Just quickly, without including all the player response text, here's what the NPC says.
Note that the "flavor text" which is what I've noted with "If you go back to him before completing the quest" can only be one reply, it can't be a whole series of more dialog bubbles (well it could, but not without totally rewriting it, which I'm reluctant to do). So this bit is intended to just be brief reminders.
Quest 1
Tutorial: Learning To HarvestIf you go back to him before completing the quest:
- Hello, friend! I'm here to teach interested people a little bit about how to harvest crafting materials, and how to craft tradeskilled items. Are you interested?
- Would you like to learn about harvesting, or skip straight to the crafting process?
- Harvesting resources tend to be segregated by areas - for example, you'll be able to harvest items (often also called nodes) for making equipment for level 1-9 adventurers, in the same areas where you'll find level 1-9 adventurers hunting. There are seven types of harvestable item: wood, roots, ore, soft metal, animal dens, shrubs, and fish. I'd like you to get a few harvests from each type of harvestable item.
- You can find harvests for making level 1-9 items in areas where level 1-9 adventurers go to hunt. Around here, you could try Oakmyst Forest, the Caves, Forest Ruins, and the Peat Bog. (* note - the last sentence changes depending on where the NPC is located, obviously. This example is for the Qeynos guys.)
Quest 2
Tutorial: Forging AheadIf you go back to him before completing the quest:
- You obtained the harvests? Well done! Whether or not you decide to learn a tradeskill profession, you'll find harvesting can be a useful and profitable pastime. Are you interested in reviewing the crafting process now?
- All right, let's learn about the crafting process itself. You'll need to have some harvested elm, tin, and roots in your bags. Shall I tell you a bit more about the crafting stations and your tradeskill arts, or do you want to just get going?
- There are a number of different crafting stations that can be used to make different items. For example, you would use a forge to make metal armor, and a chemistry table to make potions. The other crafting stations are: the sewing table, the woodworking bench, the sage's engraved desk, the stove & keg, and the jeweler's workbench.
- You will find your tradeskill arts in your knowledge book (press K, under tradeskills). You may want to sort these by category, using the sort button at the top right. You will have 6 tradeskill arts for each of the 9 tradeskill professions, and also a couple of special arts that are used for recipes not related directly to one tradeskill specialty.
- It's not really all that complicated once you get the hang of it! Just remember that for any recipe, you will have six tradeskill arts that you can use if you want. If you mouse-over or examine the arts in your book, you should see what each of them do. Three will add progress, and three will add durability. When you open up the crafting window, the correct skills you need will automatically appear at the bottom. Or, if you prefer, you can drag the ones you want onto a custom hotbar. Either way, when you're crafting you will want to be sure you know which ones add progress and which ones add durability.
- The first step in crafting anything is the recipe. The recipe you select determines what you will create. Open your recipe book from the main menu, or press N, to see yours. If you're new to crafting it will be empty, but as you gain more recipes they will be listed here and you can use the Search box at the top of this window to easily find recipe names. You can also create custom filters using the Edit button.
- In this window you would select the name of the recipe you wish to use and then click Create. You will need to be near a crafting station of the appropriate type. If you click on the crafting station directly, your recipe book will automatically filter to show you only the recipes you can make on that station. Once you click Create, you will move to the Resource Window which shows you the list of ingredients that recipe requires. If you have all those, you click Begin and crafting starts.
- I'd like you to make a candelabra for practice. While you craft it, I'd like you to pay attention to the blue and green bars in the middle area. This shows you your progress (blue), and the durability (green) of the item you are creating. The goal is to increase your progress without losing too much durability. To create the item, you need to fill all four green progress bars. If you lose at least one full bar of durability, you will not be able to do this. It is safest to keep your durability near maximum just in case of unexpected critical failures.
- That's where the reaction arts I mentioned come in. You can use these to add progress (blue) or durability (green). Mouse click these or press 1 through 6 on your keyboard. You can use these skills proactively throughout crafting to influence the outcome - for example, use skills that add durability if your durability is dropping. Every 4 seconds a crafting 'round' completes and you will see numbers indicating your overall progress and durability loss or gain for that round above the crafting station. This is generally easier to see in third-person view (use your mouse wheel to scroll out).
- Of course, it'll be easier to understand once you can see it in action. Here's a recipe book, and some fuel. Scribe the recipe book by finding it in your inventory and right-clicking it. Check you have some elm, tin, and roots in your bags, and head over to the forge. Click on the forge to bring up your recipe list, and select the recipe for the simple candelabra.
- If you're having trouble getting pristine results, remember to use your durability arts as much as possible to keep your durability high.
Quest 3
Tutorial: Countering ProblemsIf you go back to him before completing the quest:
- Moving on to the next lesson, you should be aware that there are some hazards associated with crafting. Why, back in the old days, it wasn't unusual to see piles of injured bodies beside the forge! We've managed to build slightly less dangerous forges since then, but no matter what craft you choose, there are still dangers to counter.
- During the crafting process, you will sometimes see a warning icon appear in the area below the four progress bars. The warning icon will match one of your reaction art icons, and will have a name indicating the type of danger. The crafter can correct these problems by ensuring the next reaction art they use matches the icon of the warning. Successfully doing so will avoid bad things occurring (such as a loss of progress, or durability, or even injury to the crafter) and may also result in unusually good things happening (such as progress or durability gain, a skill bonus, or even the discovery of a rare harvest).
- No, that was a particularly easy recipe. In most other cases though, you have the chance of these warnings appearing. They're random, but will always occur at the beginning of a new crafting round. You have until the end of that 4 second round to counter the event. I'd like you to go to the jeweler's workbench now and create a lead bracelet. You'll find the recipe in this book. Take care this time to watch out for warnings and counter them correctly. And don't forget you can also use your arts to help out even when there's no warning showing.
- You'll get the hang of it. And don't forget, other crafters are often a valuable source of advice and tips.
Quest 4
Tutorial: Learning to CookIf you go back to him before completing the quest:
- Well done, I hope you avoided any serious injuries. So, now you know the basics of crafting, and I hope you understand how to obtain the best quality results while avoiding injury. Now, would you like to try a few more recipes to learn about the nine types of tradeskill you can specialize in?
- Well, let's see. You've made a candelabra using the carpenter skills, and learned that carpenters make items that can be placed in houses. Carpenters also make strong boxes for storage, and sales containers for selling items to others. You've also made a bracelet: jewelers make jewelry like this, and they also make combat art upgrades for scout types.
- Now why don't you try your hand at provisioning, and make some jum jum cider? Food and drink help an adventurer's power and health to regenerate faster between battles, so a provisioner's goods are always in demand. You'll need some harvested jum jum, and some liquid, which the fuel merchant will sell (aerated mineral water works just fine, and adds that extra fizz).
- Remember you can buy essential provisioning ingredients such as liquid and dough from the fuel vendor.
Quest 5
Tutorial: The Art of Weapons
- Next we'll look at weapons. These can be made by both weaponsmiths and woodworkers. Weaponsmiths are masters of metallic weaponry including swords, axes, daggers, and hammers. Woodworkers are skilled at working with wood, creating wooden weapons such as staffs, batons, and cudgels, as well as bows and arrows and wooden bucklers and round shields for the defense of their allies. They also craft powerful totems that possess restorative properties. Practice both crafts by making a tin battle axe, and an elm greatstaff.
If you go back to him before completing the quest:
- Remember to be careful when working with weapons, you wouldn't want to accidentally impale your fellow crafters.
Quest 6
Tutorial: Scribing Scrolls
- Sages possess an unsurpassed knowledge of the arcane. They apply this knowledge by scribing spells onto scrolls that increase the might of healers and mages. Create a scroll of arcane bindings and bring it to me.
If you go back to him before completing the quest:
- Ah, covered liberally with ink I see, good job, keep at it!
Quest 7
Tutorial: Alchemical Experiments
- Excellent work. Now let's look at alchemists; they create deadly poisons and magic potions from almost any material, benign or otherwise. These concoctions provide benefits in battle, such as healing, resistance, or extra damage against a foe. Alchemists also make combat art upgrades for fighter types to improve their abilities in battle. Make me an Essence of Intervene to practice these skills.
If you go back to him before completing the quest:
- Be particularly careful at the chemistry table, more explosions originate in that area than anywhere else in the city...
Quest 8
Tutorial: Essential Outfitting
- Now let's look at tailors and armorers. Armorers focus on heavy plate and chain armor, while tailors specialize in the creation of lighter cloth and leather armor. Tailors also make backpacks and other items from cloth or leather. Show me that you can create a tin chainmail coat, and a rawhide backpack.
If you go back to him before completing the quest:Final dialog of the tutor:
- Take your time, it's dangerous to rush at the forge!
- Excellent work! I hope you now have an idea of what each tradeskill class does, and how to do it. At level 9 you'll need to decide which crafting path you will follow, by speaking to the Crafting Trainer near your local tradeskill area. The Crafting Trainer also sells your recipe books, so be sure to pick those up! Come back to me at any time and I'll be happy to give you refreshers on this information. Should you choose to continue a career as a crafter, I wish you the best of fortune!
Q&A section
After completing all quests, the NPC will respond as follows:This Q&A section is repeatable as many times as you want, and always available after completing the 8 tutorial quests.
- Would you like some more information, or some reminders of what we already talked about?
- [player] I have some questions about some of the stuff we already covered.
- [player] Tell me again where I can find harvests to craft with?
- Harvesting resources tend to be segregated by areas - for example, you'll find harvests for making equipment for level 1-9 adventurers, in the same areas where you'll find level 1-9 adventurers hunting. There are seven types of harvestable item: wood, roots, ore, soft metal, animal dens, shrubs, and fish.
- [player] Tell me again about my tradeskill reaction arts and how to use them?
- You will find your tradeskill arts in your knowledge book (press K, under tradeskills). You may want to sort these by category, using the sort button at the top right. You will have 6 tradeskill arts for each of the 9 tradeskill professions, and also a couple of special arts that are used for recipes not related directly to one tradeskill specialty.
- [player] Tell me again about the recipe window?
- The first step in crafting anything is the recipe. The recipe you select determines what you will create. Open your recipe book from the main menu, or press N, to see yours. If you're new to crafting it will be empty, but as you gain more recipes they will be listed here and you can use the Search box at the top of this window to easily find recipe names. If you click on the crafting station directly, your recipe book will automatically filter to show you only the recipes you can make on that station. You can also create custom filters using the Edit button.
- [player] Tell me again about the crafting (or process) window, where the crafting itself takes place?
- While you craft an item, pay attention to the four blue and green horizontal bars in the middle area. This shows you your progress (blue), and the durability (green) of the item you are creating. The reaction arts you'll need are found at the bottom of this window.
- [player] Tell me again what happens during a "round" of crafting, and when?
- A "crafting round" lasts for 4 seconds. At the start of the 4 seconds, there is a chance that a warning icon will appear in your crafting window. If this happens, you have the remainder of the round to counter it: the first reaction art you use must match the icon of the warning.
- [player] I heard something about commission crafting, what's that?
- The commission crafting system enables a crafter to make an item for a customer without requiring the customer to hand over any ingredients. It can be used for almost any recipe, but is most often used for crafting rare items when the customer and crafter may not know each other and may not wish to hand over a rare on trust.
- To craft something for a customer using the commission system, have the customer meet you by the appropriate crafting station, bringing with him the components needed by the recipe. Open your recipe book and select the appropriate recipe, then target the customer, and then click Create.
- When you target the customer and click Create, a new window will open. The customer needs to provide the primary component that the recipe requires (the first one listed) in the first slot in this window. He can provide all the other components also by putting them in this window too, or they can be in your bags, he is only required to provide the primary one. Also in this window he can add coin for payment, or an item to trade in payment.
- When you both click to accept the deal, your crafting process will begin just as it normally does. Complete the item, and the finished product will drop directly into your customer's bags. Any payment placed in the commission window will go into your own bags. Easy as that.
- Where do I get recipe books for crafting?
- Recipe books can be purchased from vendors with the "Crafting Trainer" label. Typically these will be found near a crafting area. In Qeynos and Freeport they are normally standing just outside the tradeskill instances. In other cities they should be near the crafting stations.
- They will sell your "essentials" books up to level 69. These contain the basic recipes you need for making handcrafted items. "Advanced" books containing recipes for mastercrafted items (using rare harvests) are found by adventurers after level 9, and you'll need to trade with your fellow adventurers, or check the broker, or go out hunting to find these.
- There are occasionally other recipes that can be obtained in other ways, such as by adventuring or questing in certain areas. The majority of your recipes are covered by the "essentials" and "advanced" books however.
- Tell me about the different crafting classes?
- There are nine primary tradeskill classes, plus two secondary crafts. I'll focus on the primary nine right now. These are divided into three archetypes: craftsman, outfitter, and scholar.
- The three classes of craftsmen are: carpenter, provisioner, and woodworker Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
- Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
- Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
- How do I choose what type of crafter I will be?
- When you reach level 9, you will need to decide which of the three main archetypes you will become: craftsman, outfitter, or scholar. When you have decided, speak to the Crafting Trainer near your local tradeskill area to register for that line of work. Typically these will be found near a crafting area. In Qeynos and Freeport they are normally standing just outside the tradeskill instances. In other cities they should be near the crafting stations.
- That's all you have to do to choose your archetype. Later, at level 19, you will need to choose your final profession. SImply return to the same crafting trainer to select.
- There are a number of tradeskill career counsellors who can assist you in changing your crafting profession if you wish to do so. This will reset your crafting level to 9 and remove any recipes you can no longer use.
- How do I sell my stuff to other people?
- Many crafters build up personal relationships with customers and deal directly with interested parties. However, you also have the option of listing your goods for sale on the broker. Brokers are located in all major cities, just ask a guard if you need help finding one. You can use any container such as a box or backpack to sell items from, or carpenters can make specialized sales containers from level 20 upward.
- Specialized sales containers can only be used on the broker, nowhere else. They are much larger than normal boxes or bags, and an image of these containers can be placed in your house so that customers can visit in person to buy from you, rather than purchasing through the broker. The broker charges a markup fee. so allowing your customers to buy directly and bypass this fee is generally good for business, once you start selling pricier items. These specialized containers require a rare wood to make; your local carpenter can give you more details.
- Place the items to sell in a container on the "sell" tab of the broker and set the prices you wish to sell them for. If they sell, you will be able to collect the coin from the same container that the item was in.The broker will continue to sell your goods for you, for the next couple of days even if you are not around at the time.
- I heard something about secondary crafts, tinkering and transmuting. What are they?
- In addition to the nine primary tradeskills there are two secondary crafts that can be learned. These are tinkering, and transmuting. They can be learned by either adventurers or crafters, but your level in itinkering or transmuting can never be higher than your primary tradeskill or your adventure level, whichever is higher.
- Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
- Transmuting is the art of breaking down unused items into components and using the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment's stats. Any Artisan who wishes to create their Artisan class Adornments will need components created by a Transmuter. All Artisan classes, including Tinkerer and Transmuter, can make some Adornments.
- You can only learn tinkering and transmuting in Faydwer, where the skills originate. You will find trainers at the docks in Butcherblock Mountains, as well as in Kelethin. You cannot be both a tinkerer and a transmuter, you can only choose one. However, you can change your mind later by going to see the trainer for the craft you want to change to.
Lilshas wrote:If you're a low adventure level but a high level crafter then getting the faction will certainly involve more risk than if you were an uber level 80 decked out adventurer. That should go without saying, though ... of course it will! But they're intended to be doable, yes, even for your provisioner. I've put in a nice sokokar quest that your low adventure level crafters can do, which should help a huge amount in getting around. The riskiest part will be the initial quest starter given by Greeblentus in Teren's Grasp, this requires some running around and may result in a few deaths if you're careless, but it's still doable at low levels. Once you finish that you'll be non-KOS with the faction camp and it'll be quite safe to craft there.ok, granted I only skimmed so please don't be mad. But what I gather is that if you are a low lvl adv but high lvl crafter getting the faction is going to be hard? Are the advanced books going to be tradeable? I have a lvl 70provisioner who is non adv lvl 16warden (literally I stripped her she is wearing a pretty dress and carrying around a candycane) Now there is no way she can do any real adventuring. My main is lvl 70 Conj, but only 50 Alchemist, so she can do the quests, but her TS isn't all that high. So it is still going to be possible for my Provisioner to get her tradeskill books in any way?
So yes -- your provisioner can do these quests, and she can get her books that way. Your alchemist, however, is too low level to do the quests and will not be able to until she's a higher level alchemist. (But that's ok, because she won't need the books anyway till she's a higher level alchemist.)
Maroger wrote:What level faction of tradeskillers to buy the books? I hope they don't make them NO-DROP. I hate this tendancy towards NO-DROP for TS books.The books are sold at amiable level. Who is this "they" you refer to? *I* made them no drop, otherwise one person would just get faction and sell books to the rest of the server and nobody else would bother.Some of my TS are only in their low 20's - will they be able to get the advanced books?
Advanced books will still drop as normal mob loot however so if you don't want to faction up to buy them, just get them off the broker from adventurers as normal. Like I said, the faction stuff isn't meant to be mandatory, it's just a choice that crafters can take or leave.
And yes, a level 20 adventurer should be quite able to do the faction stuff, provided they're high enough crafting level of course.
Llogwey wrote:That's right. The Di'Zok recipes are from the Bathezid camp, the Sathirian recipes are from the Riliss camp, and the magma recipes are from the Danak camp, all at amiable.I take it from you're answer Domino that the five provi recipes we got from Hal are all amiable so 10 000 faction ?
What faction are there from ? I saw two types, Sathirian and Di'Zok (Sathirian Provisioning Reductions, Sathirian Provisioning Infusions, Sathirian Magma Recipes and Di'Zok Provisioning Infusions, Di'Zok Provisioning Reductions) but you said there where 3 factions so does the two ones in Jarsath sell the same ones ?And by the way it's really nice of you to make this faction system and advanced books available for Tradeskillers. I hated it in Maj'dul when I had to buy insignas over and over again or farm with an adventurer char to be able to buy my books
Rijacki wrote:Just as clarification (some of these I know the answer to, but I want to underscore the answers):
Answers below:
1. Will the Essentials books be available from the usual source, the tradeskill trainer/merchant in each of the "starter" cities?
Yes. Which does mean that people who didn't buy RoK can buy them ... but as they'll be level capped at 70 without buying RoK, I don't think this is a big issue. They'll get level 70 recipes as a freebie, if they buy the harvests of course. But they can't get to level 71.
2. Will the Advanced books be available as adventuring "loot" items (as is true for all other advanced books)?
Yes. They drop from the appropriate level mobs as usual. I've already found a couple during my beta playtesting.
3. Are the only recipes -requiring- faction the special recipes with a Kunark flair?
Since I still hope to add more recipes after release, I hesitate to absolutely promise anything about things that don't yet exist. But that is the current intention and expectation.
4. Can the advanced books (those available as adventure loot) be bought with enough faction?
Yes.
5. Can the quests to gain faction be completed by a level 70+ crafter who is a low level (even lower than level 10) adventurer without -requiring- killing anything by anyone (albeit with some risk of death for taking the wrong path, not being cautious about when to go and when to wait, etc)?
Yes. You can even get a sokokar to ride around. Of course, some of the things out there may feel required to try and kill YOU ... but you are not required to kill any of them.
6. Will some harvest nodes be in locations that don't have a 65+ mob (heroic or solo) standing right on top of them (even if it's only a few nodes in each zone that are thus "safer" ?
I can't answer this as I have had nothing to do with the placement of nodes. I have certainly advised and requested that the zone designers placing them make sure that there are at least some areas accessible to low adventure level harvesters. However, as mentioned in this thread [beta forum thread], as part of your beta testing it will benefit everybody if all the crafters out there take the time to do some harvesting and feed back about any issues and concerns about harvestables in the threads I have linked. If you don't post there, people will assume you're all happy about harvestables. So if you're not, don't be shy.