Crafting & Professions

On TDN there are eleven professions, further divided into three categories:

- Gathering professions -- mining, woodcutting, skinning, herbalism
- Crafting professions -- blacksmithing, woodworking, leatherworking, alchemy, tailoring
- Refining professions -- enchanting, reforging

Before You Begin​


A few things every aspiring tradesperson should know:

- You may hold no more than two guild memberships at a time. By city law, a person may be entered in no more than two chartered trade guilds at once. Choose carefully -- though you may surrender one apprenticeship to make room for another, your standing and progress in the surrendered craft will be forfeit.
- Enrollment costs 500 taran. Each guild charges an administrative fee when you sign on as an apprentice.
- Each gathering profession requires a specific tool. Miners need a pickaxe, woodcutters an axe, skinners a knife, and herbalists an herbalist knife. Without the right tool, you cannot work. These tools can be crafted or bought, and they also need to be repaired after intense use.

Gathering​


Gathering professions are focused on harvesting raw material found in the game world -- ore, lumber, raw hide and plant life. Each profession offers a chance to discover rare and useful resources, depending on the gatherer's experience and the quality of the source.

Crafting​


The raw produce must then be processed by crafters.

Blacksmiths specialize in working with metal, but to finish their handiwork, they might require additional resources -- cloth or leather to serve as padding for an armor, or wood for a weapon grip.

Woodworkers encompass bowyers, fletchers, shieldwrights and war-wrights; they rely primarily on timber, but will also require iron for arrow tips, shield rims or crossbow fittings. Their guild -- the Guild of Bowyers and War-Wrights -- concerns itself with the making of bows, crossbows, shields, quarterstaves, and all the wooden parts folk trust with their lives.

Leatherworkers fill the role of tanner, cobbler and saddler. To process skins and strengthen leather, the craftsman will require tallow, grease or boiling oil. The resulting material, combined with fabrics, is used for armors, boots, belts and various utilities.

Tailors need to secure a supply of fabric, from common and coarse hemp to coveted silks -- and then use it to weave various outfits ranging from mendicant robes to noble vestments. In a city faced by shortages, reliable access to cloth is its own challenge.

Alchemists, more than anything else, require plants foraged from the wild, but will also make use of rare organs of beastly origins, extracted by skilled hunters. Alchemy is not spellcraft -- it is measure, process, and material: what reacts, what separates, what purifies, what preserves. The Alchemists' Guild can provide the instruments.

Refining​


The most complex and mysterious professions await in the realms of enchantment and artifice.

Enchanting is the art of persuading matter. Certain stones carry a temper, certain powders keep a trace of old places, and there are metals that conduct all manner of energy. When matched correctly and cut true, an item can be made to remember a single instruction and keep it -- a blade that holds its edge, a clasp that turns away damp, a charm that wards against the otherworldly. The magic is already woven into the natural world; the enchanter merely teaches it where to run, and where to stop. In Amn, where the public prefers its wonders quiet and controlled, the Guild of Enchanters keeps its work discreet, licensed, and answerable.

Reforging concerns the work of tinkers and gearwrights -- the mechanical improvement of existing equipment. It takes diligence to understand why things fail: joins, rivets, weld lines, stitching patterns, laminates, and what happens when you mix materials that hate each other. The works of a reforger include strengthening weapons and armor, proofing clothing against particular elements, and modifying gear with practical, tested improvements. The guild is chartered and regulated, though its members would be the first to admit they are the people other guilds pretend they don't need -- until they run into a problem they can't solve.

Recipes​


Recipes can be shared, akin to how wizards share scrolls with each other. Use !recipes to open the recipes NUI, which allows you to scribe any recipes you know to a new recipe that you can share, for a cost dependent on the level of the recipe.