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I am curious as to what each level of Harvesting gives you the ability to harvest,
as well as what each level of a crafting skill gives?
ie
Smelter 1: steel blanks, steel plates, iron ingots, copper bars
Smelter 2: steel wire, Silver bars
Smelter 3: Cold Iron ingots
Armoursmith 1: Plate and Hide
Armoursmith 2: Soldiers Mail, chainshirt
Weaponsmith 1: Steel dagger
Weaponsmith 2: Longsword

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0-6 = Tier 1, 7-13 = Tier 2, and 14+ = Tier 3 in gathering. Each level also allows you to gather faster, as well as has an affect on the gusher system
Each level of crafting decreases the amount of time it takes in refining and crafting. For refining specifically you get a better chance to critical and gain higher level level components. For Crafting you specifically gain points towards higher level products.

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Good question. Some people are working on pages containing recipes by level, but last time I checked, none of them were complete for all refining and crafting professions. A list of items that can be gathered by level is something that I haven't seen, even in partial form.
Edit: As is often the case, I stand corrected.

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Slightly off-topic however:
Due to the potential for the market to be swamped by +3 items, I believe it would be far better if every "+" level recipe above +1 needed a higher level of refiner/crafter to learn and queue up.
For example:
Doodacky Widgets +0 -> level 2 gnome dibbler
Doodacky Widgets +1 -> level 2 gnome dibbler
Doodacky Widgets +2 -> level 3 gnome dibbler
Doodacky Widgets +3 -> level 4 gnome dibbler
Thus a level 2 gnome dibbler could make +0 and +1 widgets but could only get higher than +1 by random upgrades.
Potentially this limitation could also be applied to crafted items so regardless of quality of materials the output is limited by your crafter level.

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I think we can start nerfing crafting when the glut of +3 items actually occurs. There are enough issues actually manifest in the game right now to keep the devs busy.
It sort of has already occurred in alpha so expect it to occur in the same time frame after EE - 6 to 8 weeks.

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<Flask> Ulf Stonepate wrote:I think we can start nerfing crafting when the glut of +3 items actually occurs. There are enough issues actually manifest in the game right now to keep the devs busy.It sort of has already occurred in alpha so expect it to occur in the same time frame after EE - 6 to 8 weeks.
What we've seen in alpha is an artifact of market difficulties, small markets, and a handful of truly committed players doing an absurd amount if crafting.

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Neadenil Edam wrote:What we've seen in alpha is an artifact of market difficulties, small markets, and a handful of truly committed players doing an absurd amount if crafting.<Flask> Ulf Stonepate wrote:I think we can start nerfing crafting when the glut of +3 items actually occurs. There are enough issues actually manifest in the game right now to keep the devs busy.It sort of has already occurred in alpha so expect it to occur in the same time frame after EE - 6 to 8 weeks.
That and most of the players were up in ThornKeep and not their own settlements.
Let's get back on topic please.

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DeciusBrutus wrote:Neadenil Edam wrote:What we've seen in alpha is an artifact of market difficulties, small markets, and a handful of truly committed players doing an absurd amount if crafting.<Flask> Ulf Stonepate wrote:I think we can start nerfing crafting when the glut of +3 items actually occurs. There are enough issues actually manifest in the game right now to keep the devs busy.It sort of has already occurred in alpha so expect it to occur in the same time frame after EE - 6 to 8 weeks.That and most of the players were up in ThornKeep and not their own settlements.
Let's get back on topic please.
The original question has already been answered - its all there in the spreadsheets.