Elder Scrolls Online - Crafting Guide - Daily Writs and tips for the Crafts

This is part of our Elder Scrolls Online Crafting Guide for New Players.

The single best thing that helps you get through Daily Writs on all your Crafters is probably Dolgubon's Lazy Writ Crafter, which automates a lot of the steps. Beyond that, here are specific tips for the Crafts.
For players on Console or who don't want to use Addons, for your time I would prioritize Provisioning, Alchemy, Jewelry and Enchanting, in that order. Provisioning and Alchemy because you can prepare stacks and just go straight from the mission board to the turn-in. Jewelry because it's fast to select what to make (compared to Blacksmithing, Clothing, and Woodworking) and the Master Writs are much easier to craft. And Enchanting because it's not bad in terms of time to craft, and the Master Writs are as easy as Alchemy ones.

Alchemy
  • The game does not check who made what, as long as the potion or poison required for the Alchemy Daily Writ is crafted by someone. So you can have your most efficient Crafter (or whichever Crafter you are currently trying to level their Alchemy skill) make all the stacks of the required potion or poison.
  • If you are stuck for materials to make a potion, you can sometimes very cheaply buy the crafted potion from a Guild Store, instead of trying to buy the reagent.
  • The Potion Maker AddOn helps when trying to solve for which reagents you need to use from the ones you have in stock.
  • If you are levelling Alchemy or just trying to unlock reagent knowledge, make Poisons. You get more yield per reagent, and hopefully more profit thereby when you sell the excess to an NPC vendor. Three reagents at a time potentially unlocks more traits, but doesn't get you any more Inspiration than two reagents.
  • If you don't care about getting Sealed Alchemy Writs and are doing writs mainly for the gold and materials income, you may want to consider parking some alts at less than maximum Solvent Proficiency. Gold income is determined by character level, and the materials reward is generally the same pool except for the solvent, which is determined by Solvent Proficiency.
    • At Solvent Proficiency 8, writs may require Mudcrab Chitin, Imp Stool, Spider Egg, or Violet Coprinus for turn-in. Because none of these can be obtained from Alchemy Surveys, you may eventually have to buy (typically expensive) or farm (possibly time consuming if you have to support a lot of alts).
    • At Solvent Proficiency 5 and 7, Water Hyacinth or Nirnroot are the materials that may be troublesome, but these are fairly easily found alongside waterways. Even so, if you have a lot of crafters, you may still run a significant deficit.
    • At Solvent Proficiency 4 (or lower), the non-solvent materials required for turn-in are all potentially found from Alchemy Surveys. Solvent Proficiency 1 to 3 in particular have three different types, which can help spread out the consumption of materials.
Blacksmithing, Clothing, Woodworking
  • Broadening the range of Style Stones you can use will help you use up the random Style Stones you pick up from looting containers (especially Backpacks). For this reason, aim for Alliance Style Master on your Crafters.
    • The basic racial Crafting Motifs are fairly common if you make a habit of looting every container you find. Often people start to have an excess and don't care to sell them in Guild Stores, so they freely given them away. 
    • Because Daily Writs reward you enough gold to buy Style Stones as needed, Alliance Style Master on all Crafters isn't a priority, but it is something useful to work toward as you play the game.
    • At some point if you can also learn the Barbaric and Primal styles, that can also be useful as the style stones for those (Bronze and Argentum) often show up cheaply in Guild Stores.
  • Early in the game, Trait stones may seem rare, but over time as you collect deliveries from Hirelings and deconstruct gear you don't need, you will literally have hundreds if not over a thousand of each. At that point, some of your Supporting Crafters may have been promoted to Rank X in some of these crafts. You can start some research on them by cheaply making your own level 1 gear with traits, so that you improve (slightly) their chances of getting a Sealed Writ.
  • Have a Secondary Crafter do research as well, especially on traits that your Main Crafter does not have. That way, when your Main Crafter is ready for research again, your Secondary Crafter can cheaply and conveniently make something for them to research.
Enchanting
  • Craftstore is a great help with solving the runes required.
  • People often forget that the Enchanter NPCs sell Potency and other runes. Potency runes are typically grossly overpriced in Guild Stores except the Rank X ones.
Jewelry
  • The 24/7 Alik'r dolmen levelling mobs are a great way to not only level up but to acquire jewelry for deconstruction, netting you Jewelry skill and plating.
  • The other gear and glyphs that drop also help as well of course but dolmen chests are guaranteed set jewelry drops.
  • If you want to get a lot of Vouchers quickly, don't sell any plating you get. Having to buy plating to complete Sealed Jewelry Writs typically makes the cost extremely high.
Provisioning
  • Like Alchemy, the game does not check who made what, as long as the food and drink items are crafted by someone. So you can have your most efficient Crafter (or whichever Crafter you are currently trying to level their Provisioning skill) make all the stacks of the required food and drink for Daily Writs.
  • If you are trying to farm all the possible recipes (especially purple recipes), keep at least one Crafter at each of the Recipe Improvement Skill tiers I-VI and of each of the Alliances. Keep an eye out for the recipes required for Daily Writs and assign them to whichever Crafter you are focusing on at the moment.
    • Once you have more than enough Writ Vouchers, it's not really necessary to do this since most of your Vouchers will probably come from Sealed Jewelry Writs, each of which give a large number of Vouchers. By raising all your crafters to Recipe Improvement VI they will use the same set of food and drink for their Daily Writs, reducing the inventory space and crafting management required.
  • Knowledge of Purple and Gold recipes help you get Sealed Provisioning Writs, so concentrate them on your crafters who have Recipe Improvement VI.
  • Craftstore is a great help with managing what recipes you have and to craft food and drink in mass quantities.
  • As a source of income, Provisioning should not be underestimated. Although the daily writs generally provide provisioning materials, each unit is worth 8-10 gold each:
    • CP 150 green food/beverage sells to an NPC vendor for 5 gold per unit. It requires two materials to make, and with the maximum Chef / Brewer passive, four units are made per batch. This is a total of 4 units x 5 gold = 20 gold per two units of material, or an average value of 10 gold per unit of material.
    • You may possibly get more trying to sell the materials or crafted food in a Guild Store, but generally you will accumulate so many materials that it is faster to simply craft and vendor.

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