| So ye want to be a carpenter, eh? Well,
'tis no easy work, let me tell you that. But woodcraft has been my family's
trade for generations - my mother, and her father, all the way up the line
for as long as folk care to remember. 'Tis a fine trade, and there's no
feeling like you get when you see a bare house turned into a home with the
help of some furnishings crafted by your own hand. So sit down, lad, and
let me tell you how it's done
Starting Out
My recommendation for starting attributes:
Strength 45
Dexterity 25
Intelligence 10
My recommendation for starting skills:
Carpentry 50
Tinkering 49 *
Lumberjacking 1
* or Blacksmithing or Tailoring, depending on your personal
preference
Strength is by far the most influential attribute for a carpenter.
Both Carpentry and Lumberjacking are based heavily on Strength, and the
higher your strength the more wood you can carry. Start with at least
a 15 so you can wield a practice hatchet. Strength will raise quickly
once you get above a 65 or so in Lumberjacking and/or Carpentry.
Dexterity is secondary, but a high Dexterity will help you run
further before you stop from exhaustion. Since carpenters spend a great
deal of time out in the forest (with the brigands and creatures), this
is a useful ability.
Intelligence is probably the least useful attribute for a carpenter,
unless you want to invest in Magery.
Carpentry, obviously, will be your primary skill. I highly recommend
starting with a 50 in Carpentry. At this level, you can make Wooden Shields,
which are the best-selling Carpentry items.
Lumberjacking is also very important, but it is easy to raise.
There's no harm in starting with a low Lumberjacking, but take at least
1 point in this skill. That will get you a newbie hatchet, which
is a wonderfully useful item. It chops logs as well as any other axe,
and it will never get lost when you die, worn out (unless you try to fight
things with it, or play on Siege Perilous), or stolen. If you don't have
patience to raise your Lumberjacking the hard way, you can start with
a higher level at the expense of your third skill, or make a few wooden
shields and buy training from a NPC Carpenter.
For your third skill, you have a wide variety to choose from. A few common
ones are listed below. Some of these skills, at high levels, can be combined
with Carpentry to make house add-ons or other items. See the Master
Carpentry Item List for details on what you can make, and the skills
required.
Tinkering is great because you can make a lot of money selling
lockable treasure chests. It's also cool because you can make various
house decorations (clocks, silverware, etc.) to sell along with your furniture.
You can also make new carpentry tools when your old ones wear out, and
with a higher skill your tools will last longer.
Tailoring is a great way to make money, and can be used for a
number of popular house add-ons.
Blacksmithing is also a popular skill for carpenters. I rate it
second to Tailoring simply because you need a source of ingots to make
anything. This will either be time-consuming (if you mine) or expensive
(if you buy them).
Fighting Skills are always useful. You'll spend a great deal of
time out in the forests chopping logs, and doing some hunting on the side
can help break up the monotony. It can also make you some serious cash
if you have a decent Tailoring skill and can make boots or armor from
the hides of slain animals.
Magery is a choice for some carpenters, but for most it's something
they develop late in their careers. It is expensive to raise (due to the
cost of reagents), and will only be useful for add-ons when you become
a Grandmaster Carpenter. But the high prices for Pentagrams and Abattoirs
can be quite tempting.
Carpentry Tools
There are a lot of different carpentry tools available. You start with
a random one when you create your character, and you can buy new ones
from any town Carpenter. The various tools are:
- Dovetail Saw
- Froe
- Inshave
- Hammer
- Joining Plane*
- Moulding Plane*
- Nails
- Saw
- Scorp
- Smoothing Plane*
You can make the items marked with a * out of wood, if you have Tinker
Tools and a decent Tinkering skill. The others require ingots to make.
None of the tools seem to work better than the others, but with the recent
Tinkering changes, your tools will last longer if they are made by a Tinker
with a high skill and thus can be of exceptional quality.
In the Forest
To make anything as a carpenter, you need logs or boards. Lots of them.
Logs weigh 2 stones apiece, and boards weigh 1. It is difficult and expensive
to buy logs in bulk so professional player Lumberjacks are few and far
between. Most carpenters, therefore, chop their own wood. Fortunately,
there is no shortage of trees in Britannia. Use your axe (it must be equipped)
on a tree, and after a few seconds you will see one of four messages:
- There is not enough wood here to harvest - Move on to another
tree. This one's tapped out.
- You hack at the tree for awhile, but fail to produce any usable
wood - You failed your skill check, but can try again on the same
tree.
- You put some logs into your backpack Congratulations, you've
just chopped 10 logs from the tree. You can continue trying to get wood
from the same tree until you get the 'out of wood' message.
- You can't fit any more wood in your backpack! - You're overloaded.
Time to carve those logs into boards or make something out of them.
Once you have the logs, you can make something out of them, or carve
them into boards (which are just as good as logs but lighter). To carve
logs into boards, just click on your carpentry tool. Boards are under
the "Building Materials" sub-menu.
Some wooded areas are safer than others. Yew and Britain are good towns
to start in, since there are tons of trees around them in the guarded
zone. Yew has more trees, but it has no blacksmith, tailor or provisioner.
Skara Brae is good too, but its forests are not guarded. Be advised that
the woods immediately outside of town are almost always picked
clean. Wander further away to find trees with wood on them.
I've known many other carpenters who invest in pack horses to help carry
logs and furniture items. I have not had good luck with pack horses, so
I don't use them. They are expensive, they run off and attack monsters,
they slow you down, they don't always follow your commands, and they are
tempting targets for creatures and murderers. If they work for you, great,
but I prefer to save my money.
Crafting Items
Once you have some logs in your pack, double-click on your carpentry
tool and you'll get a pop-up window showing items that you can make. As
a carpenter, there are a LOT of things you can craft. The Master
Carpentry Item List shows the number of logs and skill level each
item requires.
Boxes, crates, chests and armoires can all be lockable. When you create
one of these containers, it automatically checks your Tinkering skill.
If successful, the item is lockable and will have a copper key inside.
If your Tinkering check fails, the item is not lockable and never can
be. Items that require a high Carpentry to make (i.e. treasure chests
and armoires) also require a high Tinkering to make them lockable. The
higher your Tinkering, the harder it is to pick your locks.
House Add-ons (as well as certain special items like fishing poles) not
only require a high level in Carpentry, but also a secondary skill and
alternate resource (ingots or cloth). For example, a Spinning Wheel requires
Carpentry and Tailoring. If you have both skills at the right levels,
you need wood and cloth to make one. When you make an Add-on, a
deed will be placed in your backpack. You can only place add-ons one in
a house that you own, but the deeds can be given to other players and
used by them (they can also be looted or stolen).
Making a Living
Furniture is nearly worthless for making money. With most furniture,
you would make more gold if you just sold the logs! On the up side, furniture
is light (most items weigh 1 stone apiece), so at least you can carry
a ton of it. You can sell furniture to any NPC Carpenter. If you happen
to be the lucky owner of a furniture dye tub (which came as a price in
the Clean Up Britannia campaign; you cannot buy them at an NPC or craft
them) you may try selling dyed furniture.
Fortunately, there are a few things carpenters can make that sell for
a decent price. A wooden shield costs only 9 wood to make, and sells for
20-40gp (depending on its quality and other economic conditions) to a
NPC blacksmith/armorer. Shields are heavy, which means you can't make
too many of them before you have to go back to town and unload. Even so,
they are by far the best items to make if you're after gold.
When you get a high enough skill, you can begin making staffs. These
command a decent price from a NPC blacksmith/weaponsmith, and don't weigh
as much as a shield (so you can stock up on a lot of them before you have
to head back to town). They are also really great for raising your skill.
Other good items to make are boxes. They raise your Tinkering as well
as Carpentry, and this will be important later when you want to make lockable
treasure chests. Lockable boxes/crates are also good because you can sell
the key to the NPC provisioner. Note that a NPC carpenter won't buy the
box if the key's still inside it. Sell the keys, then go sell the boxes.
Eventually, you can make house add-ons and other misc. decorations (like
music stands and easels). NPCs will not buy these things, which means
you'll have to get a vendor or hawk your wares at the bank. Most add-ons
sell for 1k or higher, so they can be quite profitable. The exceptional
quality tools you make last longer than regular tools, so you may try
to sell those too. Experiment and see if you can make a profit making
and selling those.
If you choose to throw away your items rather than selling them, please
be considerate to your fellow woodsmen and don't leave a trail of easels
or tables behind you in the forest. You can destroy most furniture (as
well as easels and music stands) by using an axe on the item. Houses now
have the wonderful "trash barrel" option, and rabbit corpses are popular
for disposing of unwanted craftables.
If you are interested in running a vendor, I strongly suggest
you check out Zamboni
Driver's Wonderful World of Vendors and Merchants. It
is a great resource on vendors in general. In my experience,
the following items are good to sell on a carpentry/tinkering
vendor:
- Lockable Treasure Chests
- Potion Kegs
- Fancy Thrones
- Yew Tables
- Small Brown Tables
- Benches
- Candelabras
- Beds
- Ovens
- Forges & Anvils
- Pentagrams & Abattoirs
Other items sell, just not nearly as well. Some particular duds are crates,
easels, music stands, flour mills, and training/practice dummies. I almost
never sell any of those items.
Mastering the Art
I am not fond of number-crunching, but here are some very rough
estimates on what to make in order to raise your skill at the various
levels. They are based on my experience, and may not be the absolute fastest
path to Grandmaster.
| up to 50 |
Mostly small boxes and crates, alternating with a few of the hardest
item you can make at your skill level. |
| 50-65 |
Wooden shields mostly, alternating with a few large crates, plain
thrones, and benches |
| 65-75 |
Same as 50-65 but add writing desks and large tables |
| 75-85 |
Gnarled Staffs and Quarterstaffs mostly, alternating with a few
music stands, fancy thrones, and treasure chests |
| 85-95 |
Gnarled Staffs mostly, alternating with a few easels, armoires,
and Yew tables |
| 95+ |
Gnarled Staffs mostly, alternating with a few easels, beds, and
water troughs. At this level, skill gain is extremely slow.
Don't be discouraged if you go days at a time with absolutely no skill
advancement. Just be patient, try some variety every so often to keep
yourself sane, and you'll eventually get there.
|
In general, make a lot of the items that require little wood and get
you decent money (staffs and shields), and throw in some of the "hard"
items (i.e. the most difficult ones you can make at your current skill
level) for some variation.
Placing Furniture
As a carpenter, you'll deal a lot with furniture so I thought it worth
mentioning the trick to arranging furniture in UO. Let me preface this
section by quoting from the RPG bugbase: "FURNITURE IS THE MOST EXCRUCIATINGLY
PAINFUL THING IN THE WORLD TO PLACE!!!!" If you can hire an interior decorator
for your new house, save yourself some migraines and do so.
If you get stuck doing it yourself, however, know the cardinal rule:
Furniture always faces in the direction it was last moved. So if
you want your bookshelf facing to the East, put it West of where you want
it then drag it into its destination square. If you want it facing South,
put it North of where you want it then drag it into the its destination
square. It is often useful to turn your Circle of Transparency on when
attempting this.
The real pain is when you want a chair with it's back up against the
wall. This may sound weird, but here's how you do it:
- Walk to the opposite side of the wall where you want the chair to
go, even if this is outside your house.
- Put the chair down.
- Pick it up and put it into your backpack.
- Walk back to the desired spot, and put the chair down where you want
it.
If you do this right, the chair will be up against the wall, facing the
right way.
An alternate mechanism is to put the chair into a crate. If the chair
faces the right direction in the crate, you can put the crate on the floor
and destroy it (with an axe). The chair will pop out and be facing the
right direction. This is often easier than the "walk outside" method,
but you can go through a lot of crates this way.
Note that fancy thrones cannot face north or west (I don't know why),
so they do not make good "dinner table" chairs if you want seats all the
way around a table.
When placing add-ons, double-clicking on the deed will bring up a targeting
cursor asking where you want to put the item. Once placed, an add-on
cannot be moved. Your only choice is to destroy it (with an axe) and
get another one.
Note that Add-ons and some decorative items (clocks, music stands) have
a fixed facing, either South or East (though the South Water Trough is
misnamed "West" for some odd reason). You cannot change the facing on
such items. See the Placing
Addons Guide for details on the addon facing and placement.
Furniture Dye Tub
Having a furniture dye tub (first introduced as a prize in the Clean
Up Britannia campaign) can really increase your profits when selling furniture.
However, there are a couple of things you should know before investing
a lot of money in one of them:
- Only the owner of a house may use the dye tub.
- An item must be locked down to dye it.
- Addons (including BEDS) are not dye-able.
- Some non-furniture carpentry items (music stands, dress forms) are
dye-able, others (easels, gnarled staffs) are not.
In general, if you don't own a house, the tub is worthless. Also, you
can't lock it down and let other people dye things whatever color they
want, because the furniture has to be locked down in order to dye it.
This makes it difficult to fill orders for a specific color.
Despite the drawbacks, it's really cool to be able to dye furniture.
Particularly potion kegs (which you can color-code according to the type
of potion) and those ugly orange boxes (which you can now dye an assortment
of nice colors).
Summary
I love playing a Carpenter. Particularly in conjunction with Tinkering,
you can make just tons of cool stuff. It's not the most profitable skill
in the game (I use tailoring whenever I need gold), but it can be great
fun. So get out there, chop some logs, and have fun!
- Kalle, GrandMaster Carpenter
(Europa)
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