The project won because the glove has a special enchantment, which can enhance your main attribute and can be regarded as a small ornament.
Jewelry is second, because special gems provide a lot of properties.
Followed by the enchantment, the two rings * * * count as 80 attributes.
Drug collection is started manually, which increases the speed and blood return, and the effect is not as good as that of engineering. However, if you can turn on the orc/troll racial talent and engineering gloves in turn, the coverage of BUFF can be increased.
The tailor has the best cloak boundary, but what the tailor makes is cloth armor and bags, which are basically useless to you unless you sell them for money.
Tanning has the best wrist enchantment, and the products include leather armor and lock armor, which are suitable for your production and sales.
Inscriptions are the best shoulder demons. The completed inscription can be used for personal use or sold for money.
Peeling and mining are basically not recommended. The former plus crit rate and the latter plus endurance are not very outstanding bonuses.
As for forging and alchemy, although forging can punch holes in the equipment, the finished product is plate armor, so it is better to be a tailor of bags.
An alchemist is only suitable for the first edition, when there is an alchemy. However, with the improvement of the edition, refined stone has been eliminated as an ornament. As for the mixing time, it doesn't matter. What are the trade union skills afraid of?