craftsman only characters viable?
craftsman only characters viable?
i havnt played UO in years. When i did i mostly enjoyed PVP. But i'm older now and my reflexes aren't as good and i can't be arsed to pick up PVP again. But i miss UO...it's the only morrpg that i've ever really loved (played them all). So i was thinking of starting up again and playing and Rping a craftsman. It will be my only character . I was wondering though if such a character is viable. I know when i used to play my main was a PVP template and i always had a mule and craftsman for my other characters. So do most people do the same or is there opportunity for a craftsman to be successful? How's the economy?
Re: craftsman only characters viable?
A lot of people have their own crafters, however a lot of people don't. I've been playing here on and off for about 300 days now and I have no plans on making anything besides an Alchemist. Everything else I'd prefer to just purchase.
I'm in IRC a lot and I see people always asking for crafters, so I'd imagine there is a demand and if you play one character and setup shop, people will get to know you, this community can be solid at times.
I'm in IRC a lot and I see people always asking for crafters, so I'd imagine there is a demand and if you play one character and setup shop, people will get to know you, this community can be solid at times.
Lake Superior 1997-2002, UOSA 2008-Present
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
Re: craftsman only characters viable?
a committed crafter will be a rich crafter in this economy

<IronfistMax> tell me where you are in game, and ill come thank you personally
Mad_Max: blackfoot you sent everyone to a slaughter
<Derrick> We will not negotiate with terrorists.
UOSA Society of Adventure and History [UoH]
Re: craftsman only characters viable?
thanks for the replies
its been so long since i had a craftsman...what would a blacksmith template look like?

its been so long since i had a craftsman...what would a blacksmith template look like?
Re: craftsman only characters viable?
I believe there is another thread about this. However here's a few tips.Riv wrote:thanks for the replies![]()
its been so long since i had a craftsman...what would a blacksmith template look like?
If you truly only plan on making 1 character (which I think is awesome, because people will get to know you better then those who hide behind 5+ character names)
100 Blacksmithing
100 Mining
100 Tinkering
100 Magery
I'd say this is a pretty good "base Blacksmith", has everything you'd need. Magery at 100 is optional, I personally put 100 magery on every character I make if I plan on using them regularly.
Lake Superior 1997-2002, UOSA 2008-Present
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
Re: craftsman only characters viable?
i would put mining on a diff character to make a full round crafter char
smithing
carpentry
magery
tinkering
tailoring
meditation
inscribing
could also sub inscribe/poisoning med/alchemy
but id put a miner/lumberjack on a diff char
hope i didnt miss somthin
smithing
carpentry
magery
tinkering
tailoring
meditation
inscribing
could also sub inscribe/poisoning med/alchemy
but id put a miner/lumberjack on a diff char
hope i didnt miss somthin

<IronfistMax> tell me where you are in game, and ill come thank you personally
Mad_Max: blackfoot you sent everyone to a slaughter
<Derrick> We will not negotiate with terrorists.
UOSA Society of Adventure and History [UoH]
Re: craftsman only characters viable?
that is my exact template except i went 55 med, 45 musicBlackFoot wrote:i would put mining on a diff character to make a full round crafter char
smithing
carpentry
magery
tinkering
tailoring
meditation
inscribing
could also sub inscribe/poisoning med/alchemy
but id put a miner/lumberjack on a diff char
hope i didnt miss somthin
100 smith
100 carp
100 tailor
100 tinker (currently 95)
100 magery
100 scribe.
With the 45 music you can create every item in the game (including gm insturments)... this does not include Bows =( but considering a bower with 50 skill can creat gm bows fairly easy bowery is one of those hard skills to justify.
I Created a 2nd char with alchem/poison/ item Id and bowery... If i ever have an extra 100k boards lying around i suppose ill gm the bower.
Oh, and welcome! Its great here!
Re: craftsman only characters viable?
http://my.uosecondage.com/player.aspx?id=2067
That's my main crafter, and although I've done pretty well with that template, I would suggest adopting mining on your smith character. The reason being, is that smelting is now reliant on mining as opposed to blacksmithy. When I made my character this was not the case, and I simply had an alt-char for resource gathering.
Trust that you'll save a lot of time and resources with mining. It can mean getting 50-60% of your ingots back, versus a meager 1 ingot per item. As of now, I have to use my resource mule any time I want to smelt something (particularly important with the "classy" ores) -- and while it's not that big of a deal for me now, it'd be a lot different if I were still training and/or actively making a lot of smithing goods.
The economy is good, so I'm sure you'll do fine in that aspect. If you plan on vendoring, there is still plenty of land open and several established shops with spots open.
That's my main crafter, and although I've done pretty well with that template, I would suggest adopting mining on your smith character. The reason being, is that smelting is now reliant on mining as opposed to blacksmithy. When I made my character this was not the case, and I simply had an alt-char for resource gathering.
Trust that you'll save a lot of time and resources with mining. It can mean getting 50-60% of your ingots back, versus a meager 1 ingot per item. As of now, I have to use my resource mule any time I want to smelt something (particularly important with the "classy" ores) -- and while it's not that big of a deal for me now, it'd be a lot different if I were still training and/or actively making a lot of smithing goods.
The economy is good, so I'm sure you'll do fine in that aspect. If you plan on vendoring, there is still plenty of land open and several established shops with spots open.
Re: craftsman only characters viable?
lots of good info thanks
why do you put magery on your crafters? is it for recalling and escaping when needed?
i'm putting mining on my template because i don't plan on having another character.
why do you put magery on your crafters? is it for recalling and escaping when needed?
i'm putting mining on my template because i don't plan on having another character.
Re: craftsman only characters viable?
Defense (healing, curing, magic reflection) - especially if you do out of town miningRiv wrote:why do you put magery on your crafters? is it for recalling and escaping when needed?
Offensive (blade spirit/EVs) - just incase you want to get Lord on your character, so show off your crafting title/RP purposes
Utility (recall, gate travel, teleport, strength, mark) - you never know when you'll need to get around the map slightly quicker, what if you want to set up a few vendors at different locations?
Like I said, I always put magery on my characters, that's why I'm "all about it" - but for crafting purposes, with Carpentry and Magery (80 I think), you can create Pentagram/Abbs house add-ons
Lake Superior 1997-2002, UOSA 2008-Present
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
Re: craftsman only characters viable?
You need 80.1 magery (along with gm carp) to craft the 2 "magery-addons" in the game.Riv wrote:lots of good info thanks
why do you put magery on your crafters? is it for recalling and escaping when needed?
i'm putting mining on my template because i don't plan on having another character.
2 different types if pentagrams.
I dont believe coffee is correct about only getting 1 inggot back with zero mining (as thats what i have now and i seem to get 25-50% back most times.
If you are truly only going to have one char maybe something like this
100 Smith
100 Carp
100 Magery
100 Mining
100 Tailor
100 Tink
No need for dex here (100 Str, 25 Dex, 100 Int)
The magery will let you craft add ons and with only i char you will need to recall/gate around.
You will need a ass-ton of resources to build this guy and without gate it will be pretty tough moving around 10k boards or a couple thousand ore.
I would suggest getting the magery up asap, then mining (boat mining works great if you can gate!)
Re: craftsman only characters viable?
what about arms lore? I thought that was paired with blacksmithing
Re: craftsman only characters viable?
Until UOR arms lore only told you the condition of a weapon, and the approximate average damage that could be expected from that weapon. However, even with UOR arms lore did not gain any functionality for mule characters.
Useful links for researching T2A Mechanics
Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org
Re: craftsman only characters viable?
Coffee wrote:Arms lore is stupid.
Re: craftsman only characters viable?
it is nice to tell if a weapon has poison on it or not...Coffee wrote:Coffee wrote:Arms lore is stupid.
alot of people dont know that.
I have to constantly tell people this when they say you cant DP Hallys...