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An Extensive Guide to Tradeskills (Advanced Version)

Extensive Guide to Tradeskills (Advanced Version)

I have given much thought to this so I feel it's time for a more advanced guide for those that understand the basics of the first one I wrote. The first guide can be found here:

Extensive Guide to Tradeskills (for Everyone)

In addition, you should also read the following:

The Three Keys to Success

This guide uses all of the information present in the first guide listed above. So, if you have not read that one yet, I suggest strongly that you do. Once you are comfortable and understand things present there, you are more than welcome to continue further with this guide. This guide will cover experience gain, the crafting session, harvesting, interdependency, societies, and how to be successful.

Gaining Experience

The best way to make experience has sometimes been overlooked by many. With every recipe that you "discover" a new quality level for, you receive a discovery bonus to experience gained. Therefore, the fastest way to gain experience is to craft a "pristine" quality finish item for every "new" recipe you have received. Let's take a look at the Scholar line for level 11 for instance:

Scholar Volume 11 (Recipes)

Spells:

  • Agitation
  • Blaze
  • Burning Radiance
  • Chill
  • Contagion
  • Ego Shock
  • Fascinate
  • Nettleshield
  • Radiant Strike
  • Rebuke
  • Tellurian Recruit
  • Wailing Haze

Runes:

  • Rune of Backstab
  • Rune of Reconnoiter
  • Rune of Rousing
  • Rune of Shadow Blade
  • Rune of Smuggle
  • Rune of Sparkling Blade

Now then, when you craft items at your own level, if you make a "finish recipe" of "pristine" quality and discover it for the first time, you will receive approximately 8% experience gain. Using this in mind, if you were to make 13 or 14 new recipes at pristine level you will make a new level. This has worked for me at all levels thus far. Given this, you would only have to make one of each of the spells listed and two runes to accomplish this task. In addition, because each is singular and different, you will have more variety on your vendor when you go to sell them.

So, how can you maximize your potential here?

Well, with the scholar line, every rune and every spell requires the exact same components. Therefore, you can create a large stockpile of interim components necessary (say 120 of each type needed) and then feasibly gain 3 or 4 levels in another crafting session. So, spend one full crafting session creating all the necessary components needed, and then spend the next crafting session making all of the items and gain all of your major experience.

This same philosophy should work with other professions as well. The above, is only an example.


The Crafting Session

Okay, this is the part of this particular thread that I find most interesting. Crafting is not as simple as others first thought it would be. However, it's not meant to be. It's meant to be challenging and reactionary. Proactive crafting guarantees that you don't fall asleep and for those that do, you may not understand the system and how to interact with it successfully. So, let's try to help you out here.

The Basics

By now, you should understand the basic principles of crafting. The only items that affect quality level are primary ingredients. So, when should I make pristine quality and when should I not make pristine quality?

If an item gives multiple return ingredients on a higher quality level, even if it's "not a primary" ingredient, you should do pristine level for it. A great example would be Stroma Wash, Stroma Oil, Stroma Resin, and Eolith Tempers. These items are not primary ingredients in the recipe but each quality level affects how many items are created. Thus, you would get the following:

  • 1 - Item : Crude Combine
  • 2 - Items: Shaped Combine
  • 3 - Items: Normal Combine
  • 4 - Items: Pristine Combine

So, we would not want to do crude on ingredients like this. It would not be wise to gain 1 item from 1 resource when you can gain 4. So, the principle rule of thumb is if the item generates more than one item on creation, don't "dumb the item down" in quality level.

Dumbing the Item Down In Quality

So, what is Dumbing the Item Down in Quality mean? It means you didn't fail at making an item so that it returns a crude result. It means you forcibly chose the item to return a crude result. In otherwords, you are "wanting" to make an item become 'crude quality level". In this case, you are dumbing down the quality level.

So you may ask, why do this at all?

There are many reasons. First and foremost, many ingredients do not have to be pristine quality. Only the primary ingredients require that you have pristine quality in order to make the very best. Therefore, it isn't necessary. Secondly, it saves time by cutting the time in half for the entire tradeskill process. Thirdly, it uses much less power. Fourthly, it will allow you to save space by forcing a single specific stack type to be inventoried. Now then, let's look at how to properly dumb down an item.

  1. Start the crafting process
  2. Use Tier 1 Icons that boost progress and push them one, two, three - pushing each one only one time please.
  3. As soon as the item reaches the crude quality level, hit the "stop" button.
  4. Repeat.

This will create stacks of crude items that can be used in non-primary ingredient recipes. Further down in this section I will go into advanced topics on the durability, progress bars so for now don't worry about that.

Pristine or not to Pristine

So, when should you create a pristine quality item?

There are many factors here. First, where ingredients are concerned, you only need the primary ingredient of each part of the refine, interim, and finish recipes to be pristine quality in order to make a pristine quality item. However, for the "finish recipes", making a pristine item may net you lower attributes but higher resists. Sometimes, making a normal or shaped quality finish recipe nets you higher attributes and power and less resists. This means you may not want to make a pristine quality item unless you are going after particular results.

As stated in the basic section a few paragraphs above, if you are making multiple ingredient combines (oils, washes, tempers, resins) you should ALWAYS make pristine as this will give you 4 ingredients instead of 1 x quality tier. Read the basics above for more information.

Make sure you examine the recipe using the tip I placed in the first guide to see what the shaped quality level of the item will be. Make one pristine quality item to compare the results or check the EQ Items database on the EQ2 Players site to see what the values are. I've heard a lot of screaming by folks, including me when I make a pristine quality item and find out that I don't want the values listed. It is better to understand this beforehand, than waste your last few ingredients and come up short and want to bang your head on the wall.

Here are some examples:

Electrum Torque - AC (1 - 16)

  • Crude: +1 Int, +1 Sta, +1 Str, +16 Cold, +5 Heat
  • Shaped: +2 Int, +1 Str, +2 Health, +3 Power
  • Normal: +1 Int, +1 Sta, +1 Str, +11 Cold, +11 Heat, +5 Poison
  • Pristine: +3 Health, +3 Power, +1 Cold, +5 Heat, +11 Poison

As you can see by the following examples above, the item statistics are different at all levels. Furthermore, let me explain Magic Affinity.

Magic Affinity

Magic Affinity is calculated using your current level x 5. If an item states that you need 150 magic affinity minimum to use, then it means you need to be 30th level (30 x 5 = 150). All pristine items at each tier use the following chart:

  • Tier 1: (05)
  • Tier 2: (50) - Minimum Magic Affinity (Pristine)
  • Tier 3: (100) - Minimum Magic Affinity (Pristine)
  • Tier 4: (150) - Minimum Magic Affinity (Pristine)
  • Tier 5: (200) - Minimum Magic Affinity (Pristine)

Changing the quality levels for the items within these tiers will allow lower level folks to equip/use. Each quality drop nets different results and also removes 2 levels of magic affinity required to use it.

For example: Use the pristine chart above to calculate the initial level of the item at pristine quality. Using Tier 4 for example, the minimum level required to use pristine is (150 or 30th level). Creating a Fashioned item (3rd quality tier) allows for (140 or 28th level to use). Creating a Shaped Item (2nd quality tier) allows for (130 or 26th level to use). Creating a crude item (1st quality tier) allows for (120 or 24th level to use). As you can see, by changing the quality level and lowering it, you allow lower levels to use it.

Durability, Progress, and Power

NOTE: Open up your Knowledge book by pressing (K) and go to the tradeskills tab. Examine each of the icons for each tier that you personally use to craft with. For myself, I use Tier 1 - Tier 4 (cut, spirit,oval) icons for jeweler. You may use the same or different, depending on your class. Each description will give you an increase and a discrease in something. Make a special notation for every small increase or decrease you use (+1 / -1). For every medium increase or decrease you use (+2 / -2). For every large increase or decrease you use (+3 / -3). Create a small table like the one used below to plug in the values for your icons at different tiers.

  • Small Change = +1 / -1
  • Medium Change = +2 / -2
  • Large Change = +3 / -3

Create your own buff chart based on your icon descriptions like the one shown in the link below. You can then use this to find out what would best benefit you during your crafting process.

Click This To See An Example Buff Table

Reaction Tradeskill Icons

Using the Table above, I created it by examining my Tier 1 through Tier 4 icons using the following descriptions:

Tier (one):

  • Round Brilliant Cut - Increases Progress by a medium amount and lowers Power by a small amount.
  • Focus of Spirit - Increases Progress by a medium amount and lowers Success by a small amount.
  • Mind over Matter - Increases Progress by a small amount and lowers Durability by a small amount.

Tier (two):

  • Square Cut - Increases Durability by a medium amount and lowers Power by a medium amount.
  • Center of Spirit - Increases Durability by a large amount and lowers success by a small amount.
  • Telekinesis - Increases Durability by a small amount and lowers Progress by a large amount.

Tier (three);

  • Oval Cut - Increases Progress by a small amount and lowers Power by a small amount.
  • Fixation of Spirit - Increases Progress by a medium amount and lowers success by a small amount.
  • Precognition - Increases Progress by a medium amount and lowers durability by a small amount.

Tier (four):

  • Radiant Cut - Increases Durability by a small amount and lowers Power by a small amount.
  • Convergence of Spirit - Increases Durability by a small amount and lowers Success by a small amount.
  • Psychokinesis - Increases Durability by a medium amount and lowers Progress by a large amount.

Using the note I explained above with and the buff table link you can view the table with, you will see that I plugged in the values for +1 to +3 and -1 to -3 appropriately based on the description given for the icons. This allows me to see what the potential targets will be when using the icons and allows me to plan for certain scenarios.

Make sure you use the table above and the explanations I've given for the tutorial on Advanced Crafting - Puting it all together (listed further below)

Receiving New Icons

You only receive "new" icons for your new tier if it is something you are specializing in. So, using the scholar route, you only receive tier 2 icons for those that work with alchemy, runecraft, etc. but you wouldn't for woodworking, tailoring, etc. The same thing should be noted at level 20. You will receive Tier 3 icons for your specialty class only. For jeweler for instance, I only receive 3 new icons that pertain to runecraft.

So, you should keep hotbars neatly placed so that you can get to all of the icons you work with, even if they are on different tiers. Each of the icons cost power when used. If you examine the icon you will see how much power it costs when used. The type of benefit it gives is based on the tier quality of the icon itself and never changes. Those are listed above.

Understanding your bars

We discussed parts of this in the first guide but let's reiterate a few things here. The green bars on the top and in the quality tiers of the item being crafted is your durability. The blue bars on the top and in the quality tiers of the item being created is your progress. Your power bar is located under your health bar.

When you make an item, all three are very important. But, there are many things that should be noted here, especially for crude quality items. Some people believe that when the green durability bar reaches the end of the crude quality tier, that the recipe fails. No it does not. The only way the recipe fails is if your durability bar at the top of the creation menu reaches 0.

When the durability bar at crude level quality reaches 0 within the quality tier, it creates a brand new durability bar that is refreshed in full. Your top durability bar then takes a rather substantial hit. For instance, lets say your top durability bar is at 80% and your crude quality tier durability bar has just reached 0. Your top durability bar will take roughly a 20% hit and a new fully refreshed crude tier quality durability bar will be recreated. So, as you can see, it's really hard to fail an item completely.


Puting it Together - An advanced tutorial on Crafting

Okay we know about the icons, when to make pristine and when not to, and how to setup the icons accordingly. We also know which benefits what. Now let's put it to use in this example I'm about to give you. Remember, your style of crafting may differ from mine but the style I'm teaching now will never fail at creating a pristine item on any "even level' recipe you create.

Our example is to create a "widget". The widget is mighty and powerful and resembles any Tier 3 recipe you could create for your profession. The reason why I chose a widget is because it has a great name and because there's no such thing. Remember, this is an example and applies to all tier 3 recipes that need to be the bets quality. Now then, our widget looks like the following when you open up the recipe to craft:

(Chemistry Table)

Essence of Widget

Primary Component

  • Widget Dust

Build Components

  • Widget Suspension
  • Widget Resin

Fuel Component

  • Generic Candles

Now then, we need to make the Widget Dust "pristine quality". Unfortunately the level of this recipe, Essence of Widget is equal to our own level. This means it's going to be very tough to accomplish. You see, chance of durability failures increase on items that are closer to our level. The closer to our level, the more chance of durability failures and the larger the amount of durability is taken away. So, this one is going to be tough. But can we do it? Absolutely. Here's how.

Starting to Craft - How to Use Buffs

Upon crafting, you will receive what some crafters call as "ticks" or "pulses" or "waves". It doesn't matter what they are called so long as you understand what they are. For now, I will call them "ticks". A tick is basically a result that occurs every few seconds throughout the recipe creation. The results that occur through ticks are apparent in the forms of the following (using no buffs or reaction icons):

  • -100 Durability / -50 Progress (Critical Failure)
  • -50 Durability / 0 Progress (Failure)
  • -10 Durability / +50 Progress (Standard tick)
  • +10 Durability / + 100 Progress (Critical Succes)
  • A reaction symbol shows up in the creation menu and needs to be countered

Using Buffs

  • Based on the results in the buff table linked above, I will use (Square Cut, Center of Spirit, Psychokinesis) for pushing durability.
  • Based on the results in the buff table linked above, I will use (Fixation of Spirit, Precognition) for pushing progress.

Before each tick, one of the events above occurs. The ticks occur roughly every 4 seconds. In order to counter the difficulty of the recipe we must concentrate on building up durability and pushing along progress. For durability I'm going to use Square Cut, Center of Spirit and Psychokinesis located in the table linked above. Make sure you are viewing the table I created so you can see my example. This will give me +7 Durability, -2 Power, -1 Success, and -3 Progress. While the Power, Success, and Progress are not my ideal values, the +7 Durability will push durability into reserve quite fast and initially, that's what I want to do. Once I accomplish this, I'm going to use Fixation of Spirit and Precognition to push progress at the cost of zero power. This gives me +4 Progress, -1 Success, -1 Durability. These icons are ideal because the progress push is very substantial and the success and durability values are not going to cause issues. At the same time, I'm expending zero power.

Each recipe has a durability reserve that is invisible. If we can push the durability to the end of the right hand line, we push our durability into reserve. This is very important for difficult recipes and it is also difficult to do.

  • Crafting Starts
  • Count 3 seconds and push the durability icons I listed above.
  • Wait for tick result. Hopefully durability has increased.
  • Push durability icons I listed above- one, two, three.
  • Wait for tick result. Hopefully durability has increased.
  • Swap to Progress
  • Push the two progress icons I listed above - One, Two.
  • Wait for tick result.
  • Push the two progress icons I listed above and watch for durability and failure results.
  • Wait for tick result. Progress is increasing now.
  • Push the two progress icons I listed above and watch for durability and failure results.
  • Wait for tick result. Progress is continuing now.
  • etc...

Note: The durability and progress bars at the top are exactly the same as the durability and progress bars located in the quality tiers. You can watch either one while crafting to suit your needs.

Always try to keep durability maxed or pooled in reserve on a difficult recipe. Use durability to build up a reserve and then use progress to finish the recipe as fast as you can. If you receive failures while you are pushing durability up, continue to fight it until you have the upper hand. It's all about timing. Buffing should occur right after tick results. If you buff too fast, the timing is thrown off and they do not register quickly enough. In addition, you have to use good judgment. You may find that failures are coming 6 in a row in the beginning and you won't have enough power to finish the recipe, even fighting durability. Therefore, if the recipe hasn't finished reaching the crude mark, hit stop so you only lose the fuel component.

The theory to good crafting is to make sure that you work with both durability and progress to maximize your time and your results. What I personally do is push durability beyond the bar and continue forcing durability even after it's maxed. Then, I start with progress and each time I receive a failure, it pulls out of the durability reserve so that the durability bar remains maxed. Eventually the reserve will disappear and you will have to stop with progress and push it back up some more. However, most recipes that I need pristine on, I can almost end up with a completely full durability bar in the quality areas of the recipe by the time I finish.

Another mentionable is that some of the icons you will be pushing have almost 0 power cost and are what I call "fillers". Fillers don't generally push progress or durability up greatly when used by themselves but they keep one or the other (depending on which one you are using) at bay while you gain more power. In addition, it is always important to use fillers and food and drink to optimize power while crafting. Food and Drink increase power recovery regeneration and will help you out greatly. As to which filler buttons you need to use, simply monitor your power as you use the icons. You will soon learn which use more power and which use less.


Harvesting

  • Tier 1 (Found on the Isle of Refuge, newbie starting areas in Qeynos (peat bog, forest ruins), outside areas (oakmyst forest, caves), Freeport (need info).
  • Tier 2 (Found in Antonica / Commonlands)
  • Tier 3 (Found in Thundering Steppes / Nektulus)
  • Tier 4 (Found in Enchanted Lands / Zek) - Min (32nd level (automatic entry)
  • Tier 5 (Found in Rivervale / Everfrost / Lavastorm)- Min (42nd level (automatic entry)

A good chart of all of the inorganics/organics/hides/etc. can be found at EQ2 Artisan.

The advanced fundamentals of harvesting is to harvest everything. Nodes propagate in any form. If you leave nodes behind just because you can't use them, you don't allow for nodes that you can use to form. This is a huge mistake some folks do out there in the wilds and it drives many of us advanced artisans crazy when we see a dozen shrubs laying about in a part of the deserted world. Harvest those shrubs and then delete them after you've harvested half a dozen if you don't need the materials. If you know other people that can use the materials then save them and give them to them.

So you want to get that rock near those level 30 scarecrows but you are only level 10? Use slide and glide tactics. Hold down your right mouse button and look around with it, and at the same time slide using left and right arrow keys (also called strafing). Keep your view directed at the mobs and slide around them at all times. This way you can't be surprised when you are off harvesting.

Populated Nodes are cross-linked

I can now confirm that when you de-populate a node area, it populates the linked area. This was probably taken from Horizons but it's a good thing, IMHO. If you de-populate an entire noded area, you can bet that the next area which is not too far away is now full. If, both areas are being harvested at the same time then a wait timer is placed on those nodes to re-populate. However, I'm not going to share the locs of the linked areas with you because I feel that written information on this would disturb the way things are meant to be. Some of you may have already found them and if you have kudos to you. If you haven't, you will eventually. If I wrote them down here, they would be camped and I don't want that to occur. This is merely information for you to find out for yourself.

Finding Rare Resources

Rare resources are generally found "rarely" within a common resource as you harvest. One of the exceptions to this rule are undead bones which are found in Tier 2 and can be found from a small bone-like pile. I have personally found this. Otherwise, look at the chart at the link I provided and you will find a full list of rares that drop in the various tiers. Rare resources are used with the rare books to form rare components used in rare "finish" recipes.

I have found one rare out of every three full days of harvesting. This should give you an idea of how quickly you may find one.


Interdependencies

Note: At the current time of this article, there is a known bug with being able to scribe tier 2, volume 10 books for outfitter, craftsman, and scholar. Even though you may have scribed them, the developers feel this was an error and will correct it eventually. This is per Moorgard.

The game was designed so that artisans would be interdependent on one another. You will find that interdependency starts at level 10 and becomes even more apparent at level 20. After level 20, interdependency is very difficult to become adjusted and familiar with. You need to make new contacts, watch the boards closely for materials you need (hawking), and make the best trades possible. So, who is needed the most and who needs who?


Craftsman: Scholars and Outfitters need them.

  • Scholars need them for quills
  • Scholars need them for paper
  • Outfitters need them for Generic Burlap Paterns
  • Outfitters need them for Maple Staves

Outfitters: Craftsman, Scholars need them.

  • Craftsman need them for Burlap Cloth, Burlap Padding, Iron Spike, Iron Sheet, Tanned Cord, Tanned HIlt, Tanned Leather, and Tanned Strap
  • Scholars need them for Iron Spikes, Iron Sheets

Scholars: Craftsman and Outfitters need them.

  • Craftsman need them for Electrum Ornament, Faceted Turquoise, Iron Gaul Dye, Iron Hook, Iron Strut, Iron Stud, Stroma Oil, Stroma Resin, Stroma Wash
  • Outfitters need them for resins and washes, iron chains.

Alchemists: All Professions Need Them.

NOTE: Try to be proactive with Alchemists in the form of harvesting. Help them and inturn most will help you. As per this writing, alchemists have been offering to return 2 components for every 1 resource given to them. This may change on a per person basis as Alchemists cannot be forced to abide by such strict parameters. However, if you are an alchemist, this is a great way for you to get extra ingredients for yourself in order to sell, use, etc.

  • Armorers need them for Tempers.
  • Carpenters need them for Tempers, Oils, Resins, and Wash,
  • Jewelers need them for Oils, Resins, Temper, Wash, and Loam.
  • Woodworkers need them for Oils, Resins, and Wash.
  • Sages need them for inks.
  • Weaponsmiths need them for Tempers, Resins, and Wash.

Armorers: Weaponsmiths, Woodworkers need them.

  • Woodworkers need them for Sheets
  • Weaponsmiths need them for Plates

Jewelers: Alchemists, Armorers, Sages, Tailors, Weaponsmiths, and Woodworkers need them.

  • Alchemists need Jewelers for Glass Poison Vials.
  • Armorers need them for Studs.
  • Woodworkers need them for Struts, Shods, and Studs.
  • Weaponsmiths need them for Ornaments, Pommels, and Studs.
  • Sages need them for Thread.
  • Tailors need them for Buckles.

Sages: Tailors, Armorers need them.

  • Tailors need them for Patterns.
  • Armorers need them for Patterns.

Tailors: Sages, Armorers, Weaponsmiths, and Woodworkers need them.

  • Sages need them for thread.
  • Armorers need them for Padding, Harnesses.
  • Woodworkers need them for Stretches of Leather, Straps, Cords.
  • Weaponsmiths need them for Cords, Straps

Weaponsmiths: Carpenters, Jewelers, Woodworkers need them.

  • Woodworkers need them for Hilts and Spikes.
  • Carpenters need them for Spikes.
  • Jewelers need them for Spikes.

Woodworkers: Sages, Weaponsmiths need them.

  • Sages need them for Quills
  • Sages need them for Paper
  • Weaponsmiths need them for Staves.

Other professions: As more information is handed to me, I will update the list more appropriately so everyone can find who needs what. If you are an advanced profession, please let me know what you need and from who you need to get them from.


Societies

I'm going to stress this as clearly as I can. It is my belief that the advanced specialist trade skill societies are the ones that hold the higher tier ingredients needed for Tier 3, Tier 4, and Tier 5. Wholesale societies were always geared towards lower tiers (1 mainly) and possibly even tier 2. However, in order to see the more advanced components, the societies must level. People should keep in mind that it is very important to help and level your advanced trade skill society up as quickly as possible. It will help you get to those components that could help alleviate the stress burdened on the shoulders of Alchemists.

How to level a society

Do quests, more quests, and even more quests. The entire leveling scenario presented for Societies to function is very similar to Guild Status Points and the way they function. The more quests a person performs, the more personal status they earn and the more status the society earns. When you open up the society window from EQ II button > Societies, you will see at the top how close your society is to gaining a level. Currently, I see more than 1000 in the wholesale societies (all leveling it as quickly as possible) and yet less than 30 or so in the specialist societies.

At the time of this writing, there is a bug that basically only allows you to join one society but this should be fixed soon. If you are over level 10, I recommend that you start leveling the specialist trading society as soon as possible. The quests for these societies are much harder to do. After you reach 20th level it will be close to impossible to level the society because very few people will want to waste precious resources on low returns. Therefore, the best way to level a society is to receive the main support from folks in the level range of 10 - 19. If you are 10-19 and you aren't leveling the specialist trade skill society, you are hurting the society.

What components are offered at each level of the Society?

Wholesale Societies (confirm if any ingredients are in the wrong location please)

  • Level 1:
    • Please look over Level 4 and deduce which ingredients are different from the ones in your current wholesaler at level 1. If any do not show up from the list below, promptly reply to the post and let me know so that I can iron out from the list. Currently, this is the list that I have to go by.
  • Level 2:
    • Please look over Level 4 and deduce which ingredients are different from the ones in your current wholesaler at level 2. If any do not show up from the list below, promptly reply to the post and let me know so that I can iron out from the list. Currently, this is the list that I have to go by.
  • Level 3:
    • Please look over Level 4 and deduce which ingredients are different from the ones in your current wholesaler at level 3. If any do not show up from the list below, promptly reply to the post and let me know so that I can iron out from the list. Currently, this is the list that I have to go by.
  • Level 4:
    • Artisan Essentials Volumes (3-9)
    • All Fuel Types (Candle, Coal, Fillament, Incense, Sandpaper - | 6c |)
    • Aerated Mineral Water (6c), Baked Flounder (36c), Basil (36c), Black Coffee (36c), Bread (36c), Candied Jumjum (36c), Celestial Solution (5s, 76c), Celestial Suspension (5s, 76c), Chocolate Bar (36c), Cocoa (18c), Cream (6c), Deer Steak (36c), Diluted Solution (36c), Distilled Water (18c), Dough (36c), Egg (6c), Flour (6c), Fudge (36c), Larent Solution (1s, 44c), Larent Suspension (1s, 44c), Milk (6c), Nutmeg (36c), Packet of Spice (36c), Pasta (36c), Pepper (6c), Roasted Cabbage (36c), Salt (6c), Shaped Chloro Resin (12c), Shaped Chloro Wash (11c), Shaped Elm Lumber (18c), Shaped Fossil Temper (6c), Shaped Isonoid Reagent (18c), Shaped Lead Bar (18c), Shaped Malachite Gem (18c), Shaped Pressed Papeterie (18c), Shaped Stretch of Rawhide Leather (18c), Shaped Threadbare Yarn (18c), Shaped Tin Bar (18c), Shaped Vial of Chloro Oil (12c), Sugar (6c), Sunfish Steak (36c), Suspension (36c), Turtle Steak (36c), White Tea (36c), Yeast (6c)
    • Mediocre Birchroot Oil (12c), Mediocre Birchroot Resin (12c), Mediocre Birchroot Wash (12c), Mediocre Birchwood Compound (12c), Mediocre Birchwood Emulsion (12c)
    • Mediocre Chloro Compound (18c), Mediocre Chloro Emulsion (18c), Mediocre Chloro Mixture (18c), Mediocre Chloro Solvent (18c)
    • Mediocre Juniper Compound (12c), Mediocre Juniper Emulsion (12c), Mediocre Juniper Mixture (12c), Mediocre Juniper Solvent (12c)
    • Mediocre Liquified Allspice (18c), Mediocre Liquified Birchwood (18c), Mediocre Liquified Chloro (18c), Mediocre Liquified Juniper (18c), Mediocre Liquified Milkweed (18c), Mediocre Liquified Sassafras (18c), Mediocre Liquified Snakeroot (18c), Mediocre Liquified Twinleaf (18c)
    • Mediocre Milkweed Compound (12c), Mediocre Milkweed Emulsion (12c), Mediocre Milkweed Mixture (12c), Mediocre Milkweed Oil (12c), Mediocre Milkweed Resin (12c), Mediocre Milkweed Solvent (12c), Mediocre Milkweed Wash (12c)
    • Mediocre Sassafras Compound (12c), Mediocre Sassafras Emulsion (12c), Mediocre Sassafras Mixture (12c), Mediocre Sassafras Oil (12c), Mediocre Sassafras Resin (12c), Mediocre Sassafras Solvent (12c), Mediocre Sassafras Wash (12c)
    • Mediocre Silverberry Mixture (12c), Mediocre Silverberry Solvent (12c)
    • Mediocre Snakeroot Compound (12c), Mediocre Snakeroot Emulsion (12c), Mediocre Snakerood Mixture (12c), Mediocre Snakeroot Oil (12c), Mediocre Snakeroot Resin (12c), Mediocre Snakeroot Solvent (12c), Mediocre Snakeroot Wash (12c)
    • Mediocre Twinleaf Compound (12c), Mediocre Twinleaf Emulsion (12c), Mediocre Twinleaf Mixture (12c), Mediocre Twinleaf Oil (12c), Mediocre Twinleaf Resin (12c), Mediocre Twinleaf Solvent (12c), Mediocre Twinleaf Wash (12c)
  • Level 5:
    • Same as 4th
  • Level 6:
    • Same as 4th
  • Level 7:
    • Same as 4th
  • Level 8:
    • Same as 4th
  • Level 9:
    • Same as 4th
  • Level 10:
    • Antonican Coffee, Baked Crab, Baked Grouper, Bitter Nutmeg Compound, Black Tea, Candied Black Walnuts, Candied Orange, Ciclid Steak, Elephant Steak, Thyme, Vanilla, Vulrich Leg
    • Exquisite Solution, Exquisite Suspension, Supernal Solution, Supernal Suspension
    • Shaped Burlap Thread, Shaped Burlap Yarn, Shaped Electrum Bar, Shaped Maple Lumber, Stretch of Tanned Leather, Shaped Turquoise Gem, Shaped Eolith Temper, Shaped Stroma Oil, Shaped Stroma Resin, Shaped Stroma Wash, Trinoid Reagent

Special Tradeskill Societies (confirm if any of the ingredients are in the wrong location please)

Scholar

  • Level 1:
    • Scholar Book Volumes (10-19), Alchemist Book Volumes (20-49), Jeweler Book Volumes (20-49), Sage Book Volumes (20-49)
    • All Fuel Types (Candle, Coal, Filament, Incense, Sandpaper | 6c | )
    • Celestial Solution (5s,76c), Celestial Suspension (5s, 76c), Diluted Solution (36c), Distilled Water (18c), Larent Solution (1s, 44c), Larent Suspension (1s, 44c), Suspension (36c)
  • Level 2: Same as Level 1 + (no difference)
  • Level 3: Same as Level 1 + (no difference)
  • Level 4: Same as Level 1 + (no difference)
  • Level 5: Same as Level 1 + (no difference)
  • Level 6: Same as Level 1 + (no difference)
  • Level 7: Same as Level 1 + (no difference)

Craftsman

  • Level 1:
    • Craftsman Book Volumes (10-19), Carpenter Book Volumes (20-49), Provisioner Book Volumes (20-49), Woodworker Book Volumes (20-49)
    • All Fuel Types (Candle, Coal, Filament, Incense, Sandpaper | 6c | )
    • Celestial Solution (5s,76c), Celestial Suspension (5s, 76c), Diluted Solution (36c), Distilled Water (18c), Larent Solution (1s, 44c), Larent Suspension (1s, 44c), Suspension (36c)
  • Level 2: Same as Level 1 + (no difference)
  • Level 3: Same as Level 1 + (no difference)
  • Level 4: Same as Level 1 + (no difference)
  • Level 5: Same as Level 1 + (no difference)
  • Level 6: Same as Level 1 + (no difference)
  • Level 7: Same as Level 1 + (no difference)

Outfitter

  • Level 1:
    • Outfitter Book Volumes (10-19), Armorer Book Volumes (20-49), Tailor Book Volumes (20-49), Weaponsmith Book Volumes (20-49)
    • All Fuel Types (Candle, Coal, Filament, Incense, Sandpaper | 6c | )
    • Celestial Solution (5s,76c), Celestial Suspension (5s, 76c), Diluted Solution (36c), Distilled Water (18c), Larent Solution (1s, 44c), Larent Suspension (1s, 44c), Suspension (36c)
  • Level 2: Same as Level 1 + (no difference)
  • Level 3: Same as Level 1 + (no difference)
  • Level 4: Same as Level 1 + (no difference)
  • Level 5: Same as Level 1 + (no difference)
  • Level 6: Same as Level 1 + (no difference)
  • Level 7: Same as Level 1 + (no difference)

Please provide me information on everything that sells in your wholesale society or specialist society. Please be sure to include the society's type (wholesale,scholar,craftsman,outfitter), the societies level, and the ingredients gained at each level. I will propagate the information into the list above.


Conclusion

I will continue to maintain this guide and the first in order to help other tradeskill professions in the game. If you find any information listed here inaccurate, or you feel some of the information needs to be revised, please post your thoughts and let me know. I will change, update, and fine tune this guide as I have the previous one so that all information is as accurate as possible.

Thank you.


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