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# Tradeskills

Tradeskills are one of the many activities available to adventurers of Norrath. Tradeskills can create special items for personal use or for profit by selling the results to other players. While some crafts are available only to specific races, such as the tinkering of the Gnomes, players can in general reach a skill level of 200 in many different tradeskills. Reaching higher and higher level of mastery of any particular tradeskill becomes more and more difficult, and only the dedicated few will be able to call themselves Grandmaster of a craft. Various tomes can be found throughout Norrath, and deciphering them will give clues left by previous generations of masters. For the less patient, herein one will find all the known recipes and details for each of the available tradeskills.

## Notes About Tradeskilling

### Stats

Intelligence & Wisdom, whichever is higher governs your chance to gain skill increases when practicing any tradeskill. See Tradeskill Equipment for help with gearing INT/WIS for non-caster classes.

Charisma will affect your prices, both buying and selling, with merchants.

Smithing skill increases use a secondary stat of Strength. The highest of Intelligence, Wisdom, or Strength governs your chance of gaining skill in smithing.

Fletching skill increases use a secondary stat of Dexterity. The highest of Intelligence, Wisdom, or Dexterity governs your chance of gaining skill in fletching.

Poison Making skill increases use a secondary stat of Dexterity. The highest of Intelligence, Wisdom, or Dexterity governs your chance of gaining skill in poison making.

**Stats do not affect your chance of success for a combine.** Only your current skill (modified by any skill-enhancing items) affects your chance of success.

### Stackable Items

When combining any stackable items in a container, don't stack them! Put each item in its own slot. **Hold CTRL when you click a stack to take just one item from the stack**.

### Timeline

Tradeskill cap is 200 until Sep2000.[1]** Epics **

Tradeskill combines use the original trivial message until Jul2000.[2]

## List of Tradeskills

- Alchemy (Shaman Only)
- Baking
- Blacksmithing
- Brewing
- Fletching
- Jewelcrafting
- Poison Making (Rogue Only)
- Pottery
- Research (Magician, Necromancer, Enchanter, Wizard Only)
- Tailoring
- Tinkering (Gnome Only)

- Plan ahead for the tradeskill you wish to max. Once you pass 200 in any one skill, all other tradeskills will cap out at 200.

The following site contains information on how stats affect tradeskills: http://www.eqtraders.com/articles/article_page.php?article=g256

Success in tradeskills is governed by the following formulas and rules:

- Chance of success = MIN(SKILL - (.75*trivial) + 51.5, 95) -- for recipes w/ trivial of 68 or higher.

- Chance of success = MIN(Skill - Trivial + 66, 95) -- for recipes w/ trivial of 67 or lower. (
*The formula for sub 68 trivials does not appear to be the same used on P99 once the item is "trivial" on p99 it appears to be 95% chance regardless of its trivial level.*)

- You always have a 5 percent chance of success in either formula REGARDLESS of skill level.

- Trivial combines only fail 5 percent of the time. Once a recipe is trivial, it automatically has a 95% success chance. (Previously noted as... NOTE: This formula is suspect, and may not be correct for Project 1999. See [3].)

Percent chance of tradeskill success table: TradeskillTable, SimplifiedTradeskillTable

## External links

Alchemy • Baking • Blacksmithing • Brewing • Fletching • Jewelcrafting

Make Poison • Pottery • Spell Research • Tailoring • Tinkering

Cultural Tradeskills

**Tradeskill**Containers

Brew Barrel • Forge • Kiln • Pottery Wheel • Loom • Sewing Kit • Fletching Kit

Oven • Mixing Bowl • Spit • Jeweler's Kit • Toolboxes • Tackle Box

Medicine Bag • Bearskin Potion Bag • "Always Works" containers