
Since these pets die fairly easily there is no reason to have Veterinary or for many of the skills to be at GM. This is kind of a gimped template and one that was created with the intention of only controlling pets up to imps. Evaluating Intelligence/ Hiding/ Veterinary.Swordsmanship/ Mace Fighting/ Fencing/ Archery.Hiding/ Resisting Spells/ Evaluating Intelligence/ Wrestling.Use a musical instrument to entice NPCs to attack each other, or you can make an NPC attack a player. Or if you craft alot of house add-ons armour or weaponsĬrafting Templates will vary from player to player depending on the specific nature of the crafter, though these should provide strong starting grounds for anyone who wish's to sell their wares. The rest of the template can consist of other skills you may use more often for example if you do alot of scribe orders add Your secondary Crafter is a "dump" spot for all the extra less important crafting or lore skills. Combined these 2 templates can make and gather every item or resource possible except fish. This compliments the 2nd main crafter template posted above. This build is a strong crafter template, you can make everything bar scrolls & potions which the 2nd crafter outlined below will handle. Since there are over seven crafting skills, templates vary, a resource gathering template may look like this Magery can also be left at 70.1 so recall fizzle is almost impossible, this allows 29.9 Tracking which can be handy. This thief is a dungeon/town lockpicker who can also steal from player in opportune situations while in dungeons. This thief can detect unsuspecting victims who leave their character idle and hidden at banks.
Ultima online forever crafter template plus#
This thief can run around with a dagger equip all the time, thus receiving the 50% hit chance, plus a poisoned dagger never goes astray on some occasions. This is not a viable town thief template, however, due to its lack of a weapon skill. However, a poisoned weapon may be more effective.Īn extremely underused template, the pure mage thief sacrifices the element of surprise for increased survivability in almost any situation. Maces are the preferred weapon for the fighter thief, because quarterstaffs are cheap and there is the added benefit of stamina drain. however resist may be useful for a change to resist the odd poison and paralyze.

Thieves generally operate inside of towns, and thus have little use for resisting spells, because towns are protected from magery damage. Tracking will tell you in which direction to find your victim even if hidden, and detecting hidden is optional, where I suppose a good old exp pot could flush your victim out of hiding. This class would easily be able to chug through most players cure potion supply if they have any, and still have a couple of poison bottles left over. While a weapon can be poisoned by any character, there is nothing like being able to poison your weapon in the field. Some players prefer having magery and parrying together instead of parrying and archery. If you have magery with this temp start that at 50 and have healing as 1.

Thus even if you have 25 intellect that will allow you to cast two greater heals or a number of mini-heals that will get you through that mage dump long enough so that the band-aid will take effect. Magery is something I would suggest you add to your warrior template for those emergency situations, for a band-aid takes 15 seconds to apply and 18 if you are poisoned, also when you are poisoned it means the band-aid will only cure. There's nothing like sneaking up on your enemy, however this template is not effective at PvP, it's more for taking advantage of certain situations and getting an opportunity kill.Ī warrior despite what a lot of players say is a tricky class to play, and when used properly can be effective.
