GUIDE: New to LOTRO - hints and tips
Last updated on 26-Jan-2022
GUIDE: New to LOTRO – hints and tips
Contents
- Introduction
- Basic game vocabulary
- Getting started
- The game
- Exploring
- Kill enemies
- Quests & deeds
- PvP (end-game)
- Socializing
- Fishing
- Tasks
- Crafting
- General new player hints
- Ways to gather information
- Useful tips in the game
- Combat hints
- Making money
- UI settings
- Other stuff
- VIP benefits
- Housing
- Plugins
- Crafting
- Getting started
- How do I craft?
- Making progress
- Crafting guilds
- Legendary Items
- Your first Legendary Item
- Improving and customizing your LI
- Traceries: what are they?
- Traceries: how to use and upgrade
- Skirmishes
- Skirmish introduction
- Skirmish categories
- Skirmish mechanics
- Why skirmishes?
- Epic Battles
- EB introduction
- EB specializations
- Getting started with EBs
- Why EBs?
1. Introduction
This is something I wrote with the intention of helping new players with some questions they might have. If you find anything that isn't correct or is incomplete in this guide, please let me know and I will edit it. Be warned, it’s a very, very long guide…
2. Basic game vocabulary
You may know some of these terms, others might be completely new to you... This is a small overview of commonly used terms and abbreviations (some are also used on other games or other parts of the internet).
- Adds: Enemies that attack you after you've begun a fight with another enemy.
- AFAIK: As far as I know
- Aggro (aggravation): Can be used as a verb, meaning alerting an enemy so it will start to attack you, or it can be used as a noun, meaning the threat that you are to an enemy in a fight.
- AH: Auction hall, a location in game where players can list items for sale and buy from each other.
- Alts /toons: Other characters owned by the same player.
- AoE attacks: Area of effect attacks that damage multiple foes within a certain range.
- Bear: Beorning, character class.
- BoA: Bind on Acquire, items that will be bound to your character as soon as you acquire them, which means they can’t be traded or sold to other players or characters.
- BoE: Bind on Equip: unlike BoA items, these will only be bound to your character after equipping them.
- BoV: Blessing of the Valar: a character upgrade bought from the store which will instantly elevate your character to either lvl 50 or lvl 95.
- Box runs: Running the weekly featured instance.
- BPE: Block, parry and evade ratings, passive attributes indicating the character’s proficiency at blocking, parrying or evading incoming attacks.
- Buff: an effect placed on a character (either by the character itself or by an ally) which boosts the character’s combat abilities.
- Burg: Burglar, character class.
- Cappy: Captain, character class.
- Champ: Champion, character class.
- Crit: Critical hit / critical success ratio, indicating either an attack which dealt more damage / healed more than the regular amount, or the rate at which a character can deal critical hits.
- Deconstruct: Certain items can be deconstructed by using the Flame of Ancalamír on them. This yields a currency-type item which can be used to barter or craft more valuable items in turn.
- Debuff: An effect placed on a character (either by the character itself or by an enemy) which hinders the character’s combat abilities.
- DoT: Damage over time, this will inflict a certain amount of damage every x seconds.
- DPS: Damage per second, this can indicate the players or classes that deal most of the damage in a fellowship, or it can indicate the dps-value of a weapon.
- EB: Epic Battles, also known as Big Battles. A special type of instance. See section 10 for more info.
- F2P: Free to Play, an account status indicating that the player has not spent any real life money on the account.
- Fellowship: Temporary group of up to 6 people, generally formed to do game content together which can’t be done solo. A fellowship can be converted to a raid which can hold up to 24 players. The monster play version of a fellowship is simply called “group”.
- FI: Featured Instance: every week a new instance will be “featured” which means they drop special rewards upon completion. The schedule of which instances are included in this rotation change with updates to the game every few months.
- FM: Fellowship maneuver, also referred to as conjunctions. These sometimes occur when you're fighting enemies while in a fellowship. The enemy will be stunned for about 10 seconds, and you will be able to choose between 4 options: a red, blue, green or yellow circle. When the enemy recovers from his stun, all fellowship members will perform a fellowship maneuver. The result depends on the combo that is made (more info later on). Note that creep FMs (warband maneuvers) are completely different from freep FMs.
- Founder: An account status indicating that the player pre-ordered the original Shadows of Angmar game in 2007. These players were allowed to participate in the beta testing, had a lower pricing rate for both monthly and lifetime VIP status and received a few minor bonuses exclusive to Founders. In 2010, Founders automatically became VIPs (as long as they either paid their subscription or bought a lifetime account), but some people still refer to the Founder title.
- GA: Garth Agarwen, a small instance cluster at the end of the Lone-lands questline at level 32, consisting of The Arboretum, Barrows and Fortress.
- GB: Great Barrow, one of the first instance clusters many people encounter as it’s located in the Barrow-Downs of Bree-Land. There are 3 instances (The Maze, Thadúr and Sambrog – or Sammy) which scale between lvl 20 and level cap.
- Guard: Guardian, character class.
- HD: Helm’s Deep, either the actual landscape location or (more commonly) the EB cluster taking place there.
- HoT: Heal over time, heals the target for a certain amount of morale (or power) every x seconds.
- ICMR: In-combat morale regeneration, the rate at which your character heals morale over time while in combat, without help of potions or healing skills.
- ICPR: In-combat power regeneration, same as ICMR but for power.
- IIRC: If I remember correctly.
- IMO: In my opinion.
- Kin: Kinship, a group of players joined together under one leader, similar to a clan or a guild in other games.
- LI: Legendary Item, a special type of weapon or class item obtained for the first time at the beginning of the Moria epic questline.
- Lifetime / Lifer: An account status of a player who bought a lifetime subscription back when they were still available. The lifetime plan is no longer being sold (since 2009) but they’re still very rarely given away as contest prizes..
- LM: Lore-master, character class.
- Mini: Minstrel, character class.
- Mob: An NPC that you can attack.
- Moors: Ettenmoors, the area where most PvP action takes place. On freep side only accessible by VIPs.
- MT: Minas Tirith, the capital of Gondor.
- NPC: Non-player character.
- Premium: An account status indicating that the player has spent some money on the game in the past, but is not an active subscriber.
- PST: Please Send Tell, an abbreviation usually put at the end of a recruiting message looking for players to join a fellowship or raid, or when buying /selling on public channels, indicating that any interested people should contact them in a private message (tell).
- PvP: Player vs. player, game mode in the Ettenmoors (or Osgiliath, but mostly in the Moors by far).
- RK: Rune-keeper, character class.
- Root: A skill that causes the target to become unable to move for a short amount of time. Attacking is still possible though.
- RP: Roleplay, a way of playing in which the real life player makes the played character act as if the character is real and not part of a game.
- RT: Roving Threat, a high-level enemy (lvl 100 – 105) roaming a certain area in a few zones. These were introduced in 2014 as a new type of landscape challenge for high-level players, but can pose a serious risk for lower level players as they roam areas with a much lower target level than their own and can easily kill an unaware player in one shot.
- Scourge: An enemy type very similar to RTs but in higher level zones (115 – 130).
- T2C: Tier 2 Challenge mode, a more difficult version of an instance or raid which also rewards much more valuable loot. Higher tiers (up to 5) have been introduced as well in 2019.
- Tank: Person who takes most of the damage in a fellowship to protect players with lower defense.
- Tell: A private chat message, named after the command /tell <player name> <message>.
- VIP: An account status indicating that the player currently has an active subscription.
- Warband: A similar type of enemy to the RTs, but specific to mounted combat areas.
- WTB: Want To Buy, a chat prefix followed by a description of an item the player wants to buy.
- WTS: Want To Sell, a chat prefix followed by a description of an item the player wants to sell.
- WTT: Want To Trade, a chat prefix followed by a description of an item the player wants to trade.
For those interested in PvP, here are some words and abbreviations often used in the Ettenmoors where most of the PvP action takes place.
- AEOP/ AOP: Arador’s End Outpost, an outpost south of Isen.
- BA: Blackarrow.
- Comms: Commendations, the currency in PvP.
- Creeps: Monster players.
- Craid: Creep raid.
- CXX (e.g. CTR): Crude map to location XX, a mapping skill for monster players with 1h cooldown.
- DG: Dâr-Gazag, a keep which is always under creep control at the very western edge of the Moors.
- EC: Elf camp, a smaller camp located between Lugz and ROP.
- Fraid: Freep raid.
- Freeps: Free peoples, meaning the normal characters in Middle-Earth: (stout-axe) dwarf – (high) elf – hobbit – race of man – beorning.
- Grams: Gramsfoot, the base camp for creeps.
- GV: Glân Vraig, the base camp for freeps.
- Grothum: A goblin camp east of Isen.
- GXX (e.g. GTR): Good map to location XX, a mapping skill for monster players with 5min cooldown.
- HH: Hoarhallow, a hobbit village west of LC.
- HOP: Hithlad Outpost, an outpost between HH and LC. Also known as South OP.
- IOP: Isendeep Outpost, an outpost between Isen and TA.
- Isen: Isendeep Mine, a keep in the north-eastern mountains of the Moors.
- LC: Lumber Camp, a keep in the south-western forest of the Moors.
- Lugz: Lugazag, a keep south of Grams.
- Lugz rez: Rez circle near ROP where players can respawn if their faction controls Lugz.
- OC: Orc camp, a smaller camp located between TR and IOP.
- OR: Ost Ringdyr, a keep which is always under freep control at the very eastern edge ofthe Moors.
- PXX (e.g. PTR): Poor map to location XX, a mapping skill for monster players with 10min cooldown.
- ROP: River Outpost, an outpost between EC and HH.
- STAB: South TA bridge.
- TA: TolAscarnen, a keep in the middle of the Moors.
- TR: Tirith Raw, a keep north of GV
- TR rez: Rez circle near IOP / AEOP where players can respawn if their faction controls TR.
- Tribe: Monster player version of a kinship.
- WL: War-leader.
- WTAB: West TA bridge.
Also good to know is how to use the basic chat channels in the game. To enter a new channel, simply type the command listed behind the channel name in the list below, followed by a space. The channel will automatically switch to the new channel (e.g.: /k Hello kin!).
- Kinship: /k
- Tribe: /tr
- Officer (only available for kinship officers): /o
- Fellowship (freep groups up to 6 people): /f
- Group (creep groups up to 6 people): /g
- Raid (groups up to 24 people, for either freeps or creeps): /ra
- World (general server-wide channel): /world
- LFF (looking for fellowship, to find players to group with): /lff
- OOC (out of character, rarely used outside of the Moors, in the Moors it’s the default communication channel): /ooc
- Trade (channel reserved specifically for trading/selling/buying with other players): /trade
- Say (sends a message visible only to players in your direct vicinity): /say
- Shout (similar to /say, but in a bigger range): /shout
- Tell (private conversation with another player): /tell <name> (no brackets)
- Reply to your last received tell: /r (or just hit the “R” button when you’re not typing a message).
- Help on available commands in chatbox: /help
3. Getting started
Welcome to the amazing world of the Lord of the Rings Online! Before you can rush off to explore Middle-Earth and kill countless orcs and goblins, you will need to create a new game character. *Help, which server should I play on? And what race/class should I choose?* It is very hard to answer these questions because they depend on what you want to play as. The server you pick doesn't matter very much. All of them are located in the USA, so there should be no difference in connection speed. Something you might want to look at is the roleplaying servers, and servers where French or German dominates (more info here).
A quick overview of the races and classes:
3.1 - Races:
Please note that although the racial bonuses may seem very useful in the beginning, they are quite small when you reach higher levels (a bonus of +15 is virtually nothing to an end-game character while it’s a huge boost for a lvl 15 player.). Don't let these bonuses determine your choice for 100%, you don't want to play a character all the way to end-game if you don't like his/her race.
- Dwarves: Sturdy and doughty folk that love crafting, resistant to corruption, but not to greed...
- The dwarves have lost many great kingdoms in the past, which results in a lower fate than other folk (-7 fate).
- Stocky dwarves aren't as agile as others (-7 agility).
- Dwarves are very sturdy (+15 might, +10 vitality, +1% common mitigation).
- Dwarves are enduring in battle (+30 in-combat morale & power regeneration, but -60 non-combat morale regeneration and -30 non-combat power regeneration).
- Elves: Fair and graceful creatures, the first ones to dwell Middle-Earth, with keen senses and a strong affinity for the beauty of nature.
- Elves have trained their agility during the long years they have lived in the woods (+15 agility).
- The fading of the Firstborn from Middle-Earth causes elves to have lower fate (-7 fate).
- The sorrow of the Firstborn causes elves to be a bit more vulnerable (-20 max morale, -60 non-combat morale regeneration).
- Elves are more resistant to diseases and poisons (+ 1% to disease & poison resistances).
- Hobbits: short, but solid and dependable folk who enjoy a simple life and have at least 6 meals a day.
- Hobbits are courageous (+1% fear resistance).
- Hobbits are tougher than they look (+15 vitality).
- Hobbits are able to heal quickly after battles (+60 non-combat morale regeneration).
- Hobbits are resistant to corruption (+1% shadow mitigation).
- Small size isn't really useful in combat... (-7 might).
- Race of Man: Men might not live as long as elves, be sturdy as dwarves or resilient as hobbits, but they are very courageous and resourceful. Despite the fact that their lives are the shortest of all 4 races, they are destined to rule the world of Middle-Earth after the Third Age.
- Men have weaker will than other races (-7 will).
- It is easy to inspire men (+5% incoming healing).
- Men have the greatest destiny of all peoples (+15 fate)
- Men have improved strength (+15 might).
- Beornings: Introduced to the game in 2014, the Beorning race has only one class (which is also called Beorning). They are the descendants of ancient Men, from Grimbeorn and Beorn themselves. When angered, they can skin-change into a bear. Beornings are gruff, distrustful and impolite, but respect all creatures of nature and hate Orcs more than anything.
- Beornings wield a ferocity unmatched by other races (+15 might).
- So few in number, Beornings’ fate is in question (-7 fate).
- Their bond with the natural world gives Beornings a natural resistance to toxins (+1% poison resistance).
- Beornings are thick skinned (+15 vitality).
- High Elves: Introduced to the game in 2017, high elves are among the oldest living beings on Arda, having witnessed the beauty of Valinor. They are similar to normal elves but differ in a few traits, and while their younger brothers and sisters are not able to become captains, the high elf can.
- The fading of the Firstborn from Middle-Earth causes elves to have lower fate (-7 fate).
- The Eldar have many centuries of knowledge and experience, which gives them inner peace and confidence while fighting (+20 max morale, +60 non-combat morale regeneration).
- Being immortal can be a curse when you see everything around you change or fade out of history (-7 will).
- Elves are more resistant to diseases and poisons (+1% disease & poison resistances).
- Stout-axes: Introduced to the game in 2019, stout-axes, once known as Drása’s Folk, were once one of the seven houses of the dwarves. They were brought unto ruin by their desire for the Rings of Power. Since Sauron gained power over them, the Stout-axes have lived in Mordor which has hardened them even more than their (now) distant relatives. Stout-axes can be burglars, unlike other dwarves.
- Serving under Sauron has not broken the willpower of the Stout-axes (+15 will, +1% common mitigation).
- Living in Mordor teaches you a thing or two about survival and resistance (+1% shadow mitigation, +1% disease resistance, +15 might, +5 agility).
- Years of malnourishment under the orc whips has left the Stout-axes less sturdy than normal dwarves (-7 vitality).
- Sauron took everything from Drása’s Folk when he enslaved the survivors, even their name and language, which left them as a lost folk (-10 fate).
3.2 - Classes:
- Burglar: masters of stealth and misdirection, able to use several tricks to surprise enemies by attacking from the shadow, or stun them for a while to give your fellowship a chance to complete a coordinated attack. Playable by Hobbits, Men and Stout-axes.
- Captain: a leader who is skillful in wielding weapons and healing his fellows. Captains can summon an ally to support them in combat. Playable by Men and High Elves.
- Champion: executing powerful, fervour-consuming attacks, the champion is the master of dealing damage while fighting multiple enemies. Their AoE attacks are unmatched by other classes, and their heavy armour ensures they can survive a lot of tough battles. Playable by all races except Hobbits and Beornings.
- Guardian: protector of the weak and defender of people in need, the guardian has the greatest defense of all classes. He shields his weaker allies from the blows of the enemies. Playable by all races except Beornings.
- Hunter: dweller of fields and forests, the hunter is unmatched with his bow. They deal very high damage at a distance, but are quite vulnerable in melee combat. Their survival skills help their companions and trap their foes. Playable by all races except Beornings.
- Lore-Master: seeker of knowledge and guardian of wisdom, the lore-master wields ancient secrets of nature and lore to confound foes and aid friends, to protect them from dark powers of the enemy. Lore-Masters can summon a pet creature to aid them in combat. Playable by Elves, Men and High Elves.
- Minstrel: a herald of hope and renewal who uses ancient songs and music to heal and inspire his allies or deal devastating damage to his foes. Playable by all races except Beornings.
- Rune-keeper: a mystical linguist who uses the hidden power of words to either heal allies, or use destructive magic against the enemy, wielding the forces of fire, ice and lightning. Playable by Elves, Dwarves, High Elves and Stout-axes.
- Warden: a powerful defender of weaker allies, armed with spears, javelins and a shield. Wardens use a gambit system to execute powerful attacks based on specific combinations. Unlike other tank classes, the warden wears medium armour and relies a lot on self-healing, blocking, parrying and evading. Playable by Elves, Hobbits, Men and High-Elves.
- Beorning: ferocious in both offence and defence, beornings can act as DPS or tank. Their bonds with nature give them great knowledge of healing herbs, which allows them to take on a healing role as well. Playable only by the Beorning race.
- Brawler: aggressive melee fighters who shine in one-on-one combat, but who are also able to defend their allies while fighting in group. Playable by all races except Beornings.
Okay, you have this summary... Now what? Well, there isn't much more that we can do. Advice is all we can give. If you cannot decide which class to play, try the ones that seem interesting to you (play one until level 30 or so, then you have a good idea of what the class can or cannot do).
After you created your character, you enter Middle-Earth. Well, not exactly. You start off in a beginner place, an introduction instance. For Humans and Hobbits, this is Archet in Bree-Land, Elves and dwarves start at Thorin's Hall in Ered-Luin, Beornings start at Grimbeorn’s Lodge in the Vales of Anduin, High Elves begin in Rivendell in the Trollshaws and the Stout-axes start at Barad-Dûr in Mordor. In this tutorial instance, you will get to know the game a bit and learn the basics of playing. The introduction ends with a special instance in which something happens that changes the environment. By this time you are probably level 6-9. After you complete this instance, you are transported to the real world, every class to a separate area (Dwarves stay in Thorin's Hall in the north of Ered Luin and are joined by the Stout-axes, Elves and High Elves go to Celondim in the south of Ered Luin, Hobbits go to Little Delving in the Shire and Men stay in Archet, Bree-Land where the Beornings join them).
Adding crafting to the guide
7. Crafting
7.1 - Getting started
Crafting is another giant part of this game. There are several vocations to train, each with its own benefits. Shortly after leaving the introduction instance, you will encounter a person in the town where you start out. This person will give you a quest to go visit the nearest master/mistress of apprentices. When you talk to this master/mistress, he/she will give you the choice to train one crafting vocation out of the 7 possibilities. A quick overview:
- Armourer: prospector (mine and smelt ores), metalsmith (turn smelted ore into heavy armour) and tailor (turn pieces of leather into light or medium armour).
- Armsman: prospector, weaponsmith (turn smelted ore into weapons) and woodworker (turn treated wooden planks into wooden weapons).
- Explorer: forester (collect and treat wood, turn hides into leather), prospector and tailor
- Historian: scholar (create potions, scrolls and other special stuff by using ancient texts and knowledge), farmer (grow and harvest crops for cooks and scholars) and weaponsmith.
- Tinker: prospector, jeweler (turn smelted ore into jewelry) and cook (make food out of crops and other ingredients).
- Woodsman: farmer, forester and woodworker.
- Yeoman: farmer, cook and tailor.
Please note that these descriptions don’t tell you everything that profession can do, it’s just a brief summary with the main purposes.
Prospectors, foresters and farmers provide materials for metalsmiths, weaponsmiths & jewelers, tailors & woodworkers and cooks respectively. If you choose a vocation with one of the material craving professions but without the matching supplying profession, you will have to buy your materials from other players. An example is the woodworker proficiency when you are an armsman: you can turn treated planks into wooden weapons, but you can’t treat the wood for yourself so you need someone to do it for you.
7.2 - How do I craft?
Most professions need a crafting facility to execute crafting recipes. For prospector, metalsmith and weaponsmith, this is a forge. Tailors, woodworkers, jewelers and farmers use workbenches (note that farmers only need a workbench to pick good crops from the stacks they harvest), cooks need an oven or campfire and a scholar needs no crafting facility until he/she reaches the artisan tier (more info up ahead).
After you chose your profession, the master/mistress will have 3 quests available for you: 1 for each profession. These quests will direct you to somebody who is a novice in the profession you are training. These persons will give you a crate with materials needed to craft a certain item. What you do next is open your bag, use the crate to open it and equip the matching craft tool you received. You then move towards the crafting facility you need to use (if that’s necessary, if you’re a scholar you can ignore this) and right-click it to open the crafting panel. In the crafting panel, select the correct tab at the top left, and then select the item you need to craft for your quest. When you click a recipe, it will show you which materials you need to craft it in the middle-right of the crafting panel. Click the craft button to make the item and return to the novice to show them your work (don’t use the item yet, you can keep it after you turn in the quest but it has to be in your bag when you turn in the quest).
Some professions come with a tracking skill you can use to find materials more easily when exploring Middle-Earth (track ores for prospectors, track wood for foresters, track artifacts for scholars and track crops for cooks). Some of the craft introduction quests require you to activate that skill before you progress to a next stage of crafting, be careful with that, you wouldn’t be the first to craft the item after reading the quest description, only to find out that you had to use your tracking skill first!
*Oh no, I’ve lost my materials and now I’m stuck because I can’t complete the introduction quests for my crafting profession…* Don’t worry, usually this is solved easily by going out and search a bit for new materials. Ores and wood can be found pretty much everywhere outside of villages and towns, hides can be found on beasts and artifacts (for scholars) can be found in most ruins and ancient buildings or caves.
However, if these materials are meant for one of the professions that you can’t supply on your own, you will need to get them from another player or another character. You could also restart the quest, but that will start a cooldown of 24 hours before you can retry.
So, now you should know the basics of crafting, why would you do it? Every profession has its use, all the way from the beginning up to end-game. Cooks provide you with food that fortify your stats, weaponsmiths and woodworkers provide powerful weapons, jewelers make jewelry, metalsmiths and tailors make armour and scholars make all kinds of nice thingies. All other professions are needed to provide the necessary materials for the ones listed above. And apart from all that, you can also collect or make materials and sell them to players who need them for some extra coin.
7.3 - Making progress
When you craft items, you may notice that the progress bar will slowly fill up. When the orange bar is full (tier proficiency), you will advance to the next tier and you can start filling the same bar again, but this time in a yellow colour and for twice as much craft xp. When that bar is full too, you have mastered the tier. After you have reached proficiency, you have a small chance of gaining critical success upon crafting an item. This will either result in more crafted items, or a more powerful single result. The chance for creating an item with critical success can be increased by using certain items, depending on your profession and tier. Tier mastery is a requirement to become proficient in the next tier, so you cannot be proficient journeyman as long as you haven’t mastered apprentice yet. The different crafting tiers (+ the player levels they can create items for) are listed below:
- Apprentice: lvl 7-12
- Journeyman: lvl 14-20
- Expert: lvl 22-31
- Artisan: lvl 32-41
- Master: lvl 42-50
- Supreme: lvl 51-65
- Westfold: lvl 66-75
- Eastemnet: lvl 80-85
- Westemnet: lvl 90-100
When you reach proficient expert on any profession, you won’t be able to advance anymore. In order to advance your craft further, you need to talk to a novice crafter of your profession, who will give you a new quest. This quest will bring you to another person who will give you a crafting assignment to craft a few items. When you are done with that quest, you will have access to superior crafting facilities, which you need to execute any recipes of the artisan tier or higher. This is kind of tricky because you are not alerted in any way except that you won’t get any more xp for crafting.
As you progress in your craft, you will encounter new recipes of several kinds. Some can be bought from profession vendors, others have to be found (usually in crafting recipe scroll cases). There are 6 types of recipes:
- Basic recipes: the regular recipes that are provided by default on each tier.
- Vendor recipes: sold by a novice or expert profession vendor (up to Supreme tier).
- Guild recipes: can be bought from guild vendors (see next part)
- Reputation recipes: purchasable from faction representatives when you have sufficient reputation with that faction.
- Dropped recipes: obtained from looting defeated enemies or treasure chests (and alike).
- Single use recipe: the recipe will be destroyed after use, so you will have to find a new one to execute it again. Most single use recipes have a guild recipe equivalent.
7.4 - Crafting guilds
After you’ve trained your crafting vocation to the expert tier, you can talk to a master of crafting guilds (found near a master/mistress of apprentices). This person will allow you to join a crafting guild (not available for prospector, forester and farmer, some vocations have the choice between 2 crafting guilds). You will start out as a guild initiate. In the crafting guild’s hall (see list below), you can buy certain guild recipes to create items that will grant you guild reputation upon use (some of these items are also needed to execute other guild recipes). When you reach higher reputation standings, you get access to more recipes at the guild vendors (reputation standings are guild initiate, apprentice, journeyman, expert, artisan, master, Eastemnet master and Westemnet master of the guild - similar to the several crafting tiers currently available).
Guild recipes give you more or better results than regular recipes, and starting in the artisan of the guild standing you will get access to legendary recipes if available for your profession. That means you can craft your own legendary items when you master these skills, something that will become more clear when you get access to the LI-system (minimum lvl 45).
(more in later post)