Friday, March 4, 2011

Crafting: A Beginner's Guide

in Arnediad od Arnor is a kinship extremely focused on crafting. Since most of our members are already Supreme (Tier 6) crafters and with kindred guild reputation, we just share ingredients, recipes and do our best to support each other by providing everyone with good items. But if you're a beginner craftsman or craftswoman, you might be asking yourself: "what the heck?!" Let's talk basics first then.

Before reaching character level 10, it is extremely likely that you would bump into a NPC called "Master of Apprentices" (all starting locations have one) which asks you to join a crafting Vocation. Each vocation includes a setting of 3 professions (at least one gathering profession and one crafting profession).

Gathering Professions will allow a character to mine for metal, lumber wood, find ancient texts hidden in deep dungeons and so on. All gathering professions will also provide you with the ability to process the items you harvest into proper ingredients for crafting.

Crafting Professions will allow a character to turn raw items and ingredients into those beautiful things that keep us pumped up, like weapons, jewels, armor, food, potions and so on.

Be careful choosing your vocation! If you choose a vocation, progress with it and wish to change to another, you will lose all progress in the previous one. Also, most vocations will include one gathering profession that will directly support one crafting profession. For an example, the Armsman vocation includes 3 professions: Prospector (gathering), Weaponsmith (crafting) and Woodworker (crafting). With the Propector Pro, you'll be able to mine metal ore and even refine it into steel, which will be usable for crafting weapons with the Weaponsmith Pro. But if you would like to be a Woodworker and craft Bows and Javelins, you might try the Woodsman vocation, which includes the Forester Pro to lumber wood and refine it properly.

Armourer: includes Prospector, Metalsmith & Tailor.
Armsman: includes Prospector, Weaponsmith & Woodworker.
Explorer: includes Forester, Prospector & Tailor.
Historian: includes Farmer, Scholar & Weaponsmith.
Tinker: includes Prospector, Jeweller & Cook.
Woodsman: includes Forester, Farmer & Woodworker.
Yeoman: includes Farmer, Tailor & Cook.

Most professions are interlocked with at least other profession. For an example, in order to craft the best weapons with the Weaponsmith Pro, you have to use Polished Gems, which are processed by a Tinker with the Jeweller Pro. This generates a great synergy between players, specially if you're in a collaborative kinship like ours, because in the end, trading ingredients and experiences will make you progress faster.

Below is a brief description of all professions (source: Wikipedia):

Cooks create food items consumed to recover morale and power when not in combat and give temporary bonuses to stats. They also make lute strings that reduce minstrels' threat. Materials for this skill are harvested by farmers, or by the new hobby skill, fishing.

Farmers grow crops used by cooks. This skill differs from the other harvesting professions in that it requires seeds to grow items. Farmers also provide scholars with rare harvests used to make dyes and straw to make traps for hunters.

Foresters gather and work randomly scattered wood. They are also able to treat leather from hides that drop from animals for use by a tailor.

Jewellers create various pieces of jewelry, which confer benefits on the wearer, such as additional stats. They also craft hope tokens, runes for champions and rune stones for runekeepers. Jewellers get gems and metal from prospectors.

Metalsmiths create heavy armour and shields made of metal and tools for all the crafting professions. They get materials from prospectors, tailors and jewellers.

Prospectors mine randomly scattered ores, gems and salts. They smelt ore into metal ingots, which are used by jewellers, weaponsmiths, and metalsmiths.

Scholar combines both harvesting and crafting. Scholars decipher lore usually found near ruins. Scholar uses lore items and other ingredients to make potions, bow chants, scrolls which serve as buffs for battle, and scrolls that give other crafters a higher critical chance to make a better - 'critted' - item. They also make dyes from plants, animal organs and mineral salts, and scribe books for hunters, loremasters, and minstrels.

Tailors make light and medium armour, cosmetic clothing, burglar signals, captain standards and runekeeper satchels. Light armour requires cloth from vendors, and medium armour requires leather from foresters.

Weaponsmiths craft weapons such as swords, axes, and maces. They also produce tricks for burglars, traps for hunters, and shield spikes for guardians.

Woodworkers make wooden weapons (bows, clubs, hammers and spears), minstrel instruments, warden carvings and other crafting components needed by other professions. Woodworkers require treated wood from foresters.

That's it for this post, it's already too long. Stay tuned for more to come. Next: how to actually progress in a profession!

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