Well, if they are doing equipment crafting - you will need to finish the guild main questlines to have access to some of the crafting stations, as well, many are in the wilderness and a Level 3 mule probably won't make it there safely. As well, you will need to level them up to have enough skill points (depending on how many crafts they plan on doing)
[EDIT] There is no special reward for doing all the trades on one character
Well, if they are doing equipment crafting - you will need to finish the guild main questlines to have access to some of the crafting stations, as well, many are in the wilderness and a Level 3 mule probably won't make it there safely. As well, you will need to level them up to have enough skill points (depending on how many crafts they plan on doing)
[EDIT] There is no special reward for doing all the trades on one character
Whats different about the guild quest line crafting tables? Also yeah...i planned on gtetting each mule to 15-20 for skill points.
Well, if they are doing equipment crafting - you will need to finish the guild main questlines to have access to some of the crafting stations, as well, many are in the wilderness and a Level 3 mule probably won't make it there safely. As well, you will need to level them up to have enough skill points (depending on how many crafts they plan on doing)
[EDIT] There is no special reward for doing all the trades on one character
Whats different about the guild quest line crafting tables? Also yeah...i planned on gtetting each mule to 15-20 for skill points.
The special crafting stations allow you to make sets with bonuses depending on how many items from the set you are wearing. Bring able to craft something with the set bonus depends on how many traits you know for that particular item.
Example: Deaths wind give set bonuses, if your wearing 5 pieces of it sometimes enemies get blown back from you (good if your a ranged attacker). This set requires you know 2 traits. If you have researched at least 2 traits for sword, you can craft a sword with the bonuses. If you only know 1 trait on bow, you cannot make a bow with those special bonuses. These special crafted stations are found generally out in the wild, except the the few we mentioned above. Each place does a different set. You can google ESO crafted set stations to see the sets and what they do, along with where they are found.
Well, if they are doing equipment crafting - you will need to finish the guild main questlines to have access to some of the crafting stations, as well, many are in the wilderness and a Level 3 mule probably won't make it there safely. As well, you will need to level them up to have enough skill points (depending on how many crafts they plan on doing)
[EDIT] There is no special reward for doing all the trades on one character
Whats different about the guild quest line crafting tables? Also yeah...i planned on gtetting each mule to 15-20 for skill points.
The special crafting stations allow you to make sets with bonuses depending on how many items from the set you are wearing. Bring able to craft something with the set bonus depends on how many traits you know for that particular item.
Example: Deaths wind give set bonuses, if your wearing 5 pieces of it sometimes enemies get blown back from you (good if your a ranged attacker). This set requires you know 2 traits. If you have researched at least 2 traits for sword, you can craft a sword with the bonuses. If you only know 1 trait on bow, you cannot make a bow with those special bonuses. These special crafted stations are found generally out in the wild, except the the few we mentioned above. Each place does a different set. You can google ESO crafted set stations to see the sets and what they do, along with where they are found.
Ahhh, i see. Good info, thank you
One thing to keep in mind is if you split up Blacksmithing, Tailoring, and/or Woodworking to separate mules, you might have to make separate trips to the special crafting stations depending on what you're making. Not a show stopper, but it will be extra effort.
Ourorboros wrote: »The upside of splitting crafting between multiple characters is the need for less bank space, and for fewer skill points. The downside is taking up character slots. This is a problem if you want to create different characters, different classes, different alliances. You'll have to invest a lot of time to level multiple crafters, and you will have a void in your crafting skills if you delete one or more.
Here's an alternative suggestion: Go ahead and create multiple crafters, but at the same time level craft skills on your main characters, ones you intend to keep for some time. The difficulties with having an all-in-one crafter/player is bank space and skill points. Both of these pretty much disappear by the time you finish Caldwell Silver and Gold. On the way to that point, you can level all six crafts without spending more than a handful of skill points. In addition to my main character who has mastered all crafts, I have two VRs with crafting skills in the 40s to 50 with around 10 skill points in crafting (you don't have to spend any skill points, but it is much easier to raise alchemy and provisioning if you bump up to higher levels, and I was chasing the XP potion recipes). Other than alchemy and provisioning, all you have to do to level the other skills is deconstruct items. If you do this, you will have characters will high crafting skills by the time you have more skill points than you know what to do with. One last thought, if you pursue this approach, don't forget to research traits....this is not hard but has an unavoidable time penalty. At the end of the day, you will have a totally self-sufficient character that can support all your crafting needs, and the option to delete some of your mule/crafters without losing any crafting abilities.