EQ2 FURNITURE



Total items rewarded from If I Had a Hammer: 6
Books
Handbook of the Academy of Logistics
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Graem Vorbent in Timorous Deep.

Purchased from Prime Stockmajor Grelishh in Timorous Deep (2763, 126, 1216) for 1c.

Discovered on 4 Mar 2008 at 8:55:54 PST.
Handbook of the Academy of Logistics
Toil created us, toil empowered us, and toil leads us into the future. The advancement of Gorowyn is of primary importance and the crafters of Gorowyn stand ready to support that effort in every way.
-- Prime Purveyor Clazdok Gi`uul
In order to be competitive in today's marketplace, the Academy of Logistics provides you with this basic guide to commerce. You will learn many things on your own over time, so do not consider this book your only guide to success. Rely on your own resources and skills and you will prosper.
In the event that you are discovered to possess an aptitude and inclination for crafting, make your way to tradeskill delegate Rozokal Niba'mok within Gorowyn to receive further instruction. In this area you will also find a broker, some representatives of the Academy of Logistics, a fuel vendor, and more. The tradeskill delegate can teach you more about how to become an artisan, and how you can put your skills to use for the betterment of Gorowyn.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Academy of Logistics endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in the outdoor areas around the city of Gorowyn.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer, who should not be far from the tradeskill delegate.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Academy of Logistics is the tradeskill organization for Gorowyn. Originally a conglomerate of military support divisions, this organization was responsible for the supply and outfitting of the armies. Shortly after the establishment of Gorowyn, the task of training and supplying the social population was given to the organization, which was renamed the Academy of Logistics. To this day the Academy oversees all trade and crafting within the city of Gorowyn, as well as overseeing all technological needs such as the supply and maintenance of anchoring tanks. The Academy of Logistics also administrates all trade within the city, monitors and taxes all broker transactions, and ensures the compliance and productivity of all Gorowyn citizens with crafting talents.
As you increase in skill as an artisan, you may consider it your duty as a citizen to assist the Academy of Logistics in supplying your city. Representatives of the Academy of Logistics will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Academy of Logistics. Work order representatives can be found in Gorowyn's main crafting area.
If you earn sufficient status with the Academy of Logistics to merit recognition, the society's faction merchant located in Gorowyn's central crafting area will sell you a title certificate should you wish to purchase an official title. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the Academy's most closely-guarded recipes. The Academy of Logistics expects that all citizens will be willing and eager to support their city and fellow citizens, but grants recognition to those who provide services and support above and beyond the average.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsmen are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkerers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Salviln Grau'tuz, the career counselor for the Academy of Logistics, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. Being an artisan is a noble calling. We are all part of a greater team, combining our efforts towards serving the city of Gorowyn. In crafting, just as in any other profession, establish your reputation by doing your best at whatever task is before you. Your efforts will help to maintain Gorowyn's military superiority and ensure we remain a strong force to be reckoned with.
Books
Handbook of the Coalition of Tradesfolke
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Fangtarn in The Ruins.

Purchased from Juvena in The City of Freeport (36, -18, 105) for 1c.

Discovered on 4 Mar 2008 at 8:39:28 PST.
Handbook of the Coalition of Tradesfolke
Any great civilization is not built in a day. Look at how long we have survived and prospered, through the adversity of time and place. And yet, we are more than a city of might and brawn. The skills of our artisans and tradesfolk provide us with improved weaponry and armor as well as other vital products.
-- Trade Commissioner Lasarian Nasin, Freeport Coalition of Tradesfolke
In order to be competitive in today's marketplace, the Freeport Coalition of Tradesfolke provides you with this basic guide to commerce. You will learn many things on your own over time, so do not consider this book your only guide to success. Rely on your own resources and skills and you will prosper.
Upon arrival at your new district, locate the tradeskill area within your home village. This should be marked on your map, and will most likely be accessed through a small trapdoor. Inside you will find a broker, some representatives of the Coalition of Tradesfolke, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan. As you know, every district caters to different clientele, therefore the Freeport Coalition of Tradesfolke maintains separate yet equal connections in each of them. In this way, we can ensure the quality of the merchandise being offered in service of the Overlord.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Coalition of Tradesfolke endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around Freeport such as the Graveyard (located through Longshadow Alley or Stonestair Byway); The Ruins and the Sunken City (accessed by ringing the mariner's bell on one of the district docks); or the Sprawl (accessed via Scale Yard or Big Bend).
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. TO choose your specialty, you will speak to the Crafting Trainer who stands near the entrance of each crafting area in the districts.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Coalition is the official governing body of all trade activity within the territory of Freeport. Although not a true part of the government, they are charged with the task of trade organization. The Coalition maintains an absolute monopoly on the regional trade market, and is thus a major force in the trade world. Since Freeport is the trade hub of the world, thanks to its robust shipping lanes and major continental highways, the Coalition is a force to be reckoned with in the global economy. The Coalition also manages all trade activity of Freeport. They are charged with taxing the populace and even enforcing the taxes in any way they see fit. The Coalition of Tradesfolke headquarters is located in West Freeport, near the Militia House.
As you increase in skill as an artisan, you may find it prudent to offer your services to support the Coalition. Representatives of the Coalition of Tradesfolke will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Coalition of Tradesfolke. Work order representatives can be found at the Coalition headquarters, as well as in most crafting areas in the outlying districts. However, do not attempt to pass off inferior items for a work order, as this may endanger not only your reputation, but perhaps your life.
If you earn sufficient status with the Coalition of Tradesfolke to merit recognition, the society's faction merchant located in West Freeport will sell you a title certificate should you wish to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. The Coalition ensures that those who serve faithfully are rewarded appropriately. Your mandatory support is entirely voluntary.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsman, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Jonak Harvester, the career counsellor at the Coalition of Tradesfolke headquarters, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. Being an artisan is a noble calling. We work independently and yet ultimately combine our efforts towards serving the Overlord and the Coalition. You will be able to earn a decent wage based entirely on your own efforts, provided you keep abreast of the latest developments by working with the Coalition in your district, and using your wit and skill. The Overlord knows the value of the artisan to Freeport's society; it is no less a place than that of any brave fighter or learned mage. Do not disappoint him.
Books
Handbook of the Dark Bargainers
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Dalvos D'Nar in Darklight Wood.

Purchased from Acquisitions Expert Kyri Velkyn in Neriak, City of Hate (-170, 0, 303) for 1c.

Discovered on 4 Mar 2008 at 8:33:00 PST.
Handbook of the Dark Bargainers
There are no races more skilled in the ancient crafting arts than the Teir'dal, and no gods more deserving of our dedication than Innoruuk. All others are inferior, and therefore it is not only our duty, but also our pleasure, to take full advantage of the opportunities they present.
-- Acquisitions Expert Mraena D'Aryth
In order to be competitive in today's marketplace, the Dark Bargainers provides you with this basic guide to commerce. You will learn many things on your own over time, so do not consider this book your only guide to success. Rely on your own resources and skills and you will prosper.
The central crafting area in Neriak is located near the Blind Fish. In this area you will find a banker, broker, some representatives of teh Dark Bargainers, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan. The Dark Bargainers representatives maintain a close watch on the quality of goods, and artisans, entering and leaving this area. In this way, we can ensure the quality of the merchandise being offered in service of Innoruuk and the Queen.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Dark Bargainers endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in the Darklight Wood in the areas near Neriak and the outpost.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who can be found in the central crafting area.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Dark Bargainers is the official governing body of all trade activity within Neriak and the surrounding areas. They maintain the city's flourishing trade activities and broker networks, and charge a fee for each broker transaction which is used for administrative purposes. Although not an official arm of the religious structure within Neriak, the Dark Bargainers are a very religious society and offer a portion of all profits to the temple of Innoruuk. They also set aside a portion of each week in order to meditate and honor Innoruuk. Representatives of the Dark Bargainers can always be found in Neriak's central crafting area, although there is no region of Neriak in which their influence is not felt.
As you increase in skill as an artisan, you may find it prudent to offer your services to support the Dark Bargainers. Representatives of the Dark Bargainers will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Dark Bargainers. Work order representatives can be found in Neriak's central crafting area. Perform all tasks for the Dark Bargainers with the utmost care and skill. Any attempt to pass off inferior items for a work order is an insult to Innoruuk, and may put a rapid end to not only your reputation, but quite likely also your life.
If you earn sufficient status with the Dark Bargainers to merit recognition, the society's faction merchant Kyri Velkyn will sell you a title certificate should you wish to purchase an official title. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. The Dark Bargainers ensure that those who serve faithfully are rewarded appropriately. Your mandatory support is entirely voluntary.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsman, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Vier N'Vul, the career counsellor for the Dark Bargainers, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. Being an artisan is a noble calling. We work independently and yet ultimately combine our efforts towards serving Innoruuk and the Dark Bargainers. You will be able to earn a decent wage based entirely on your own efforts, provided you keep abreast of the latest developments by maintaining a good relationship with the Dark Bargainers in your district, and using your wit and skill. Queen Thex knows the value of the artisan to Neriak's society; it is no less a place than that of any brave fighter or learned mage. Do not disappoint us.
Books
Handbook of the Ironforge Exchange
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Henk Newfield in Oakmyst Forest.

Purchased from Fhara Hanford in Qeynos Capitol District (340, -21, -108) for 1c.

Discovered on 4 Mar 2008 at 8:46:20 PST.
Handbook of the Ironforge Exchange
Qeynos has rebuilt itself countless times over the ages. The constant thread that weaves its way through our city is the quality of the good produced and the services provided by our own residents. We all have skills and talents to share with the community. The Qeynos Ironforge Exchange gives our creativity an outlet that is not only good for our artistic nature, but the city as well.
-- Baron Kaedrin Ironforge, Qeynos Ironforge Exchange
The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, once cannot overlook the financial gains possible through hard work and dedication to one's art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.
Your first step to becoming an artisan is to locate the tradeskill area within your home village. This should be marked on your map, and will most likely be accessed through a small trapdoor. Inside you will find a broker, some representatives of the Ironforge Exchange, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Ironforge Exchange endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around Qeynos such as the Peat Bog (located through Starcrest Commune or Nettleville); Oakmyst Forest and the Caves (accessed by ringing the mariner's bell on one of the village docks); or the Forest Ruins (accessed via Baubbleshire or Willow Wood).
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who stands near the entrance of each crafting area in the villages.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Ironforge Exchange is comprised of all artisans and merchants who own shops within the city of Qeynos. This faction manages the city's broker system, and all vendors who use them must pay a tax used for their upkeep. The merchants of Qeynos are always quick to lend a helping hand with any task that benefits their realm or its people. They often compromise with the other factions of Qeynos, and will sometimes make decisions that result in a financial loss if it benefits the greater good. No amount of profit is worth more than the prosperity of all Antonicans. The Ironforge Exchange is an extremely integral part of the rebuilding of Qeynos. The Ironforge Exchange headquarters is located in North Qeynos, opposite the bank.
As you increase in skill as an artisan, you may offer to provide your services to aid the city of Qeynos. Representatives of the Ironforge Exchange will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Ironforge Exchange. Work order representatives can be found at the Ironforge Exchange headquarters, as well as in most crafting areas in the outlying villages.
If you can earn sufficient status with the Ironforge Exchange to merit membership, the Ironforge Exchange faction merchant located in North Qeynos will sell you a title certificate should you wish to purchase an official title from the society. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. Membership in the Ironforge Exchange is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsman, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Fidelia Recolo, the career counselor at the Ironforge Exchange headquarters, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for quick reference as needed. It is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. Qeynos is filled with many beautiful things. We look forward to adding your work towards the enhancement of our city!
Books
Handbook of the Ravens of the North
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Bull the Crafty in Frostfang Sea.

Purchased from Peregrine Helgreth Iceweaver in Frostfang Sea (-331, 176, -47) for 1c.

Discovered on 25 May 2010 at 9:06:34 PDT.
Handbook of the Ravens of the North
Halas, the ancestral home of the Northmen, is no more. Torn asunder by years of fighting with the snow orcs, the city was finally razed to the ground by the fiery chunks of Luclin raining down to fulfill the shaman's prophecy: "On the night of fire, Halas shall be consumed by earth. Blood shall flow like water, for death travels through the air." Yet the sons and daughters of the Marr twins will not go quietly into the Gray Wastes, nor shall we leave our beloved Erollisi Marr unguarded as she travels those lands. Where she now lies, let us go too. We shall rebuild New Halas to stand guard by her shrine, and never again shall we turn our backs on our home.
-- Nikolas MacCraifft, the White Raven
The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, one cannot overlook the financial gains possible through hard work and dedication to one's art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.
Your first step to becoming an artisan is to visit the hall of the Ravens of the North. This should be marked on your map. Inside you will find some representatives of the Ravens, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Ravens of the North endorse, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around New Halas. The main isle supplies the first harvests you will require, and materials for more advanced crafting can be found on the outer isles.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you and you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who is within the hall of the Ravens of the North.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Ravens of the North are comprised of all artisans and merchants who own shops within New Halas. This faction manages the city's broker system, and all vendors who use them pay a tax used for their upkeep. The artisans of Halas are always quick to lend a helping hand, and have been an essential and driving force behind the establishment of New Halas. While their fins skills and craftsmanship can earn them a comfortable living, they realize that no amount of profit is worth more than seeing the successful establishment of New Halas.
As you increase in skill as an artisan, you may offer to provide your services to aid the city of Halas. Representatives of the Ravens of the North will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Ravens of the North. Work order representatives can be found in the hall of the Ravens of the North.
If you earn sufficient status with the Ravens of the North to merit membership, their faction merchant located in their hall will sell you a title certificate should you wish to purchase an official title from the society. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. Membership in the Ravens of the North is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsmen are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkerers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan,the career counselor at the hall of the Ravens of the North can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. It is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. The entire city of New Halas is a labor of love by its artisans, filled with many beautiful carvings and more still to come. We look forward to adding your work towards the enhancement of our city!
Books
Handbook of Tunare's Pages
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had a Hammer (Tradeskill), started by Grull Silverstump in Greater Faydark.

Purchased from Yono Sylnu in Greater Faydark (451, 91, 343) for 1c.

Discovered on 4 Mar 2008 at 8:37:58 PST.
Handbook of Tunare's Pages
Our enemies assaulted us with fire and blade, and without the talents of our artisans, the city would have been destroyed in the fires of Faydark and again during the second Rallosian war. That the city still stands and remains as strong and beautiful as ever is a testament to the skills of our tradesfolk and the strength of our citizens.
-- Master Liaison Aeble Ashberry, Tunare's Pages
The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, one cannot overlook the financial gains possible through hard work and dedication to one's art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.
Your first step to becoming an artisan is to locate the tradeskill area within Kelethin. The main hub of crafting in Kelethin is the Tunare's Pages building, which should be marked on your map, or a guard can give you directions. Around this building you will find a broker, some representatives of Tunare's Pages, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that Tunare's Pages endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in the areas underneath Kelethin and in the Nursery region of Greater Faydark.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who stands near the entrance to Tunare's Pages.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
Tunare's Pages is comprised of all artisans and merchants with an interest in the crafts of Kelethin. This faction is guided byu a democratic council of Kelethin's senior artisans, and answers to Queen Amree. They manage the city's broker system, and all vendors who use them must pay a few which is used for the upkeep and administration of the system. The merchants of Kelethin are always quick to lend a helping hand with any task that benefits their realm or its people. They played a large part in rebuilding Kelethin after a number of historical fires, and continue to improve the city. The headquarters of Tunare's Pages is located in Kelethin near Joleena's Restaurant.
As you increase in skill as an artisan, you may offer to provide your services to aid the city of Kelethin. Representatives of Tunare's Pages will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of Tunare's Pages. Work order representatives can be found at the Tunare's Pages headquarters.
If you earn sufficient status with Tunare's Pages to merit membership, the society's faction merchant located in the Tunare's Pages headquarters will sell you a title certificate should you wish to purchase an official title. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. Membership in Tunare's Pages is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archtype you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty., but you will no longer learn recipes for crafts in other areas.
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. it is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Amy Recolo, the career counselor for Tunare's Pages, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for references as needed. it is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. Kelethin is filled with many beautiful things. We look forward to adding your work towards the enhancement of our city!