Darxide,
I'm in the same boat. I'm heading off to work (I work as a bartender), but we can split them up, if you'd like, 'cos it will make it go faster. I just don't have Tailoring done. My wife's account has Tailoring, but it's only on Level 17. Basically, I have 2 sets of each for Platesmithing, Mailsmithing, Leatherworking, Weaponsmithing and Artificing, so I can log into multiple toons to double up on the rare jobs. Alchemy, I have one at 20 and 1 at 7. Tailoring, I don't have, at all.
Rare Crafting jobs will require 1 Worker and 1 Asset. The 3 additional slots can have any combination of workers or assets, provided it's 3 total. Therefore, you could do a job that has an iron mortar, grandmaster alchemist, 2 mithral stones and a steel mortar, so you would get a 50% speed bonus and 120% crafting bonus. You don't have to fill the additional slots, if you don't want to.
Leadership jobs all have 1 additional asset slot and it only uses workers.
6/8hr Refining/Gathering jobs have 3 additional slots, but only for workers.
Last edited by Methuselas; 02-19-2014 at 07:29 PM.
Open a command prompt and do a "tracert gateway.playneverwinter.com" and paste the output of traceroute here.
See here: Leatherworking - Neverwinter Wiki
Example recipe: 20 Common Royal Guard's Gauntlets
Notice the "6" note on the Tools, it reads down:
↑ 6.0 6.1 6.2 6.3 6.4 6.5 While Tools can be placed in the optional asset slots for these tasks, they have no effects on the final products.
Ok. So there is no point allowing Tools in common jobs at all even if the normal game/gateway interface allows it. Correct?
Not entirely true, the Mass Gathering tasks are common (white) and you can place workers in there to shorten the time. Placing tools in those slots does nothing because there is no "quality" to those. Same for the noted tasks in that link. If the task only has one possible result, tools will not improve anything because there isn't anything to improve.
We were talking about Tools specifically though..not workers![]()
No, those are entirely different jobs. Crafting jobs that require tools come in both rare and common. I think the crafting jobs use the same code, but the tool quality code is turned off for common items. Either way, allowing a job to slot items it can't use nor has any benefit is poor code. Then again, I am a modeler/animator by trade. ;P
Edit- Actually, I am going from memory here, but I don't think a single common crafting job requires a tool. Only a worker and resources. I will check this tomorrow.
Last edited by Methuselas; 02-19-2014 at 08:47 PM.
In the Leatherworker wiki page linked you can see at least few common jobs that actually have T1 and T2 results thus require tools assets for better quality. They actually require sometimes 2 person and 1 tool and have 3 optional tool/person slots. Thou in all sincerity - probably nobody needs to use optional slots in those common tasks to rise quality of stuff, that is worse than other items crafted/or random blue stuff dropped.
And both of those make RARE items. Common and rare tool usage is dependent on the item, not the job.e