I've been testing crafting in Beta, and I'd like to share a couple of observations.
First, they abandoned the idea of Artisan ~instead of Adventurer. Now you can be both an Adventurer and an Artisan. Also, there are some dependencies between your Artisan and Adventuring levels, especially if you are hoping to harvest some raw materials for crafting yourself.
Second, the class progression tree for artisans is similar to the class progress tree for adventurers:
1. You do a quest to unlock the artisan Archetype on the Island of Refuge (IoR). At the end of this quest, you'll be close to level 3 in artisan. As an artisan, you can try recipes from all the crafts to see which you like.
2. At level 9 artisan, you need to do a quest to unlock one of the 3 crafting Classes: Scholar, Outfitter or Craftsman. Once your make this choice, you can't turn back. If you don't select a class however, you can't advance artisan beyond level 9.
3. At level 19 scholar, outfitter or craftsman, you need to do a quest to unlock one of the 3 crafting Sub-classes specific to your class. For scholars, this would be sage, alchemist or jeweler. For outfitters, this would be tailor, armorer or weaponsmith. For craftsmen, this would be provisioner, woodworkers or carpenters. Again, once your make this choice, you can't turn back. If you don't select a sub-class however, you can't advance your class beyond level 19.
Notice Tinkering is not one of the choices. As for good $$$$, the goal is to balance the crafts, not to make one more desirable than another. There is a fair amount of interdepency among crafting sub-classes at higher levels. I think this will help market equilibrium to establish.
There is more, LOTS more to be said about crafting. But enough for now.
p.s. I'm going to be an Alchemist. I seem to have an affinity with the chemistry table. Goes well with my gnome's mad scientist look
Edited, Fri Nov 5 14:08:46 2004 by popsi