so here it goes:
armslore
tinker
tailor
carpentry
blacksmith
music (from here i will make lots of gm instruments, store them for later use, and drop it) >
> magery & med (make like 100 pentagrams & abattoirs and store them, also get Dread Lord title...then drop those)
> alchemy
poisoning
dont need inscription or bowcrafting. am i missing anything?
going for a mule template...
going for a mule template...
chumbucket wrote:Roleplays?!?GomerPyle wrote:chum RPs a thief
Re: going for a mule template...
tinker
tailor
carpentry
blacksmith
magery
alchemy
mining (to enable you to resmelt)
oh, and a juicy log of poo
tailor
carpentry
blacksmith
magery
alchemy
mining (to enable you to resmelt)
oh, and a juicy log of poo
Re: going for a mule template...
i really didn't want to have mining, but maybe i'll do armslore last....
tinker
tailor
carpentry
blacksmith
magery, med, mining
drop med & mining and pickup alchemy & poisoning?
should i not worry about arms lore? just repair everything and reapply poison w/o checking?
having gm magery would be a bonus now that i think about it. it could outweigh any benefits from arms lore.
i'm still doing the music instrument thing. they'll fetch a pretty penny
tinker
tailor
carpentry
blacksmith
magery, med, mining
drop med & mining and pickup alchemy & poisoning?
should i not worry about arms lore? just repair everything and reapply poison w/o checking?
having gm magery would be a bonus now that i think about it. it could outweigh any benefits from arms lore.
i'm still doing the music instrument thing. they'll fetch a pretty penny

chumbucket wrote:Roleplays?!?GomerPyle wrote:chum RPs a thief
Re: going for a mule template...
http://my.uosecondage.com/player.aspx?id=2067
http://my.uosecondage.com/player.aspx?id=7673
Arms lore is stupid.
Also, unless you use inscription, there isn't much need for med.
http://my.uosecondage.com/player.aspx?id=7673
Arms lore is stupid.
Also, unless you use inscription, there isn't much need for med.
Re: going for a mule template...
Why Arms lore?
here is my template
100 Smith
100 Carp
100 Tailor
100 Magery
100 Med
100 Scribe
55 Med
45 Music
Im actually building another scribe for macro scribing (with 100 med) as scribing basically is a free skill to raise, until then i havnt added 45 music yet.
Also, i serioussly doubt there is much of a market for GM instruments.... But i figured once i get a 2nd scribe up i will add music.
The other option is to leave magery at 80.1 (needed for scribing 8ths) and puting that 19 points into med... but that seems too sloppy
here is my template
100 Smith
100 Carp
100 Tailor
100 Magery
100 Med
100 Scribe
55 Med
45 Music
Im actually building another scribe for macro scribing (with 100 med) as scribing basically is a free skill to raise, until then i havnt added 45 music yet.
Also, i serioussly doubt there is much of a market for GM instruments.... But i figured once i get a 2nd scribe up i will add music.
The other option is to leave magery at 80.1 (needed for scribing 8ths) and puting that 19 points into med... but that seems too sloppy
Re: going for a mule template...
I haven't made these characters yet, but this is what I plan to do..
Crafter 1:
Blacksmith
Tinkering
Mining
Lumberjacking
Carpentry
Magery
Bowcraft
Crafter 2:
Magery
Med
Inscribe
Alchey
Poisoning
Arms Lore
Cooking
Crafter 1:
Blacksmith
Tinkering
Mining
Lumberjacking
Carpentry
Magery
Bowcraft
Crafter 2:
Magery
Med
Inscribe
Alchey
Poisoning
Arms Lore
Cooking
Re: going for a mule template...
thx coffee
resource is a good template
resource is a good template
chumbucket wrote:Roleplays?!?GomerPyle wrote:chum RPs a thief