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Subject: Re: SPELLCRAFTING / ALCHEMY GENERAL INFO


Author:
Lady redlizzie
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Date Posted: 07:55:16 09/08/02 Sun
In reply to: MOOOOO 's message, "SPELLCRAFTING / ALCHEMY GENERAL INFO" on 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.
Someone has definately sucked all the air out of the room

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