Artisan The Artisan is the base class of the Tradeskill Profession in EverQuest II. Like the Adventure Professions, players will select specializations as they gain experience and skill. This guide is written solely from the play experience of August 6th, at the SoE Media Event.
Artisan Archetype l Craftsman Class m Provisioner Sub-class m Woodworker Sub-class m Carpenter Sub-class l Outfitter Class m Armorer Sub-class m Tailor Sub-class m Weaponsmith Sub-class l Scholar Class m Jeweler Sub-class m Alchemist Sub-class m Sage Sub-class
The aspiring Artisan gains his first recipes on the Isle of Refuge and learns to use the tradeskill apparatus there from a quest given to them in Malvonicus' Tower by Assistant Dreak. First you are set to clean up the cellar, then requested to make a tin spike to secure the door. When you accept the second quest, you receive two recipes (Tin Bar and Tin Spike) and the materials to create this tin spike. When you are done... Welcome to Level Three! Return to Dreak and he provides you a note to take to one of the Artisan guilds in the town of your choice. Once you re-enter the cellar, the Artisan will find a Forge, a Loom, a Chemistry Table, a Workbench, a Sawhorse, Engraving table, Stove and Keg (Barrel). How fascinating! Now one just has to acquire new recipes. These can be bought from the Quartermaster and some will drop from various mobs around the island. Players will also make use of their innate abilities of Mining, Gathering and Foresting to harvest raw materials from around.
Players also receive the Fishing skill, and Trapping will be implemented before launch.
Recipes & Actual Crafting Open your Knowledge Interface to Recipes. There, you will find all the recipes you have scribed so far. They can be sorted by apparatus, process and name. Right clicking to examine the recipes shows you the process, level, technique, apparatus required and components required to create the item, but not until you interact with the tradeskill apparatus do you know exactly which type of material is required. For example, the Tin Bar requires Raw Tin, 1 Fossil Temper and 1 Fuel. Until you open up the forge, you don't know what sort of fuel is required.
The Creation interface automatically populates with the items in your inventory and also allows you to switch out materials, if one of them is a generic sort like "basic plant material" or "basic fuel".
The Quartermaster sells recipe books and basic material required for tradeskills. Buy your first book of recipes from him and keep your Artisan level the same as your Adventure level on the island, making use of drops from the mobs you kill and materials you harvest from roots, fallen logs and unearthed stones.
Recipes are defined as refine, interim and I would suppose that somewhere along the line you will actually get to finish times, but as it were, I did not get that far.
The Guild structure for Artisans is complex socially, and structured much like medieval guilds of old. As Players decide on their final profession, they will have to apprentice themselves to an NPC guild (quite possibly one of those in the note) in order to learn advanced skills and recipes.
Some planned concepts will not be available at launch but implemented at in-game updates and expansions. Some of them include zone based adventures for Artisans, the ability to create augments and also dyes for armor.
*Regardless of Adventuring Profession, anyone can become an Artisan.
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