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I know, we already have several Crafting guides, but I found them to be organized in a confusing manner. Maybe it is just me, and maybe this guide is really just for me to figure out how it all works, but so be it. If it also helps one other, I will be content with that. -Bludwyng
There are 10 different Professions, grouped by three's, into seven Vocations. Obviously, most professions will be a part of the skill-set of more than one Vocation. You can only practice a single vocation at a time, but can change vocations at any time by speaking to a Master of Apprentices. Any experience in the professions of your former vocation are, unfortunately, lost. On the up side, this system allows practice and mastery of three professions, not just one. Every Vocation gets at least one Gathering profession and one Production profession.
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All professions receive their basic recipes for each proficiency level automatically, but for the Production professions that is just the start. Almost all mobs in the world have a chance to drop recipes, especially intelligent monsters (Brigands, Orc-kin, etc). Also, recipes for Journeyman and Expert are for sale from the Novices in the Crafting Halls.
For each Crafting Profession there are six levels of Proficiency: Apprentice, Journeyman, Expert, Artisan, Master, and Supreme. You will start as an Apprentice in all three Professions that fall within your Vocation. When you reach 200 points in any one of them you will need to complete a simple quest. Who gives it to you will depend on what the profession is and where you are. It will be either the Supplier, or a Novice or Expert in your profession. Next you will need 400 points of Apprentice-grade practice and 280 of Journeyman. When you complete the 400 Apprentice-level points you may again talk to the same NPC for the quest to be considered as having mastered your Apprentice lessons. Do the same for Journeyman and you will become an Expert.
Only when a given Tier of proficiency is mastered can you get recipes of that tier to crit for special highly-valued items.
Tier | Proficiency | Mastery |
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Apprentice | 200 | 400 |
Journeyman | 280 | 560 |
Expert | 360 | ? |
Artisan | ? | ? |
Master | ? | ? |
Supreme | ? | ? |
Once you have mastered a proficiency level, recipes of that tier have a chance to "crit". These means you have a chance (starting at 5%) to make a product that is better than the basic recipe states. For refining this results in more product. Crit Chance can be improved through the use of special materials, such as Crude Whetstones<s> for Metalsmithing. These special items drop from all mobs throughout the world. Be sure to offer for trade any items that you cannot use in exchange for those you can.
Only Production crafts have Guilds. So, while there is a Tailor Guild, Explorer's have no guild for Forestry and Prospecting as those are not Production skills. The Guild is where you get work orders (special Crafting quests), and the rewards from Work Orders are often Recipes that can be gotten no other way. To join a guild you must be an Expert in the relevant profession.
To learn a Vocation, or change your Vocation, simply speak to any Master of Apprentices. These can be found in most places where you find a concentration of crafting stations (Forge, Oven and Workbench). Choosing the right Vocation for the Production Craft that you want to master is important if you want to be as self-sufficient as possible.
For example, a Tailor needs leather, and lots of it. Anyone can kill bears and get hides, but only the Forester can tan the hides into leather. So if you want to be a Tailor, then Explorer would be your Vocation of choice.
Skills: Prospector, Weaponsmith, Woodcutter
Skills: Metalsmith, Prospector, Tailor
Skills: Forester, Tailor, Prospector
Skills: Farmer, Scholar, Weaponsmith
Skills: Cook, Prospector, Jeweller
Skills: Farmer, Forester, Woodworker
The Cook specializes in the production of food for traveling adventurers. Everything from power and morale regeneration to temporarily boosting things such as agility and might are possible from the culinary skill of the cooks of Eriador. In addition, each region has its share of peculiar specialties, such as Mushroom Pies from the Shire, for players seeking something a little off the beaten track of Cram and Water.
The farmer concerns himself with the growing of different types of vegetable and pipe-weed crops on various plots of land scattered throughout the Bree-land and Shire areas. They grow the hops and berries needed for the wonderful ales and beers brewed throughout the land and provide the resources for cooks to make their culinary works of art for the hardy adventurers.
At each tier you will be able to take 2 hides and make leather, and a type of wood (plus some wax) to make a Plank of lumber.
Tier | Raw Materials | Refined Materials | Needed by Profession | Notes |
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Apprentice | 2 Light Hides<s> | Piece of Light Leather<s> | Tailor | |
2 Logs of Rowan Wood<s> | Plank of Treated Rowan<s> | Woodworker | req's Lump of Wax<s> to refine | |
Journeyman | 2 Medium Hides<s> | Piece of Medium Leather<s> | Tailor | |
2 Logs of Ash Wood<s> | Plank of Treated Ash<s> | Woodworker | req's Lump of Wax<s> to refine | |
Expert | 2 Sturdy Hides<s> | Piece of Sturdy Leather<s> | Tailor | |
2 Logs of Yew Wood<s> | Plank of Treated Yew<s> | Woodworker | req's Lump of Wax<s> to refine |
Guardians in particular should take note of their services: for if one cannot provide a strong front line defense, then darkness will consume not only the person in question, but all allies involved.
Arguably the most common gathering profession, the prospector is quintessential to the success of Armsmen, Armorers, Explorers and Tinkerers. For in each of these vocations the use of material ore is essential to the craft of weapons, armor and the like. Any player that finds the need of ore would certainly be advised to gather at every possible moment and save whenever possible.
For each tier there will be two types of Ore that may be mined. At a Forge you may Smelt the Ore into Ingots (2 to 1). Then you may Refine one ingot of each metal into ingots of an Alloy (1+1=2). Copper and Tin are first, combining to make Bronze. Barrow-Iron and Silver makes Steel.
The Tailor masterfully crafts all sorts of light and medium range armor, such as padded, quilted and sturdy leather, including clothing for the fashionably inclined. Though the armor they mold is not as doughty as the armor crafted by the Metalsmith, it should never be underestimated. Minstrels, hunters and lore-masters rely on the lighter variants for optimal protection and ease of movement.
The Tailor is a highly warranted craft for those in need of protection on the field of battle. Henceforth, if one takes the path of a minstrel, hunter or lore-master, it would be advisable to seek the services of the Tailor on a regular basis.
The Weaponsmith is the crafter of shaft and steel. In the troubled days of Middle-earth, many adventurers look towards these individuals in hopes of a fearsome weapon to gain an added edge in battle. Utilizing the hot fires of the forge, this crafter is able to create swords, spears, axes, hammers and much more.
In any battle against the forces of the Dark Lord Sauron, a valued weapon in hand will mean the difference between victory and defeat, life or death. It is for this reason that players should seek out the Weaponsmith at every possible opportunity to ensure they always have the advantage in battle.
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