Tools of the Trade
|Preceded by:||Workshop Opportunity|
|Followed by:||Running A Workshop|
|Given by:||the retainer you hired|
|Starts in:||Protector's Enclave|
|Also occurs in:||Workshop|
|Turn in to:|
Tools of the Trade is a quest given by your workshop retainer in Protector's Enclave.
Objective[edit | edit source]
- Choose a starting profession
Summary[edit | edit source]
Steps[edit | edit source]
- Consult your Retainer
- Choose a Profession
- Speak to your Retainer
Dialogue[edit | edit source]
However, their superior knowledge of the properties and interactions of various materials means they also produce solvents, glues, and other miscellany oft' required by other professions.
Anyone can make use of the items alchemy produces.
Though armorers and blacksmiths share the ability to smelt raw ore into ingots, armorers concern themselves primarily with cold working armor and cannot forge weapons. They can however produce some other cold worked metal items such as an alchemist's alembic.
Those who wear metal armor, such as fighters and clerics can benefit most from armorsmithing.
Most artificers have a foundation in other trades, giving them an esoteric set of skills. Though often capable they prefer to leave hard labor to other artisans and must often be supported by other trades. That said, artificers can be relied upon for delicate work such as paper making, the processing and treatment of timber, and the creation of simple mechanisms.
Those who use magical weapons or bow and arrow will benefit most from the employ of artificers.
In addition to the smithing of ores into usable metals, blacksmiths are capable of forging a wide variety of bladed and blunt faced weapons and tools. In their singular pursuit of mastering forge work, blacksmiths eschew cold working, leaving the creation of heavy metal armor to armorers.
Those who uses bladed or blunt weapons, such as fighters and rogues; or those in need of a wide array of tools will benefit most from blacksmithing.
Some jewelcrafters make a living processing raw gemsstones alone, but they are also capable of producing jewelry and other ornaments, including rings and necklaces. Precious metals are often needed for ornamenting arms and armor, ensuring steady work for jewelcrafters.
Anyone can make use of a jewelcrafter's wears.
Leather armor provides more protection than simple clothing without greatly hindering the wearers mobility. Leatherworkers are also capable of producing belts. Leather is needed by tailors and armorers for straps and padding as well as by blacksmiths and artificers for wrapping handles.
Those who wear lightweight armor such as rangers and rogues can benefit most from leatherworking.
Starting with raw fiber, tailors are capable spinners and weavers, roducing their own thread and fabric for use in garment making. Tailors often incorporate leather elements into their designs but are not leatherworkers and cannot produce shoes, boots, or leather armor. Tailors can, however, craft capes and sashes.
Those who forego armor in favor of robes and light clothing, such as wizards and warlocks can benefit most from tailoring.
Completion[edit | edit source]
Running a workshop means managing a lot of tools and materials, you'll need the storage.