Difference between revisions of "Guild of Alchemy"

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Line 39: Line 39:
 
* Pay attention to seasons, getting herbs in spring/winter/autumn is a real pain.
 
* Pay attention to seasons, getting herbs in spring/winter/autumn is a real pain.
 
* For organs, the [[Public gardens]], [[Marble-sanded_beach]] and [[lorenchia]] seagulls are gold mines.
 
* For organs, the [[Public gardens]], [[Marble-sanded_beach]] and [[lorenchia]] seagulls are gold mines.
* To get missing herbs use the alchemist herb store, the [[Old ladys shack|shack]] and [[stonehenge]] herb store on [[Rothikgen]].
+
* To get missing herbs, use the alchemist herb store, the [[Old ladys shack|shack]] and [[stonehenge]] herb store on [[Rothikgen]].
 
* Also, ask your friendly folklorist for a cast of [[greater create herb]].
 
* Also, ask your friendly folklorist for a cast of [[greater create herb]].
 
* Use your idle time to 'repeat - cast [[create herb]]'
 
* Use your idle time to 'repeat - cast [[create herb]]'
Line 73: Line 73:
 
== Ring Making ==
 
== Ring Making ==
  
'''Copied from Dryad's pages. Some info might be outdated!'''
+
'''Copied mostly from Dryad's pages. Some info might be outdated!'''
  
 
How long do alch rings last?
 
How long do alch rings last?
Line 80: Line 80:
 
counts towards a ring's age, so they'll last forever if left in a chest.  If you  
 
counts towards a ring's age, so they'll last forever if left in a chest.  If you  
 
chest your rings when not in use and play an average of 4 hours a day, your ring  
 
chest your rings when not in use and play an average of 4 hours a day, your ring  
will last approximiately 6-9 months from creation.
+
will last approximately 6-9 months from creation.
 
+
 
+
I like to keep several sets of alch rings around at a time.  I wear two wis rings
+
that I never bother to chest -- I just replace them every 4-6 weeks.  This is how
+
most players seem to treat rings, at least tanks w/fighting rings and casters with
+
int/wis rings.  Then the other sets of rings I own I keep in chests and pull out
+
only when I need them.  At the moment, I keep a set of dex rings for dex-boosts
+
(for reagents, chests, refining, etc), a set of charisma rings (with my money
+
exchanging set), and a few random +skill and +spell rings that I pull out only when
+
needed.  These chested rings will last for many years, as long as I am diligent
+
about chesting them once I'm done using them.
+
  
  
Line 103: Line 92:
 
How do I determine how much life my ring has left?
 
How do I determine how much life my ring has left?
  
You can look at your ring with 'see magic' to determine its age. If you don't
+
You can look at your ring with [[see magic]] to determine its age.  
have see magic, you can buy a ring of see magic from Barnum's ring shop in BC for
+
All alch rings begin life as 'extra powerful'.  As time passes, the  
4k gold.  All alch rings begin life as 'extra powerful'.  As time passes, the  
+
 
power rating decreases.  Though power ratings decrease, the ring's magical  
 
power rating decreases.  Though power ratings decrease, the ring's magical  
 
abilities remain the same over time.  When the ring's time is past, you'll get  
 
abilities remain the same over time.  When the ring's time is past, you'll get  
 
the message "The ring's magic is used up, and it turns to dust."
 
the message "The ring's magic is used up, and it turns to dust."
  
   *extra powerful  
+
   *extra powerful (72h ?)
   *powerful  
+
   *powerful (72h ?)
 
   *strong  
 
   *strong  
 
   *moderate  
 
   *moderate  
Line 143: Line 131:
  
  
Yes, stat-boosting alch rings do give a name bonus. A +6 wis alch ring
+
Yes, stat-boosting alch rings do give a name bonus.
worn by its owner will give a range of +6 to +8 wis, which varies somewhat
+
Skill and spell rings do not give name bonuses.
with time (more info next paragraph).  Skill and spell rings do not give  
+
name bonuses.  I don't know if non-stat rings, such as  pr, hpr/spr, avoid,
+
and hit, give bonuses.  If someone else knows more about this, please
+
let me know.
+
 
+
 
+
For stat-bonus rings (such as +str, +int, +wis, etc), the name bonus
+
ranges from 0 to 2, and it changes in something like 8-hour periods. 
+
Amd has tested this a bit and also notes that boot seems to change the
+
bonus while chesting/unchesting does not.  He also says that the amount
+
of time needed for the bonus to change varies among your items, and item
+
bonus change times differ every boot too.
+
 
+
Note: Item name bonuses were tuned down in late March 2006.  I
+
haven't thoroughly tested out how this tune affects alch ring name bonuses. 
+
It is probably in-line with the tune to all other eq/weapons, so anticipate
+
that ring name bonuses are now LESS than they used to be.
+
 
+
 
+
Does having the ring in my name affect its sacworth?
+
 
+
 
+
Short answer, no.  I've tested this on rings in my own name, and I find
+
that the ring's sacworth is unaffected by naming.  However, I've been told
+
that rings used for spider demons do see a bonus (in the resulting demon)
+
when the ring is in the player's name.  The rings most often used for demons
+
are in the 800-900k sacworth range, and I price them at 10% if the ring is
+
un-named and 15% if the ring is in your name.
+
 
+
 
+
You put a lame price tag on my ring.  How do I fix that?
+
 
+
Easy one.. "label ring as ______" to fix that.  I'll usually give my rings
+
a custom name, like "Kinblighter's Ring of Revenge".  You're stuck with that
+
part.  But then I'll put some additional information, such as "+4 dam, +1 avoid,
+
425k" on it.  The second bit of information is what you can name with the
+
label command.  You can do this labeling yourself, just as you can with purses
+
and chests.. you do not need a merchant to use the labeling skill.
+
  
  
Line 299: Line 249:
 
ring as a sacring on sales channel.  Traditional pricing for sac rings is 10%  
 
ring as a sacring on sales channel.  Traditional pricing for sac rings is 10%  
 
of their sacworth.  If you choose not to sell the rings on sales, your best bet  
 
of their sacworth.  If you choose not to sell the rings on sales, your best bet  
is to sell any you can at Skeep, then shift to BC's luxury armoury for the rest.
+
is to sell any you can at Skeep, then shift to Arelium's luxury armoury for the rest.
 
+
 
+
Skeep armour shop pays the best rate per ring but inexplicably won't buy many
+
of the rings.  When you present your inventory, the armourer only values a
+
few of the rings -- he ignores the rest.  Next best is the BC Luxury armour shop. 
+
It quoted prices on all alch rings and beats the other shop values by a smidgen.
+
For pcity armour shops, I tested several different ones and found the ring values
+
to be exactly the same at each.
+
 
+
 
+
IDs
+
 
+
ring creation      id  (number in parenthesis shows number of ids cast)
+
-----------------------------------------------
+
    +4 avoid      insig(4)/slightly(3)/moderately(2) improve agility in combat
+
    +3 avoid      171k sac, insig(1)/slightly(4) improve agility in combat
+
    +2 avoid      172k sac, insig(6) improve agility in combat
+
    +1 avoid      insig improve agility in combat
+
    -3 avoid      slightly reduce agility in combat   
+
 
+
    -3 cha        insig/slightly reduce cha
+
 
+
    +5 con        slightly/moderate improves con
+
    +2 con        insig(4)/slightly(1) improves con
+
 
+
    +4 dam        slightly(1)/moderately(3)/greatly(2) improve damage
+
    +3 dam        slightly(3)/moderately(3) improve damage
+
    +1 dam        50k sac, will not/insig. improve your damage in combat
+
    -3 dam        slightly/moderately reduce damage
+
    -4 dam        moderately/greatly reduce damage
+
 
+
    +6 dex        slightly(2)/moderately(2) improve dex
+
    +5 dex        288k sac, +moderate dex
+
    +4 dex        181k sac
+
    +2 dex        insignificantly improve dex
+
    +1 dex        13k sac, will not/insignificantly improve dex
+
    -2 dex        will not(2)/insig(4) reduce dex
+
 
+
    +4 hit        greatly/vastly improve how easily you hit your opponents
+
    +3 hit        slightly(4)/moderately(1) improve how easily you hit your opponents
+
 
+
    +4 hpr        moderately(5)/greatly(1) improve physical regen
+
    +3 hpr        slightly(5)/moderately(2)/greatly(1) improve physical regen
+
    +2 hpr        190k sac, slightly improves physical regen
+
 
+
    +5 int        slightly(4)/moderately(6)/greatly(1) improve int
+
    +4 int        181k sac, slightly(2)/moderately(6) improve int
+
    -3 int        insig(5)/slight(3) reduce int
+
 
+
    +4 pr          slightly-moderately improve resist against phys damage
+
    +3 pr          472k sac, insig-slight resistance against phys damage
+
    +2 pr          214k sac, insig improve resistance against phys damage
+
    +1 pr          will not(3)/insig(3) improve resistance against phys damage
+
    -1 pr          insig reduce resistance against phys damage
+
    -5 pr          slightly(3)/moderately(2) reduce resistance against phys damage
+
 
+
    +4 spr        843k sac, vastly improve mental regen
+
    +3 spr        447k sac, moderately(5)/greatly(1) improve mental regen
+
    +2 spr        190k sac, insig.-slightly improve mental regen
+
    +1 spr        will not(2)/insig(6) improve mental regen
+
 
+
    +6 str        slightly(1x)/greatly(5x) improve str
+
    +5 str        slightly(7)/moderately(6)/greatly(2) improve str
+
    +4 str        181k sac, slightly(4)/moderately(3) improve str
+
    +2 str        insig(7)/slightly(1) improve str
+
    +1 str        will not(4)/insig(4) improve str
+
 
+
    +7 wis        max possible for alch rings?
+
    +6 wis        moderately(1)/greatly(4) improve wis     
+
    +5 wis        288k sac, slightly(2)/moderately(4) improve wis
+
    +4 wis        181k sac, slightly{3}/moderately{4} improve wis
+
    +1 wis        will not(1)/insig(6) improve wis
+
    -3 wis        slightly reduce wis
+
 
+
    +5 skill      slight/moderate improve (e.g., firebuilding)
+
 
+
 
+
 
+
Ring Age Data
+
 
+
I'm currently scoping out how long rings spend in each power rating.  Here
+
are some in-progress notes (Jan 2010).
+
 
+
 
+
Age in
+
Days  Hrs  Description              Date
+
  0    0    Extremely Powerful    12/31/09        9 PM
+
  0  13    Extremely Powerful      1/1/10      10 AM
+
  2    1    Extremely Powerful      1/2/10      10 PM
+
  3  23    Extremely Powerful      1/4/10        8 PM       
+
  4  20    Extremely Powerful      1/5/10        5 PM
+
  6  23    Extremely Powerful      1/7/10        8 PM
+
  8    0    Extremely Powerful      1/8/10        9 PM
+
  8  19    Extremely Powerful      1/9/10        3 PM
+
10  23    Powerful                1/11/10        8 PM
+
11  23    Powerful                1/12/10        8 PM
+
15  14    Powerful                1/16/10      11 AM
+
17    1    Powerful                1/17/10      10 PM 
+
21  12    Powerful                1/22/10        9 AM 
+
30    1    Strong                  1/30/10      10 PM
+
31    1    Strong                  1/31/10      10 PM
+
34    0    Strong                  2/03/10        9 PM
+
35  14    Strong                  2/05/10      11 AM
+
36  19    Strong                  2/06/10        4 PM
+
38    0    Strong                  2/07/10        9 PM
+

Revision as of 10:45, 17 July 2017

info

Alchemists are born to create things. Being the inquisitive type they love to experiment. Often found wandering around searching for new forms of minerals and plant life, they strive to produce powerful potions and invent new wonderful items. They have the ability to manipulate minerals to such an extent, that often people refer to them as magic-hands. Alchemists tend to be pacifist, and will prefer to defend themselves using powers learnt through their experiments. Despite being somewhat secretive, the alchemist guild always welcomes new members.

Command: alchemists

Creator: Lanfear<analytics uacct="UA-3466433-3" ></analytics>

Maximum level: 30

sinfo

Skill/Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Plant lore 20 40 60 80 100 - - - - - - - - - - - - - - - - - - - - - - - - -
Extract ether 20 40 60 80 100 - - - - - - - - - - - - - - - - - - - - - - - - -
Cast generic 20 40 60 80 100 - - - - - - - - - - - - - - - - - - - - - - - - -
Attack 10 20 30 40 50 60 70 - - - - - - - - - - - - - - - - - - - - - - -
Dissection 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - - - - - - - -
Short blades 10 20 30 40 50 60 70 80 - - - - - - - - - - - - - - - - - - - - - -
Gutblade 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 - - - - - - - - - -
Detect race 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - - - - - - - -
Make heatstick 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - - - - - - - -
Mix juice 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - - - - - - - - -
Long blades - 10 20 30 40 50 60 70 - - - - - - - - - - - - - - - - - - - - - -
Consider - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - - - - - - -
Preserve corpse - - 20 40 60 80 100 - - - - - - - - - - - - - - - - - - - - - - -
Create money - - - 20 40 60 80 100 - - - - - - - - - - - - - - - - - - - - - -
Mana control - - - - 10 20 30 40 50 60 - - - - - - - - - - - - - - - - - - - -
Create herb - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 - - - - -
Cast special - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - - -
Cast information - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - -
Ceremony - - - - - - - 20 40 60 80 100 - - - - - - - - - - - - - - - - - -
Identify - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - -
Aura detection - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - -
Mix drug - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - -
Throw control - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 -
Instant fermentation - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - -
Make reagent - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - -
Distillation - - - - - - - - - - 28 36 44 52 60 68 76 84 92 100 - - - - - - - - - -
Mix potion - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
Knowledge of alchemy - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
Create dimensional gem - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
Modify ammunition - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - -
Swift scalpel - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - -
Decanting - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - -
Recanting - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - -
Mix salve - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - -
Cast alchemy - - - - - - - - - - - - - 20 40 60 80 100 - - - - - - - - - - - -
Prepare flask - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - -
Floating disc - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - -
Patch item - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - -
Water walking - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - -
Dim - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - -
Glow - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - -
Blessing of intoxication - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - -
Drunken stupor - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - -
Feather weight - - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - -
Lift of load - - - - - - - - - - - - - - - - - - - 10 18 26 34 42 50 - - - - -
Aegis - - - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 -
Mint coins - - - - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100
Shift blade - - - - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100
Summon homonculus - - - - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100
Hangover cure - - - - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100
Mix elixir - - - - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100
Make arrow of torture - - - - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100
Essence eye - - - - - - - - - - - - - - - - - - - - - 20 40 60 80 100 - - - -
Eye of loraen - - - - - - - - - 10 14 19 23 28 32 37 41 46 50 55 59 64 68 73 77 82 86 91 95 100
Refining - - - - - - - - - - - - - - - - - - - - - - 20 27 35 43 51 59 67 75
Quick chant - - - - - - - - - - - - - - - - - - - - - - 20 40 60 - - - - -
Blacksmithing - - - - - - - - - - - - - - - - - - - - - - - - - 10 20 30 40 50
Alloying - - - - - - - - - - - - - - - - - - - - - - - - - 20 40 60 80 100
Amalgamate - - - - - - - - - - - - - - - - - - - - - - - - - 20 40 60 80 100
Cannibalize - - - - - - - - - - - - - - - - - - - - - - - - - 20 40 60 80 100
Mould ring - - - - - - - - - - - - - - - - - - - - - - - - - - 25 50 75 100
Sneezing powder - - - - - - - - - - - - - - - - - - - - - - - - - - 25 50 75 100
Skill/Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30


Potion Making

Alchemists must research the ingredients for a potion before being able to mix it. There are 197 different potions, see the list of alchemist potions, which can be made from 54 different materials, 23 different organs and 29 different pairs of herbs. This is over 36k different combinations, but luckily there is a strategy to finding them with a lot less work.


The research is done at the potion room of the Alchemist guild. To start your research you need: The plant lore, dissection, swift scalpel and mix potion skills. A good weapon for killing small monsters and a knife/scalpel for dissecting. Organ cans, herb jars and cash for buying missing herbs/ores. Paper and pen or elite excel skills to keep track of your research. The basic idea is to have a chart for each ore (can be herb or organ too) with herbs as rows and organs as columns (again, you can choose which is which).


You can 'submit flask' to the authenticator to get the following results:

  • You've already researched that flask.
  • You feel something is missing...
  • You feel close...
  • ...could be XXX.
  • Flask 'XXX' accepted.

or... no message at all.

All of the above messages are very useful. The "You feel something is missing..." means you've found a new potion, but your mix potion skill is not high enough to identify it. The "You feel close..." message means you have two out of the three required ingredients right. "...could be XXX." means you have two out of the three ingredients right _and_ you are told what the potion is, which is nice. And finally, if no message is given, you can be certain that no un-discovered potion exists in the column and row of your research chart.

Some useful tips:

  • Be careful with your notes.
  • Try to avoid chasing for the third ingredient... it'll narrow down as research progresses.
  • Write down every potion name and ingredients when you get the "...could be XXX" message.
  • Pay attention to seasons, getting herbs in spring/winter/autumn is a real pain.
  • For organs, the Public gardens, Marble-sanded_beach and lorenchia seagulls are gold mines.
  • To get missing herbs, use the alchemist herb store, the shack and stonehenge herb store on Rothikgen.
  • Also, ask your friendly folklorist for a cast of greater create herb.
  • Use your idle time to 'repeat - cast create herb'

Drug Making

Drugs or pills can be made with the mix drug skill.

High wis helps considerably in the duration of the pill effects.

Here is the list of herbs needed to make the pills:

Salve Making

Salves are made with the mix salve skill.

  • The skill uses 0.5 kg of material per salve dish.
  • Each dish has 2 doses by 50% skill, 3 doses by 90% skill.
  • If you test combos and produce a white salve, it has no effects.
  • The mortar and pestle are available in the hardware store in Arelium.
  • Unlike potions, formulas are the same from player to player.
  • Use divine material and have high skill % to reduce side effects.

List of combos:

  •  ???

Ring Making

Copied mostly from Dryad's pages. Some info might be outdated!

How long do alch rings last?

Alch rings last roughly 30-45 days of unchested play-time. Only time out-of-chest counts towards a ring's age, so they'll last forever if left in a chest. If you chest your rings when not in use and play an average of 4 hours a day, your ring will last approximately 6-9 months from creation.


Does ld time count towards age?

Yes, according to Shinarae, any time out of chest counts towards a ring's age, including time spent link-dead. The only way to extend a ring's life-span is to put it in storage, such as in a chest or a merchant cart.


How do I determine how much life my ring has left?

You can look at your ring with see magic to determine its age. All alch rings begin life as 'extra powerful'. As time passes, the power rating decreases. Though power ratings decrease, the ring's magical abilities remain the same over time. When the ring's time is past, you'll get the message "The ring's magic is used up, and it turns to dust."

 *extra powerful (72h ?)
 *powerful (72h ?)
 *strong 
 *moderate 
 *weak 
 *extremely weak  (time to sacrifice)


How can an alch ring be named?

Player names can be added to alch rings during the boot of their creation. There are two methods, one during creation and one after creation (but still only during the same boot the ring was created). Once that boot passes, a ring can not be named.


The first method is free but requires the player to be logged in at creation. To name during creation, the ring has to be powerful enough to allow the alch to give it a custom description. The alch sets the short description, long description (optional), and then can give the ring one owner's name.


The second method can be done after creation is complete. The alch brings the ring to the alch guild and pays the GM a fee for each name added. The first name costs 5k, 2nd costs 10k, and so on. A ring already named during creation can have additional names added to it, at a cost of 10k for the first, 20k second, etc. The players do not have to be in the game for their names to be added by this method.


Is there a name bonus?


Yes, stat-boosting alch rings do give a name bonus. Skill and spell rings do not give name bonuses.


Is there any convenient way to store a bunch of alch rings?

Yes, there is. In February of 2006, Shinarae introduced jewelry boxes into the game. They come in two sizes (6 slot and 12 slot) and are sold in the alchemist guild. The smaller boxes are made of cedar and cost 25k; the larger boxes are made of ebony and cost 50k. Both types of boxes are in slightly-damaged condition when purchased, and since they're made of wood, they take damage rather quickly. Keep an eye on their conditions, so that they don't dest with your rings in them. Shinarae also attaches a warning to the jewelry boxes, saying that they shouldn't be stored alongside other jewelry boxes -- it's best to store them alone in a 1-slot chest. Also, be careful about handling multiple boxes in inventory, since that's also somewhat risky. I've handled and stored several boxes together without incident, but that's apparently tempting fate.


Is ring creation the same for everyone?

Ring creation is rumored to be unique for each player, much like alch potions. However, I suspect that there is a lot more in common between players than is generally accepted. For myself, I find that the stronger, more expensive materials tend to produce reliably-better rings than the weaker, cheaper materials. With gemstones, I get the best results with those gemstones that sell best in the shops -- for example, diamond, emerald, ruby, sapphire work better than amethyst, bloodstone, etc.


Are your rings reproducible?

Yes and no. Given exactly the same material and gemstone, I can often reproduce the same class of effect, such as a particular stat bonus or type of regen bonus. But it is often difficult to reproduce an identical ring "to order." If I am looking for a +3 dam ring, I may try 3-4 times in order to achieve exactly +3 damage, even with knowing exactly how much material and which gem type produced the same bonus in the past. My personal record for getting a 4pr ring is 22 tries on proven formulas.  :)


How much material should I use?

This depends on the type of material being used. For weak materials, such as wood-types, you will need to use much more material than you would with a strong material, like diamond or dukonium. For strong materials, 25-35 kgs is a good place to start.


In practice, I usually take 25-80 kg of a material, always in max-divine condition. What's this 'max-divine'? That's when you make sure the material is truly top-notch by throwing an extra refine at it after it reaches divine. If this is new to you, you'll be surprised at how many times a divine material can be refined further. Of course, make sure your refining skills are at 100% -- you will not reach max-divine with 95% skill. Refinement has a huge impact on ring quality; don't bother testing ring combos with less than divine quality materials.


What materials should I use?

I usually see better effects with high sturdiness materials than with low. However, it's worth testing anything you can get your hands on. You may be able to produce the same effect with wood as I can with dukonium!


What types of gems should I use?

Rumor has it that all gem materials can be used and are random in their effects. So again, it's probably useful to test out everything, in case cheaper gems are as useful for you as expensive ones. In my experience, the tougher, more expensive gemstones produce the most useful gems for ring-making. My favorites at the moment are diamond, ruby, sapphire, and emerald. But I've had some success with a few other, cheaper gems.


What quality of gems should I use?

I generally use only the top 3 quality gems: perfect, flawless, and huge. I sometimes use magnificent and large gems.


What percentage does my mould ring spell need to be at?

100%, of course! No, really.. you CAN create rings with less training, but your results will be more random and of lower quality, most of the time. I made the mistake of trying to test rings with my spell only at 50%. (This was out of sheer stupidity -- I had forgotten to study the spell to max in my re-reinc, and I thought I had it at 100%). Once I realized my error, I maxxed the spell and continued testing. I found that the same material/gem combinations still produced the same class of effects, and my ring bonuses were much improved. So instead of producing a +2 dex ring, I was producing +5 dex.


What is the syntax for casting mould ring?

 'cast mould ring at mould gem ______ material _______'

for example:

 'cast mould ring at mould gem diamond material ebony'


The ring mould, gemstone, and material all need to be on the ground. If you have several gems on the ground, the spell will only affect the first gem (gem 1) on the ground. The material can only be in several chunks.. the spell will amalgamate material for you. So if you have 2 50-kg chunks of ebony on the ground, the ring will be created with 100 kg of ebony.


I have some low-stat or mostly useless rings that I can't sell on sales. What do I do with them?


For rings starting at about 100k sacworth, it's most profitable to sell the ring as a sacring on sales channel. Traditional pricing for sac rings is 10% of their sacworth. If you choose not to sell the rings on sales, your best bet is to sell any you can at Skeep, then shift to Arelium's luxury armoury for the rest.