R
Roalith
Guest
Wrote this for my guild, thought I'd post it here as someone might find it useful.
Okay, an Idiot's Guide to spellcrafting and alchemy, for your general knowledge. I'll be writing this from the viewpoint of a customer, not a person actually doing them for crafting. I myself have absolutely 0 intention of doing either - Spellcrafting items are currently sold in stacks of 1 item at a time. I don't want to get RSI or carpal tunnel syndrome, thanks
There are, however, several players planning to powerskill these tradeskills. I know Yussef is intending to get other people to buy piles of components for his alt, so he can sit and do it constantly - planning to be 700+ Spellcrafting skill by the end of the day, supposedly.
Alchemy
Alchemists can create a variety of items - Poisons (standard infil types), potions to heal hit points, restore mana or endurance. They also have the ability to recharge a charged item, or enchant an item with the bonus you normally gain from paying an NPC.
The main areas of their skill, however, lie in what are called 'tincutures'. These tinctures have varying effects, a list of which is available at http://www.midnightsojourn.com/effects.html (expand the effects, reactive effects, or charges button on the menu).
Tinctures come in 3 varieties: Reactive effects, effects, and charges.
Reactive Effects: Applied to items that get hit in melee, IE: your armour. They can also be applied to shields, but this apparently only works in RvR, not PvE. They work in the standard way of a 'proc' - randomly, without any control over when or how often they proc (Incidentally, the lower AF a section of your body has, the more likely it is to be hit in melee).
Effects: Applied to weapons, and 'proc' in the normal fashion we all know and love - going 'boom' once in a while when you hit a player or a mob.
Charges: Again, one that we all know and love, place the item in your quickbar, hold down E, and press the corresponding number to get the item to 'fire', either self or on your target. The number of charges an item can hold depends on it's quality:
Quality Max Charges
94% 2 Charges
95% 3 Charges
96% 4 Charges
97% 5 Charges
98% 6 Charges
99% 7 Charges
100% 10 Charges
Imbuing an item with alchemy does not affect the number of Imbue Points it has available for spellcrafting... which brings me nicely on to...
Spellcrafting
Spellcrafting is somewhat more complicated. I will explain here in brief, but the best way to find out about it is to visit the Camelot Herald's spellcrafting calculator, and tinker. This can be found at http://www.camelotherald.com/documentation/spellcraft.html
Depending on the item's material level (Arcanium, netherium, asterite, etc etc), and the quality of the item, it is allocated a number of 'imbue points'. A level 51 100% quality item (like my masterpiece poleaxe ) will have 32 imbue points, whereas a level 25 94% quality pair of gloves will only have 5.
You can use these Imbue Points to apply up to 4 gems to your item. Each of these gems, in turn, will have a different +stat, which fills a number of imbue points.
To make it a little clearer, taking my polearm as an example:
shimmering arcanium poleaxe
Magical Bonuses:
Gem 1 - Polearm: 4
Gem 2 - Slash: 5
Gem 3 - Parry: 3
Quality: 100%
Item's capacity: 32 (Capacity in Imbue Points)
Item's strength: 32 (Number of used Imbue Points
Now, you can also 'overcharge' an item - put it's number of used imbue points higher than the number it is supposed to hold. This depends on the quality of the item and the gems being used, and over a certain number of additional points the item has a 100% chance of exploding, destroying it and killing the spellcrafter.
With a spellcrafted gem, you can add: Up to +8 in any one skill line (IE: slash), any focus type (IE: Wind), up to 76 hit points, up to +17 to power, up to 17% in any resist.
Bear in mind that the above limits are per spellcraft gem, and you can apply 4 per item. However, maximising the limit on some gem types will put you at or over the item's capacity.
If the above isn't clear, head over to http://www.camelotherald.com/documentation/spellcraft.html and have a fiddle.
Okay, an Idiot's Guide to spellcrafting and alchemy, for your general knowledge. I'll be writing this from the viewpoint of a customer, not a person actually doing them for crafting. I myself have absolutely 0 intention of doing either - Spellcrafting items are currently sold in stacks of 1 item at a time. I don't want to get RSI or carpal tunnel syndrome, thanks
There are, however, several players planning to powerskill these tradeskills. I know Yussef is intending to get other people to buy piles of components for his alt, so he can sit and do it constantly - planning to be 700+ Spellcrafting skill by the end of the day, supposedly.
Alchemy
Alchemists can create a variety of items - Poisons (standard infil types), potions to heal hit points, restore mana or endurance. They also have the ability to recharge a charged item, or enchant an item with the bonus you normally gain from paying an NPC.
The main areas of their skill, however, lie in what are called 'tincutures'. These tinctures have varying effects, a list of which is available at http://www.midnightsojourn.com/effects.html (expand the effects, reactive effects, or charges button on the menu).
Tinctures come in 3 varieties: Reactive effects, effects, and charges.
Reactive Effects: Applied to items that get hit in melee, IE: your armour. They can also be applied to shields, but this apparently only works in RvR, not PvE. They work in the standard way of a 'proc' - randomly, without any control over when or how often they proc (Incidentally, the lower AF a section of your body has, the more likely it is to be hit in melee).
Effects: Applied to weapons, and 'proc' in the normal fashion we all know and love - going 'boom' once in a while when you hit a player or a mob.
Charges: Again, one that we all know and love, place the item in your quickbar, hold down E, and press the corresponding number to get the item to 'fire', either self or on your target. The number of charges an item can hold depends on it's quality:
Quality Max Charges
94% 2 Charges
95% 3 Charges
96% 4 Charges
97% 5 Charges
98% 6 Charges
99% 7 Charges
100% 10 Charges
Imbuing an item with alchemy does not affect the number of Imbue Points it has available for spellcrafting... which brings me nicely on to...
Spellcrafting
Spellcrafting is somewhat more complicated. I will explain here in brief, but the best way to find out about it is to visit the Camelot Herald's spellcrafting calculator, and tinker. This can be found at http://www.camelotherald.com/documentation/spellcraft.html
Depending on the item's material level (Arcanium, netherium, asterite, etc etc), and the quality of the item, it is allocated a number of 'imbue points'. A level 51 100% quality item (like my masterpiece poleaxe ) will have 32 imbue points, whereas a level 25 94% quality pair of gloves will only have 5.
You can use these Imbue Points to apply up to 4 gems to your item. Each of these gems, in turn, will have a different +stat, which fills a number of imbue points.
To make it a little clearer, taking my polearm as an example:
shimmering arcanium poleaxe
Magical Bonuses:
Gem 1 - Polearm: 4
Gem 2 - Slash: 5
Gem 3 - Parry: 3
Quality: 100%
Item's capacity: 32 (Capacity in Imbue Points)
Item's strength: 32 (Number of used Imbue Points
Now, you can also 'overcharge' an item - put it's number of used imbue points higher than the number it is supposed to hold. This depends on the quality of the item and the gems being used, and over a certain number of additional points the item has a 100% chance of exploding, destroying it and killing the spellcrafter.
With a spellcrafted gem, you can add: Up to +8 in any one skill line (IE: slash), any focus type (IE: Wind), up to 76 hit points, up to +17 to power, up to 17% in any resist.
Bear in mind that the above limits are per spellcraft gem, and you can apply 4 per item. However, maximising the limit on some gem types will put you at or over the item's capacity.
If the above isn't clear, head over to http://www.camelotherald.com/documentation/spellcraft.html and have a fiddle.