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Post new topic   Reply to topic    The Eternal Watch Forum Index -> TESO - Trade and Crafting Board
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Mithoron
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re: Mitho's Guide to Crafting in TESO

Although it is still beta, there do not seem to be any major changes going on in the game so I figured I would once again put what I've learned for everybody's benefit in terms of crafting.

Crafting in TESO is very similar to other games, so it does not take a lot of rocket science; however, the way the UI is presented it is initially daunting on what and how to craft.  Provisioning (cooking) is relatively simple...you get foodstuffs, you go to a cooking fire, and the recipes you have learned show up as the final products if you have all the materials....just click create and voila.

The other crafting skills on the other hand, are a bit more intricate and it is these I will be focusing on within this guide...with the key differences pointed out at various points.

The crafting abilities within TESO are the following:

  • Alchemy - to make potions giving immediate and over time buffs
  • Blacksmithing - to make plate (heavy armor) as well as weapons (axe (1H and 2H(, dagger, sword (1H and 2H), maces (1H and 2H), etc.)
  • Clothing - to make both cloth (light armor) and leather (medium armor) items
  • Enchanting - creating Glyphs which can be applied to jewelry, armor, weapons
  • Provisioning (aka Cooking) - to make long-term buffs.  Cooking is further broken down into making food (increase max stats) or drinks (increase regeneration of stats)
  • Woodworking - to make staves, wands, bows, and shields

 

To begin with, just like every other MMO we have played, there are four basic phases of crafting an item:

  1. Gathering raw materials
  2. Refining raw materials into crafting materials
  3. Creating
  4. Enhancing the crafted piece

 

The last phase, enhancing the crafted piece, is an optional phase; however, it does come into play to make that "perfect" item that is even better than the base items.

I would also like to add a fifth phase to crafting which you will get into at later (>15) levels, and that is, LEVELING YOUR CRAFTING SKILL...more on this below.

I want to break down each one of these phases individually, although some are fairly intuitive...but wanted to make sure this guide is pretty well-rounded for even a newbie coming into the game or MMO's in general.

 

Gathering Raw Materials

Gathering raw materials in TESO is pretty self-evident and something you do on your first opening of a stray barrel, crate, or trunk you find in the world.  You do not need to "train" any gathering procedures, nor do you need any tools to gather--you find the raw material in the world at large, and take it. 

As you explore the world of Tamriel you will come across plants (for alchemy and clothing), ore mines (for blacksmithing), essences (for enchanting), rawhides from killed animals (for clothing), water (for alchemy), wood (for woodworking) and foodstuffs (for provisioning/cooking).  Each of these are used for the various crafting skills and whether you choose to craft or not, I highly encourage everybody to NOT vendor these items, and instead, if you are not going to craft, to put them in the guild bank so that others can make use of them.

Gold in the game comes into its own after level 10.  I was able to expand my backback 2 times (200, then 2000 gold), expand my bank (1000 gold), as well as buy a few random item boxes from vendors and still end the beta with 2000+ gold.  Once you can start hitting the first tier of dungeons (level 12+) you start to make money, so vendoring crafting items does not really gain you much, but the end benefit of not only helping your guildies, but allowing them to make YOU items you would otherwise not find to increase your character's advancement is well worth it!

 

Refining Raw Materials

For clothing, woodworking, and blacksmithing you must further refine those materials into the crafting components.  Iron ore needs to be smelted into iron bars; rawhide leather needs to be tanned into refined rawhide; and jute needs to be weaved into refined jute. 

One of the issues I have with crafting is when you open a crafting station (anvil for blacksmithing, tanning board for clothing, etc.) you are immediately given the UI for Crafting, the third piece of the puzzle.  So the first question people have is "How do I refine my raw materials?"

Below is the crafting window for Clothing.  I have labeled the menu bars:

 From left to right:

  1. CREATION tab
  2. IMPROVEMENT tab
  3. EXTRACTION tab
  4. RESEARCH tab

 

I will be going over each tab in detail in this guide; however, for now, we want the EXTRACTION tab (I know, it's not intuitively obvious).  Extraction servers two purposes, break down existing items into its  crafting components, but also to refine RAW items into their refined crafting components.  For example, you take rawhide scraps and convert them into rawhide, you take raw jute (a plant) and spin it into jute (a fabric), iron ore into bars, raw wood into planks, and so forth.

The only skills which do NOT require you to refine materials are Provisioning, Alchemy, and Enchanting, which I will point out later.

Below is the window for Extracting (in this case refining) raw materials:

As you can see, I've chose the SECOND sub tab, "Raw Materials" which allows me to refine the items for this particular craft (Clothing).  The items are "reddened" out because, as you can see from the middle low window, I require 10 items to refine.  The ratio is NOT 1:1, ie., when I use 10 rawhide scraps, I can make more than one refined rawhide.  The amount of material you can make depends on your overall crafting level for that skill.  Initially I would only make a few items; however, as time went on, I was making more and more leather from rawhide scraps.

When you DO have enough items, it is as simple as hitting "R" and refining the items.  As of this beta there was no long pause like they did to Provisioning in order to refine items...so it was only a few seconds to refine 100-ish rawhide scraps or jute into mats.

 

Creating Items

Before we create our item, there is one thing I should go over here and that is in regards to "Styles."  The Style of crafting is based upon your race, so for a woodelf, you start off being able to create "Bosmer" styled items.  In this beta, the following styles exist:

  • Woodelf - Bosmer Style (uses Bone)
  • Nord - Nord Style (uses Corundum)
  • High Elf--Altmer Style (uses Adamantite)
  • Kajiit - Kajiit Style (uses Moonstone)
  • Argonian - Argonian Style (uses Flint)
  • Breton - Breton Style (uses Molybdenum)
  • Dark Elf - Dunmer Style (uses Obsidian)
  • Redguard - Redguard Style (Starmetal)
  • Imperial - Imperial Style (uses Nickel)
  • Orc - Orc (Orsimer) Style (uses Manganese)

There are also some styles not based upon actual races:

  • Ancient Elf (uses Malachite)
  • Barbaric Style (uses Copper)
  • Daedric Style (uses Daedra Hearts)

 

What this means in terms of crafting is twofold.  First, you need to have that race's "item" to craft.  So for example to make Bosmer styled items, you need bone, for Kajiit you need Moonstone, for Dunmer, you need Obsidian.  These "style" items are the second component used in crafting.

You are not locked into your own race's style.  As you explore the world and loot, you will come up with "Racial Faction" books, which when you read them, open up that race's crafting style.

The styles are all the same stats; however, they are a different look, allowing you to create items that visually look different from other items.  In this beta I made a Nord robe for Shartenn, and later a Bosmer robe for DH--unfortunately I did not take a screenshot of them so cannot show you the differences, but hopefully next beta I can take one and insert it here so you can see the differences.

Not only does learning a new crafting style allow you to make visually different items, but it also expands upon the materials to make items.  At the time of the last beta, I was able to make Nord, Imperial, and Bosmer items.  This meant I was not just limited to having to find bone, but could also use the different items for the other races.  Basically it expands the limitations of what is needed to craft allowing you to make use of even more materials.

The "style" items are found both in the world at large (the cheaper method) or purchased from the crafting vendor near each station for 21g.  It is a 1:1 relationship, so to make one item, you need 1 style item, to make 2, you need 2, and so forth.

Below is the crafting window for clothing.  You can see it is divided into four sections:

  1. The item you wish to craft (i.e., the end result)
  2. The amount of refined materials needed to make the item
  3. The "style" item required
  4. Additional stats to add to the item (optional)

 

The item you wish to craft is the base item (e.g., robe, shoes, gloves, belt, helm, shoulderpads, pants).  This does NOT have anything to do with the stats of the item, only the basic item you are creating.

The Material pane (2) is how much refined materials you need.  As you can see in the image above boxed in yellow, there are +/1 beneath the item.  This allows you to create items for different levels.  If you click the + button, the end result (5) would show level 2 items, increasing the number of jute needed.

Armor goes up every two levels.  You can start with level 1 items, but after that, each click of the + lets you create armor for level 2, 4, 6, 8, etc.

The Style pane (3) I have already mentioned.  In this case, I am carrying Conundrum allowing me to create in the Nord style, as well as several Bone to make the Bosmer style.

For now I am skipping the Trait pane (4), as it is part of the "enhancement" process I will discuss below.

Finally there is the final product window (5) which shows you the base stats and level of the item you are creating.  Again, as you click the + and add more materials, you will create items at higher levels.

One thing to note is you can only create items as high as the tier of crafting you are spec'd in.  As I was only Tier 1 of crafting, I could only make items levels 1-14.  Level 15+ is Tier 2 crafting.  This is again explained further below in "Leveling your crafting".

To make the item, you simply press "R" to "Craft" and voila, you have a new and shiny item!

 

Enhancing and creating green/blue/epic/legendary items

There are THREE different ways you can create or add stats to your armor/weapons in order to make them better:

  1. Adding "traits" (which is performed at the time of crafting the item)
  2. Adding "Glyphs" (which are obtained from the world at large or through Enchanting)
  3. Improving the existing item (think of it as WoW-type of enchanting)

 

Adding "Traits" to items

Adding traits to items is done AT THE TIME OF CRAFTING the item; however, in order to add a trait, you must first "research" and learn what component is required for that trait.

Traits are additional boosts to items such as increasing attack speed, increasing mana regeneration, increasing durability, increasing value, etc.  They are basically "passive" skills which are added to items to make them more worthwhile.

Again, before you can add a trait to an item, you must first learn--or Research--that trait.  Below is the "Research" window for clothing:

The labels are as follows:

  1. Research tab
  2. The number of items you are researching and can research (e.g., 0/1, 1/1)
  3. The item you are researching as well as the time left to "learn" the trait
  4. The types of traits you can add to that item

 

From the window below, you can see I am current researching the train "Sturdy" for cloth hoods and I currently have 3 hours left (real world time) to learn it.

To start out, you first need a piece of armor that has a trait on it.  You then research that items (losing it in the process) to learn the trait.  In this case, I had a magical cloth hood with the "sturdy" trait--increasing base armor--that I could learn.  When you have an item in your inventory with a trait upon it, you'll see a number beneath that item in the window (3) on how many of that item you have with traits.

Researching is the first trait of a particular items is SIX HOURS of real world time (not in-game time).  Per Bosmerle on Tamriel Foundry, each additional trait for the same item DOUBLES the time, so the second item is TWELVE HOURS, the third twenty-four, and so forth.  I have yet to confirm this as I was only able to research one trait per item, so be forwarned about choosing which traits to research!

When a trait is "unlocked" you will be able to see what gem is required in the CRAFTING of that item to add the trait.  Unfortunately I did not take a screenshot to show you an unlocked skill...but these are the gems you find in the world at large--bloodstone, diamond, emerald, ruby, etc.

So for example, to make a cloth hood that has more armor than the "base" cloth hood, I would need the refined cloth (Jute), the style item needed (e.g., bone for Bosmer), as well as an emerald.  Note, these are NOT the same items that are used for styles, but other "gems" you find in the world.  Typically when you look at the properties of the item it will tell you what traits that stone has.

Again, the main things to remember are 1) the item is destroyed upon researching it; 2) researching takes 6 hours for EACH trait for EACH item, 3) gems are required to add the trait once you know it.

Here are the various traits and their items and what they do:

  • Armor - "Sturdy" (Quartz) - Avoid decay when defeated (decreased durability)
  • Armor - "Impenetrable" (Diamond) - Increase resistance to Critical hits
  • Armor - "Reinforced" (Sardonyx) - Increase Armor value
  • Armor - "Well-fitted"(Almandine) - Reduce stamina cost of sprinting
  • Armor - "Training" (Emerald) -Increase Armor skill-line experience for this armor type
  • Armor - "Infused" (Bloodstone) - Increase Armor enchantment effect
  • Armor - "Exploration" (Garnet) - Increase exploration experience
  • Armor - "Divines" (Sapphire) - Increase Mundus Stone effects (shrine buffs)
  • Weapon - "Powered" (Chrysolite) - Reduces the cooldown of Weapon enchantments
  • Weapon - "Charged" (Amethyst) - Increases enchantment charges
  • Weapon - "Precise" (Ruby) - Increases Weapon and Spell critical values
  • Weapon - "Infused" (Jade) - Increase Weapon enchantment effect
  • Weapon - "Defending" (Turquoise) - Increases total Armor and Spell resistance
  • Weapon - "Training" (Carnelian) - Increase Weapon skill-line experience for this weapon
  • Weapon - "Sharpened" (Fire Opal) - Increase Armor and Spell Penetration
  • Weapon - "Weighted" (Citrine) - Increase Weapon attack speed

 

Adding "Glyphs" to items

Adding Glyphs to items is relatively easy.  If you find or create a glyph (for armor, weapons, or jewelry), you right click the item you want to add it to and select "Enchant."  You will be presented with a window that shows what glyphs you have in your inventory to add to that item, as well as what the final product will be upon adding the glyph.

Glyphs can be "overridden" by applying a new glyph, which will replace the existing glyph and add the new one...so you can change things as they go on.

Glyphs typically add magical properties to items.  For example, I added a Fire Damage glyph to one of my daggers which allowed 4 fire damage to be applied to my target.  These properties are usually "procs" in that they do not automatically happen, but have an increased chance to occur.  When they happen, they burn up a certain amount of "charges" which when empty, no longer occur until you reload your weapon's charges with a charged soul gem.

Improving the rarity of existing items

Not only can you make an item better crafting it or adding magical properties through glyphs, you can also increase the overall stats of your item by "Improving" it.  Improving an item increases its rarity.  White (common) items can be made into Green (magical) items.  Green items can be improved into Blue (rare) items.  Blue items can be improved into Purple (epic) items, and lastly, epics can be converted into Legendary items (gold).

The concept is similar to Asian MMO's where you can improve an item to +1, then +2, etc.

As with Asian MMO's, improving an item has its risks--you have a likelihood of DESTROYING the item you are improving!

Thankfully, the percentage or risk of improving an item can be alleviated as I will mention below.

Below is the Improvement window for Clothing:

The improvement window is pretty simplistic, divided into the window of items you have in your inventory to approve (1), and the "timeline" type window showing the progression of your improvements.

To improve an item you need the appropriate items used to improve.  These items are gathered through EXTRACTING green or better items, as well as rarely finding them in the world.  Each item adds a 20% chance to improve that item...so if you only have one item as I show above, that means I only have a 20% chance to improve it into a Green (magical) items...therefore an 80% chance of FAILING and DESTROYING the item I wish to improve.

So you need FIVE of each rare improvement item, in the above case Henning, the Tannin required to improve Clothing items, to guarantee a successful improvement.

The catch is improvement items are RARE and HARD TO FIND.  The only ways I found in the beta was through destroying magical or better (green, blue, epic) items for a CHANCE to get an improvement component, or through my hireling's deliveries (more on that below with leveling crafting).

Whether you want to take a chance and NOT have 5 items (which sometimes you have to do) or do have five items, you click "R" and pray to the gods.

 

Leveling Crafting

There are two processes involved in leveling your crafting.  The first is as you make items (crafting, improving, researching, or even extracting), your crafting skill level increases.  In the above images you can see that at the time I took the screenshots, my Clothing skill was level 6. 

The level of crafting allows you to extract more items, whether from raw materials or created items you break down, as well as increases the chance of breaking down and getting improvement items.

Even though your skill passively increases as you make items, eventually you will "cap" out.  Tier 1 of crafting allows you to make items between levels 1-15.  In order to make better materials, you much invest skill points into your crafting!

This is where the true crafters will prevail over people just passively interested in crafting.  In order to increase your crafting skills, you need to invest precious skill points into your craft.  As skill points are obtained through levelings, finding skyshards, or rare quests, only those truly interested in crafting will use skill points towards crafting instead of attack, armor, etc. skills.

Below is the Clothing skill tree:

As you can see from the image, I have already invested two skill points into my Clothing tree.  All skills have the same basic skills, so here is a brief rundown of them:

  • Tailoring - this is the "tier" of items you can make.  Initially you start off with the ability to make level 1-15 items.  Adding a skill point into this top level allows me to make Tier 2--level 16-25--items.  The next tier of items require different materials, so whereas Tier 1 cloth items require Jute, Tier 2 items require flax.   Although we did not get to go into the next realms, I am sure the higher level areas have flax instead of Jute growing.
  • Keen Eye - causes items you gather to "glow" in the world when you are near them.  All the crafts requiring you to gather items have this skill.  When you get close to an item in the world (e.g., in this case, Jute for clothing) it causes the Jute Plant to glow, making it easier to see.  The different levels increase the range of observing the items.  I could foresee people creating "Gathering" alts and only putting skill points into this skill to allow their main crafters to devote precious skill points into just crafting.
  • Hirelings - allows you to "hire" an imaginary NPC who will randomly mail you items.  In this first tier, the hireling mails something once every twenty-four hours (real world time).  I only had this skill for one day and my hireling sent me a BLUE improvement item (Embroidery) and several Flax refined materials.  Additional levels increase the amount of items your hireling sends you.
  • Unraveling - this skill improves your Extraction skill, allowing you to get more items from extracting (both items you are breaking down as well as items you are refining).  The caveat here is you need to also increase your top skill (e.g., Tailoring) so you can USE those items.  I cannot have a character who can refine Flax unless I invest a skill point into Tailoring, so this limits the ability of having a gathering alt perform this function.  In the long run, it will require additional skill points from the CRAFTER to level this skill up.
  • Stitching - reduces the amount of time it takes to research traits and allows for researching more than one trait at a time.
  • Tannin Expertise - This increases the IMPROVEMENT abilities, increasing the percentage chance of improving your items.  As I mentioned above, you start off with 20% chance to increase, meaning you need 5 items for a 100% chance of success.  Adding a point into this increases the percentage to 25%, requiring one less item for a 100% chance of success and so on.

For a complete listing of each craft's skills, please refer to this thread below...

 

Alchemy and Enchanting

Alchemy and Enchanting are a bit different from the other crafts so I would like to point out some of the differences.

Alchemy

Alchemy involves the creation of potions allowing both immediate (i.e., instant health replenishment) or transient (increases regeneration, weapon crit, etc. for a short period of time--i.e., seconds) during fights through your Quickslots.

Alchemy has two phases--learning what a plant does, and creating the potions.

When you first find a plant, you will see that plant has four characteristics which are "Unknown."  For those that played Skyrim you will recognize this process immediately.  You first have to "learn" what the plant does by mixing it with other plants and making a potion, which will reveal what properties that plant has when combined with the other plant you used.

Basically you require TWO plants which has the SAME PROPERTIES to make a potion.  So to make a health potion, you need to combine two plants which have "Restore Health" properties.  When two plants have the same properties, you can make that potion...so if two plants share more than one property, the potion you create will cause ALL the shared properties to be on that potions.  As such, you can make potions that restore not only your health, but also stamina, or add health regeneration and weapon crit, and so forth.

Below is an example of the Alchemy crafting window:

In the above picture I am carrying, or have in my bank, three plants--Lady Smock, Water Hyacinth, and Wormwood.

In addition, I have discovered a few properties of those plants:

  • Lady's Smock - Restore Magicka (instant mana)
  • Water Hyacinth - Restore Health (instant health) and Weapon Crit (increases weapon crit for x seconds)
  • Wormroot - Weapon Crit

 

In the above image I have Lady's Smock and Wormroot selected to create an "Unknown Potion."  When I "R" to craft if those two plants share a trait, I will "learn" it for each plant.

Notice the other ingredient required to make potions is Water.  There are different types of water, just as there are different crafting items, throughout the world.  Natural Water makes potions level 1-9.  Clear Water creates potions from level 10-19, and so on.

If the two plants you combine do NOT share characteristics, you will destroy the plant and get nothing out of it.

Below is the window when combining two plants with shared characteristics:

In this case I am combining Water Hyacinth and Wormroot, both which contain the Weapon Crit property.  In the creation window in the center of the screen you can see the potion and properties it will contain...in this case, increasing weapon crit by 601 points for 10 seconds during a fight.

As you wander the world and find plants, if you do not plan on training alchemy I once again urge you to put them in the guild bank for others to benefit.  Obviously when doing raids and dungeons potions can be the turning point in winning or wiping against a boss or player!

Enchanting

Enchanting is also a little unique, but very similar to Alchemy.

In enchanting, you combine one of each type of Runes--Potency (square), Aspect (triangular), and Essence (round).

As with Alchemy, when you first find a Rune, their properties are Unknown...you need to combine them with other runes to discover those properties.  Once you discover the properties of each rune you can then create Glyphs to add to armor, weapons, and jewelry.

Below is the basic Enchanting window:

In the first Potency slot I have a Jode Rune, which adds "Reduce" to my glyph.  What I THINK (not completely certain) this means is when I create a glyph of Fire Weapon for example, Jode reduces the charges required for that specific skill to proc.

Basically you learn the combinations of runes to make the appropriate Glyph, tweaking those properties with runes of different types to create glyphs of different enhancements.

Runes are found in the world at large or by "Extracting" glyphs:

The image above shows the Extraction window.  If I had a Glyph in my inventory or bank, it would appear in the main window, which I could then extract into a SINGLE rune.  Again, the skills points you invest determine how rare and how strong those runes are.

 

Class Sets

One final thing to note.  Throughout the world there are various "set" crafting stations which allow you to create "set" pieces, which give various bonuses, unique looks, and other additives to crafting.  These crafting stations are hidden all over the world and let you craft these types of "styles" for basically all levels of character.  For example, crafting items at Alessia's Bulwark crafting station gives a +100 armor bonus when wearing three pieces of the set!  So keep your eyes open when exploring the world and dungeons and let your neighborhood/guild crafters know their locations!

 

Conclusion

As I've mentioned, adding skill points into your crafting is what I believe will be the determining factor of high level crafters.  Not everybody will want to put those skill points into crafting, instead focusing on attack, armor, PVP, etc. skills instead...but I do foresee crafting being needed.  But if you do not plan on crafting, at least put the materials into the Guild Bank (once we have it available) to assist those in crafting in the long run!

 

 



Last edited by Mithoron on Tue Feb 18, 2014 8:58 am; edited 12 times in total


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Dragon Nest - Mithoronette (60 Spirit Dancer), Mithoronett (60 Soul Eater)
Star Wars the Old Republic - Mithoron (50 Sith Sorcerer)
Rift, Keenblade - Mithoronette (50 Riftstalker)
World of Warcraft, Icecrown - Darkmithoron (80 Deathknight), Mithoronakon (82 elemental Shaman), Mithoronakei (80 Resto Shaman)
Age of Conan, Wiccana - Mithoronette (80 Herald of Xotli)
Aion, Triniel - Mithoron (40 Spiritmaster)
Lineage 2, Seighart - Ladymithoron (55 Phantom Summoner), Wraithmithoron (50 Spellhowler)
Asheron's Call II OLD: Wraithmithoron (58 Zealot), Mithoron (55 Invoker), Deldharn (60 Clawbearer)
Ahseron's Call II NEW: Mithoronette (46 Zealot)
Asheron's Call I, Harvestgain - Mithoron (100 Battlemage)    

 
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Shartenn
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re: Mitho's Guide to Crafting in TESO

Nice write up there Mith, I will not be crafting, So I will be gathering every Mat I can see to help others in their crafting.....



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Mithoron
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re: Mitho's Guide to Crafting in TESO

Shartenn wrote:

Nice write up there Mith, I will not be crafting, So I will be gathering every Mat I can see to help others in their crafting.....

 

Thanks!  Crafting is definitely not for everybody, but it does have it's own rewards.  Particularly selling through the Guild Store when owning a castle, so it's not just for guildies!  But as I mentioned, everything anybody can post in the guild bank will definitely help!



_________________
 
Retired:

Dragon Nest - Mithoronette (60 Spirit Dancer), Mithoronett (60 Soul Eater)
Star Wars the Old Republic - Mithoron (50 Sith Sorcerer)
Rift, Keenblade - Mithoronette (50 Riftstalker)
World of Warcraft, Icecrown - Darkmithoron (80 Deathknight), Mithoronakon (82 elemental Shaman), Mithoronakei (80 Resto Shaman)
Age of Conan, Wiccana - Mithoronette (80 Herald of Xotli)
Aion, Triniel - Mithoron (40 Spiritmaster)
Lineage 2, Seighart - Ladymithoron (55 Phantom Summoner), Wraithmithoron (50 Spellhowler)
Asheron's Call II OLD: Wraithmithoron (58 Zealot), Mithoron (55 Invoker), Deldharn (60 Clawbearer)
Ahseron's Call II NEW: Mithoronette (46 Zealot)
Asheron's Call I, Harvestgain - Mithoron (100 Battlemage)    

 
Croyd:
...this is not a democracy. It's a Mithocracy!
Mithoron
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re: Mitho's Guide to Crafting in TESO

Stonesthrow on Tamriel Foundry put together a listing of all the crafting skills and what they do, so referring to his post:

Ok everyone, here they are all nice and formatted.

Figured I would try and post the Excel Chart I made to plan out my character’s crafting future using the Info from ESOHEAD.com so everyone can see ALL of the skills and what they do ALL at once…

And it didn’t work so here’s all the info anyway.

There are some really helpful skills that decrease research time and increase the numbers you can research at once, reduce the numbers of special materials need to enhance gear and get them hirelings to work harder and faster!

Note: The Level 1 skills give you the first one for free and do not require a skill point… see Madangrypally’s post down below.

Have fun!

 

ALCHEMY SKILLS and when their trees are un-lockable. Not sure what skill level will be needed for the II, III, etc… yet.

Alchemy Level 1 unlocks:

Solvent Proficiency I   –   Allows the Alchemist to use Natural Water to make Level 3 potions and Clear Water to make Level 10 potions.

Solvent Proficiency II   –   Allows the Alchemist to use Pristine Water to make Level 20 potions.

Solvent Proficiency III   –   Allows the Alchemist to use Cleansed Water to make Level 30 potions.

Solvent Proficiency IV   –   Allows the Alchemist to use Filtered Water to make Level 40 potions.

Solvent Proficiency V   –   Allows the Alchemist to use Purified Water to make Veteran Level 1 potions.

Solvent Proficiency VI   –   Allows the Alchemist to use Cloud Mist to make Veteran Level 5 potions.

Alchemy Level 2 unlocks:

Keen Eye: Reagents I   –   Reagents in the world will be easier to see when you are 20 meters or closer.

Keen Eye: Reagents II   –   Reagents in the world will be easier to see when you are 30 meters or closer.

Keen Eye: Reagents III   –   Reagents in the world will be easier to see when you are 40 meters or closer.

Alchemy Level 8 unlocks:

Medicinal Use I   –   When using potions, resulting effects last 10% longer.

Medicinal Use II   –   When using potions, resulting effects last 20% longer.

Medicinal Use III   –   When using potions, resulting effects last 30% longer.

Alchemy Level 12 unlocks:

Chemistry I   –   Produces 1 extra potion per crafting attempt.

Chemistry II   –   Produces 2 extra potion per crafting attempt.

Chemistry III   –   Produces 3 extra potion per crafting attempt.

Alchemy Level 15 unlocks:

Laboratory Use   –   Allows the use of up to 3 reagents while mixing Potions.

Alchemy Level 23 unlocks:

Snakeblood I   –   Reduces negative effects in potions by 50%.

Snakeblood II    -   Reduces negative effects in potions by 80%.

Snakeblood III    -   Reduces negative effects in potions by 100%.

 

ENCHANTING SKILLS and when their trees are un-lockable. Not sure what skill level will be needed for the II, III, etc… yet.

Enchanting Level 1 unlocks:

Aspect Improvement I   –   Allows the use of Common (white) and Standard (green) Aspect Runestones.

Aspect Improvement II   –   Allows the use of Rare (blue) Aspect Runestones.

Aspect Improvement III   –   Allows the use of Artifact (purple) Aspect Runestones.

Aspect Improvement IV   –   Allows the use of Legendary (gold) Aspect Runestones.

Enchanting Level 1 also unlocks:

Potency Improvement I   –  Allows the use of Jora, Porade, Jode and Notade Potency Runestones to make Glyphs of levels 1-15.

Potency Improvement II   –   Allows the use of Jera, Jejora, Ode and Tade Potency Runestones to make Glyphs of levels 11-25.

Potency Improvement III   –   Allows the use of Odra, Pojora, Jayde and Edode Potency Runestones to make Glyphs of levels 21-35.

Potency Improvement IV   –   Allows the use of Edora, Jaera, Pojode and Rekude Potency Runestones to make Glyphs of levels 30-45.

Potency Improvement V   –   Allows the use of Pora, Denara, Hade and Idode Potency Runestones to make Glyphs of levels 40-50.

Potency Improvement VI   –   Allows the use of Rera and Pode Potency Runestones to make Glyphs of Veteran Rank 1.

Potency Improvement VII   –   Allows the use of Derado and Kedeko Potency Runestones to make Glyphs of Veteran Rank 3.

Potency Improvement VIII   –   Allows the use of Recura and Rede Potency Runestones to make Glyphs of Veteran Rank 6.

Potency Improvement IX   –   Allows the use of Cura and Kude Potency Runestones to make Glyphs of Veteran Rank 9.

Enchanting Level 2 unlocks:

Keen Eye: Rune Stones I   –   Runes in the world will be easier to see when you are 20 meters or closer.

Keen Eye: Rune Stones II   –   Runes in the world will be easier to see when you are 30 meters or closer.

Keen Eye: Rune Stones III   –   Runes in the world will be easier to see when you are 40 meters or closer.

Enchanting Level 3 unlocks:

Hireling I   –   A hireling will find Runestones for you every 24 hours.

Hireling II   –   A hireling will find Runestones for you every 24 hours and has a good chance to find rarer runestones.

Hireling III   –   A hireling will find Runestones for you every 12 hours and has a good chance to find rarer runestones.

Enchanting Level 4 unlocks:

Aspect Extraction I   –   Increases the chances of extracting Aspect Runestones by 5%.

Aspect Extraction II   –   Increases the chances of extracting Aspect Runestones by 10%.

Aspect Extraction III   –   Increases the chances of extracting Aspect Runestones by 15%.

 

PROVISIONER SKILLS and when their trees are un-lockable. Not sure what skill level will be needed for the II, III, etc… yet.

Provisioner Level 1 unlocks:

Recipe Improvement I   –   Allows the making of up to level 19 Recipes.

Recipe Improvement II   –   Allows the making of up to level 29 Recipes.

Recipe Improvement III    -   Allows the making of up to level 39 Recipes.

Recipe Improvement IV   –   Allows the making of up to level 49 Recipes.

Recipe Improvement V   –   Allows the making of up to level 50 Recipes.

Recipe Improvement VI   –   Allows the making Veteran Recipes.

Provisioner Level 1 also unlocks:

Recipe Quality I  -   Allows the use of Standard (green) Recipes.

Recipe Quality II   –   Allows the use of Difficult (blue) Recipes.

Recipe Quality III   –   Allows the use of Complex (purple) Recipes.

Provisioner Level 3 unlocks:

Gourmand I   –   Adds 5 minutes to the duration of any eaten food.

Gourmand II   –   Adds 10 minutes to the duration of any eaten food.

Gourmand III   –   Adds 20 minutes to the duration of any eaten food.

Provisioner Level 3 also unlocks:

Hireling I   –   A hireling will find Food or Drink ingredients for you every 24 hours.

Hireling II   –   A hireling will find Food or Drink ingredients for you every 24 hours and has a higher chance to find Spices & Flavorings.

Hireling III   –   A hireling will find Food or Drink ingredients for you every 12 hours and has a higher chance to find Spices & Flavorings.

Provisioner Level 5 unlocks:

Connoisseur I   –   Adds 5 minutes to the duration of any consumed drink.

Connoisseur II   –   Adds 10 minutes to the duration of any consumed drink.

Connoisseur III   –   Adds 20 minutes to the duration of any consumed drink.

Provisioner Level 7 unlocks:

Chef I   –  Creates 1 extra serving for each food recipe made.

Chef II   –  Creates 2 extra servings for each food recipe made.

Chef III   –   Creates 3 extra servings for each food recipe made.

Provisioner Level 9 unlocks:

Brewer I   –  Creates 1 extra serving for each drink recipe made.

Brewer II   –  Creates 2 extra servings for each drink recipe made.

Brewer III   –  Creates 3 extra servings for each drink recipe made.

 

Clothier Skills and when their trees are un-lockable. Not sure what skill level will be needed for the II, III, etc… Yet.

Clothier Level 1 unlocks:

Tailoring I   –   Allows the use of Jute and Rawhide.

Tailoring II   –   Allows the use of Flax and Leather.

Tailoring III   –   Allows the use of Cotton and Thick Leather.

Tailoring IV   –   Allows the use of Spidersilk and Hide.

Tailoring V   –   Allows the use of Ebonthread and Top Grain Hide.

Tailoring VI   –   Allows the use of Famin and Fell Hide.

Tailoring VII   –   Allows the use of Ironthread and Iron Hide

Tailoring VIII   –   Allows the use of Silverweave and Scaled Hide.

Tailoring IX   –   Allows the use of Void Cloth and Daedra Hide.

Clothier Level 2 unlocks:

Keen Eye: Cloth I   –   Fibrous plants in the world will be easier to see when you are 20 meters or closer.

Keen Eye: Cloth II   –   Fibrous plants in the world will be easier to see when you are 30 meters or closer.

Keen Eye: Cloth III   –   Fibrous plants in the world will be easier to see when you are 40 meters or closer.

Clothier Level 3 unlocks:

Outfitter Hireling I   –   An outfitter hireling will send you cloth or leather and possibly other items every day.

Outfitter Hireling II   –   An outfitter hireling will send you more cloth or leather and possibly better items every day.

Outfitter Hireling III   –   An outfitter hireling will send you even more cloth or leather and possibly even better items twice a day.

Clothier Level 4 unlocks:

Unraveling I   –   Improves the chance of extracting Clothing ingredients.

Unraveling II   –   Greatly improves the chance of extracting Clothing ingredients.

Unraveling III   –   Maximizes the chance of extracting Clothing ingredients.

Clothier Level 8 unlocks:

Stitching I   –   Reduces research times by 5% and allows the research of two items at once.

Stitching II   –   Reduces research times by 10% and allows the research of two items at once.

Stitching III   –   Reduces research times by 20% and allows the research of three items at once.

Clothier Level 10 unlocks:

Tannin Expertise I   –   Increases the chances of improving items with tannins.

Tannin Expertise II   –   Greatly increases the chances of improving items with tannins.

Tannin Expertise III   –   More than doubles the chances of improving items with tannins.

 

Blacksmithing Skills and when their trees are un-lockable. Not sure what skill level will be needed for the II, III, etc… Yet.

Blacksmithing Level 1 unlocks:

Metalworking I   –   Allows the use of Iron Ingots.

Metalworking II   –   Allows the use of Steel Ingots.

Metalworking III   –   Allows the use of Orichalc Ingots.

Metalworking IV   –   Allows the use of Dwarven Ingots.

Metalworking V   –   Allows the use of Ebony Ingots.

Metalworking VI   –   Allows the use of Calcinium Ingots.

Metalworking VII   –   Allows the use of Galatite Ingots.

Metalworking VIII   –   Allows the use of Moonstone Ingots.

Metalworking IX   –   Allows the use of Voidstone Ingots.

Blacksmithing Level 2 unlocks:

Keen Eye: Ore I   –   Ore in the world will be easier to see when you are 20 meters or closer.

Keen Eye: Ore II   –   Ore in the world will be easier to see when you are 30 meters or closer.

Keen Eye: Ore III   –   Ore in the world will be easier to see when you are 40 meters or closer.

Blacksmithing Level 3 unlocks:

Miner Hireling I   –   A miner hireling will send you ore and possibly other items every day.

Miner Hireling II   –   A miner hireling will send you more ore and possibly better items every day.

Miner Hireling III   –   A miner hireling will send even more ore and possibly even better items twice a day.

Blacksmithing Level 4 unlocks:

Metal Extraction I   –   Improves the chance of extracting Blacksmithing ingredients.

Metal Extraction II   –   Greatly improves the chance of extracting Blacksmithing ingredients.

Metal Extraction III   –   Maximizes the chance of extracting Blacksmithing ingredients.

Blacksmithing Level 8 unlocks:

Metallurgy I   –   Reduces research times by 5% and allows the research of two items at once.

Metallurgy II   –   Reduces research times by 10% and allows the research of two items at once.

Metallurgy III   –   Reduces research times by 20% and allows the research of three items at once.

Blacksmithing Level 10 unlocks:

Temper Expertise I   –   Increases the chances of improving items with tempers.

Temper Expertise II   –   Greatly increases the chances of improving items with tempers.

Temper Expertise III   –   More than doubles the chances of improving items with tempers.

 

Woodworking Skills and when their trees are un-lockable. Not sure what skill level will be needed for the II, III, etc… Yet.

Woodworking Level 1 unlocks:

Woodworking I   –   Allows the use of Sanded Maple wood.

Woodworking II   –   Allows the use of Sanded Oak wood.

Woodworking III   –   Allows the use of Sanded Beech wood.

Woodworking IV   –   Allows the use of Sanded Hickory wood.

Woodworking V   –   Allows the use of Sanded Yew wood.

Woodworking VI   –   Allows the use of Sanded Birch wood.

Woodworking VII   –   Allows the use of Sanded Ash wood.

Woodworking VIII   –   Allows the use of Sanded Mahogany wood.

Woodworking IX   –   Allows the use of Sanded Nightwood wood.

Woodworking Level 2 unlocks:

Keen Eye: Wood I   –   Wood in the world will be easier to see when you are 20 meters or closer.

Keen Eye: Wood II   –   Wood in the world will be easier to see when you are 30 meters or closer.

Keen Eye: Wood III   –   Wood in the world will be easier to see when you are 40 meters or closer.

Woodworking Level 3 unlocks:

Lumberjack Hireling I   –   A lumberjack hireling will send you wood and possibly other items every day.

Lumberjack Hireling II   –   A lumberjack hireling will send you more wood and possibly better items every day.

Lumberjack Hireling III   –   A lumberjack hireling will send even more owood and possibly even better items twice a day.

Woodworking Level 4 unlocks:

Wood Extraction I   –   Improves the chance of extracting Woodworking ingredients.

Wood Extraction II   –   Greatly improves the chance of extracting Woodworking ingredients.

Wood Extraction III   –   Maximizes the chance of extracting Woodworking ingredients.

Woodworking Level 8 unlocks:

Carpentry I   –   Reduces research times by 5% and allows the research of two items at once.

Carpentry II   –   Reduces research times by 10% and allows the research of two items at once.

Carpentry III   –   Reduces research times by 20% and allows the research of three items at once.

Woodworking Level 10 unlocks:

Resin Expertise I   –   Increases the chances of improving items with resins.

Resin Expertise II   –   Greatly increases the chances of improving items with resins.

Resin Expertise III   –   More than doubles the chances of improving items with resins.

 



Last edited by Mithoron on Tue Feb 18, 2014 9:45 am; edited 1 time in total


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Mithoron
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re: Mitho's Guide to Crafting in TESO

Updated with link to Skill Effects

Updated Styles with proper stones

Updated Research Traits and required gems

Added Class Set information

Updated Research TIMES based upon information from TF (need confirmation)



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Star Wars the Old Republic - Mithoron (50 Sith Sorcerer)
Rift, Keenblade - Mithoronette (50 Riftstalker)
World of Warcraft, Icecrown - Darkmithoron (80 Deathknight), Mithoronakon (82 elemental Shaman), Mithoronakei (80 Resto Shaman)
Age of Conan, Wiccana - Mithoronette (80 Herald of Xotli)
Aion, Triniel - Mithoron (40 Spiritmaster)
Lineage 2, Seighart - Ladymithoron (55 Phantom Summoner), Wraithmithoron (50 Spellhowler)
Asheron's Call II OLD: Wraithmithoron (58 Zealot), Mithoron (55 Invoker), Deldharn (60 Clawbearer)
Ahseron's Call II NEW: Mithoronette (46 Zealot)
Asheron's Call I, Harvestgain - Mithoron (100 Battlemage)    

 
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Gia-knightlady
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re: Mitho's Guide to Crafting in TESO

Nice write up thanks.  Do you think its better to make a alt for crafting skills being that , you need to spend skill points to level it up ?

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re: Mitho's Guide to Crafting in TESO

Hushy wrote:

Nice write up thanks.  Do you think its better to make a alt for crafting skills being that , you need to spend skill points to level it up ?

 

That's entirely your call.  I don't recommend taking more than 2 crafting skills on a character because you'll gimp yourself too much, but whether you use an alt or not, up to you.

For me, I craft to make items for my character, so unless my alt is out-leveling my main, there's no point in having the alt be the crafter, hehehe...



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Rift, Keenblade - Mithoronette (50 Riftstalker)
World of Warcraft, Icecrown - Darkmithoron (80 Deathknight), Mithoronakon (82 elemental Shaman), Mithoronakei (80 Resto Shaman)
Age of Conan, Wiccana - Mithoronette (80 Herald of Xotli)
Aion, Triniel - Mithoron (40 Spiritmaster)
Lineage 2, Seighart - Ladymithoron (55 Phantom Summoner), Wraithmithoron (50 Spellhowler)
Asheron's Call II OLD: Wraithmithoron (58 Zealot), Mithoron (55 Invoker), Deldharn (60 Clawbearer)
Ahseron's Call II NEW: Mithoronette (46 Zealot)
Asheron's Call I, Harvestgain - Mithoron (100 Battlemage)    

 
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Arch-Eon
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re: Mitho's Guide to Crafting in TESO

i know i will doing blacksmith as my 1st crafting and I am not sure about the second one, but I am more inclined to enchanting. Plus i couldnt find any resource map of auridon in internet so I am planing in looking for ores in this coming beta so I can map the ore veins :)

Hamfast58
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re: Mitho's Guide to Crafting in TESO

I found this on Tamriel Journal and figured I would add it <Here>



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Nihliste
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re: Mitho's Guide to Crafting in TESO

great post. impressed by and appreciate the amount of work you put into it Mith.



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re: Mitho's Guide to Crafting in TESO

Thanks!  I keep meaning to update it, but have been too caught up in things, LOL...I need to go through it and add/remove some things...



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Dragon Nest - Mithoronette (60 Spirit Dancer), Mithoronett (60 Soul Eater)
Star Wars the Old Republic - Mithoron (50 Sith Sorcerer)
Rift, Keenblade - Mithoronette (50 Riftstalker)
World of Warcraft, Icecrown - Darkmithoron (80 Deathknight), Mithoronakon (82 elemental Shaman), Mithoronakei (80 Resto Shaman)
Age of Conan, Wiccana - Mithoronette (80 Herald of Xotli)
Aion, Triniel - Mithoron (40 Spiritmaster)
Lineage 2, Seighart - Ladymithoron (55 Phantom Summoner), Wraithmithoron (50 Spellhowler)
Asheron's Call II OLD: Wraithmithoron (58 Zealot), Mithoron (55 Invoker), Deldharn (60 Clawbearer)
Ahseron's Call II NEW: Mithoronette (46 Zealot)
Asheron's Call I, Harvestgain - Mithoron (100 Battlemage)    

 
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Alabyn Tsuga

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re: Mitho's Guide to Crafting in TESO

Great read, thanks! I hope I find enough of this kind of reading in the next 17 days. Also, I did learn that by eating/consuming a raw alchemy ingredient, you can learn one of its unknown effects.
Hirpeez
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re: Mitho's Guide to Crafting in TESO

Of all the guides I have ever read, both professionally and not, this is fantastic info which I will be putting to good use come launch



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