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Subject: SPELLCRAFTING / ALCHEMY GENERAL INFO


Author:
MOOOOO
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Date Posted: 08:06:31 09/06/02 Fri

General Overview of Spellcraft/Alchemy

Spellcraft and Alchemy work exactly like the other tradeskills as far as their recipes, and the objects they create go. Once you have the object, you "combine" them, via the trade window to an object.

For example, Player A takes their Sword they want to have strength added to it to a Spellcrafter. They place it in a trade window with the Spellcrafter. The Spellcrafter places a strength Gem in the sword's gem socket and clicks the "combine" button. Satisfied (both players will get text information on the combine, how many points it took, etc), Player A places some money in the trade window and hits Trade. The Spellcrafter then hits trade, the combine happens. Viola! Player A has a sword with a strength bonus, and the Spellcrafter has the satisfaction of making another magic item... oh, and the money, too...

The "forge" object for Spellcraft and Alchemy is the nice, new, Alchemy table that you will see placed in various parts of the home cities. You will find the merchants needed for these two crafts close by.

The tools that you will need for various recipes are the Spellcraft Kit, Alchemy Kit, and Mortar and Pestle. The kits are always needed for their specific trade, the Mortar and Pestle is needed for making any of the poisons.

You may need to scroll sideways in the Spellcraft/Alchemy Merchants to find the items that you need.


Names of Guild Masters:

Albion

Spellcraft Guild Master: Clayton Gage
Alchemy Guild Master: Adelaide Dinsmore

Midgard

Spellcraft Guild Master: Hradi Thorleif
Alchemy Guild Master: Armod Dag

Hibernia

Spellcraft Guild Master: Shannen
Alchemy Guild Master: Aslander


The following Spellcraft/Alchemy items have yet to be fully implemeted:

- Procs/Reverse procs and charges are not yet implemented, however you can make the proccing or charged item; it just won't proc/take charges until a future 1.53 patch.

- Any recipes that show in the Alchemy list as requiring a skill of zero are ones that require a dropped component. They haven't been placed at their final skill value yet. We'll add those dropped in a future 1.53 patch.

- The ability to wipe a current tradeskill profession to choose a new one is not yet implemented.

- Some other misc. items that should be in before 1.53 goes live (splitting stacks, self trading, some additional trading commands, etc.). Look for these in a future 1.53 update.

- We've had to shelve particle effects created by Spellcraft/Alchemy for the time being while we work out some technical issues with the system.

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[> Subject: Re: SPELLCRAFTING / ALCHEMY GENERAL INFO


Author:
Lady redlizzie
[ Edit | View ]

Date Posted: 07:55:16 09/08/02 Sun

>General Overview of Spellcraft/Alchemy
>
>Spellcraft and Alchemy work exactly like the other
>tradeskills as far as their recipes, and the objects
>they create go. Once you have the object, you
>"combine" them, via the trade window to an object.
>
>For example, Player A takes their Sword they want to
>have strength added to it to a Spellcrafter. They
>place it in a trade window with the Spellcrafter. The
>Spellcrafter places a strength Gem in the sword's gem
>socket and clicks the "combine" button. Satisfied
>(both players will get text information on the
>combine, how many points it took, etc), Player A
>places some money in the trade window and hits Trade.
>The Spellcrafter then hits trade, the combine happens.
>Viola! Player A has a sword with a strength bonus, and
>the Spellcrafter has the satisfaction of making
>another magic item... oh, and the money, too...
>
>The "forge" object for Spellcraft and Alchemy is the
>nice, new, Alchemy table that you will see placed in
>various parts of the home cities. You will find the
>merchants needed for these two crafts close by.
>
>The tools that you will need for various recipes are
>the Spellcraft Kit, Alchemy Kit, and Mortar and
>Pestle. The kits are always needed for their specific
>trade, the Mortar and Pestle is needed for making any
>of the poisons.
>
>You may need to scroll sideways in the
>Spellcraft/Alchemy Merchants to find the items that
>you need.
>
>
>Names of Guild Masters:
>
>Albion
>
>Spellcraft Guild Master: Clayton Gage
>Alchemy Guild Master: Adelaide Dinsmore
>
>Midgard
>
>Spellcraft Guild Master: Hradi Thorleif
>Alchemy Guild Master: Armod Dag
>
>Hibernia
>
>Spellcraft Guild Master: Shannen
>Alchemy Guild Master: Aslander
>
>
>The following Spellcraft/Alchemy items have yet to be
>fully implemeted:
>
>- Procs/Reverse procs and charges are not yet
>implemented, however you can make the proccing or
>charged item; it just won't proc/take charges until a
>future 1.53 patch.
>
>- Any recipes that show in the Alchemy list as
>requiring a skill of zero are ones that require a
>dropped component. They haven't been placed at their
>final skill value yet. We'll add those dropped in a
>future 1.53 patch.
>
>- The ability to wipe a current tradeskill profession
>to choose a new one is not yet implemented.
>
>- Some other misc. items that should be in before 1.53
>goes live (splitting stacks, self trading, some
>additional trading commands, etc.). Look for these in
>a future 1.53 update.
>
>- We've had to shelve particle effects created by
>Spellcraft/Alchemy for the time being while we work
>out some technical issues with the system.
Someone has definately sucked all the air out of the room

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