Today, I hit a milestone in my provisioning career. My master consumable crafting character learned his 500th recipe!
There is one crafting related item mentioned in these patch notes.
Crafting & Economy
- Fixed an issue that was causing some harvest nodes to respawn in the same location faster than intended.
The upcoming DLC to be released next month will be including a new harvesting implementation called “Crafting Node Scaling”.
Here is how it is intended to work
Raw materials in Wrothgar will look like (and drop) materials based on the peak of your aptitude in the craft they are associated with. This applies to Blacksmithing, Woodworking, Clothing, Enchanting, and Alchemy Water in Wrothgar.
- For example, if you have Metalworking 9 and Woodworking 1, you will encounter Voidstone Ore and Maple Wood in the wild since your Metalworking level is high, but Woodworking is of a lower level.
- If your tradeskill mastery is sufficient to work in Rubedite, Ruby Ash Wood, or Ancestor Silk, you will have a chance at encountering them in the world.
Hide that is normally provided by an animal will scale to the Tailoring rank of the player character looting the animal. This is to ensure everyone gets materials they can use, at any level.
Player characters in a group with differing ranks in Tailoring will all get different levels of hide.
What do you think?
Join the discussion on the forums
Curious what the new ancient orc style looks like before forking over your hard earned items?
s_tibob16_ESO posted several pictures on the official forums.
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