This does not include any resource gathering skills. This assume you have warrior/LJ class, or recall miner.. or buy your things from newer players. I want to make sure that I have enough to craft all of the additional items such as Magery House Addons and GM instruments. (also boats) What are your ideas or real life examples? Thanks!
Blacksmithing, Tinkering, Carpentry, Magery, Tailoring, Alchemy, Inscription Unless you are making an Inscription fighter character (scribe mages are good), in which case drop Inscription and pick up at least 45 Music for instrument crafting. I think that's about it.
So the ones not attached or needed by the core group of skills is: Blacksmithy, Alchemy, and Inscription? So we are then looking like Tinkering, Carpentry, Tailoring with 75 Magery 45 Music
Don't think so...BUT Blacksmith IS required to craft forges and anvils, so I'd say the "core" skills are: Blacksmith, Tinkering, Tailoring, Carpentry, at least 45 music, at least 75 magery, and you still got 180 skill points to play with.
I don't know about ultimate crafter template, but I simply love mine. Of course I have other craftes to fill in other blanks so to speak, however this one seem to work pretty well for me. Look up Rokk on my renaissance.
When I made my crafter I made sure that he would be able to craft all carpentry items GM Carpentry GM Blacksmithing GM Tinkering GM Mining GM Tailoring 45 Musicianship 85 Magery 70 Mediation I notice a lot of these builds have alchemy/inscription/poisoning, however in my opinion these have always been separate skills as they deal with reagents/magic and were used for PvP bonuses (Explosion pot damage/spelldamage/Magic DP) so putting them on a separate char has always been my preference. Fletching is really the only remaining skill, but to be honest I really don't consider it on the same level as the other skills. Also, the problem with not having mining is that your smelting will be significantly weaker, when dealing with large plate bods you will want every last bit of dull copper you can get your hands on. I suppose you could drop Magery to 75, and remove Med to get 80 of another skill, but to me this build has been very useful for doing just about anything craft-related.
I'm not sure of the minimum requirements, but if you're gonna raise one to 75-80, might as well go all the way and have a useful skill GMed.
GM Carpentry GM Tinkering GM Blacksmith GM Tailoring GM Mining 75 Magery - carpentry addons 45 Musician - gm instruments 40 Bowcraft - no fail on arrows 40 Arms Lore - check durablity
I would slightly modify Ruiz's template and go with 80 arms lore and no fletching. That then leaves me with a serviceable mage for the magery skills with: GM Magery GM Eval GM Med GM Alchemy GM Scribe GM Resist GM Fletch
I don't recommend investing in a GM Scribe on this shard. Since inscription seems not to be affected by the AAAFK System, there appear to be quite a number of macro scribes. Scribing Recall, Gate and Mark scrolls can easily be macroed, that's what I did on OSI shards for a living. Prices back then used to be 50gp per recall and that was a good price. On this shard, i'm seeing well stocked vendors selling recalls for 35gp a piece. With prices that low and no additional bonuses from inscription, I will rather purchase scrolls than invest in a scribe.
I just wrapped up mine: 100 alchemy 100 cooking 100 tinkering 100 tailoring 100 carpentry 80 BS 75 magery 45 music