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  • Where can we put the information about producing professions that they require quests to advance in Profession Level?--Blakborn 04:33, 18 March 2007 (PDT)
I listed the quests needed to advance in crafting on the Quest-page, but made a more in-depth guide to them on the Cooking page. Hope that was the correct thing to do? Oh and how do you add the timestamp after your comments in Talks? - Tjikke 18th March
You could write the quests like they are in the quests section. And state a walktrough if you feel one is fit
Just click the second from the right of the buttons above here. It says 'Your signature and timestamp' as hint.--Blakborn 06:28, 18 March 2007 (PDT)
  • I am creating a Crafting master items page - linking here so I can develop before linking to the main crafting page.--Nemmerle 14:44, 16 April 2007 (PDT)
  • There's a problem with the Scholar "see also" bit - it messes up the headings (shows as a new heading when it should be a sub sub (or whatever) heading). It appears to be down to what is & isn't in <include > & on the Scholar page. Working out what needs changing is beyond my current wiki skills I think :D DancesInTrees 23:51, 16 April 2007 (PDT)
I think i fixed it --Hinney 00:06, 17 April 2007 (PDT)

Structure and Category Review


structure of vocation sub-categories not thought up yet.
structure of profession sub-categories not thought up yet.
See my structure and category review in Category Talk:Recipes
See my structure and category review in Talk:Crafting Items
structure of tools sub-categories not thought up yet.
Sub-category:Crafting Guides
Articles: all guides related to crafting should be linked to here, such as: 'Choosing a vocation that's right for you and your kinship Guide' or 'Guide to locating nodes and collectible ingrediants'.. etc. etc.

Category Crafting would lead to these subcategories and others when added later (if necessary) only. No articles would link to Category:Crafting. Rogue 11:27, 14 February 2008 (PST)

Broken Link

Link to LOTRO Crafing site is broken or no longer exists; marking it as such. Suggest removing it. KaplanD

Watch out for errors

The article contained the following passage.

Single-use recipes do not have the option for rare mastery components in the mastery tab.

I have altered this to read, "Some single-use recipes do not have the option for rare mastery components in the mastery tab." As originally phrased, the statement was false. There are a large number of single-use recipes that DO have the option for rare mastery components that increase the chance of critical success (e.g., most Weaponsmith single-use recipes). Don't make sweeping statements unless you know them to be true. Theodobald 08:52, 20 November 2010 (EST)

It used to be that way a while back before the creation of Mastery Scrolls. It just got missed for updating. It was true at one point, so please do not accuse someone of placing false information. Rogue 11:23, 20 November 2010 (EST)

Coal from ore nodes?

This article contains the sentence "Ore nodes can also produce gems for Jewellers, minerals used as components for dyes and coal for converting iron ingots into steel ingots." In 150+ hours of prospecting (up to dwarf-iron), I have never received coal from an ore node. Is this sentence accurate, with respect to coal? Xyzzy (talk) 15:15, 21 November 2012 (EST)

You are right. I've been collecting drops from mobs and items you get from containers and resources and the amount of coal I got is 0. Moinante (talk) 16:56, 21 November 2012 (EST)
Fixed. -- Zimoon (talk) 17:33, 21 November 2012 (EST)

UPdate 9 changes to crafting in Bree

See: Talk:Bree#Update_9

Crafting guilds details

Added some meat/detail to the crafting guilds section. First time players should know something about the long view in terms of which crafting guild makes legendary for which class, except, I don't know them all off the top of my head, so i'll have to add more later, maybe if i figure out how to add a table. If someone else already knows, please add. --Herkittyness (talk) 08:25, 19 February 2013 (EST)

Somewhat related... I've been working on the various parts of Tailoring (mostly adding T8 stuff) ... including the fact that "Tailor's Guild" now re-directs to "Tailor's Guild-hall," and that entry had zero information about the Tailor's guild!
What kind of table do you want? Easiest way to get started is to copy one... see: Comparison: Level 85 Light Armour for a fairly "simple" one. You can probably cut and paste the "parts" you need from the various recipe pages: Tailor_Westfold_Recipe_Index#Crafted_Relics for example. Just copy the header from one of those tables and insert the lines...
There is (or should be) a page for each tier (although only T6, T7 and T8 can craft relics) for each craft.
Wm Magill - Valamar - OTG/OTC talk 12:54, 19 February 2013 (EST)


If the discussion of the comparative ease of the various professions is intended to guide newcomers, then I think it is misleading. I would say that Tailor is actually more difficult to advance than either Scholar or Jeweller due to the limited accessibility of materials. For all professions except Tailor, materials can be gathered (or grown) without needing the ability to slay in a particular zone. Ore, wood, gems, and artifacts all come from resource nodes (which do not fight back). This is not so for hides. For instance, a level 30 character can carefully wander through Forochel and gather Tier-5 ore while trying to avoid confrontations (I've done it many times). However, similarly obtaining Tier-5 hides requires being able to defeat lvl 44-50 creatures. Halgoreth (talk) 03:15, 24 February 2014 (UTC)

It's mostly a "preference" kind of thing...
  1. Explorer includes tailor, hence the other two gathering professions as well.
  2. Depending upon your "game-play style" - obtaining hides is pretty simple. While you complete the various Slayer Deeds in a region, you collect the hides you need to advance tailor.
  3. Tailor also can craft new Armour for ANY class (all classes can where Light Armour, and most can wear Medium). "Critted," crafted armour is better than most all "drop" armour. Only for Heavy Armour types is this un-true.
  4. If you are a member of a Kinship, virtually all of them have some kind of "crafting pool" -- where other Kin members pass along hides and other resources to help lower level characters and alts level up their crafting. (The Auction House is an EXPENSIVE alternative, but it also works.) Many Kinship members have "low-level alts" "parked" (historically) in Esteldin for crafting and are "fed" through shared storage to allow them to "tier-up" without needing to go questing themselves.
  5. "How many" characters you are playing also makes a difference. Most serious players quickly create alts in the different professions.
  6. As you level, the benefits of each crafting profession change. At lower levels, up until level 50; Tailor is the most generally useful of the crafting professions.
  7. Personally, my "favorite-easiest" is a Hunter/Explorer.
  8. The most difficult profession to advance is the Scholar. ONLY a scholar (Historian) can collect items from scholar nodes... and those are the scarcest resource nodes in the game.
  9. The only "profession" more boring than "Fishing" is "Farming."
  10. Cook is still "confused" -- it used to be that one could (was required to) purchase all of the necessary components from a vendor, meaning a cash drain. Now, "many" components are only available from Farmers... but not all. Cook is still a cash drain!
  11. Weaponsmith and Woodworker are useful up until level 50 when you get Legendary Items.
  12. Metalsmith is probably the profession most similar to Tailor in that it can craft Armour for all the Heavy Armour types.
  13. Once you hit Level 50 and begin working with Legendary Items, you discover that Guild Rep is necessary to get the Recipes needed to craft the various "Crafted Relics" for your Legendary Items. And to utilize those recipes you need Mastery in all the appropriate Tiers, not just Proficiency.
So, all in all, the crafting system is surprisingly complex, and it all boils down to "druthers." ... "I'd rather be a hammer than a nail. Yes I would, if I only could, I surely would." (Simon and Garfunkel, 1970)
Wm Magill - Valamar - OTG/OTC - talk 06:41, 25 February 2014 (UTC)
I am inclined to remove the paragraphs about difficulty, as it is completely dependent on the circumstances. A Yeoman-Cook is the most easy profession to advance, and you can reach Tier 9 as a farmer and a cook without doing any real questing. A Tinker-Cook might have a hard time to get the needed ingredients. And while Scholar's ingredients are not the most frequent resources, a Scholar can get them by himself; so Scholar is a profession with slow progress, but not difficult. If you play a single char as a Jeweller, you will never have enough ores and gems, but if you play a lot of alts, there always are sufficient resources – for progress at least. So i think i will remove that paragraph as a paragraph and scatter the contained informations throughout the article. --QNo (talk) 13:43, 23 August 2015 (UTC)
Makes sense to me.
Difficulty has changed dramatically in recent years. Crafting as with everything else has been nerfed since F2P. As you point out progress may be slow, but not difficult.
At one time, a cook could (had to) purchase virtually all ingredients necessary to advance.
And I think that all of the advancement quests have been removed except for the first one.
Wm Magill - Valamar - OTG/OTC - talk 02:07, 24 August 2015 (UTC)

Changes from Bullroarer Update 21.2 - Beta #3 - Preview and Release Notes

The following are excerpted from the Bullroarer Update 21.2 - Beta #3 - Preview and Release Notes

One significant chage:
  • Crafting - Crafting: A Facility and Crafting: Artisan Profession are no longer required to unlock superior facility use or the artisan crafting tier. These quests are no longer available from expert craft npcs.
  • Crafting - Doomfold Healing, Milkthistle, Conhuith, and Lhinestad Draughts now remove negative effects up to a maximum strength of level 120.
  • Crafting - Captain Crest and Warden Carving recipes may be executed with Universal Ingredient Packs.
  • Crafting - Food produced from Doomfold Cooking now has a stack size up to 100.
  • Crafting - Woodworkers are now able to craft Strong Boards of Doomfold Wood, Weaponsmiths are now able to craft Quality Doomfold Ingots, and Tailors are now able to craft Well-treated Doomfold Leather.
  • Crafting - Doomfold Jewellery recipes now only require 1 Refined Black Adamant instead of three.
Wm Magill - Valamar - OTG/OTC - talk 17:00, 1 October 2017 (UTC)

Section Profession Vs. Class

It says i might want more than one Tailor, Jeweler, or Metalsmith. WHY? My guess is because of the 7-day cooldown on the top crafts. Yes? if so, then can someone add this? I don't want to as IDK if I am right or not, so... perhaps YOU could? Friimynd (talk) 09:24, 5 March 2020 (UTC)

That's indeed the main reason for people to have multiple of these crafts. I've changed the text to reflect this. --Ravanel (talk) 21:30, 8 March 2020 (UTC)