EverQuest II has nine crafting classes (professions) and two secondary classes. All crafters start at level 1 as an artisan. At level 10 they must choose an archetype: Craftsman, Outfitter, or Scholar. At level 20 they must choose their final crafting class from those available to their archetype.
It is possible to change your crafting class if you hate it. See: Tradeskill Respecialization
Tradeskill Class Tree | |||
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Archetype | Class | Subclass | Products |
Artisan | Craftsman | Carpenter | furniture (including altars), strongboxes, and repair kits |
Provisioner | food and drink | ||
Woodworker | bows, arrows, throwing weapons, wooden shields, staves, and utility totems | ||
Outfitter | Weaponsmith | metal weapons | |
Armorer | chainmail and platemail armor, metal shields | ||
Tailor | cloth and leather armor, backpacks, thrown-weapon bags, hex dolls, and cloaks. | ||
Scholar | Alchemist | potions, poisons, and fighter skill upgrades | |
Jeweler | jewelry and scout skill upgrades | ||
Sage | priest and mage spell upgrades | ||
Secondary | Tinkerer | Tinkered contraptions, such as automated parachutes, environmental suits, summonable robotic pets, mounts, and water-breathing devices. | |
Adorner | Uses components created by Transmuters to make Adornments | ||
Transmuter | Breaks certain valuable equipment down into it's magical components which can then be used to create adornments. As of GU55 Transmuting is a skill everyone has, and no longer really a "Profession". |
To choose your primary tradeskill professions, hail your local Crafting Trainer at levels 9 and 19.
To train in Tinkering or Adorning, ask for a trainer in your home city.
See also:
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