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LAST UPDATED09/19/2006. |
TRADESKILL CLASS AND DESCRIPTIONSPick your tradeskill wisely.
Artisan: The artisan has a wide range of skills to employ. Weapons, armor, furniture, food and drink, all of this and more is within the artisan’s repertoire. The artisan can do all things equally, but is only a beginner to tradeskills, and must specialize in a discipline in order to create items beyond the basics. All beginner tradeskillers start as an artisan, but before reaching tradeskill level 10, they must chose their subclass. From then on they will advance in that class, increasing their skills in that area. Although the artisan does not lose the recipes they have already gained, they will not gain any new ones from outside their class, once they choose their specific one, and advance to level 20.
Craftsman: Craftsmen are skilled at creating beautiful household furniture, and the shields, weapons and ammunition needed to defend that household. Additionally they are skilled in the culinary arts, able to craft a meals to satisfy armies, and potent drinks to enliven (or create a drunken stupor in) even the heartiest of adventurers. Once a Craftsman hits level 19, she must decide which of these three areas to focus on, and chose her final class o Carpenter: Carpenters are much valued by homeowners, and with their vast skill in carpentry and sculpting they can turn even the most drab inn room into a work of art. They can also build large strongboxes, to protect an adventurers bounty in the bank or private house vaults. Perhaps most importantly, the exquisite beauty of what they create that mere possession of it is seen as a status symbol, and can even reduce the status upkeep of the larger rooms. As an additional bonus, carpenters provide a much needed supply to adventurers in the field, portable repair kits that can bring the most ripped robes or dented armor to full condition in moments. o Provisioner: Provisioners are skilled culinary masters, able to produce delicious food and drink, which is must valued by adventurers. Not only can their products increase the health and power regeneration rate of those who eat and drink, but different ingredients have different positive effects, increasing such things as the strength, wisdom, and intellect of the consumer. Also, since their products are naturally used frequently, once a hungry adventurer gets a taste, there’s always a guarantee of a return customer o Woodworker: Woodworkers can take even the simplest logs and branches and create deadly weapons and incredibly sturdy shields. Staves, bows, batons, wands, and all sorts of ammunition are all the purview of the woodworkers. Like many weapon crafters, woodworkers have the power to imbue their items for even greater deadliness. Nothing is more fearsome than a monk wielding a fighting baton that blasts the enemy with venomous magic, or a wizard, having spent all his power, using an enchanted wand to send fireballs screaming across the battlefield. Outfitter: Outfitters are essential for adventurers. Not only do they create razor sharp blades and crushing blunt weapons, but they provide a vast array of armors for all needs, from a robe of the lightest cloth, to a suit of plate. And for all those adventurers who return home brimming with treasure and loot, outfitters also provide a lightweight means to carry it all. Outfitters are only of median skill however, and by level 19, they must decide which area to focus on, and chose as their final class. o Armorer: Armorerks are a staple need for those on the front lines. Not only are they able to craft protective chain favored by rogues and some priests, but they also can create the near impenetrable vanguard plate, a favorite of guards, paladins, and others that wade into battle from head to toe in the heaviest of protection. They can also imbue the chest and leg pieces to not only provide greater health regeneration, but grant a chance to magically strike back at foes who attack the wearer. o Tailor: Not everyone has the strength or inclination to wear the heavy protection that the armorer provides. For many it may be against religious codes, prevent the weaving of complex magic, or deny them the flexibility and mobility necessary to unleash devastating martial strikes. For them, a skilled tailor is a necessity. Tailors make both protective garments from cloth for the mages, as well as more sturdy leather padding from animal hides, worn by monks, bruisers, furies and wardens. They can also imbue their chest and leg pieces the same as Armorers o Weaponsmith: Weaponsmiths craft weapons out of the hardest metals. At home at the forge, crushing hammers, razor sharp daggers, and the most vicious and punishing of swords and more are all the purview of weaponsmiths. They can also imbue their weapons to be even more deadly, adding the power of noxious poison, burning fire, holy divine strikes and more to their blades Scholar: Where many tradeskillers rely on brute strength to pound metal into shape, sand and saw wood to form, and hammer cured skins flat, scholars advance with more intellectual pursuits. Scholars brew powerful potions and noxious poisons, scribe wonderous spells, develop advanced combat methods and techniques, and even fit precious gems into finely crafted metals. While their skills are fantastic, no scholar can be fully dedicated to all these miraculous arts and develop all to their maximum potential, so in order to advance past level 19, a scholar must chose their final class amongst their three options. o Alchemist: Many adventurers are feared not only for their formidable skills, but for the deadly poisons that coat their blades, able to fell enemies with but a scratch. These adventurers have alchemists to thank for this. Not only can alchemists create these powerful poisons, but they can also brew magical potions, able to grant the imbiber supernatural abilities. Additionally, the alchemists can craft combat skill upgrades for guardians, berserkers, monks, bruisers, paladins and shadowknights. o Jeweler: While many artisans make their trade in full suits of armor, large and deadly weapons, or full rooms of furniture, the jewelers spend their time crafting finely detailed ornaments. Not only is the jewelry they create beautiful to behold, it also has various magical properties that can increase the attributes of the wearer. Add to that the fact that jewelers can imbue their products to even further the benefit from wearing them, and what they craft is not only ornamental, but of great benefit to all. Jewelers can also create rogue combat arts, to the delight of dirges, troubadours, swashbucklers, brigands, rangers and assassins. o Sage: The sage has one major function, to craft spell upgrades of mages and priests. While it may seem like a dull pass time, doing nothing more than churning out paper, the truth is it is a vital occupation. In battle the priests are the life blood of the army, pouring life giving energies into those on the front lines. The mages hold back sending waves after waves of enchanted pets and delivering crippling blasts of raw energy. Many battles have been turned on how well these two groups handled their spellbooks. With a few trusty sages to craft potent spell upgrades, a raid’s magical arsenal can turn from impressive to devastating with ease.
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