Table of Contents

Merchant

Crafters are easy to play and easier to work in with another type of class. There is the option of playing a super crafter (someone with every craft skill), but as a primary character this will likely prove uninteresting less you get into guild roleplay and price wars with other crafters. Its possible, and very fun, but you might long to just go out and hunt with the rest of the guys (and gals).

Stats

There is no real requirement for stats when it comes to a merchant. The higher your strength and dexterity, the more you can carry and the better your chances to survive once you go out into the wilderness to gather materials.

One Requirement: 100 intelligence. You want to cap at 100 skill, its easier to Mastercraft and you’ll waste less materials. 50+ will work, but 100 is optimal.

Skills

There really is no skill set for crafters, it’s hard to give one. Id recommend just looking at another guide here and say “I like this.. and can do without this” and then add in one of these skill sets.

Skill Sets: (Ranged from $$$ to $)

Craft skills usually have a gather skill associated with it. The best thing to do is group skills together and not waste your chance at a near-free craft skill.

$$ Woodwork: Carpentry, Bowcrafting, Lumberjacking.

You’ll gather all your wood with lumberjacking, you only need about 70 or 80. Beyond that I’ve never seen a reason. Carpentry and Bowcrafting should be at 100. You’re primary business will be selling decorations for houses, but also selling weaponry: Lances, Staves, and Bows.

$$$ Metalwork: Smithing, Tinkering, Mining.

You’ll gather all your ore with mining, its recommended you take 80+. Beyond 80 is for special ores. They sell well, but aren’t necessary if you’re in a crunch for skill points. Smithing is the most lucrative skill, people need new weapons and armor all the time. Tinkering can be lucrative because people often break tools.

(Note: Getting into the smithy business can be difficult since there are often many other smiths. Learn how to market yourself. You’ll likely be finding yourself in a price war against 2-3 other smiths.)

$/$$ Academic: Alchemy, Inscription (Suggested: Cooking)

Alchemy and Inscription go, somewhat, hand in hand. Alchemy is used to make papyrus and potions, Inscription uses papyrus and is used to copy recipes and books. You don’t need them both to be successful, but they work well together. Cooking is suggested because the “Farming” aspect of it. You’ll need a lot of straw, so if you don’t want to buy it, and can fit it in your character concept (You’re a wizard farmer?) , take cooking. Or. Take it because you want to make your own food.

Alchemy is a hard skill to market. Selling potions can be lucrative but often proves otherwise because keeping stock can be difficult. Inscription has little to no money value less you pump other mages for spells and manage to get the one copy of X-Ancient-Spell and monopolize on it like there is no tomorrow.

Alchemy is normally taken by mages for gathering reagents, and for the side benefit of potion making. Unstable Aether and Cure Wounds potions might make it worth the while to take though.

$$ Tailor: Tailoring (Suggested: Cooking)

Tailoring is the one lucrative standalone craft skill that doesn’t have a gathering skill associated with it. Until recently, tailors hunted for hides and gathered wool from sheep. Now Cooking acts as Farming, so Tailors can use it to gather Flax, Cotton, and other materials to use for clothing. Very useful since you can have a larger field of crops than you can a pen of sheep, and sheep tend to perish more easily.

Other Craft Skills:

Cooking: Used to farm and cook and brew ale. Great for running a tavern, not useful at 70+ otherwise, less paired with another skill. You will need high cooking to gather straw which is used to make papyrus.

Fishing: Used to gather fish for Cooking, but also you have a chance of getting sea shells (to sell to players who say “Oooo Pretty”?) and treasure maps. Nets can be an efficient and passive way of gathering fish. What pirate cant resist fishing?

 
playersguide/charforge/merchant.txt · Last modified: 2006/05/20 19:45 by garret