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(Frequently
Asked Questions)
Questions taken from "Prissy's
Guide to Alchemy", the VN Tradeskill boards, email,
PM's and from in-game.
Alchemy Tradeskill Basics
Tools, Costs, and Limits
Recipes, Ingredients, and
Merchants
Dyes, Poisons, and Potions
Effects, Charges, and Reactives
Miscellaneous
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Q. Can anyone take up alchemy as a
craft?
-
A. Yes. As
of patch 1.87, Mythic has lifted the class restriction for all
tradeskills, including Alchemy.
-
Q. Can I become an Alchemist before
I reach level 5 and choose my class?
-
A. No. You can
choose a tradeskill only if you are level 5 or higher.
-
Q. How do I become an Alchemist?
-
A.
You need to visit and speak with an Alchemist Master. Please
see the Merchants section of this website for names and locations.
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Q. Can I become an Alchemist if I
already have a tradeskill?
-
A. Yes. As of
patch 1.87, players can have as many tradeskills as they like on a
single character.
-
Q. Can I level up
to Legendary status as an alchemist and another tradeskill
(like Spellcrafting, Tailoring, etc?)
-
A. Yes. As of
patch 1.87, there are no longer "secondary skill"
restrictions in place and players can cross train in any combination
of tradeskills they prefer.
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Q. How do I
know when an alchemist is Legendary status? There seems to be varying
definitions.
-
A. Mythic
considers a crafter as "Legendary" when he or she reaches 1000 in tradeskill and
awards an option of a title to display. However, it can be a little
misleading because alchemists, even at that skill level, do not yet have
the ability to make certain items on their recipe lists. Therefore,
don't assume by title alone that a crafter will be able to make what
you need - just ask.
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Q. What tools do I need as an
Alchemist? Don't alchemists need a kit? Why do merchants sell them?
-
A.
Patch 1.84 did away with requirements for an alchemy kit and a mortar/pestle.
Currently, the only requirement to craft an item is that you stand near an
alchemy table Table locations can be found listed for each
realm and region in the Merchants
section of this site. Merchants currently still sell these but at
this point, it's merely a "fluff" item.
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Q. What is the maximum skill you
can have in Alchemy?
-
A.
After patch 1.85 which introduced a higher skill recipe for
the new Reactive Draining Arcanium Armor Tincture, the
maximum skill level was raised to 1148. (The basic calculation
to determine a skill cap level is to take the skill level of the
highest recipe and add 50).
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Q. How “easy“ is Alchemy?
-
A. With
the advent of crafting changes in patch 1.87, it's relatively faster
to skill up in alchemy; however, much like fletching, after a skill
level of 500, the cost of materials can rise significantly,
depending on the recipes that are used for skilling up.
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Q. How much does it cost to get to
1000 Alchemy, or how much does it cost to max out Alchemy?
-
A. In
days of old, it took upwards around 20p or more to reach legendary status.
However, with recent changes to the crafting system such as city
crafting bonuses and no
skill-up failures which result in loss of materials and increased
sell-back prices, many alchemists now report that they can skill up to 1000 on
7p or less, depending on which recipes they skilled up on.
-
Q. Will
the skill gain tools gained from one craft work while leveling a new
one?
-
A.
No. They are skill-specific.
-
Q.
I read about crafters getting a tool that gives them guaranteed
MP's. How can I get one?
-
A.
Per patch 1.87, Mythic introduced a "Legacy Crafter
Reward" that allows the user a guaranteed chance of creating a
masterpiece (100% quality) item. All crafters with at least 400
skill at the time of patch are eligible to receive a Major Crafter's
Focus tool with 5 charges and crafters with at least 1000
skill at the time of patch are eligible to receive a Legendary
Crafter's Focus hammer with 10 charges. They are a one-time only
item given by Steward
Elirnus, Steward Arva,
and
Steward Barnasin
in their respective realm capitol cities and are not tradable,
sellable, or rechargeable.
-
Q.
Is this some sort of joke that Mythic is giving Alchemists the
same masterpiece tool that the other tradeskills such as
weaponcrafting are receiving? I thought quality doesn't apply to
alchemy?
-
A.
Quality doesn't make a difference as far as alchemy is
concerned. I think the incentive Mythic intended is that you
can use the tool if you choose to also level up in another
tradeskill on your alchemist toon that could benefit from
masterpiece items.
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Q. When I'm skilling up I
occasionally get double or triple Herbcraft skill ups with one
success. Is this a bug?
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A. Since Alchemy/Spellcrafting
have no secondary skill trinkets to skill up with, they are
programmed to catch up with your main skill if they start to fall
behind. Alchemists that try their hand at Spellcrafting as well as
Alchemy will find that their Gemcutting skill will jump ahead of
their Spellcrafting skill as it tries to catch up with their primary
tradeskill Alchemy.
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Q. I'm new to alchemy. Is there a general
guideline as to how I should price my crafted items that I wish to
sell on my consignment merchant?
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A. I've always found that prices vary from server
to server due to "supply and demand", population,
and whether something "new" was just introduced to the
game that enhances the player experience (e.g. armor and weapon
effectiveness, buffs). Also, some players use the time it
takes to craft items, service tips, and their game availability into consideration
when determining a consignment price.
Take some time to browse the
housing explorer on your server or cluster and do some price comparisons to get a ballpark idea
of what others are charging for the same items (i.e. some may charge
30g for black dye but more may be charging closer to 20g).
Also, tradeskill forums are a great place to solicit feedback on
what is reasonable and what isn't. Finally, check the Recipes page
on this site to find out your base price (how much an item costs to
make) and calculate your tip percentage off of that price.
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Q. If 99% or 100% alchemy
items (such as potions and tinctures) aren't any different from 96%
ones, why do I see the MP ones marked up higher on consignment
merchants in housing?
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A. P.T. Barnum once said
"There's a sucker born every minute" and
unfortunately, for every sucker, there's a greedy person in
housing hoping to profit on that. Buyer beware!
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Q. Where are the merchants that
sell supplies for Alchemy?
-
A. For
merchant names, locations, and supplies available, please see the Merchants
section of this website.
-
Q. I can't find <insert alchemy
material> on any of the merchants, where is it?
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A. Make sure that you
completely scroll through the merchant pages as often a merchant can
up to 4-5 pages of materials. Also, double-check whether or not the
item you're seeking is a "drop" from higher-level mobs.
(For reference, see the Drops
section of this website).
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Q. When I farm for alchemy drops, I'm
getting them in small stacks of three or more. Is this a bug?
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A. No, stacked drops were introduced in patch 1.85
to accommodate the new potion and tincture recipes.
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Q. Why is there no cost
associated in your recipe information for dropped components (i.e.
lich teeth)? What is the standard price for dropped components?
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A. I left this out
because Mythic didn't assign a value when associating the
ingredients to the overall cost of making the item. I'm not aware of
any information out there for a player cost standardization
"cheat sheet" for these type of recipe components and
believe it really boils down to "supply and demand" which
varies from cluster to cluster.
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Q. Are Ancient Fiery
Heart and Ancient
Mummy Knuckles alchemy drops? How come they aren't on the drop list?
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A. Ancient Fiery Heart and Ancient
Mummy Knuckles were for the Bloodfire and Soulrot poisons. The drops
went in with the 1.53 patch, however during testing those poisons
were removed from the game and in turn removed from the drop list.
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Q. Does quality
impact the effectiveness of poisons and potions?
-
A. Quality has absolutely no importance in alchemy or
how it impacts the use of poisons and potions. most
tinctures. For example, a 96% and a 100% healing potion will
result in the same value of heal points when used.
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Q. Can anyone use potions or is
there a level limit on them?
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A. Each potion has a
minimum level requirement (which is listed by delving the
potion). You must be at least that level or higher to use the
potion. Please refer to the Recipes
section of this site for a list of potions and their level
requirements.
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Q. What are the reuse timers on
various potions and poisons?
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A. It varies. There is recast information
for potions and charges in the Recipes section
of this site.
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Q. Do the Stat Buff Potions stack
with player cast buffs?
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A. Stat Buff Potions use the same
stacking rules as player cast buffs.
e.g. Single stat buffing potions (str, con and dex) will stack with
combination stat buffs cast by a player (str/con or dex/qui). Duel
stat combination potions (str/con or dex/qui) will stack with single
stat buffs cast by a player (str, con, dex).
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Q. Are "insta"
potions bugged? Shouldn't they be working better than the normal
potions?
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A. Regarding
healing refresh, power refresh, and endurance refresh potions that
have "Instant" in their name, Mythic states they are
"working as intended". Despite the higher skill
level and cost to make these, "insta"-potions do not have
a higher refresh value than the strong potions/elixirs/draughts
which is why some consider it "bugged. This is how they are
intended to work:
Normal
potion:
Drop from combat, wait 3 seconds, use potion and then go back to
combat.
Instant potion:
Drop from combat, use potion, go back to combat.
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Q. What happened to the Bloodfire
and Soulrot magical poisons?
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A. They were removed in 1.54d
patch due to balancing issues. There were making an already powerful
set of classes (assassins) more powerful. If the assassin classes
were ever deemed to be underpowered there is a possibility of them
returning to the game but it is unlikely.
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Q.
I would like the white dye effect I've seen on certain TOA armor. How can I get this for my
own armor?
-
A.
In a brief answer, you can't due to the graphic
schematics of how dye is applied by players to their armor and
weapons.. There's a
great but lengthy grab bag explanation about white dye that goes into
detail of how it all works (or in this case, doesn't work)
which can be found at http://www.camelotherald.com/more/2748.shtml
.
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Q. Can an Alchemist make dye for
weapons?
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A. Yes, they were added with the
1.70 Patch. Check out the Crafted Weapon Luster category in the
Recipes section of this site. These can be applied to player-crafted weapons, artifact
weapons, champion weapons, and specific epic dungeon weapon drops,
all which delve as being dyeable.
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Q. Does dying
another color over an already player-dyed piece of armor change the
new color any? Or do I have to use armor bleach on the piece before
applying a new dye?
-
A. No.
Unlike dyeing clothing in real life, when it comes to player-dyed armor, one color will
completely saturate a pre-existing color when applying dye. The
armor and weapon bleaches are typically used only if a player would
like their armor or weapon restored to the original color it came in
when it was either dropped or made. Note the key phrase here is
"player-dyed" . Certain pieces of armor and weaponry
that are already embedded with a color by design (i.e. TOA
drops) do not apply in this situation - see the next question below.
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Q. Can alchemists make "two-toned"
dye? If not, is it a drop or sold by NPC's?
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A. Multi-color dye does not exist in the game. What
you may be viewing is the result of when a player dyes a color onto
weapons and armor that originally had unique color as part of its
design (TOA items such as Snakelord's Hauberk, Traldor's Oracle,
Cetus Cloak as well as Epic Armor are some excellent
examples). Some dyes will uniformly
saturate the entire piece of armor and some others, particularly
unique dye colors, will appear to only "tint" the armor
which may create two or more color tones. Have fun experimenting!
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Q. Does quality on a
reactive or effect impact how often it will proc on my weapon,
armor, or shield?
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A. Quality has no impact
whatsoever in determining the proc rate.
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Q. With patch 1.87, the
quality of armor no longer impacts the imbue points for
Spellcrafting. Is this also true for alchemy and charges, meaning
that any quality of armor will result in the same number of charges?
-
A. No. The quality of
armor still determines the number of charges that can be imbued in
it (i.e. MPs
get the 10 charges, 99% get 7, etc.)
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Q. What does “Ablative Aura“
do? What is a “Self Melee Health Buffer“?
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A. “Ablative Aura“ and
"Self Melee Health Buffer" are the same thing. It is an
effect that gives the player additional magical hit
points. Every time you are hit, 1/2 the damage goes to the Aura while
the player takes the other 1/2. This occurs until the Aura is
broken, at which time the player will take full damage again.
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Q. Do "celeric"
tinctures refer to celerity or haste? How do these stack with
celerity and/or haste buffs?
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A. The
term "celeric" is used in the names of both types of tinctures
unfortunately and it can be confusing, especially when
the delve for these tinctures says "self haste".
The level 47 "Stable Celeric Arcanium Tincture" is a
self-haste charge. The newer level 49 "Greater Celeric"
tinctures provide a celerity charge. Tinctures and potions follow
the same rules as player-cast buffs: Haste and celerity do stack
with each other - but they will not stack alongside of themselves
(i.e. lvl 47 celeric charge will not stack additionally with a
theurgist haste buff).
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Q. Regarding
the delve information on reactives, is each in percentage of 100
points? Meaning, for example with Omni Drain Procs, will you
get up to or will you get exactly 100 health, 60 pow, and 40
end? I say exact points because I saw the number 100 as well and am
assuming that the percentages are out of 100 making them more or
less exact point values. So this means any enemy that attacks you,
you have a CHANCE of getting 100 health points, etc?
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A. This was a
question I took straight to the Mythic Tradeskill/Item TL: "Yes,
the last I heard the value was 100 points. Of course, there are
things that affect that value such as hidden bonuses and use of
potions. The value should generally range from 100-120 though
and the percentages are taken from that."
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Q. If a tincture
has a specified range (i.e. 1350 units), does this mean that damage
from an enemy outside of the 1350 range (such as a
caster or archer) would not be affected by the reactive but that
those that are closer will?
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A. To
paraphrase the TL: Yes. If, for example, you are wearing a piece of
armor with a reactive tincture having a range 1350 units, an archer who
shoots you from 2000 units shouldn't be affected.. However, there's
been a long standing bug that it still will "hit" the
archer. But in general yes, the enemy still has to be within the
tincture's specified range for it to work.
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Q. What is the percentage chance of
an Effect / Reactive Effect going off?
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A. The chance for an Effect to
'proc' is based on the delay of the weapon it is imbued into but Mythic has not released the formula for how it is
calculated. The base chance for a Reactive Effect to 'proc' is a
flat rate of 10% (it was lowered from 20% in the 1.54I patch).
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Q. I previously had a piece
of armor imbued with a reactive DD proc. With the new tinctures that
came out, I'd like to have it removed and have something else imbued
in it. Can this be done?
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A. No. Once a crafted
item is imbued, it's there permanently. Alchemists do not have
the ability to remove an imbuement from a crafted item or stack
another imbuement in addition to it at this time.
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Q. I've heard that there are
tinctures that drop as loot in the game. Is this true? How do I use
them?
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A. Yep. There are existing if rare
effects, charges, and reactive tincture drops that are found in the epic dungeons of
Shrouded Isles (Caer Sidi, Galladoria and Tuscaren Glacier).
An alchemist can imbue these into player-crafted items and
a list of these tinctures and their delve information can be found
in the Drops
section of this site.
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Q. Can a Reactive Draining
Arcanium Armor Tincture (aka "Omni Drain proc") be placed
on a weapon? Is there an effect I can place on a weapon that has the
same effects as an Omni Drain proc?
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A. No. Technically any
tincture can be imbued on a weapon but considering this is a
reactive, it will not work on your weapon as it is does offensive
damage. There are no weapon effects at this time that have the same
properties as the reactive. (I've overheard this question a lot in
game - if you have someone advising you otherwise, save yourself the
expense and headache and please refer them to the recipe list on
this site as to what effects and charges can be placed on a weapon
that will work).
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Q. If I place an armor reactive on my weapon that I
use with "blocking" styles (i.e. parry), will it go off?
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A. At this time, no.
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Q. What skill level is required for
an alchemist to imbue any level of tincture (including level 49)? To
recharge tinctures of any level?
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A. An Alchemist can
imbue any tinctures with a minimum skill level of 550 and recharge
all player-crafted charges on items, including level 47 tinctures, at
the skill level of 886 (confirmed).
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Q. What's the rule of thumb of where I need to be with
my alchemy skill level to imbue armor with tinctures? To recharge charges
imbued on player armor?
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A. Per the Trade Skill TL, "...roughly
1/2 of the skill to make the tincture in order to imbue it. To recharge,
you need to be roughly 3/4 of the skill needed to make the charge."
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Q. Can an Alchemist imbue or recharge any
kind of dropped armor or weapons?
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A. No, only player-crafted items.
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Q. Can an Alchemist put particle
effects on weapons?
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A. Prissy's
former site reported that Mythic encountered technical
difficulties in implementing particle effects back when they were
introducing alchemy and spellcrafting to the game. Instead of delaying
things further, Mythic reportedly decided to shelve this with the release
of jewelcrafting. However, at this time, there's no indication as to when or if
Mythic will implement jewelcrafting in the game.
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Q. What are the reuse timers on
effects, charges, and reactives?
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A. It varies. There is recast information
for effects, charges, and reactives in the Recipes section
of this site.
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Q. Do reactives on shields proc against enemy pets?
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A. Per Mythic, "Reactive shield procs do
not fire in PVE by design. Because of the way monster AI works in
combination with block rates and shield procs, there are a lot of very
exploitable situations with allowing it to exist. Thus, no shield
procs against NPCs.”
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Q. Are there any Alchemy Forums
where I can ask questions and follow discussion about alchemy and
other crafting skills?
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A.
Yes! There is a forum at IGN
Vault Tradeskill Forum . (If anyone out there knows of other
good crafting forums, please drop me an email and I'll post the
link).
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Q. Has Mythic released any
official Alchemy documentation?
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A. Mythic will
post any fixes and patches that impact crafting and its specific
tradeskills on the Camelot
Herald (I also post these updates that are relevant to alchemy on this site in
the News section).
Also, Mythic has the following official
documentation is available although it appears to be rather out of
date:
Spellcrafting/Alchemy
documentation
Potions
and Magical Poisons
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Q. I was looking
at the guide on this site and wondering why the metals listed for Hibernia
are named differently than the metals in Albion
and Midgard?
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A. Because
according to lore, the
magical races of Hibernia cannot wear metal against their skin (hence why
all the organic names).
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Q. I heard that a long time ago,
alchemists could imbue
player-made cloaks so that they can be spellcrafted and then Mythic
took the ability away. What's the deal
with that?
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A. Between patches 1.54 and 1.55,
it was possible for an Alchemist to imbue a tincture into a player-crafted cloak.
By design, player-crafted cloaks don't have a level attached to them
so they cannot be spellcrafted. However at that time, by imbuing a tincture into the
cloak, an Alchemist would make the cloak take on the level of the
tincture and in doing so would give it imbue points. This meant that
a spellcrafter could then imbue the cloak with stats. This feature
was deemed a bug and was fixed in the 1.55 patch; however any cloaks
that had a tincture imbued into them previous to the 1.55 patch can
still be spellcrafted.
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Q. How am I supposed to know which trophy
potions can be used with remains to make trophies? Do I need an alchemist to make the
trophy?
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A. Only alchemists can make trophy potions but anyone can
make a trophy by taking the remains and a potion to the appropriate
market merchant in the housing zone (there are merchants designated
specifically for TOA remains, Darkness Rising Circle of Five
Remains, Pixie Remains, Barracuda Remains, and General
World/Frontier remains). Once a player hands remains to the
merchant, he'll be instructed which potion or component is needed to
have him create the trophy for you. If you're making your own
trophy potions, supplies can be found at a alchemist supply merchant
within every housing market. For a great resource on available trophies
in the game, required potions, and what they look like when finished,
please visit http://www.daoc-trophy-mobs.com
.
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Q. Can my alchemist make
etched aquamarine eyes (component typically for epic monster
trophies)?
-
A. No. Spellcrafters make
etched aquamarine eyes and alchemists make extraordinary behemoth
potions, both required components to give to an NPC trophy maker
with the remains.
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Q. Can I use
player-made costume potions in RvR? Are they the same as the ones
that Mythic offered during Halloween in the past?
-
A. Yes, these
potions (which were introduced in 1.87) produce the same effects as
the ones that were sold by NPC's during Halloweens of yore. However,
for most servers, these player-made potions have usage restrictions: they cannot be
used in Darkness Falls or the Frontiers, must be cancelled before
using any other illusion type of spell and cannot be used in
conjunction with riding player-controlled horses (the exception is Mordred
where they cannot be used in any combat zone, period.)
-
Q. Are you going to list all
the bugs and issues that Alchemy has had and/or is currently experiencing?
-
A. To be honest, I
don't have the bandwidth or knowledge base to constantly test everything out there,
with the exception of when new items or features are added to the game. However, if I hear of a bug
or trend that several people are
reporting and have data to support it, I will repost it on the News
page. On that note, if you suspect you're experiencing a bug with any aspect of
crafting, please have your data and details handy and either appeal it
on the Camelot Herald's Feedback feature, appeal it in-game to a
CSR, or post it to the IGN
Vault Tradeskill forum which is moderated by
the Mythic Tradeskill/Item TL who can further look into it.
-
Q. If I see information on this website that
is outdated , inaccurate, or missing, how do I let someone know?
-
A. By all means, please send me an email at eleonry.daoc@gmail.com
and cite which page/item you are referencing and the issue. The more
specific you are with the details, the easier it help look into it. Any information that benefits everyone is certainly welcomed.
:)
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