Mules

Notes on Mules:


The Ultimate Mule

Strength
100
Endurance
40
Coordination
40
Quickness
50
Focus
80
Self
20

Specialize:Item Enchantment, Creature Enchantment
Train:Unarmed Combat (free), Melee Defense, Appraise Item, Mana C
Heritage:Must be Sho
Advancements:Healing at 7, Later -- choose your apprasial skills...
(Why Appr Weapon last? You can always hold a weapon and someone else can ID)
(Why Spec Item? You can portal, and cast True Value to aid in Appraisal)
(Why Spec Creature? You can cast Strength/Focus/Appraisal/Item Enchant Self)



Fletching Mule
 
Strength
90
Endurance
20
Coordination
80
Quickness
40
Focus
80
Self
20

Specialize:Flecthing, Creature Enchantment
Train:Bow, Melee Defense, Item Enchantment
Heritage:Matters not
Advancements:Alchemy at 9, Cooking at 16....
(Why wait on Alchemy? a only a low skill is needed for elemental arrows ~120 )
(Why Spec Creature?You can buff Fletching, Bow mastery, Alchemy, Coord......)



Explorer

Not really a mule, but a temporary runner for exploration
 
Strength
10
Endurance
100
Coordination
10
Quickness
100
Focus
80
Self
30

Specialize:Run, Missile Def, Magic Def
Train:Melee Def, Creature Enchantment (cast Sprint Self and Quickness Self)
Heritage:Matters not
Advancements:None -- This guy should not go above level 1

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