Spellcrafting & Alchemy overview

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.
 
E

Euthanasia.

Guest
/kicks Delket
/steals Noita off Delket
mine!
get your own.
 
D

Dook_Pug

Guest
I think you'll find Noita is taken.

She's mine and you can't have her!!11
 
L

liste

Guest
well, from reading through the Alchemy guide thingy, i just saw most of my reasons to craft, disappear.

Alchemy certainly got hit around with a bat, alot.
 
L

lairiodd

Guest
Can alchemists enchant and recharge items for free/without materials

Nope. Think spellcrafters are the ones who do the enchanting anyway. It costs them around 50% of the npc rate (99% sure). Its apparently quite complex ... in that you use certain dusts and can if you dont know what you are doing spend alot more than needed (like if you use the dust for a level 51 item on a level 20 one ... it will work but cost alot)
 
S

Solid

Guest
Question I have is what is an ideal Overcharge to risk a MP piece on?

I am working to ideally 2 Imbue Point overcharge and rarely 3 point. 2 points usually 88%+ chance to overcharge, 3 points usually 78% (using 99% quality gems).

Question is whats viable and doable? I am thinking with the cheapness of shields I migth try a 4 point overcharge on a Reinforced Duskwood MP Kite Shield to 35 Imbue points.

Also a point to note Ralith that you didnt was for Spellcrafting into 4 slots, its ideal to have all 4 slots take up equal mVal's for optimal utility.

Also its best to make +Skills and +Resists as the highest Gem (if u cant quite get all gems equal) because they are the most expensive and the 1st point in your highest Gemslot is free (or something to that effect).

Also when picking your accessories you should aim to get accessories with all the high value stats, eg Resists and +skills and try leave +Stats and +hp to your Spellcrafted armours and weaps because +stats costs 0.5 mVal points whereas +Skill costs 5 mVal points and resists costs 2 mVal points with stats being 1 mVal point.

for an Eg of a very well utilised Spellcrafted item:

Gem Slot 1 - +4 Skill
Gem Slot 2 - +4 Skill
Gem Slot 3 - +3 Skill
Gem Slot 4 - +3 Skill

Has a utility of 70+ and a 88% Overcharge success rate on a MP Leve 51 Item using 99% Gems


Gem Slot 1 - +4 Skill
Gem Slot 2 - +4 Skill
Gem Slot 3 - +22 Stat
Gem Slot 4 - +19 Stat

has a Utility of 64+ and a 88% Overcharge success rate on a MP Leve 51 Item using 99% Gems
 
G

Generic Poster

Guest
btw- how will you guys decide where to put your stats. Will you dump them randomly, or use some order?

It makes no difference to the outcome of your items, but I'm planning to add stats where they should go, i.e.

Main:
+WeaponSkill in gloves
+Str in arms
+ Con in Chest
+ Dex in legs
+ Qui in boots


etc etc... am I being overly pedantic, or is anyone else planning to imbue their items in a similar fashion?
 
S

Solid

Guest
go to the Midgard forum for my spellcraft setup, i paid no particular ettention to what goes where except for +Skills in boots and gloves and weapon/shield.
 
D

Dook_Pug

Guest
Originally posted by Generic Poster
btw- how will you guys decide where to put your stats. Will you dump them randomly, or use some order?

It makes no difference to the outcome of your items, but I'm planning to add stats where they should go, i.e.

Main:
+WeaponSkill in gloves
+Str in arms
+ Con in Chest
+ Dex in legs
+ Qui in boots


etc etc... am I being overly pedantic, or is anyone else planning to imbue their items in a similar fashion?

I was wondering the same thing :)
 
R

Roalith

Guest
Thanks for the advice solid, but note this was just a brief overview to give people a grounding in what the two skills actually do. It's not a discourse in how to set up your lvl 51 armour - although your pointers are handy, and appreciated :)
 
S

Solid

Guest
Point to note is Gauntlets and Boots cost 1/3rd the material of a Hauberk/Leggings/Coif and the Arms cost 1/2.

It will be easier to attain 100% Quality Boots/Gloves/Sleeves than it will to obtain 100% Qual Hauberk/Legs/Coif so I am working based on MP boots/gloves/sleeves/Shield/Hammer and 99% Hauberk/Legs/Coif
 
Y

Yussef

Guest
Place your highest chance of failure Overcharge item on the cheapest sections etc.

Also if you're a class that has stealth or envenom, put those skills on the cheapest sections as well.

When you gain a Realm Rank, you can re-craft it with 1 less of that +skill and up resists, stats or HP for example.

Warshade had that idea about recrafting due to RR.
 
B

Blood

Guest
Originally posted by Generic Poster
btw- how will you guys decide where to put your stats. Will you dump them randomly, or use some order?

It makes no difference to the outcome of your items, but I'm planning to add stats where they should go, i.e.

Main:
+WeaponSkill in gloves
+Str in arms
+ Con in Chest
+ Dex in legs
+ Qui in boots


etc etc... am I being overly pedantic, or is anyone else planning to imbue their items in a similar fashion?

Well sorta

i went for
+stat
+resist
+hits
+skill

with putting weapon skill in gloves and arms, i had stealth in my boots, but shifted it to arms, as i will be swapping boots when applying poisons, getting mp boots with +7 envenom.

probably gonna make new templates thou
gotta get me a GG sb cloak for my sb, then i'll have full mp suits, and mp weapons for both hunter and sb
 
A

Aurelius LH

Guest
Originally posted by Generic Poster

It makes no difference to the outcome of your items, but I'm planning to add stats where they should go, i.e.

Main:
+WeaponSkill in gloves
+Str in arms
+ Con in Chest
+ Dex in legs
+ Qui in boots


etc etc... am I being overly pedantic, or is anyone else planning to imbue their items in a similar fashion?

Must admit the 'logic' of that rather appeals to me- but I'll now ask a probably very stupid question ;)

I'd thought there was a greater likelihood of certain pieces of your armour getting hit more often than others ; if money is no object, you can always replace your spellcrafted kit when it starts to wear out, but for the more 'financially challenged' wouldn't it make more sense to put the enchantments that really matter to the class (Int for mage types, Str for fighters etc..) on the pieces of equipment that are hit less often, and so should take longer to wear out?
 

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