Artisan's Prize
Artisan's Prize
Magic Item
Ear — Augmentation
Class: ALL
Race: ALL
Effect: Artisan's Finesse (Worn)
Stats shown at maximum (420 points past 300). Your aug will scale based on total tradeskill points above 300.
The Artisan's Prize is the single best augment a tradeskiller can earn in EverQuest. It's an ear-slot aug that scales with your tradeskill prowess, and at maximum power it provides stats that rival or exceed augs from current endgame raids. If you've put serious time into tradeskills, this is the payoff. If you haven't — well, this quest might be the reason to start.
Introduced with The Broken Mirror expansion, the Artisan's Prize rewards breadth across all tradeskills. The more skills you push past 300, the stronger the aug gets. A character with every tradeskill at 350 will have a dramatically more powerful aug than someone who just scraped together the minimum to complete the quest.
Why You Want This
At its base, the Artisan's Prize is already solid — roughly 800 HP, 700 mana, 700 endurance, 60+ to all stats, and meaningful amounts of heroic stats, spell damage, heal amount, and clairvoyance. It also grants a worn effect called Artisan's Finesse that reduces tradeskill combine failure by 5%.
But here's the real hook: the aug scales. For every 7 tradeskill points you earn above 300 (or above 200 for fishing), the aug gains approximately 1% of its maximum stats. Max it out and you're looking at around 3,000 HP, proportionally scaled mana and endurance, and heroic stats that would make a raider jealous.
To hit maximum power, you need 420 total skill points past 300 spread across your tradeskills. That means pushing the seven core tradeskills (baking, brewing, smithing, fletching, jewelcraft, pottery, tailoring) plus spell research toward 350, and fishing toward 250. Class-restricted skills (alchemy, make poison, tinkering) count too if your class has access to them.
Prerequisites
Before you even talk to the quest NPC, you need to complete four things. These are serious quest lines in their own right — plan to spend days or weeks on them if you're starting from scratch.
1. Earring of the Solstice
This is a Shadows of Luclin-era tradeskill quest that requires you to craft nine items across multiple tradeskills and combine them in a forge. The resulting earring gets turned in to Rebecca Cabbageleaf in Fungus Grove to receive the Earring of the Solstice.
The nine items you need to craft:
- Blessed Fishing Rod
- Ceremonial Solstice Robe
- Demi-Sec Champagne
- Golden Idol of Tunare
- Lotus Pie
- Lucky Cabbage
- Mistletoe Cutting Sickle
- Misty Thicket Picnic
- Star Ruby Encrusted Stein
All of these items are tradeable, so you can buy them from the bazaar or get help from guildmates.
2. Signet of the Arcane (or Signet of Might)
This comes from the Aid Grimel quest series in New Tanaan, tied to Planes of Power progression. You need to be flagged through the Elemental Planes and have at least 220 unmodified skill in seven tradeskills (baking, brewing, smithing, fletching, jewelcraft, pottery, tailoring).
Casters receive the Signet of the Arcane; melee classes receive the Signet of Might. Both work for the Artisan's Prize. If you need to swap between the two versions, talk to Councilman Taldarius — just make sure the signet has no augs in it first.
3. Eron's Jewelry
A Secrets of Faydwer quest obtained from Eron Nurwistle in Dragonscale Hills. This is a seven-stage quest that takes you through pottery, baking, smithing, fletching, brewing, tailoring, and jewelcraft. Each stage requires roughly 250 skill in the respective tradeskill, and the final combine in each stage uses jewelcrafting.
4. The Artisan's Wares (Achievement)
This achievement requires collecting 16 ground spawns scattered across Norrath. Some are in zones that require progression flags or a group to access. Here's the full list:
| Item | Zone | Location Notes |
|---|---|---|
| Timeless Oil | Plane of Innovation | On far side of clock dial, in a cubby hole. Requires a group member with Quintessence of Elements to zone in. |
| Oily Gear | Meldrath's Majestic Mansion | In a fountain, left side |
| Blood Clay | Erudin Burning | Inside small building, left side of blood pool |
| Iridescent Frond | Beast's Domain | Dead end in the winding paths area |
| Sweat-Stained Headband | Tirranun's Delve | Behind a forge |
| Lava Gem | Caverns of Exile | Far north area, cubby in a small room |
| Outcast's Coal | Icewell Keep | Room past the tunnel entrance |
| Eerie Ore | Torgiran Mines | North of U-shaped dead end, near a mushroom |
| Kuuan Light | Harbinger's Spire | Top of the red spire in the middle |
| Blood Suspension | Crushbone | Bottom of the blood pool fountain |
| Cursed Arrowhead | Dalnir | Behind a crypt in the lower room |
| Irresistible Lure | Highpass Hold | Inside a vase on the bar shelf |
| Royal Linens | Highpass Keep | Center room, on a bed |
| Questionable Cheese | Runnyeye | On a spike in the spike-filled room, fourth level |
| Icy Rune | Permafrost Keep | Far right lower room, by a frozen mob |
| Worn Chisel | Halas | Bottom of the well |
The Main Quest
Once you have all four prerequisites handled, it's time to talk to Lebounde ab Dolmen.
Finding Lebounde
Lebounde is located in Halas (the revamped version). His house is in the top-left circle of the zone, the bottom-left hut. He roams the eastern section of the city during the day.
Getting Started
Hail Lebounde and say 'work'
Lebounde will check that you have the Earring of the Solstice, your Signet, and Eron's Jewelry in your inventory or bank. He also verifies the Artisan's Wares achievement. If everything checks out, he'll offer you the tradeskill supply tasks.
Accept the tradeskill supply tasks
Lebounde offers between 9 and 12 supply tasks depending on your class. Every class gets the nine core tradeskill tasks (baking, brewing, fishing, fletching, jewelcraft, pottery, spell research, smithing, tailoring). Shamans also get alchemy, rogues get make poison, and gnomes get tinkering.
Complete each supply task
Each supply task requires you to craft five specific items and deliver them to Lebounde. You need 300+ unmodified skill and a fully evolved (7/7) trophy in each tradeskill to receive and complete its task. See the individual sub-quest pages below for full details on each one.
Collect your Artisan Seals
For each completed supply task, Lebounde awards you an Artisan Seal (e.g., Artisan's Seal of Baking, Artisan's Seal of Smithing, etc.). You need all of your applicable seals to proceed.
Enter Lebounde's house and get the Transmutation Case
Once you have all your seals, go to Lebounde's house (door at approximately location 495, 275 in Halas). Inside, click the ornate box on the nightstand to receive a Transmutation Case — a 3-slot container.
Perform the final combine
Place these three items in the Transmutation Case and combine:
- Earring of the Solstice
- Signet of the Arcane (or Signet of Might)
- Eron's Jewelry
This combine can fail, but don't panic — all items return to your inventory on failure. Just try again. The result is an item called Expensive Mistake.
Turn in the Expensive Mistake
Hand the Expensive Mistake to Lebounde ab Dolmen. He rewards you with The Artisan's Prize augmentation.
The 12 Tradeskill Sub-Quests
Each supply task requires 300+ unmodified skill and a maxed (7/7) trophy in the respective tradeskill. You craft five items per task and turn them all in to Lebounde for an Artisan Seal.
Here are the individual sub-quest guides with full material lists and crafting instructions:
Core Tradeskills (All Classes)
| Sub-Quest | Tradeskill | Highest Trivial | Guide |
|---|---|---|---|
| Baking Supplies | Baking | 402 | Full Guide |
| Brewing Supplies | Brewing | 448 | Full Guide |
| Fishing Supplies | Fishing | 181 | Full Guide |
| Fletching Supplies | Fletching | 342 | Full Guide |
| Jewelcraft Supplies | Jewelcraft | 335 | Full Guide |
| Pottery Supplies | Pottery | 368 | Full Guide |
| Smithing Supplies | Smithing | 519 | Full Guide |
| Spell Research Supplies | Spell Research | 316 | Full Guide |
| Tailoring Supplies | Tailoring | 335 | Full Guide |
Class-Restricted Tradeskills
| Sub-Quest | Tradeskill | Class | Highest Trivial | Guide |
|---|---|---|---|---|
| Alchemy Supplies | Alchemy | Shaman | 526 | Full Guide |
| Make Poison Supplies | Make Poison | Rogue | 548 | Full Guide |
| Tinkering Supplies | Tinkering | Gnome | 262 | Full Guide |
Maximizing the Augment
Getting the Artisan's Prize is just the beginning. The aug starts at roughly 40% of its maximum power. Pushing it to 100% requires advancing your tradeskills well past 300.
How Scaling Works
The aug gains approximately 1% of its maximum stats for every 7 tradeskill points you earn above 300 across all applicable tradeskills. Fishing counts points above 200 instead of 300.
To reach 100%, you need 420 total points past the threshold. Here's a realistic target spread:
| Tradeskill | Target Skill | Points Past 300 |
|---|---|---|
| Baking | 350 | 50 |
| Brewing | 350 | 50 |
| Smithing | 350 | 50 |
| Fletching | 350 | 50 |
| Jewelcraft | 350 | 50 |
| Pottery | 350 | 50 |
| Tailoring | 350 | 50 |
| Spell Research | 350 | 50 |
| Fishing | 250 | 50 |
| Total | 450 |
That gives you 450 points — 30 more than the 420 needed. Class-restricted skills (alchemy, make poison, tinkering) also contribute if available to your class, giving you even more headroom.
The 301-350 Grind
Skilling up past 300 works completely differently from the 1-300 grind. You don't gain skill from repeated combines anymore. Instead, your effective skill tracks the percentage of qualifying recipes you've learned (successfully completed at least once). Every new unique recipe you complete inches the bar forward.
This means you need to systematically work through hundreds — sometimes thousands — of recipes per tradeskill. See our Skilling Up 301 to 350 guide for the full breakdown of how this system works, what recipes qualify, and how many you need per skill.
Tips and Common Mistakes
Don't destroy your prerequisites. You need the actual Earring of the Solstice, Signet, and Eron's Jewelry items — not just the achievements. If you deleted one, you'll need to redo that quest.
Equip your trophies for every combine. The 15% modifier from a maxed trophy makes a real difference on high-trivial combines. Get in the habit of swapping the right trophy in before every craft.
Some items need an Enchanter. Several sub-quests require enchanter-made items: Vial of Viscous Mana, Vial of Purified Mana, Vial of Distilled Mana, Enchanted Platinum Bar, and various enchanted diamonds. If you're not an enchanter, make friends with one or buy these from the bazaar.
Small Block of Magic Clay shows up everywhere. Nearly every supply task requires one. These are created by an enchanter casting on a Small Block of Clay. Stock up.
The Ceramic Clay items share a trivial. Most sub-quests include a "[Tradeskill] Ceramic Clay" combine at trivial 262. The recipe uses the same base materials (Relic Fragments from Katta Castrum: Deluge plus a Small Block of Magic Clay) with a tradeskill-specific component.
GoD flagging matters. A couple of sub-quests require items that only drop in Gates of Discord zones that need the refinement flag. Make sure your progression is current.
Lebounde is on a schedule. He sleeps 7 PM to 5 AM. Don't waste time running to Halas only to find him napping. Check the time first.
Seals are tradeable — use this strategically. If you're on a rogue alt who can't do alchemy, or a non-gnome who can't tinker, those seals aren't required for your class. But if you want to skip a particularly painful supply task on a character that does have access, buying the seal from the bazaar is perfectly valid.
Failed combines return materials. Most supply task combines return ingredients on failure. Don't rage-quit if you fail a high-trivial combine — just try again with the same materials. The notable exceptions are any sub-combines where the recipe is flagged as consuming on failure, so check trivials and use modifiers.
Plan your farming routes. Many sub-quests share zones for material farming. Sunderock Springs, The Steppes, Elddar Forest, Vegarlson, and Doomfire come up repeatedly. Hit all your targets in one trip rather than zoning in and out multiple times.