Artisan Archive

Thread: I got a Question and the Books leave it unanswered.

XxCaNeSxX
Fri Jun 27, 2003 4:13 am
#1

I read in the beta site you can change your starting profession and IN FACT you can have more than one.



Is this true? Could I be a medic Artisan?




-CaNeS-
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alizarinohm
Fri Jun 27, 2003 4:25 am
#2

In fact, if you wanted you could be a medic/artisan/scount/brawler/markman/entertainer.


All you need to do is find a trainer and have them teach you the novice profession. When in town, to find a trainer, type


/find trainer:[profession]


e.g.,


/find trainer:medic


If that doesn't work, just type /find. That will bring up a list of all the things you can find.




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Ichiir the wookie, elder statesmen of Tusken's Bane (Tatooine -4657 -5731)
NoDroidForYou
Fri Jun 27, 2003 4:29 am
#3

Yes, you can have as many of the Novice professions as you care to. You only pick one at character creation, but once you're in the game you can pick up the others for 100 credits from the trainers, which are typically near where you first pop into the game.


So given you start with approximately 250 credits, you can pick up two more starting professions. If you're an Artisan and undecided about where you want to take your character, I suggest picking up Scout (for run speed under the Exploration line, and the ability to harvest resources off creatures), Marksman or Brawler (for the ability to defend yourself) and any others you find appealing.


If you're strapped for cash early, you can run intra-city delivery missions, they pay from 50 to 80 credits. Running one or two of those will give you enough credits to buy a 4th novice skill. Or you can kill humanoids outside of the newbie towns - they drop credits.


Note that when you pick up an additional Novice profession you don't get the starting equipment for that class, you just get the equipment for the class you chose on character creation. But since you started as an Artisan you got the survey tools, you smart person, you.


Good luck.




Charlatan Wandoro
Kettemoor Server
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Gwennafra
Fri Jun 27, 2003 6:38 am
#4

Just a little addition to the in-a-nutshell above- Artisan is the great starting place, IMHO, for it gives you the tools off the bat that folks will probly be searching for soon- and it is a good combo with medic since collecting the resources for stim A's and B's is no easy thing. Medics spend alot of time crafting med packs, stims, etc, and Artisan sets you up to find those resources and make the crafting stations. (You'll eventually need a food and chemical crafter.)
Also, you can trade in any skill that no longer interests you later on. That is the big point, it's smart as a newbie to tack on lots of profs, take your time to explore em and see what moves you, as well as being able to be pretty self sufficient the first few weeks of gametime. This trades off as it slows your tree progression upwards, but I think pays off down the line when you may find a prof to specialize in that you had no idea you'd enjoy so much.



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Gwennafra Dannan
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ART Weapons Fantastique 2310, -3418 Aurora Sands Tatooine
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