The Basics


This is from a short guide of common confusing items that I originally put together for my guild's forum.  I will be updating and improving it as I get the time (around 2010 sounds good).  As always, suggestions are welcome.  NOTE: This guide is not EoF updated.

 

1. If you don't craft on the starting island, you come to the mainland unskilled.  There are NO level 1 recipes.  To get to artisan level 2, enter any crafting instance (except the Ironforge Exchange, maybe?), hail the wholesaler downstairs, and you will gain a level and level 2 recipes.  Make one or two of these and you will level to 3, and be able to start the Finding a Profession quest.

2. It is NOT necessary to do the Finding a Profession artisan quest.  But it will give you a general understanding of what profession does what, bonus crafting XP, and free artisan essentials books.  To start the quest, you will need either a note from the crafting master on the island, or you can buy one from the tradeskill delegate located on the first floor.  Hail the delegate to begin the quest series.  Bought items cannot be substituted.  WARNING:  tradeskill quests can't be deleted from your journal, so be certain you wish to complete it before accepting.

3. Items considered consumables will produce multiples if the combine finishes at pristine.  The combine uses the same amount of raws and fuel regardless of the finishing quality level.  On pristine you will produce: 25 arrows/ammo, 3 totems, 10 potions/poisons, 2 food/drink.

4. Imbued items take two steps.  First you must have the PRISTINE starting item.  If it is attuned it can only be imbued by its wielder.  The pristine piece of equipment is then combined with an imbue material of the appropriate tier.  T2= glowing, T3= sparkling, T4=glimmering, T5= luminous, T6= lambent, T7= scintillating.

5. It is possible to use food/drink from a higher tier, but you will gain no benefit higher than your current tier.  (That bug's been fixed folks.)

6. Common crafted items are usable at the beginning of a new tier.  Rare crafted items are usable two levels into a new tier (12, 22, etc.).

7. Equipment and poisons made from rares are now called Mastercrafted, instead of legendary.  Use this tag to search on the broker for finished items.  Rares themselves have the Treasured tag.

8. Most common raw substitutes (carbonite canteen, boiled bag, etc.) no longer work in recipes, don't bother to buy them.  They may not drop anymore, and if they are still dropping in Splitpaw, they are vendor trash.

9. Tiers are sets of ten levels, and refer to characters of that level, and zones intended for those of that level.  T1= 1-9, T2= 10-19, T3= 20-29, T4= 30-39, etc.  (I know it's obvious, but for the sake of completeness  :)  ).

10.  There are no rare provisioner recipes.  However the ultra-rare tradeskill event Favor of Innovation will give the provie a rare root if it is correctly countered.

11.  There are three rare crafting events that give rewards if countered correctly.  The most rare is Favor of Innovation which gives the crafter a rare they can use if countered correctly (carpenters get wood, weaponsmiths get ore, etc.).  The rare will be of the same tier as the combine the event happens during.    Crafter's (it will state the specific profession) Insight gives a bonus to the primary skill being used during the combine.  If you are making a tier 1 or 2 items, it is possible to get insights for other professions.  This is the most common event.  The third event is Flawless (fill in the blank), which varies by class.  This event will cause you to not use up your ingredients when you finish the item.  All three events give a hefty bonus to durability and progress even if incorrectly countered.

12. Alchemists can make rare, short term but potent poisons from the dust left over from making adept 3's.

13.  Playermade items are typically better than storebought ones, though equal or slightly worse than mob dropped equivalents.  Most equipment/consumables you can buy from a merchant can also be made by players (potions, etc.).

14. Water breathing totems are usable in tier 1, SoW totems are usable at level 12, and invis./sneak totems are usable at level 30.  Each tier has its own power and health regen. totems, and there are several types of vision totems available.

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