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Tradeskills - Version 2 vs Version 3
Sep 16, 2026, 03:07 PM
Added weapon and armour concept art
Sep 16, 2026, 03:15 PM
Add wikilinks to table cells (1 new links)
11The developer's gameplay page promises a large variety of trade skills that tie into factions, player guilds, and player housing. The stated intent behind that is social rather than economic: even solo play, such as harvesting, is meant to tie into a greater communal purpose. What follows is only the skills that have actually been named in published material. The full list is certainly larger, but the rest has not been announced.2233Named tradeskills4455SkillUsed forNotesTinkeringArcher trapsDescribed by the studio as the first bit of Tinkering to make it in-game.FletchingArcher specialty arrowsArrowhead crafting is part of the Archer's published kit.SurvivalCrafting a torch and placing a campfireA campfire needs eight pieces of wood. A dying fire can be rekindled by trading it another piece of wood.Poison makingRogue poisonsLearned from Poison Maker NPCs. Some experimental poisons never appear as a vendor recipe at all.Spell researchShaman Communion of Regeneration and the higher Tribal Spirit tiersThe Wizard material describes research as a broader crafting feature intended for multiple classes rather than a Wizard exclusive.FishingNamed as an example on the skills tabNo further detail published as of September 2026.LumberjackingHarvesting woodUses a Lumberjack Axe on the nodes found near trees. Wood feeds campfires, which feed the Rested bonus on Experience and Leveling.6677Learning recipes8899Recipes come from two directions. Most are taught: Archer trap schematics are sold by the spell merchant, and Rogue poisons are taught by Poison Maker NPCs. The rest are found. The studio is explicit that experimental poisons will not show up as a recipe on the vendor, and that discovering them is left to the player, which fits the wider design tenet of stripping systems of hand-holding and overt explanation.10101111Gathering and the world clock12121313Harvesting is not a static node list. Spawns, foraging, harvesting and other discoveries take account of time of day, day of the week, lunar cycle, seasons and similar variables. In practice that means a node or a resource you cannot find may simply be out of season or out of hours rather than absent from the zone. See Travel for what darkness does to an outdoor gathering trip.141415151616Selling what you make17171818Merchants are discretionary buyers rather than universal ones. Most merchants only buy items similar to what they sell, so a butcher buys meat and a tailor buys tailoring supplies, and they pay a premium for those goods. Shady individuals will buy anything, at a worse price. The important structural detail is that everything you and other players sell to a merchant becomes part of that merchant's inventory, so shop stock is fed by the player base rather than generated.19192020For player-to-player trade there is an /auction chat channel, which is zone-wide and used for buying, selling and trading goods and services. As of September 2026, no published page from the developer describes an auction house, a consignment vendor, or any other automated trading facility. The channel is a place to shout an offer, not a listing service. See Interface and Commands and Items and Equipment.21212222What the ties to factions, guilds and housing mean23232424The connection between tradeskills, factions, player guilds and player housing is stated as a design goal and nothing more. As of September 2026, no published page describes housing plots, decoration, ownership or cost, no faction list or reputation scale has been published, and no page details what a player guild can build or hold. Note that player guilds are a separate thing from class guilds, the in-world halls where trainers are found and where new characters are directed by the note in their starting inventory. See Classes.