Difference between revisions of "Guild of Alchemy"

From BatWiki
Jump to: navigation, search
Line 77: Line 77:
 
How long do alch rings last?
 
How long do alch rings last?
  
  Alch rings last roughly 30-45 days of unchested play-time.  Only time out-of-chest  
+
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  
 
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 approximiately 6-9 months from creation.
  
  I like to keep several sets of alch rings around at a time.  I wear two wis rings  
+
 
 +
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  
 
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  
 
most players seem to treat rings, at least tanks w/fighting rings and casters with  
Line 95: Line 96:
 
Does ld time count towards age?
 
Does ld time count towards age?
  
  Yes, according to Shinarae, any time out of chest counts towards a ring's 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  
 
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.
 
put it in storage, such as in a chest or a merchant cart.
Line 102: Line 103:
 
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.  If you don't  
 
have see magic, you can buy a ring of see magic from Barnum's ring shop in BC for  
 
have see magic, you can buy a ring of see magic from Barnum's ring shop in BC for  
 
4k gold.  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  
Line 115: Line 116:
 
   *weak  
 
   *weak  
 
   *extremely weak  (time to sacrifice)
 
   *extremely weak  (time to sacrifice)
 
 
  See notes at the bottom of the page on how long rings last in each stage.
 
 
  
  
 
How can an alch ring be named?
 
How can an alch ring be named?
  
  Player names can be added to alch rings during the boot of their creation.   
+
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  
 
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,  
 
only during the same boot the ring was created).  Once that boot passes,  
 
a ring can not be named.
 
a ring can not be named.
  
  The first method is free but requires the player to be logged in at creation.   
+
 
 +
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 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  
 
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.   
 
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 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  
 
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  
 
first name costs 5k, 2nd costs 10k, and so on.  A ring already named during  
Line 143: Line 142:
 
Is there a name bonus?
 
Is there a name bonus?
  
  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.  A +6 wis alch ring  
 
worn by its owner will give a range of +6 to +8 wis, which varies somewhat  
 
worn by its owner will give a range of +6 to +8 wis, which varies somewhat  
 
with time (more info next paragraph).  Skill and spell rings do not give  
 
with time (more info next paragraph).  Skill and spell rings do not give  
Line 150: Line 150:
 
let me know.
 
let me know.
  
  For stat-bonus rings (such as +str, +int, +wis, etc), the name bonus  
+
 
 +
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.   
 
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  
 
Amd has tested this a bit and also notes that boot seems to change the  
Line 165: Line 166:
 
Does having the ring in my name affect its sacworth?
 
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  
+
 
 +
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 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)  
 
that rings used for spider demons do see a bonus (in the resulting demon)  
Line 175: Line 177:
 
You put a lame price tag on my ring.  How do I fix that?
 
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  
+
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  
 
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,  
 
part.  But then I'll put some additional information, such as "+4 dam, +1 avoid,  
Line 185: Line 187:
 
Is there any convenient way to store a bunch of alch rings?
 
Is there any convenient way to store a bunch of alch rings?
  
  Yes, there is.  In February of 2006, Shinarae introduced jewelry boxes  
+
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  
 
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  
 
the alchemist guild.  The smaller boxes are made of cedar and cost 25k; the  
Line 201: Line 203:
 
Is ring creation the same for everyone?
 
Is ring creation the same for everyone?
  
  Ring creation is rumored to be unique for each player, much like  
+
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  
 
alch potions.  However, I suspect that there is a lot more in common  
 
between players than is generally accepted.  For myself, I find that  
 
between players than is generally accepted.  For myself, I find that  
Line 213: Line 215:
 
Are your rings reproducible?
 
Are your rings reproducible?
 
    
 
    
  Yes and no.  Given exactly the same material and gemstone, I can often  
+
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  
 
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  
 
type of regen bonus.  But it is often difficult to reproduce an identical  
Line 224: Line 226:
 
How much material should I use?
 
How much material should I use?
  
  This depends on the type of material being used.  For weak materials,  
+
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  
 
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,  
 
with a strong material, like diamond or dukonium.  For strong materials,  
 
25-35 kgs is a good place to start.  
 
25-35 kgs is a good place to start.  
  
  In practice, I usually take 25-80 kg of a material, always in max-divine  
+
 
 +
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  
 
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.   
 
is truly top-notch by throwing an extra refine at it after it reaches divine.   
Line 241: Line 244:
 
What materials should I use?
 
What materials should I use?
  
  I usually see better effects with high sturdiness materials than with low.   
+
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  
 
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!
 
able to produce the same effect with wood as I can with dukonium!
Line 248: Line 251:
 
What types of gems should I use?
 
What types of gems should I use?
  
  Rumor has it that all gem materials can be used and are random in their  
+
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  
 
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,  
 
cheaper gems are as useful for you as expensive ones.  In my experience,  
Line 258: Line 261:
 
What quality of gems should I use?
 
What quality of gems should I use?
  
  I generally use only the top 3 quality gems: perfect, flawless, and huge.   
+
I generally use only the top 3 quality gems: perfect, flawless, and huge.   
 
I sometimes use magnificent and large gems.   
 
I sometimes use magnificent and large gems.   
  
Line 264: Line 267:
 
What percentage does my mould ring spell need to be at?
 
What percentage does my mould ring spell need to be at?
 
    
 
    
  100%, of course!  No, really.. you CAN create rings with less training,  
+
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.   
 
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%.   
 
I made the mistake of trying to test rings with my spell only at 50%.   
Line 281: Line 284:
 
   'cast mould ring at mould gem diamond material ebony'
 
   'cast mould ring at mould gem diamond material ebony'
  
  The ring mould, gemstone, and material all need to be on the ground.  If you  
+
 
 +
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)  
 
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  
 
on the ground.  The material can only be in several chunks.. the spell will  
Line 291: Line 295:
 
What do I do with them?
 
What do I do with them?
  
  For rings starting at about 100k sacworth, it's most profitable to sell the  
+
 
 +
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%  
 
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 BC's luxury armoury for the rest.
  
  Skeep armour shop pays the best rate per ring but inexplicably won't buy many  
+
 
 +
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  
 
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.   
 
few of the rings -- he ignores the rest.  Next best is the BC Luxury armour shop.   

Revision as of 11:35, 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 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 approximiately 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.


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. If you don't have see magic, you can buy a ring of see magic from Barnum's ring shop in BC for 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 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 
 *powerful 
 *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. A +6 wis alch ring worn by its owner will give a range of +6 to +8 wis, which varies somewhat 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.


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 BC'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