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 who sell 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 to take 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 to ability to craft boxes with more than 20 slots. More bank and house vault storage for everyone!
FOUR NEW ARTISAN SKILLS:
Apothecary
Weaving
Timbercraft
Geomancy
These new skills allow all artisans to refine the materials and components needed to make 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.
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.
1. Power cost has been reduced in most reaction arts that use power. This change was made across all tradeskill classes.
2. Culinary reaction arts have been altered so that they will have more room for growth as you level. They should grey out a lot slower than previously.
3. 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 so that 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 to the round you are working on may be more desirable than large ones.
Here is a listing of more detailed changes:
" Weaponsmith
o Toughen from +9 progress -3 success, to +18 progress -6 success
o Solidify changed from +10 durability -6% success, to +20 durability -6% success.
o Vitrify from +5 durability -15 progress to +5 durability -10 progress
o Drawing Metal from +10 durability -30 progress to +10 durability -20 progress
o Anneal from +28 progress -6 success to +18 progress -6 success
o Indurate from +10 durability -12 power to +10 durability -10 power
o Braze from +15 durability -14 power to +20 durability -20 power
" Provisioner
o Awareness from +8 progress -6 power to +9 progress -5 power
o Realization from +10 durability -12 power to +10 durability -10 power
o Foresight from +18 progress -14 power to +18 progress -10 power
o Apprehension from +15 durability -14 power to +15 durability -15 power
o Constant Heat from +24 progress -9 durability to +27 progress -9 durability
o Slow Simmer from +5 durability -12 progress to +5 durability -10 progress
o Rapid Boil from +16 progress -6 durability to +18 progress -6 durability
o Reduce Heat from +10 durability -24 progress to +10 durability -20 progress
o Seasoning from +16 progress -6 success to +18 progress -6 success
o Spice Up from +10 durability -6 success to +10 durability -3 success
o Pinch of Salt from +16 progress -6 success to +27 progress -9 success
o Dash of Pepper from +15 durability -8 success to +20 durability -6 success
" Armorer
o Steady Heat from +15 durability -9 success to +10 durability -3 success
o Stoke Coals from +15 durability -9 success to +20 durability -6 success
o Angle Joint changed power cost to 5.
o Bridle Joint from +10 durability -12 power to +10 durability -10 power
o Corner Joint from +15 durability -14 power to +20 durability -20 power
o Hammering from +5 durability -15 progress to +5 durability -10 progress
o Smithy from +10 durability -25 progress to +10 durability -20 progress
" Jeweler
o Mind over Matter +7 progress -3 durability to +9 progress -3 durability
o Precognition +14 progress -6 durability to +18 progress -6 durability
o Psychokinesis +15 durability -25 progress to +15 durability -30 progress
o Round Brilliant Cut +6 progress -6 power to +9 progress -5 power
o Square Cut +10 durability -12 power to +10 durability -10 power
o Oval Cut changed power cost to 10.
o Radiant Cut +15 durability -14 power to +15 durability -15 power
o Focus of Spirit +14 progress -3 success to +9 progress -3 success
o Center of Spirit +15 progress -4.5 success to +10 progress -3 success
o Fixation of Spirit +14 progress -3 success to +18 progress -6 success
o Convergence of Spirit +5 durability -1.5 success to +20 durability -6 success
" Tailoring
o Knots changed power cost to 5.
o Binding +10 durability -12 power to +10 durability -10 power
o Cord changed power cost to 10.
o Tether changed power cost to 10.
o Dexterous +10 durability -6 success to +10 durability -3 success
o Ambidexterity +15 durability -9 success to +20 durability -6 success
o Stitching +14 progress -3 success to +9 progress -3 success
o Embroider +10 durability -25 progress to +10 durability -20 progress
o Braid +10 durability -25 progress to +15 durability -30 progress
" Woodworking
o Measure +16 progress -6 success to +18 progress -6 success
o Weigh +10 durability -6 success to +10 durability -3 success
o Estimate +16 progress -6 success to +27 progress -9 success
o Appraise +10 durability -6 success to +20 durability -6 success
o Handwork +8 progress -6 power to +9 progress -5 power
o Crafting +10 durability -12 power to +10 durability -10 power
o Whittling changed power cost to 10.
o Detail +15 durability -14 power to +15 durability -15 power
o Cutting +8 progress -3 durability to +9 progress -3 durability
o Chipping +10 durability -24 progress to +10 durability -20 progress
o Chiseling +8 progress -3 durability to +18 progress -6 durability
o Carving +10 durability -24 progress to +15 durability -30 progress
" Timbercraft
o Carve +6 progress -6 success to +9 progress -3 success
o Whittle +10 durability -6 success to +10 durability -3 success
o Chisel +16 progress -6 success to +18 progress to -6 success
o Shape +10 durability -6 success to +20 durability -6 success
o Stain +8 progress -3 durability to +9 progress -3 durability
o Laminate +10 durability -24 progress to +10 durability -20 progress
o Enamel +8 progress -3 durability to +18 progress -6 durability
o Glaze +10 durability -24 progress to +15 durability -30 progress
o Sand +6 progress -6 power to +9 progress -5 power
o Furbish +10 durability -12 power to +10 durability -10 power
o Scour +18 progress -18 power to +18 progress -10 power
o Burnish changed power cost to 15.
" Alchemist
o Experiment +6 progress -6 power to +9 progress -5 power
o Assay +18 progress -13 power to +18 progress -10 power
o Speculation +15 durability -13 power to +15 durability -15 power
o Reaction +14 progress -3 success to +9 progress -3 success
o Synthesis +10 Durability -6 success to +10 durability -3 success
o Results +21 progress -4.5 success to +27 progress -9 success
o Cessation +5 durability -1.5 success to +20 durability -6 success
o Theory +14 progress -6 durability to +18 progress -6 durability
o Assumption +14 progress -9 durability to +27 progress -9 durability
" Scholar
o Lettering +6 progress -6 power to +9 progress -5 power
o Scribing +18 progress -13 power to +18 progress -10 power
o Penmanship +15 durability -16 power to +15 durability -15 power
o Notation +14 progress -3 success to +9 progress -3 success
o Record +7 progress -1.5 success to +18 progress -6 success
o Scripting +10 durability -3 success to +20 durability -6 success
o Spellbinding +21 progress -9 durability to +18 progress -6 durability
o Incantation +21 progress -9 durability to +27 progress -6 durability
" Apothecary
o Stir +6 progress -6 power to +9 progress -5 power
o Agitate +10 durability -12 power to +10 durability -10 power
o Blend +18 progress -18 power to +18 progress -10 power
o Mix +15 durability -21 power to +15 durability -15 power
" Weaving
o Cure changed power cost to 5.
o Preserve changed power cost to 10.
o Strengthen changed power cost to 10.
o Reinforce changed power cost to 15.
" Geomancy
o Imbue changed power cost to 5.
o Infuse changed power cost to 10.
o Permeate changed power cost to 10.
o Ingrain changed power cost to 15
The effects of the following tradeskill reaction arts have been doubled:
" Inspect (tier 3 apothecary) changed from durability -3, progress +8 to durability -6, progress +16.
" Saturate (tier 3 apothecary) changed from success -6%, progress +16 to success -12%, progress +32.
" Seam (tier 3 weaving) changed from durability -3, progress +8 to durability -6, progress +16.
" Form (tier 3 geomancy) changed from durability -3, progress +8 to durability -6, progress +16.
" Formulate (tier 3 geomancy) changed from success -6%, progress +16 to success -12%, progress +32.
SCULPTING EVENTS
The ratios for sculpting events were a little off. These events have been changed as follows:
" Jointing changed to +18 progress -6 durability
" Tee Joint changed to +10 durability -3 success.
" Box Joint changed to +27 progress -9 durability.
" Wedge Joint changed to +15 durability -30 progress.
" Concentrate changed to +9 progress -5 power.
" Consider changed to +10 durability -10 power.
" Contemplate changed to +18 progress -6 success.
" Muse changed to +20 durability -20 power.
" Metallurgy changed to +27 progress -9 success.
" Geology changed to +10 durability -20 progress.
" Corrugate changed to +18 progress -10 power.
" Smelting changed to +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. Skill level harvests include:
Alchemy: Precious Metal
Sage: Precious Metal
Carpenter: Wood
Culinary: Root
Armorer: Ore
Tailor: Pelt
Weaponsmith: Ore
Jeweler: Precious Gem
Woodworker: Wood
Failing to counter this event will grant +500 progress and +500 durability.
PROVISIONER CRAFTED FOOD
Provisioner-crafted food now grants attribute bonuses. The type of food determines the benefit it provides:
" 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.
POTIONS AND POISONS
We felt that the desire for player-crafted poisons vs. 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 to the 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.
