Tamriel Foundry

Gathering & Crafting Professions for ESO (updated)

I hope the developers put alot of time and resources into developing the professions for ESO. Not only does a profession help earn a living, but it serves as a means of identity for your character and helps drive a successful MMO economy. Here are some professions we will hopefully see:

Gathering Professions

Herbalist: Harvest plants from resource nodes. This profession supports the Alchemist, Bard, and Scholar. No special tools.

Hunter: Hunt animals to gather their meats and hides. This profession supports the Chef and Leatherworker. Requires Hunting Knife.

Forester: Gather wood from the forest. This profession supports the Bowyer and Engineer. Requires Logging Axe.

Miner: Miners gather ore and gems from resource nodes. This profession supports the Armorer, Weaponsmith and Jeweler. Requires Mining Pick.

Crafting Professions

Alchemist: Makes potions and poisons (various plants from Herbalist).

Bard: Winemaking (grapes from Herbalist). Play musical instruments (flute, lute) in a local tavern for some coin.

Scholar: Collects fragments of lost lore. In doing so, they can create powerful scrolls (dye from Herbalist).

Chef: Cook mouth watering foods (meats from Hunter).

Leatherworker: Makes leather and studded armor from animal hides (hides from Hunter).

Bowyer: Makes bows, arrows, crossbows, and bolts (wood from Forester).

Engineer: Upgrade and repair siege weapons on the battlefield (wood from Forester).

Armorer: Makes chainmail, plate armor, shields, gauntlets, helmets, horse armor and can repair (ore from Miner).

Weaponsmith: Makes (1h/2h) weaponry, such as axes, daggers, maces, and swords (ore from Miner).

Jeweler: Make rings, pendants, medallions, bracelets, and amulets (gems from Miner).

Tailor: Makes cloth armor, such as cloaks, hoods, boots, hats, backpacks, and horse saddle bags.

Enchanter: Places permanent magical effects on items.

I hope the developers make it so your character can only master one or two crafting professions (novice in all other crafting), as this will add character diversity and customization to the game. However, I think you should be able to master all gathering professions. I also hope the developers add rare recipes for all crafting professions to create a successful economy. Above all, the crafting system has to be enjoyable as this will keep people around for years to come. Thoughts/Opinions?

 

About CharlesJT:

CharlesJT hasn't shared anything about themselves.

118 Replies
  1. Slyexx

    Member50 Posts
    Ancientwolf wrote on February 14, 2013

    Slyexx said on February 14, 2013:

    @Ancientwolf @Revan

    I would love nothing more than crafting to be relevant. Not just at end game, but for leveling as well. I hope that when leveling we feel that it is important and worth it to take the time to craft meaningful and useful gear. I hope that we don’t level so fast that it doesn’t matter what you wear until you’re max level, which is where recent games have taken it.

    As far as end game, crafting should be able to make some items on par with raiding. They should be very difficult to aquire the schematics/patterns for, and require lots of rare materials. If anything, some items could require some materials that are only found in raids.

    Dev Trap. Hear me out. I raided for years. I got bored because it remained simple. Watch youtube video for timers, listen to screaming raid leader with mom in the background, repeatedly tell the healer having an affair with the tank in voice chat to wake the frick up and diaper her screaming kid before laying it on the table, fight over which piece goes to who. Its whack a mole to me. Valid playstyle, of course- but one of more possible. When you set “level” of reward any higher than any other equally time invested method, you create artificial limits that do not have to be there for successful game design.

    Just because a particular rare item is found in a raid doesn't me you, as a crafter, have to raid. If you're not into raiding, then you would be able to buy said item from someone who acquired it... as long as the price is right . That was just one example of bridging the gap between crafters and end-gamers. Rare items could also be found or rewarded in PvP or acquired through server events or contests of some sort, along with being farmed or gathered in the open world.

    ___

     

  2. CharlesJT

    Member158 Posts
    Slyexx wrote on February 14, 2013

    @Ancientwolf @Revan

    I would love nothing more than crafting to be relevant. Not just at end game, but for leveling as well. I hope that when leveling we feel that it is important and worth it to take the time to craft meaningful and useful gear. I hope that we don’t level so fast that it doesn’t matter what you wear until you’re max level, which is where recent games have taken it.

    As far as end game, crafting should be able to make some items on par with raiding. They should be very difficult to aquire the schematics/patterns for, and require lots of rare materials. If anything, some items could require some materials that are only found in raids.

    I agree! Crafting should be relevant from level 1 to 50.

     

  3. CharlesJT

    Member158 Posts

    Updated main post with gathering professions. Check it out!

  4. ElvenHater123

    Member150 Posts

    If yall are interested in mining, smithing, being an Armorer, or crafting Jewelry, then Join the Miner's union. We also do PvE and PvP that support our mining operations.

    Haters gonna Hate…

  5. YummyJester

    Member39 Posts

    I plan on being a big hunter/gatherer with some major crafting going on in the free-time. I would love to see many of these in the game.

  6. Vlaars

    Member1178 Posts

    I think its just 5 rpofessions: Chef/food guy, Enchanter, alchemist, weaponsmith, armoursmith

    ”A witty saying proves nothing.”- Voltaire

  7. InternalToxic

    Member18 Posts

    I also think you should be limited to one or two crafting professions, I love that system so you would get more diverse characters and a wider market.

  8. Bernaell

    Member25 Posts

    Same thinking as InternalToxic and that we have some secondary professions (something like playing music and fishing)...if we all can have every profession why buy or sell anything o AH (if there is going to one)

    ”Don’t look around and don’t look for me, because even then my arrow will come at you from the place you least expect”
  9. Veliarne

    Member11 Posts

    I like the idea of crafted items being on par with raid/pvp items. I don't like being forced to do something that I don't want to do. But also, I like my crafting to be challenging. You can't just have a guy go pick up some ore here, some herbs there, some leather somewhere else and BAM! Instant uber item that would take some days to prepare fights and tactics to get from a raid. But I have an idea, how about making one or more of the required items to craft the uber item hard to get, but not to require raiding or going in dungeons with other people. How? Making only a few mobs able to drop that item, or guard it, in scattered corners of the world, perhaps in solo dungeons and make that monster be a little harder to fight. You get the required material only after killing that monster. It provides challenge, and it keeps the difficulty of making same items to the ones obtained from raiding comparable the the difficulty of raiding or going in dungeons.

    On the subject of how many professions you are allowed to master, I think it would be best for the economy to be able to master only 2. You could level up your other professions, but not be able to master them, as it would create instability in the server's economy.

  10. Psiberzerker

    Contributor7914 Posts
    Veliarne wrote on July 13, 2013 I like the idea of crafted items being on par with raid/pvp items. I don’t like being forced to do something that I don’t want to do. But also, I like my crafting to be challenging. You can’t just have a guy go pick up some ore here, some herbs there, some leather somewhere else and BAM! Instant uber item that would take some days to prepare fights and tactics to get from a raid. But I have an idea, how about making one or more of the required items to craft the uber item hard to get, but not to require raiding or going in dungeons with other people. How? Making only a few mobs able to drop that item, or guard it, in scattered corners of the world, perhaps in solo dungeons and make that monster be a little harder to fight. You get the required material only after killing that monster. It provides challenge, and it keeps the difficulty of making same items to the ones obtained from raiding comparable the the difficulty of raiding or going in dungeons.

    On the subject of how many professions you are allowed to master, I think it would be best for the economy to be able to master only 2. You could level up your other professions, but not be able to master them, as it would create instability in the server’s economy.

    There should be other ways to get the Legendary Items to improve with either of the Smithing crafts ( Weapons, and Armor)  Raiders are going to want to gear grind, that's what they do, but there may also be OTHER quests, like the main one (Confirmed Solo) with access to say Daedric, and The Mace of Molag Bal (Seen in a video.)  After level 50, I expect to see some monster drops, but not Legendaries, unless they're Legendary monsters, if that makes sense.  I don't like the idea that Crafting is all you need for the top tier, that way, a savvy/social player can just buy/sell in town for the materials to make legendaries, and corner the (Local) market without ever having to adventure.  Then, anyone can buy Legendaries with enough money, and nobody has to earn them.

    Crafting is another facet to the game, but I don't want to see it become a way to Break it (As it was in Skyrim) nor an excuse not to play it.  I don't particularly want to see raiding become either of these either, but that's a different subject.  I believe Mastering 2 crafts is confirmed, I haven't heard yet whether it will be possible to trade/sell Uniques, and Legendaries.  Nobody should be dual wielding Maces of Molag Bal.

    Everything above is likely Opinion, and/or subject to change. 

  11. playerdestroyer

    Member81 Posts

    I will be a Herbalist to make potions to heal my friends and poisons to KILL my foes

  12. elandriel

    Member89 Posts

    Will there be an option to craft new, special items (something like in SWTOR) or will we be limited to a small set of predetermined gear (like in GW2)?

    Edit: Found my answer, looks like there will be some sort of "discovery" feeling in crafting.

  13. Dannyboy

    Member30 Posts

    Nice breakdown, thanks I've been trying to find a good explanation on the crafting system.

     

    Does anyone know what the Skill tree's are going to look like?

  14. Zairan Arainai

    Member473 Posts

    I enjoyed harvesting ingredients and making potions in Skyrim, so I'll most likely be doing alchemy in ESO.  As for my other crafts, that's to be determined, though I may go with Provisioner.

     

    I'll just acquire equipment as I go, or buy it from my fellow guildmates, and then be self-reliant on consumables.

    Welcome to the end of your life, and I promise its going to hurt!

  15. Shadow Elder

    Member215 Posts

    it's funny how this information has been out for a really long time yet a few, just a few, I did not know of until now. Great thread.

     

     
  16. glak

    Member2826 Posts
    Shadow Elder wrote on November 26, 2013

    it’s funny how this information has been out for a really long time yet a few, just a few, I did not know of until now. Great thread.

    I want to master Haberdashery

    My other F&F guild mates are interested in

    • Bowyer and Alchemy
    • Enchanting
    • Blacksmithing
    • Provisioning
  17. AidenDawnbringer

    Member11 Posts

     

     

    Shadow Elder wrote on November 26, 2013

    it’s funny how this information has been out for a really long time yet a few, just a few, I did not know of until now. Great thread.

    I know exactly how you feel. I only just started diving into forums, blogs and podcasts a day or two ago and I feel like I find all this "new" exciting information... then the source of that information was officialy released months ago. But you would never know because a lot of people online rely on and perpetuate pure speculation!

    I am really interested in the crafting system in ESO and the ability to have a guild store to sell crafted items in. I am hoping there will be some more information released about the specific items or special uses of each profession, but until then I think I am going to plan on mastering Alchemy and Enchanting.

    ~Aiden Dawnbringer~ Co-founder: Bloodlust Cartel

  18. Karl98

    Member2 Posts

    In anyone need more information about Crafting and Crafting Professions here is great guide: http://www.snf2020.sitew.org In my opinion is helpful for beginners and advanced players. 

Respond

Sorry, you must first log in or register for a Tamriel Foundry account before you may comment on articles!

Please respect the Tamriel Foundry Code of Conduct when commenting on articles.