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Two crafters

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At one time you could just about fit most of your crafting needs on one template. These days with the Arms Lore requirement, plus the new imbuing skill in SA thats not so easy.

My question is this... If I was to donate 2 character slots to pure crafters, how would I build each template?

I want to cover the likes of fishing, cooking and be able to make GM instruments. Alchemy needs to be in there as well along with all of the usual suspects (smithing, tailoring, carp, tinker, miner, lumber, arms lore). Inscription is not needed but I also need to leave a space on one of the templates for imbuing. Do some skills need to be on more than one template to allow all add-ons to be made? Can anyone come up with the perfect crafter on 2 templates?

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Basara

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I'd recommend the following:

Crafter 1: Elf

120 Tailor
120 Smith
(120 Imbueing)
100 Arms Lore
100 Carpentry
100 Bowcraft/Miner/Tinker*
40 magery

Items needed:
Another +35 Magery from items (combination of spellbook & jewelry)
+45 in Music items (Minstrel Talisman or Singing Axe, Song Woven mantle, +30 from Jewelry; with both talisman & axe, one can go as low as +25 on the jewelry)

Crafter 2: choice of race

105 Magery (120 with Treatise on Alchemy talisman & alchemists bauble)
100 Alchemy
95 Lumberjack (100 with Melisande's axe - go to 100 real, without that item, if character is 12 months or more)
100 Cooking
100 Fishing
100 Inscription
100 Tinker/Miner*

*Swap these skills out as needed with soulstones. Will probably have Miner as default on Crafter 1, Tinker on Crafter 2, Bowcrafting on a soulstone. Move Tinker onto crafter 1 when needed to imbue tinker-type loot items (or if they add items worth crafting with SA to Tinker). Similarly, you're likely to do a lot more mining to supply your smith (and to smelt stuff, you also need mining), than Bowcrafting (runic fletching kits being as rare as they are), so Bowcrafting can be "odd skill out" most of the time.

Note that crafter 2 will be quite useful with potions, since they will have just shy of maximum EP with the equipment that also adds +15 magery points to their skill. The character would use explosion pots (and mind blast) for direct damage, summons for heavy firepower. If you put lumberjacking on a non-crafter character (since carpentry no longer needed to make colored boards, and LJ gives a DI bonus for axers), you could add Eval Int, and be a full-blown mage.
 
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