NW M17Launch.jpg

Tools of the Trade

From Neverwinter Wiki
Jump to: navigation, search
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
Ends in:
Turn in to:
330 - 1,321XP
330Silver 18Copper - 5Silver 76Copper
Duration: {{{duration}}}

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]

It's time to decide which profession you would like to focus on first.

Steps[edit | edit source]

  • Consult your Retainer
  • Choose a Profession
  • Speak to your Retainer

Dialogue[edit | edit source]

Lord Montworth has provided us with funds to purchase the tools and materials we need to get started. However, there is only enough for a single profession.
Then let's choose what profession to focus on first.
Which profession?
Alchemy is as much a pursuit of knowledge as it is a profession. Practically speaking, alchemists concern themselves primarily with the concoction of potent potions and poisons.

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.

Armorsmithing is the production of heavy armors that are made from metal. That includes platemail as well as scale and chainmail.

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.

Artificing is the study and application of magic in the creation of items. Putting pen to page, artificers draft arcane geometries used to craft magical weapons and artifacts.

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.

Blacksmiths take their title from working with iron and steel but are capable metalworkers that can work with any metal given training.

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.

Jewelcrafters are experts at working with gemstones, precious metals and other delicate materials such as bone and horn.

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.

Leatherworking is the art of crafting lightweight and durable armor from animal hides.

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.

Tailoring is the art of making clothing from textiles, from everyday wears like shirts and pants to robes and mantles.

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.

I want to ask about another profession.
I've decided on (profession name)
(profession name) is it? Are you absolutely certain? You'll be able to pursue any profession you like in the future, but you'll only have the materials for (profession name) to begin with.
On second thought, I want to ask about another profession.
I'm certain. (profession name)

Completion[edit | edit source]

I've acquired the supplies we need to get started. Seeing as your bags are likely full of adventuring equipment I've also procured a toolbox and a bag for storing materials.

Running a workshop means managing a lot of tools and materials, you'll need the storage.

Walkthrough[edit | edit source]

There is no walkthrough for this quest yet. You can help Neverwinter Wiki by writing one.