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Tradeskills

From EverQuest Legends Wiki

Tradeskills are one of the many activities available to adventurers of Norrath. Tradeskills can create special items for personal use or for profit by selling the results to other players. While some crafts are available only to specific races, such as the tinkering of the Gnomes, players can in general reach a skill level of 200 in many different tradeskills. Similarly, while most tradeskill recipes are available to any race, some (Cultural Tradeskills) are available only to specific races.

Reaching higher and higher level of mastery of any particular tradeskill becomes more and more difficult, and only the dedicated few will be able to call themselves Grandmaster of a craft. Various tomes can be found throughout Norrath, and deciphering them will give clues left by previous generations of masters. For the less patient, herein one will find all the known recipes and details for each of the available tradeskills.

Notes About Tradeskilling

Plan ahead for the tradeskill you wish to max. Once you pass 200 in any one skill, all other tradeskills will cap out at 200.

Except for class specific trade skills (I'm not sure about race specific). For example you can have 250 in Tailoring and 250 in Poison Making.

Stats

Intelligence & Wisdom, whichever is higher governs your chance to gain skill increases when practicing any tradeskill. See Tradeskill Equipment for help with gearing INT/WIS for non-caster classes.

Charisma will affect your prices, both buying and selling, with merchants.

Smithing skill increases use a secondary stat of Strength. The highest of Intelligence, Wisdom, or Strength governs your chance of gaining skill in smithing.

Fletching skill increases use a secondary stat of Dexterity. The highest of Intelligence, Wisdom, or Dexterity governs your chance of gaining skill in fletching.

Poison Making skill increases use a secondary stat of Dexterity. The highest of Intelligence, Wisdom, or Dexterity governs your chance of gaining skill in poison making.

Stats do not affect your chance of success for a combine. Only your current skill (modified by any skill-enhancing items) affects your chance of success.

Stackable Items

When combining any stackable items in a container, don't stack them! Put each item in its own slot. Hold CTRL when you click a stack to take just one item from the stack.


List of Tradeskills and their Maximum on P99

  • Plan ahead for the tradeskill you wish to max. Once you pass 200 in any one skill, all other tradeskills will cap out at 200.

The following site contains information on how stats affect tradeskills: http://www.eqtraders.com/articles/article_page.php?article=g256

Success in tradeskills is governed by the following formulas and rules:

  • Chance of success = MIN(SKILL - (.75*trivial) + 51.5, 95) -- for recipes w/ trivial of 68 or higher.
  • Chance of success = MIN(Skill - Trivial + 66, 95) -- for recipes w/ trivial of 67 or lower. (The formula for sub 68 trivials does not appear to be the same used on P99 once the item is "trivial" on p99 it appears to be 95% chance regardless of its trivial level.)
  • You always have a 5 percent chance of success in either formula REGARDLESS of skill level.
  • Trivial combines only fail 5 percent of the time. Once a recipe is trivial, it automatically has a 95% success chance. (Previously noted as... NOTE: This formula is suspect, and may not be correct for Project 1999. See [1].)
  • Skill level above a recipe's trivial increases your chance of success by roughly 1% per 40 skill.

Percent chance of tradeskill success table: TradeskillTable, SimplifiedTradeskillTable

List of Cultural Tradeskills (Kunark)

File:Castersrealm iksar monk sketch.jpg
The Iksar Race with Cultural Smithing (from Castersrealm)
  • Barbarians - Can forge a chain-class armor, plus weapons. The armor can be worn by all chain-wearing non-small, non-large folk, including iksar (no dwarves, gnomes, halflings, trolls or ogres). Use a Northman Forge.
  • Dark Elves - Can forge Adamantite Armor - both chain and plate varieties, plus weapons. The armor can also be worn by half elves. Use a Teir`dal Forge.
  • Dwarves - Can forge Brellium Armor - wearable by plate classes, plus weapons. The armor can also be worn by gnomes and halflings. Use a Stormguard Forge.
  • Erudites - Can tailor Erudite-only plate armor from the silk of Terrorantula. Use a Worn Erudite Sewing Kit.
  • Gnomes - Gnome cultural smithing is not yet ingame on p1999 (due to timeline reasons). But tinkering is.
  • Halflings - Can make Vale Leather Armor (tailored with smithing components). Use a Vale Forge for the smithing.
  • High Elves - Can make Mithril Armor which can also be worn by wood elves and half elves. Use a Koada`dal Forge for the smithing.
  • Humans - Can make Seafarers' Ringmail (Freeport), Field Plate (Freeport), Full Plate (Qeynos) armor sets. These can also be worn by barbarians, erudites, and half elves. Note that humans have TWO cultural forges, one in Freeport and one in Qeynos. They can make armor in both locations, but must use the proper forge with the proper recipe. Use either an Antonican Forge or a Royal Qeynos Forge for the smithing.
  • Iksar - Can make Skyiron Armor, weapons, and shields. Use a Iksar Forge for the smithing.
  • Ogres - Can make Ogre War Plate and Ogre Splintmail armor sets, which can also be worn by trolls. Use a Oggok Forge for the smithing.
  • Trolls - Troll cultural smithing is not yet in-game on p1999 (due to timeline reasons).
  • Wood Elves - Can make Mithril Studded Leather and Mithril Reinforced Leather (tailored with smithing components) as well as Mithril Feir`dal weapons. Use a Fier`dal Forge for the smithing.

A Note About Armor Set Varieties

Some races have an absurd number of combinations which produce different armor sets. First, some races can produce multiple types of armor e.g "plate" and "chain." For each type, four combinations are possible:

  • Non-enchanted, non-imbued (normal)
  • Enchanted, non-imbued
  • Non-enchanted, imbued
  • Enchanted, imbued

Also, some races can use multiple gems to imbue to different deities, which means there could be multiple versions of either of the last two sets on that list.

Not all races get all exhaustive combinations (e.g. dwarven chain has no "non-enchanted,imbued" version).

Finally, many of these armor sets have identical in-game item names for the armor pieces. On the wiki these are separated into different pages. Unfortunately this will wreak some havoc with the item pricings from the auction tracker - prices will be found only on the page where the item name matches the in-game name and these prices could include auctions of different versions of that particular piece.