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Begining Tradeskills 101Follow

#1 Aug 26 2005 at 9:38 AM Rating: Decent
Ok, first attemp at this,so her we go...

1. Always have food and water, you use power to do trades and this helps wwith power regen.

2. There is 2 forms of spells <icons> for doing your combines, one increases progress, and the other is durability. If all you want is experence and sell the items, get the 3 icons grouped together for your combine and read the discription, will be (incresses progress at cost of power, incresses progress at the chance of success lowered, and incresed progress with durability lowered). You do have to counter any trade failures, BUT you can cast at any pointt as long as you have power.
Also, if you wnt durability instead, as you will use or sell items, find the same three skills for durablity. I usualy cast the one for durabilty at cost of power and counter with the rest unles things are going wrong..as they do, then i chain cast all three!

3. Skill levels DO count. As your skill increases, your counters will take less power and do more at progress or durability, as well as a better chance to make pristine easier.

4. Sub combines. ALWAYS, ALWAYS <did i say ALWAYS?> try for prisitne subs. You can not make a pristine item from less than pristine sub combines. When you are doing Workshop tasks < level 10 + > it is easier to stop combines at shaped combines than to try to chase a failing combine that starts ot as shaped. If you forget to stop it in time doing the buff chase, all comines sell to merchant for close to same amount no matter what the quality.

5. Keep all gathering, foresting ect. skills maxed, do the (n00b) zones first and distroy what you cant use or sell from house vault. after level 20, you can go to attonica and start there since it has a required skill level of 20. Any chance you get, gather, forrest...ect.. As your skill improves, so does your chance to find a rare ( silver, sisal root ect. ) selling one of those can finance your trade levels for a bit.

6. Last of all, remember, as your experience level incresses, so do your cap on foraging. Also, as your trade skill level goes up, the easier it is to creat prisitnes and your trade skill level cap goes up, keep them all caped !

That is the basics, if any have additional info, or better info, please post it.

Just want to say thanks to my good friends in guild < bastiage & Jentle> for sharing thier hard won know how with me , a n00b!
Thanks guys!

Coanell
lvl 20 'Zerker
lvl 19 outfitter

Edited, Sat Aug 27 12:42:47 2005 by coanell
#2 Sep 01 2005 at 10:29 AM Rating: Decent
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991 posts
Nice job for your first crack at it!

Here are the things I can add:

Quote:
1. Always have food and water, you use power to do trades and this helps wwith power regen.


You should always have food anyway, but it is not necessary in tradeskills. Only water. I recommend player-made/quested water at all times, but especially while crafting. The faster your power regens, the more chance you have of being able to keep your items pristine.

Quote:
You do have to counter any trade failures, BUT you can cast at any pointt as long as you have power.


Not all of the abilities use power. Some are free. I try to stay away from the power abilities unless absolutely necessary. If your chosen station starts flashing large red numbers at you, it is time to dip into your power pool. If it seems to like you and is keeping your durability to the right, save your power.

Quote:
Sub combines.


Judging by the paragrah following the above quote, I am guessing you mean primary components. If so, this is true. However, other components do not need to be pristine. The first item listed in the recipe is ALWAYS, ALWAYS (did I say ALWAYS) (ninja'ed your phrase Smiley: grin) the determining factor for the quality level. Secondary components have no effect on the quality level. For instance, a rawhide leather backpack has the rawhide hide plate as the primary component, which needs to be pristine in order to make a pristine rawhide leather backpack. The other components (tin buckle, rawhide leather cord) do not need to be pristine.

I think the most important thing to note in crafting is this: as an artisan, it is borderline impossible to consistently make pristine items. Do not beat yourself up over not being able to make pristine every time. The TS abilites at your disposal do not add to the durability level, only progress level. Once you hit level 10 and choose your desired path, you will gain new TS abilities that allow you to increase durability as well as progress, as Coanell noted, making crafting much easier and much less frustrating.

Nice work coanell.

#3 Sep 13 2005 at 12:49 AM Rating: Decent
27 posts
since im new at this i cant really add much to it. but i think it would also be helpful to add info on what to do for the countering of mistakes and when. the rest of the info posted here is definitely a major help.
#4 Sep 15 2005 at 2:20 PM Rating: Decent
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991 posts
In order to successfully counter an event as it occurs, you need to hit the icon associated with the picture that appears. For instance, when you are at the chemistry table, you might sometimes see a picture appear below the recipe that looks like a musical note. The correct counter for this event is the "Experiment" button listed in your knowledge book. Pressing the "Experiment" button in your knowledge book or your hotbar will gray the picture out give you a positive round.

It is always a good idea to make a hotbar(s) just for your tradeskill arts. Before going to each table, mouseover or right click and examine your tradeskill arts in your knowledge book. You will see the skill each art is associated with in these windows. Again, using Chemistry as an example, the three buttons for Levels 1-9 are Experiment (looks like a pink musical note), Theory (looks like an open book)and Reaction (looks like a yellow lab flask). When you are at the Chem Table, map these to a hotbar so you will be ready to counter the events when they occur as opposed to flipping through your knowledge book, frantically looking for the right skill to use. This same practice should be used when going to the different tables.

It is also important to note that these skills are not only used to counter events, but can also be used on a regular basis. When you examine the skill, it will inform you of its effects.
#5 Sep 29 2005 at 9:42 PM Rating: Decent
I have to agree with setting up your hot bars for all of you abilities.

Now to add my 2c. Im not sure up to what level you were intending this for but for the new abilities you get for countering they are at lvls 10, 20, and 30. Im not sure if you get any for going over 50 yet but you do not get new ones at lvl 40. The level 20 ones are increasing progress again so if you are trying to create pristine items i would stick with the lvl 10 spells until you get to lvl 20. That being said use the lvl 20 spells in that range to make your subcombines so that you can still get your skill ups.

Also dont forget that you have to buy the additional types of books (weaving, woodworking, etc.) if you want to continue to make all your subcombines after lvl 10. Not including provisioners which can always make there own.
#6 Sep 30 2005 at 4:39 PM Rating: Decent
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801 posts
One thing I would add:

CRAFT NAKED

Take off any armor or other gear that adds to your power pool, remove any buffs that add power, and do anything you can to add to your power regen.

Tradeskill arts use power as a percentage of your total, not a fixed number. If you have a smaller power pool and you're drinking good stuff, then your power regens faster and you spend less time sitting around. Working on recipes 4 or more levels below mine I can make about a dozen refines or subs non-stop, then just switch to the no-power arts until you're back to full. 99% of the time I get pristine, and if not, I sell it to the merchant.

When making finals I always like to start with full power, unless they're way grey or you only need shaped for a writ or task.


Edited, Fri Sep 30 17:48:59 2005 by Lydiaele
#7 Oct 03 2005 at 10:28 PM Rating: Decent
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405 posts
How many modules and expansions have been produced to date and SOE still can't write a descent manual! I swear they write it in Japanese first and then translate it into English. They really need to make the manuals far more detailed and cover topics beyond the absolute basics. Seven pages just isn’t enough. Anyways…

One burning question I have still to be answered is what are the different tiers of spells? You get the free level Apprentice 1 spell each time you ding, and you can purchase the Apprentice 2 line at some of the scribes in your local town. What is the order of spell power: Apprentice 1-3, Adept 1-3, ??? Are all of the spells player made or can some of these drop?

Looking at the stats of the spells it appears as you obtain higher tiers of the same spell they become more powerful. Does the spell produce mode damage at the same mana cost, or do high tier spells require more mana and higher casting times?

There is a guide on this site that very roughly goes through creating spells from artisan level 10-20. How does one go about creating or researching a spell? It appears you need various potions and essences along with creating various runes. How do you actual go about putting all of this together and actually create your very first spell?

A fledgling Sage/wizard is dying to find out (without actually blowing up the entire laboratory in the process).
#8 Oct 04 2005 at 11:00 AM Rating: Decent
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991 posts
Quote:
...what are the different tiers of spells...What is the order of spell power: Apprentice 1-3, Adept 1-3, ???


The different Tiers of Spells are Apprentice I-IV, Adept I and III (Adept II's use to be given as an upgrade to an already existing spell every 10 levels, but that has been changed. Currently there are no Adept II's) and Master I and II.

Quote:
You get the free level Apprentice 1 spell each time you ding, and you can purchase the Apprentice 2 line at some of the scribes in your local town. Are all of the spells player made or can some of these drop?


Yes, Apprentice I is the starting combat art. Now, to get Apprentice II, you can do one of two things. Buy it from a scribe (waste of money. Don't do it) or it can be player crafted, though that is a waste of time, as you will see in my next point.

From level 1-9, all players can make all of the spells in that Tier. At level 10, only Scholars can make spells and at level 20, when Scholar breaks off into Alchemist, Jeweler and Sage, each division is given their own spell lines.

Alchemist = Fighter Spells
Jewelers = Scout Spells
Sages = Mage and Priest Spells

Crafting a spell will produce up to three results. Depending on the quality level you were able to obtain, you will either receive Apprentice II, Apprentice III or Apprentice IV. That covers the Apprentice Tier. On to Adepts.

Adept I's are mob drops only. They cannot be crafted, but can be purchased from your local broker or from another player. Adept III's are player crafted. In order for a player to be able to craft Adept III, they must possess two things: the rare book that has the recipe for the desired spell and the rare harvested mineral associated with that Tier. For instance, Tier 2 (Level 10-19) Adept III's require either a rough coral or a silver cluster.

Master I's are ONLY mob drops and are VERY rare. Master II's are now given as an upgrade to an existing spell every 10 levels, as Adept II's used to be.

Quote:
Looking at the stats of the spells it appears as you obtain higher tiers of the same spell they become more powerful. Does the spell produce mode damage at the same mana cost, or do high tier spells require more mana and higher casting times?


It produces more damage (or heals or buffs or whatever) at the same cost and casting time.

Quote:
There is a guide on this site that very roughly goes through creating spells from artisan level 10-20. How does one go about creating or researching a spell? It appears you need various potions and essences along with creating various runes. How do you actual go about putting all of this together and actually create your very first spell?


To make spells you first need to get some recipe books. If you are level 1-9, you are looking for books titled Artisan Essentials Volume 1-9. These can be obtained by completing the Dreak's Note quest that you receive on the Isle or you can purchase them from any wholesaler (you will find these in your home city. Just go with the one that allows you to enter.) When you scribe these books, you will be given a whole bunch of recipes. Follow the recipes in the books and you will be fine. For more information, you can visit this site

Once you reach level 9, you will have to choose your career path and your new Society. If you want to be a Sage, you will want to choose Scholar from Alfred Ironforge (+957, +109) in Qeynos Harbor. At level 19, you will be able to talk to Devona Ironforge (+879, +61) to finally choose Sage. Your new society can be found in your home city. Again, select the one that will allow you to enter. In here, you will be able to purchase all of your new recipe books and supplies.

I hope this helps.
#9 Oct 04 2005 at 8:35 PM Rating: Decent
Now i saw the suggestion to craft naked. Now I dont take it quite that far. I just never bothered to level up my crafters adventure level. I use my actual adventurer to do everything else and my lvl 5 mage is my crafter. With only 98 power and regen at 10 per tick from the drink he gets plus base regen i regen over 10% a tick. Never seem to run out of power that way.


P.S. I also only have 50 health so I'm pretty sure if I jack anything up I will die. I havnt screwed up yet so havnt been hit by and damage to see if that is percentage based yet though.

Edited, Tue Oct 4 21:49:07 2005 by Rrikor
#10 Oct 05 2005 at 7:46 PM Rating: Decent
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405 posts
Many heartfelt thanks Mearyk! Your explanations were clear and really helped an EQ2 newbie sage.
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