If I'm at 120/120 alchemy/inscription, would I get better results if had 125/120 or 120/125 or would it make no difference? Spellcrafting gloves and guildhall could potentially take me even higher... to 126 alchemy or 128 scribe I think.
Not sure if that has been tested but it could not hurt you. I would say that you should not exceed the various caps for the spellcraftable properties but you would have a better chance of hitting them on each try.
I have a few questions: 1) is spellcrafting similar to imbuing? 2) is a mage template the best to use spell crafting? 3) imbuing - what template is best for that skill? (ei crafter or mage type)? 4) I cant' find details about the inscription needed to map t-maps - can someone provide that?
Hello and welcome to Traditions. I'm only able to answer two of the questions because we do not have imbuing nor mysticism. As for what class makes the best spellcrafter I would say your mule/crafter because your going to need tinkering somewhere in order to build/combine the artifact gear. Spellcrafting is for fine tuning of stats and atributes so you can build the armor set you need to best suit your play.
Making T-Maps with inscription starts from a quest in Magincia once you get 100 skill.
I'm spellcrafting a runic tradium double axe but I keep getting a system message "This craft may only be placed on weapons Invulnerable or Vanquishing Tinker Enhanced Artifacts or weapons engraved Runic.." since this is a runic double axe, shouldn't the spellcraft be applied? I've tried Hit Fireball successfully but Hit Harm, Hit Leech Life, Hit Leech Mana, and Hit Leech Stamina all resulted in the system message.
Apr 25, 2018 at 12:46pm QuotelikePost Options Post by alk760 on Apr 25, 2018 at 12:46pm
99.8 99.9! 100.00!! *Finally I can make some gear that will keep me alive*
Well almost.. GM crafted gear will get you threw some quests and anywhere in trammel but venture into Tartarus and you'll quickly realize your going to need an upgrade to handle the Tradium Skeletal Dragons in Dungeon Warren.
Crafted items even after being fully enhanced with better materials and Spellcrafting will only allow 5-9 bonus attributes depending on the item and what material you enhance with.
Also some Spellcrafts will only adhere to Vanquishing quality items.
An artifact item will allow 10 Spellcrafts and will accept all relevant Bonuses.. except the regens.. those are armor piece specific.
Making artifact gear with Inscription-alchemy and tinkering by far surpasses any 120 skill crafted item and leaves Tailoring/Smithing to basically making starter gear.
So far when enhancing a GM item the only bonus it will receive is some durability and a small amount of luck with the exception on using Gold ore then the armor piece will also get the Mage Armor bonus.
When enhancing weapons you'll gain some durability and maybe Direct damage of 5-20%.
When you use Verite or better you'll get a life leech bonus of 2-5%.
There is a lot limiting the crafting system and it could use a little freedom with the item enhancement.
Giving different materials more useful and better bonuses.
Weapons made with Tradium ingots and using a Tradium Runic Hammer . . . or . . .Weapons made with Tradified wood and using a Tradified Fletching tool will have some better properties but more important . . they can accept up to eight properties including Leech Life.
The crafting system and specifically "Runic" tools have been getting tweaked. We are trying to make them more important without crossing into the Uber area.
You can't add regen to phoenix or any armor with spellcrafts. Gems, on the other hand, do wonky things when they are combined with armors. The arcane set has a bonus, for example, of SDI and it boosts your magery/eval int, but when I put the SDI gems into them, they lose their magery/eval int randomly at some point. But for gems: ideally, yes the gemswith regen should add regen to phoenix pieces (but you don't really need to if you're running a full phoenix set).
I bolded to make sure it's clear what I'm talking about in each spot. Also, if you want to see the limitations of certain spellcrafts, use them on a throwaway artifact and ones you can't use will tell you what they can be used on. Also, in the book itself I believe it tells you what can be used where.
Last Edit: Apr 1, 2020 12:31:29 GMT -8 by Crossbreed
The spell-crafting quest found in Luna - The quest giver is found in the southwest corner of the outer wall.
The book is a relatively uncommon drop, but i have books a plenty if you would like one? Message me in-game or I will put one on the AH for you. You will of course need to find & fill it with gems from monsters around the world (I have plenty if you want/need some help).
Thanks Crossbreed - I totally forgot to take into account you can't get regens on armor... & great to know about the dodgy effects of gemming.
Nystal the Mystic Crafter is located west of the luna gate house.
Most Spellcrafts can get as high as 37% per piece of equipment. however defence chance , hit chance and resists can be as high as 44% SDI and LRC max% is 26
Str Dex Int the max% is 16
There are limits as to what Spellcrafts adhere to what items and how many bonuses the items can accept.
For a basic example STR,INT,DEX, bonuses can only be placed on jewelry. "that's not to say you can't find other items besides jewelry that have stat bonuses." So having +20 to 25 STR on jewelry and +20 Hitpoint bonus to armor is how you achieve hit point cap of 175.
Stamina and Mana have no caps.
A finalized gear set will want * +25 str * +25 hitpoint bonus
* to achieve the hit point cap of 175 you will need a base of 130 str * "Less than 130 base strength will require more strength items to hit 175 health"
16 or better in regen. "there is no cap but it seems to diminish after 16."
75 Def chance & 75 Hit chance.
70+ in all resists even though cap is 70 debuffs will drop you way down to 40 if you not over the cap on resists casting vampiric embrace drops fire resists but stacking on more fire keeps it at 70%.
Stamina for Swingspeed reduction cap 1.25%
Swingspeed Increase will not get you lower than the 1.25% cap
Last Edit: Jul 27, 2021 8:09:49 GMT -8 by alk760: more detailed example of stat caps