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5.1. General Purpose Crafters
5.1.1. AG's Trades Mule
Taken from AsheronsGuide.com
Ready to break out the skills to help your
monarchy and your friends? Make greater
arrows, composite bow parts, high-quality ingots,
foods, potions, carve keys and more!
Starting Attributes
Strength: 40
Endurance: 40
Coordination: 100
Quickness: 10
Focus: 100
Self: 40
Health: 20
Stamina: 40
Mana: 40
Specialized Skills
Alchemy
Cooking
Fletching
Leadership
Loyalty
Trained Skills
Creature Magic
Mana Conversion
Suggested Progression
Level 9: Item Magic
Level 16: Arcane Lore
Level 60: Life Magic
5.1.2. Tink/Trades
Submitted by Bramble, Leafcull.
Heritage group
Gharu
Starting Attributes
Strength: 10
Endurance: 100
Coordination: 100
Quickness: 10
Focus: 100
Self: 10
Health: 50
Stamina: 100
Mana: 10
Skills Specialized
Fletching
Alchemy
Cooking
Skills Trained
Crossbow
Armor Tinkering
Item Tinkering (free)
Magic Item Tinkering
Weapon Tinkering
Arcane Lore
Suggested Progression
Level 7: Healing
Level 16: Lockpick
5.2. Specialized Crafters
5.2.1. Tinker Mule
From MrSkullyBones of Darktide
Not a specialist in any one tinker skill, however
very good at them all and excellent in trades as well.
This character must be in a chain in order to be most effective.
Starting Attributes
Strength: 30
Endurance: 10
Coordination: 100
Quickness: 10
Focus: 100
Self: 80
Health: 5
Stamina: 10
Mana: 80
Specialized Skills
Leadership
Loyalty
Alchemy
Fletching
Cooking
Trained Skills
Healing
Item Tinkering
Magic Item Tinkering
Armor Tinkering
Weapon Tinkering
5.2.2. Trade Gimp
From Eshuun Dara of Harvestgain
As soon as you get 12 direct vassals on this
character, feel free to drop leadership to
trained and train weapon tinkering. You have
all the trade skills maxed out on this character,
plus 3 of the tinkering skills (magic item, item,
and weapon tinkering). This character works great
if you have a second account, you can swear a new
character to him, put both characters in a fellowship
in the same dungeon and hunt to level both at the
same time. Once this character hits level 30, you
can level via gambling in the casinos.
Staring Attributes
Strength: 100
Endurance: 10
Coordination: 100
Quickness: 10
Focus: 100
Self: 10
Health: 5
Stamina: 10
Mana: 10
Specialized Skills
Alchemy
Cooking
Fletching
Leadership
Loyalty
Lockpick
Trained Skills
Arcane Lore
Suggested Progression
Level 7: Healing
Level 16: Magic Item Tinkering
Level 40: Item Magic
5.2.3. Munk Tinker
From Schwarzweld of Harvestgain
This axe-weilding tinker maniac is a mostly-self-
sufficient, self-levelling 4-Skill combat tinker. It
isn't the best you can get at three of the tinker
skills, but it will adequately perform in those,
and if played right it will have 250s in all four
Tinkers by level 30, as well as 200 in Axe.
Starting Attributes
Race: Gharu
Strength: 75
Endurance: 60
Coordination: 75
Quickness: 10
Focus: 100
Self: 10
Health: 30
Stamina: 60
Mana: 10
Specialized Skills
Axe
Melee Defense
Arcane Lore
Trained Skills
Magic Item Tinkering
Armor Tinkering
Weapon Tinkering
Suggested Progression
Level 7: Healing
Level 20: Item Magic
Level 40: Missile Defense
5.2.4. Atomic Tinker
From Mr Fizz of Leafcull
I choose Arcane, Melee Defense, and Missile
Defense so he can use/wield armor, etc. that
have minors to help boost his tinkering skills.
I selected Item Enchantment and Mana Conversion
so he could also be used when need for
summoning portals. Staff so he can kill bugs,
which is great since bugs drop ALOT of salvagable
loot. Healing isn't really necessary, I later r
ealized since he started with 100 endurance,
but is nice to have just in case he drops low
in health (which hasn't happened yet). Of course, selecting
Gharu'ndim as the race has the benfit of Staff
and Item Tinkering as its racial skills. Both are
decent and do allow alot of skill credits to
accumulate after post creation.
Starting Attributes
Race: Gharu
Strength: 100
Endurance: 100
Coordination:10
Focus: 100
Self: 10
Health: 50
Stamina: 100
Mana: 10
Specialized Skills
Staff
Trained Skills
Arcane Lore
Armor Tinkering
Healing
Item Magic
Magic Item Tinkering
Melee Defense
Missile Defense
Weapon Tinkering
Suggested Progression
Level 7: Mana Conversion
5.3. Hunting Crafters
5.3.1. 3-School Crafter
Taken from Kelly Nicrath's Archer Page
Well, this is a basic crafter with Critter and
Crossbow. The critter is so you will be able
to buff yourself when you do your crafting
and the crossbow will help you level a bit to
get some experience to put into your stats
and crafting skills. The strength has to be a bit
high because if you decide to run any Macros
you'll need to be able to carry a lot of stuff. On
top of that I have a mule just for holding the
stuff my crafter needs/makes so I don't have
to run to the store every day to get him stuff.
Starting Attributes
Strength: 80
Endurance: 20
Coordination: 100
Quickness: 10
Focus: 100
Self: 20
Health: 10
Stamina: 20
Mana: 20
Specialized Skills
Alchemy
Cooking
Fletching
Trained Skills
Arcane Lore
Creature Magic
Crossbow
(4 Skill Points Remaining)
Suggested Progression
Level 8: Life Magic
5.3.2. AG's Trades Mule #2
Taken from AsheronsGuide.com
Ready to break out the skills to help your
monarchy and your friends? This template
lets you level without an experience chain
or lots of vassals. It uses Crossbow and Healing
to make life a little easier then the other
Trades Mule we have posted. Make greater
arrows, composite bow parts, high-quality
ingots, foods, potions, carve keys and more!
Starting Attributes
Strength: 40
Endurance: 40
Coordination: 100
Quickness: 10
Focus: 100
Self: 40
Health: 20
Stamina: 40
Mana: 40
Specialized Skills
Alchemy
Cooking
Trained Skills
Crossbow
Leadership
Healing
Item
Mana Conversion
Suggested Progression
Level 9: Creature
Level 16: Arcane Lore
Level 32: Fletching
5.3.3. Thrown Weapons Trade Mule
From Mr Fizz of Leafcull
Starting Attributes
Alchemy
Cooking
Fletching
Thrown Weapons
Trained Skills
Melee Defense
Suggested Progression
Level 7: Healing
Level 12: Arcane Lore
Level 32: Creature Magic
5.3.4. Archer A/F/C
From Aesa of Solclaim
It can hunt fairly successfully up to the
mid-30''s with minimal outside help/buffs.
This one predated the lowered Alchemy cost
and the sped up Xbow animation so really
its quite possible to specialize either. The other
thing is that with sellback you can dump the
weapon skill down the road.
Starting Attributes
Strength: 100
Endurance: 10
Coordination: 100
Quickness: 10
Focus: 100
Self: 10
Health: 5
Stamina: 10
Mana: 10
Specialized Skills
Alchemy
Cooking
Fletching
Trained Skills
Crossbow
Item Magic
Healing
(4 Skill Credits Remaining)
Suggested Progression
Level 5: Creature Magic
Level 12: Mana Conversion
5.3.5. Trademule Archer
Submitted by: Darth Mord of Thistledown.
Here's my trademule archer template. It's
based upon using Bow as the primary attack
skill. Upon completion, this character will be
highly skilled, capable of doing nearly all
tinkering and tradeskill tasks. Having Bow
spec doesn't hurt either in regards to the
character's playability. Most people will think
you are a regular archer. You will be but you'll
be able to make anything, carve anything,
and tinker up a storm.
Note: If you want to complete sooner, you can
take Crossbow instead of Bow
Starting Attributes
Race: Gharu
Strength: 10
Endurance: 100
Coordination:100
Focus: 100
Self: 10
Health: 50
Stamina: 100
Mana: 10
Specialized Skills
Cooking
Bow
Alchemy
Trained Skills
Healing
Item Magic
Item Tinkering (Free)
Suggested Progression
Level 5: Fletching
Level 9/16/26: All three remaining Tinker Skills (any order)
Level 50: Lockpick (Level 45 w/ Skill Credit Quest)
Level 70: Arcane Lore (level 65 w/ Skill Credit Quest)
Life starts out typically tied to someone for
buffs. Within a few buff cycles, you'll already
be well on your way. Olthoi are a nice way to
level up at the low levels, especially if you have
ACDM. Hit level 15 and you can visit a lugian
citadel. Once you hit level 25-30, you can
head to the Serac Vault or to a BSD or other
favored ape dungeon to finish up your climb
to 50. I chose to stay at a citadel until level 30,
The Serac Vault until 40, and a BSD from that
point on. Pincers from ML will also help in
levelling up quickly as will tusks from AL.
Should you start out w/o buffs from someone,
you are strongly encouraged to do the newbie
quests in the various starter towns for easy exp
as well as any sort of turn-in for exp to the
collectors. You may even want to delay lockpick
or one of the tinker skills so you can get Arcane
Lore sooner to wear your protections.
Regardless of the path you take, you will want
to raise your Strength up so you can wear armor
once you get past Level 30. Until that time, a
simple faran robe will suffice.
The main skill/attribute combo to worry about
is Bow/Coordination. The sooner you can make
Bow reach 230 base, the sooner you can
use Deadly arrows. Of course, you'll likely
want to make them yourself so you'll have to
worry about Fletching & Coordination/Focus as well.
The end result of this character is one that is
playable, is lots of fun, and has little dependency
upon others, and makes a wonderful party
member in regards to making potions, foods,
archery supplies, key carving, etc.
5.3.6. Doomsday Tinkerer
From Benevolant Fool
This template is particularly flexible as a
trade mule and an elixir specialist. It's trained
offensive skills make it easy to level on its own.
Trained in all 4 tinkers, it will be weakest in
Weapon Tinkering.
Starting Attributes
Strength: 10
Endurance: 100
Coordination: 100
Quickness: 10
Focus: 100
Self: 10
Health: 50
Stamina : 100
Mana: 10
Specialized Skills
Arcane Lore
Alchemy
Cooking
Trained Skills
Bow
Healing
Mana Conversion
Fletching
Suggested Progression
Level 3: Item Tinkering
Level 7: Armor Tinkering
Level 12: Weapon Tinkering
Level 20: Magic Item Tinkering
Level 50: Creature Magic
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