The all you can do craftman

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Blood
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The all you can do craftman

Post by Blood »

In the character setup I'm making I'm looking to have a bit of everything. I have a bard, a dexxer, a tamer and so on... As I'm seeing things I think I'll have 2 workers, the first one will be a gatherer with fishing, lumberjacking and mining and the second one with the crafting skills (no survivability, just an in-house crafter).

I remember that you can make certain things like pentagrams having combinations of crafting skills. Im looking to have em all, what should be my character template? Heres my starting point...

Chuck Norris
Alchemy
Blacksmith
Carpentry
Cooking (should this one be apart with a poisoning char? or it is required for mills, etc?)
Inscription
Tailoring (Magery needed with tailoring for pentagrams :?: )
Thinkering

Maybe I will need 2 crafter characters, that's ok, I just wanna be able to make everything.


Hoping to get some replies. Thanks :)

Rammar
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Re: The all you can do craftman

Post by Rammar »

For Addons, etc.:
    Carpentry
    Blacksmithing
    Tailoring
    Tinkering
    Musicianship (to 45)
    Magery (to 75)
This leaves you with 180 points, not enough to optimally use Inscription.

For Inscription:
    Inscription
    Magery (to 80.1)
    Meditation
You really want the GM Meditation with Inscription.

Might also think of combining Bowcraft with your Lumberjack, and Alchemy with Poisoning (easier to macro). Put cooking wherever.

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Re: The all you can do craftman

Post by Arkosh Kovasz »

Don't forget about bowcrafting.

But heres a break down of what skills you need for the bigger carpentry items from the Wiki.

[edit] Items that require multiple skills to make
Blacksmithy

Item Name Supplies required Dyeable Carpentry Smithing
Anvil 5 wood 150 ingots no 73.6 75.0
Large Forge 5 wood 100 ingots no 78.9 80.0
Small Forge 5 wood 75 ingots no 73.6 75.0
Tailoring

Item Name Supplies required Dyeable Carpentry Tailoring
Dressform 25 Wood 10 Cloth yes 63.1 65.0
Loom 85 wood 25 cloth no 84.2 65.0
Small Bed 100 wood 100 cloth no 94.7 75.0
Large Bed 150 wood 150 cloth no 94.7 75.0
Pickpockets Dip 65 wood 60 cloth no 73.6 50.0
Spinning Wheel 75 wood 25 cloth no 73.6 65.0
Training Dummy 55 wood 60 cloth no 68.4 50.0
Tinkering

Item Name Supplies required Dyeable Carpentry Tinkering
Flour Mill 100 wood 50 ingots no 94.7 75.0
Oven * 85 wood 125 ingots no 68.4 50.0
If you want to place an oven in a tower or a 2-story house it is easiest to do so on the top floor.
Magery

Item Name Supplies required Dyeable Carpentry Magery
Abattoir (Stone pentagram) ** 100 wood 40 ingots no 100.0 50.0
Pentagram (Red) 100 wood 40 ingots no 100.0 75.0

Items that are near an abattoir cannot be locked down or un-locked down because the game sees the abattoir as an item of type 'stairs'.
Musicianship

Item Name Supplies required Dyeable Carpentry Musicianship
Drum 20 wood 10 cloth no 57.8 45.0
Lap Harp 20 wood 10 cloth no 63.1 45.0
Lute 25 wood 10 cloth no 68.4 45.0
Standing Harp 35 wood 15 cloth no 78.9 45.0
Tambourine 15 wood 10 cloth no 57.8 45.0
Tambourine with tassle 15 wood 15 cloth no 57.8

Bag
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Re: The all you can do craftman

Post by Bag »

I'm not sure you would want to do smithing without mining to smelt stuff. you can always transfer between characters to smelt or I guess just vendor stuff but it's very inefficient. I have my alchemist also as a poisoner, so I'd recommend moving that skill off your main crafter. maybe something like:

carpentry
blacksmithy
mining
tailoring
tinkering
magery
med? inscription? could do either although inscription w/o med kinda sucks.

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Atraxi
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Re: The all you can do craftman

Post by Atraxi »

I was thinking of making a crafter character. but i was thinking about:

carpentry
blacksmithy
tailoring
tinkering
magery
meditation
inscription

And then have another character be my gatherer

What do you think about that?

and what kind of stats would be best for that temp?
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Rammar
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Re: The all you can do craftman

Post by Rammar »

That would be fine -- you wouldn't be able to make instruments, but no big loss there! I would have your miner on a seperate account than your smith if you go this route.

100str 25dex 100int -- dex is irrelevant for anything but walking.

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Re: The all you can do craftman

Post by Pirul »

Bag wrote:I'm not sure you would want to do smithing without mining to smelt stuff. you can always transfer between characters to smelt or I guess just vendor stuff but it's very inefficient.


That. If you have no problem organizing your crafted stuff into a bag, getting it another character, having the 2nd char smelt and then dropping the ingots back in so that the first character can grab them, then do a GM Miner on another account. If you think that is a bit of a hassle, include GM mining in your template for a smith, it will save you a ton of time and money.

I have yet to find an efficient do it all, but you can still have a template somewhat like:

Mining 100
Smith 100
Carpenter 100
Tailor 75
Tinker 100
Alchemy 85
Poison 65
Magery 75

Where you'll miss on some poisoning attempts, but otherwise it is a pretty flexible crafter.
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Rammar
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Re: The all you can do craftman

Post by Rammar »

Pirul wrote:...
Poison 65
...
Where you'll miss on some poisoning attempts, but otherwise it is a pretty flexible crafter.


GM your poisoning, if nothing else.

%Chance of poisoning opponent with a bladed weapon = PoisonSkill (of crafter, not wielder) / 4

http://wiki.uosecondage.com/index.php?title=Poisoning

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Kabal
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Re: The all you can do craftman

Post by Kabal »

Next for this guy . . .

http://my.uosecondage.com/Status/Player/96575

is carpentry, tinkering, inscription and I'm going to drop id for something else.
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Wise
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Re: The all you can do craftman

Post by Wise »

My crafters templates are as follows


Blacksmithy: 100
Carpentry:100
Inscription:100
Tinkering:100
Meditation:100
Magery:100
Tailoring:100



and

Alchemy:100
Inscription:100
Meditation:100
Poisoning:100
Bowcraft/Fletching:100
Magery: 80.1
Carpentry: 70
Musicianship:50
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fooka03
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Re: The all you can do craftman

Post by fooka03 »

To me, smithy without mining always seemed like a waste, so many failures for any of the decent equipment, and without mining you lose a lot through smelting.

My build(s):

Smithy
Tinker
Tailor
Mining
Carp
Bowcraft
Magery

Magery
Medi
Eval
Alchemy
Scribe
Poison
100 points free for whatever
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GM Miner, Tinker, Smith, Carpenter, Tailor

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