Good news! We're spicing up tradeskilling! There are many new gameplay enhancements for all players, especially those who like to buy, sell, and craft goods. Many changes have already been made, and we will continue to make improvements to tradeskills as EverQuest II matures. Here's a look at just a few of the recent improvements we have made to EQII crafting:

OFFLINE SELLING

Offline selling is a new, oft-requested feature for player characters whsell items from their home. You can now leave your home or even log off and you'll still be able to sell flagged items from your home vault. When you're offline or out of the house, buyers can purchase your goods from city brokers or fences.

/LFW COMMAND

If you're an artisan looking for business, let other players know that you're willing ttake crafting requests by using the new "/lfw" command ("looking for work"). This command works much like the "/lfg" (looking for group) command. Note that buyers can look for a specific type of artisan by utilizing the "/who lfw" command, followed by a specific crafting profession.

BAGS IN BAGS

You can now store empty bags inside other bags, and empty boxes inside other boxes. This makes it much easier for tailors and carpenters to create and sell bags and boxes, respectively, as you may now store your empty containers in free slots of other containers.

BIGGER BANK BOXES

Carpenters now have the ability to craft boxes with more than 20 slots. More bank and house vault storage for everyone!

FOUR NEW ARTISAN SKILLS

These new skills allow all artisans to refine the materials and components needed tmake final products, and can be learned from new books sold by merchants in workshops throughout Norrath. If you can't find an artisan of another profession to refine materials for you, you can now refine them yourself for a slightly higher cost. The skills are:

  • Apothecary
  • Weaving
  • Timbercraft
  • Geomancy

There are also new reaction arts used in these new crafting skills:

  • Thaumaturgy
  • Binding
  • Woodcraft
  • Geocraft

REACTION ART TWEAKS

  • Reactions now scale in a way that makes them more useful and satisfying.
  • Power cost has been reduced in most reaction arts that use Power. This change was made across all tradeskill classes.
  • Culinary reaction arts have been altered sthat they will have more room for growth as you level. They should grey out a lot slower than previously.
  • Many reaction arts were exactly the same at higher tiers. This didn't follow the intent, which is that they should offer more substantial gains and losses sthat more options are available while tradeskilling. The ratio of gains and losses should be the same as lower level versions. A skill that is grey doesn’t mean it is worthless, smaller changes tthe round you are working on may be more desirable than large ones.

Here is a listing of more detailed changes:

Artisan Class Skill Used to Give Now Gives
Weaponsmith Toughen +9 Progress -3 Success +18 Progress -6 Success
  Solidify +10 Durability -6 Success +20 Durability -6 Success
  Vitrify +5 Durability -15 Progress +5 Durability -10 Progress
  Drawing Metal +10 Durability -30 Progress +10 Durability -20 Progress
  Anneal +28 Progress -6 Success +18 Progress -6 Success
  Indurate +10 Durability -12 Power +10 Durability -10 Power
  Braze +15 Durability -14 Power +20 Durability -20 Power
Provisioner Awareness +8 Progress -6 Power +9 Progress -5 Power
  Realization +10 Durability -12 Power +10 Durability -10 Power
  Foresight +18 Progress -14 Power +18 Progress -10 Power
  Apprehension +15 Durability -14 Power +15 Durability -15 Power
  Constant Heat +24 Progress -9 Durability +27 Progress -9 Durability
  Slow Simmer +5 Durability -12 Progress +5 Durability -10 Progress
  Rapid Boil +16 Progress -6 Durability +18 Progress -6 Durability
  Reduce Heat +10 Durability -24 Progress +10 Durability -20 Progress
  Seasoning +16 Progress -6 Success +18 Progress -6 Success
  Spice Up +10 Durability -6 Success +10 Durability -3 Success
  Pinch of Salt +16 Progress -6 Success +27 Progress -9 Success
  Dash of Pepper +15 Durability -8 Success +20 Durability -6 Success
Armorer Steady Heat +15 Durability -9 Success +10 Durability -3 Success
  Stoke Coals +15 Durability -9 Success +20 Durability -6 Success
  Angle Joint   -5 Power
  Bridle Joint +10 Durability -12 Power +10 Durability -10 Power
  Corner Joint +15 Durability -14 Power +20 Durability -20 Power
  Hammering +5 Durability -15 Progress +5 Durability -10 Progress
  Smithy +10 Durability -25 Progress +10 Durability -20 Progress
Jeweler Mind over Matter +7 Progress -3 Durability +9 Progress -3 Durability
  Precognition +14 Progress -6 Durability +18 Progress -6 Durability
  Psychokinesis +15 Durability -25 Progress +15 Durability -30 Progress
  Round Brilliant Cut +6 Progress -6 Power +9 Progress -5 Power
  Square Cut +10 Durability -12 Power +10 Durability -10 Power
  Oval Cut   -10 Power
  Radiant Cut +15 Durability -14 Power +15 Durability -15 Power
  Focus of Spirit +14 Progress -3 Success +9 Progress -3 Success
  Center of Spirit +15 Progress -4.5 Success +10 Progress -3 Success
  Fixation of Spirit +14 Progress -3 Success +18 Progress -6 Success
  Convergence of Spirit +5 Durability -1.5 Success +20 Durability -6 Success
Tailoring Knots   -5 Power
  Binding +10 Durability -12 Power +10 Durability -10 Power
  Cord   -10 Power
  Tether   -10 Power
  Dexterous +10 Durability -6 Success +10 Durability -3 Success
  Ambidexterity +15 Durability -9 Success +20 Durability -6 Success
  Stitching +14 Progress -3 Success +9 Progress -3 Success
  Embroider
+10 Durability -25 Progress
+10 Durability -20 Progress
  Braid +10 Durability -25 Progress +15 Durability -30 Progress
Woodworking Measure +16 Progress -6 Success +18 Progress -6 Success
  Weigh +10 Durability -6 Success +10 Durability -3 Success
  Estimate +16 Progress -6 Success +27 Progress -9 Success
  Appraise +10 Durability -6 Success +20 Durability -6 Success
  Handwork +8 Progress -6 Power +9 Progress -5 Power
  Crafting +10 Durability -12 Power +10 Durability -10 Power
  Whittling   -10 Power
  Detail +15 Durability -14 Power +15 Durability -15 Power
  Cutting +8 Progress -3 Durability +9 Progress -3 Durability
  Chipping +10 Durability -24 Progress +10 Durability -20 Progress
  Chiseling +8 Progress -3 Durability +18 Progress -6 Durability
  Carving +10 Durability -24 Progress +15 Durability -30 Progress
Timbercraft Carve +6 Progress -6 Success +9 Progress -3 Success
  Whittle +10 Durability -6 Success +10 Durability -3 Success
  Chisel +16 Progress -6 Success +18 Progress t-6 Success
  Shape +10 Durability -6 Success +20 Durability -6 Success
  Stain +8 Progress -3 Durability +9 Progress -3 Durability
  Laminate +10 Durability -24 Progress +10 Durability -20 Progress
  Enamel +8 Progress -3 Durability +18 Progress -6 Durability
  Glaze +10 Durability -24 Progress +15 Durability -30 Progress
  Sand +6 Progress -6 Power +9 Progress -5 Power
  Furbish +10 Durability -12 Power +10 Durability -10 Power
  Scour +18 Progress -18 Power +18 Progress -10 Power
  Burnish   Power -15
Alchemist Experiment +6 Progress -6 Power +9 Progress -5 Power
  Assay +18 Progress -13 Power +18 Progress -10 Power
  Speculation +15 Durability -13 Power +15 Durability -15 Power
  Reaction +14 Progress -3 Success +9 Progress -3 Success
  Synthesis +10 Durability -6 Success +10 Durability -3 Success
  Results +21 Progress -4.5 Success +27 Progress -9 Success
  Cessation +5 Durability -1.5 Success +20 Durability -6 Success
  Theory +14 Progress -6 Durability +18 Progress -6 Durability
  Assumption +14 Progress -9 Durability +27 Progress -9 Durability
Scholar Lettering +6 Progress -6 Power +9 Progress -5 Power
  Scribing +18 Progress -13 Power +18 Progress -10 Power
  Penmanship +15 Durability -16 Power +15 Durability -15 Power
  Notation +14 Progress -3 Success +9 Progress -3 Success
  Record +7 Progress -1.5 Success +18 Progress -6 Success
  Scripting +10 Durability -3 Success +20 Durability -6 Success
  Spellbinding +21 Progress -9 Durability +18 Progress -6 Durability
  Incantation +21 Progress -9 Durability +27 Progress -6 Durability
Apothecary Stir +6 Progress -6 Power +9 Progress -5 Power
  Agitate +10 Durability -12 Power +10 Durability -10 Power
  Blend +18 Progress -18 Power +18 Progress -10 Power
  Mix +15 Durability -21 Power +15 Durability -15 Power
Weaving Cure   -5 Power
  Preserve   -10 Power
  Strengthen   -10 Power
  Reinforce   -15 Power
Geomancy Imbue   -5 Power
  Infuse   -10 Power
  Permeate   -10 Power
  Ingrain   -15 Power

The effects of the following tradeskill reaction arts have been doubled:

Effect Type Skill Used to Give Now Gives
Apothecary Inspect Durability -3, Progress +8 Durability -6, Progress +16.
Apothecary Saturate Success -6%, Progress +16 Success -12%, Progress +32
Weaving Seam Durability -3, Progress +8 Durability -6, Progress +16
Geomancy Form Durability -3, Progress +8 Durability -6, Progress +16
Geomancy Formulate Success -6%, Progress +16 Success -12%, Progress +32

SCULPTING EVENTS

The ratios for sculpting events were a little off. These events have been changed as follows:

Skill Now Gives
Jointing +18 Progress -6 Durability
Tee Joint +10 Durability -3 Success.
Box Joint +27 Progress -9 Durability
Wedge Joint +15 Durability -30 Progress
Concentrate +9 Progress -5 Power
Consider +10 Durability -10 Power
Contemplate 18 Progress -6 Success
Muse +20 Durability -20 Power
Metallurgy +27 Progress -9 Success
Geology +10 Durability -20 Progress
Corrugate +18 Progress -10 Power
Smelting +15 Durability -15 Power

RARE EVENTS

To spice up the crafting experience, new rare events now occur! Some events will occur more rarely than others, but all will prove beneficial. Events include:

Technique Buff
This allows crafters the ability to "warm up" to a difficult combination of components while creating a final product. Countering this uncommon event grants the crafter +150 Progress and +150 Durability. It also grants a five minute buff that increases the technique by 25. Failing to counter this event grants +150 Progress and +150 Durability.

Complete Efficiency
This is a rare event allowing for a tradeskill critical strike. Countering this event will automatically pristine the item, granting +1000 Progress and +1000 Durability. Failing to counter this event will grant +350 Progress and +350 Durability.

Favor of Innovation
This "ultra rare" event introduces a limited number of rare harvested items. Countering this event will automatically pristine the item, granting +1000 Progress and +1000 Durability. It will also grant a rare harvest for the level range and skill you are working toward. Failing to counter this event will grant +500 Progress and +500 Durability. Skill level harvests include:

Artisan Class Harvest Obtained
Alchemy Precious Metal
Sage Precious Metal
Carpenter Wood
Culinary Root
Armorer Ore
Tailor Pelt
Weaponsmith Ore
Jeweler Precious Gem
Woodworker Wood

PROVISIONER CRAFTED FOOD

Provisioner-crafted food now grants attribute bonuses. The type of food determines the benefit it provides:

Food Type Attributes
Meat (Jerky, Sandwich, Grilled) +Strength
Fish (Jerky, Sandwich, Grilled, Baked, Breaded) +Agility
Pasta/Casseroles (Meat or Fish) +Stamina
Fruit (Dried or Candied) +Intelligence
Nuts and Vegetables (Candied) +Wisdom
Trail Mix +Intelligence, +Wisdom
Sweets (Chocolates, Fudge, Pie, Cake, Muffins, Cookies) +Maximum Power
Soup, Omelet, and Stew +Maximum Health

NEW TYPES OF UNCOMMON HARVESTED ITEMS

There are now new types of uncommon harvested items which are used to imbue items, among other things. They can be gathered from existing harvesting nodes and are identified as glowing, sparkling, glimmering, or luminous depending on their level range.

All of these uncommon items are equivalent, there is no difference between a Luminous Flower and a Luminous Stone, both may be refined and used to imbue.

POTIONS AND POISONS

We felt that the desire for player-crafted poisons compared with poisons sold by merchants was not in line with our goals. In order to make player-crafted poisons more desirable, the number of times each poison can activate before dissipating has been doubled. Their effectiveness has also been increased slightly.

Potions needed a little attention as well. They now have a min/max skill level, so they will scale better as you gain levels. We also felt that the 3 minute timer on the buffs provided by potions was too brief, so the timer has been increased to 30 minutes. That means a pristine potion with 7 charges will now last for three and a half hours.

STONE HARVESTING

The frequency at which rare clusters or gemstones are found when harvesting has recently been doubled, bringing stones in line with other harvestable objects in their frequency for producing rare finds.

NEW RECIPE BOOKS: ENCHANTED ITEMS

New recipe books dispense magical extracts for alchemists, armorers, tailors, weaponsmiths, woodworkers, and jewelers. The recipe books are available for purchase at the camps of the Hand of Marr and Brethren of Night. Alchemists use these magical extracts for making new items or enhancing existing items.

Armorers and Tailors can combine the magical extract with certain pieces of pristine armor and make new types of enchanted armor. When the wearer is attacked, chest pieces have a chance to proc a heal-over-time spell and leggings have the chance to cast a damage spell on your assailant.

Weaponsmiths and Woodworkers can combine the magical extract with certain types of pristine weapons and make new types of enchanted weapons. These weapons have the chance to cast a damage spell on your enemy in combat.

Woodworkers can combine the magical extract with certain types of pristine shields and make new types of enchanted shields that have a chance to cast a damage spell on your attacker during combat. They can also use the magical extract to infuse wands with an activated damage spell.

Tailors can use the magical extract to create hex dolls that cast a detrimental effect on an enemy. The dolls also provide a minor attribute increase tthe user.

Jewelers can combine the magical extract with certain types of pristine rings and make new types of enchanted rings that provide activated buffs to strength, agility, wisdom, intelligence, or stamina.