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EI, Inscription, Alchemy questions

K

KeeliaUo

Guest
Hi there...

There might be some page somewhere that answers these questions, but after 2 hours of looking I can't find anything...so I'll ask the minds that know here :D

I plan to make my character a Tailor/Inscription/Alchemist/Poison person however I'm running out of points (10 year account, 720 max I understand). I'd like to add Cooking and Glass Blowing to her list but understand I have to keep some Taming to ride the beetle and add some Taste ID for Alchemy.

I know I have to have 100 Magery/Med, but do I also have to have EI if I'm not going to fight?

Thanks in advance for any help :D Also, if I'm missing anything you feel would make this crafter character more rounded and take advantage of the skills she has, please let me know :D

HUGGS...
 
M

Malkes

Guest
It takes no taming or lore to be able to ride either the giant beetle or the fire beetle.

What are you planning on using the magery for other than recalling/gating around? If that is all you plan to do, you don't really need med. You don't need Eval either if you don't plan to fight with the character.

You don't actually need any skill other than Alchemy to use glassblowing, you just have to have GM'd Alchemy and gotten the appropriate book in order to create glass items.
 
K

KeeliaUo

Guest
Oh...ty for the comment :D I didn't know that about the beetle (been gone from the game for awhile).

Re: Magery/Med...don't I need to max those for Inscription? Or can I write the scrolls for level 8 without max Magery?

Thanks again :D
 

Basara

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You don't need tase ID either. It's currently a dead skill, in terms of use (though Arms lore got revitalized 4 years ago, and Item ID will have a purpose in Stygian Abyss, even if currently useless)

Glass blowing uses no skill points - it just requires you to have GM Alchemy, read the book for it, and have a source of sand to work with.
 
M

Malkes

Guest
As far as Inscription training goes:

You will need a spellbook that has all the scrolls in it that you wish to make while training. I don't think you actually need magery to do inscription any more though. Recently made a character and maxed his inscription out well before I even hit GM magery.

As far as meditation goes, the way I did it was to have my med and focus at GM (well, had it set to raise to GM anyway) when I started training inscription, and then later dropped focus. Did that just so I would be able to make more scrolls faster, since I wouldn't have to wait so long on mana regen.

If you plan to only make spellbooks when you have your inscription maxed, then I would suggest working that up to GM first, then you can drop meditation, if you aren't really going to need much mana regen after that.
 

Bomb Bloke

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To make certain Carpentry items, you need certain levels of Magery/Tailoring/Blacksmithy/Musicianship. You might consider grouping those skills (note you don't need much Musicianship to make the items in concern, I think it's 45 off the top of my head, you might not care about those items anyway).

Inscription lets you add bonuses to spellbooks when crafting if you have GM Magery or higher. Ideally you'd have legendary Magery (120, not 100) grouped with that skill.

You can get Musicanship/Magery bonuses from jewelry and by holding a spellbook, hence allowing you to push past the 720 cap.

Poisoning doesn't require any other skills, so you might consider putting that on another character. Note that unless you're actively using it in combat, about the only thing the skill lets you do is poison food. Likewise Cooking and Alchemy don't get/grant any bonuses when grouped with other skills.

Eval Int mostly adds damage to your spells (while Magery mostly determines your chance to cast them in the first place). However, it also affects the length and effects of your duration spells. For example, with no EI, a Bless will only give a very slight bonus that'll only last a few seconds.

Lumberjacks get logs off trees, which weigh twice as much as boards. But to make boards out of colored logs you need Carpentry skill.

FWIW, my primary crafter's template looks like this:

Carpentry 100 (grants Masonry)
Alchemy 100 (grants Glassblowing)
Tailoring 120
Blacksmithy 120
Tinkering 100
Musicianship 45
Magery 75
Arms Lore 100 (+5 Damage Increase on weapons or +5 resists to armor, assuming they are exceptional).

... Or something like that. That comes out to about 760 points. Not saying it's the best template (I have a secondary crafter who soaks up some of the other skills (such as mining, lumberjacking, fletching, etc) but you might find it helpful.

Also note that human characters have an inferred minimum of 20 points in every skill (regardless of their real totals). This, along with their 60 stone boost on their weight limit, make's 'em a fair bit better for... well, most templates in my opinion, but certainly for the above one.

One handy bonus elves do get is an enhanced chance to actually pull up colored resources from a colored tree/ore node. Note this doesn't affect their chances to find those colored nodes in the first place.
 
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