 Carp (with masonry)
100 Tinker
100 Alchemy (with glassblowing)
100 Mining (plus gloves for 105 when smelting - and has read stone &amp; sand books)
100 Lumberjack (with Melisande's hatchet)
65 Chivalry
10 Music (singing axe and jewelry put me at 45 for crafting instruments)
Soulstone off one skill to buy 30 Magery as needed for pentagrams.
 
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