Worker template help/info

Discussion in 'Renaissance Discussion' started by johnnyboy, Dec 31, 2017.

  1. johnnyboy

    johnnyboy New Member

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    HI ALL!!

    i want to made two worker pg and i dont have any idea for skill to assign this is my idea

    Worker 1 stat 100 100 25

    mining 100
    lumber 100
    tinker 100
    carpentry 100
    anatomy 100
    poisoning 100
    ?

    worker 2 stat 100 25 100
    black
    tailor
    anatomy
    inscription
    alchemy
    magery
    ?

    this is ok?
  2. One

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  3. johnnyboy

    johnnyboy New Member

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    with poisoning i cant posion sword or other?
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  5. johnnyboy

    johnnyboy New Member

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    if i poison a weapon can i give it to another character?
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  7. PaddyOBrien

    PaddyOBrien Well-Known Member

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    No restrictions on transferring poisoning weapons. Every now and then I've run across a dexxer with poisoning and they are able to re-poison weapons and are a pain to fight dexxer vs dexxer. Plus you'd get to carry around the awesome title of GM Assassin. It just depends on whether you want to consolidate as many crafting skills or would like to play around with other builds.

    Shouldn't you have GM magery on a char with Inscription? I don't think you can actually make scrolls of a level you cannot cast yet with magery.
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  9. PaddyOBrien

    PaddyOBrien Well-Known Member

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    Yeah usually a person GM's magery first then works on inscription, but i'm like 99.25% sure you can't make a scroll higher than your current level of magery.
    Holden and One like this.
  10. Holden

    Holden Well-Known Member

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    My mule/ bod setup is as follows...

    Crafter
    GM Smith
    Carp
    Tinker
    Mining
    Tailor
    75 Mage
    45 music
    80 whatever

    This let's you craft any item/add-on/boat

    2 bod mules
    Fishing
    Mage
    Med
    Eval
    Smith
    Tailor
    Bowcraft/carpentry

    I agree with the above post, don't put inscription on a mule.

    *Edit
    Battleminer
    GM mace tact anat music mining
    80 peace heal
    40 mage
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