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To Begin, if you have not already please read the topic named -L.F.G.- A Beginner's Guide to Gathering as this guide will not address item sourcing directly and a passing knowledge of basic gathering is essential to being a competent crafter. That guide can be read below. Alrighty! At this point you've likely had your first real interaction with the crafting system through the creating of an Intermediate Gathering Tool. That interface will be a persistent friend throughout your crafting adventures. In the immediacy lets discuss the 10 types of 'Advanced' Crafting that exist in the game. In order of Appearance as listed on the Crafting Discipline Vendor, the one on the left shown here. Remember, these fellas with the Blue Diamond shaped Exploration discipline floating over his head? You can find them in back part of the Temple area right near the fella you got your mount from during the tutorial. Talking too them should open up this familiar screen. Going From Left to Right across that very top row we have: Alchemist, Armorsmith, Jewelcrafter, Leatherworker, Necromancer, Runemaker, Stonemason, Weaponsmith, and lastly Woodworker. There is also a tenth type of what I consider 'Advanced' crafting that does not require an exploration discipline in the current iteration, Cooking. Due to the fact that Cooking does not require advancement in terms of stats, discs, or belts I won't be covering it extensively, but come a proper economy, players who are willing to stock vendors and hawk goods in the faction worlds will be essential as a good Wined Buff and a Good Dined Buff can be the difference between a okay harvest or craft and a good one. The cooking station looks like this for those interested. Cooking as a craft's primary supplier is skinning gatherers from both meats and mushroom/produce drops that animals produce on death but you'll need a smattering of supplies from all types going recipe to recipe. Most supplies can be purchased from the Ingredients Vendor right across the way from the crafting area, they have a red apple over their head and they are standing in the corner of the vendor area closest to where you enter the sentinels plaza. Now that we've got Cooking out of the way, lets talk about the craftings that most of us are here to learn about. Alchemy Alchemy is an excellent starting craft to learn the system with. Alchemy is used to produce Potions for gatherers and crafters, advanced toxins for combat classes, and Philosopher Stones for necromancy. Alchemy also has many other small recipes that allow for a bit of versatility and usefulness such as turning chaos embers into ethereal dust. The gathering profession that will most support an Alchemist is Quarryman as flasks are made from stone and as an alchemist you will use ALOT of flasks but like all crafts you will likely need bits and pieces from other gathering professions. The Alchemy crafting table is shown below. Armorsmithing (The First of the Blacksmithing Twins) Armorsmithing is a medium difficulty craft, that is to say that it requires a fair bit of resources to craft a single item and you will require bits and pieces from other crafts, primarily a Leatherworker. This craft can be pursued whilst playing solo but it will be a little tricky and you'll want to make a friend or two to do some trading. Armorsmiths specialize in producing Plate and Mail armor for combat classes and after a certain progression point gatherers and crafters. You'll use a Blacksmithing Station to craft this type of craft. Miners will be your big providers. Weaponsmithing (The Second of the Blacksmithing Twins) Weaponsmithing is easier then Armorsmithing but can still be considered an accessible medium difficulty craft. With lower NBR cost (Non-Basic Resource, Eg. Oak, Aurelium, Tin, Travertine, Durable Hide) of production and a greater array of craftable items the weaponsmith will always be able to find something to craft. Weaponsmithing also relies on Leatherworker support and will mostly rely on Ore provided by Miners. Once more, You'll use a Blacksmithing Station, as displayed above, to craft this type of craft. Jewelcrafting Jewelcrafting is a Difficult crafting to get into. Its core component Gems are a drop which can only be gotten from Ore Motherlodes. If you are a solo player you will need a constant seller of raw gems to pursue this craft. Jewelcrafting is used in the making of Rings and Necklaces as well as the processing of core components to some runecrafting. Jewelcrafting primarily relies on gems, ore, and stone in its primary production loop. You'll need a Jewelcrafting Station to buckle down and grind some shiny rocks. Leatherworking Leatherworking is also a medium difficulty craft, not due to complexity but due to NBR cost. Leatherworking primarily produces Leather Armor and components that are used in a variety of other crafts such as both types of Blacksmithing and Woodworking. At present very often I see calls for leatherworking components in General chat. Following the obvious logic Skinner is going to be your best friend for this type of crafting. And as with Armorsmithing at later progressions you'll be capable of creating armor specialized for gathering and crafting as well as combat. You'll need a Leatherworking Station to get cutting and curing. Necromancy Necromancy is a high difficulty craft, worse then jewelcrafting by far. It is also an essential craft to progressing in the game. Necromancy is used in the creation of 'Vessels' which are bodies. Each rarity rank, common, uncommon, rare, epic, and legendary, grants you a higher level cap but also has an ascending level requirement so uncommon bodies require level 31 which can only be gained by already equipping a common vessel. Fair warning, I say equip, but it'd be better to say absorb as vessels are consumed upon use. Vessels also give bonus stats and can be imbued with specialty custom stats based off drops you can find from mobs. Necromancers are highly dependent on Gravedigging, Quarrying, and Skinners are a great source of those additive body parts I was talking about. You'll need a Necromancy Station to perform your dark magics. Runecrafting Runecrafting is another low difficulty craft, essential tool maker for all gathering disciplines, uncommon major combat discipline crafter (So very very important later down the line), and additive crafter galore for multiple professions. Runecrafting has multiple dependencies so expect having to get a wide mix of Ore, Stone, and Wood but each individual craft is very low cost compared to the other types of crafting. Advancing a runecrafter is significantly faster then compared to advancing a jewelcrafter due to availability of the required NBR. You'll need a Runecrafting Station to get inscribing. Stonemasonry Stonemasonry is a mid to high difficulty craft, though non essential to your early game progression stonemasons are the masters of the Eternal Kingdoms. That is to say they are the crafters of buildings, parcels (the land masses to expand your eternal kingdom), vendors and their stalls, chests for expanded storage in your EK, defensive walls and customizable add-ons for many of the above listed things. If you are just starting out and have your heart set on stonemasonry, focus on chests, vendors, and maybe a building or two if you get ambitious, tackling a parcel will just give you a headache before you've got some friends to help you out. You'll need a Stonemasonry Station to get to smashing your thumb with a hammer... for the seventh time today. Woodworker Woodworking is a mid difficulty craft, running side by side with weaponsmithing. Woodworking produces Bows, Staves, Shields, Books, Quivers and some components for other crafters. Though considered a bit of a niche craft due to their limited inventory of items woodworkers are essential for any ranged ranger, druid, or confessor. Not to mention its really something special watching a ranger use crushing arrows to stun lock an enemy from forty meters, said crushing quiver sourced by your local woodworker. Naturally woodworkers will rely on their friendly neighborhood logger. You'll need a Woodworking Station to get planing. >A quick intercession to address a little weirdness with the Blacksmithing Twins, equipping either of the disciplines will give you access to the full range of blacksmithing advanced recipes but only crafting the items relevant to your specialization will trigger disc drop chance for the one that you currently have equipped. Alrighty, so you've got a loose idea of what all the craftings do now right? Well the next question is 'how do i get better at these craftings if I want to pursue them' the primary answer is upgrading your exploration discs but the secondary answer is stats! On your inventory screen you'll see a little button that says Details. Were gonna be diving down that rabbit hole here. That expanded sidebar to the left is the 'Details' section of your inventory screen, I've opened up the second tab 'Craft' rather then the initial tab it opens on 'Combat'. Crafting has 3 primary statistics to pay attention too. Assembly: Determined by either Strength or Dexterity depending on the crafting (Hover over the specific stat with your mouse to see which is is per the craft you're interested in). Assembly determines whether or not you will succeed in crafting the item you want to make. However this wording is deceptive as hell because even if you 'Fail' you will still receive the item, you will just have to pay a dust cost in order to experiment on said item. Otherwise you can accept the item without paying the dust cost in which case you will receive it without any modifiers gained through that round of rolling. This is also increased by your exploration discipline. Experimentation: Always Determined by Intelligence and the experimentation stat is run against a crafts 'Experimentation Difficulty'. That is to say, the higher your Experimentation stat is over the 'Experimentation Difficulty' the better your odds for getting good rolls on each stat point spent. This is also increased by your exploration discipline Experimentation Points: This stat usually parallels Assembly in that it is determined by either Strength or Dex depending upon the craft, but in some instances it runs off intelligence instead. Be sure to check the details tab so you know exactly what you're working with for the craft you want to pursue. Experimentation points determine the number of points you have to spend during the crafting experimentation phase. Each point spent is a single roll made by the crafting system to determine what percentage to add to that crafting total. This is increased by your Crafting Belt and Core Stats. Here we see a typical crafting screen after you've allotted your experimentation points into the available slots. If you have more points then there are slots available then the screen will reveal the 'Add Risk' box once you've filled in all of the dots. To the left hand side we have the item that we are creating thus far and the base statistics that we will be adding too for our final crafting process. To the right hand upper portion we have the Experimentation points box, you can distribute the points here however you prefer to emphasize whatever you'd like. Once you've got the points put into the diamond checks you'll be glancing down at the 'Add Risk' Box located in the lower right hand corner of the crafting interface. There is quite afew numbers here right? So lets go down the list. Base Difficulty: The experimentation difficulty of this particular crafting recipe. Item Quality Difficulty: Using higher quality materials will cause this number to increase, ergo increasing the difficulty, this item is a common quality craft (white) so it has no added Item Quality Difficulty. Bonus Per Point: This number is directly related to the dropdown right above there, the one currently displaying 'No Additional Risk' at the moment, and since there's no risk there's no reward. Below is that dropdown expanded. And here is what the Add Risk box looks like if you select something like Critical Risk. As you can see now that we've selected a 'Risk Level' we now have a new line of text, Added Risk which has added 50 to the experimentation difficulty. Now that the experimentation difficulty has surpassed our Experimentation Stats it will be significantly less frequent that we will get good rolls on our experimentation. However the trade off is that for every roll we are confirmed to get an additional +2.98% to the result the decision then becomes 'Will I gain enough extra percentage from the bonus points to justify not rolling against the easier risk level' and honestly, early in the game (pre rare discipline) I'd advise just keeping to No additional Risk on your final assembly. Components have lower Base Difficulty so feel free to experiment there. After you've rolled your experimentation you can polish, polishing spends ethereal dust to re-roll the 3 lowest rolls so its a great way to get rid of critical failures which give you negative stat percentages. The full re-roll costs a chaos ember and can roll worse then your initial rolls, so be wary. To create higher rarity items you'll need to use higher rarity components and base resources. An item made entirely with Blue Wood and Blue Ore will come out as a Blue rarity item. Including only small amounts of different rarities into a crafting recipe gives a chance for the item to 'roll up' or 'roll down' depending on what rarity you're using in comparison to the majority of your resources and components. The chance to 'roll down' a rarity is significantly higher then rolling up. Now that you have an idea of how the crafting interface operates its time to get into the real 'Meat' of the crafting system, Variable Component Crafting. Crowfall is unique in its crafting system in that which combination of items you use in recipes that have 'Flexible' input slots will change which specific stats come out the other side. And too that end I will be directing you to an external resource provided by the guild Winterblades. https://winterblades.net/crafting-combinations/ I know its an excel spreadsheet but please don't get too terrified yet! As you can see, using the weaponsmithing tab here as an example, The item name is listed in the upper left hand corner over each block of combinations. Make sure you're pulling from the right block of info as many item names in the game are very similar. When you begin crafting you will be using White through Blue rarity supplies so typically you'll only be getting the first stat listed, however once you begin crafting using purple and orange rarity (epic and Legendary) supplies you'll receive both of the stats listed on each item. As you can see at the bottom there are multiple tabs with a dedicated tab for each type of crafting so the resource is very easy to navigate and we thank the winterblades for their work in keeping it updated. Also you can thank them by fighting them! After all, what fun is a throne wars game without competition. Alrighty! You know where to get your crafting combination, you've got an idea of which craft you want to pursue, and hopefully you've sneaked a peek at the character creation screen and seen what races give what stat bonuses to which crafts. By the way, those stat bonuses are for assembly and experimentation, not experimentation points. (To the best of my observations) For now lets talk progression as a crafter! (This is the part where we talk about Crafting Belts) First things first, you've gotten your common quality crafting discipline from the vendor. To get an uncommon quality discipline of your craft to drop, you must make Completed Products, not components. Components are anything that goes into another thing and cannot be used by itself. Weapon grips are components, Daggers are completed products. Flasks are components, Gathering Potions are completed products. Also, even on a flawed assembly there is still a disc drop chance. So hopefully even if the game hits you with two failed assembly on a 97% success rate you'll get a disc out of it. You cannot trigger a disc drop chance with any recipe that is able to be crafted on the General Crafting table. If you are looking to advance, this guy is not your friend anymore. And yes, I know the general crafting table the woodworking table look similar, don't get confused if you wander up to one thinking its the other. Now, once you've managed to grind out some starting crafts, hopefully sell em to another player or use em yourself, and gotten yourself a green crafting discipline its time to slot that disc and go pick yourself up a crafting belt from the discipline vendor. Crafting belts can only be equipped once you have a green disc same as with harvesting belts. Now the initial bonus for a crafting belt isn't all that great, its only +1 experimentation point, but in all honestly, the green belt isn't what we are here for, its just a bonus to you getting your green crafting discipline. Your next goal is going to be a blue crafting belt. The reason being is blue crafting belts are when you unlock the 'specialty' craft of that profession. I'll expand on that more a little further down. Naturally you will want to progress your crafting as well, with the major milestones being the unlocking of the 'Scroll Case' slot and the use of the Factory station at Epic level rarity on the discipline. But the general stat boosts you get from going up rarities is really nice too. I like to say work a rarity down, so if you're rocking a green disc you can likely make some decent white quality stuff, blue disc you can likely make the most out of green and so on and so forth. This is a suggestion not a rule, so feel free to do whatever you like in the regards to what you craft. Belts and Discs give passive abilities at higher levels as well so the progression has little rewards all the way up. Alrighty! Lets talk about those specialty craftings that I mentioned earlier! Alchemy: At rare belt gain the 'Apothecary' trait, this trait allows you to equip the item 'Emerald Tablet' a drop item from bosses found in the world. The emerald tablet allows you to include more Philosopher solutions into a single crafting of the Philospher Stone which is a require item for crafting a Vessel in Necromancy. Armorsmithing: At rare belt grants the Specialty Seal additive slot for Armor recipes, this is how one crafts crafting or gathering armor based on the specialty seal used. Specialty seals are crafted using runecrafting. One can equip the item Planishing Hammer of the High Forge as soon as one has an uncommon disc, however I suspect this is an oversight and the trait is supposed to be granted along with the rare level belt. The Planishing Hammer allows the creation of 'Treated Steel' an armor additive that increases overall stats. Weaponsmith: At rare belt grants the inclusion of 'weapon weights' to weapon recipes increasing damage (I believe). The specialty item for weaponsmithing is Chasing Hammer of the High Forge which allows the inclusion of Hunger Shards, a drop from hunger crystals, that give various bonus stats depending upon the shard used. Jewelcrafter: At rare belt grants the trait Gemologist which allows one to use the item Clip-On Binocular Prismatic Lenses, these allow you to use Jeweler's Burs in crafting. At present the only known way to acquire Jeweler's Burs are from a rank 3 jewelcrafting hut built up inside a keep, so don't expect to find any inside infected. The use of a Jeweler's Bur in a recipe appears to raise the stat caps on that piece of jewelry. Necromancer: At rare belt grants the 'sawbones' trait which allows the equipping of the Multi-Magnification Goggles, this item adds the additive slots for additional stat bonus items, those bones that give stats that enemies drop, to various necromancy recipes. Runemaker: At rare belt grants the additive slot for 'polished soulgems', gathered by miners and polished by jewelcrafters, to advanced runetools. This is essential as it adds a specialty function to advanced runetools that only procs inside of dregs. Stonemason: At rare belt grants the crafting additive slot for Chaos embers to be added to Diamond cutting blades, a component for jewelcrafting. These infused cutting blades are required to make necklaces in jewelcrafting. Woodworker: At rare belt grants the trait Wood Carver which allows the equipping of 2 items, Trammel of Archimedes which allows for the additive of the 'Haste Runestone' to quivers, and the Illustrious Elven Shapers Gouge which allows for the additive of Hunger Shards to weapons crafted. Leatherworker: At rare belt grants the trait Leather Armourer which allows the equipping of the Paradoxical Stitching Awl, these allow the for the creation of 'Treated Leather' an additive which functions in a similar manner to 'treated steel' from the armorsmith line. That is to say, its a stat booster for the Armor. Regarding the idea that 'better rarity is better item' I'm going to tell you this is not always the case. Check stats. Higher rarity gear does start with slightly higher base stats, but those base stats only become useful if you've got a crafter who can properly experiment and has enough experimentation points to bring out their full use. Anyway! Thank you for sticking with me to the end, and I hope this first draft of a guide will at least give you a bit of assistance. I'll likely be doing revisions and edits as things come to me down the line, including the addition of a section on vendors and Eternal kingdoms for all you Market players out there. At this time I'm obligated as a guild leader to shill my guild. So please, check us out, Lion Forge Guild over on the guild recruitment forums.
A blast from the past, this guide is here to stay! This guide becomes mostly relevant after you've completed the new player experience which will take you through all three temple zones. >Quick Tips - Numlock is the Auto Run Key - You can change factions inside the temple by selecting one of the banners shown below, They're inside that tent/booth type thing to the right. This area is the opposite doorway on the Sentinels plaza from where all the vendors and crafting benches are. - The Level Boost Scroll and Respec Scroll are located in the tent on the left here, the book vendor sells single use Respec and Boost items for 40k and 75k gold respectivly. Alrighty! Lets talk about how to get you started on Gathering! First up, there are five different types of Gathering Mining = Ore Quarrying = Stone Skinning = Hide Logging = Wood Gravedigging = Bodyparts Each of these gatherings requires the use of one of your exploration discipline slots. You can purchase the common gathering discipline from a vendor inside your faction's temple. You should have met him during the tutorial. He's over here. He's more towards the back, as you get closer too the bank you'll see the icons for the Minor Discipline Vendors. See em back there in the image below? They're up in the back and too the Left. Here He is! The vendor you want to talk to is the one with the blue diamond over his head on the right hand side since there is 2 of em now! The elf on the left is the crafting exploration disc vendor and the elken on the right is the harvesting exploration disc vendor If you're talking to the right fellow, you'll be seeing a shopping interface like this! I know it looks a little complicated and intimidating, but don't worry we'll break it down step by step. Each of those items along the top are Common Gathering Disciplines. Gravedigging, Logging, Mining, Quarrying, and Skinning. The items that are bags down along the bottom left hand corner are Belts, these can be equipped once you get your hands on a Uncommon (Green) Quality Gathering discipline. In the right hand corner you've got specialty additive coins and Domination dust, those coins aren't used until you're making a Legendary Belt so don't worry about them and domination dusts use is explained further down below. So now you know where to get a common gathering discipline from, everyone just calls these discs by the way. But what do you do with it? The tutorial covers this, but for the sake of explanation in case your skipping the tutorial. For this part, lets open up your Inventory screen! As you can see below, most of the screen looks familiar, but you'll see in the upper right hand area that I've got the 'Discipline Tab' open rather then the 'Equipment Tab' which is open by default. As you can see on this character, I've already got both my Exploration discipline slots filled, (Id have shown a blank but I've run out of characters, I apologize). To equip a discipline its a simple matter of dragging and dropping into the slot. Disciplines can now be unequipped as well by dragging them into your inventory. When you first aquire a disc it will state 'Binds When Equipped' on it, and once you've equipped it the item will Soulbind to you displaying the text as shown on the example below on the right. Alrighty! You've got your common gathering disc equipped, I'd advise Wood, Ore, Stone, or Leather as your first, gravedigging is really only used for necromancy which is gated behind group content so its a little tricky just starting off. Lets talk about tools! So far you've probably been using the common tools that you can make using the crafting menu J. Equipping your common discipline has now granted you a 'trait' that allows you to equip intermediate tools of that gathering type. See how below it says Traits Granted, Miner and Intermediate Runestone Picks? Traits are what allow you to equip better tools and gear. Inside the vendor area (opposite the side with all the vendors) you'll see a plethora of crafting benches, starting off we only need to focus on 2 of them. Starting with the wholly unimpressive but very important general crafting bench. You're going to need a couple of resources for this part, so if you haven't yet wander outside the temple and gather up a handful of non basic ore, wood, and ethereal dust if you don't have it. You only need afew to start off. Opening up the General crafting bench will show you this screen! As you can tell this has a lot of different drop downs, the ones we are going to be using is 'Runecrafting' and 'Basic Crafting'. From the basic crafting menu we'll be making a few tools same as we did before. If you use wood you gathered from a tree that is not Knotwood you'll get a 'Sturdy Tool' rather then a 'Tool', the only difference here is durability, but when crafting all durability is cumulatively added together, so small efforts help in the long run. After you've gotten your basic tool, sturdy or otherwise, lets pop open the Runecrafting tab on that list. Like I said we'll be crafting an intermediate Harvesting Tool, so select the one you want and now we'll be using those resources you gathered earlier. For this recipe, you can't use slag, so make sure you've gathered from the glowy ore nodes out and around the map. I know the drop rate is pitiful, I promise we'll be getting to how to fix that. Up till now, you've probably never had to deal with Assembly chance. I'm using my Runecrafter for this explanation which is why my Assembly stats (Shown down there in the bottom right just above difficulty and below the reset button) are a fair bit higher then most of yours will be. That success chance percentage down there is the thing stating how likely it is that your crafting will succeed. Now, when you press assemble on this and succeed you'll be shown this screen. For most this will be your first time actually touching the real crafting system. This is the 'experimentation screen' for crafting. Most of you will have one maybe two points of experimentation to work with. You can 'roll' them on any of the stats listed here, for a intermediate runestone pick you'll have Durability and Mining. Lets click on those little diamonds below those two stats on the left hand side to slot our experimentation points. I went ahead and threw all mine into Mining for this example. Now, you've got your points in place, but what does that mean? For every experimentation point the crafting system is going to do a roll, this roll will determine a value from Critical Failure to Amazing (I think, I stopped paying attention to the names a long time ago, shiny golden dot good) for each individual roll. How likely you get a success or better is determined by your risk, which is described in that fancy box just below where we put in our experimentation points. See here how the drop down under 'Add Risk' says 'No Additional Risk' right now? That means I'm getting no bonuses to the stats beyond the result that i just explained (Shiny golden dot good, makes big stat bonuses). I'm going to change that stat for demonstration purposes, for general crafting, I'd suggest trying to keep that 'Your experimentation stats' value and the 'Final experimentation difficult' within about 10 of each other, but that's just advice, feel free to deviate and go crazy. So! I ran this on the 'ARE YOU INSANE' Level of risk difficulty from the risk drop down, Initially I had six failures out of nine. Each failure gave me around 4% bonus for rolling on the 'Are You Insane' difficulty but 0%, Critical Failures will give you negative percentages that will take away from your total. As you can see in the image above, only 3 of the little dots are dark 'failure' indicators rather then the six that I just stated. This is because I used the 'Polish' option that you see just above the 'Take' button, polish re-rolls 3 of your lowest rolls on a crafting experimentation and will always give you at least 1 level better of results, for instance turning three failures into three success and reducing my overall number of failures. Sorry if its not super clear here. In summary: The number of experimentation points are the number of times the system rolls. Higher rarity crafted items will give you more chances to roll, but you need more points to spend. Each roll gives you Flat percentage bonus to the stat based on result, Critical Failure is negative, Failure is 0, Success grant bonuses. Increasing Risk gives you a flat bonus to the percentage bonus granted by each roll regardless of result. On a quick note, with the recent changes to Assembly when you get a 'Flawed Assembly' you'll be shown a screen like the one below. When you 'Flawed Assembly' now the item stays at the same level of rarity, however you do not get to experiment on said item meaning you don't get any additional stat bonuses to it. When making components this is not 'too' terrible, but for the finished item this can be atrocious. I think thats about as straightforward as I can make it, my apologies if its still unclear. Either way, hit that take button and lets get to some gathering! Now that youve got yourself the Common Gathering Disc and its equipped you can equip your intermediate gathering tool. As you can see here, there's some green text there that says 'Equip: Harvesting Wood in PvP Areas can now yield the 'Logger' Discipline. This chance is increased in Wildlands Zones and Dreg's Adventure Zones.' and this is super important, because this is how you progress as a gatherer. You'll need to gather 'Uncommon Gathering Disciplines' that will drop from resource nodes (so Trees, Rocks, Graves, Etc) while you are gathering using these tools. When equipping the common discipline the game should also give you an explanation of the harvesting wheel which is super important to stamina management in gathering. Keeping your stamina up is how you keep a 'retaliate' in your pocket to help you not get killed if you get attacked. There is an explanation on the gathering wheel further down. On the Tool it states in PvP Areas, well isn't this whole game a pvp area outside the temple? Close, but not quite. Using the Arborium map as an example you can see where the player is expected to come in from the temple (assuming you are earth faction of course). Just to the left of that location is the line of 3 earth faction indicators that divide the map. The areas to the left of this line (apparently) do not drop disciplines when harvested in and the areas to the right do as they are proper Pvp zones. Dregs is the Guild Versus Guild worlds incase you were curious about that. Lets get to explaining some parts about the gathering now! Namely explaining Ranks, Plentiful Harvesting, and Motherloads. First things first, all gathering resources have ranks. They rank between rank 1 and rank 10. The Starting Worlds campaign only goes up to Rank 6. The higher the rank the better chance you have of getting uncommon+ drops from said resource node. However the trade off is that the resource node will have more armor, health, and generally take a lot longer to get through. In the temple area you'll find rank 1 nodes like this. You can tell this node is Rank 1 because when you hover over it you'll see the box that will tell you the rank. When you hover over a node you will also see the Plentiful Harvest Stat. The Plentiful Harvest Stat goes between 1 and 5 and dictates the drop rates for nodes. You can boost your plentiful harvesting stat by getting better gathering disciplines, using potions, and getting the dined condition from kebabs. See how below on the discs it lists the Plentiful Resources: Ore, that stat is Plentiful Harvesting as listed when you hover over a resource. Critical Harvest Chance is the chance for a large amount of bonus resources to be harvested when you finish a node Plethora of Dust just increases dust drop rate. Kebabs look like this, you've gotten some from the tutorial quest, different types of kebabs buff different gathering Plentiful Harvest Stats. These can be made at the cooking station located almost directly behind you if you're looking at the general crafting station in the temple. Aside from the meat or mushrooms you can buy all the supplies from the vendor with an apple on their head located just across the way inside the vendor area of the temple. And lastly to boost plentiful harvesting you can use Potions! These are crafted by anyone using an Alchemy crafting discipline at an Alchemy bench and will require a bit of stone (16 per potion), a water flask, and 6 of the resource you are making the potion for, so six non slag ore for mining potion for example. Fair warning! You can only have one potion, one wined, and one dined buff each at a time. So if you eat multiple kebabs or drink multiple potions, only the last potion or kebab will have an effect. Alrighty, now that that's covered, lets talk motherlodes! Motherlodes are the large resource nodes you see in the world that take multiple people to take down. The tutorial told you this, so that's all there is too it right? Noope! Motherlodes look like this to start. So i'm sure you've seen them whilst running around. These motherlodes need both multiple people hitting them and one person using the active ability 'Take it down' from the Foreman Discipline. The Foremen discipline can't currently be found in the starting world and can only be purchased from Eternal Kingdoms on vendors if you're lucky. If you're adamant about pursuing Jewelcrafting or Necromancy, reach out to Altybear (the person who posted this) and lets talk. Why would I say something like that? Well its because these motherlodes are the only locations that drop Minerals (used in ambrosia and philosopher solutions which are base components in necromancy) and Gems (which are the raw materials needed for Jewelcrafting) Anyway, if you're looking for a Foreman Disc, they look like this for reference and one person will need to use an exploration discipline slot to equip it. There's a secret method to obtaining exotic exploration discs like Foremen, maybe you can find some clues as to how to do so over in the Beginners Guide to Crafting. Alrighty! So by this point, hopefully you've farmed up a bit of your chosen resource, maybe gotten lucky and picked up a few greens if you're harvesting rank 4-6, maybe rank 3 if you're really lucky. If RNGaia has smiled upon you, you've also gotten an uncommon gathering discipline drop by this point. As seen below you've gained the active use power Energetic Harvesting and the passive Harvesting Power. Well what do these do? Ive got the explanation for the skill spelled out below. By using the ability Energetic Harvesting, which will need to be put onto your hotbar from the K menu, you'll spend a certain number of pips that are generated every time you hit a node in the circular display shown below. The central icon will change based on the number of pips present in the in your harvesting wheel. Here I've got the wheel displaying 0 pips, meaning Energetic Harvesting cant be used and displaying 2 pips which means if I use the energetic harvesting ability I will gain the 'Perceptive Harvest' Buff as listed in the tool tip a little further up. For lower level harvesting these aren't super important, but once you really get going the stamina you'll save by optimizing your buff rotation is really nice. I'm a fan of 4-1-2 since you can do it fast enough to get the upgraded buffs for both 1 and 2 before 4 runs out. Try experimenting around with the effects and see what you like. Gathering Wheel now badly explained, lets move onto the new trait that you received for equipping an uncommon discipline. If you look up at the uncommon Skinner Disc that I've got a little bit up from here, you can see that it now says 'Slots Granted' Harvesting Toolkit. A harvesting toolkit is a gathering item which gives you a drop chance for each gathering professions unique drop. These are specialty items that are used in crafting, remember minerals and gems that I mentioned up in the motherloding section? Those are drops that you need one of these belts to have a drop chance for. The belts are sold on the vendor where you bought the common exploration discipline from and each of the gathering belts cost 2,500 gold pieces. So, a quick rundown on what all the specialty items are used for, after all, if you're gathering them you should at least have an idea where to sell/use them. Mining: Gems, Harvested from ore motherlodes, used as a base component in Jewelcrafting. Quarrying: Minerals, Harvested from stone motherlodes, used as a base component in Alchemy recipe Ambrosia and Philosopher solutions, both essential for Necromancy. Cutting Grit, Harvested from small single nodes, used to make diamond cutting discs in Stonemasonry, essential for Jewelcrafting. Logging: Heartwood, Used in woodworking recipes, primarily specialty quivers for bow users. Beeswax, I think this one is used in cooking (Artisan Cheese), honestly I cant tell you since I've barely touched the stuff. Skinning: Bone, Ground and used in Alchemy for the Gem and Mineral Harvesting potion which increases gem and mineral drop rates by 20% Super good, requires 6 of the same rarity per potion. Blood, Used in jewelcrafting for combat based bonuses. Gravedigging: Grave Goods, I know they sell for a lot, but aside from that I don't know a current use, necromancy additives are looted off enemies and skinning mobs. (Feel free to comment below any additional uses for these bad boys!) So Congratulations! You've got your feet firmly planted as a gatherer now, but how do you advance from here? Lets open up your crafting menu, J, and look down at the bottom at the 'Upgrade Items' tab, particularly the 'Upgrade Exploration Discipline' for this example. This menu is how you upgrade your disciplines. You'll need 3 uncommon disciplines to make into a rare and 12k gold to fund the purchase of the 3 domination dust that you'll need, you can buy those domination dusts from the exploration discipline vendor all the way in the lower right hand corner. The Soul essence drops from Thralls that will spawn randomly around the maps at night, you've likely seen them around. Anyway! Thank you for sticking with me to the end, and I hope this shottily put together guide will at least give you a bit of assistance. I'll likely be doing revisions and edits as things come to me down the line, so consider this a WIP of sorts. At this time I'm obligated as a guild leader to shill my guild. So please, check us out, Lion Forge Guild over on the guild recruitment forums.