A basic mule build will have 5 inventory pages and 3 bank pages of storage space to work with, for a total of 160 items. You can further add to this with store purchases, but I'd probably just roll up a second mule instead.
This mule is essentially the same build as my favor farmer, except it has a few more points of strength so it can hold more stuff in inventory. Pkus it takes slightly different feats and spells. Reproducing the overview text from there:
Build concept is air/fire savant with wings. Sorcerer also gives us dimension door, teleport, haste, invisibility, jump, merfolk's, knock and detect secret doors, so lots of goodies to work with. Splash barbarian for sprint boost and we're off to the races. Kill just about everything with chain lightning.
Go with Morninglord using all starter gear except armor (run naked) and using a lootgen or crafted magnetism of electric lore one-hander. (My guy uses an ML14 lootgen one.) Use the orb instead of the shield.
Code:
Bank Mule
12/2/1 Sorcerer/Barbarian/Cleric
Morninglord
Level Order
1. Cleric 6. Sorcerer 11. Sorcerer
2. Barbarian 7. Sorcerer 12. Sorcerer
3. Barbarian 8. Sorcerer 13. Sorcerer
4. Sorcerer 9. Sorcerer 14. Sorcerer
5. Sorcerer 10. Sorcerer 15. Sorcerer
Stats
32pt Level Up
---- --------
Strength 14 4: CHA
Dexterity 14 8: CHA
Constitution 14 12: CHA
Intelligence 10
Wisdom 8
Charisma 16
Skills
C B B S S S S S S S S S S S S
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
---------------------------------------------
Spellcr 4 2 2 1 1 1 1 1 1 1 1 1 1 18
Concent 4 1 1 1 1 1 1 1 1 1 1 14
Jump 2 2 4
Swim 2 2 4
---------------------------------------------
8 4 4 2 2 2 2 2 2 2 2 2 2 2 2
Feats
1 : Force of Personality
1 Deity : Follower of: Amaunator
3 : Eschew Materials
6 : Extend Spell
9 : Maximize Spell
12 : Heighten Spell
15 : Mental Toughness
Spells
Sorcerer- Detect Secret Doors, Jump, Merfolk's Blessing, Nightshield
- Invisibility, Knock, Scorching Ray, Web
- Displacement, Haste, Fireball, Lightning Bolt
- Dimension Door, Wall of Fire, <Any>
- Ball Lightning, Teleport
- Chain Lightning
Cleric- Cure Light Wounds, <Any>, <Any>
Enhancements (56 of 60 AP)
Air Savant (35 AP)
- Air Savant, Air Affinity, Greater Air Affinity, Conduction
- Acrobatic III, Spell Critical, Electrocution III
- Efficient Maximize III, Spell Critical, Alternating Current III
- Spell Critical, Charisma
- Feather Fall, Spell Critical, Charisma
- Wind Dance
Fire Savant (13 AP)
- Fire Savant, Fire Affinity, Greater Fire Affinity
- Spell Critical, Conflagration III
- Fanning the Flames III
- Charisma
Frenzied Berserker (8 AP)
- Die Hard
- Die Harder I, Athletics III
- Sprint Boost III
Running this favor is much easier for VIPs who can open elite. I use a dualbox elite opener to do this in one pass as a premium.
Order |
Quest |
Coin Lord |
Kundarak |
Argo |
Other |
Notes |
1 |
Recovering the Lost Tome |
9 |
|
|
|
Set up hotbars at start waiting for NPC |
2 |
Cannith Crystal |
|
|
|
6 |
|
3 |
Heyton's Rest |
6 |
|
|
|
|
4 |
The Storehouse's Secret |
6 |
|
|
|
|
5 |
The Collaborator |
12 |
|
|
|
|
6 |
Stopping the Sahuagin |
9 |
|
|
|
|
7 |
Redemption |
9 |
|
|
|
Teleport to Harbor |
8 |
Durk's Got a Secret |
|
|
|
12 |
|
9 |
Haverdasher |
|
6 |
|
|
|
10 |
Irestone Inlet |
12 |
|
|
|
Teleport to Harbor |
11 |
Garrison's Missing Pack |
12 |
|
|
|
|
12 |
Stealthy Repossession |
|
|
|
9 |
|
13 |
The Kobold's New Ringleader |
12 |
|
|
|
|
14 |
Kobold's Den: Clan Gnashtooth |
12 |
|
|
|
Refresh ship buffs |
15 |
Archer Point Defense |
9 |
|
|
|
|
16 |
Dirty Laundry |
6 |
|
|
|
|
17 |
Missing In Action |
9 |
|
|
|
|
18 |
The Sunken Sewer |
9 |
|
|
|
|
19 |
The Chamber of Insanity |
|
9 |
|
|
|
20 |
The Forgotten Caverns |
|
12 |
|
|
|
21 |
The Lair of Summoning |
|
9 |
|
|
|
22 |
Ruined Halls |
|
12 |
|
|
|
23 |
Fathom the Depths |
|
15 |
|
|
|
24 |
The Claw of Vulkoor |
|
12 |
|
|
|
25 |
Gateway to Khyber |
|
9 |
|
|
|
26 |
Tharashk Arena |
|
15 |
|
|
|
27 |
Reclamation |
|
15 |
|
|
|
28 |
Sykros' Jewel |
|
15 |
|
|
|
29 |
The Tear of Dhakaan |
|
21 |
|
|
|
30 |
Diplomatic Impunity |
18 |
|
|
|
|
31 |
Feast or Famine |
|
|
18 |
|
|
32 |
Trial by Fire |
|
|
18 |
|
|
33 |
Foundation of Discord |
|
|
18 |
|
|
34 |
A Cry for Help |
|
|
21 |
|
|
|
|
150 |
150 |
75 |
27 |
402 total favor |
Those last Gianthold quests are optional, for if you want the mule to pay for his own Collapsed Portable Hole. If you do that, the quest list is designed so that when you hit 75 Argo favor you also end up with 402 total for another 25 TP.
Once you're done running all the favor you want, delete everything out of his inventory and bank. Leave the magnetism of electric lore weapon as his equipped weapon, and then pass it to any favor farmers you roll up.
If you run into any problems running the quests, remember that you only care about completions, not xp. Don't hesitate to run in blasting, then if you die, recall, rebuff and re-enter. Or if you run out of spell points, recall, rebuff, re-enter.