Ashen Empires: a beginner's route

Trades: how they work

A trade is a skill like any other: you learn it by using it, it has a level from 1 to 100, and nothing stops you from having all of them. What sets trades apart is that the experience pool cannot be spent on them. Every level of a trade is made by hand, or handed to you by a quest or a Taskmaster.

The short advice, before the detail:

  1. On Valinor, take the Farming and Cooking trainers beside your weapon trainer. They hand you the tools for nothing and their tasks walk you through the first levels.
  2. Roast what you kill and fish when you want a rest. Both cost next to nothing and give food that adds 3 to 5 to your main attribute for half an hour.
  3. Pick one trade that suits your build (the table and the last section below) and leave the rest until you have gold to spare.
  4. If you mean to take a trade far, subscribe and use the Taskmasters. Players who level trades in earnest do it this way: the Taskmasters in Lotor's Summer Palace pay experience for crafting orders, the wiki calls them "the best way to level up those Crafting Skills", and the subscription they need adds 10% to all experience besides. They ask for level 10 in the trade.

Learning and raising a skill

How much experience a skill level takes, by Dragoneer's Den (the same chart serves every skill):

Skill level Total experience Skill level Total experience
5 2,000 30 449,500
10 16,500 40 1,066,000
15 56,000 50 2,082,500
20 133,000 75 7,030,000
25 260,000 100 16,665,000

The first ten levels are a few thousand points each, which is why a quest that pays 20,000 into a trade lifts a beginner by five levels or more.

What the experience pool can and cannot do

The pool goes into combat skills. By the wiki, "not all skills can be epooled, such as Tradeskills". Dragoneer's Den marks skill by skill what takes pool: the weapon and magic skills, Leadership, First Aid and the five repair skills. None of the making or gathering skills is on that list: not Alchemy, not the three cooking skills, Brewing, the three farming skills, Fly-casting or Runecrafting.

So a trade is raised in four ways only: by making things, by quests that pay experience into it (each trade section in the next chapter names them), by Taskmasters, and, since the patch of 16 August 2025, by Scrolls of Experience ("no drop one time use scrolls that give skill xp"; the note does not say where they come from).

What raises a skill beyond its base

Bonus levels show in green beside the skill. They count for your chance of success, and by the wiki they also count for experience: with +5 from gear at skill 20 "you will earn the experience for level 25". The Help Menu says that bonuses to skills "do not count towards equipment requirements". Whether they let you make a recipe above your own level is not stated anywhere.

A patch of 21 March 2026 added a "cap for skill bonuses"; it does not say how high the cap is.

What a character below level 50 can get, with the figure from the game's item table unless said otherwise:

Item Bonus Needs Where from
Heavy Foraging Stick +10 Foraging Foraging 20 Priced at 650 gold
Foraging Smock +10 Foraging Level 10 Dropped by Dragoons (level 12) and others, by AE Database; a reward in the farming quests
Farming Almanac +10 Planting while in your backpack (AE Database, Dragoneer's Den) Nothing Priced at 2,000 gold; a reward of "Growing Allies"
Farmer's Ring +5 Harvesting, +5 Planting Level 20 A reward of "Old Debts" in the farming quests
Scythe of Ulthien +20 Harvesting (AE Database and Dragoneer's Den say +10) Level 20 by AE Database Dropped by Orc Renegade Soldiers and Shamblers, by AE Database
Silver Spoon +20 Mixing (AE Database and Dragoneer's Den say +10) Level 20 by AE Database The same two creatures
Chefs Cap +20 Baking, +20 Roasting Nothing The same two creatures
Fishing Vest +10 Fly-casting Nothing Dragoons (level 12); the third fishing quest
Waders +10 Fly-casting Level 30 The fishing quests
Drinking Horn +10 Brewing Level 20 Dropped by creatures of level 65 and up, so bought from players
Mystic Orb of Alchemy A boost for 10 minutes, one use: +10 by AE Database, +30 by the wiki and Dragoneer's Den Nothing Silvest, "Quite Entranced"
Tome of Jandros +10 Alchemy, +11 Int Level 50, 35 Int, Alchemy 30 Dropped by many creatures around level 50

Two foods add to trades as well: Cocochada (+5 Farming, +5 Fishing) and Lemon Ice (+5 Alchemy, +10 Runecrafting by the game's table, +5 by AE Database). Both are priced at 100,000 gold and sold, by AE Database, in New Krog City and New Josody City, so they are not for a beginner.

Skill gain, as we measured it

What the sources and our own play say about how a skill grows, rule by rule:

Rule Source
Every try gives experience, and a failed try gives half and loses material Our own play, October 2026: 69 against 138 for a Saw, "You have lost some ingots"
One try gives more the higher your skill is: the same action paid in step with 12 + your skill level Our own play, for Iron Smelting from level 0 to 22, Tanning 7 to 14, Spinning 0 to 7
Each recipe has its own figure. For Iron Forging the game's recipe table holds it: experience of a try = figure x (12 + skill level) / 1,000 Our own play, seven recipes, all that were tried. Not tested for the other trades
A recipe up to three levels below your skill still gave its full figure Our own play. Nothing further below was tried
A skill needs 100 x (n - 1) x n x (n + 1) / 6 experience for level n: 2,000 for 5, 16,500 for 10, 56,000 for 15, 260,000 for 25, 2,082,500 for 50 The game's own table
Gear that adds to a skill makes you earn as if you had that many levels more The wiki's Skills page
Skill bonuses to forging and carpentry let you make harder recipes Patch notes of 2021
The better materials (see below) ask for the skill without bonuses Dragoneer's Den
Server-wide bonus experience counts for trades too: 20% and 25% were seen Our own play

The ladders in the chapter on gear trades are our own reading of the recipe table: for each bracket, the recipe with the highest figure per piece of material. Nobody's tested advice was found: neither the wiki nor Dragoneer's Den nor AE Database says what to make to level a trade, they list recipes only. The figure is proven for Iron Forging and assumed for the rest.

Each skill leans on one attribute. Bonus orbs from gear count here, since these are passive checks (Help Menu).

Chain Gathering Refining Making
Blacksmithing Mining: Strength Iron Smelting: Intelligence Iron Forging: Strength
Wood Working Lumberjacking: Strength Milling: Dexterity Carpentry: Dexterity
Leathercrafting Skinning: Dexterity Tanning: Intelligence Leatherworking: Dexterity
Tailoring none of its own Spinning, Weaving: Dexterity Sewing: Dexterity
Jewelry Mining: Strength Iron Smelting: Intelligence Jewelry Making: Dexterity

The wiki's Tradeskills page and the game's skill table agree on all of these.

Better materials open at fixed levels of the gathering skill, by Dragoneer's Den, and the better two grades can only be worked next to an Obelisk or a Rune Spire, far from any town. A beginner works the first grade only.

Gathering skill 0 30 45 70
Mining Iron Ore Thrallenite Brimidian (red crystals) Talenite (black crystals)
Lumberjacking Logs Fine Wood Heartwood Greater Heartwood
Skinning Skinned Hide Quality hide Superior hide Flawless hide
Worked at anywhere, or the shop's station the same an Obelisk a Rune Spire

Three more things to know before you start:

Where to work

Forges and anvils are in blacksmith shops, tanning vats and leatherworking benches in leather shops (by the in-game guidebooks). Milling needs no station: you click the saw, then the logs. The in-game Carpentry guidebook says the same of carpentry itself (tools, then logs), while the wiki asks for a Carpentry Bench.

Town Blacksmith shop Carpentry shop Leather shop
Valinor Kerry Thomas, 750,151, under the castle Linus Houson, 750,150 Tina Florence, 750,152; the tanning vat is under the castle too
Krog none in Krog; Verdax in Maraket, 3070,4025 Jarra, 3081,3785 Gorn, 3162,3753
Silvest Eadwyn, 1116,1390 Bunden, 1091,1356 Vessik, 1087,1359, with the vats outside
Whisperdale Adalar, 405,3448 Quizlin, 381,3477 Vornath, 392,3474; vats at 394,3479

Coordinates are the community map's. It marks no tailor's shop anywhere, so where the spinning wheels and looms stand is not known to us, except that Valinor's Tailoring Trainer (736,108) sends you to one of each.

Taskmasters

A Taskmaster is a person in Lotor's Summer Palace who sets you crafting tasks in one trade and pays in experience for that trade. The sources say little, and all of it is here.

What they need (the wiki's Skills page):

How a task goes (the wiki's Skills and VIP pages):

  1. Ask the Taskmaster for a task. He gives you a Taskmaster's Lockbox and names an item and a number.
  2. Make the items. Each one you make is put into the box as it is made.
  3. Bring the box back for the experience. "The more the Taskmaster asks for the more experience you get."
  4. A task can be beyond your skill, or dull. Double-click the box to destroy it and ask for another. There is no penalty named anywhere.

What they pay: "excellent experience" and "a hefty amount of experience towards that skill" are the only words any source has. No number is given anywhere, not for a task, not per item, not by skill level. The Help Menu counts Taskmaster tasks among the quests that can be repeated.

What they ask for: no source has a list. The patch notes show the lists being trimmed: bandages were taken off "the TM list" and building materials off the carpenter's (both in May 2021), and the foraging task asks for "a quantity of any seed, not one seed type" (January 2021).

Where they stand. The wiki lists nine in Lotor's Summer Palace and shows them on the picture below; the community map marks four of those:

Taskmaster By the map Next to
Alchemy 761,682 Doyle Trobush's Magic Shop (756,677)
Brewing 846,732 Docale's Pub (846,728)
Carpentry 856,716 Tom Uslak's Carpenter Shop (852,710)
Farming 862,705 Garius' Farming Shop (860,713)
Tailoring, Blacksmithing, Leatherworking, Runecrafting, Jewelcrafting Not marked Our guess: by the shop of their trade, as the four above are

The map marks a second set of seven (all but Runecrafting and Jewelcrafting) in Lopal on Scarab Island, around 380,2215. The patch notes name Lopal among the towns criminals are sent to, so that set is not for a new character.

There is no Taskmaster for Mixing, Baking, Roasting or Fly-casting. Cooking and fishing are raised by hand and by quests.

How to use them, as far as the sources carry (the plan is our reading):

What else a subscription changes for a crafter

From the Help Menu and the wiki's VIP page. Prices are under The expansions.

Perk What it means for a trade
Taskmasters See above. The one perk that is about trades
10% more experience "For all experience gained", shown in brackets in chat. It stacks with both kinds of Power Hour
Shared bank, 4 places One more bank window, shared by all your characters on a server except those on Valinor. Crates can go in it, so one character can gather for another. No-drop items cannot pass through it
4 more backpack places 20 in place of 16. Materials fill bags fast
Monthly grab bag A few items from the store, different each month, from the second month on. By Dragoneer's Den the bags of 2020 and 2021 held two to four Personal Power Hours among other things
Stone to Lotor's Summer Palace Does not wear out, one use an hour. The palace has every kind of shop and the Taskmasters
Automatic looting alone Saves the clicking when you hunt ingredients. It skips no-drop items
A house Needs the Construction expansion as well. Crafted containers can stand in it

If the subscription lapses, the extra backpack places and the shared bank close; what was in them is kept but cannot be reached until you subscribe again.

Power Hours

The practical use: gather and prepare in ordinary time, and do the making itself during the hour.

All trades in one view

"Feeds on" is the gathering skill that supplies it. Attributes are from the wiki and the game's skill table.

Trade Skills and their attribute What it makes Feeds on Expansion For a beginner
Blacksmithing Iron Forging (Str), Iron Smelting (Int) Metal weapons and armor Mining (Str) None See Trades: making gear
Wood Working Carpentry (Dex), Milling (Dex) Bows, arrows and bolts, shields, crates, tools for other trades Lumberjacking (Str) None See Trades: making gear
Leathercrafting Leatherworking (Dex), Tanning (Int) Leather armor, bags Skinning (Dex) None See Trades: making gear
Tailoring Sewing (Dex), Spinning (Dex), Weaving (Dex) Cloth armor, bandages Planting (cotton), shearing None See Trades: making gear
Jewelry Jewelry Making (Dex, by the game's table) Rings and necklaces Mining at 60 Talazar's Revenge See Trades: making gear
Alchemy Alchemy (Int) Healing, cure and repair potions Hunting, Foraging None; some high recipes need Sands of Creation or Talazar's Revenge Yes for a mage. Others can buy potions
Cooking Mixing (Dex), Baking (Int), Roasting (Int) Food that adds to attributes for 30 minutes Hunting, farming, fishing None Roast from the first day. Bake when you farm
Brewing Brewing (Int) Drinks that add to attributes for 60 minutes, on top of a food Shops; farming for sugar None Cheap to try, every recipe is open at once
Farming Foraging (Int), Planting (Int), Harvesting (Dex) Seeds, crops, Bloodroot, flour, sugar, cotton Itself None Take the Valinor trainer for the crate. Forage if you brew potions
Fishing Fly-casting (Dex) Fish to roast; later oysters, pearls, lobsters Itself None; oysters need Talazar's Revenge, lobsters Tides of Fate Yes, as far as the Tackle Box
Runecrafting Runecrafting (Int) Crystals, runes, totems Hunting and Mining for gems Sands of Creation Only if you own the expansion; then the first totems are cheap
First Aid First Aid Healing with bandages Shops, Tailoring None You have it anyway. It takes pool
Identification Identification Entries in the Hunter's Handbook Hunting None Do the Valinor quest, then when you feel like it

Which trades to start, by build

Our reading, from the attributes above and from what each trade gives at low skill. Nobody we read gives advice by build. One caution for all of it: no source says how much the attribute matters to success, only that it does. A warrior has 5 Intelligence, and Alchemy, Baking, Roasting, Brewing, Foraging and Planting all lean on it.

Build Start with Why
Warrior (Str, Con) Roasting, Fishing, and one gear trade Bear meat roasts into +5 Str and bears start at level 8. A Striped Thod is +4 Str. Fishing leans on Dexterity, not Intelligence, and gives the Tackle Box at Fly-casting 5. Brewing is worth a try later for Lotor's Pale Ale (+5 Str for an hour), since every brew is open from the first level
Archer (Dex, Str) Fishing, Mixing and Baking, Carpentry Fly-casting, Mixing and Carpentry all lean on Dexterity. Red Fleming is +4 Dex, a Cooked Crescent +6 Dex from flour, an egg and milk. Carpentry makes your arrows (see Trades: making gear)
Mage (Int, Con or Dex) Alchemy with Foraging, then Baking or Brewing Every one of them leans on Intelligence. You already cast Nature spells, and Alchemy needs one (Enchant Flora) for its main ingredient. Bluefin is +4 Int, Banana Bread +5 Int, Teylan Ale +7 Int at the price of 3 Con

And for everybody: the Farming trainer on Valinor, for the 24-slot Storage Crate at the end.

What we could not find out about trades

← How do I ...?Trades: making gear →