Found this on another Forum, it seems pretty accurate, Alchemy 0-25 Alchemist NPC 25-35 Lesser Explosion 35-45 Agility 45-55 Total Refresh 55-65 Greater Agility 65-75 Greater Strength 75-85 Greater Heal or Greater Posion 85-98.1 Greater Cure or Greater Explosion 98.1-100 Deadly Posion Animal Taming 30 Timberwolves, Hinds, Brown Bears 50 Grey Wolves 65 Great Harts, Grizzly Bears, White Wolves 80 Giant Toads (west of the Terrathen Keep) 85 Imps (desert in T2A) 90 Predator Hellcats 95 Dragons, White Wyrms, Nightmares Blacksmith 50-80 Katanas 80-90 Platemail Gorgets 90-97 Platemail Leggings 97-GM Platemail Chests Bowcrafting / Fletching 0-20 Buy from bowyer NPC 20-30 Make Arrows 30-70 Make Bows 70-90 Make Crossbows 90-100 Make Heavy Crossbows Carpentry 0-30 Buy from Carpenter NPC 30-40 Medium Crates 50-55 Ballot Box Deeds 55-73.6 Wooden Shield 73.6-78.9 Quarter Staff 78.9-100 Gnarled Staff Cartography 20-52 Local Maps 52-65 City Maps 65-67 Sea Charts 67-99.5 World Maps 99.5-100 Level 2-4 Tattered Treasure Maps Fishing 0-65 - On land you will fish up Footwear, Magic Fish, and Normal Fish. 65+ - You can reel in "Big Fish" which can be used to make Trophys via Taxidermi Kits. 80+ - Sea Serpents (No SoS Message), Special Fishing Nets. 90+ - Treasure Maps 100 - Messages in a Bottle (aka MIB) / Waterstained SoS Message You can get to 100% fishing on land, but deep sea fishing gives much faster skillgains. Monsters will never spawn by fishing from land. Inscription 0-45 Just buy two books from a scribe vendor and use the inscription skill to make copies of the books. 45-50 Recall scrolls 50-85 Energy Bolt scrolls 85-90 Flame Strike Scrolls 90-100 Resurrection Scrolls Lockpicking From 0-95 lockpick GM locked boxes, but from 95 on you can only gain in lockpicking by using lockpicks on dungeon spawned chests. Magery Method 1 0-30 fireball 30-65 lighting 65-85 energy bolt 85-GM Flamestrike __________________________ Method 2 (This method gains no resist skill) 0-30 Buy from a Mage NPC 30-50 Any fourth level spell 50-86 Cast Invisibility 86-GM Cast Earthquake Poisoning 0-30: Train from npc (thief guildmaster) 30-45: Lesser poison 45-65: Poison 65-100: Greater poison 90-100: Deadly poison For poisoning... Starting at 90 for DP will waste a TON of NS. You can actually GM on GP. But I wouldn't even consider DP until 97-98 if you wanted to go that route.(Gharik) Tinkering 0-30 Buy from Tinker 30-40 Froe 40-45 Sledge Hammer 45-94 Lockpick 94-100 Heating Stands Tailoring 0 - 30 Buy from a NPC Tailor 30 - 53.9 Make Facny Shirts 53.9 - 71.1 Make Robes 74.6 - 99.6 Make Oil Cloths 99.6 - GM Make Studded Leather Gorgets
Thanks for the post DW. I know we're not the best of friends, but I respect you either way. Just wanted to say the tailoring section needs a little editing. Its not leather gorgets, but studded leather gorgets.
For carpentry... skip large crates all together and do ballot box deeds. You'll save a ton of lumber in the process. For poisoning... Starting at 90 for DP will waste a TON of NS. You can actually GM on GP. But I wouldn't even consider DP until 97-98 if you wanted to go that route.
One thing I have always wondered about on Inscription, I believe in UOSA, Although it cost more in regs, I did Mark and Gate scrolls instead of EB and Flamestrike. By the time I was done I had a ton of sellable scrolls OR they can be added to your runebooks for sale, efficiently upping the value of the books. What is wasted in the extra regs should be made up in sales. (personally I think i just used the scrolls on an alt who had 50ish Magery to help get around :lol: ) Thoughts on this?
That's what I did on live and other free shards Vandyke. It's good advice for those who wish to get a little extra coin from other players. If you're going to go through the effort of selling them back to NPCs 5 scrolls at a time and 5 sales per NPC, I'd stick to the guide with least reagents used. Or you can do all scrolls in that certain circle and start making full spellbooks for sale or alts. Plenty of ways to go about working inscription.
I've GM'd 2 tailors now from 50-100. I have found the following in cloth consumption: 50-74.6 = ~1k (non recycled)cloth for 1.0 making fancy dresses -> robes 74.6 - 99.5 = ~4k cloth in oil cloth (nice for bandies) I've consumed ~26k cloth to get to 99.5 both times.
I've been trying to find out what the absolute minimum my magery can be with a chance to successfully cast magic trap,I don't care if it takes me 100 tries, its critical to my build... thanks
According to this page, it's 6.1. And since Magery skill is 15% based on intelligence... if you have around 41 INT, you may well have 6.1 Magery without putting any actual skill points into it. Certainly if you have 100 INT, you should have 15.0 Magery skill, which would be more than enough.
25 * .15 = 3.75. So I guess either 3.7 or 3.8, depending on how they round. So sounds like you'll want to put a few points in there; you can likely just buy the skill from an NPC mage "<name> train magery" for like 30 gold or so.