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. |